1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 /* for detection of endless loops, caused by custom element programming */
1123 /* (using maximal playfield width x 10 is just a rough approximation) */
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 /* ------------------------------------------------------------------------- */
1153 /* definition of elements that automatically change to other elements after */
1154 /* a specified time, eventually calling a function when changing */
1155 /* ------------------------------------------------------------------------- */
1157 /* forward declaration for changer functions */
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 static void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 static void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 static void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* used instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 static void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2771 static void UpdateGameDoorValues(void)
2773 UpdateGameControlValues();
2777 void DrawGameDoorValues(void)
2779 DisplayGameControlValues();
2784 =============================================================================
2786 -----------------------------------------------------------------------------
2787 initialize game engine due to level / tape version number
2788 =============================================================================
2791 static void InitGameEngine(void)
2793 int i, j, k, l, x, y;
2795 /* set game engine from tape file when re-playing, else from level file */
2796 game.engine_version = (tape.playing ? tape.engine_version :
2797 level.game_version);
2799 /* set single or multi-player game mode (needed for re-playing tapes) */
2800 game.team_mode = setup.team_mode;
2804 int num_players = 0;
2806 for (i = 0; i < MAX_PLAYERS; i++)
2807 if (tape.player_participates[i])
2810 /* multi-player tapes contain input data for more than one player */
2811 game.team_mode = (num_players > 1);
2814 /* ---------------------------------------------------------------------- */
2815 /* set flags for bugs and changes according to active game engine version */
2816 /* ---------------------------------------------------------------------- */
2819 Summary of bugfix/change:
2820 Fixed handling for custom elements that change when pushed by the player.
2822 Fixed/changed in version:
2826 Before 3.1.0, custom elements that "change when pushing" changed directly
2827 after the player started pushing them (until then handled in "DigField()").
2828 Since 3.1.0, these custom elements are not changed until the "pushing"
2829 move of the element is finished (now handled in "ContinueMoving()").
2831 Affected levels/tapes:
2832 The first condition is generally needed for all levels/tapes before version
2833 3.1.0, which might use the old behaviour before it was changed; known tapes
2834 that are affected are some tapes from the level set "Walpurgis Gardens" by
2836 The second condition is an exception from the above case and is needed for
2837 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2838 above (including some development versions of 3.1.0), but before it was
2839 known that this change would break tapes like the above and was fixed in
2840 3.1.1, so that the changed behaviour was active although the engine version
2841 while recording maybe was before 3.1.0. There is at least one tape that is
2842 affected by this exception, which is the tape for the one-level set "Bug
2843 Machine" by Juergen Bonhagen.
2846 game.use_change_when_pushing_bug =
2847 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2849 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2850 tape.game_version < VERSION_IDENT(3,1,1,0)));
2853 Summary of bugfix/change:
2854 Fixed handling for blocking the field the player leaves when moving.
2856 Fixed/changed in version:
2860 Before 3.1.1, when "block last field when moving" was enabled, the field
2861 the player is leaving when moving was blocked for the time of the move,
2862 and was directly unblocked afterwards. This resulted in the last field
2863 being blocked for exactly one less than the number of frames of one player
2864 move. Additionally, even when blocking was disabled, the last field was
2865 blocked for exactly one frame.
2866 Since 3.1.1, due to changes in player movement handling, the last field
2867 is not blocked at all when blocking is disabled. When blocking is enabled,
2868 the last field is blocked for exactly the number of frames of one player
2869 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2870 last field is blocked for exactly one more than the number of frames of
2873 Affected levels/tapes:
2874 (!!! yet to be determined -- probably many !!!)
2877 game.use_block_last_field_bug =
2878 (game.engine_version < VERSION_IDENT(3,1,1,0));
2880 game_em.use_single_button =
2881 (game.engine_version > VERSION_IDENT(4,0,0,2));
2883 game_em.use_snap_key_bug =
2884 (game.engine_version < VERSION_IDENT(4,0,1,0));
2886 /* ---------------------------------------------------------------------- */
2888 /* set maximal allowed number of custom element changes per game frame */
2889 game.max_num_changes_per_frame = 1;
2891 /* default scan direction: scan playfield from top/left to bottom/right */
2892 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2894 /* dynamically adjust element properties according to game engine version */
2895 InitElementPropertiesEngine(game.engine_version);
2898 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2899 printf(" tape version == %06d [%s] [file: %06d]\n",
2900 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2902 printf(" => game.engine_version == %06d\n", game.engine_version);
2905 /* ---------- initialize player's initial move delay --------------------- */
2907 /* dynamically adjust player properties according to level information */
2908 for (i = 0; i < MAX_PLAYERS; i++)
2909 game.initial_move_delay_value[i] =
2910 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2912 /* dynamically adjust player properties according to game engine version */
2913 for (i = 0; i < MAX_PLAYERS; i++)
2914 game.initial_move_delay[i] =
2915 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2916 game.initial_move_delay_value[i] : 0);
2918 /* ---------- initialize player's initial push delay --------------------- */
2920 /* dynamically adjust player properties according to game engine version */
2921 game.initial_push_delay_value =
2922 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2924 /* ---------- initialize changing elements ------------------------------- */
2926 /* initialize changing elements information */
2927 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2929 struct ElementInfo *ei = &element_info[i];
2931 /* this pointer might have been changed in the level editor */
2932 ei->change = &ei->change_page[0];
2934 if (!IS_CUSTOM_ELEMENT(i))
2936 ei->change->target_element = EL_EMPTY_SPACE;
2937 ei->change->delay_fixed = 0;
2938 ei->change->delay_random = 0;
2939 ei->change->delay_frames = 1;
2942 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2944 ei->has_change_event[j] = FALSE;
2946 ei->event_page_nr[j] = 0;
2947 ei->event_page[j] = &ei->change_page[0];
2951 /* add changing elements from pre-defined list */
2952 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2954 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2955 struct ElementInfo *ei = &element_info[ch_delay->element];
2957 ei->change->target_element = ch_delay->target_element;
2958 ei->change->delay_fixed = ch_delay->change_delay;
2960 ei->change->pre_change_function = ch_delay->pre_change_function;
2961 ei->change->change_function = ch_delay->change_function;
2962 ei->change->post_change_function = ch_delay->post_change_function;
2964 ei->change->can_change = TRUE;
2965 ei->change->can_change_or_has_action = TRUE;
2967 ei->has_change_event[CE_DELAY] = TRUE;
2969 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2970 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2973 /* ---------- initialize internal run-time variables --------------------- */
2975 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2977 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2979 for (j = 0; j < ei->num_change_pages; j++)
2981 ei->change_page[j].can_change_or_has_action =
2982 (ei->change_page[j].can_change |
2983 ei->change_page[j].has_action);
2987 /* add change events from custom element configuration */
2988 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2990 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2992 for (j = 0; j < ei->num_change_pages; j++)
2994 if (!ei->change_page[j].can_change_or_has_action)
2997 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2999 /* only add event page for the first page found with this event */
3000 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3002 ei->has_change_event[k] = TRUE;
3004 ei->event_page_nr[k] = j;
3005 ei->event_page[k] = &ei->change_page[j];
3011 /* ---------- initialize reference elements in change conditions --------- */
3013 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3015 int element = EL_CUSTOM_START + i;
3016 struct ElementInfo *ei = &element_info[element];
3018 for (j = 0; j < ei->num_change_pages; j++)
3020 int trigger_element = ei->change_page[j].initial_trigger_element;
3022 if (trigger_element >= EL_PREV_CE_8 &&
3023 trigger_element <= EL_NEXT_CE_8)
3024 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3026 ei->change_page[j].trigger_element = trigger_element;
3030 /* ---------- initialize run-time trigger player and element ------------- */
3032 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3034 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3036 for (j = 0; j < ei->num_change_pages; j++)
3038 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3039 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3040 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3041 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3042 ei->change_page[j].actual_trigger_ce_value = 0;
3043 ei->change_page[j].actual_trigger_ce_score = 0;
3047 /* ---------- initialize trigger events ---------------------------------- */
3049 /* initialize trigger events information */
3050 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3051 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3052 trigger_events[i][j] = FALSE;
3054 /* add trigger events from element change event properties */
3055 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3057 struct ElementInfo *ei = &element_info[i];
3059 for (j = 0; j < ei->num_change_pages; j++)
3061 if (!ei->change_page[j].can_change_or_has_action)
3064 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3066 int trigger_element = ei->change_page[j].trigger_element;
3068 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3070 if (ei->change_page[j].has_event[k])
3072 if (IS_GROUP_ELEMENT(trigger_element))
3074 struct ElementGroupInfo *group =
3075 element_info[trigger_element].group;
3077 for (l = 0; l < group->num_elements_resolved; l++)
3078 trigger_events[group->element_resolved[l]][k] = TRUE;
3080 else if (trigger_element == EL_ANY_ELEMENT)
3081 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3082 trigger_events[l][k] = TRUE;
3084 trigger_events[trigger_element][k] = TRUE;
3091 /* ---------- initialize push delay -------------------------------------- */
3093 /* initialize push delay values to default */
3094 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3096 if (!IS_CUSTOM_ELEMENT(i))
3098 /* set default push delay values (corrected since version 3.0.7-1) */
3099 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3101 element_info[i].push_delay_fixed = 2;
3102 element_info[i].push_delay_random = 8;
3106 element_info[i].push_delay_fixed = 8;
3107 element_info[i].push_delay_random = 8;
3112 /* set push delay value for certain elements from pre-defined list */
3113 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3115 int e = push_delay_list[i].element;
3117 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3118 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3121 /* set push delay value for Supaplex elements for newer engine versions */
3122 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3124 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3126 if (IS_SP_ELEMENT(i))
3128 /* set SP push delay to just enough to push under a falling zonk */
3129 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3131 element_info[i].push_delay_fixed = delay;
3132 element_info[i].push_delay_random = 0;
3137 /* ---------- initialize move stepsize ----------------------------------- */
3139 /* initialize move stepsize values to default */
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3141 if (!IS_CUSTOM_ELEMENT(i))
3142 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3144 /* set move stepsize value for certain elements from pre-defined list */
3145 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3147 int e = move_stepsize_list[i].element;
3149 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3152 /* ---------- initialize collect score ----------------------------------- */
3154 /* initialize collect score values for custom elements from initial value */
3155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3156 if (IS_CUSTOM_ELEMENT(i))
3157 element_info[i].collect_score = element_info[i].collect_score_initial;
3159 /* ---------- initialize collect count ----------------------------------- */
3161 /* initialize collect count values for non-custom elements */
3162 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3163 if (!IS_CUSTOM_ELEMENT(i))
3164 element_info[i].collect_count_initial = 0;
3166 /* add collect count values for all elements from pre-defined list */
3167 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3168 element_info[collect_count_list[i].element].collect_count_initial =
3169 collect_count_list[i].count;
3171 /* ---------- initialize access direction -------------------------------- */
3173 /* initialize access direction values to default (access from every side) */
3174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175 if (!IS_CUSTOM_ELEMENT(i))
3176 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3178 /* set access direction value for certain elements from pre-defined list */
3179 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3180 element_info[access_direction_list[i].element].access_direction =
3181 access_direction_list[i].direction;
3183 /* ---------- initialize explosion content ------------------------------- */
3184 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3186 if (IS_CUSTOM_ELEMENT(i))
3189 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3191 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3193 element_info[i].content.e[x][y] =
3194 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3195 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3196 i == EL_PLAYER_3 ? EL_EMERALD :
3197 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3198 i == EL_MOLE ? EL_EMERALD_RED :
3199 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3200 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3201 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3202 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3203 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3204 i == EL_WALL_EMERALD ? EL_EMERALD :
3205 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3206 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3207 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3208 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3209 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3210 i == EL_WALL_PEARL ? EL_PEARL :
3211 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3216 /* ---------- initialize recursion detection ------------------------------ */
3217 recursion_loop_depth = 0;
3218 recursion_loop_detected = FALSE;
3219 recursion_loop_element = EL_UNDEFINED;
3221 /* ---------- initialize graphics engine ---------------------------------- */
3222 game.scroll_delay_value =
3223 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3224 setup.scroll_delay ? setup.scroll_delay_value : 0);
3225 game.scroll_delay_value =
3226 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3228 /* ---------- initialize game engine snapshots ---------------------------- */
3229 for (i = 0; i < MAX_PLAYERS; i++)
3230 game.snapshot.last_action[i] = 0;
3231 game.snapshot.changed_action = FALSE;
3232 game.snapshot.collected_item = FALSE;
3233 game.snapshot.mode =
3234 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3235 SNAPSHOT_MODE_EVERY_STEP :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3237 SNAPSHOT_MODE_EVERY_MOVE :
3238 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3239 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3240 game.snapshot.save_snapshot = FALSE;
3242 /* ---------- initialize level time for Supaplex engine ------------------- */
3243 /* Supaplex levels with time limit currently unsupported -- should be added */
3244 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3248 static int get_num_special_action(int element, int action_first,
3251 int num_special_action = 0;
3254 for (i = action_first; i <= action_last; i++)
3256 boolean found = FALSE;
3258 for (j = 0; j < NUM_DIRECTIONS; j++)
3259 if (el_act_dir2img(element, i, j) !=
3260 el_act_dir2img(element, ACTION_DEFAULT, j))
3264 num_special_action++;
3269 return num_special_action;
3274 =============================================================================
3276 -----------------------------------------------------------------------------
3277 initialize and start new game
3278 =============================================================================
3281 #if DEBUG_INIT_PLAYER
3282 static void DebugPrintPlayerStatus(char *message)
3289 printf("%s:\n", message);
3291 for (i = 0; i < MAX_PLAYERS; i++)
3293 struct PlayerInfo *player = &stored_player[i];
3295 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3299 player->connected_locally,
3300 player->connected_network,
3303 if (local_player == player)
3304 printf(" (local player)");
3313 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3314 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3315 int fade_mask = REDRAW_FIELD;
3317 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3318 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3319 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3320 int initial_move_dir = MV_DOWN;
3323 // required here to update video display before fading (FIX THIS)
3324 DrawMaskedBorder(REDRAW_DOOR_2);
3326 if (!game.restart_level)
3327 CloseDoor(DOOR_CLOSE_1);
3329 SetGameStatus(GAME_MODE_PLAYING);
3331 if (level_editor_test_game)
3332 FadeSkipNextFadeIn();
3334 FadeSetEnterScreen();
3336 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3337 fade_mask = REDRAW_ALL;
3339 FadeLevelSoundsAndMusic();
3341 ExpireSoundLoops(TRUE);
3345 /* needed if different viewport properties defined for playing */
3346 ChangeViewportPropertiesIfNeeded();
3350 DrawCompleteVideoDisplay();
3352 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3355 InitGameControlValues();
3357 /* don't play tapes over network */
3358 network_playing = (network.enabled && !tape.playing);
3360 for (i = 0; i < MAX_PLAYERS; i++)
3362 struct PlayerInfo *player = &stored_player[i];
3364 player->index_nr = i;
3365 player->index_bit = (1 << i);
3366 player->element_nr = EL_PLAYER_1 + i;
3368 player->present = FALSE;
3369 player->active = FALSE;
3370 player->mapped = FALSE;
3372 player->killed = FALSE;
3373 player->reanimated = FALSE;
3376 player->effective_action = 0;
3377 player->programmed_action = 0;
3379 player->mouse_action.lx = 0;
3380 player->mouse_action.ly = 0;
3381 player->mouse_action.button = 0;
3382 player->mouse_action.button_hint = 0;
3384 player->effective_mouse_action.lx = 0;
3385 player->effective_mouse_action.ly = 0;
3386 player->effective_mouse_action.button = 0;
3387 player->effective_mouse_action.button_hint = 0;
3390 player->score_final = 0;
3392 player->health = MAX_HEALTH;
3393 player->health_final = MAX_HEALTH;
3395 player->gems_still_needed = level.gems_needed;
3396 player->sokobanfields_still_needed = 0;
3397 player->lights_still_needed = 0;
3398 player->players_still_needed = 0;
3399 player->friends_still_needed = 0;
3401 for (j = 0; j < MAX_NUM_KEYS; j++)
3402 player->key[j] = FALSE;
3404 player->num_white_keys = 0;
3406 player->dynabomb_count = 0;
3407 player->dynabomb_size = 1;
3408 player->dynabombs_left = 0;
3409 player->dynabomb_xl = FALSE;
3411 player->MovDir = initial_move_dir;
3414 player->GfxDir = initial_move_dir;
3415 player->GfxAction = ACTION_DEFAULT;
3417 player->StepFrame = 0;
3419 player->initial_element = player->element_nr;
3420 player->artwork_element =
3421 (level.use_artwork_element[i] ? level.artwork_element[i] :
3422 player->element_nr);
3423 player->use_murphy = FALSE;
3425 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3426 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3428 player->gravity = level.initial_player_gravity[i];
3430 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3432 player->actual_frame_counter = 0;
3434 player->step_counter = 0;
3436 player->last_move_dir = initial_move_dir;
3438 player->is_active = FALSE;
3440 player->is_waiting = FALSE;
3441 player->is_moving = FALSE;
3442 player->is_auto_moving = FALSE;
3443 player->is_digging = FALSE;
3444 player->is_snapping = FALSE;
3445 player->is_collecting = FALSE;
3446 player->is_pushing = FALSE;
3447 player->is_switching = FALSE;
3448 player->is_dropping = FALSE;
3449 player->is_dropping_pressed = FALSE;
3451 player->is_bored = FALSE;
3452 player->is_sleeping = FALSE;
3454 player->was_waiting = TRUE;
3455 player->was_moving = FALSE;
3456 player->was_snapping = FALSE;
3457 player->was_dropping = FALSE;
3459 player->force_dropping = FALSE;
3461 player->frame_counter_bored = -1;
3462 player->frame_counter_sleeping = -1;
3464 player->anim_delay_counter = 0;
3465 player->post_delay_counter = 0;
3467 player->dir_waiting = initial_move_dir;
3468 player->action_waiting = ACTION_DEFAULT;
3469 player->last_action_waiting = ACTION_DEFAULT;
3470 player->special_action_bored = ACTION_DEFAULT;
3471 player->special_action_sleeping = ACTION_DEFAULT;
3473 player->switch_x = -1;
3474 player->switch_y = -1;
3476 player->drop_x = -1;
3477 player->drop_y = -1;
3479 player->show_envelope = 0;
3481 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3483 player->push_delay = -1; /* initialized when pushing starts */
3484 player->push_delay_value = game.initial_push_delay_value;
3486 player->drop_delay = 0;
3487 player->drop_pressed_delay = 0;
3489 player->last_jx = -1;
3490 player->last_jy = -1;
3494 player->shield_normal_time_left = 0;
3495 player->shield_deadly_time_left = 0;
3497 player->inventory_infinite_element = EL_UNDEFINED;
3498 player->inventory_size = 0;
3500 if (level.use_initial_inventory[i])
3502 for (j = 0; j < level.initial_inventory_size[i]; j++)
3504 int element = level.initial_inventory_content[i][j];
3505 int collect_count = element_info[element].collect_count_initial;
3508 if (!IS_CUSTOM_ELEMENT(element))
3511 if (collect_count == 0)
3512 player->inventory_infinite_element = element;
3514 for (k = 0; k < collect_count; k++)
3515 if (player->inventory_size < MAX_INVENTORY_SIZE)
3516 player->inventory_element[player->inventory_size++] = element;
3520 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3521 SnapField(player, 0, 0);
3523 player->LevelSolved = FALSE;
3524 player->GameOver = FALSE;
3526 player->LevelSolved_GameWon = FALSE;
3527 player->LevelSolved_GameEnd = FALSE;
3528 player->LevelSolved_PanelOff = FALSE;
3529 player->LevelSolved_SaveTape = FALSE;
3530 player->LevelSolved_SaveScore = FALSE;
3532 player->LevelSolved_CountingTime = 0;
3533 player->LevelSolved_CountingScore = 0;
3534 player->LevelSolved_CountingHealth = 0;
3536 map_player_action[i] = i;
3539 network_player_action_received = FALSE;
3541 /* initial null action */
3542 if (network_playing)
3543 SendToServer_MovePlayer(MV_NONE);
3551 TimeLeft = level.time;
3554 ScreenMovDir = MV_NONE;
3558 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3560 AllPlayersGone = FALSE;
3562 game.no_time_limit = (level.time == 0);
3564 game.yamyam_content_nr = 0;
3565 game.robot_wheel_active = FALSE;
3566 game.magic_wall_active = FALSE;
3567 game.magic_wall_time_left = 0;
3568 game.light_time_left = 0;
3569 game.timegate_time_left = 0;
3570 game.switchgate_pos = 0;
3571 game.wind_direction = level.wind_direction_initial;
3573 game.lenses_time_left = 0;
3574 game.magnify_time_left = 0;
3576 game.ball_state = level.ball_state_initial;
3577 game.ball_content_nr = 0;
3579 game.explosions_delayed = TRUE;
3581 game.envelope_active = FALSE;
3583 for (i = 0; i < NUM_BELTS; i++)
3585 game.belt_dir[i] = MV_NONE;
3586 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3589 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3590 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3592 #if DEBUG_INIT_PLAYER
3593 DebugPrintPlayerStatus("Player status at level initialization");
3596 SCAN_PLAYFIELD(x, y)
3598 Feld[x][y] = Last[x][y] = level.field[x][y];
3599 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3600 ChangeDelay[x][y] = 0;
3601 ChangePage[x][y] = -1;
3602 CustomValue[x][y] = 0; /* initialized in InitField() */
3603 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3605 WasJustMoving[x][y] = 0;
3606 WasJustFalling[x][y] = 0;
3607 CheckCollision[x][y] = 0;
3608 CheckImpact[x][y] = 0;
3610 Pushed[x][y] = FALSE;
3612 ChangeCount[x][y] = 0;
3613 ChangeEvent[x][y] = -1;
3615 ExplodePhase[x][y] = 0;
3616 ExplodeDelay[x][y] = 0;
3617 ExplodeField[x][y] = EX_TYPE_NONE;
3619 RunnerVisit[x][y] = 0;
3620 PlayerVisit[x][y] = 0;
3623 GfxRandom[x][y] = INIT_GFX_RANDOM();
3624 GfxElement[x][y] = EL_UNDEFINED;
3625 GfxAction[x][y] = ACTION_DEFAULT;
3626 GfxDir[x][y] = MV_NONE;
3627 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3630 SCAN_PLAYFIELD(x, y)
3632 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3634 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3636 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3639 InitField(x, y, TRUE);
3641 ResetGfxAnimation(x, y);
3646 for (i = 0; i < MAX_PLAYERS; i++)
3648 struct PlayerInfo *player = &stored_player[i];
3650 /* set number of special actions for bored and sleeping animation */
3651 player->num_special_action_bored =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_BORING_1, ACTION_BORING_LAST);
3654 player->num_special_action_sleeping =
3655 get_num_special_action(player->artwork_element,
3656 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3659 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3660 emulate_sb ? EMU_SOKOBAN :
3661 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3663 /* initialize type of slippery elements */
3664 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3666 if (!IS_CUSTOM_ELEMENT(i))
3668 /* default: elements slip down either to the left or right randomly */
3669 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3671 /* SP style elements prefer to slip down on the left side */
3672 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3673 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3675 /* BD style elements prefer to slip down on the left side */
3676 if (game.emulation == EMU_BOULDERDASH)
3677 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3681 /* initialize explosion and ignition delay */
3682 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3684 if (!IS_CUSTOM_ELEMENT(i))
3687 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3688 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3689 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3690 int last_phase = (num_phase + 1) * delay;
3691 int half_phase = (num_phase / 2) * delay;
3693 element_info[i].explosion_delay = last_phase - 1;
3694 element_info[i].ignition_delay = half_phase;
3696 if (i == EL_BLACK_ORB)
3697 element_info[i].ignition_delay = 1;
3701 /* correct non-moving belts to start moving left */
3702 for (i = 0; i < NUM_BELTS; i++)
3703 if (game.belt_dir[i] == MV_NONE)
3704 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3706 #if USE_NEW_PLAYER_ASSIGNMENTS
3707 for (i = 0; i < MAX_PLAYERS; i++)
3709 stored_player[i].connected = FALSE;
3711 /* in network game mode, the local player might not be the first player */
3712 if (stored_player[i].connected_locally)
3713 local_player = &stored_player[i];
3716 if (!network.enabled)
3717 local_player->connected = TRUE;
3721 for (i = 0; i < MAX_PLAYERS; i++)
3722 stored_player[i].connected = tape.player_participates[i];
3724 else if (network.enabled)
3726 /* add team mode players connected over the network (needed for correct
3727 assignment of player figures from level to locally playing players) */
3729 for (i = 0; i < MAX_PLAYERS; i++)
3730 if (stored_player[i].connected_network)
3731 stored_player[i].connected = TRUE;
3733 else if (game.team_mode)
3735 /* try to guess locally connected team mode players (needed for correct
3736 assignment of player figures from level to locally playing players) */
3738 for (i = 0; i < MAX_PLAYERS; i++)
3739 if (setup.input[i].use_joystick ||
3740 setup.input[i].key.left != KSYM_UNDEFINED)
3741 stored_player[i].connected = TRUE;
3744 #if DEBUG_INIT_PLAYER
3745 DebugPrintPlayerStatus("Player status after level initialization");
3748 #if DEBUG_INIT_PLAYER
3750 printf("Reassigning players ...\n");
3753 /* check if any connected player was not found in playfield */
3754 for (i = 0; i < MAX_PLAYERS; i++)
3756 struct PlayerInfo *player = &stored_player[i];
3758 if (player->connected && !player->present)
3760 struct PlayerInfo *field_player = NULL;
3762 #if DEBUG_INIT_PLAYER
3764 printf("- looking for field player for player %d ...\n", i + 1);
3767 /* assign first free player found that is present in the playfield */
3769 /* first try: look for unmapped playfield player that is not connected */
3770 for (j = 0; j < MAX_PLAYERS; j++)
3771 if (field_player == NULL &&
3772 stored_player[j].present &&
3773 !stored_player[j].mapped &&
3774 !stored_player[j].connected)
3775 field_player = &stored_player[j];
3777 /* second try: look for *any* unmapped playfield player */
3778 for (j = 0; j < MAX_PLAYERS; j++)
3779 if (field_player == NULL &&
3780 stored_player[j].present &&
3781 !stored_player[j].mapped)
3782 field_player = &stored_player[j];
3784 if (field_player != NULL)
3786 int jx = field_player->jx, jy = field_player->jy;
3788 #if DEBUG_INIT_PLAYER
3790 printf("- found player %d\n", field_player->index_nr + 1);
3793 player->present = FALSE;
3794 player->active = FALSE;
3796 field_player->present = TRUE;
3797 field_player->active = TRUE;
3800 player->initial_element = field_player->initial_element;
3801 player->artwork_element = field_player->artwork_element;
3803 player->block_last_field = field_player->block_last_field;
3804 player->block_delay_adjustment = field_player->block_delay_adjustment;
3807 StorePlayer[jx][jy] = field_player->element_nr;
3809 field_player->jx = field_player->last_jx = jx;
3810 field_player->jy = field_player->last_jy = jy;
3812 if (local_player == player)
3813 local_player = field_player;
3815 map_player_action[field_player->index_nr] = i;
3817 field_player->mapped = TRUE;
3819 #if DEBUG_INIT_PLAYER
3821 printf("- map_player_action[%d] == %d\n",
3822 field_player->index_nr + 1, i + 1);
3827 if (player->connected && player->present)
3828 player->mapped = TRUE;
3831 #if DEBUG_INIT_PLAYER
3832 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3837 /* check if any connected player was not found in playfield */
3838 for (i = 0; i < MAX_PLAYERS; i++)
3840 struct PlayerInfo *player = &stored_player[i];
3842 if (player->connected && !player->present)
3844 for (j = 0; j < MAX_PLAYERS; j++)
3846 struct PlayerInfo *field_player = &stored_player[j];
3847 int jx = field_player->jx, jy = field_player->jy;
3849 /* assign first free player found that is present in the playfield */
3850 if (field_player->present && !field_player->connected)
3852 player->present = TRUE;
3853 player->active = TRUE;
3855 field_player->present = FALSE;
3856 field_player->active = FALSE;
3858 player->initial_element = field_player->initial_element;
3859 player->artwork_element = field_player->artwork_element;
3861 player->block_last_field = field_player->block_last_field;
3862 player->block_delay_adjustment = field_player->block_delay_adjustment;
3864 StorePlayer[jx][jy] = player->element_nr;
3866 player->jx = player->last_jx = jx;
3867 player->jy = player->last_jy = jy;
3877 printf("::: local_player->present == %d\n", local_player->present);
3880 /* set focus to local player for network games, else to all players */
3881 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3882 game.centered_player_nr_next = game.centered_player_nr;
3883 game.set_centered_player = FALSE;
3885 if (network_playing && tape.recording)
3887 /* store client dependent player focus when recording network games */
3888 tape.centered_player_nr_next = game.centered_player_nr_next;
3889 tape.set_centered_player = TRUE;
3894 /* when playing a tape, eliminate all players who do not participate */
3896 #if USE_NEW_PLAYER_ASSIGNMENTS
3898 if (!game.team_mode)
3900 for (i = 0; i < MAX_PLAYERS; i++)
3902 if (stored_player[i].active &&
3903 !tape.player_participates[map_player_action[i]])
3905 struct PlayerInfo *player = &stored_player[i];
3906 int jx = player->jx, jy = player->jy;
3908 #if DEBUG_INIT_PLAYER
3910 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3913 player->active = FALSE;
3914 StorePlayer[jx][jy] = 0;
3915 Feld[jx][jy] = EL_EMPTY;
3922 for (i = 0; i < MAX_PLAYERS; i++)
3924 if (stored_player[i].active &&
3925 !tape.player_participates[i])
3927 struct PlayerInfo *player = &stored_player[i];
3928 int jx = player->jx, jy = player->jy;
3930 player->active = FALSE;
3931 StorePlayer[jx][jy] = 0;
3932 Feld[jx][jy] = EL_EMPTY;
3937 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3939 /* when in single player mode, eliminate all but the local player */
3941 for (i = 0; i < MAX_PLAYERS; i++)
3943 struct PlayerInfo *player = &stored_player[i];
3945 if (player->active && player != local_player)
3947 int jx = player->jx, jy = player->jy;
3949 player->active = FALSE;
3950 player->present = FALSE;
3952 StorePlayer[jx][jy] = 0;
3953 Feld[jx][jy] = EL_EMPTY;
3958 for (i = 0; i < MAX_PLAYERS; i++)
3959 if (stored_player[i].active)
3960 local_player->players_still_needed++;
3962 if (level.solved_by_one_player)
3963 local_player->players_still_needed = 1;
3965 /* when recording the game, store which players take part in the game */
3968 #if USE_NEW_PLAYER_ASSIGNMENTS
3969 for (i = 0; i < MAX_PLAYERS; i++)
3970 if (stored_player[i].connected)
3971 tape.player_participates[i] = TRUE;
3973 for (i = 0; i < MAX_PLAYERS; i++)
3974 if (stored_player[i].active)
3975 tape.player_participates[i] = TRUE;
3979 #if DEBUG_INIT_PLAYER
3980 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3983 if (BorderElement == EL_EMPTY)
3986 SBX_Right = lev_fieldx - SCR_FIELDX;
3988 SBY_Lower = lev_fieldy - SCR_FIELDY;
3993 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3995 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3998 if (full_lev_fieldx <= SCR_FIELDX)
3999 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4000 if (full_lev_fieldy <= SCR_FIELDY)
4001 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4003 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4005 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4008 /* if local player not found, look for custom element that might create
4009 the player (make some assumptions about the right custom element) */
4010 if (!local_player->present)
4012 int start_x = 0, start_y = 0;
4013 int found_rating = 0;
4014 int found_element = EL_UNDEFINED;
4015 int player_nr = local_player->index_nr;
4017 SCAN_PLAYFIELD(x, y)
4019 int element = Feld[x][y];
4024 if (level.use_start_element[player_nr] &&
4025 level.start_element[player_nr] == element &&
4032 found_element = element;
4035 if (!IS_CUSTOM_ELEMENT(element))
4038 if (CAN_CHANGE(element))
4040 for (i = 0; i < element_info[element].num_change_pages; i++)
4042 /* check for player created from custom element as single target */
4043 content = element_info[element].change_page[i].target_element;
4044 is_player = ELEM_IS_PLAYER(content);
4046 if (is_player && (found_rating < 3 ||
4047 (found_rating == 3 && element < found_element)))
4053 found_element = element;
4058 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4060 /* check for player created from custom element as explosion content */
4061 content = element_info[element].content.e[xx][yy];
4062 is_player = ELEM_IS_PLAYER(content);
4064 if (is_player && (found_rating < 2 ||
4065 (found_rating == 2 && element < found_element)))
4067 start_x = x + xx - 1;
4068 start_y = y + yy - 1;
4071 found_element = element;
4074 if (!CAN_CHANGE(element))
4077 for (i = 0; i < element_info[element].num_change_pages; i++)
4079 /* check for player created from custom element as extended target */
4081 element_info[element].change_page[i].target_content.e[xx][yy];
4083 is_player = ELEM_IS_PLAYER(content);
4085 if (is_player && (found_rating < 1 ||
4086 (found_rating == 1 && element < found_element)))
4088 start_x = x + xx - 1;
4089 start_y = y + yy - 1;
4092 found_element = element;
4098 scroll_x = SCROLL_POSITION_X(start_x);
4099 scroll_y = SCROLL_POSITION_Y(start_y);
4103 scroll_x = SCROLL_POSITION_X(local_player->jx);
4104 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4107 /* !!! FIX THIS (START) !!! */
4108 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4110 InitGameEngine_EM();
4112 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4114 InitGameEngine_SP();
4116 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4118 InitGameEngine_MM();
4122 DrawLevel(REDRAW_FIELD);
4125 /* after drawing the level, correct some elements */
4126 if (game.timegate_time_left == 0)
4127 CloseAllOpenTimegates();
4130 /* blit playfield from scroll buffer to normal back buffer for fading in */
4131 BlitScreenToBitmap(backbuffer);
4132 /* !!! FIX THIS (END) !!! */
4134 DrawMaskedBorder(fade_mask);
4139 // full screen redraw is required at this point in the following cases:
4140 // - special editor door undrawn when game was started from level editor
4141 // - drawing area (playfield) was changed and has to be removed completely
4142 redraw_mask = REDRAW_ALL;
4146 if (!game.restart_level)
4148 /* copy default game door content to main double buffer */
4150 /* !!! CHECK AGAIN !!! */
4151 SetPanelBackground();
4152 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4153 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4156 SetPanelBackground();
4157 SetDrawBackgroundMask(REDRAW_DOOR_1);
4159 UpdateAndDisplayGameControlValues();
4161 if (!game.restart_level)
4167 CreateGameButtons();
4172 /* copy actual game door content to door double buffer for OpenDoor() */
4173 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4175 OpenDoor(DOOR_OPEN_ALL);
4177 KeyboardAutoRepeatOffUnlessAutoplay();
4179 #if DEBUG_INIT_PLAYER
4180 DebugPrintPlayerStatus("Player status (final)");
4189 if (!game.restart_level && !tape.playing)
4191 LevelStats_incPlayed(level_nr);
4193 SaveLevelSetup_SeriesInfo();
4196 game.restart_level = FALSE;
4197 game.restart_game_message = NULL;
4199 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4200 InitGameActions_MM();
4202 SaveEngineSnapshotToListInitial();
4204 if (!game.restart_level)
4206 PlaySound(SND_GAME_STARTING);
4208 if (setup.sound_music)
4213 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4214 int actual_player_x, int actual_player_y)
4216 /* this is used for non-R'n'D game engines to update certain engine values */
4218 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4220 actual_player_x = correctLevelPosX_EM(actual_player_x);
4221 actual_player_y = correctLevelPosY_EM(actual_player_y);
4224 /* needed to determine if sounds are played within the visible screen area */
4225 scroll_x = actual_scroll_x;
4226 scroll_y = actual_scroll_y;
4228 /* needed to get player position for "follow finger" playing input method */
4229 local_player->jx = actual_player_x;
4230 local_player->jy = actual_player_y;
4233 void InitMovDir(int x, int y)
4235 int i, element = Feld[x][y];
4236 static int xy[4][2] =
4243 static int direction[3][4] =
4245 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4246 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4247 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4256 Feld[x][y] = EL_BUG;
4257 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4260 case EL_SPACESHIP_RIGHT:
4261 case EL_SPACESHIP_UP:
4262 case EL_SPACESHIP_LEFT:
4263 case EL_SPACESHIP_DOWN:
4264 Feld[x][y] = EL_SPACESHIP;
4265 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4268 case EL_BD_BUTTERFLY_RIGHT:
4269 case EL_BD_BUTTERFLY_UP:
4270 case EL_BD_BUTTERFLY_LEFT:
4271 case EL_BD_BUTTERFLY_DOWN:
4272 Feld[x][y] = EL_BD_BUTTERFLY;
4273 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4276 case EL_BD_FIREFLY_RIGHT:
4277 case EL_BD_FIREFLY_UP:
4278 case EL_BD_FIREFLY_LEFT:
4279 case EL_BD_FIREFLY_DOWN:
4280 Feld[x][y] = EL_BD_FIREFLY;
4281 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4284 case EL_PACMAN_RIGHT:
4286 case EL_PACMAN_LEFT:
4287 case EL_PACMAN_DOWN:
4288 Feld[x][y] = EL_PACMAN;
4289 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4292 case EL_YAMYAM_LEFT:
4293 case EL_YAMYAM_RIGHT:
4295 case EL_YAMYAM_DOWN:
4296 Feld[x][y] = EL_YAMYAM;
4297 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4300 case EL_SP_SNIKSNAK:
4301 MovDir[x][y] = MV_UP;
4304 case EL_SP_ELECTRON:
4305 MovDir[x][y] = MV_LEFT;
4312 Feld[x][y] = EL_MOLE;
4313 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4317 if (IS_CUSTOM_ELEMENT(element))
4319 struct ElementInfo *ei = &element_info[element];
4320 int move_direction_initial = ei->move_direction_initial;
4321 int move_pattern = ei->move_pattern;
4323 if (move_direction_initial == MV_START_PREVIOUS)
4325 if (MovDir[x][y] != MV_NONE)
4328 move_direction_initial = MV_START_AUTOMATIC;
4331 if (move_direction_initial == MV_START_RANDOM)
4332 MovDir[x][y] = 1 << RND(4);
4333 else if (move_direction_initial & MV_ANY_DIRECTION)
4334 MovDir[x][y] = move_direction_initial;
4335 else if (move_pattern == MV_ALL_DIRECTIONS ||
4336 move_pattern == MV_TURNING_LEFT ||
4337 move_pattern == MV_TURNING_RIGHT ||
4338 move_pattern == MV_TURNING_LEFT_RIGHT ||
4339 move_pattern == MV_TURNING_RIGHT_LEFT ||
4340 move_pattern == MV_TURNING_RANDOM)
4341 MovDir[x][y] = 1 << RND(4);
4342 else if (move_pattern == MV_HORIZONTAL)
4343 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4344 else if (move_pattern == MV_VERTICAL)
4345 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4346 else if (move_pattern & MV_ANY_DIRECTION)
4347 MovDir[x][y] = element_info[element].move_pattern;
4348 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4349 move_pattern == MV_ALONG_RIGHT_SIDE)
4351 /* use random direction as default start direction */
4352 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4353 MovDir[x][y] = 1 << RND(4);
4355 for (i = 0; i < NUM_DIRECTIONS; i++)
4357 int x1 = x + xy[i][0];
4358 int y1 = y + xy[i][1];
4360 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4362 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4363 MovDir[x][y] = direction[0][i];
4365 MovDir[x][y] = direction[1][i];
4374 MovDir[x][y] = 1 << RND(4);
4376 if (element != EL_BUG &&
4377 element != EL_SPACESHIP &&
4378 element != EL_BD_BUTTERFLY &&
4379 element != EL_BD_FIREFLY)
4382 for (i = 0; i < NUM_DIRECTIONS; i++)
4384 int x1 = x + xy[i][0];
4385 int y1 = y + xy[i][1];
4387 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4389 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4391 MovDir[x][y] = direction[0][i];
4394 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4395 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4397 MovDir[x][y] = direction[1][i];
4406 GfxDir[x][y] = MovDir[x][y];
4409 void InitAmoebaNr(int x, int y)
4412 int group_nr = AmoebeNachbarNr(x, y);
4416 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4418 if (AmoebaCnt[i] == 0)
4426 AmoebaNr[x][y] = group_nr;
4427 AmoebaCnt[group_nr]++;
4428 AmoebaCnt2[group_nr]++;
4431 static void PlayerWins(struct PlayerInfo *player)
4433 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4434 local_player->players_still_needed > 0)
4437 player->LevelSolved = TRUE;
4438 player->GameOver = TRUE;
4440 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4441 level.native_em_level->lev->score :
4442 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4445 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4446 MM_HEALTH(game_mm.laser_overload_value) :
4449 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4451 player->LevelSolved_CountingScore = player->score_final;
4452 player->LevelSolved_CountingHealth = player->health_final;
4457 static int time_count_steps;
4458 static int time, time_final;
4459 static int score, score_final;
4460 static int health, health_final;
4461 static int game_over_delay_1 = 0;
4462 static int game_over_delay_2 = 0;
4463 static int game_over_delay_3 = 0;
4464 int game_over_delay_value_1 = 50;
4465 int game_over_delay_value_2 = 25;
4466 int game_over_delay_value_3 = 50;
4468 if (!local_player->LevelSolved_GameWon)
4472 /* do not start end game actions before the player stops moving (to exit) */
4473 if (local_player->MovPos)
4476 local_player->LevelSolved_GameWon = TRUE;
4477 local_player->LevelSolved_SaveTape = tape.recording;
4478 local_player->LevelSolved_SaveScore = !tape.playing;
4482 LevelStats_incSolved(level_nr);
4484 SaveLevelSetup_SeriesInfo();
4487 if (tape.auto_play) /* tape might already be stopped here */
4488 tape.auto_play_level_solved = TRUE;
4492 game_over_delay_1 = 0;
4493 game_over_delay_2 = 0;
4494 game_over_delay_3 = game_over_delay_value_3;
4496 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4497 score = score_final = local_player->score_final;
4498 health = health_final = local_player->health_final;
4500 if (level.score[SC_TIME_BONUS] > 0)
4505 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4507 else if (game.no_time_limit && TimePlayed < 999)
4510 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4513 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4515 game_over_delay_1 = game_over_delay_value_1;
4517 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4520 score_final += health * level.score[SC_TIME_BONUS];
4522 game_over_delay_2 = game_over_delay_value_2;
4525 local_player->score_final = score_final;
4526 local_player->health_final = health_final;
4529 if (level_editor_test_game)
4532 score = score_final;
4534 local_player->LevelSolved_CountingTime = time;
4535 local_player->LevelSolved_CountingScore = score;
4537 game_panel_controls[GAME_PANEL_TIME].value = time;
4538 game_panel_controls[GAME_PANEL_SCORE].value = score;
4540 DisplayGameControlValues();
4543 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4545 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4547 /* close exit door after last player */
4548 if ((AllPlayersGone &&
4549 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4550 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4551 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4552 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4553 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4555 int element = Feld[ExitX][ExitY];
4557 Feld[ExitX][ExitY] =
4558 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4559 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4560 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4561 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4562 EL_EM_STEEL_EXIT_CLOSING);
4564 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4567 /* player disappears */
4568 DrawLevelField(ExitX, ExitY);
4571 for (i = 0; i < MAX_PLAYERS; i++)
4573 struct PlayerInfo *player = &stored_player[i];
4575 if (player->present)
4577 RemovePlayer(player);
4579 /* player disappears */
4580 DrawLevelField(player->jx, player->jy);
4585 PlaySound(SND_GAME_WINNING);
4588 if (game_over_delay_1 > 0)
4590 game_over_delay_1--;
4595 if (time != time_final)
4597 int time_to_go = ABS(time_final - time);
4598 int time_count_dir = (time < time_final ? +1 : -1);
4600 if (time_to_go < time_count_steps)
4601 time_count_steps = 1;
4603 time += time_count_steps * time_count_dir;
4604 score += time_count_steps * level.score[SC_TIME_BONUS];
4606 local_player->LevelSolved_CountingTime = time;
4607 local_player->LevelSolved_CountingScore = score;
4609 game_panel_controls[GAME_PANEL_TIME].value = time;
4610 game_panel_controls[GAME_PANEL_SCORE].value = score;
4612 DisplayGameControlValues();
4614 if (time == time_final)
4615 StopSound(SND_GAME_LEVELTIME_BONUS);
4616 else if (setup.sound_loops)
4617 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4619 PlaySound(SND_GAME_LEVELTIME_BONUS);
4624 if (game_over_delay_2 > 0)
4626 game_over_delay_2--;
4631 if (health != health_final)
4633 int health_count_dir = (health < health_final ? +1 : -1);
4635 health += health_count_dir;
4636 score += level.score[SC_TIME_BONUS];
4638 local_player->LevelSolved_CountingHealth = health;
4639 local_player->LevelSolved_CountingScore = score;
4641 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4642 game_panel_controls[GAME_PANEL_SCORE].value = score;
4644 DisplayGameControlValues();
4646 if (health == health_final)
4647 StopSound(SND_GAME_LEVELTIME_BONUS);
4648 else if (setup.sound_loops)
4649 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4651 PlaySound(SND_GAME_LEVELTIME_BONUS);
4656 local_player->LevelSolved_PanelOff = TRUE;
4658 if (game_over_delay_3 > 0)
4660 game_over_delay_3--;
4670 /* used instead of "level_nr" (needed for network games) */
4671 int last_level_nr = levelset.level_nr;
4674 local_player->LevelSolved_GameEnd = TRUE;
4676 if (local_player->LevelSolved_SaveTape)
4678 /* make sure that request dialog to save tape does not open door again */
4679 if (!global.use_envelope_request)
4680 CloseDoor(DOOR_CLOSE_1);
4682 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4685 /* if no tape is to be saved, close both doors simultaneously */
4686 CloseDoor(DOOR_CLOSE_ALL);
4688 if (level_editor_test_game)
4690 SetGameStatus(GAME_MODE_MAIN);
4697 if (!local_player->LevelSolved_SaveScore)
4699 SetGameStatus(GAME_MODE_MAIN);
4706 if (level_nr == leveldir_current->handicap_level)
4708 leveldir_current->handicap_level++;
4710 SaveLevelSetup_SeriesInfo();
4713 if (setup.increment_levels &&
4714 level_nr < leveldir_current->last_level &&
4717 level_nr++; /* advance to next level */
4718 TapeErase(); /* start with empty tape */
4720 if (setup.auto_play_next_level)
4722 LoadLevel(level_nr);
4724 SaveLevelSetup_SeriesInfo();
4728 hi_pos = NewHiScore(last_level_nr);
4730 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4732 SetGameStatus(GAME_MODE_SCORES);
4734 DrawHallOfFame(last_level_nr, hi_pos);
4736 else if (setup.auto_play_next_level && setup.increment_levels &&
4739 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4743 SetGameStatus(GAME_MODE_MAIN);
4749 int NewHiScore(int level_nr)
4753 boolean one_score_entry_per_name = !program.many_scores_per_name;
4755 LoadScore(level_nr);
4757 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4758 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4761 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4763 if (local_player->score_final > highscore[k].Score)
4765 /* player has made it to the hall of fame */
4767 if (k < MAX_SCORE_ENTRIES - 1)
4769 int m = MAX_SCORE_ENTRIES - 1;
4771 if (one_score_entry_per_name)
4773 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4774 if (strEqual(setup.player_name, highscore[l].Name))
4777 if (m == k) /* player's new highscore overwrites his old one */
4781 for (l = m; l > k; l--)
4783 strcpy(highscore[l].Name, highscore[l - 1].Name);
4784 highscore[l].Score = highscore[l - 1].Score;
4790 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4791 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4792 highscore[k].Score = local_player->score_final;
4797 else if (one_score_entry_per_name &&
4798 !strncmp(setup.player_name, highscore[k].Name,
4799 MAX_PLAYER_NAME_LEN))
4800 break; /* player already there with a higher score */
4804 SaveScore(level_nr);
4809 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4811 int element = Feld[x][y];
4812 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4813 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4814 int horiz_move = (dx != 0);
4815 int sign = (horiz_move ? dx : dy);
4816 int step = sign * element_info[element].move_stepsize;
4818 /* special values for move stepsize for spring and things on conveyor belt */
4821 if (CAN_FALL(element) &&
4822 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4823 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4824 else if (element == EL_SPRING)
4825 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4831 inline static int getElementMoveStepsize(int x, int y)
4833 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4836 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4838 if (player->GfxAction != action || player->GfxDir != dir)
4840 player->GfxAction = action;
4841 player->GfxDir = dir;
4843 player->StepFrame = 0;
4847 static void ResetGfxFrame(int x, int y)
4849 // profiling showed that "autotest" spends 10~20% of its time in this function
4850 if (DrawingDeactivatedField())
4853 int element = Feld[x][y];
4854 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4856 if (graphic_info[graphic].anim_global_sync)
4857 GfxFrame[x][y] = FrameCounter;
4858 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4859 GfxFrame[x][y] = CustomValue[x][y];
4860 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4861 GfxFrame[x][y] = element_info[element].collect_score;
4862 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4863 GfxFrame[x][y] = ChangeDelay[x][y];
4866 static void ResetGfxAnimation(int x, int y)
4868 GfxAction[x][y] = ACTION_DEFAULT;
4869 GfxDir[x][y] = MovDir[x][y];
4872 ResetGfxFrame(x, y);
4875 static void ResetRandomAnimationValue(int x, int y)
4877 GfxRandom[x][y] = INIT_GFX_RANDOM();
4880 static void InitMovingField(int x, int y, int direction)
4882 int element = Feld[x][y];
4883 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4884 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4887 boolean is_moving_before, is_moving_after;
4889 /* check if element was/is moving or being moved before/after mode change */
4890 is_moving_before = (WasJustMoving[x][y] != 0);
4891 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4893 /* reset animation only for moving elements which change direction of moving
4894 or which just started or stopped moving
4895 (else CEs with property "can move" / "not moving" are reset each frame) */
4896 if (is_moving_before != is_moving_after ||
4897 direction != MovDir[x][y])
4898 ResetGfxAnimation(x, y);
4900 MovDir[x][y] = direction;
4901 GfxDir[x][y] = direction;
4903 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4904 direction == MV_DOWN && CAN_FALL(element) ?
4905 ACTION_FALLING : ACTION_MOVING);
4907 /* this is needed for CEs with property "can move" / "not moving" */
4909 if (is_moving_after)
4911 if (Feld[newx][newy] == EL_EMPTY)
4912 Feld[newx][newy] = EL_BLOCKED;
4914 MovDir[newx][newy] = MovDir[x][y];
4916 CustomValue[newx][newy] = CustomValue[x][y];
4918 GfxFrame[newx][newy] = GfxFrame[x][y];
4919 GfxRandom[newx][newy] = GfxRandom[x][y];
4920 GfxAction[newx][newy] = GfxAction[x][y];
4921 GfxDir[newx][newy] = GfxDir[x][y];
4925 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4927 int direction = MovDir[x][y];
4928 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4929 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4935 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4937 int oldx = x, oldy = y;
4938 int direction = MovDir[x][y];
4940 if (direction == MV_LEFT)
4942 else if (direction == MV_RIGHT)
4944 else if (direction == MV_UP)
4946 else if (direction == MV_DOWN)
4949 *comes_from_x = oldx;
4950 *comes_from_y = oldy;
4953 static int MovingOrBlocked2Element(int x, int y)
4955 int element = Feld[x][y];
4957 if (element == EL_BLOCKED)
4961 Blocked2Moving(x, y, &oldx, &oldy);
4962 return Feld[oldx][oldy];
4968 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4970 /* like MovingOrBlocked2Element(), but if element is moving
4971 and (x,y) is the field the moving element is just leaving,
4972 return EL_BLOCKED instead of the element value */
4973 int element = Feld[x][y];
4975 if (IS_MOVING(x, y))
4977 if (element == EL_BLOCKED)
4981 Blocked2Moving(x, y, &oldx, &oldy);
4982 return Feld[oldx][oldy];
4991 static void RemoveField(int x, int y)
4993 Feld[x][y] = EL_EMPTY;
4999 CustomValue[x][y] = 0;
5002 ChangeDelay[x][y] = 0;
5003 ChangePage[x][y] = -1;
5004 Pushed[x][y] = FALSE;
5006 GfxElement[x][y] = EL_UNDEFINED;
5007 GfxAction[x][y] = ACTION_DEFAULT;
5008 GfxDir[x][y] = MV_NONE;
5011 static void RemoveMovingField(int x, int y)
5013 int oldx = x, oldy = y, newx = x, newy = y;
5014 int element = Feld[x][y];
5015 int next_element = EL_UNDEFINED;
5017 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5020 if (IS_MOVING(x, y))
5022 Moving2Blocked(x, y, &newx, &newy);
5024 if (Feld[newx][newy] != EL_BLOCKED)
5026 /* element is moving, but target field is not free (blocked), but
5027 already occupied by something different (example: acid pool);
5028 in this case, only remove the moving field, but not the target */
5030 RemoveField(oldx, oldy);
5032 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5034 TEST_DrawLevelField(oldx, oldy);
5039 else if (element == EL_BLOCKED)
5041 Blocked2Moving(x, y, &oldx, &oldy);
5042 if (!IS_MOVING(oldx, oldy))
5046 if (element == EL_BLOCKED &&
5047 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5048 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5049 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5050 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5051 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5052 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5053 next_element = get_next_element(Feld[oldx][oldy]);
5055 RemoveField(oldx, oldy);
5056 RemoveField(newx, newy);
5058 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5060 if (next_element != EL_UNDEFINED)
5061 Feld[oldx][oldy] = next_element;
5063 TEST_DrawLevelField(oldx, oldy);
5064 TEST_DrawLevelField(newx, newy);
5067 void DrawDynamite(int x, int y)
5069 int sx = SCREENX(x), sy = SCREENY(y);
5070 int graphic = el2img(Feld[x][y]);
5073 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5076 if (IS_WALKABLE_INSIDE(Back[x][y]))
5080 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5081 else if (Store[x][y])
5082 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5084 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5086 if (Back[x][y] || Store[x][y])
5087 DrawGraphicThruMask(sx, sy, graphic, frame);
5089 DrawGraphic(sx, sy, graphic, frame);
5092 static void CheckDynamite(int x, int y)
5094 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5098 if (MovDelay[x][y] != 0)
5101 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5107 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5112 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5114 boolean num_checked_players = 0;
5117 for (i = 0; i < MAX_PLAYERS; i++)
5119 if (stored_player[i].active)
5121 int sx = stored_player[i].jx;
5122 int sy = stored_player[i].jy;
5124 if (num_checked_players == 0)
5131 *sx1 = MIN(*sx1, sx);
5132 *sy1 = MIN(*sy1, sy);
5133 *sx2 = MAX(*sx2, sx);
5134 *sy2 = MAX(*sy2, sy);
5137 num_checked_players++;
5142 static boolean checkIfAllPlayersFitToScreen_RND(void)
5144 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5146 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5148 return (sx2 - sx1 < SCR_FIELDX &&
5149 sy2 - sy1 < SCR_FIELDY);
5152 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5154 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5156 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5158 *sx = (sx1 + sx2) / 2;
5159 *sy = (sy1 + sy2) / 2;
5162 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5163 boolean center_screen, boolean quick_relocation)
5165 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5166 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5167 boolean no_delay = (tape.warp_forward);
5168 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5169 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5170 int new_scroll_x, new_scroll_y;
5172 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5174 /* case 1: quick relocation inside visible screen (without scrolling) */
5181 if (!level.shifted_relocation || center_screen)
5183 /* relocation _with_ centering of screen */
5185 new_scroll_x = SCROLL_POSITION_X(x);
5186 new_scroll_y = SCROLL_POSITION_Y(y);
5190 /* relocation _without_ centering of screen */
5192 int center_scroll_x = SCROLL_POSITION_X(old_x);
5193 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5194 int offset_x = x + (scroll_x - center_scroll_x);
5195 int offset_y = y + (scroll_y - center_scroll_y);
5197 /* for new screen position, apply previous offset to center position */
5198 new_scroll_x = SCROLL_POSITION_X(offset_x);
5199 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5202 if (quick_relocation)
5204 /* case 2: quick relocation (redraw without visible scrolling) */
5206 scroll_x = new_scroll_x;
5207 scroll_y = new_scroll_y;
5214 /* case 3: visible relocation (with scrolling to new position) */
5216 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5218 SetVideoFrameDelay(wait_delay_value);
5220 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5223 int fx = FX, fy = FY;
5225 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5226 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5228 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5234 fx += dx * TILEX / 2;
5235 fy += dy * TILEY / 2;
5237 ScrollLevel(dx, dy);
5240 /* scroll in two steps of half tile size to make things smoother */
5241 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5243 /* scroll second step to align at full tile size */
5244 BlitScreenToBitmap(window);
5250 SetVideoFrameDelay(frame_delay_value_old);
5253 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5255 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5256 int player_nr = GET_PLAYER_NR(el_player);
5257 struct PlayerInfo *player = &stored_player[player_nr];
5258 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5259 boolean no_delay = (tape.warp_forward);
5260 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5261 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5262 int old_jx = player->jx;
5263 int old_jy = player->jy;
5264 int old_element = Feld[old_jx][old_jy];
5265 int element = Feld[jx][jy];
5266 boolean player_relocated = (old_jx != jx || old_jy != jy);
5268 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5269 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5270 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5271 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5272 int leave_side_horiz = move_dir_horiz;
5273 int leave_side_vert = move_dir_vert;
5274 int enter_side = enter_side_horiz | enter_side_vert;
5275 int leave_side = leave_side_horiz | leave_side_vert;
5277 if (player->GameOver) /* do not reanimate dead player */
5280 if (!player_relocated) /* no need to relocate the player */
5283 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5285 RemoveField(jx, jy); /* temporarily remove newly placed player */
5286 DrawLevelField(jx, jy);
5289 if (player->present)
5291 while (player->MovPos)
5293 ScrollPlayer(player, SCROLL_GO_ON);
5294 ScrollScreen(NULL, SCROLL_GO_ON);
5296 AdvanceFrameAndPlayerCounters(player->index_nr);
5300 BackToFront_WithFrameDelay(wait_delay_value);
5303 DrawPlayer(player); /* needed here only to cleanup last field */
5304 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5306 player->is_moving = FALSE;
5309 if (IS_CUSTOM_ELEMENT(old_element))
5310 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5312 player->index_bit, leave_side);
5314 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5316 player->index_bit, leave_side);
5318 Feld[jx][jy] = el_player;
5319 InitPlayerField(jx, jy, el_player, TRUE);
5321 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5322 possible that the relocation target field did not contain a player element,
5323 but a walkable element, to which the new player was relocated -- in this
5324 case, restore that (already initialized!) element on the player field */
5325 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5327 Feld[jx][jy] = element; /* restore previously existing element */
5330 /* only visually relocate centered player */
5331 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5332 FALSE, level.instant_relocation);
5334 TestIfPlayerTouchesBadThing(jx, jy);
5335 TestIfPlayerTouchesCustomElement(jx, jy);
5337 if (IS_CUSTOM_ELEMENT(element))
5338 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5339 player->index_bit, enter_side);
5341 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5342 player->index_bit, enter_side);
5344 if (player->is_switching)
5346 /* ensure that relocation while still switching an element does not cause
5347 a new element to be treated as also switched directly after relocation
5348 (this is important for teleporter switches that teleport the player to
5349 a place where another teleporter switch is in the same direction, which
5350 would then incorrectly be treated as immediately switched before the
5351 direction key that caused the switch was released) */
5353 player->switch_x += jx - old_jx;
5354 player->switch_y += jy - old_jy;
5358 static void Explode(int ex, int ey, int phase, int mode)
5364 /* !!! eliminate this variable !!! */
5365 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5367 if (game.explosions_delayed)
5369 ExplodeField[ex][ey] = mode;
5373 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5375 int center_element = Feld[ex][ey];
5376 int artwork_element, explosion_element; /* set these values later */
5378 /* remove things displayed in background while burning dynamite */
5379 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5382 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5384 /* put moving element to center field (and let it explode there) */
5385 center_element = MovingOrBlocked2Element(ex, ey);
5386 RemoveMovingField(ex, ey);
5387 Feld[ex][ey] = center_element;
5390 /* now "center_element" is finally determined -- set related values now */
5391 artwork_element = center_element; /* for custom player artwork */
5392 explosion_element = center_element; /* for custom player artwork */
5394 if (IS_PLAYER(ex, ey))
5396 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5398 artwork_element = stored_player[player_nr].artwork_element;
5400 if (level.use_explosion_element[player_nr])
5402 explosion_element = level.explosion_element[player_nr];
5403 artwork_element = explosion_element;
5407 if (mode == EX_TYPE_NORMAL ||
5408 mode == EX_TYPE_CENTER ||
5409 mode == EX_TYPE_CROSS)
5410 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5412 last_phase = element_info[explosion_element].explosion_delay + 1;
5414 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5416 int xx = x - ex + 1;
5417 int yy = y - ey + 1;
5420 if (!IN_LEV_FIELD(x, y) ||
5421 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5422 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5425 element = Feld[x][y];
5427 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5429 element = MovingOrBlocked2Element(x, y);
5431 if (!IS_EXPLOSION_PROOF(element))
5432 RemoveMovingField(x, y);
5435 /* indestructible elements can only explode in center (but not flames) */
5436 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5437 mode == EX_TYPE_BORDER)) ||
5438 element == EL_FLAMES)
5441 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5442 behaviour, for example when touching a yamyam that explodes to rocks
5443 with active deadly shield, a rock is created under the player !!! */
5444 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5446 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5447 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5448 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5450 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5453 if (IS_ACTIVE_BOMB(element))
5455 /* re-activate things under the bomb like gate or penguin */
5456 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5463 /* save walkable background elements while explosion on same tile */
5464 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5465 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5466 Back[x][y] = element;
5468 /* ignite explodable elements reached by other explosion */
5469 if (element == EL_EXPLOSION)
5470 element = Store2[x][y];
5472 if (AmoebaNr[x][y] &&
5473 (element == EL_AMOEBA_FULL ||
5474 element == EL_BD_AMOEBA ||
5475 element == EL_AMOEBA_GROWING))
5477 AmoebaCnt[AmoebaNr[x][y]]--;
5478 AmoebaCnt2[AmoebaNr[x][y]]--;
5483 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5485 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5487 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5489 if (PLAYERINFO(ex, ey)->use_murphy)
5490 Store[x][y] = EL_EMPTY;
5493 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5494 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5495 else if (ELEM_IS_PLAYER(center_element))
5496 Store[x][y] = EL_EMPTY;
5497 else if (center_element == EL_YAMYAM)
5498 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5499 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5500 Store[x][y] = element_info[center_element].content.e[xx][yy];
5502 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5503 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5504 otherwise) -- FIX THIS !!! */
5505 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5506 Store[x][y] = element_info[element].content.e[1][1];
5508 else if (!CAN_EXPLODE(element))
5509 Store[x][y] = element_info[element].content.e[1][1];
5512 Store[x][y] = EL_EMPTY;
5514 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5515 center_element == EL_AMOEBA_TO_DIAMOND)
5516 Store2[x][y] = element;
5518 Feld[x][y] = EL_EXPLOSION;
5519 GfxElement[x][y] = artwork_element;
5521 ExplodePhase[x][y] = 1;
5522 ExplodeDelay[x][y] = last_phase;
5527 if (center_element == EL_YAMYAM)
5528 game.yamyam_content_nr =
5529 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5541 GfxFrame[x][y] = 0; /* restart explosion animation */
5543 last_phase = ExplodeDelay[x][y];
5545 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5547 /* this can happen if the player leaves an explosion just in time */
5548 if (GfxElement[x][y] == EL_UNDEFINED)
5549 GfxElement[x][y] = EL_EMPTY;
5551 border_element = Store2[x][y];
5552 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5553 border_element = StorePlayer[x][y];
5555 if (phase == element_info[border_element].ignition_delay ||
5556 phase == last_phase)
5558 boolean border_explosion = FALSE;
5560 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5561 !PLAYER_EXPLOSION_PROTECTED(x, y))
5563 KillPlayerUnlessExplosionProtected(x, y);
5564 border_explosion = TRUE;
5566 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5568 Feld[x][y] = Store2[x][y];
5571 border_explosion = TRUE;
5573 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5575 AmoebeUmwandeln(x, y);
5577 border_explosion = TRUE;
5580 /* if an element just explodes due to another explosion (chain-reaction),
5581 do not immediately end the new explosion when it was the last frame of
5582 the explosion (as it would be done in the following "if"-statement!) */
5583 if (border_explosion && phase == last_phase)
5587 if (phase == last_phase)
5591 element = Feld[x][y] = Store[x][y];
5592 Store[x][y] = Store2[x][y] = 0;
5593 GfxElement[x][y] = EL_UNDEFINED;
5595 /* player can escape from explosions and might therefore be still alive */
5596 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5597 element <= EL_PLAYER_IS_EXPLODING_4)
5599 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5600 int explosion_element = EL_PLAYER_1 + player_nr;
5601 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5602 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5604 if (level.use_explosion_element[player_nr])
5605 explosion_element = level.explosion_element[player_nr];
5607 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5608 element_info[explosion_element].content.e[xx][yy]);
5611 /* restore probably existing indestructible background element */
5612 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5613 element = Feld[x][y] = Back[x][y];
5616 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5617 GfxDir[x][y] = MV_NONE;
5618 ChangeDelay[x][y] = 0;
5619 ChangePage[x][y] = -1;
5621 CustomValue[x][y] = 0;
5623 InitField_WithBug2(x, y, FALSE);
5625 TEST_DrawLevelField(x, y);
5627 TestIfElementTouchesCustomElement(x, y);
5629 if (GFX_CRUMBLED(element))
5630 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5632 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5633 StorePlayer[x][y] = 0;
5635 if (ELEM_IS_PLAYER(element))
5636 RelocatePlayer(x, y, element);
5638 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5640 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5641 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5644 TEST_DrawLevelFieldCrumbled(x, y);
5646 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5648 DrawLevelElement(x, y, Back[x][y]);
5649 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5651 else if (IS_WALKABLE_UNDER(Back[x][y]))
5653 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5654 DrawLevelElementThruMask(x, y, Back[x][y]);
5656 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5657 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5661 static void DynaExplode(int ex, int ey)
5664 int dynabomb_element = Feld[ex][ey];
5665 int dynabomb_size = 1;
5666 boolean dynabomb_xl = FALSE;
5667 struct PlayerInfo *player;
5668 static int xy[4][2] =
5676 if (IS_ACTIVE_BOMB(dynabomb_element))
5678 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5679 dynabomb_size = player->dynabomb_size;
5680 dynabomb_xl = player->dynabomb_xl;
5681 player->dynabombs_left++;
5684 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5686 for (i = 0; i < NUM_DIRECTIONS; i++)
5688 for (j = 1; j <= dynabomb_size; j++)
5690 int x = ex + j * xy[i][0];
5691 int y = ey + j * xy[i][1];
5694 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5697 element = Feld[x][y];
5699 /* do not restart explosions of fields with active bombs */
5700 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5703 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5705 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5706 !IS_DIGGABLE(element) && !dynabomb_xl)
5712 void Bang(int x, int y)
5714 int element = MovingOrBlocked2Element(x, y);
5715 int explosion_type = EX_TYPE_NORMAL;
5717 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5719 struct PlayerInfo *player = PLAYERINFO(x, y);
5721 element = Feld[x][y] = player->initial_element;
5723 if (level.use_explosion_element[player->index_nr])
5725 int explosion_element = level.explosion_element[player->index_nr];
5727 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5728 explosion_type = EX_TYPE_CROSS;
5729 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5730 explosion_type = EX_TYPE_CENTER;
5738 case EL_BD_BUTTERFLY:
5741 case EL_DARK_YAMYAM:
5745 RaiseScoreElement(element);
5748 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5749 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5750 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5751 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5752 case EL_DYNABOMB_INCREASE_NUMBER:
5753 case EL_DYNABOMB_INCREASE_SIZE:
5754 case EL_DYNABOMB_INCREASE_POWER:
5755 explosion_type = EX_TYPE_DYNA;
5758 case EL_DC_LANDMINE:
5759 explosion_type = EX_TYPE_CENTER;
5764 case EL_LAMP_ACTIVE:
5765 case EL_AMOEBA_TO_DIAMOND:
5766 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5767 explosion_type = EX_TYPE_CENTER;
5771 if (element_info[element].explosion_type == EXPLODES_CROSS)
5772 explosion_type = EX_TYPE_CROSS;
5773 else if (element_info[element].explosion_type == EXPLODES_1X1)
5774 explosion_type = EX_TYPE_CENTER;
5778 if (explosion_type == EX_TYPE_DYNA)
5781 Explode(x, y, EX_PHASE_START, explosion_type);
5783 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5786 static void SplashAcid(int x, int y)
5788 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5789 (!IN_LEV_FIELD(x - 1, y - 2) ||
5790 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5791 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5793 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5794 (!IN_LEV_FIELD(x + 1, y - 2) ||
5795 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5796 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5798 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5801 static void InitBeltMovement(void)
5803 static int belt_base_element[4] =
5805 EL_CONVEYOR_BELT_1_LEFT,
5806 EL_CONVEYOR_BELT_2_LEFT,
5807 EL_CONVEYOR_BELT_3_LEFT,
5808 EL_CONVEYOR_BELT_4_LEFT
5810 static int belt_base_active_element[4] =
5812 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5813 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5815 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5820 /* set frame order for belt animation graphic according to belt direction */
5821 for (i = 0; i < NUM_BELTS; i++)
5825 for (j = 0; j < NUM_BELT_PARTS; j++)
5827 int element = belt_base_active_element[belt_nr] + j;
5828 int graphic_1 = el2img(element);
5829 int graphic_2 = el2panelimg(element);
5831 if (game.belt_dir[i] == MV_LEFT)
5833 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5834 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5838 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5839 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5844 SCAN_PLAYFIELD(x, y)
5846 int element = Feld[x][y];
5848 for (i = 0; i < NUM_BELTS; i++)
5850 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5852 int e_belt_nr = getBeltNrFromBeltElement(element);
5855 if (e_belt_nr == belt_nr)
5857 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5859 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5866 static void ToggleBeltSwitch(int x, int y)
5868 static int belt_base_element[4] =
5870 EL_CONVEYOR_BELT_1_LEFT,
5871 EL_CONVEYOR_BELT_2_LEFT,
5872 EL_CONVEYOR_BELT_3_LEFT,
5873 EL_CONVEYOR_BELT_4_LEFT
5875 static int belt_base_active_element[4] =
5877 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5878 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5879 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5880 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5882 static int belt_base_switch_element[4] =
5884 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5885 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5886 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5887 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5889 static int belt_move_dir[4] =
5897 int element = Feld[x][y];
5898 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5899 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5900 int belt_dir = belt_move_dir[belt_dir_nr];
5903 if (!IS_BELT_SWITCH(element))
5906 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5907 game.belt_dir[belt_nr] = belt_dir;
5909 if (belt_dir_nr == 3)
5912 /* set frame order for belt animation graphic according to belt direction */
5913 for (i = 0; i < NUM_BELT_PARTS; i++)
5915 int element = belt_base_active_element[belt_nr] + i;
5916 int graphic_1 = el2img(element);
5917 int graphic_2 = el2panelimg(element);
5919 if (belt_dir == MV_LEFT)
5921 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5922 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5926 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5927 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5931 SCAN_PLAYFIELD(xx, yy)
5933 int element = Feld[xx][yy];
5935 if (IS_BELT_SWITCH(element))
5937 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5939 if (e_belt_nr == belt_nr)
5941 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5942 TEST_DrawLevelField(xx, yy);
5945 else if (IS_BELT(element) && belt_dir != MV_NONE)
5947 int e_belt_nr = getBeltNrFromBeltElement(element);
5949 if (e_belt_nr == belt_nr)
5951 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5953 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5954 TEST_DrawLevelField(xx, yy);
5957 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5959 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5961 if (e_belt_nr == belt_nr)
5963 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5965 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5966 TEST_DrawLevelField(xx, yy);
5972 static void ToggleSwitchgateSwitch(int x, int y)
5976 game.switchgate_pos = !game.switchgate_pos;
5978 SCAN_PLAYFIELD(xx, yy)
5980 int element = Feld[xx][yy];
5982 if (element == EL_SWITCHGATE_SWITCH_UP)
5984 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5985 TEST_DrawLevelField(xx, yy);
5987 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5989 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5990 TEST_DrawLevelField(xx, yy);
5992 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5994 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5995 TEST_DrawLevelField(xx, yy);
5997 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5999 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6000 TEST_DrawLevelField(xx, yy);
6002 else if (element == EL_SWITCHGATE_OPEN ||
6003 element == EL_SWITCHGATE_OPENING)
6005 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6007 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6009 else if (element == EL_SWITCHGATE_CLOSED ||
6010 element == EL_SWITCHGATE_CLOSING)
6012 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6014 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6019 static int getInvisibleActiveFromInvisibleElement(int element)
6021 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6022 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6023 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6027 static int getInvisibleFromInvisibleActiveElement(int element)
6029 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6030 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6031 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6035 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6039 SCAN_PLAYFIELD(x, y)
6041 int element = Feld[x][y];
6043 if (element == EL_LIGHT_SWITCH &&
6044 game.light_time_left > 0)
6046 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6047 TEST_DrawLevelField(x, y);
6049 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6050 game.light_time_left == 0)
6052 Feld[x][y] = EL_LIGHT_SWITCH;
6053 TEST_DrawLevelField(x, y);
6055 else if (element == EL_EMC_DRIPPER &&
6056 game.light_time_left > 0)
6058 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6059 TEST_DrawLevelField(x, y);
6061 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6062 game.light_time_left == 0)
6064 Feld[x][y] = EL_EMC_DRIPPER;
6065 TEST_DrawLevelField(x, y);
6067 else if (element == EL_INVISIBLE_STEELWALL ||
6068 element == EL_INVISIBLE_WALL ||
6069 element == EL_INVISIBLE_SAND)
6071 if (game.light_time_left > 0)
6072 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6074 TEST_DrawLevelField(x, y);
6076 /* uncrumble neighbour fields, if needed */
6077 if (element == EL_INVISIBLE_SAND)
6078 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6080 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6081 element == EL_INVISIBLE_WALL_ACTIVE ||
6082 element == EL_INVISIBLE_SAND_ACTIVE)
6084 if (game.light_time_left == 0)
6085 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6087 TEST_DrawLevelField(x, y);
6089 /* re-crumble neighbour fields, if needed */
6090 if (element == EL_INVISIBLE_SAND)
6091 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6096 static void RedrawAllInvisibleElementsForLenses(void)
6100 SCAN_PLAYFIELD(x, y)
6102 int element = Feld[x][y];
6104 if (element == EL_EMC_DRIPPER &&
6105 game.lenses_time_left > 0)
6107 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6108 TEST_DrawLevelField(x, y);
6110 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6111 game.lenses_time_left == 0)
6113 Feld[x][y] = EL_EMC_DRIPPER;
6114 TEST_DrawLevelField(x, y);
6116 else if (element == EL_INVISIBLE_STEELWALL ||
6117 element == EL_INVISIBLE_WALL ||
6118 element == EL_INVISIBLE_SAND)
6120 if (game.lenses_time_left > 0)
6121 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6123 TEST_DrawLevelField(x, y);
6125 /* uncrumble neighbour fields, if needed */
6126 if (element == EL_INVISIBLE_SAND)
6127 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6129 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6130 element == EL_INVISIBLE_WALL_ACTIVE ||
6131 element == EL_INVISIBLE_SAND_ACTIVE)
6133 if (game.lenses_time_left == 0)
6134 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6136 TEST_DrawLevelField(x, y);
6138 /* re-crumble neighbour fields, if needed */
6139 if (element == EL_INVISIBLE_SAND)
6140 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6145 static void RedrawAllInvisibleElementsForMagnifier(void)
6149 SCAN_PLAYFIELD(x, y)
6151 int element = Feld[x][y];
6153 if (element == EL_EMC_FAKE_GRASS &&
6154 game.magnify_time_left > 0)
6156 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6157 TEST_DrawLevelField(x, y);
6159 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6160 game.magnify_time_left == 0)
6162 Feld[x][y] = EL_EMC_FAKE_GRASS;
6163 TEST_DrawLevelField(x, y);
6165 else if (IS_GATE_GRAY(element) &&
6166 game.magnify_time_left > 0)
6168 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6169 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6170 IS_EM_GATE_GRAY(element) ?
6171 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6172 IS_EMC_GATE_GRAY(element) ?
6173 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6174 IS_DC_GATE_GRAY(element) ?
6175 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6177 TEST_DrawLevelField(x, y);
6179 else if (IS_GATE_GRAY_ACTIVE(element) &&
6180 game.magnify_time_left == 0)
6182 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6183 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6184 IS_EM_GATE_GRAY_ACTIVE(element) ?
6185 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6186 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6187 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6188 IS_DC_GATE_GRAY_ACTIVE(element) ?
6189 EL_DC_GATE_WHITE_GRAY :
6191 TEST_DrawLevelField(x, y);
6196 static void ToggleLightSwitch(int x, int y)
6198 int element = Feld[x][y];
6200 game.light_time_left =
6201 (element == EL_LIGHT_SWITCH ?
6202 level.time_light * FRAMES_PER_SECOND : 0);
6204 RedrawAllLightSwitchesAndInvisibleElements();
6207 static void ActivateTimegateSwitch(int x, int y)
6211 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6213 SCAN_PLAYFIELD(xx, yy)
6215 int element = Feld[xx][yy];
6217 if (element == EL_TIMEGATE_CLOSED ||
6218 element == EL_TIMEGATE_CLOSING)
6220 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6221 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6225 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6227 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6228 TEST_DrawLevelField(xx, yy);
6234 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6235 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6238 static void Impact(int x, int y)
6240 boolean last_line = (y == lev_fieldy - 1);
6241 boolean object_hit = FALSE;
6242 boolean impact = (last_line || object_hit);
6243 int element = Feld[x][y];
6244 int smashed = EL_STEELWALL;
6246 if (!last_line) /* check if element below was hit */
6248 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6251 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6252 MovDir[x][y + 1] != MV_DOWN ||
6253 MovPos[x][y + 1] <= TILEY / 2));
6255 /* do not smash moving elements that left the smashed field in time */
6256 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6257 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6260 #if USE_QUICKSAND_IMPACT_BUGFIX
6261 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6263 RemoveMovingField(x, y + 1);
6264 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6265 Feld[x][y + 2] = EL_ROCK;
6266 TEST_DrawLevelField(x, y + 2);
6271 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6273 RemoveMovingField(x, y + 1);
6274 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6275 Feld[x][y + 2] = EL_ROCK;
6276 TEST_DrawLevelField(x, y + 2);
6283 smashed = MovingOrBlocked2Element(x, y + 1);
6285 impact = (last_line || object_hit);
6288 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6290 SplashAcid(x, y + 1);
6294 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6295 /* only reset graphic animation if graphic really changes after impact */
6297 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6299 ResetGfxAnimation(x, y);
6300 TEST_DrawLevelField(x, y);
6303 if (impact && CAN_EXPLODE_IMPACT(element))
6308 else if (impact && element == EL_PEARL &&
6309 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6311 ResetGfxAnimation(x, y);
6313 Feld[x][y] = EL_PEARL_BREAKING;
6314 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6317 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6319 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6324 if (impact && element == EL_AMOEBA_DROP)
6326 if (object_hit && IS_PLAYER(x, y + 1))
6327 KillPlayerUnlessEnemyProtected(x, y + 1);
6328 else if (object_hit && smashed == EL_PENGUIN)
6332 Feld[x][y] = EL_AMOEBA_GROWING;
6333 Store[x][y] = EL_AMOEBA_WET;
6335 ResetRandomAnimationValue(x, y);
6340 if (object_hit) /* check which object was hit */
6342 if ((CAN_PASS_MAGIC_WALL(element) &&
6343 (smashed == EL_MAGIC_WALL ||
6344 smashed == EL_BD_MAGIC_WALL)) ||
6345 (CAN_PASS_DC_MAGIC_WALL(element) &&
6346 smashed == EL_DC_MAGIC_WALL))
6349 int activated_magic_wall =
6350 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6351 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6352 EL_DC_MAGIC_WALL_ACTIVE);
6354 /* activate magic wall / mill */
6355 SCAN_PLAYFIELD(xx, yy)
6357 if (Feld[xx][yy] == smashed)
6358 Feld[xx][yy] = activated_magic_wall;
6361 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6362 game.magic_wall_active = TRUE;
6364 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6365 SND_MAGIC_WALL_ACTIVATING :
6366 smashed == EL_BD_MAGIC_WALL ?
6367 SND_BD_MAGIC_WALL_ACTIVATING :
6368 SND_DC_MAGIC_WALL_ACTIVATING));
6371 if (IS_PLAYER(x, y + 1))
6373 if (CAN_SMASH_PLAYER(element))
6375 KillPlayerUnlessEnemyProtected(x, y + 1);
6379 else if (smashed == EL_PENGUIN)
6381 if (CAN_SMASH_PLAYER(element))
6387 else if (element == EL_BD_DIAMOND)
6389 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6395 else if (((element == EL_SP_INFOTRON ||
6396 element == EL_SP_ZONK) &&
6397 (smashed == EL_SP_SNIKSNAK ||
6398 smashed == EL_SP_ELECTRON ||
6399 smashed == EL_SP_DISK_ORANGE)) ||
6400 (element == EL_SP_INFOTRON &&
6401 smashed == EL_SP_DISK_YELLOW))
6406 else if (CAN_SMASH_EVERYTHING(element))
6408 if (IS_CLASSIC_ENEMY(smashed) ||
6409 CAN_EXPLODE_SMASHED(smashed))
6414 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6416 if (smashed == EL_LAMP ||
6417 smashed == EL_LAMP_ACTIVE)
6422 else if (smashed == EL_NUT)
6424 Feld[x][y + 1] = EL_NUT_BREAKING;
6425 PlayLevelSound(x, y, SND_NUT_BREAKING);
6426 RaiseScoreElement(EL_NUT);
6429 else if (smashed == EL_PEARL)
6431 ResetGfxAnimation(x, y);
6433 Feld[x][y + 1] = EL_PEARL_BREAKING;
6434 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6437 else if (smashed == EL_DIAMOND)
6439 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6440 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6443 else if (IS_BELT_SWITCH(smashed))
6445 ToggleBeltSwitch(x, y + 1);
6447 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6448 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6449 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6450 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6452 ToggleSwitchgateSwitch(x, y + 1);
6454 else if (smashed == EL_LIGHT_SWITCH ||
6455 smashed == EL_LIGHT_SWITCH_ACTIVE)
6457 ToggleLightSwitch(x, y + 1);
6461 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6463 CheckElementChangeBySide(x, y + 1, smashed, element,
6464 CE_SWITCHED, CH_SIDE_TOP);
6465 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6471 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6476 /* play sound of magic wall / mill */
6478 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6479 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6480 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6482 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6483 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6484 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6485 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6486 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6487 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6492 /* play sound of object that hits the ground */
6493 if (last_line || object_hit)
6494 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6497 inline static void TurnRoundExt(int x, int y)
6509 { 0, 0 }, { 0, 0 }, { 0, 0 },
6514 int left, right, back;
6518 { MV_DOWN, MV_UP, MV_RIGHT },
6519 { MV_UP, MV_DOWN, MV_LEFT },
6521 { MV_LEFT, MV_RIGHT, MV_DOWN },
6525 { MV_RIGHT, MV_LEFT, MV_UP }
6528 int element = Feld[x][y];
6529 int move_pattern = element_info[element].move_pattern;
6531 int old_move_dir = MovDir[x][y];
6532 int left_dir = turn[old_move_dir].left;
6533 int right_dir = turn[old_move_dir].right;
6534 int back_dir = turn[old_move_dir].back;
6536 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6537 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6538 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6539 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6541 int left_x = x + left_dx, left_y = y + left_dy;
6542 int right_x = x + right_dx, right_y = y + right_dy;
6543 int move_x = x + move_dx, move_y = y + move_dy;
6547 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6549 TestIfBadThingTouchesOtherBadThing(x, y);
6551 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6552 MovDir[x][y] = right_dir;
6553 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6554 MovDir[x][y] = left_dir;
6556 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6558 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6561 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6563 TestIfBadThingTouchesOtherBadThing(x, y);
6565 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6566 MovDir[x][y] = left_dir;
6567 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6568 MovDir[x][y] = right_dir;
6570 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6572 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6575 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6577 TestIfBadThingTouchesOtherBadThing(x, y);
6579 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6580 MovDir[x][y] = left_dir;
6581 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6582 MovDir[x][y] = right_dir;
6584 if (MovDir[x][y] != old_move_dir)
6587 else if (element == EL_YAMYAM)
6589 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6590 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6592 if (can_turn_left && can_turn_right)
6593 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6594 else if (can_turn_left)
6595 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6596 else if (can_turn_right)
6597 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6599 MovDir[x][y] = back_dir;
6601 MovDelay[x][y] = 16 + 16 * RND(3);
6603 else if (element == EL_DARK_YAMYAM)
6605 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6607 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6610 if (can_turn_left && can_turn_right)
6611 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6612 else if (can_turn_left)
6613 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6614 else if (can_turn_right)
6615 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6617 MovDir[x][y] = back_dir;
6619 MovDelay[x][y] = 16 + 16 * RND(3);
6621 else if (element == EL_PACMAN)
6623 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6624 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6626 if (can_turn_left && can_turn_right)
6627 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6628 else if (can_turn_left)
6629 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6630 else if (can_turn_right)
6631 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6633 MovDir[x][y] = back_dir;
6635 MovDelay[x][y] = 6 + RND(40);
6637 else if (element == EL_PIG)
6639 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6640 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6641 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6642 boolean should_turn_left, should_turn_right, should_move_on;
6644 int rnd = RND(rnd_value);
6646 should_turn_left = (can_turn_left &&
6648 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6649 y + back_dy + left_dy)));
6650 should_turn_right = (can_turn_right &&
6652 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6653 y + back_dy + right_dy)));
6654 should_move_on = (can_move_on &&
6657 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6658 y + move_dy + left_dy) ||
6659 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6660 y + move_dy + right_dy)));
6662 if (should_turn_left || should_turn_right || should_move_on)
6664 if (should_turn_left && should_turn_right && should_move_on)
6665 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6666 rnd < 2 * rnd_value / 3 ? right_dir :
6668 else if (should_turn_left && should_turn_right)
6669 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6670 else if (should_turn_left && should_move_on)
6671 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6672 else if (should_turn_right && should_move_on)
6673 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6674 else if (should_turn_left)
6675 MovDir[x][y] = left_dir;
6676 else if (should_turn_right)
6677 MovDir[x][y] = right_dir;
6678 else if (should_move_on)
6679 MovDir[x][y] = old_move_dir;
6681 else if (can_move_on && rnd > rnd_value / 8)
6682 MovDir[x][y] = old_move_dir;
6683 else if (can_turn_left && can_turn_right)
6684 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6685 else if (can_turn_left && rnd > rnd_value / 8)
6686 MovDir[x][y] = left_dir;
6687 else if (can_turn_right && rnd > rnd_value/8)
6688 MovDir[x][y] = right_dir;
6690 MovDir[x][y] = back_dir;
6692 xx = x + move_xy[MovDir[x][y]].dx;
6693 yy = y + move_xy[MovDir[x][y]].dy;
6695 if (!IN_LEV_FIELD(xx, yy) ||
6696 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6697 MovDir[x][y] = old_move_dir;
6701 else if (element == EL_DRAGON)
6703 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6704 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6705 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6707 int rnd = RND(rnd_value);
6709 if (can_move_on && rnd > rnd_value / 8)
6710 MovDir[x][y] = old_move_dir;
6711 else if (can_turn_left && can_turn_right)
6712 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6713 else if (can_turn_left && rnd > rnd_value / 8)
6714 MovDir[x][y] = left_dir;
6715 else if (can_turn_right && rnd > rnd_value / 8)
6716 MovDir[x][y] = right_dir;
6718 MovDir[x][y] = back_dir;
6720 xx = x + move_xy[MovDir[x][y]].dx;
6721 yy = y + move_xy[MovDir[x][y]].dy;
6723 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6724 MovDir[x][y] = old_move_dir;
6728 else if (element == EL_MOLE)
6730 boolean can_move_on =
6731 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6732 IS_AMOEBOID(Feld[move_x][move_y]) ||
6733 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6736 boolean can_turn_left =
6737 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6738 IS_AMOEBOID(Feld[left_x][left_y])));
6740 boolean can_turn_right =
6741 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6742 IS_AMOEBOID(Feld[right_x][right_y])));
6744 if (can_turn_left && can_turn_right)
6745 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6746 else if (can_turn_left)
6747 MovDir[x][y] = left_dir;
6749 MovDir[x][y] = right_dir;
6752 if (MovDir[x][y] != old_move_dir)
6755 else if (element == EL_BALLOON)
6757 MovDir[x][y] = game.wind_direction;
6760 else if (element == EL_SPRING)
6762 if (MovDir[x][y] & MV_HORIZONTAL)
6764 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6765 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6767 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6768 ResetGfxAnimation(move_x, move_y);
6769 TEST_DrawLevelField(move_x, move_y);
6771 MovDir[x][y] = back_dir;
6773 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6774 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6775 MovDir[x][y] = MV_NONE;
6780 else if (element == EL_ROBOT ||
6781 element == EL_SATELLITE ||
6782 element == EL_PENGUIN ||
6783 element == EL_EMC_ANDROID)
6785 int attr_x = -1, attr_y = -1;
6796 for (i = 0; i < MAX_PLAYERS; i++)
6798 struct PlayerInfo *player = &stored_player[i];
6799 int jx = player->jx, jy = player->jy;
6801 if (!player->active)
6805 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6813 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6814 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6815 game.engine_version < VERSION_IDENT(3,1,0,0)))
6821 if (element == EL_PENGUIN)
6824 static int xy[4][2] =
6832 for (i = 0; i < NUM_DIRECTIONS; i++)
6834 int ex = x + xy[i][0];
6835 int ey = y + xy[i][1];
6837 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6838 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6839 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6840 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6849 MovDir[x][y] = MV_NONE;
6851 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6852 else if (attr_x > x)
6853 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6855 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6856 else if (attr_y > y)
6857 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6859 if (element == EL_ROBOT)
6863 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6864 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6865 Moving2Blocked(x, y, &newx, &newy);
6867 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6868 MovDelay[x][y] = 8 + 8 * !RND(3);
6870 MovDelay[x][y] = 16;
6872 else if (element == EL_PENGUIN)
6878 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6880 boolean first_horiz = RND(2);
6881 int new_move_dir = MovDir[x][y];
6884 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6885 Moving2Blocked(x, y, &newx, &newy);
6887 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6891 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6892 Moving2Blocked(x, y, &newx, &newy);
6894 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6897 MovDir[x][y] = old_move_dir;
6901 else if (element == EL_SATELLITE)
6907 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6909 boolean first_horiz = RND(2);
6910 int new_move_dir = MovDir[x][y];
6913 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6914 Moving2Blocked(x, y, &newx, &newy);
6916 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6920 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6921 Moving2Blocked(x, y, &newx, &newy);
6923 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6926 MovDir[x][y] = old_move_dir;
6930 else if (element == EL_EMC_ANDROID)
6932 static int check_pos[16] =
6934 -1, /* 0 => (invalid) */
6935 7, /* 1 => MV_LEFT */
6936 3, /* 2 => MV_RIGHT */
6937 -1, /* 3 => (invalid) */
6939 0, /* 5 => MV_LEFT | MV_UP */
6940 2, /* 6 => MV_RIGHT | MV_UP */
6941 -1, /* 7 => (invalid) */
6942 5, /* 8 => MV_DOWN */
6943 6, /* 9 => MV_LEFT | MV_DOWN */
6944 4, /* 10 => MV_RIGHT | MV_DOWN */
6945 -1, /* 11 => (invalid) */
6946 -1, /* 12 => (invalid) */
6947 -1, /* 13 => (invalid) */
6948 -1, /* 14 => (invalid) */
6949 -1, /* 15 => (invalid) */
6957 { -1, -1, MV_LEFT | MV_UP },
6959 { +1, -1, MV_RIGHT | MV_UP },
6960 { +1, 0, MV_RIGHT },
6961 { +1, +1, MV_RIGHT | MV_DOWN },
6963 { -1, +1, MV_LEFT | MV_DOWN },
6966 int start_pos, check_order;
6967 boolean can_clone = FALSE;
6970 /* check if there is any free field around current position */
6971 for (i = 0; i < 8; i++)
6973 int newx = x + check_xy[i].dx;
6974 int newy = y + check_xy[i].dy;
6976 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6984 if (can_clone) /* randomly find an element to clone */
6988 start_pos = check_pos[RND(8)];
6989 check_order = (RND(2) ? -1 : +1);
6991 for (i = 0; i < 8; i++)
6993 int pos_raw = start_pos + i * check_order;
6994 int pos = (pos_raw + 8) % 8;
6995 int newx = x + check_xy[pos].dx;
6996 int newy = y + check_xy[pos].dy;
6998 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7000 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7001 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7003 Store[x][y] = Feld[newx][newy];
7012 if (can_clone) /* randomly find a direction to move */
7016 start_pos = check_pos[RND(8)];
7017 check_order = (RND(2) ? -1 : +1);
7019 for (i = 0; i < 8; i++)
7021 int pos_raw = start_pos + i * check_order;
7022 int pos = (pos_raw + 8) % 8;
7023 int newx = x + check_xy[pos].dx;
7024 int newy = y + check_xy[pos].dy;
7025 int new_move_dir = check_xy[pos].dir;
7027 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7029 MovDir[x][y] = new_move_dir;
7030 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7039 if (can_clone) /* cloning and moving successful */
7042 /* cannot clone -- try to move towards player */
7044 start_pos = check_pos[MovDir[x][y] & 0x0f];
7045 check_order = (RND(2) ? -1 : +1);
7047 for (i = 0; i < 3; i++)
7049 /* first check start_pos, then previous/next or (next/previous) pos */
7050 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7051 int pos = (pos_raw + 8) % 8;
7052 int newx = x + check_xy[pos].dx;
7053 int newy = y + check_xy[pos].dy;
7054 int new_move_dir = check_xy[pos].dir;
7056 if (IS_PLAYER(newx, newy))
7059 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7061 MovDir[x][y] = new_move_dir;
7062 MovDelay[x][y] = level.android_move_time * 8 + 1;
7069 else if (move_pattern == MV_TURNING_LEFT ||
7070 move_pattern == MV_TURNING_RIGHT ||
7071 move_pattern == MV_TURNING_LEFT_RIGHT ||
7072 move_pattern == MV_TURNING_RIGHT_LEFT ||
7073 move_pattern == MV_TURNING_RANDOM ||
7074 move_pattern == MV_ALL_DIRECTIONS)
7076 boolean can_turn_left =
7077 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7078 boolean can_turn_right =
7079 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7081 if (element_info[element].move_stepsize == 0) /* "not moving" */
7084 if (move_pattern == MV_TURNING_LEFT)
7085 MovDir[x][y] = left_dir;
7086 else if (move_pattern == MV_TURNING_RIGHT)
7087 MovDir[x][y] = right_dir;
7088 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7089 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7090 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7091 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7092 else if (move_pattern == MV_TURNING_RANDOM)
7093 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7094 can_turn_right && !can_turn_left ? right_dir :
7095 RND(2) ? left_dir : right_dir);
7096 else if (can_turn_left && can_turn_right)
7097 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7098 else if (can_turn_left)
7099 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7100 else if (can_turn_right)
7101 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7103 MovDir[x][y] = back_dir;
7105 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7107 else if (move_pattern == MV_HORIZONTAL ||
7108 move_pattern == MV_VERTICAL)
7110 if (move_pattern & old_move_dir)
7111 MovDir[x][y] = back_dir;
7112 else if (move_pattern == MV_HORIZONTAL)
7113 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7114 else if (move_pattern == MV_VERTICAL)
7115 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7117 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7119 else if (move_pattern & MV_ANY_DIRECTION)
7121 MovDir[x][y] = move_pattern;
7122 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7124 else if (move_pattern & MV_WIND_DIRECTION)
7126 MovDir[x][y] = game.wind_direction;
7127 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7129 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7131 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7132 MovDir[x][y] = left_dir;
7133 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7134 MovDir[x][y] = right_dir;
7136 if (MovDir[x][y] != old_move_dir)
7137 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7139 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7141 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7142 MovDir[x][y] = right_dir;
7143 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7144 MovDir[x][y] = left_dir;
7146 if (MovDir[x][y] != old_move_dir)
7147 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7149 else if (move_pattern == MV_TOWARDS_PLAYER ||
7150 move_pattern == MV_AWAY_FROM_PLAYER)
7152 int attr_x = -1, attr_y = -1;
7154 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7165 for (i = 0; i < MAX_PLAYERS; i++)
7167 struct PlayerInfo *player = &stored_player[i];
7168 int jx = player->jx, jy = player->jy;
7170 if (!player->active)
7174 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7182 MovDir[x][y] = MV_NONE;
7184 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7185 else if (attr_x > x)
7186 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7188 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7189 else if (attr_y > y)
7190 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7192 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7194 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7196 boolean first_horiz = RND(2);
7197 int new_move_dir = MovDir[x][y];
7199 if (element_info[element].move_stepsize == 0) /* "not moving" */
7201 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7202 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7208 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7209 Moving2Blocked(x, y, &newx, &newy);
7211 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7215 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7216 Moving2Blocked(x, y, &newx, &newy);
7218 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7221 MovDir[x][y] = old_move_dir;
7224 else if (move_pattern == MV_WHEN_PUSHED ||
7225 move_pattern == MV_WHEN_DROPPED)
7227 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7228 MovDir[x][y] = MV_NONE;
7232 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7234 static int test_xy[7][2] =
7244 static int test_dir[7] =
7254 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7255 int move_preference = -1000000; /* start with very low preference */
7256 int new_move_dir = MV_NONE;
7257 int start_test = RND(4);
7260 for (i = 0; i < NUM_DIRECTIONS; i++)
7262 int move_dir = test_dir[start_test + i];
7263 int move_dir_preference;
7265 xx = x + test_xy[start_test + i][0];
7266 yy = y + test_xy[start_test + i][1];
7268 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7269 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7271 new_move_dir = move_dir;
7276 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7279 move_dir_preference = -1 * RunnerVisit[xx][yy];
7280 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7281 move_dir_preference = PlayerVisit[xx][yy];
7283 if (move_dir_preference > move_preference)
7285 /* prefer field that has not been visited for the longest time */
7286 move_preference = move_dir_preference;
7287 new_move_dir = move_dir;
7289 else if (move_dir_preference == move_preference &&
7290 move_dir == old_move_dir)
7292 /* prefer last direction when all directions are preferred equally */
7293 move_preference = move_dir_preference;
7294 new_move_dir = move_dir;
7298 MovDir[x][y] = new_move_dir;
7299 if (old_move_dir != new_move_dir)
7300 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7304 static void TurnRound(int x, int y)
7306 int direction = MovDir[x][y];
7310 GfxDir[x][y] = MovDir[x][y];
7312 if (direction != MovDir[x][y])
7316 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7318 ResetGfxFrame(x, y);
7321 static boolean JustBeingPushed(int x, int y)
7325 for (i = 0; i < MAX_PLAYERS; i++)
7327 struct PlayerInfo *player = &stored_player[i];
7329 if (player->active && player->is_pushing && player->MovPos)
7331 int next_jx = player->jx + (player->jx - player->last_jx);
7332 int next_jy = player->jy + (player->jy - player->last_jy);
7334 if (x == next_jx && y == next_jy)
7342 static void StartMoving(int x, int y)
7344 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7345 int element = Feld[x][y];
7350 if (MovDelay[x][y] == 0)
7351 GfxAction[x][y] = ACTION_DEFAULT;
7353 if (CAN_FALL(element) && y < lev_fieldy - 1)
7355 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7356 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7357 if (JustBeingPushed(x, y))
7360 if (element == EL_QUICKSAND_FULL)
7362 if (IS_FREE(x, y + 1))
7364 InitMovingField(x, y, MV_DOWN);
7365 started_moving = TRUE;
7367 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7368 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7369 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7370 Store[x][y] = EL_ROCK;
7372 Store[x][y] = EL_ROCK;
7375 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7377 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7379 if (!MovDelay[x][y])
7381 MovDelay[x][y] = TILEY + 1;
7383 ResetGfxAnimation(x, y);
7384 ResetGfxAnimation(x, y + 1);
7389 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7390 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7397 Feld[x][y] = EL_QUICKSAND_EMPTY;
7398 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7399 Store[x][y + 1] = Store[x][y];
7402 PlayLevelSoundAction(x, y, ACTION_FILLING);
7404 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7406 if (!MovDelay[x][y])
7408 MovDelay[x][y] = TILEY + 1;
7410 ResetGfxAnimation(x, y);
7411 ResetGfxAnimation(x, y + 1);
7416 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7417 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7424 Feld[x][y] = EL_QUICKSAND_EMPTY;
7425 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7426 Store[x][y + 1] = Store[x][y];
7429 PlayLevelSoundAction(x, y, ACTION_FILLING);
7432 else if (element == EL_QUICKSAND_FAST_FULL)
7434 if (IS_FREE(x, y + 1))
7436 InitMovingField(x, y, MV_DOWN);
7437 started_moving = TRUE;
7439 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7440 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7441 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7442 Store[x][y] = EL_ROCK;
7444 Store[x][y] = EL_ROCK;
7447 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7449 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7451 if (!MovDelay[x][y])
7453 MovDelay[x][y] = TILEY + 1;
7455 ResetGfxAnimation(x, y);
7456 ResetGfxAnimation(x, y + 1);
7461 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7462 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7469 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7470 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7471 Store[x][y + 1] = Store[x][y];
7474 PlayLevelSoundAction(x, y, ACTION_FILLING);
7476 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7478 if (!MovDelay[x][y])
7480 MovDelay[x][y] = TILEY + 1;
7482 ResetGfxAnimation(x, y);
7483 ResetGfxAnimation(x, y + 1);
7488 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7489 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7496 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7497 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7498 Store[x][y + 1] = Store[x][y];
7501 PlayLevelSoundAction(x, y, ACTION_FILLING);
7504 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7505 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7507 InitMovingField(x, y, MV_DOWN);
7508 started_moving = TRUE;
7510 Feld[x][y] = EL_QUICKSAND_FILLING;
7511 Store[x][y] = element;
7513 PlayLevelSoundAction(x, y, ACTION_FILLING);
7515 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7516 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7518 InitMovingField(x, y, MV_DOWN);
7519 started_moving = TRUE;
7521 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7522 Store[x][y] = element;
7524 PlayLevelSoundAction(x, y, ACTION_FILLING);
7526 else if (element == EL_MAGIC_WALL_FULL)
7528 if (IS_FREE(x, y + 1))
7530 InitMovingField(x, y, MV_DOWN);
7531 started_moving = TRUE;
7533 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7534 Store[x][y] = EL_CHANGED(Store[x][y]);
7536 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7538 if (!MovDelay[x][y])
7539 MovDelay[x][y] = TILEY / 4 + 1;
7548 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7549 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7550 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7554 else if (element == EL_BD_MAGIC_WALL_FULL)
7556 if (IS_FREE(x, y + 1))
7558 InitMovingField(x, y, MV_DOWN);
7559 started_moving = TRUE;
7561 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7562 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7564 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7566 if (!MovDelay[x][y])
7567 MovDelay[x][y] = TILEY / 4 + 1;
7576 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7577 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7578 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7582 else if (element == EL_DC_MAGIC_WALL_FULL)
7584 if (IS_FREE(x, y + 1))
7586 InitMovingField(x, y, MV_DOWN);
7587 started_moving = TRUE;
7589 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7590 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7592 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7594 if (!MovDelay[x][y])
7595 MovDelay[x][y] = TILEY / 4 + 1;
7604 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7605 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7606 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7610 else if ((CAN_PASS_MAGIC_WALL(element) &&
7611 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7612 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7613 (CAN_PASS_DC_MAGIC_WALL(element) &&
7614 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7617 InitMovingField(x, y, MV_DOWN);
7618 started_moving = TRUE;
7621 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7622 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7623 EL_DC_MAGIC_WALL_FILLING);
7624 Store[x][y] = element;
7626 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7628 SplashAcid(x, y + 1);
7630 InitMovingField(x, y, MV_DOWN);
7631 started_moving = TRUE;
7633 Store[x][y] = EL_ACID;
7636 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7637 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7638 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7639 CAN_FALL(element) && WasJustFalling[x][y] &&
7640 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7642 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7643 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7644 (Feld[x][y + 1] == EL_BLOCKED)))
7646 /* this is needed for a special case not covered by calling "Impact()"
7647 from "ContinueMoving()": if an element moves to a tile directly below
7648 another element which was just falling on that tile (which was empty
7649 in the previous frame), the falling element above would just stop
7650 instead of smashing the element below (in previous version, the above
7651 element was just checked for "moving" instead of "falling", resulting
7652 in incorrect smashes caused by horizontal movement of the above
7653 element; also, the case of the player being the element to smash was
7654 simply not covered here... :-/ ) */
7656 CheckCollision[x][y] = 0;
7657 CheckImpact[x][y] = 0;
7661 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7663 if (MovDir[x][y] == MV_NONE)
7665 InitMovingField(x, y, MV_DOWN);
7666 started_moving = TRUE;
7669 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7671 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7672 MovDir[x][y] = MV_DOWN;
7674 InitMovingField(x, y, MV_DOWN);
7675 started_moving = TRUE;
7677 else if (element == EL_AMOEBA_DROP)
7679 Feld[x][y] = EL_AMOEBA_GROWING;
7680 Store[x][y] = EL_AMOEBA_WET;
7682 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7683 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7684 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7685 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7687 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7688 (IS_FREE(x - 1, y + 1) ||
7689 Feld[x - 1][y + 1] == EL_ACID));
7690 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7691 (IS_FREE(x + 1, y + 1) ||
7692 Feld[x + 1][y + 1] == EL_ACID));
7693 boolean can_fall_any = (can_fall_left || can_fall_right);
7694 boolean can_fall_both = (can_fall_left && can_fall_right);
7695 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7697 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7699 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7700 can_fall_right = FALSE;
7701 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7702 can_fall_left = FALSE;
7703 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7704 can_fall_right = FALSE;
7705 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7706 can_fall_left = FALSE;
7708 can_fall_any = (can_fall_left || can_fall_right);
7709 can_fall_both = FALSE;
7714 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7715 can_fall_right = FALSE; /* slip down on left side */
7717 can_fall_left = !(can_fall_right = RND(2));
7719 can_fall_both = FALSE;
7724 /* if not determined otherwise, prefer left side for slipping down */
7725 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7726 started_moving = TRUE;
7729 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7731 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7732 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7733 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7734 int belt_dir = game.belt_dir[belt_nr];
7736 if ((belt_dir == MV_LEFT && left_is_free) ||
7737 (belt_dir == MV_RIGHT && right_is_free))
7739 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7741 InitMovingField(x, y, belt_dir);
7742 started_moving = TRUE;
7744 Pushed[x][y] = TRUE;
7745 Pushed[nextx][y] = TRUE;
7747 GfxAction[x][y] = ACTION_DEFAULT;
7751 MovDir[x][y] = 0; /* if element was moving, stop it */
7756 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7757 if (CAN_MOVE(element) && !started_moving)
7759 int move_pattern = element_info[element].move_pattern;
7762 Moving2Blocked(x, y, &newx, &newy);
7764 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7767 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7768 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7770 WasJustMoving[x][y] = 0;
7771 CheckCollision[x][y] = 0;
7773 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7775 if (Feld[x][y] != element) /* element has changed */
7779 if (!MovDelay[x][y]) /* start new movement phase */
7781 /* all objects that can change their move direction after each step
7782 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7784 if (element != EL_YAMYAM &&
7785 element != EL_DARK_YAMYAM &&
7786 element != EL_PACMAN &&
7787 !(move_pattern & MV_ANY_DIRECTION) &&
7788 move_pattern != MV_TURNING_LEFT &&
7789 move_pattern != MV_TURNING_RIGHT &&
7790 move_pattern != MV_TURNING_LEFT_RIGHT &&
7791 move_pattern != MV_TURNING_RIGHT_LEFT &&
7792 move_pattern != MV_TURNING_RANDOM)
7796 if (MovDelay[x][y] && (element == EL_BUG ||
7797 element == EL_SPACESHIP ||
7798 element == EL_SP_SNIKSNAK ||
7799 element == EL_SP_ELECTRON ||
7800 element == EL_MOLE))
7801 TEST_DrawLevelField(x, y);
7805 if (MovDelay[x][y]) /* wait some time before next movement */
7809 if (element == EL_ROBOT ||
7810 element == EL_YAMYAM ||
7811 element == EL_DARK_YAMYAM)
7813 DrawLevelElementAnimationIfNeeded(x, y, element);
7814 PlayLevelSoundAction(x, y, ACTION_WAITING);
7816 else if (element == EL_SP_ELECTRON)
7817 DrawLevelElementAnimationIfNeeded(x, y, element);
7818 else if (element == EL_DRAGON)
7821 int dir = MovDir[x][y];
7822 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7823 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7824 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7825 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7826 dir == MV_UP ? IMG_FLAMES_1_UP :
7827 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7828 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7830 GfxAction[x][y] = ACTION_ATTACKING;
7832 if (IS_PLAYER(x, y))
7833 DrawPlayerField(x, y);
7835 TEST_DrawLevelField(x, y);
7837 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7839 for (i = 1; i <= 3; i++)
7841 int xx = x + i * dx;
7842 int yy = y + i * dy;
7843 int sx = SCREENX(xx);
7844 int sy = SCREENY(yy);
7845 int flame_graphic = graphic + (i - 1);
7847 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7852 int flamed = MovingOrBlocked2Element(xx, yy);
7854 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7857 RemoveMovingField(xx, yy);
7859 ChangeDelay[xx][yy] = 0;
7861 Feld[xx][yy] = EL_FLAMES;
7863 if (IN_SCR_FIELD(sx, sy))
7865 TEST_DrawLevelFieldCrumbled(xx, yy);
7866 DrawGraphic(sx, sy, flame_graphic, frame);
7871 if (Feld[xx][yy] == EL_FLAMES)
7872 Feld[xx][yy] = EL_EMPTY;
7873 TEST_DrawLevelField(xx, yy);
7878 if (MovDelay[x][y]) /* element still has to wait some time */
7880 PlayLevelSoundAction(x, y, ACTION_WAITING);
7886 /* now make next step */
7888 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7890 if (DONT_COLLIDE_WITH(element) &&
7891 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7892 !PLAYER_ENEMY_PROTECTED(newx, newy))
7894 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7899 else if (CAN_MOVE_INTO_ACID(element) &&
7900 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7901 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7902 (MovDir[x][y] == MV_DOWN ||
7903 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7905 SplashAcid(newx, newy);
7906 Store[x][y] = EL_ACID;
7908 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7910 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7911 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7912 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7913 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7916 TEST_DrawLevelField(x, y);
7918 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7919 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7920 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7922 local_player->friends_still_needed--;
7923 if (!local_player->friends_still_needed &&
7924 !local_player->GameOver && AllPlayersGone)
7925 PlayerWins(local_player);
7929 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7931 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7932 TEST_DrawLevelField(newx, newy);
7934 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7936 else if (!IS_FREE(newx, newy))
7938 GfxAction[x][y] = ACTION_WAITING;
7940 if (IS_PLAYER(x, y))
7941 DrawPlayerField(x, y);
7943 TEST_DrawLevelField(x, y);
7948 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7950 if (IS_FOOD_PIG(Feld[newx][newy]))
7952 if (IS_MOVING(newx, newy))
7953 RemoveMovingField(newx, newy);
7956 Feld[newx][newy] = EL_EMPTY;
7957 TEST_DrawLevelField(newx, newy);
7960 PlayLevelSound(x, y, SND_PIG_DIGGING);
7962 else if (!IS_FREE(newx, newy))
7964 if (IS_PLAYER(x, y))
7965 DrawPlayerField(x, y);
7967 TEST_DrawLevelField(x, y);
7972 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7974 if (Store[x][y] != EL_EMPTY)
7976 boolean can_clone = FALSE;
7979 /* check if element to clone is still there */
7980 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7982 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7990 /* cannot clone or target field not free anymore -- do not clone */
7991 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7992 Store[x][y] = EL_EMPTY;
7995 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7997 if (IS_MV_DIAGONAL(MovDir[x][y]))
7999 int diagonal_move_dir = MovDir[x][y];
8000 int stored = Store[x][y];
8001 int change_delay = 8;
8004 /* android is moving diagonally */
8006 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8008 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8009 GfxElement[x][y] = EL_EMC_ANDROID;
8010 GfxAction[x][y] = ACTION_SHRINKING;
8011 GfxDir[x][y] = diagonal_move_dir;
8012 ChangeDelay[x][y] = change_delay;
8014 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8017 DrawLevelGraphicAnimation(x, y, graphic);
8018 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8020 if (Feld[newx][newy] == EL_ACID)
8022 SplashAcid(newx, newy);
8027 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8029 Store[newx][newy] = EL_EMC_ANDROID;
8030 GfxElement[newx][newy] = EL_EMC_ANDROID;
8031 GfxAction[newx][newy] = ACTION_GROWING;
8032 GfxDir[newx][newy] = diagonal_move_dir;
8033 ChangeDelay[newx][newy] = change_delay;
8035 graphic = el_act_dir2img(GfxElement[newx][newy],
8036 GfxAction[newx][newy], GfxDir[newx][newy]);
8038 DrawLevelGraphicAnimation(newx, newy, graphic);
8039 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8045 Feld[newx][newy] = EL_EMPTY;
8046 TEST_DrawLevelField(newx, newy);
8048 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8051 else if (!IS_FREE(newx, newy))
8056 else if (IS_CUSTOM_ELEMENT(element) &&
8057 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8059 if (!DigFieldByCE(newx, newy, element))
8062 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8064 RunnerVisit[x][y] = FrameCounter;
8065 PlayerVisit[x][y] /= 8; /* expire player visit path */
8068 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8070 if (!IS_FREE(newx, newy))
8072 if (IS_PLAYER(x, y))
8073 DrawPlayerField(x, y);
8075 TEST_DrawLevelField(x, y);
8081 boolean wanna_flame = !RND(10);
8082 int dx = newx - x, dy = newy - y;
8083 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8084 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8085 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8086 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8087 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8088 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8091 IS_CLASSIC_ENEMY(element1) ||
8092 IS_CLASSIC_ENEMY(element2)) &&
8093 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8094 element1 != EL_FLAMES && element2 != EL_FLAMES)
8096 ResetGfxAnimation(x, y);
8097 GfxAction[x][y] = ACTION_ATTACKING;
8099 if (IS_PLAYER(x, y))
8100 DrawPlayerField(x, y);
8102 TEST_DrawLevelField(x, y);
8104 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8106 MovDelay[x][y] = 50;
8108 Feld[newx][newy] = EL_FLAMES;
8109 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8110 Feld[newx1][newy1] = EL_FLAMES;
8111 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8112 Feld[newx2][newy2] = EL_FLAMES;
8118 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8119 Feld[newx][newy] == EL_DIAMOND)
8121 if (IS_MOVING(newx, newy))
8122 RemoveMovingField(newx, newy);
8125 Feld[newx][newy] = EL_EMPTY;
8126 TEST_DrawLevelField(newx, newy);
8129 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8131 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8132 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8134 if (AmoebaNr[newx][newy])
8136 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8137 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8138 Feld[newx][newy] == EL_BD_AMOEBA)
8139 AmoebaCnt[AmoebaNr[newx][newy]]--;
8142 if (IS_MOVING(newx, newy))
8144 RemoveMovingField(newx, newy);
8148 Feld[newx][newy] = EL_EMPTY;
8149 TEST_DrawLevelField(newx, newy);
8152 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8154 else if ((element == EL_PACMAN || element == EL_MOLE)
8155 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8157 if (AmoebaNr[newx][newy])
8159 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8160 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8161 Feld[newx][newy] == EL_BD_AMOEBA)
8162 AmoebaCnt[AmoebaNr[newx][newy]]--;
8165 if (element == EL_MOLE)
8167 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8168 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8170 ResetGfxAnimation(x, y);
8171 GfxAction[x][y] = ACTION_DIGGING;
8172 TEST_DrawLevelField(x, y);
8174 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8176 return; /* wait for shrinking amoeba */
8178 else /* element == EL_PACMAN */
8180 Feld[newx][newy] = EL_EMPTY;
8181 TEST_DrawLevelField(newx, newy);
8182 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8185 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8186 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8187 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8189 /* wait for shrinking amoeba to completely disappear */
8192 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8194 /* object was running against a wall */
8198 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8199 DrawLevelElementAnimation(x, y, element);
8201 if (DONT_TOUCH(element))
8202 TestIfBadThingTouchesPlayer(x, y);
8207 InitMovingField(x, y, MovDir[x][y]);
8209 PlayLevelSoundAction(x, y, ACTION_MOVING);
8213 ContinueMoving(x, y);
8216 void ContinueMoving(int x, int y)
8218 int element = Feld[x][y];
8219 struct ElementInfo *ei = &element_info[element];
8220 int direction = MovDir[x][y];
8221 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8222 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8223 int newx = x + dx, newy = y + dy;
8224 int stored = Store[x][y];
8225 int stored_new = Store[newx][newy];
8226 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8227 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8228 boolean last_line = (newy == lev_fieldy - 1);
8230 MovPos[x][y] += getElementMoveStepsize(x, y);
8232 if (pushed_by_player) /* special case: moving object pushed by player */
8233 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8235 if (ABS(MovPos[x][y]) < TILEX)
8237 TEST_DrawLevelField(x, y);
8239 return; /* element is still moving */
8242 /* element reached destination field */
8244 Feld[x][y] = EL_EMPTY;
8245 Feld[newx][newy] = element;
8246 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8248 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8250 element = Feld[newx][newy] = EL_ACID;
8252 else if (element == EL_MOLE)
8254 Feld[x][y] = EL_SAND;
8256 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8258 else if (element == EL_QUICKSAND_FILLING)
8260 element = Feld[newx][newy] = get_next_element(element);
8261 Store[newx][newy] = Store[x][y];
8263 else if (element == EL_QUICKSAND_EMPTYING)
8265 Feld[x][y] = get_next_element(element);
8266 element = Feld[newx][newy] = Store[x][y];
8268 else if (element == EL_QUICKSAND_FAST_FILLING)
8270 element = Feld[newx][newy] = get_next_element(element);
8271 Store[newx][newy] = Store[x][y];
8273 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8275 Feld[x][y] = get_next_element(element);
8276 element = Feld[newx][newy] = Store[x][y];
8278 else if (element == EL_MAGIC_WALL_FILLING)
8280 element = Feld[newx][newy] = get_next_element(element);
8281 if (!game.magic_wall_active)
8282 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8283 Store[newx][newy] = Store[x][y];
8285 else if (element == EL_MAGIC_WALL_EMPTYING)
8287 Feld[x][y] = get_next_element(element);
8288 if (!game.magic_wall_active)
8289 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8290 element = Feld[newx][newy] = Store[x][y];
8292 InitField(newx, newy, FALSE);
8294 else if (element == EL_BD_MAGIC_WALL_FILLING)
8296 element = Feld[newx][newy] = get_next_element(element);
8297 if (!game.magic_wall_active)
8298 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8299 Store[newx][newy] = Store[x][y];
8301 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8303 Feld[x][y] = get_next_element(element);
8304 if (!game.magic_wall_active)
8305 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8306 element = Feld[newx][newy] = Store[x][y];
8308 InitField(newx, newy, FALSE);
8310 else if (element == EL_DC_MAGIC_WALL_FILLING)
8312 element = Feld[newx][newy] = get_next_element(element);
8313 if (!game.magic_wall_active)
8314 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8315 Store[newx][newy] = Store[x][y];
8317 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8319 Feld[x][y] = get_next_element(element);
8320 if (!game.magic_wall_active)
8321 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8322 element = Feld[newx][newy] = Store[x][y];
8324 InitField(newx, newy, FALSE);
8326 else if (element == EL_AMOEBA_DROPPING)
8328 Feld[x][y] = get_next_element(element);
8329 element = Feld[newx][newy] = Store[x][y];
8331 else if (element == EL_SOKOBAN_OBJECT)
8334 Feld[x][y] = Back[x][y];
8336 if (Back[newx][newy])
8337 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8339 Back[x][y] = Back[newx][newy] = 0;
8342 Store[x][y] = EL_EMPTY;
8347 MovDelay[newx][newy] = 0;
8349 if (CAN_CHANGE_OR_HAS_ACTION(element))
8351 /* copy element change control values to new field */
8352 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8353 ChangePage[newx][newy] = ChangePage[x][y];
8354 ChangeCount[newx][newy] = ChangeCount[x][y];
8355 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8358 CustomValue[newx][newy] = CustomValue[x][y];
8360 ChangeDelay[x][y] = 0;
8361 ChangePage[x][y] = -1;
8362 ChangeCount[x][y] = 0;
8363 ChangeEvent[x][y] = -1;
8365 CustomValue[x][y] = 0;
8367 /* copy animation control values to new field */
8368 GfxFrame[newx][newy] = GfxFrame[x][y];
8369 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8370 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8371 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8373 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8375 /* some elements can leave other elements behind after moving */
8376 if (ei->move_leave_element != EL_EMPTY &&
8377 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8378 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8380 int move_leave_element = ei->move_leave_element;
8382 /* this makes it possible to leave the removed element again */
8383 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8384 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8386 Feld[x][y] = move_leave_element;
8388 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8389 MovDir[x][y] = direction;
8391 InitField(x, y, FALSE);
8393 if (GFX_CRUMBLED(Feld[x][y]))
8394 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8396 if (ELEM_IS_PLAYER(move_leave_element))
8397 RelocatePlayer(x, y, move_leave_element);
8400 /* do this after checking for left-behind element */
8401 ResetGfxAnimation(x, y); /* reset animation values for old field */
8403 if (!CAN_MOVE(element) ||
8404 (CAN_FALL(element) && direction == MV_DOWN &&
8405 (element == EL_SPRING ||
8406 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8407 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8408 GfxDir[x][y] = MovDir[newx][newy] = 0;
8410 TEST_DrawLevelField(x, y);
8411 TEST_DrawLevelField(newx, newy);
8413 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8415 /* prevent pushed element from moving on in pushed direction */
8416 if (pushed_by_player && CAN_MOVE(element) &&
8417 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8418 !(element_info[element].move_pattern & direction))
8419 TurnRound(newx, newy);
8421 /* prevent elements on conveyor belt from moving on in last direction */
8422 if (pushed_by_conveyor && CAN_FALL(element) &&
8423 direction & MV_HORIZONTAL)
8424 MovDir[newx][newy] = 0;
8426 if (!pushed_by_player)
8428 int nextx = newx + dx, nexty = newy + dy;
8429 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8431 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8433 if (CAN_FALL(element) && direction == MV_DOWN)
8434 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8436 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8437 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8439 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8440 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8443 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8445 TestIfBadThingTouchesPlayer(newx, newy);
8446 TestIfBadThingTouchesFriend(newx, newy);
8448 if (!IS_CUSTOM_ELEMENT(element))
8449 TestIfBadThingTouchesOtherBadThing(newx, newy);
8451 else if (element == EL_PENGUIN)
8452 TestIfFriendTouchesBadThing(newx, newy);
8454 if (DONT_GET_HIT_BY(element))
8456 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8459 /* give the player one last chance (one more frame) to move away */
8460 if (CAN_FALL(element) && direction == MV_DOWN &&
8461 (last_line || (!IS_FREE(x, newy + 1) &&
8462 (!IS_PLAYER(x, newy + 1) ||
8463 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8466 if (pushed_by_player && !game.use_change_when_pushing_bug)
8468 int push_side = MV_DIR_OPPOSITE(direction);
8469 struct PlayerInfo *player = PLAYERINFO(x, y);
8471 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8472 player->index_bit, push_side);
8473 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8474 player->index_bit, push_side);
8477 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8478 MovDelay[newx][newy] = 1;
8480 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8482 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8483 TestIfElementHitsCustomElement(newx, newy, direction);
8484 TestIfPlayerTouchesCustomElement(newx, newy);
8485 TestIfElementTouchesCustomElement(newx, newy);
8487 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8488 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8489 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8490 MV_DIR_OPPOSITE(direction));
8493 int AmoebeNachbarNr(int ax, int ay)
8496 int element = Feld[ax][ay];
8498 static int xy[4][2] =
8506 for (i = 0; i < NUM_DIRECTIONS; i++)
8508 int x = ax + xy[i][0];
8509 int y = ay + xy[i][1];
8511 if (!IN_LEV_FIELD(x, y))
8514 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8515 group_nr = AmoebaNr[x][y];
8521 static void AmoebenVereinigen(int ax, int ay)
8523 int i, x, y, xx, yy;
8524 int new_group_nr = AmoebaNr[ax][ay];
8525 static int xy[4][2] =
8533 if (new_group_nr == 0)
8536 for (i = 0; i < NUM_DIRECTIONS; i++)
8541 if (!IN_LEV_FIELD(x, y))
8544 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8545 Feld[x][y] == EL_BD_AMOEBA ||
8546 Feld[x][y] == EL_AMOEBA_DEAD) &&
8547 AmoebaNr[x][y] != new_group_nr)
8549 int old_group_nr = AmoebaNr[x][y];
8551 if (old_group_nr == 0)
8554 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8555 AmoebaCnt[old_group_nr] = 0;
8556 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8557 AmoebaCnt2[old_group_nr] = 0;
8559 SCAN_PLAYFIELD(xx, yy)
8561 if (AmoebaNr[xx][yy] == old_group_nr)
8562 AmoebaNr[xx][yy] = new_group_nr;
8568 void AmoebeUmwandeln(int ax, int ay)
8572 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8574 int group_nr = AmoebaNr[ax][ay];
8579 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8580 printf("AmoebeUmwandeln(): This should never happen!\n");
8585 SCAN_PLAYFIELD(x, y)
8587 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8590 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8594 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8595 SND_AMOEBA_TURNING_TO_GEM :
8596 SND_AMOEBA_TURNING_TO_ROCK));
8601 static int xy[4][2] =
8609 for (i = 0; i < NUM_DIRECTIONS; i++)
8614 if (!IN_LEV_FIELD(x, y))
8617 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8619 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8620 SND_AMOEBA_TURNING_TO_GEM :
8621 SND_AMOEBA_TURNING_TO_ROCK));
8628 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8631 int group_nr = AmoebaNr[ax][ay];
8632 boolean done = FALSE;
8637 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8638 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8643 SCAN_PLAYFIELD(x, y)
8645 if (AmoebaNr[x][y] == group_nr &&
8646 (Feld[x][y] == EL_AMOEBA_DEAD ||
8647 Feld[x][y] == EL_BD_AMOEBA ||
8648 Feld[x][y] == EL_AMOEBA_GROWING))
8651 Feld[x][y] = new_element;
8652 InitField(x, y, FALSE);
8653 TEST_DrawLevelField(x, y);
8659 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8660 SND_BD_AMOEBA_TURNING_TO_ROCK :
8661 SND_BD_AMOEBA_TURNING_TO_GEM));
8664 static void AmoebeWaechst(int x, int y)
8666 static unsigned int sound_delay = 0;
8667 static unsigned int sound_delay_value = 0;
8669 if (!MovDelay[x][y]) /* start new growing cycle */
8673 if (DelayReached(&sound_delay, sound_delay_value))
8675 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8676 sound_delay_value = 30;
8680 if (MovDelay[x][y]) /* wait some time before growing bigger */
8683 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8685 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8686 6 - MovDelay[x][y]);
8688 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8691 if (!MovDelay[x][y])
8693 Feld[x][y] = Store[x][y];
8695 TEST_DrawLevelField(x, y);
8700 static void AmoebaDisappearing(int x, int y)
8702 static unsigned int sound_delay = 0;
8703 static unsigned int sound_delay_value = 0;
8705 if (!MovDelay[x][y]) /* start new shrinking cycle */
8709 if (DelayReached(&sound_delay, sound_delay_value))
8710 sound_delay_value = 30;
8713 if (MovDelay[x][y]) /* wait some time before shrinking */
8716 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8718 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8719 6 - MovDelay[x][y]);
8721 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8724 if (!MovDelay[x][y])
8726 Feld[x][y] = EL_EMPTY;
8727 TEST_DrawLevelField(x, y);
8729 /* don't let mole enter this field in this cycle;
8730 (give priority to objects falling to this field from above) */
8736 static void AmoebeAbleger(int ax, int ay)
8739 int element = Feld[ax][ay];
8740 int graphic = el2img(element);
8741 int newax = ax, neway = ay;
8742 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8743 static int xy[4][2] =
8751 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8753 Feld[ax][ay] = EL_AMOEBA_DEAD;
8754 TEST_DrawLevelField(ax, ay);
8758 if (IS_ANIMATED(graphic))
8759 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8761 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8762 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8764 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8767 if (MovDelay[ax][ay])
8771 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8774 int x = ax + xy[start][0];
8775 int y = ay + xy[start][1];
8777 if (!IN_LEV_FIELD(x, y))
8780 if (IS_FREE(x, y) ||
8781 CAN_GROW_INTO(Feld[x][y]) ||
8782 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8783 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8789 if (newax == ax && neway == ay)
8792 else /* normal or "filled" (BD style) amoeba */
8795 boolean waiting_for_player = FALSE;
8797 for (i = 0; i < NUM_DIRECTIONS; i++)
8799 int j = (start + i) % 4;
8800 int x = ax + xy[j][0];
8801 int y = ay + xy[j][1];
8803 if (!IN_LEV_FIELD(x, y))
8806 if (IS_FREE(x, y) ||
8807 CAN_GROW_INTO(Feld[x][y]) ||
8808 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8809 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8815 else if (IS_PLAYER(x, y))
8816 waiting_for_player = TRUE;
8819 if (newax == ax && neway == ay) /* amoeba cannot grow */
8821 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8823 Feld[ax][ay] = EL_AMOEBA_DEAD;
8824 TEST_DrawLevelField(ax, ay);
8825 AmoebaCnt[AmoebaNr[ax][ay]]--;
8827 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8829 if (element == EL_AMOEBA_FULL)
8830 AmoebeUmwandeln(ax, ay);
8831 else if (element == EL_BD_AMOEBA)
8832 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8837 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8839 /* amoeba gets larger by growing in some direction */
8841 int new_group_nr = AmoebaNr[ax][ay];
8844 if (new_group_nr == 0)
8846 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8847 printf("AmoebeAbleger(): This should never happen!\n");
8852 AmoebaNr[newax][neway] = new_group_nr;
8853 AmoebaCnt[new_group_nr]++;
8854 AmoebaCnt2[new_group_nr]++;
8856 /* if amoeba touches other amoeba(s) after growing, unify them */
8857 AmoebenVereinigen(newax, neway);
8859 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8861 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8867 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8868 (neway == lev_fieldy - 1 && newax != ax))
8870 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8871 Store[newax][neway] = element;
8873 else if (neway == ay || element == EL_EMC_DRIPPER)
8875 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8877 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8881 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8882 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8883 Store[ax][ay] = EL_AMOEBA_DROP;
8884 ContinueMoving(ax, ay);
8888 TEST_DrawLevelField(newax, neway);
8891 static void Life(int ax, int ay)
8895 int element = Feld[ax][ay];
8896 int graphic = el2img(element);
8897 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8899 boolean changed = FALSE;
8901 if (IS_ANIMATED(graphic))
8902 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8907 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8908 MovDelay[ax][ay] = life_time;
8910 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8913 if (MovDelay[ax][ay])
8917 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8919 int xx = ax+x1, yy = ay+y1;
8920 int old_element = Feld[xx][yy];
8921 int num_neighbours = 0;
8923 if (!IN_LEV_FIELD(xx, yy))
8926 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8928 int x = xx+x2, y = yy+y2;
8930 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8933 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8934 boolean is_neighbour = FALSE;
8936 if (level.use_life_bugs)
8938 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8939 (IS_FREE(x, y) && Stop[x][y]));
8942 (Last[x][y] == element || is_player_cell);
8948 boolean is_free = FALSE;
8950 if (level.use_life_bugs)
8951 is_free = (IS_FREE(xx, yy));
8953 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8955 if (xx == ax && yy == ay) /* field in the middle */
8957 if (num_neighbours < life_parameter[0] ||
8958 num_neighbours > life_parameter[1])
8960 Feld[xx][yy] = EL_EMPTY;
8961 if (Feld[xx][yy] != old_element)
8962 TEST_DrawLevelField(xx, yy);
8963 Stop[xx][yy] = TRUE;
8967 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8968 { /* free border field */
8969 if (num_neighbours >= life_parameter[2] &&
8970 num_neighbours <= life_parameter[3])
8972 Feld[xx][yy] = element;
8973 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8974 if (Feld[xx][yy] != old_element)
8975 TEST_DrawLevelField(xx, yy);
8976 Stop[xx][yy] = TRUE;
8983 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8984 SND_GAME_OF_LIFE_GROWING);
8987 static void InitRobotWheel(int x, int y)
8989 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8992 static void RunRobotWheel(int x, int y)
8994 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8997 static void StopRobotWheel(int x, int y)
8999 if (ZX == x && ZY == y)
9003 game.robot_wheel_active = FALSE;
9007 static void InitTimegateWheel(int x, int y)
9009 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9012 static void RunTimegateWheel(int x, int y)
9014 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9017 static void InitMagicBallDelay(int x, int y)
9019 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9022 static void ActivateMagicBall(int bx, int by)
9026 if (level.ball_random)
9028 int pos_border = RND(8); /* select one of the eight border elements */
9029 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9030 int xx = pos_content % 3;
9031 int yy = pos_content / 3;
9036 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9037 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9041 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9043 int xx = x - bx + 1;
9044 int yy = y - by + 1;
9046 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9047 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9051 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9054 static void CheckExit(int x, int y)
9056 if (local_player->gems_still_needed > 0 ||
9057 local_player->sokobanfields_still_needed > 0 ||
9058 local_player->lights_still_needed > 0)
9060 int element = Feld[x][y];
9061 int graphic = el2img(element);
9063 if (IS_ANIMATED(graphic))
9064 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9069 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9072 Feld[x][y] = EL_EXIT_OPENING;
9074 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9077 static void CheckExitEM(int x, int y)
9079 if (local_player->gems_still_needed > 0 ||
9080 local_player->sokobanfields_still_needed > 0 ||
9081 local_player->lights_still_needed > 0)
9083 int element = Feld[x][y];
9084 int graphic = el2img(element);
9086 if (IS_ANIMATED(graphic))
9087 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9092 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9095 Feld[x][y] = EL_EM_EXIT_OPENING;
9097 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9100 static void CheckExitSteel(int x, int y)
9102 if (local_player->gems_still_needed > 0 ||
9103 local_player->sokobanfields_still_needed > 0 ||
9104 local_player->lights_still_needed > 0)
9106 int element = Feld[x][y];
9107 int graphic = el2img(element);
9109 if (IS_ANIMATED(graphic))
9110 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9115 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9118 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9120 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9123 static void CheckExitSteelEM(int x, int y)
9125 if (local_player->gems_still_needed > 0 ||
9126 local_player->sokobanfields_still_needed > 0 ||
9127 local_player->lights_still_needed > 0)
9129 int element = Feld[x][y];
9130 int graphic = el2img(element);
9132 if (IS_ANIMATED(graphic))
9133 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9138 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9141 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9143 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9146 static void CheckExitSP(int x, int y)
9148 if (local_player->gems_still_needed > 0)
9150 int element = Feld[x][y];
9151 int graphic = el2img(element);
9153 if (IS_ANIMATED(graphic))
9154 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9159 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9162 Feld[x][y] = EL_SP_EXIT_OPENING;
9164 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9167 static void CloseAllOpenTimegates(void)
9171 SCAN_PLAYFIELD(x, y)
9173 int element = Feld[x][y];
9175 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9177 Feld[x][y] = EL_TIMEGATE_CLOSING;
9179 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9184 static void DrawTwinkleOnField(int x, int y)
9186 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9189 if (Feld[x][y] == EL_BD_DIAMOND)
9192 if (MovDelay[x][y] == 0) /* next animation frame */
9193 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9195 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9199 DrawLevelElementAnimation(x, y, Feld[x][y]);
9201 if (MovDelay[x][y] != 0)
9203 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9204 10 - MovDelay[x][y]);
9206 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9211 static void MauerWaechst(int x, int y)
9215 if (!MovDelay[x][y]) /* next animation frame */
9216 MovDelay[x][y] = 3 * delay;
9218 if (MovDelay[x][y]) /* wait some time before next frame */
9222 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9224 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9225 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9227 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9230 if (!MovDelay[x][y])
9232 if (MovDir[x][y] == MV_LEFT)
9234 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9235 TEST_DrawLevelField(x - 1, y);
9237 else if (MovDir[x][y] == MV_RIGHT)
9239 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9240 TEST_DrawLevelField(x + 1, y);
9242 else if (MovDir[x][y] == MV_UP)
9244 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9245 TEST_DrawLevelField(x, y - 1);
9249 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9250 TEST_DrawLevelField(x, y + 1);
9253 Feld[x][y] = Store[x][y];
9255 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9256 TEST_DrawLevelField(x, y);
9261 static void MauerAbleger(int ax, int ay)
9263 int element = Feld[ax][ay];
9264 int graphic = el2img(element);
9265 boolean oben_frei = FALSE, unten_frei = FALSE;
9266 boolean links_frei = FALSE, rechts_frei = FALSE;
9267 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9268 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9269 boolean new_wall = FALSE;
9271 if (IS_ANIMATED(graphic))
9272 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9274 if (!MovDelay[ax][ay]) /* start building new wall */
9275 MovDelay[ax][ay] = 6;
9277 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9280 if (MovDelay[ax][ay])
9284 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9286 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9288 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9290 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9293 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9294 element == EL_EXPANDABLE_WALL_ANY)
9298 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9299 Store[ax][ay-1] = element;
9300 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9301 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9302 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9303 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9308 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9309 Store[ax][ay+1] = element;
9310 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9311 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9312 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9313 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9318 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9319 element == EL_EXPANDABLE_WALL_ANY ||
9320 element == EL_EXPANDABLE_WALL ||
9321 element == EL_BD_EXPANDABLE_WALL)
9325 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9326 Store[ax-1][ay] = element;
9327 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9328 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9329 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9330 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9336 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9337 Store[ax+1][ay] = element;
9338 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9339 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9340 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9341 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9346 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9347 TEST_DrawLevelField(ax, ay);
9349 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9351 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9352 unten_massiv = TRUE;
9353 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9354 links_massiv = TRUE;
9355 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9356 rechts_massiv = TRUE;
9358 if (((oben_massiv && unten_massiv) ||
9359 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9360 element == EL_EXPANDABLE_WALL) &&
9361 ((links_massiv && rechts_massiv) ||
9362 element == EL_EXPANDABLE_WALL_VERTICAL))
9363 Feld[ax][ay] = EL_WALL;
9366 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9369 static void MauerAblegerStahl(int ax, int ay)
9371 int element = Feld[ax][ay];
9372 int graphic = el2img(element);
9373 boolean oben_frei = FALSE, unten_frei = FALSE;
9374 boolean links_frei = FALSE, rechts_frei = FALSE;
9375 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9376 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9377 boolean new_wall = FALSE;
9379 if (IS_ANIMATED(graphic))
9380 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9382 if (!MovDelay[ax][ay]) /* start building new wall */
9383 MovDelay[ax][ay] = 6;
9385 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9388 if (MovDelay[ax][ay])
9392 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9394 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9396 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9398 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9401 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9402 element == EL_EXPANDABLE_STEELWALL_ANY)
9406 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9407 Store[ax][ay-1] = element;
9408 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9409 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9410 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9411 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9416 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9417 Store[ax][ay+1] = element;
9418 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9419 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9420 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9421 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9426 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9427 element == EL_EXPANDABLE_STEELWALL_ANY)
9431 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9432 Store[ax-1][ay] = element;
9433 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9434 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9435 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9436 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9442 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9443 Store[ax+1][ay] = element;
9444 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9445 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9446 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9447 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9452 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9454 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9455 unten_massiv = TRUE;
9456 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9457 links_massiv = TRUE;
9458 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9459 rechts_massiv = TRUE;
9461 if (((oben_massiv && unten_massiv) ||
9462 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9463 ((links_massiv && rechts_massiv) ||
9464 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9465 Feld[ax][ay] = EL_STEELWALL;
9468 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9471 static void CheckForDragon(int x, int y)
9474 boolean dragon_found = FALSE;
9475 static int xy[4][2] =
9483 for (i = 0; i < NUM_DIRECTIONS; i++)
9485 for (j = 0; j < 4; j++)
9487 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9489 if (IN_LEV_FIELD(xx, yy) &&
9490 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9492 if (Feld[xx][yy] == EL_DRAGON)
9493 dragon_found = TRUE;
9502 for (i = 0; i < NUM_DIRECTIONS; i++)
9504 for (j = 0; j < 3; j++)
9506 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9508 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9510 Feld[xx][yy] = EL_EMPTY;
9511 TEST_DrawLevelField(xx, yy);
9520 static void InitBuggyBase(int x, int y)
9522 int element = Feld[x][y];
9523 int activating_delay = FRAMES_PER_SECOND / 4;
9526 (element == EL_SP_BUGGY_BASE ?
9527 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9528 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9530 element == EL_SP_BUGGY_BASE_ACTIVE ?
9531 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9534 static void WarnBuggyBase(int x, int y)
9537 static int xy[4][2] =
9545 for (i = 0; i < NUM_DIRECTIONS; i++)
9547 int xx = x + xy[i][0];
9548 int yy = y + xy[i][1];
9550 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9552 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9559 static void InitTrap(int x, int y)
9561 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9564 static void ActivateTrap(int x, int y)
9566 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9569 static void ChangeActiveTrap(int x, int y)
9571 int graphic = IMG_TRAP_ACTIVE;
9573 /* if new animation frame was drawn, correct crumbled sand border */
9574 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9575 TEST_DrawLevelFieldCrumbled(x, y);
9578 static int getSpecialActionElement(int element, int number, int base_element)
9580 return (element != EL_EMPTY ? element :
9581 number != -1 ? base_element + number - 1 :
9585 static int getModifiedActionNumber(int value_old, int operator, int operand,
9586 int value_min, int value_max)
9588 int value_new = (operator == CA_MODE_SET ? operand :
9589 operator == CA_MODE_ADD ? value_old + operand :
9590 operator == CA_MODE_SUBTRACT ? value_old - operand :
9591 operator == CA_MODE_MULTIPLY ? value_old * operand :
9592 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9593 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9596 return (value_new < value_min ? value_min :
9597 value_new > value_max ? value_max :
9601 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9603 struct ElementInfo *ei = &element_info[element];
9604 struct ElementChangeInfo *change = &ei->change_page[page];
9605 int target_element = change->target_element;
9606 int action_type = change->action_type;
9607 int action_mode = change->action_mode;
9608 int action_arg = change->action_arg;
9609 int action_element = change->action_element;
9612 if (!change->has_action)
9615 /* ---------- determine action paramater values -------------------------- */
9617 int level_time_value =
9618 (level.time > 0 ? TimeLeft :
9621 int action_arg_element_raw =
9622 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9623 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9624 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9625 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9626 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9627 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9628 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9630 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9632 int action_arg_direction =
9633 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9634 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9635 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9636 change->actual_trigger_side :
9637 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9638 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9641 int action_arg_number_min =
9642 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9645 int action_arg_number_max =
9646 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9647 action_type == CA_SET_LEVEL_GEMS ? 999 :
9648 action_type == CA_SET_LEVEL_TIME ? 9999 :
9649 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9650 action_type == CA_SET_CE_VALUE ? 9999 :
9651 action_type == CA_SET_CE_SCORE ? 9999 :
9654 int action_arg_number_reset =
9655 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9656 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9657 action_type == CA_SET_LEVEL_TIME ? level.time :
9658 action_type == CA_SET_LEVEL_SCORE ? 0 :
9659 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9660 action_type == CA_SET_CE_SCORE ? 0 :
9663 int action_arg_number =
9664 (action_arg <= CA_ARG_MAX ? action_arg :
9665 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9666 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9667 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9668 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9669 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9670 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9671 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9672 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9673 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9674 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9675 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9676 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9677 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9678 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9679 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9680 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9681 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9682 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9683 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9684 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9685 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9688 int action_arg_number_old =
9689 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9690 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9691 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9692 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9693 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9696 int action_arg_number_new =
9697 getModifiedActionNumber(action_arg_number_old,
9698 action_mode, action_arg_number,
9699 action_arg_number_min, action_arg_number_max);
9701 int trigger_player_bits =
9702 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9703 change->actual_trigger_player_bits : change->trigger_player);
9705 int action_arg_player_bits =
9706 (action_arg >= CA_ARG_PLAYER_1 &&
9707 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9708 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9709 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9712 /* ---------- execute action -------------------------------------------- */
9714 switch (action_type)
9721 /* ---------- level actions ------------------------------------------- */
9723 case CA_RESTART_LEVEL:
9725 game.restart_level = TRUE;
9730 case CA_SHOW_ENVELOPE:
9732 int element = getSpecialActionElement(action_arg_element,
9733 action_arg_number, EL_ENVELOPE_1);
9735 if (IS_ENVELOPE(element))
9736 local_player->show_envelope = element;
9741 case CA_SET_LEVEL_TIME:
9743 if (level.time > 0) /* only modify limited time value */
9745 TimeLeft = action_arg_number_new;
9747 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9749 DisplayGameControlValues();
9751 if (!TimeLeft && setup.time_limit)
9752 for (i = 0; i < MAX_PLAYERS; i++)
9753 KillPlayer(&stored_player[i]);
9759 case CA_SET_LEVEL_SCORE:
9761 local_player->score = action_arg_number_new;
9763 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9765 DisplayGameControlValues();
9770 case CA_SET_LEVEL_GEMS:
9772 local_player->gems_still_needed = action_arg_number_new;
9774 game.snapshot.collected_item = TRUE;
9776 game_panel_controls[GAME_PANEL_GEMS].value =
9777 local_player->gems_still_needed;
9779 DisplayGameControlValues();
9784 case CA_SET_LEVEL_WIND:
9786 game.wind_direction = action_arg_direction;
9791 case CA_SET_LEVEL_RANDOM_SEED:
9793 /* ensure that setting a new random seed while playing is predictable */
9794 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9799 /* ---------- player actions ------------------------------------------ */
9801 case CA_MOVE_PLAYER:
9803 /* automatically move to the next field in specified direction */
9804 for (i = 0; i < MAX_PLAYERS; i++)
9805 if (trigger_player_bits & (1 << i))
9806 stored_player[i].programmed_action = action_arg_direction;
9811 case CA_EXIT_PLAYER:
9813 for (i = 0; i < MAX_PLAYERS; i++)
9814 if (action_arg_player_bits & (1 << i))
9815 ExitPlayer(&stored_player[i]);
9818 PlayerWins(local_player);
9823 case CA_KILL_PLAYER:
9825 for (i = 0; i < MAX_PLAYERS; i++)
9826 if (action_arg_player_bits & (1 << i))
9827 KillPlayer(&stored_player[i]);
9832 case CA_SET_PLAYER_KEYS:
9834 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9835 int element = getSpecialActionElement(action_arg_element,
9836 action_arg_number, EL_KEY_1);
9838 if (IS_KEY(element))
9840 for (i = 0; i < MAX_PLAYERS; i++)
9842 if (trigger_player_bits & (1 << i))
9844 stored_player[i].key[KEY_NR(element)] = key_state;
9846 DrawGameDoorValues();
9854 case CA_SET_PLAYER_SPEED:
9856 for (i = 0; i < MAX_PLAYERS; i++)
9858 if (trigger_player_bits & (1 << i))
9860 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9862 if (action_arg == CA_ARG_SPEED_FASTER &&
9863 stored_player[i].cannot_move)
9865 action_arg_number = STEPSIZE_VERY_SLOW;
9867 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9868 action_arg == CA_ARG_SPEED_FASTER)
9870 action_arg_number = 2;
9871 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9874 else if (action_arg == CA_ARG_NUMBER_RESET)
9876 action_arg_number = level.initial_player_stepsize[i];
9880 getModifiedActionNumber(move_stepsize,
9883 action_arg_number_min,
9884 action_arg_number_max);
9886 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9893 case CA_SET_PLAYER_SHIELD:
9895 for (i = 0; i < MAX_PLAYERS; i++)
9897 if (trigger_player_bits & (1 << i))
9899 if (action_arg == CA_ARG_SHIELD_OFF)
9901 stored_player[i].shield_normal_time_left = 0;
9902 stored_player[i].shield_deadly_time_left = 0;
9904 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9906 stored_player[i].shield_normal_time_left = 999999;
9908 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9910 stored_player[i].shield_normal_time_left = 999999;
9911 stored_player[i].shield_deadly_time_left = 999999;
9919 case CA_SET_PLAYER_GRAVITY:
9921 for (i = 0; i < MAX_PLAYERS; i++)
9923 if (trigger_player_bits & (1 << i))
9925 stored_player[i].gravity =
9926 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9927 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9928 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9929 stored_player[i].gravity);
9936 case CA_SET_PLAYER_ARTWORK:
9938 for (i = 0; i < MAX_PLAYERS; i++)
9940 if (trigger_player_bits & (1 << i))
9942 int artwork_element = action_arg_element;
9944 if (action_arg == CA_ARG_ELEMENT_RESET)
9946 (level.use_artwork_element[i] ? level.artwork_element[i] :
9947 stored_player[i].element_nr);
9949 if (stored_player[i].artwork_element != artwork_element)
9950 stored_player[i].Frame = 0;
9952 stored_player[i].artwork_element = artwork_element;
9954 SetPlayerWaiting(&stored_player[i], FALSE);
9956 /* set number of special actions for bored and sleeping animation */
9957 stored_player[i].num_special_action_bored =
9958 get_num_special_action(artwork_element,
9959 ACTION_BORING_1, ACTION_BORING_LAST);
9960 stored_player[i].num_special_action_sleeping =
9961 get_num_special_action(artwork_element,
9962 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9969 case CA_SET_PLAYER_INVENTORY:
9971 for (i = 0; i < MAX_PLAYERS; i++)
9973 struct PlayerInfo *player = &stored_player[i];
9976 if (trigger_player_bits & (1 << i))
9978 int inventory_element = action_arg_element;
9980 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9981 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9982 action_arg == CA_ARG_ELEMENT_ACTION)
9984 int element = inventory_element;
9985 int collect_count = element_info[element].collect_count_initial;
9987 if (!IS_CUSTOM_ELEMENT(element))
9990 if (collect_count == 0)
9991 player->inventory_infinite_element = element;
9993 for (k = 0; k < collect_count; k++)
9994 if (player->inventory_size < MAX_INVENTORY_SIZE)
9995 player->inventory_element[player->inventory_size++] =
9998 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9999 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10000 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10002 if (player->inventory_infinite_element != EL_UNDEFINED &&
10003 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10004 action_arg_element_raw))
10005 player->inventory_infinite_element = EL_UNDEFINED;
10007 for (k = 0, j = 0; j < player->inventory_size; j++)
10009 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10010 action_arg_element_raw))
10011 player->inventory_element[k++] = player->inventory_element[j];
10014 player->inventory_size = k;
10016 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10018 if (player->inventory_size > 0)
10020 for (j = 0; j < player->inventory_size - 1; j++)
10021 player->inventory_element[j] = player->inventory_element[j + 1];
10023 player->inventory_size--;
10026 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10028 if (player->inventory_size > 0)
10029 player->inventory_size--;
10031 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10033 player->inventory_infinite_element = EL_UNDEFINED;
10034 player->inventory_size = 0;
10036 else if (action_arg == CA_ARG_INVENTORY_RESET)
10038 player->inventory_infinite_element = EL_UNDEFINED;
10039 player->inventory_size = 0;
10041 if (level.use_initial_inventory[i])
10043 for (j = 0; j < level.initial_inventory_size[i]; j++)
10045 int element = level.initial_inventory_content[i][j];
10046 int collect_count = element_info[element].collect_count_initial;
10048 if (!IS_CUSTOM_ELEMENT(element))
10051 if (collect_count == 0)
10052 player->inventory_infinite_element = element;
10054 for (k = 0; k < collect_count; k++)
10055 if (player->inventory_size < MAX_INVENTORY_SIZE)
10056 player->inventory_element[player->inventory_size++] =
10067 /* ---------- CE actions ---------------------------------------------- */
10069 case CA_SET_CE_VALUE:
10071 int last_ce_value = CustomValue[x][y];
10073 CustomValue[x][y] = action_arg_number_new;
10075 if (CustomValue[x][y] != last_ce_value)
10077 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10078 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10080 if (CustomValue[x][y] == 0)
10082 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10083 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10090 case CA_SET_CE_SCORE:
10092 int last_ce_score = ei->collect_score;
10094 ei->collect_score = action_arg_number_new;
10096 if (ei->collect_score != last_ce_score)
10098 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10099 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10101 if (ei->collect_score == 0)
10105 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10106 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10109 This is a very special case that seems to be a mixture between
10110 CheckElementChange() and CheckTriggeredElementChange(): while
10111 the first one only affects single elements that are triggered
10112 directly, the second one affects multiple elements in the playfield
10113 that are triggered indirectly by another element. This is a third
10114 case: Changing the CE score always affects multiple identical CEs,
10115 so every affected CE must be checked, not only the single CE for
10116 which the CE score was changed in the first place (as every instance
10117 of that CE shares the same CE score, and therefore also can change)!
10119 SCAN_PLAYFIELD(xx, yy)
10121 if (Feld[xx][yy] == element)
10122 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10123 CE_SCORE_GETS_ZERO);
10131 case CA_SET_CE_ARTWORK:
10133 int artwork_element = action_arg_element;
10134 boolean reset_frame = FALSE;
10137 if (action_arg == CA_ARG_ELEMENT_RESET)
10138 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10141 if (ei->gfx_element != artwork_element)
10142 reset_frame = TRUE;
10144 ei->gfx_element = artwork_element;
10146 SCAN_PLAYFIELD(xx, yy)
10148 if (Feld[xx][yy] == element)
10152 ResetGfxAnimation(xx, yy);
10153 ResetRandomAnimationValue(xx, yy);
10156 TEST_DrawLevelField(xx, yy);
10163 /* ---------- engine actions ------------------------------------------ */
10165 case CA_SET_ENGINE_SCAN_MODE:
10167 InitPlayfieldScanMode(action_arg);
10177 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10179 int old_element = Feld[x][y];
10180 int new_element = GetElementFromGroupElement(element);
10181 int previous_move_direction = MovDir[x][y];
10182 int last_ce_value = CustomValue[x][y];
10183 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10184 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10185 boolean add_player_onto_element = (new_element_is_player &&
10186 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10187 IS_WALKABLE(old_element));
10189 if (!add_player_onto_element)
10191 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10192 RemoveMovingField(x, y);
10196 Feld[x][y] = new_element;
10198 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10199 MovDir[x][y] = previous_move_direction;
10201 if (element_info[new_element].use_last_ce_value)
10202 CustomValue[x][y] = last_ce_value;
10204 InitField_WithBug1(x, y, FALSE);
10206 new_element = Feld[x][y]; /* element may have changed */
10208 ResetGfxAnimation(x, y);
10209 ResetRandomAnimationValue(x, y);
10211 TEST_DrawLevelField(x, y);
10213 if (GFX_CRUMBLED(new_element))
10214 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10217 /* check if element under the player changes from accessible to unaccessible
10218 (needed for special case of dropping element which then changes) */
10219 /* (must be checked after creating new element for walkable group elements) */
10220 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10221 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10228 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10229 if (new_element_is_player)
10230 RelocatePlayer(x, y, new_element);
10233 ChangeCount[x][y]++; /* count number of changes in the same frame */
10235 TestIfBadThingTouchesPlayer(x, y);
10236 TestIfPlayerTouchesCustomElement(x, y);
10237 TestIfElementTouchesCustomElement(x, y);
10240 static void CreateField(int x, int y, int element)
10242 CreateFieldExt(x, y, element, FALSE);
10245 static void CreateElementFromChange(int x, int y, int element)
10247 element = GET_VALID_RUNTIME_ELEMENT(element);
10249 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10251 int old_element = Feld[x][y];
10253 /* prevent changed element from moving in same engine frame
10254 unless both old and new element can either fall or move */
10255 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10256 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10260 CreateFieldExt(x, y, element, TRUE);
10263 static boolean ChangeElement(int x, int y, int element, int page)
10265 struct ElementInfo *ei = &element_info[element];
10266 struct ElementChangeInfo *change = &ei->change_page[page];
10267 int ce_value = CustomValue[x][y];
10268 int ce_score = ei->collect_score;
10269 int target_element;
10270 int old_element = Feld[x][y];
10272 /* always use default change event to prevent running into a loop */
10273 if (ChangeEvent[x][y] == -1)
10274 ChangeEvent[x][y] = CE_DELAY;
10276 if (ChangeEvent[x][y] == CE_DELAY)
10278 /* reset actual trigger element, trigger player and action element */
10279 change->actual_trigger_element = EL_EMPTY;
10280 change->actual_trigger_player = EL_EMPTY;
10281 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10282 change->actual_trigger_side = CH_SIDE_NONE;
10283 change->actual_trigger_ce_value = 0;
10284 change->actual_trigger_ce_score = 0;
10287 /* do not change elements more than a specified maximum number of changes */
10288 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10291 ChangeCount[x][y]++; /* count number of changes in the same frame */
10293 if (change->explode)
10300 if (change->use_target_content)
10302 boolean complete_replace = TRUE;
10303 boolean can_replace[3][3];
10306 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10309 boolean is_walkable;
10310 boolean is_diggable;
10311 boolean is_collectible;
10312 boolean is_removable;
10313 boolean is_destructible;
10314 int ex = x + xx - 1;
10315 int ey = y + yy - 1;
10316 int content_element = change->target_content.e[xx][yy];
10319 can_replace[xx][yy] = TRUE;
10321 if (ex == x && ey == y) /* do not check changing element itself */
10324 if (content_element == EL_EMPTY_SPACE)
10326 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10331 if (!IN_LEV_FIELD(ex, ey))
10333 can_replace[xx][yy] = FALSE;
10334 complete_replace = FALSE;
10341 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10342 e = MovingOrBlocked2Element(ex, ey);
10344 is_empty = (IS_FREE(ex, ey) ||
10345 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10347 is_walkable = (is_empty || IS_WALKABLE(e));
10348 is_diggable = (is_empty || IS_DIGGABLE(e));
10349 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10350 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10351 is_removable = (is_diggable || is_collectible);
10353 can_replace[xx][yy] =
10354 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10355 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10356 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10357 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10358 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10359 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10360 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10362 if (!can_replace[xx][yy])
10363 complete_replace = FALSE;
10366 if (!change->only_if_complete || complete_replace)
10368 boolean something_has_changed = FALSE;
10370 if (change->only_if_complete && change->use_random_replace &&
10371 RND(100) < change->random_percentage)
10374 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10376 int ex = x + xx - 1;
10377 int ey = y + yy - 1;
10378 int content_element;
10380 if (can_replace[xx][yy] && (!change->use_random_replace ||
10381 RND(100) < change->random_percentage))
10383 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10384 RemoveMovingField(ex, ey);
10386 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10388 content_element = change->target_content.e[xx][yy];
10389 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10390 ce_value, ce_score);
10392 CreateElementFromChange(ex, ey, target_element);
10394 something_has_changed = TRUE;
10396 /* for symmetry reasons, freeze newly created border elements */
10397 if (ex != x || ey != y)
10398 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10402 if (something_has_changed)
10404 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10405 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10411 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10412 ce_value, ce_score);
10414 if (element == EL_DIAGONAL_GROWING ||
10415 element == EL_DIAGONAL_SHRINKING)
10417 target_element = Store[x][y];
10419 Store[x][y] = EL_EMPTY;
10422 CreateElementFromChange(x, y, target_element);
10424 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10425 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10428 /* this uses direct change before indirect change */
10429 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10434 static void HandleElementChange(int x, int y, int page)
10436 int element = MovingOrBlocked2Element(x, y);
10437 struct ElementInfo *ei = &element_info[element];
10438 struct ElementChangeInfo *change = &ei->change_page[page];
10439 boolean handle_action_before_change = FALSE;
10442 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10443 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10446 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10447 x, y, element, element_info[element].token_name);
10448 printf("HandleElementChange(): This should never happen!\n");
10453 /* this can happen with classic bombs on walkable, changing elements */
10454 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10459 if (ChangeDelay[x][y] == 0) /* initialize element change */
10461 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10463 if (change->can_change)
10465 /* !!! not clear why graphic animation should be reset at all here !!! */
10466 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10467 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10470 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10472 When using an animation frame delay of 1 (this only happens with
10473 "sp_zonk.moving.left/right" in the classic graphics), the default
10474 (non-moving) animation shows wrong animation frames (while the
10475 moving animation, like "sp_zonk.moving.left/right", is correct,
10476 so this graphical bug never shows up with the classic graphics).
10477 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10478 be drawn instead of the correct frames 0,1,2,3. This is caused by
10479 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10480 an element change: First when the change delay ("ChangeDelay[][]")
10481 counter has reached zero after decrementing, then a second time in
10482 the next frame (after "GfxFrame[][]" was already incremented) when
10483 "ChangeDelay[][]" is reset to the initial delay value again.
10485 This causes frame 0 to be drawn twice, while the last frame won't
10486 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10488 As some animations may already be cleverly designed around this bug
10489 (at least the "Snake Bite" snake tail animation does this), it cannot
10490 simply be fixed here without breaking such existing animations.
10491 Unfortunately, it cannot easily be detected if a graphics set was
10492 designed "before" or "after" the bug was fixed. As a workaround,
10493 a new graphics set option "game.graphics_engine_version" was added
10494 to be able to specify the game's major release version for which the
10495 graphics set was designed, which can then be used to decide if the
10496 bugfix should be used (version 4 and above) or not (version 3 or
10497 below, or if no version was specified at all, as with old sets).
10499 (The wrong/fixed animation frames can be tested with the test level set
10500 "test_gfxframe" and level "000", which contains a specially prepared
10501 custom element at level position (x/y) == (11/9) which uses the zonk
10502 animation mentioned above. Using "game.graphics_engine_version: 4"
10503 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10504 This can also be seen from the debug output for this test element.)
10507 /* when a custom element is about to change (for example by change delay),
10508 do not reset graphic animation when the custom element is moving */
10509 if (game.graphics_engine_version < 4 &&
10512 ResetGfxAnimation(x, y);
10513 ResetRandomAnimationValue(x, y);
10516 if (change->pre_change_function)
10517 change->pre_change_function(x, y);
10521 ChangeDelay[x][y]--;
10523 if (ChangeDelay[x][y] != 0) /* continue element change */
10525 if (change->can_change)
10527 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10529 if (IS_ANIMATED(graphic))
10530 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10532 if (change->change_function)
10533 change->change_function(x, y);
10536 else /* finish element change */
10538 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10540 page = ChangePage[x][y];
10541 ChangePage[x][y] = -1;
10543 change = &ei->change_page[page];
10546 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10548 ChangeDelay[x][y] = 1; /* try change after next move step */
10549 ChangePage[x][y] = page; /* remember page to use for change */
10554 /* special case: set new level random seed before changing element */
10555 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10556 handle_action_before_change = TRUE;
10558 if (change->has_action && handle_action_before_change)
10559 ExecuteCustomElementAction(x, y, element, page);
10561 if (change->can_change)
10563 if (ChangeElement(x, y, element, page))
10565 if (change->post_change_function)
10566 change->post_change_function(x, y);
10570 if (change->has_action && !handle_action_before_change)
10571 ExecuteCustomElementAction(x, y, element, page);
10575 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10576 int trigger_element,
10578 int trigger_player,
10582 boolean change_done_any = FALSE;
10583 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10586 if (!(trigger_events[trigger_element][trigger_event]))
10589 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10591 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10593 int element = EL_CUSTOM_START + i;
10594 boolean change_done = FALSE;
10597 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10598 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10601 for (p = 0; p < element_info[element].num_change_pages; p++)
10603 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10605 if (change->can_change_or_has_action &&
10606 change->has_event[trigger_event] &&
10607 change->trigger_side & trigger_side &&
10608 change->trigger_player & trigger_player &&
10609 change->trigger_page & trigger_page_bits &&
10610 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10612 change->actual_trigger_element = trigger_element;
10613 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10614 change->actual_trigger_player_bits = trigger_player;
10615 change->actual_trigger_side = trigger_side;
10616 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10617 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10619 if ((change->can_change && !change_done) || change->has_action)
10623 SCAN_PLAYFIELD(x, y)
10625 if (Feld[x][y] == element)
10627 if (change->can_change && !change_done)
10629 /* if element already changed in this frame, not only prevent
10630 another element change (checked in ChangeElement()), but
10631 also prevent additional element actions for this element */
10633 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10634 !level.use_action_after_change_bug)
10637 ChangeDelay[x][y] = 1;
10638 ChangeEvent[x][y] = trigger_event;
10640 HandleElementChange(x, y, p);
10642 else if (change->has_action)
10644 /* if element already changed in this frame, not only prevent
10645 another element change (checked in ChangeElement()), but
10646 also prevent additional element actions for this element */
10648 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10649 !level.use_action_after_change_bug)
10652 ExecuteCustomElementAction(x, y, element, p);
10653 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10658 if (change->can_change)
10660 change_done = TRUE;
10661 change_done_any = TRUE;
10668 RECURSION_LOOP_DETECTION_END();
10670 return change_done_any;
10673 static boolean CheckElementChangeExt(int x, int y,
10675 int trigger_element,
10677 int trigger_player,
10680 boolean change_done = FALSE;
10683 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10684 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10687 if (Feld[x][y] == EL_BLOCKED)
10689 Blocked2Moving(x, y, &x, &y);
10690 element = Feld[x][y];
10693 /* check if element has already changed or is about to change after moving */
10694 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10695 Feld[x][y] != element) ||
10697 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10698 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10699 ChangePage[x][y] != -1)))
10702 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10704 for (p = 0; p < element_info[element].num_change_pages; p++)
10706 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10708 /* check trigger element for all events where the element that is checked
10709 for changing interacts with a directly adjacent element -- this is
10710 different to element changes that affect other elements to change on the
10711 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10712 boolean check_trigger_element =
10713 (trigger_event == CE_TOUCHING_X ||
10714 trigger_event == CE_HITTING_X ||
10715 trigger_event == CE_HIT_BY_X ||
10716 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10718 if (change->can_change_or_has_action &&
10719 change->has_event[trigger_event] &&
10720 change->trigger_side & trigger_side &&
10721 change->trigger_player & trigger_player &&
10722 (!check_trigger_element ||
10723 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10725 change->actual_trigger_element = trigger_element;
10726 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10727 change->actual_trigger_player_bits = trigger_player;
10728 change->actual_trigger_side = trigger_side;
10729 change->actual_trigger_ce_value = CustomValue[x][y];
10730 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10732 /* special case: trigger element not at (x,y) position for some events */
10733 if (check_trigger_element)
10745 { 0, 0 }, { 0, 0 }, { 0, 0 },
10749 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10750 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10752 change->actual_trigger_ce_value = CustomValue[xx][yy];
10753 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10756 if (change->can_change && !change_done)
10758 ChangeDelay[x][y] = 1;
10759 ChangeEvent[x][y] = trigger_event;
10761 HandleElementChange(x, y, p);
10763 change_done = TRUE;
10765 else if (change->has_action)
10767 ExecuteCustomElementAction(x, y, element, p);
10768 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10773 RECURSION_LOOP_DETECTION_END();
10775 return change_done;
10778 static void PlayPlayerSound(struct PlayerInfo *player)
10780 int jx = player->jx, jy = player->jy;
10781 int sound_element = player->artwork_element;
10782 int last_action = player->last_action_waiting;
10783 int action = player->action_waiting;
10785 if (player->is_waiting)
10787 if (action != last_action)
10788 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10790 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10794 if (action != last_action)
10795 StopSound(element_info[sound_element].sound[last_action]);
10797 if (last_action == ACTION_SLEEPING)
10798 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10802 static void PlayAllPlayersSound(void)
10806 for (i = 0; i < MAX_PLAYERS; i++)
10807 if (stored_player[i].active)
10808 PlayPlayerSound(&stored_player[i]);
10811 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10813 boolean last_waiting = player->is_waiting;
10814 int move_dir = player->MovDir;
10816 player->dir_waiting = move_dir;
10817 player->last_action_waiting = player->action_waiting;
10821 if (!last_waiting) /* not waiting -> waiting */
10823 player->is_waiting = TRUE;
10825 player->frame_counter_bored =
10827 game.player_boring_delay_fixed +
10828 GetSimpleRandom(game.player_boring_delay_random);
10829 player->frame_counter_sleeping =
10831 game.player_sleeping_delay_fixed +
10832 GetSimpleRandom(game.player_sleeping_delay_random);
10834 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10837 if (game.player_sleeping_delay_fixed +
10838 game.player_sleeping_delay_random > 0 &&
10839 player->anim_delay_counter == 0 &&
10840 player->post_delay_counter == 0 &&
10841 FrameCounter >= player->frame_counter_sleeping)
10842 player->is_sleeping = TRUE;
10843 else if (game.player_boring_delay_fixed +
10844 game.player_boring_delay_random > 0 &&
10845 FrameCounter >= player->frame_counter_bored)
10846 player->is_bored = TRUE;
10848 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10849 player->is_bored ? ACTION_BORING :
10852 if (player->is_sleeping && player->use_murphy)
10854 /* special case for sleeping Murphy when leaning against non-free tile */
10856 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10857 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10858 !IS_MOVING(player->jx - 1, player->jy)))
10859 move_dir = MV_LEFT;
10860 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10861 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10862 !IS_MOVING(player->jx + 1, player->jy)))
10863 move_dir = MV_RIGHT;
10865 player->is_sleeping = FALSE;
10867 player->dir_waiting = move_dir;
10870 if (player->is_sleeping)
10872 if (player->num_special_action_sleeping > 0)
10874 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10876 int last_special_action = player->special_action_sleeping;
10877 int num_special_action = player->num_special_action_sleeping;
10878 int special_action =
10879 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10880 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10881 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10882 last_special_action + 1 : ACTION_SLEEPING);
10883 int special_graphic =
10884 el_act_dir2img(player->artwork_element, special_action, move_dir);
10886 player->anim_delay_counter =
10887 graphic_info[special_graphic].anim_delay_fixed +
10888 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10889 player->post_delay_counter =
10890 graphic_info[special_graphic].post_delay_fixed +
10891 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10893 player->special_action_sleeping = special_action;
10896 if (player->anim_delay_counter > 0)
10898 player->action_waiting = player->special_action_sleeping;
10899 player->anim_delay_counter--;
10901 else if (player->post_delay_counter > 0)
10903 player->post_delay_counter--;
10907 else if (player->is_bored)
10909 if (player->num_special_action_bored > 0)
10911 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10913 int special_action =
10914 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10915 int special_graphic =
10916 el_act_dir2img(player->artwork_element, special_action, move_dir);
10918 player->anim_delay_counter =
10919 graphic_info[special_graphic].anim_delay_fixed +
10920 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10921 player->post_delay_counter =
10922 graphic_info[special_graphic].post_delay_fixed +
10923 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10925 player->special_action_bored = special_action;
10928 if (player->anim_delay_counter > 0)
10930 player->action_waiting = player->special_action_bored;
10931 player->anim_delay_counter--;
10933 else if (player->post_delay_counter > 0)
10935 player->post_delay_counter--;
10940 else if (last_waiting) /* waiting -> not waiting */
10942 player->is_waiting = FALSE;
10943 player->is_bored = FALSE;
10944 player->is_sleeping = FALSE;
10946 player->frame_counter_bored = -1;
10947 player->frame_counter_sleeping = -1;
10949 player->anim_delay_counter = 0;
10950 player->post_delay_counter = 0;
10952 player->dir_waiting = player->MovDir;
10953 player->action_waiting = ACTION_DEFAULT;
10955 player->special_action_bored = ACTION_DEFAULT;
10956 player->special_action_sleeping = ACTION_DEFAULT;
10960 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10962 if ((!player->is_moving && player->was_moving) ||
10963 (player->MovPos == 0 && player->was_moving) ||
10964 (player->is_snapping && !player->was_snapping) ||
10965 (player->is_dropping && !player->was_dropping))
10967 if (!CheckSaveEngineSnapshotToList())
10970 player->was_moving = FALSE;
10971 player->was_snapping = TRUE;
10972 player->was_dropping = TRUE;
10976 if (player->is_moving)
10977 player->was_moving = TRUE;
10979 if (!player->is_snapping)
10980 player->was_snapping = FALSE;
10982 if (!player->is_dropping)
10983 player->was_dropping = FALSE;
10987 static void CheckSingleStepMode(struct PlayerInfo *player)
10989 if (tape.single_step && tape.recording && !tape.pausing)
10991 /* as it is called "single step mode", just return to pause mode when the
10992 player stopped moving after one tile (or never starts moving at all) */
10993 if (!player->is_moving &&
10994 !player->is_pushing &&
10995 !player->is_dropping_pressed)
10997 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10998 SnapField(player, 0, 0); /* stop snapping */
11002 CheckSaveEngineSnapshot(player);
11005 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11007 int left = player_action & JOY_LEFT;
11008 int right = player_action & JOY_RIGHT;
11009 int up = player_action & JOY_UP;
11010 int down = player_action & JOY_DOWN;
11011 int button1 = player_action & JOY_BUTTON_1;
11012 int button2 = player_action & JOY_BUTTON_2;
11013 int dx = (left ? -1 : right ? 1 : 0);
11014 int dy = (up ? -1 : down ? 1 : 0);
11016 if (!player->active || tape.pausing)
11022 SnapField(player, dx, dy);
11026 DropElement(player);
11028 MovePlayer(player, dx, dy);
11031 CheckSingleStepMode(player);
11033 SetPlayerWaiting(player, FALSE);
11035 return player_action;
11039 /* no actions for this player (no input at player's configured device) */
11041 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11042 SnapField(player, 0, 0);
11043 CheckGravityMovementWhenNotMoving(player);
11045 if (player->MovPos == 0)
11046 SetPlayerWaiting(player, TRUE);
11048 if (player->MovPos == 0) /* needed for tape.playing */
11049 player->is_moving = FALSE;
11051 player->is_dropping = FALSE;
11052 player->is_dropping_pressed = FALSE;
11053 player->drop_pressed_delay = 0;
11055 CheckSingleStepMode(player);
11061 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11064 if (!tape.use_mouse)
11067 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11068 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11069 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11072 static void SetTapeActionFromMouseAction(byte *tape_action,
11073 struct MouseActionInfo *mouse_action)
11075 if (!tape.use_mouse)
11078 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11079 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11080 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11083 static void CheckLevelTime(void)
11087 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11088 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11090 if (level.native_em_level->lev->home == 0) /* all players at home */
11092 PlayerWins(local_player);
11094 AllPlayersGone = TRUE;
11096 level.native_em_level->lev->home = -1;
11099 if (level.native_em_level->ply[0]->alive == 0 &&
11100 level.native_em_level->ply[1]->alive == 0 &&
11101 level.native_em_level->ply[2]->alive == 0 &&
11102 level.native_em_level->ply[3]->alive == 0) /* all dead */
11103 AllPlayersGone = TRUE;
11105 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11107 if (game_sp.LevelSolved &&
11108 !game_sp.GameOver) /* game won */
11110 PlayerWins(local_player);
11112 game_sp.GameOver = TRUE;
11114 AllPlayersGone = TRUE;
11117 if (game_sp.GameOver) /* game lost */
11118 AllPlayersGone = TRUE;
11120 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11122 if (game_mm.level_solved &&
11123 !game_mm.game_over) /* game won */
11125 PlayerWins(local_player);
11127 game_mm.game_over = TRUE;
11129 AllPlayersGone = TRUE;
11132 if (game_mm.game_over) /* game lost */
11133 AllPlayersGone = TRUE;
11136 if (TimeFrames >= FRAMES_PER_SECOND)
11141 for (i = 0; i < MAX_PLAYERS; i++)
11143 struct PlayerInfo *player = &stored_player[i];
11145 if (SHIELD_ON(player))
11147 player->shield_normal_time_left--;
11149 if (player->shield_deadly_time_left > 0)
11150 player->shield_deadly_time_left--;
11154 if (!local_player->LevelSolved && !level.use_step_counter)
11162 if (TimeLeft <= 10 && setup.time_limit)
11163 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11165 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11166 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11168 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11170 if (!TimeLeft && setup.time_limit)
11172 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11173 level.native_em_level->lev->killed_out_of_time = TRUE;
11175 for (i = 0; i < MAX_PLAYERS; i++)
11176 KillPlayer(&stored_player[i]);
11179 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11181 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11184 level.native_em_level->lev->time =
11185 (game.no_time_limit ? TimePlayed : TimeLeft);
11188 if (tape.recording || tape.playing)
11189 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11192 if (tape.recording || tape.playing)
11193 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11195 UpdateAndDisplayGameControlValues();
11198 void AdvanceFrameAndPlayerCounters(int player_nr)
11202 /* advance frame counters (global frame counter and time frame counter) */
11206 /* advance player counters (counters for move delay, move animation etc.) */
11207 for (i = 0; i < MAX_PLAYERS; i++)
11209 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11210 int move_delay_value = stored_player[i].move_delay_value;
11211 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11213 if (!advance_player_counters) /* not all players may be affected */
11216 if (move_frames == 0) /* less than one move per game frame */
11218 int stepsize = TILEX / move_delay_value;
11219 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11220 int count = (stored_player[i].is_moving ?
11221 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11223 if (count % delay == 0)
11227 stored_player[i].Frame += move_frames;
11229 if (stored_player[i].MovPos != 0)
11230 stored_player[i].StepFrame += move_frames;
11232 if (stored_player[i].move_delay > 0)
11233 stored_player[i].move_delay--;
11235 /* due to bugs in previous versions, counter must count up, not down */
11236 if (stored_player[i].push_delay != -1)
11237 stored_player[i].push_delay++;
11239 if (stored_player[i].drop_delay > 0)
11240 stored_player[i].drop_delay--;
11242 if (stored_player[i].is_dropping_pressed)
11243 stored_player[i].drop_pressed_delay++;
11247 void StartGameActions(boolean init_network_game, boolean record_tape,
11250 unsigned int new_random_seed = InitRND(random_seed);
11253 TapeStartRecording(new_random_seed);
11255 if (init_network_game)
11257 SendToServer_LevelFile();
11258 SendToServer_StartPlaying();
11266 static void GameActionsExt(void)
11269 static unsigned int game_frame_delay = 0;
11271 unsigned int game_frame_delay_value;
11272 byte *recorded_player_action;
11273 byte summarized_player_action = 0;
11274 byte tape_action[MAX_PLAYERS];
11277 /* detect endless loops, caused by custom element programming */
11278 if (recursion_loop_detected && recursion_loop_depth == 0)
11280 char *message = getStringCat3("Internal Error! Element ",
11281 EL_NAME(recursion_loop_element),
11282 " caused endless loop! Quit the game?");
11284 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11285 EL_NAME(recursion_loop_element));
11287 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11289 recursion_loop_detected = FALSE; /* if game should be continued */
11296 if (game.restart_level)
11297 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11299 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11300 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11302 if (level.native_em_level->lev->home == 0) /* all players at home */
11304 PlayerWins(local_player);
11306 AllPlayersGone = TRUE;
11308 level.native_em_level->lev->home = -1;
11311 if (level.native_em_level->ply[0]->alive == 0 &&
11312 level.native_em_level->ply[1]->alive == 0 &&
11313 level.native_em_level->ply[2]->alive == 0 &&
11314 level.native_em_level->ply[3]->alive == 0) /* all dead */
11315 AllPlayersGone = TRUE;
11317 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11319 if (game_sp.LevelSolved &&
11320 !game_sp.GameOver) /* game won */
11322 PlayerWins(local_player);
11324 game_sp.GameOver = TRUE;
11326 AllPlayersGone = TRUE;
11329 if (game_sp.GameOver) /* game lost */
11330 AllPlayersGone = TRUE;
11332 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11334 if (game_mm.level_solved &&
11335 !game_mm.game_over) /* game won */
11337 PlayerWins(local_player);
11339 game_mm.game_over = TRUE;
11341 AllPlayersGone = TRUE;
11344 if (game_mm.game_over) /* game lost */
11345 AllPlayersGone = TRUE;
11348 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11351 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11354 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11357 game_frame_delay_value =
11358 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11360 if (tape.playing && tape.warp_forward && !tape.pausing)
11361 game_frame_delay_value = 0;
11363 SetVideoFrameDelay(game_frame_delay_value);
11367 /* ---------- main game synchronization point ---------- */
11369 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11371 printf("::: skip == %d\n", skip);
11374 /* ---------- main game synchronization point ---------- */
11376 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11380 if (network_playing && !network_player_action_received)
11382 /* try to get network player actions in time */
11384 /* last chance to get network player actions without main loop delay */
11385 HandleNetworking();
11387 /* game was quit by network peer */
11388 if (game_status != GAME_MODE_PLAYING)
11391 if (!network_player_action_received)
11392 return; /* failed to get network player actions in time */
11394 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11400 /* at this point we know that we really continue executing the game */
11402 network_player_action_received = FALSE;
11404 /* when playing tape, read previously recorded player input from tape data */
11405 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11407 local_player->effective_mouse_action = local_player->mouse_action;
11409 if (recorded_player_action != NULL)
11410 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11411 recorded_player_action);
11413 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11417 if (tape.set_centered_player)
11419 game.centered_player_nr_next = tape.centered_player_nr_next;
11420 game.set_centered_player = TRUE;
11423 for (i = 0; i < MAX_PLAYERS; i++)
11425 summarized_player_action |= stored_player[i].action;
11427 if (!network_playing && (game.team_mode || tape.playing))
11428 stored_player[i].effective_action = stored_player[i].action;
11431 if (network_playing)
11432 SendToServer_MovePlayer(summarized_player_action);
11434 // summarize all actions at local players mapped input device position
11435 // (this allows using different input devices in single player mode)
11436 if (!network.enabled && !game.team_mode)
11437 stored_player[map_player_action[local_player->index_nr]].effective_action =
11438 summarized_player_action;
11440 if (tape.recording &&
11442 setup.input_on_focus &&
11443 game.centered_player_nr != -1)
11445 for (i = 0; i < MAX_PLAYERS; i++)
11446 stored_player[i].effective_action =
11447 (i == game.centered_player_nr ? summarized_player_action : 0);
11450 if (recorded_player_action != NULL)
11451 for (i = 0; i < MAX_PLAYERS; i++)
11452 stored_player[i].effective_action = recorded_player_action[i];
11454 for (i = 0; i < MAX_PLAYERS; i++)
11456 tape_action[i] = stored_player[i].effective_action;
11458 /* (this may happen in the RND game engine if a player was not present on
11459 the playfield on level start, but appeared later from a custom element */
11460 if (setup.team_mode &&
11463 !tape.player_participates[i])
11464 tape.player_participates[i] = TRUE;
11467 SetTapeActionFromMouseAction(tape_action,
11468 &local_player->effective_mouse_action);
11470 /* only record actions from input devices, but not programmed actions */
11471 if (tape.recording)
11472 TapeRecordAction(tape_action);
11474 #if USE_NEW_PLAYER_ASSIGNMENTS
11475 // !!! also map player actions in single player mode !!!
11476 // if (game.team_mode)
11479 byte mapped_action[MAX_PLAYERS];
11481 #if DEBUG_PLAYER_ACTIONS
11483 for (i = 0; i < MAX_PLAYERS; i++)
11484 printf(" %d, ", stored_player[i].effective_action);
11487 for (i = 0; i < MAX_PLAYERS; i++)
11488 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11490 for (i = 0; i < MAX_PLAYERS; i++)
11491 stored_player[i].effective_action = mapped_action[i];
11493 #if DEBUG_PLAYER_ACTIONS
11495 for (i = 0; i < MAX_PLAYERS; i++)
11496 printf(" %d, ", stored_player[i].effective_action);
11500 #if DEBUG_PLAYER_ACTIONS
11504 for (i = 0; i < MAX_PLAYERS; i++)
11505 printf(" %d, ", stored_player[i].effective_action);
11511 for (i = 0; i < MAX_PLAYERS; i++)
11513 // allow engine snapshot in case of changed movement attempt
11514 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11515 (stored_player[i].effective_action & KEY_MOTION))
11516 game.snapshot.changed_action = TRUE;
11518 // allow engine snapshot in case of snapping/dropping attempt
11519 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11520 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11521 game.snapshot.changed_action = TRUE;
11523 game.snapshot.last_action[i] = stored_player[i].effective_action;
11526 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11528 GameActions_EM_Main();
11530 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11532 GameActions_SP_Main();
11534 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11536 GameActions_MM_Main();
11540 GameActions_RND_Main();
11543 BlitScreenToBitmap(backbuffer);
11547 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11549 if (global.show_frames_per_second)
11551 static unsigned int fps_counter = 0;
11552 static int fps_frames = 0;
11553 unsigned int fps_delay_ms = Counter() - fps_counter;
11557 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11559 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11562 fps_counter = Counter();
11564 /* always draw FPS to screen after FPS value was updated */
11565 redraw_mask |= REDRAW_FPS;
11568 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11569 if (GetDrawDeactivationMask() == REDRAW_NONE)
11570 redraw_mask |= REDRAW_FPS;
11574 static void GameActions_CheckSaveEngineSnapshot(void)
11576 if (!game.snapshot.save_snapshot)
11579 // clear flag for saving snapshot _before_ saving snapshot
11580 game.snapshot.save_snapshot = FALSE;
11582 SaveEngineSnapshotToList();
11585 void GameActions(void)
11589 GameActions_CheckSaveEngineSnapshot();
11592 void GameActions_EM_Main(void)
11594 byte effective_action[MAX_PLAYERS];
11595 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11598 for (i = 0; i < MAX_PLAYERS; i++)
11599 effective_action[i] = stored_player[i].effective_action;
11601 GameActions_EM(effective_action, warp_mode);
11604 void GameActions_SP_Main(void)
11606 byte effective_action[MAX_PLAYERS];
11607 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11610 for (i = 0; i < MAX_PLAYERS; i++)
11611 effective_action[i] = stored_player[i].effective_action;
11613 GameActions_SP(effective_action, warp_mode);
11615 for (i = 0; i < MAX_PLAYERS; i++)
11617 if (stored_player[i].force_dropping)
11618 stored_player[i].action |= KEY_BUTTON_DROP;
11620 stored_player[i].force_dropping = FALSE;
11624 void GameActions_MM_Main(void)
11626 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11628 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11631 void GameActions_RND_Main(void)
11636 void GameActions_RND(void)
11638 int magic_wall_x = 0, magic_wall_y = 0;
11639 int i, x, y, element, graphic, last_gfx_frame;
11641 InitPlayfieldScanModeVars();
11643 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11645 SCAN_PLAYFIELD(x, y)
11647 ChangeCount[x][y] = 0;
11648 ChangeEvent[x][y] = -1;
11652 if (game.set_centered_player)
11654 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11656 /* switching to "all players" only possible if all players fit to screen */
11657 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11659 game.centered_player_nr_next = game.centered_player_nr;
11660 game.set_centered_player = FALSE;
11663 /* do not switch focus to non-existing (or non-active) player */
11664 if (game.centered_player_nr_next >= 0 &&
11665 !stored_player[game.centered_player_nr_next].active)
11667 game.centered_player_nr_next = game.centered_player_nr;
11668 game.set_centered_player = FALSE;
11672 if (game.set_centered_player &&
11673 ScreenMovPos == 0) /* screen currently aligned at tile position */
11677 if (game.centered_player_nr_next == -1)
11679 setScreenCenteredToAllPlayers(&sx, &sy);
11683 sx = stored_player[game.centered_player_nr_next].jx;
11684 sy = stored_player[game.centered_player_nr_next].jy;
11687 game.centered_player_nr = game.centered_player_nr_next;
11688 game.set_centered_player = FALSE;
11690 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11691 DrawGameDoorValues();
11694 for (i = 0; i < MAX_PLAYERS; i++)
11696 int actual_player_action = stored_player[i].effective_action;
11699 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11700 - rnd_equinox_tetrachloride 048
11701 - rnd_equinox_tetrachloride_ii 096
11702 - rnd_emanuel_schmieg 002
11703 - doctor_sloan_ww 001, 020
11705 if (stored_player[i].MovPos == 0)
11706 CheckGravityMovement(&stored_player[i]);
11709 /* overwrite programmed action with tape action */
11710 if (stored_player[i].programmed_action)
11711 actual_player_action = stored_player[i].programmed_action;
11713 PlayerActions(&stored_player[i], actual_player_action);
11715 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11718 ScrollScreen(NULL, SCROLL_GO_ON);
11720 /* for backwards compatibility, the following code emulates a fixed bug that
11721 occured when pushing elements (causing elements that just made their last
11722 pushing step to already (if possible) make their first falling step in the
11723 same game frame, which is bad); this code is also needed to use the famous
11724 "spring push bug" which is used in older levels and might be wanted to be
11725 used also in newer levels, but in this case the buggy pushing code is only
11726 affecting the "spring" element and no other elements */
11728 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11730 for (i = 0; i < MAX_PLAYERS; i++)
11732 struct PlayerInfo *player = &stored_player[i];
11733 int x = player->jx;
11734 int y = player->jy;
11736 if (player->active && player->is_pushing && player->is_moving &&
11738 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11739 Feld[x][y] == EL_SPRING))
11741 ContinueMoving(x, y);
11743 /* continue moving after pushing (this is actually a bug) */
11744 if (!IS_MOVING(x, y))
11745 Stop[x][y] = FALSE;
11750 SCAN_PLAYFIELD(x, y)
11752 Last[x][y] = Feld[x][y];
11754 ChangeCount[x][y] = 0;
11755 ChangeEvent[x][y] = -1;
11757 /* this must be handled before main playfield loop */
11758 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11761 if (MovDelay[x][y] <= 0)
11765 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11768 if (MovDelay[x][y] <= 0)
11771 TEST_DrawLevelField(x, y);
11773 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11778 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11780 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11781 printf("GameActions(): This should never happen!\n");
11783 ChangePage[x][y] = -1;
11787 Stop[x][y] = FALSE;
11788 if (WasJustMoving[x][y] > 0)
11789 WasJustMoving[x][y]--;
11790 if (WasJustFalling[x][y] > 0)
11791 WasJustFalling[x][y]--;
11792 if (CheckCollision[x][y] > 0)
11793 CheckCollision[x][y]--;
11794 if (CheckImpact[x][y] > 0)
11795 CheckImpact[x][y]--;
11799 /* reset finished pushing action (not done in ContinueMoving() to allow
11800 continuous pushing animation for elements with zero push delay) */
11801 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11803 ResetGfxAnimation(x, y);
11804 TEST_DrawLevelField(x, y);
11808 if (IS_BLOCKED(x, y))
11812 Blocked2Moving(x, y, &oldx, &oldy);
11813 if (!IS_MOVING(oldx, oldy))
11815 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11816 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11817 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11818 printf("GameActions(): This should never happen!\n");
11824 SCAN_PLAYFIELD(x, y)
11826 element = Feld[x][y];
11827 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11828 last_gfx_frame = GfxFrame[x][y];
11830 ResetGfxFrame(x, y);
11832 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11833 DrawLevelGraphicAnimation(x, y, graphic);
11835 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11836 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11837 ResetRandomAnimationValue(x, y);
11839 SetRandomAnimationValue(x, y);
11841 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11843 if (IS_INACTIVE(element))
11845 if (IS_ANIMATED(graphic))
11846 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11851 /* this may take place after moving, so 'element' may have changed */
11852 if (IS_CHANGING(x, y) &&
11853 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11855 int page = element_info[element].event_page_nr[CE_DELAY];
11857 HandleElementChange(x, y, page);
11859 element = Feld[x][y];
11860 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11863 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11867 element = Feld[x][y];
11868 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11870 if (IS_ANIMATED(graphic) &&
11871 !IS_MOVING(x, y) &&
11873 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11875 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11876 TEST_DrawTwinkleOnField(x, y);
11878 else if (element == EL_ACID)
11881 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11883 else if ((element == EL_EXIT_OPEN ||
11884 element == EL_EM_EXIT_OPEN ||
11885 element == EL_SP_EXIT_OPEN ||
11886 element == EL_STEEL_EXIT_OPEN ||
11887 element == EL_EM_STEEL_EXIT_OPEN ||
11888 element == EL_SP_TERMINAL ||
11889 element == EL_SP_TERMINAL_ACTIVE ||
11890 element == EL_EXTRA_TIME ||
11891 element == EL_SHIELD_NORMAL ||
11892 element == EL_SHIELD_DEADLY) &&
11893 IS_ANIMATED(graphic))
11894 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11895 else if (IS_MOVING(x, y))
11896 ContinueMoving(x, y);
11897 else if (IS_ACTIVE_BOMB(element))
11898 CheckDynamite(x, y);
11899 else if (element == EL_AMOEBA_GROWING)
11900 AmoebeWaechst(x, y);
11901 else if (element == EL_AMOEBA_SHRINKING)
11902 AmoebaDisappearing(x, y);
11904 #if !USE_NEW_AMOEBA_CODE
11905 else if (IS_AMOEBALIVE(element))
11906 AmoebeAbleger(x, y);
11909 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11911 else if (element == EL_EXIT_CLOSED)
11913 else if (element == EL_EM_EXIT_CLOSED)
11915 else if (element == EL_STEEL_EXIT_CLOSED)
11916 CheckExitSteel(x, y);
11917 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11918 CheckExitSteelEM(x, y);
11919 else if (element == EL_SP_EXIT_CLOSED)
11921 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11922 element == EL_EXPANDABLE_STEELWALL_GROWING)
11923 MauerWaechst(x, y);
11924 else if (element == EL_EXPANDABLE_WALL ||
11925 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11926 element == EL_EXPANDABLE_WALL_VERTICAL ||
11927 element == EL_EXPANDABLE_WALL_ANY ||
11928 element == EL_BD_EXPANDABLE_WALL)
11929 MauerAbleger(x, y);
11930 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11931 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11932 element == EL_EXPANDABLE_STEELWALL_ANY)
11933 MauerAblegerStahl(x, y);
11934 else if (element == EL_FLAMES)
11935 CheckForDragon(x, y);
11936 else if (element == EL_EXPLOSION)
11937 ; /* drawing of correct explosion animation is handled separately */
11938 else if (element == EL_ELEMENT_SNAPPING ||
11939 element == EL_DIAGONAL_SHRINKING ||
11940 element == EL_DIAGONAL_GROWING)
11942 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11944 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11946 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11947 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11949 if (IS_BELT_ACTIVE(element))
11950 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11952 if (game.magic_wall_active)
11954 int jx = local_player->jx, jy = local_player->jy;
11956 /* play the element sound at the position nearest to the player */
11957 if ((element == EL_MAGIC_WALL_FULL ||
11958 element == EL_MAGIC_WALL_ACTIVE ||
11959 element == EL_MAGIC_WALL_EMPTYING ||
11960 element == EL_BD_MAGIC_WALL_FULL ||
11961 element == EL_BD_MAGIC_WALL_ACTIVE ||
11962 element == EL_BD_MAGIC_WALL_EMPTYING ||
11963 element == EL_DC_MAGIC_WALL_FULL ||
11964 element == EL_DC_MAGIC_WALL_ACTIVE ||
11965 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11966 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11974 #if USE_NEW_AMOEBA_CODE
11975 /* new experimental amoeba growth stuff */
11976 if (!(FrameCounter % 8))
11978 static unsigned int random = 1684108901;
11980 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11982 x = RND(lev_fieldx);
11983 y = RND(lev_fieldy);
11984 element = Feld[x][y];
11986 if (!IS_PLAYER(x,y) &&
11987 (element == EL_EMPTY ||
11988 CAN_GROW_INTO(element) ||
11989 element == EL_QUICKSAND_EMPTY ||
11990 element == EL_QUICKSAND_FAST_EMPTY ||
11991 element == EL_ACID_SPLASH_LEFT ||
11992 element == EL_ACID_SPLASH_RIGHT))
11994 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11995 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11996 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11997 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11998 Feld[x][y] = EL_AMOEBA_DROP;
12001 random = random * 129 + 1;
12006 game.explosions_delayed = FALSE;
12008 SCAN_PLAYFIELD(x, y)
12010 element = Feld[x][y];
12012 if (ExplodeField[x][y])
12013 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12014 else if (element == EL_EXPLOSION)
12015 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12017 ExplodeField[x][y] = EX_TYPE_NONE;
12020 game.explosions_delayed = TRUE;
12022 if (game.magic_wall_active)
12024 if (!(game.magic_wall_time_left % 4))
12026 int element = Feld[magic_wall_x][magic_wall_y];
12028 if (element == EL_BD_MAGIC_WALL_FULL ||
12029 element == EL_BD_MAGIC_WALL_ACTIVE ||
12030 element == EL_BD_MAGIC_WALL_EMPTYING)
12031 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12032 else if (element == EL_DC_MAGIC_WALL_FULL ||
12033 element == EL_DC_MAGIC_WALL_ACTIVE ||
12034 element == EL_DC_MAGIC_WALL_EMPTYING)
12035 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12037 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12040 if (game.magic_wall_time_left > 0)
12042 game.magic_wall_time_left--;
12044 if (!game.magic_wall_time_left)
12046 SCAN_PLAYFIELD(x, y)
12048 element = Feld[x][y];
12050 if (element == EL_MAGIC_WALL_ACTIVE ||
12051 element == EL_MAGIC_WALL_FULL)
12053 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12054 TEST_DrawLevelField(x, y);
12056 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12057 element == EL_BD_MAGIC_WALL_FULL)
12059 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12060 TEST_DrawLevelField(x, y);
12062 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12063 element == EL_DC_MAGIC_WALL_FULL)
12065 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12066 TEST_DrawLevelField(x, y);
12070 game.magic_wall_active = FALSE;
12075 if (game.light_time_left > 0)
12077 game.light_time_left--;
12079 if (game.light_time_left == 0)
12080 RedrawAllLightSwitchesAndInvisibleElements();
12083 if (game.timegate_time_left > 0)
12085 game.timegate_time_left--;
12087 if (game.timegate_time_left == 0)
12088 CloseAllOpenTimegates();
12091 if (game.lenses_time_left > 0)
12093 game.lenses_time_left--;
12095 if (game.lenses_time_left == 0)
12096 RedrawAllInvisibleElementsForLenses();
12099 if (game.magnify_time_left > 0)
12101 game.magnify_time_left--;
12103 if (game.magnify_time_left == 0)
12104 RedrawAllInvisibleElementsForMagnifier();
12107 for (i = 0; i < MAX_PLAYERS; i++)
12109 struct PlayerInfo *player = &stored_player[i];
12111 if (SHIELD_ON(player))
12113 if (player->shield_deadly_time_left)
12114 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12115 else if (player->shield_normal_time_left)
12116 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12120 #if USE_DELAYED_GFX_REDRAW
12121 SCAN_PLAYFIELD(x, y)
12123 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12125 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12126 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12128 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12129 DrawLevelField(x, y);
12131 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12132 DrawLevelFieldCrumbled(x, y);
12134 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12135 DrawLevelFieldCrumbledNeighbours(x, y);
12137 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12138 DrawTwinkleOnField(x, y);
12141 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12146 PlayAllPlayersSound();
12148 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12150 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12152 local_player->show_envelope = 0;
12155 /* use random number generator in every frame to make it less predictable */
12156 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12160 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12162 int min_x = x, min_y = y, max_x = x, max_y = y;
12165 for (i = 0; i < MAX_PLAYERS; i++)
12167 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12169 if (!stored_player[i].active || &stored_player[i] == player)
12172 min_x = MIN(min_x, jx);
12173 min_y = MIN(min_y, jy);
12174 max_x = MAX(max_x, jx);
12175 max_y = MAX(max_y, jy);
12178 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12181 static boolean AllPlayersInVisibleScreen(void)
12185 for (i = 0; i < MAX_PLAYERS; i++)
12187 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12189 if (!stored_player[i].active)
12192 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12199 void ScrollLevel(int dx, int dy)
12201 int scroll_offset = 2 * TILEX_VAR;
12204 BlitBitmap(drawto_field, drawto_field,
12205 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12206 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12207 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12208 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12209 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12210 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12214 x = (dx == 1 ? BX1 : BX2);
12215 for (y = BY1; y <= BY2; y++)
12216 DrawScreenField(x, y);
12221 y = (dy == 1 ? BY1 : BY2);
12222 for (x = BX1; x <= BX2; x++)
12223 DrawScreenField(x, y);
12226 redraw_mask |= REDRAW_FIELD;
12229 static boolean canFallDown(struct PlayerInfo *player)
12231 int jx = player->jx, jy = player->jy;
12233 return (IN_LEV_FIELD(jx, jy + 1) &&
12234 (IS_FREE(jx, jy + 1) ||
12235 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12236 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12237 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12240 static boolean canPassField(int x, int y, int move_dir)
12242 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12243 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12244 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12245 int nextx = x + dx;
12246 int nexty = y + dy;
12247 int element = Feld[x][y];
12249 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12250 !CAN_MOVE(element) &&
12251 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12252 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12253 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12256 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12258 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12259 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12260 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12264 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12265 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12266 (IS_DIGGABLE(Feld[newx][newy]) ||
12267 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12268 canPassField(newx, newy, move_dir)));
12271 static void CheckGravityMovement(struct PlayerInfo *player)
12273 if (player->gravity && !player->programmed_action)
12275 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12276 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12277 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12278 int jx = player->jx, jy = player->jy;
12279 boolean player_is_moving_to_valid_field =
12280 (!player_is_snapping &&
12281 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12282 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12283 boolean player_can_fall_down = canFallDown(player);
12285 if (player_can_fall_down &&
12286 !player_is_moving_to_valid_field)
12287 player->programmed_action = MV_DOWN;
12291 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12293 return CheckGravityMovement(player);
12295 if (player->gravity && !player->programmed_action)
12297 int jx = player->jx, jy = player->jy;
12298 boolean field_under_player_is_free =
12299 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12300 boolean player_is_standing_on_valid_field =
12301 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12302 (IS_WALKABLE(Feld[jx][jy]) &&
12303 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12305 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12306 player->programmed_action = MV_DOWN;
12311 MovePlayerOneStep()
12312 -----------------------------------------------------------------------------
12313 dx, dy: direction (non-diagonal) to try to move the player to
12314 real_dx, real_dy: direction as read from input device (can be diagonal)
12317 boolean MovePlayerOneStep(struct PlayerInfo *player,
12318 int dx, int dy, int real_dx, int real_dy)
12320 int jx = player->jx, jy = player->jy;
12321 int new_jx = jx + dx, new_jy = jy + dy;
12323 boolean player_can_move = !player->cannot_move;
12325 if (!player->active || (!dx && !dy))
12326 return MP_NO_ACTION;
12328 player->MovDir = (dx < 0 ? MV_LEFT :
12329 dx > 0 ? MV_RIGHT :
12331 dy > 0 ? MV_DOWN : MV_NONE);
12333 if (!IN_LEV_FIELD(new_jx, new_jy))
12334 return MP_NO_ACTION;
12336 if (!player_can_move)
12338 if (player->MovPos == 0)
12340 player->is_moving = FALSE;
12341 player->is_digging = FALSE;
12342 player->is_collecting = FALSE;
12343 player->is_snapping = FALSE;
12344 player->is_pushing = FALSE;
12348 if (!network.enabled && game.centered_player_nr == -1 &&
12349 !AllPlayersInSight(player, new_jx, new_jy))
12350 return MP_NO_ACTION;
12352 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12353 if (can_move != MP_MOVING)
12356 /* check if DigField() has caused relocation of the player */
12357 if (player->jx != jx || player->jy != jy)
12358 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12360 StorePlayer[jx][jy] = 0;
12361 player->last_jx = jx;
12362 player->last_jy = jy;
12363 player->jx = new_jx;
12364 player->jy = new_jy;
12365 StorePlayer[new_jx][new_jy] = player->element_nr;
12367 if (player->move_delay_value_next != -1)
12369 player->move_delay_value = player->move_delay_value_next;
12370 player->move_delay_value_next = -1;
12374 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12376 player->step_counter++;
12378 PlayerVisit[jx][jy] = FrameCounter;
12380 player->is_moving = TRUE;
12383 /* should better be called in MovePlayer(), but this breaks some tapes */
12384 ScrollPlayer(player, SCROLL_INIT);
12390 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12392 int jx = player->jx, jy = player->jy;
12393 int old_jx = jx, old_jy = jy;
12394 int moved = MP_NO_ACTION;
12396 if (!player->active)
12401 if (player->MovPos == 0)
12403 player->is_moving = FALSE;
12404 player->is_digging = FALSE;
12405 player->is_collecting = FALSE;
12406 player->is_snapping = FALSE;
12407 player->is_pushing = FALSE;
12413 if (player->move_delay > 0)
12416 player->move_delay = -1; /* set to "uninitialized" value */
12418 /* store if player is automatically moved to next field */
12419 player->is_auto_moving = (player->programmed_action != MV_NONE);
12421 /* remove the last programmed player action */
12422 player->programmed_action = 0;
12424 if (player->MovPos)
12426 /* should only happen if pre-1.2 tape recordings are played */
12427 /* this is only for backward compatibility */
12429 int original_move_delay_value = player->move_delay_value;
12432 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12436 /* scroll remaining steps with finest movement resolution */
12437 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12439 while (player->MovPos)
12441 ScrollPlayer(player, SCROLL_GO_ON);
12442 ScrollScreen(NULL, SCROLL_GO_ON);
12444 AdvanceFrameAndPlayerCounters(player->index_nr);
12447 BackToFront_WithFrameDelay(0);
12450 player->move_delay_value = original_move_delay_value;
12453 player->is_active = FALSE;
12455 if (player->last_move_dir & MV_HORIZONTAL)
12457 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12458 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12462 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12463 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12466 if (!moved && !player->is_active)
12468 player->is_moving = FALSE;
12469 player->is_digging = FALSE;
12470 player->is_collecting = FALSE;
12471 player->is_snapping = FALSE;
12472 player->is_pushing = FALSE;
12478 if (moved & MP_MOVING && !ScreenMovPos &&
12479 (player->index_nr == game.centered_player_nr ||
12480 game.centered_player_nr == -1))
12482 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12483 int offset = game.scroll_delay_value;
12485 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12487 /* actual player has left the screen -- scroll in that direction */
12488 if (jx != old_jx) /* player has moved horizontally */
12489 scroll_x += (jx - old_jx);
12490 else /* player has moved vertically */
12491 scroll_y += (jy - old_jy);
12495 if (jx != old_jx) /* player has moved horizontally */
12497 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12498 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12499 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12501 /* don't scroll over playfield boundaries */
12502 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12503 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12505 /* don't scroll more than one field at a time */
12506 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12508 /* don't scroll against the player's moving direction */
12509 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12510 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12511 scroll_x = old_scroll_x;
12513 else /* player has moved vertically */
12515 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12516 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12517 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12519 /* don't scroll over playfield boundaries */
12520 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12521 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12523 /* don't scroll more than one field at a time */
12524 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12526 /* don't scroll against the player's moving direction */
12527 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12528 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12529 scroll_y = old_scroll_y;
12533 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12535 if (!network.enabled && game.centered_player_nr == -1 &&
12536 !AllPlayersInVisibleScreen())
12538 scroll_x = old_scroll_x;
12539 scroll_y = old_scroll_y;
12543 ScrollScreen(player, SCROLL_INIT);
12544 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12549 player->StepFrame = 0;
12551 if (moved & MP_MOVING)
12553 if (old_jx != jx && old_jy == jy)
12554 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12555 else if (old_jx == jx && old_jy != jy)
12556 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12558 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12560 player->last_move_dir = player->MovDir;
12561 player->is_moving = TRUE;
12562 player->is_snapping = FALSE;
12563 player->is_switching = FALSE;
12564 player->is_dropping = FALSE;
12565 player->is_dropping_pressed = FALSE;
12566 player->drop_pressed_delay = 0;
12569 /* should better be called here than above, but this breaks some tapes */
12570 ScrollPlayer(player, SCROLL_INIT);
12575 CheckGravityMovementWhenNotMoving(player);
12577 player->is_moving = FALSE;
12579 /* at this point, the player is allowed to move, but cannot move right now
12580 (e.g. because of something blocking the way) -- ensure that the player
12581 is also allowed to move in the next frame (in old versions before 3.1.1,
12582 the player was forced to wait again for eight frames before next try) */
12584 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12585 player->move_delay = 0; /* allow direct movement in the next frame */
12588 if (player->move_delay == -1) /* not yet initialized by DigField() */
12589 player->move_delay = player->move_delay_value;
12591 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12593 TestIfPlayerTouchesBadThing(jx, jy);
12594 TestIfPlayerTouchesCustomElement(jx, jy);
12597 if (!player->active)
12598 RemovePlayer(player);
12603 void ScrollPlayer(struct PlayerInfo *player, int mode)
12605 int jx = player->jx, jy = player->jy;
12606 int last_jx = player->last_jx, last_jy = player->last_jy;
12607 int move_stepsize = TILEX / player->move_delay_value;
12609 if (!player->active)
12612 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12615 if (mode == SCROLL_INIT)
12617 player->actual_frame_counter = FrameCounter;
12618 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12620 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12621 Feld[last_jx][last_jy] == EL_EMPTY)
12623 int last_field_block_delay = 0; /* start with no blocking at all */
12624 int block_delay_adjustment = player->block_delay_adjustment;
12626 /* if player blocks last field, add delay for exactly one move */
12627 if (player->block_last_field)
12629 last_field_block_delay += player->move_delay_value;
12631 /* when blocking enabled, prevent moving up despite gravity */
12632 if (player->gravity && player->MovDir == MV_UP)
12633 block_delay_adjustment = -1;
12636 /* add block delay adjustment (also possible when not blocking) */
12637 last_field_block_delay += block_delay_adjustment;
12639 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12640 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12643 if (player->MovPos != 0) /* player has not yet reached destination */
12646 else if (!FrameReached(&player->actual_frame_counter, 1))
12649 if (player->MovPos != 0)
12651 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12652 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12654 /* before DrawPlayer() to draw correct player graphic for this case */
12655 if (player->MovPos == 0)
12656 CheckGravityMovement(player);
12659 if (player->MovPos == 0) /* player reached destination field */
12661 if (player->move_delay_reset_counter > 0)
12663 player->move_delay_reset_counter--;
12665 if (player->move_delay_reset_counter == 0)
12667 /* continue with normal speed after quickly moving through gate */
12668 HALVE_PLAYER_SPEED(player);
12670 /* be able to make the next move without delay */
12671 player->move_delay = 0;
12675 player->last_jx = jx;
12676 player->last_jy = jy;
12678 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12679 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12680 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12681 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12682 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12683 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12684 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12685 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12687 ExitPlayer(player);
12689 if ((local_player->friends_still_needed == 0 ||
12690 IS_SP_ELEMENT(Feld[jx][jy])) &&
12692 PlayerWins(local_player);
12695 /* this breaks one level: "machine", level 000 */
12697 int move_direction = player->MovDir;
12698 int enter_side = MV_DIR_OPPOSITE(move_direction);
12699 int leave_side = move_direction;
12700 int old_jx = last_jx;
12701 int old_jy = last_jy;
12702 int old_element = Feld[old_jx][old_jy];
12703 int new_element = Feld[jx][jy];
12705 if (IS_CUSTOM_ELEMENT(old_element))
12706 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12708 player->index_bit, leave_side);
12710 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12711 CE_PLAYER_LEAVES_X,
12712 player->index_bit, leave_side);
12714 if (IS_CUSTOM_ELEMENT(new_element))
12715 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12716 player->index_bit, enter_side);
12718 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12719 CE_PLAYER_ENTERS_X,
12720 player->index_bit, enter_side);
12722 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12723 CE_MOVE_OF_X, move_direction);
12726 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12728 TestIfPlayerTouchesBadThing(jx, jy);
12729 TestIfPlayerTouchesCustomElement(jx, jy);
12731 /* needed because pushed element has not yet reached its destination,
12732 so it would trigger a change event at its previous field location */
12733 if (!player->is_pushing)
12734 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12736 if (!player->active)
12737 RemovePlayer(player);
12740 if (!local_player->LevelSolved && level.use_step_counter)
12750 if (TimeLeft <= 10 && setup.time_limit)
12751 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12753 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12755 DisplayGameControlValues();
12757 if (!TimeLeft && setup.time_limit)
12758 for (i = 0; i < MAX_PLAYERS; i++)
12759 KillPlayer(&stored_player[i]);
12761 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12763 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12765 DisplayGameControlValues();
12769 if (tape.single_step && tape.recording && !tape.pausing &&
12770 !player->programmed_action)
12771 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12773 if (!player->programmed_action)
12774 CheckSaveEngineSnapshot(player);
12778 void ScrollScreen(struct PlayerInfo *player, int mode)
12780 static unsigned int screen_frame_counter = 0;
12782 if (mode == SCROLL_INIT)
12784 /* set scrolling step size according to actual player's moving speed */
12785 ScrollStepSize = TILEX / player->move_delay_value;
12787 screen_frame_counter = FrameCounter;
12788 ScreenMovDir = player->MovDir;
12789 ScreenMovPos = player->MovPos;
12790 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12793 else if (!FrameReached(&screen_frame_counter, 1))
12798 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12799 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12800 redraw_mask |= REDRAW_FIELD;
12803 ScreenMovDir = MV_NONE;
12806 void TestIfPlayerTouchesCustomElement(int x, int y)
12808 static int xy[4][2] =
12815 static int trigger_sides[4][2] =
12817 /* center side border side */
12818 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12819 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12820 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12821 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12823 static int touch_dir[4] =
12825 MV_LEFT | MV_RIGHT,
12830 int center_element = Feld[x][y]; /* should always be non-moving! */
12833 for (i = 0; i < NUM_DIRECTIONS; i++)
12835 int xx = x + xy[i][0];
12836 int yy = y + xy[i][1];
12837 int center_side = trigger_sides[i][0];
12838 int border_side = trigger_sides[i][1];
12839 int border_element;
12841 if (!IN_LEV_FIELD(xx, yy))
12844 if (IS_PLAYER(x, y)) /* player found at center element */
12846 struct PlayerInfo *player = PLAYERINFO(x, y);
12848 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12849 border_element = Feld[xx][yy]; /* may be moving! */
12850 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12851 border_element = Feld[xx][yy];
12852 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12853 border_element = MovingOrBlocked2Element(xx, yy);
12855 continue; /* center and border element do not touch */
12857 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12858 player->index_bit, border_side);
12859 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12860 CE_PLAYER_TOUCHES_X,
12861 player->index_bit, border_side);
12864 /* use player element that is initially defined in the level playfield,
12865 not the player element that corresponds to the runtime player number
12866 (example: a level that contains EL_PLAYER_3 as the only player would
12867 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12868 int player_element = PLAYERINFO(x, y)->initial_element;
12870 CheckElementChangeBySide(xx, yy, border_element, player_element,
12871 CE_TOUCHING_X, border_side);
12874 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12876 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12878 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12880 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12881 continue; /* center and border element do not touch */
12884 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12885 player->index_bit, center_side);
12886 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12887 CE_PLAYER_TOUCHES_X,
12888 player->index_bit, center_side);
12891 /* use player element that is initially defined in the level playfield,
12892 not the player element that corresponds to the runtime player number
12893 (example: a level that contains EL_PLAYER_3 as the only player would
12894 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12895 int player_element = PLAYERINFO(xx, yy)->initial_element;
12897 CheckElementChangeBySide(x, y, center_element, player_element,
12898 CE_TOUCHING_X, center_side);
12906 void TestIfElementTouchesCustomElement(int x, int y)
12908 static int xy[4][2] =
12915 static int trigger_sides[4][2] =
12917 /* center side border side */
12918 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12919 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12920 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12921 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12923 static int touch_dir[4] =
12925 MV_LEFT | MV_RIGHT,
12930 boolean change_center_element = FALSE;
12931 int center_element = Feld[x][y]; /* should always be non-moving! */
12932 int border_element_old[NUM_DIRECTIONS];
12935 for (i = 0; i < NUM_DIRECTIONS; i++)
12937 int xx = x + xy[i][0];
12938 int yy = y + xy[i][1];
12939 int border_element;
12941 border_element_old[i] = -1;
12943 if (!IN_LEV_FIELD(xx, yy))
12946 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12947 border_element = Feld[xx][yy]; /* may be moving! */
12948 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12949 border_element = Feld[xx][yy];
12950 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12951 border_element = MovingOrBlocked2Element(xx, yy);
12953 continue; /* center and border element do not touch */
12955 border_element_old[i] = border_element;
12958 for (i = 0; i < NUM_DIRECTIONS; i++)
12960 int xx = x + xy[i][0];
12961 int yy = y + xy[i][1];
12962 int center_side = trigger_sides[i][0];
12963 int border_element = border_element_old[i];
12965 if (border_element == -1)
12968 /* check for change of border element */
12969 CheckElementChangeBySide(xx, yy, border_element, center_element,
12970 CE_TOUCHING_X, center_side);
12972 /* (center element cannot be player, so we dont have to check this here) */
12975 for (i = 0; i < NUM_DIRECTIONS; i++)
12977 int xx = x + xy[i][0];
12978 int yy = y + xy[i][1];
12979 int border_side = trigger_sides[i][1];
12980 int border_element = border_element_old[i];
12982 if (border_element == -1)
12985 /* check for change of center element (but change it only once) */
12986 if (!change_center_element)
12987 change_center_element =
12988 CheckElementChangeBySide(x, y, center_element, border_element,
12989 CE_TOUCHING_X, border_side);
12991 if (IS_PLAYER(xx, yy))
12993 /* use player element that is initially defined in the level playfield,
12994 not the player element that corresponds to the runtime player number
12995 (example: a level that contains EL_PLAYER_3 as the only player would
12996 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12997 int player_element = PLAYERINFO(xx, yy)->initial_element;
12999 CheckElementChangeBySide(x, y, center_element, player_element,
13000 CE_TOUCHING_X, border_side);
13005 void TestIfElementHitsCustomElement(int x, int y, int direction)
13007 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13008 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13009 int hitx = x + dx, hity = y + dy;
13010 int hitting_element = Feld[x][y];
13011 int touched_element;
13013 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13016 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13017 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13019 if (IN_LEV_FIELD(hitx, hity))
13021 int opposite_direction = MV_DIR_OPPOSITE(direction);
13022 int hitting_side = direction;
13023 int touched_side = opposite_direction;
13024 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13025 MovDir[hitx][hity] != direction ||
13026 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13032 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13033 CE_HITTING_X, touched_side);
13035 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13036 CE_HIT_BY_X, hitting_side);
13038 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13039 CE_HIT_BY_SOMETHING, opposite_direction);
13041 if (IS_PLAYER(hitx, hity))
13043 /* use player element that is initially defined in the level playfield,
13044 not the player element that corresponds to the runtime player number
13045 (example: a level that contains EL_PLAYER_3 as the only player would
13046 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13047 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13049 CheckElementChangeBySide(x, y, hitting_element, player_element,
13050 CE_HITTING_X, touched_side);
13055 /* "hitting something" is also true when hitting the playfield border */
13056 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13057 CE_HITTING_SOMETHING, direction);
13060 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13062 int i, kill_x = -1, kill_y = -1;
13064 int bad_element = -1;
13065 static int test_xy[4][2] =
13072 static int test_dir[4] =
13080 for (i = 0; i < NUM_DIRECTIONS; i++)
13082 int test_x, test_y, test_move_dir, test_element;
13084 test_x = good_x + test_xy[i][0];
13085 test_y = good_y + test_xy[i][1];
13087 if (!IN_LEV_FIELD(test_x, test_y))
13091 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13093 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13095 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13096 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13098 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13099 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13103 bad_element = test_element;
13109 if (kill_x != -1 || kill_y != -1)
13111 if (IS_PLAYER(good_x, good_y))
13113 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13115 if (player->shield_deadly_time_left > 0 &&
13116 !IS_INDESTRUCTIBLE(bad_element))
13117 Bang(kill_x, kill_y);
13118 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13119 KillPlayer(player);
13122 Bang(good_x, good_y);
13126 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13128 int i, kill_x = -1, kill_y = -1;
13129 int bad_element = Feld[bad_x][bad_y];
13130 static int test_xy[4][2] =
13137 static int touch_dir[4] =
13139 MV_LEFT | MV_RIGHT,
13144 static int test_dir[4] =
13152 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13155 for (i = 0; i < NUM_DIRECTIONS; i++)
13157 int test_x, test_y, test_move_dir, test_element;
13159 test_x = bad_x + test_xy[i][0];
13160 test_y = bad_y + test_xy[i][1];
13162 if (!IN_LEV_FIELD(test_x, test_y))
13166 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13168 test_element = Feld[test_x][test_y];
13170 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13171 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13173 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13174 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13176 /* good thing is player or penguin that does not move away */
13177 if (IS_PLAYER(test_x, test_y))
13179 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13181 if (bad_element == EL_ROBOT && player->is_moving)
13182 continue; /* robot does not kill player if he is moving */
13184 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13186 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13187 continue; /* center and border element do not touch */
13195 else if (test_element == EL_PENGUIN)
13205 if (kill_x != -1 || kill_y != -1)
13207 if (IS_PLAYER(kill_x, kill_y))
13209 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13211 if (player->shield_deadly_time_left > 0 &&
13212 !IS_INDESTRUCTIBLE(bad_element))
13213 Bang(bad_x, bad_y);
13214 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13215 KillPlayer(player);
13218 Bang(kill_x, kill_y);
13222 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13224 int bad_element = Feld[bad_x][bad_y];
13225 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13226 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13227 int test_x = bad_x + dx, test_y = bad_y + dy;
13228 int test_move_dir, test_element;
13229 int kill_x = -1, kill_y = -1;
13231 if (!IN_LEV_FIELD(test_x, test_y))
13235 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13237 test_element = Feld[test_x][test_y];
13239 if (test_move_dir != bad_move_dir)
13241 /* good thing can be player or penguin that does not move away */
13242 if (IS_PLAYER(test_x, test_y))
13244 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13246 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13247 player as being hit when he is moving towards the bad thing, because
13248 the "get hit by" condition would be lost after the player stops) */
13249 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13250 return; /* player moves away from bad thing */
13255 else if (test_element == EL_PENGUIN)
13262 if (kill_x != -1 || kill_y != -1)
13264 if (IS_PLAYER(kill_x, kill_y))
13266 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13268 if (player->shield_deadly_time_left > 0 &&
13269 !IS_INDESTRUCTIBLE(bad_element))
13270 Bang(bad_x, bad_y);
13271 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13272 KillPlayer(player);
13275 Bang(kill_x, kill_y);
13279 void TestIfPlayerTouchesBadThing(int x, int y)
13281 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13284 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13286 TestIfGoodThingHitsBadThing(x, y, move_dir);
13289 void TestIfBadThingTouchesPlayer(int x, int y)
13291 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13294 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13296 TestIfBadThingHitsGoodThing(x, y, move_dir);
13299 void TestIfFriendTouchesBadThing(int x, int y)
13301 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13304 void TestIfBadThingTouchesFriend(int x, int y)
13306 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13309 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13311 int i, kill_x = bad_x, kill_y = bad_y;
13312 static int xy[4][2] =
13320 for (i = 0; i < NUM_DIRECTIONS; i++)
13324 x = bad_x + xy[i][0];
13325 y = bad_y + xy[i][1];
13326 if (!IN_LEV_FIELD(x, y))
13329 element = Feld[x][y];
13330 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13331 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13339 if (kill_x != bad_x || kill_y != bad_y)
13340 Bang(bad_x, bad_y);
13343 void KillPlayer(struct PlayerInfo *player)
13345 int jx = player->jx, jy = player->jy;
13347 if (!player->active)
13351 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13352 player->killed, player->active, player->reanimated);
13355 /* the following code was introduced to prevent an infinite loop when calling
13357 -> CheckTriggeredElementChangeExt()
13358 -> ExecuteCustomElementAction()
13360 -> (infinitely repeating the above sequence of function calls)
13361 which occurs when killing the player while having a CE with the setting
13362 "kill player X when explosion of <player X>"; the solution using a new
13363 field "player->killed" was chosen for backwards compatibility, although
13364 clever use of the fields "player->active" etc. would probably also work */
13366 if (player->killed)
13370 player->killed = TRUE;
13372 /* remove accessible field at the player's position */
13373 Feld[jx][jy] = EL_EMPTY;
13375 /* deactivate shield (else Bang()/Explode() would not work right) */
13376 player->shield_normal_time_left = 0;
13377 player->shield_deadly_time_left = 0;
13380 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13381 player->killed, player->active, player->reanimated);
13387 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13388 player->killed, player->active, player->reanimated);
13391 if (player->reanimated) /* killed player may have been reanimated */
13392 player->killed = player->reanimated = FALSE;
13394 BuryPlayer(player);
13397 static void KillPlayerUnlessEnemyProtected(int x, int y)
13399 if (!PLAYER_ENEMY_PROTECTED(x, y))
13400 KillPlayer(PLAYERINFO(x, y));
13403 static void KillPlayerUnlessExplosionProtected(int x, int y)
13405 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13406 KillPlayer(PLAYERINFO(x, y));
13409 void BuryPlayer(struct PlayerInfo *player)
13411 int jx = player->jx, jy = player->jy;
13413 if (!player->active)
13416 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13417 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13419 player->GameOver = TRUE;
13420 RemovePlayer(player);
13423 void RemovePlayer(struct PlayerInfo *player)
13425 int jx = player->jx, jy = player->jy;
13426 int i, found = FALSE;
13428 player->present = FALSE;
13429 player->active = FALSE;
13431 if (!ExplodeField[jx][jy])
13432 StorePlayer[jx][jy] = 0;
13434 if (player->is_moving)
13435 TEST_DrawLevelField(player->last_jx, player->last_jy);
13437 for (i = 0; i < MAX_PLAYERS; i++)
13438 if (stored_player[i].active)
13442 AllPlayersGone = TRUE;
13448 void ExitPlayer(struct PlayerInfo *player)
13450 DrawPlayer(player); /* needed here only to cleanup last field */
13451 RemovePlayer(player);
13453 if (local_player->players_still_needed > 0)
13454 local_player->players_still_needed--;
13456 /* also set if some players not yet gone, but not needed to solve level */
13457 if (local_player->players_still_needed == 0)
13458 AllPlayersGone = TRUE;
13461 static void setFieldForSnapping(int x, int y, int element, int direction)
13463 struct ElementInfo *ei = &element_info[element];
13464 int direction_bit = MV_DIR_TO_BIT(direction);
13465 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13466 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13467 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13469 Feld[x][y] = EL_ELEMENT_SNAPPING;
13470 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13472 ResetGfxAnimation(x, y);
13474 GfxElement[x][y] = element;
13475 GfxAction[x][y] = action;
13476 GfxDir[x][y] = direction;
13477 GfxFrame[x][y] = -1;
13481 =============================================================================
13482 checkDiagonalPushing()
13483 -----------------------------------------------------------------------------
13484 check if diagonal input device direction results in pushing of object
13485 (by checking if the alternative direction is walkable, diggable, ...)
13486 =============================================================================
13489 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13490 int x, int y, int real_dx, int real_dy)
13492 int jx, jy, dx, dy, xx, yy;
13494 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13497 /* diagonal direction: check alternative direction */
13502 xx = jx + (dx == 0 ? real_dx : 0);
13503 yy = jy + (dy == 0 ? real_dy : 0);
13505 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13509 =============================================================================
13511 -----------------------------------------------------------------------------
13512 x, y: field next to player (non-diagonal) to try to dig to
13513 real_dx, real_dy: direction as read from input device (can be diagonal)
13514 =============================================================================
13517 static int DigField(struct PlayerInfo *player,
13518 int oldx, int oldy, int x, int y,
13519 int real_dx, int real_dy, int mode)
13521 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13522 boolean player_was_pushing = player->is_pushing;
13523 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13524 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13525 int jx = oldx, jy = oldy;
13526 int dx = x - jx, dy = y - jy;
13527 int nextx = x + dx, nexty = y + dy;
13528 int move_direction = (dx == -1 ? MV_LEFT :
13529 dx == +1 ? MV_RIGHT :
13531 dy == +1 ? MV_DOWN : MV_NONE);
13532 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13533 int dig_side = MV_DIR_OPPOSITE(move_direction);
13534 int old_element = Feld[jx][jy];
13535 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13538 if (is_player) /* function can also be called by EL_PENGUIN */
13540 if (player->MovPos == 0)
13542 player->is_digging = FALSE;
13543 player->is_collecting = FALSE;
13546 if (player->MovPos == 0) /* last pushing move finished */
13547 player->is_pushing = FALSE;
13549 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13551 player->is_switching = FALSE;
13552 player->push_delay = -1;
13554 return MP_NO_ACTION;
13558 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13559 old_element = Back[jx][jy];
13561 /* in case of element dropped at player position, check background */
13562 else if (Back[jx][jy] != EL_EMPTY &&
13563 game.engine_version >= VERSION_IDENT(2,2,0,0))
13564 old_element = Back[jx][jy];
13566 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13567 return MP_NO_ACTION; /* field has no opening in this direction */
13569 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13570 return MP_NO_ACTION; /* field has no opening in this direction */
13572 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13576 Feld[jx][jy] = player->artwork_element;
13577 InitMovingField(jx, jy, MV_DOWN);
13578 Store[jx][jy] = EL_ACID;
13579 ContinueMoving(jx, jy);
13580 BuryPlayer(player);
13582 return MP_DONT_RUN_INTO;
13585 if (player_can_move && DONT_RUN_INTO(element))
13587 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13589 return MP_DONT_RUN_INTO;
13592 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13593 return MP_NO_ACTION;
13595 collect_count = element_info[element].collect_count_initial;
13597 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13598 return MP_NO_ACTION;
13600 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13601 player_can_move = player_can_move_or_snap;
13603 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13604 game.engine_version >= VERSION_IDENT(2,2,0,0))
13606 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13607 player->index_bit, dig_side);
13608 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13609 player->index_bit, dig_side);
13611 if (element == EL_DC_LANDMINE)
13614 if (Feld[x][y] != element) /* field changed by snapping */
13617 return MP_NO_ACTION;
13620 if (player->gravity && is_player && !player->is_auto_moving &&
13621 canFallDown(player) && move_direction != MV_DOWN &&
13622 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13623 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13625 if (player_can_move &&
13626 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13628 int sound_element = SND_ELEMENT(element);
13629 int sound_action = ACTION_WALKING;
13631 if (IS_RND_GATE(element))
13633 if (!player->key[RND_GATE_NR(element)])
13634 return MP_NO_ACTION;
13636 else if (IS_RND_GATE_GRAY(element))
13638 if (!player->key[RND_GATE_GRAY_NR(element)])
13639 return MP_NO_ACTION;
13641 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13643 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13644 return MP_NO_ACTION;
13646 else if (element == EL_EXIT_OPEN ||
13647 element == EL_EM_EXIT_OPEN ||
13648 element == EL_EM_EXIT_OPENING ||
13649 element == EL_STEEL_EXIT_OPEN ||
13650 element == EL_EM_STEEL_EXIT_OPEN ||
13651 element == EL_EM_STEEL_EXIT_OPENING ||
13652 element == EL_SP_EXIT_OPEN ||
13653 element == EL_SP_EXIT_OPENING)
13655 sound_action = ACTION_PASSING; /* player is passing exit */
13657 else if (element == EL_EMPTY)
13659 sound_action = ACTION_MOVING; /* nothing to walk on */
13662 /* play sound from background or player, whatever is available */
13663 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13664 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13666 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13668 else if (player_can_move &&
13669 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13671 if (!ACCESS_FROM(element, opposite_direction))
13672 return MP_NO_ACTION; /* field not accessible from this direction */
13674 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13675 return MP_NO_ACTION;
13677 if (IS_EM_GATE(element))
13679 if (!player->key[EM_GATE_NR(element)])
13680 return MP_NO_ACTION;
13682 else if (IS_EM_GATE_GRAY(element))
13684 if (!player->key[EM_GATE_GRAY_NR(element)])
13685 return MP_NO_ACTION;
13687 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13689 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13690 return MP_NO_ACTION;
13692 else if (IS_EMC_GATE(element))
13694 if (!player->key[EMC_GATE_NR(element)])
13695 return MP_NO_ACTION;
13697 else if (IS_EMC_GATE_GRAY(element))
13699 if (!player->key[EMC_GATE_GRAY_NR(element)])
13700 return MP_NO_ACTION;
13702 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13704 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13705 return MP_NO_ACTION;
13707 else if (element == EL_DC_GATE_WHITE ||
13708 element == EL_DC_GATE_WHITE_GRAY ||
13709 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13711 if (player->num_white_keys == 0)
13712 return MP_NO_ACTION;
13714 player->num_white_keys--;
13716 else if (IS_SP_PORT(element))
13718 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13719 element == EL_SP_GRAVITY_PORT_RIGHT ||
13720 element == EL_SP_GRAVITY_PORT_UP ||
13721 element == EL_SP_GRAVITY_PORT_DOWN)
13722 player->gravity = !player->gravity;
13723 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13724 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13725 element == EL_SP_GRAVITY_ON_PORT_UP ||
13726 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13727 player->gravity = TRUE;
13728 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13729 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13730 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13731 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13732 player->gravity = FALSE;
13735 /* automatically move to the next field with double speed */
13736 player->programmed_action = move_direction;
13738 if (player->move_delay_reset_counter == 0)
13740 player->move_delay_reset_counter = 2; /* two double speed steps */
13742 DOUBLE_PLAYER_SPEED(player);
13745 PlayLevelSoundAction(x, y, ACTION_PASSING);
13747 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13751 if (mode != DF_SNAP)
13753 GfxElement[x][y] = GFX_ELEMENT(element);
13754 player->is_digging = TRUE;
13757 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13759 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13760 player->index_bit, dig_side);
13762 if (mode == DF_SNAP)
13764 if (level.block_snap_field)
13765 setFieldForSnapping(x, y, element, move_direction);
13767 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13769 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13770 player->index_bit, dig_side);
13773 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13777 if (is_player && mode != DF_SNAP)
13779 GfxElement[x][y] = element;
13780 player->is_collecting = TRUE;
13783 if (element == EL_SPEED_PILL)
13785 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13787 else if (element == EL_EXTRA_TIME && level.time > 0)
13789 TimeLeft += level.extra_time;
13791 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13793 DisplayGameControlValues();
13795 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13797 player->shield_normal_time_left += level.shield_normal_time;
13798 if (element == EL_SHIELD_DEADLY)
13799 player->shield_deadly_time_left += level.shield_deadly_time;
13801 else if (element == EL_DYNAMITE ||
13802 element == EL_EM_DYNAMITE ||
13803 element == EL_SP_DISK_RED)
13805 if (player->inventory_size < MAX_INVENTORY_SIZE)
13806 player->inventory_element[player->inventory_size++] = element;
13808 DrawGameDoorValues();
13810 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13812 player->dynabomb_count++;
13813 player->dynabombs_left++;
13815 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13817 player->dynabomb_size++;
13819 else if (element == EL_DYNABOMB_INCREASE_POWER)
13821 player->dynabomb_xl = TRUE;
13823 else if (IS_KEY(element))
13825 player->key[KEY_NR(element)] = TRUE;
13827 DrawGameDoorValues();
13829 else if (element == EL_DC_KEY_WHITE)
13831 player->num_white_keys++;
13833 /* display white keys? */
13834 /* DrawGameDoorValues(); */
13836 else if (IS_ENVELOPE(element))
13838 player->show_envelope = element;
13840 else if (element == EL_EMC_LENSES)
13842 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13844 RedrawAllInvisibleElementsForLenses();
13846 else if (element == EL_EMC_MAGNIFIER)
13848 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13850 RedrawAllInvisibleElementsForMagnifier();
13852 else if (IS_DROPPABLE(element) ||
13853 IS_THROWABLE(element)) /* can be collected and dropped */
13857 if (collect_count == 0)
13858 player->inventory_infinite_element = element;
13860 for (i = 0; i < collect_count; i++)
13861 if (player->inventory_size < MAX_INVENTORY_SIZE)
13862 player->inventory_element[player->inventory_size++] = element;
13864 DrawGameDoorValues();
13866 else if (collect_count > 0)
13868 local_player->gems_still_needed -= collect_count;
13869 if (local_player->gems_still_needed < 0)
13870 local_player->gems_still_needed = 0;
13872 game.snapshot.collected_item = TRUE;
13874 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13876 DisplayGameControlValues();
13879 RaiseScoreElement(element);
13880 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13883 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13884 player->index_bit, dig_side);
13886 if (mode == DF_SNAP)
13888 if (level.block_snap_field)
13889 setFieldForSnapping(x, y, element, move_direction);
13891 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13893 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13894 player->index_bit, dig_side);
13897 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13899 if (mode == DF_SNAP && element != EL_BD_ROCK)
13900 return MP_NO_ACTION;
13902 if (CAN_FALL(element) && dy)
13903 return MP_NO_ACTION;
13905 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13906 !(element == EL_SPRING && level.use_spring_bug))
13907 return MP_NO_ACTION;
13909 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13910 ((move_direction & MV_VERTICAL &&
13911 ((element_info[element].move_pattern & MV_LEFT &&
13912 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13913 (element_info[element].move_pattern & MV_RIGHT &&
13914 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13915 (move_direction & MV_HORIZONTAL &&
13916 ((element_info[element].move_pattern & MV_UP &&
13917 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13918 (element_info[element].move_pattern & MV_DOWN &&
13919 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13920 return MP_NO_ACTION;
13922 /* do not push elements already moving away faster than player */
13923 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13924 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13925 return MP_NO_ACTION;
13927 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13929 if (player->push_delay_value == -1 || !player_was_pushing)
13930 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13932 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13934 if (player->push_delay_value == -1)
13935 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13937 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13939 if (!player->is_pushing)
13940 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13943 player->is_pushing = TRUE;
13944 player->is_active = TRUE;
13946 if (!(IN_LEV_FIELD(nextx, nexty) &&
13947 (IS_FREE(nextx, nexty) ||
13948 (IS_SB_ELEMENT(element) &&
13949 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13950 (IS_CUSTOM_ELEMENT(element) &&
13951 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13952 return MP_NO_ACTION;
13954 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13955 return MP_NO_ACTION;
13957 if (player->push_delay == -1) /* new pushing; restart delay */
13958 player->push_delay = 0;
13960 if (player->push_delay < player->push_delay_value &&
13961 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13962 element != EL_SPRING && element != EL_BALLOON)
13964 /* make sure that there is no move delay before next try to push */
13965 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13966 player->move_delay = 0;
13968 return MP_NO_ACTION;
13971 if (IS_CUSTOM_ELEMENT(element) &&
13972 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13974 if (!DigFieldByCE(nextx, nexty, element))
13975 return MP_NO_ACTION;
13978 if (IS_SB_ELEMENT(element))
13980 if (element == EL_SOKOBAN_FIELD_FULL)
13982 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13983 local_player->sokobanfields_still_needed++;
13986 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13988 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13989 local_player->sokobanfields_still_needed--;
13992 Feld[x][y] = EL_SOKOBAN_OBJECT;
13994 if (Back[x][y] == Back[nextx][nexty])
13995 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13996 else if (Back[x][y] != 0)
13997 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14000 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14003 if (local_player->sokobanfields_still_needed == 0 &&
14004 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14006 local_player->players_still_needed = 0;
14008 PlayerWins(player);
14010 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14014 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14016 InitMovingField(x, y, move_direction);
14017 GfxAction[x][y] = ACTION_PUSHING;
14019 if (mode == DF_SNAP)
14020 ContinueMoving(x, y);
14022 MovPos[x][y] = (dx != 0 ? dx : dy);
14024 Pushed[x][y] = TRUE;
14025 Pushed[nextx][nexty] = TRUE;
14027 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14028 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14030 player->push_delay_value = -1; /* get new value later */
14032 /* check for element change _after_ element has been pushed */
14033 if (game.use_change_when_pushing_bug)
14035 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14036 player->index_bit, dig_side);
14037 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14038 player->index_bit, dig_side);
14041 else if (IS_SWITCHABLE(element))
14043 if (PLAYER_SWITCHING(player, x, y))
14045 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14046 player->index_bit, dig_side);
14051 player->is_switching = TRUE;
14052 player->switch_x = x;
14053 player->switch_y = y;
14055 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14057 if (element == EL_ROBOT_WHEEL)
14059 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14063 game.robot_wheel_active = TRUE;
14065 TEST_DrawLevelField(x, y);
14067 else if (element == EL_SP_TERMINAL)
14071 SCAN_PLAYFIELD(xx, yy)
14073 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14077 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14079 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14081 ResetGfxAnimation(xx, yy);
14082 TEST_DrawLevelField(xx, yy);
14086 else if (IS_BELT_SWITCH(element))
14088 ToggleBeltSwitch(x, y);
14090 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14091 element == EL_SWITCHGATE_SWITCH_DOWN ||
14092 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14093 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14095 ToggleSwitchgateSwitch(x, y);
14097 else if (element == EL_LIGHT_SWITCH ||
14098 element == EL_LIGHT_SWITCH_ACTIVE)
14100 ToggleLightSwitch(x, y);
14102 else if (element == EL_TIMEGATE_SWITCH ||
14103 element == EL_DC_TIMEGATE_SWITCH)
14105 ActivateTimegateSwitch(x, y);
14107 else if (element == EL_BALLOON_SWITCH_LEFT ||
14108 element == EL_BALLOON_SWITCH_RIGHT ||
14109 element == EL_BALLOON_SWITCH_UP ||
14110 element == EL_BALLOON_SWITCH_DOWN ||
14111 element == EL_BALLOON_SWITCH_NONE ||
14112 element == EL_BALLOON_SWITCH_ANY)
14114 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14115 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14116 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14117 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14118 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14121 else if (element == EL_LAMP)
14123 Feld[x][y] = EL_LAMP_ACTIVE;
14124 local_player->lights_still_needed--;
14126 ResetGfxAnimation(x, y);
14127 TEST_DrawLevelField(x, y);
14129 else if (element == EL_TIME_ORB_FULL)
14131 Feld[x][y] = EL_TIME_ORB_EMPTY;
14133 if (level.time > 0 || level.use_time_orb_bug)
14135 TimeLeft += level.time_orb_time;
14136 game.no_time_limit = FALSE;
14138 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14140 DisplayGameControlValues();
14143 ResetGfxAnimation(x, y);
14144 TEST_DrawLevelField(x, y);
14146 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14147 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14151 game.ball_state = !game.ball_state;
14153 SCAN_PLAYFIELD(xx, yy)
14155 int e = Feld[xx][yy];
14157 if (game.ball_state)
14159 if (e == EL_EMC_MAGIC_BALL)
14160 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14161 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14162 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14166 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14167 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14168 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14169 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14174 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14175 player->index_bit, dig_side);
14177 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14178 player->index_bit, dig_side);
14180 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14181 player->index_bit, dig_side);
14187 if (!PLAYER_SWITCHING(player, x, y))
14189 player->is_switching = TRUE;
14190 player->switch_x = x;
14191 player->switch_y = y;
14193 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14194 player->index_bit, dig_side);
14195 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14196 player->index_bit, dig_side);
14198 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14199 player->index_bit, dig_side);
14200 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14201 player->index_bit, dig_side);
14204 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14205 player->index_bit, dig_side);
14206 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14207 player->index_bit, dig_side);
14209 return MP_NO_ACTION;
14212 player->push_delay = -1;
14214 if (is_player) /* function can also be called by EL_PENGUIN */
14216 if (Feld[x][y] != element) /* really digged/collected something */
14218 player->is_collecting = !player->is_digging;
14219 player->is_active = TRUE;
14226 static boolean DigFieldByCE(int x, int y, int digging_element)
14228 int element = Feld[x][y];
14230 if (!IS_FREE(x, y))
14232 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14233 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14236 /* no element can dig solid indestructible elements */
14237 if (IS_INDESTRUCTIBLE(element) &&
14238 !IS_DIGGABLE(element) &&
14239 !IS_COLLECTIBLE(element))
14242 if (AmoebaNr[x][y] &&
14243 (element == EL_AMOEBA_FULL ||
14244 element == EL_BD_AMOEBA ||
14245 element == EL_AMOEBA_GROWING))
14247 AmoebaCnt[AmoebaNr[x][y]]--;
14248 AmoebaCnt2[AmoebaNr[x][y]]--;
14251 if (IS_MOVING(x, y))
14252 RemoveMovingField(x, y);
14256 TEST_DrawLevelField(x, y);
14259 /* if digged element was about to explode, prevent the explosion */
14260 ExplodeField[x][y] = EX_TYPE_NONE;
14262 PlayLevelSoundAction(x, y, action);
14265 Store[x][y] = EL_EMPTY;
14267 /* this makes it possible to leave the removed element again */
14268 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14269 Store[x][y] = element;
14274 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14276 int jx = player->jx, jy = player->jy;
14277 int x = jx + dx, y = jy + dy;
14278 int snap_direction = (dx == -1 ? MV_LEFT :
14279 dx == +1 ? MV_RIGHT :
14281 dy == +1 ? MV_DOWN : MV_NONE);
14282 boolean can_continue_snapping = (level.continuous_snapping &&
14283 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14285 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14288 if (!player->active || !IN_LEV_FIELD(x, y))
14296 if (player->MovPos == 0)
14297 player->is_pushing = FALSE;
14299 player->is_snapping = FALSE;
14301 if (player->MovPos == 0)
14303 player->is_moving = FALSE;
14304 player->is_digging = FALSE;
14305 player->is_collecting = FALSE;
14311 /* prevent snapping with already pressed snap key when not allowed */
14312 if (player->is_snapping && !can_continue_snapping)
14315 player->MovDir = snap_direction;
14317 if (player->MovPos == 0)
14319 player->is_moving = FALSE;
14320 player->is_digging = FALSE;
14321 player->is_collecting = FALSE;
14324 player->is_dropping = FALSE;
14325 player->is_dropping_pressed = FALSE;
14326 player->drop_pressed_delay = 0;
14328 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14331 player->is_snapping = TRUE;
14332 player->is_active = TRUE;
14334 if (player->MovPos == 0)
14336 player->is_moving = FALSE;
14337 player->is_digging = FALSE;
14338 player->is_collecting = FALSE;
14341 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14342 TEST_DrawLevelField(player->last_jx, player->last_jy);
14344 TEST_DrawLevelField(x, y);
14349 static boolean DropElement(struct PlayerInfo *player)
14351 int old_element, new_element;
14352 int dropx = player->jx, dropy = player->jy;
14353 int drop_direction = player->MovDir;
14354 int drop_side = drop_direction;
14355 int drop_element = get_next_dropped_element(player);
14357 /* do not drop an element on top of another element; when holding drop key
14358 pressed without moving, dropped element must move away before the next
14359 element can be dropped (this is especially important if the next element
14360 is dynamite, which can be placed on background for historical reasons) */
14361 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14364 if (IS_THROWABLE(drop_element))
14366 dropx += GET_DX_FROM_DIR(drop_direction);
14367 dropy += GET_DY_FROM_DIR(drop_direction);
14369 if (!IN_LEV_FIELD(dropx, dropy))
14373 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14374 new_element = drop_element; /* default: no change when dropping */
14376 /* check if player is active, not moving and ready to drop */
14377 if (!player->active || player->MovPos || player->drop_delay > 0)
14380 /* check if player has anything that can be dropped */
14381 if (new_element == EL_UNDEFINED)
14384 /* only set if player has anything that can be dropped */
14385 player->is_dropping_pressed = TRUE;
14387 /* check if drop key was pressed long enough for EM style dynamite */
14388 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14391 /* check if anything can be dropped at the current position */
14392 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14395 /* collected custom elements can only be dropped on empty fields */
14396 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14399 if (old_element != EL_EMPTY)
14400 Back[dropx][dropy] = old_element; /* store old element on this field */
14402 ResetGfxAnimation(dropx, dropy);
14403 ResetRandomAnimationValue(dropx, dropy);
14405 if (player->inventory_size > 0 ||
14406 player->inventory_infinite_element != EL_UNDEFINED)
14408 if (player->inventory_size > 0)
14410 player->inventory_size--;
14412 DrawGameDoorValues();
14414 if (new_element == EL_DYNAMITE)
14415 new_element = EL_DYNAMITE_ACTIVE;
14416 else if (new_element == EL_EM_DYNAMITE)
14417 new_element = EL_EM_DYNAMITE_ACTIVE;
14418 else if (new_element == EL_SP_DISK_RED)
14419 new_element = EL_SP_DISK_RED_ACTIVE;
14422 Feld[dropx][dropy] = new_element;
14424 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14425 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14426 el2img(Feld[dropx][dropy]), 0);
14428 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14430 /* needed if previous element just changed to "empty" in the last frame */
14431 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14433 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14434 player->index_bit, drop_side);
14435 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14437 player->index_bit, drop_side);
14439 TestIfElementTouchesCustomElement(dropx, dropy);
14441 else /* player is dropping a dyna bomb */
14443 player->dynabombs_left--;
14445 Feld[dropx][dropy] = new_element;
14447 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14448 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14449 el2img(Feld[dropx][dropy]), 0);
14451 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14454 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14455 InitField_WithBug1(dropx, dropy, FALSE);
14457 new_element = Feld[dropx][dropy]; /* element might have changed */
14459 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14460 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14462 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14463 MovDir[dropx][dropy] = drop_direction;
14465 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14467 /* do not cause impact style collision by dropping elements that can fall */
14468 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14471 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14472 player->is_dropping = TRUE;
14474 player->drop_pressed_delay = 0;
14475 player->is_dropping_pressed = FALSE;
14477 player->drop_x = dropx;
14478 player->drop_y = dropy;
14483 /* ------------------------------------------------------------------------- */
14484 /* game sound playing functions */
14485 /* ------------------------------------------------------------------------- */
14487 static int *loop_sound_frame = NULL;
14488 static int *loop_sound_volume = NULL;
14490 void InitPlayLevelSound(void)
14492 int num_sounds = getSoundListSize();
14494 checked_free(loop_sound_frame);
14495 checked_free(loop_sound_volume);
14497 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14498 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14501 static void PlayLevelSound(int x, int y, int nr)
14503 int sx = SCREENX(x), sy = SCREENY(y);
14504 int volume, stereo_position;
14505 int max_distance = 8;
14506 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14508 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14509 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14512 if (!IN_LEV_FIELD(x, y) ||
14513 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14514 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14517 volume = SOUND_MAX_VOLUME;
14519 if (!IN_SCR_FIELD(sx, sy))
14521 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14522 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14524 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14527 stereo_position = (SOUND_MAX_LEFT +
14528 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14529 (SCR_FIELDX + 2 * max_distance));
14531 if (IS_LOOP_SOUND(nr))
14533 /* This assures that quieter loop sounds do not overwrite louder ones,
14534 while restarting sound volume comparison with each new game frame. */
14536 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14539 loop_sound_volume[nr] = volume;
14540 loop_sound_frame[nr] = FrameCounter;
14543 PlaySoundExt(nr, volume, stereo_position, type);
14546 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14548 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14549 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14550 y < LEVELY(BY1) ? LEVELY(BY1) :
14551 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14555 static void PlayLevelSoundAction(int x, int y, int action)
14557 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14560 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14562 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14564 if (sound_effect != SND_UNDEFINED)
14565 PlayLevelSound(x, y, sound_effect);
14568 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14571 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14573 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14574 PlayLevelSound(x, y, sound_effect);
14577 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14579 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14581 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14582 PlayLevelSound(x, y, sound_effect);
14585 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14587 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14589 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14590 StopSound(sound_effect);
14593 static int getLevelMusicNr(void)
14595 if (levelset.music[level_nr] != MUS_UNDEFINED)
14596 return levelset.music[level_nr]; /* from config file */
14598 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14601 static void FadeLevelSounds(void)
14606 static void FadeLevelMusic(void)
14608 int music_nr = getLevelMusicNr();
14609 char *curr_music = getCurrentlyPlayingMusicFilename();
14610 char *next_music = getMusicInfoEntryFilename(music_nr);
14612 if (!strEqual(curr_music, next_music))
14616 void FadeLevelSoundsAndMusic(void)
14622 static void PlayLevelMusic(void)
14624 int music_nr = getLevelMusicNr();
14625 char *curr_music = getCurrentlyPlayingMusicFilename();
14626 char *next_music = getMusicInfoEntryFilename(music_nr);
14628 if (!strEqual(curr_music, next_music))
14629 PlayMusicLoop(music_nr);
14632 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14634 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14635 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14636 int x = xx - 1 - offset;
14637 int y = yy - 1 - offset;
14642 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14646 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14650 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14654 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14658 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14662 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14666 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14669 case SAMPLE_android_clone:
14670 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14673 case SAMPLE_android_move:
14674 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14677 case SAMPLE_spring:
14678 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14682 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14686 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14689 case SAMPLE_eater_eat:
14690 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14694 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14697 case SAMPLE_collect:
14698 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14701 case SAMPLE_diamond:
14702 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14705 case SAMPLE_squash:
14706 /* !!! CHECK THIS !!! */
14708 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14710 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14714 case SAMPLE_wonderfall:
14715 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14719 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14723 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14727 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14735 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14739 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14742 case SAMPLE_wonder:
14743 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14747 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14750 case SAMPLE_exit_open:
14751 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14754 case SAMPLE_exit_leave:
14755 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14758 case SAMPLE_dynamite:
14759 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14763 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14767 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14771 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14775 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14779 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14783 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14787 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14792 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14794 int element = map_element_SP_to_RND(element_sp);
14795 int action = map_action_SP_to_RND(action_sp);
14796 int offset = (setup.sp_show_border_elements ? 0 : 1);
14797 int x = xx - offset;
14798 int y = yy - offset;
14800 PlayLevelSoundElementAction(x, y, element, action);
14803 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14805 int element = map_element_MM_to_RND(element_mm);
14806 int action = map_action_MM_to_RND(action_mm);
14808 int x = xx - offset;
14809 int y = yy - offset;
14811 if (!IS_MM_ELEMENT(element))
14812 element = EL_MM_DEFAULT;
14814 PlayLevelSoundElementAction(x, y, element, action);
14817 void PlaySound_MM(int sound_mm)
14819 int sound = map_sound_MM_to_RND(sound_mm);
14821 if (sound == SND_UNDEFINED)
14827 void PlaySoundLoop_MM(int sound_mm)
14829 int sound = map_sound_MM_to_RND(sound_mm);
14831 if (sound == SND_UNDEFINED)
14834 PlaySoundLoop(sound);
14837 void StopSound_MM(int sound_mm)
14839 int sound = map_sound_MM_to_RND(sound_mm);
14841 if (sound == SND_UNDEFINED)
14847 void RaiseScore(int value)
14849 local_player->score += value;
14851 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14853 DisplayGameControlValues();
14856 void RaiseScoreElement(int element)
14861 case EL_BD_DIAMOND:
14862 case EL_EMERALD_YELLOW:
14863 case EL_EMERALD_RED:
14864 case EL_EMERALD_PURPLE:
14865 case EL_SP_INFOTRON:
14866 RaiseScore(level.score[SC_EMERALD]);
14869 RaiseScore(level.score[SC_DIAMOND]);
14872 RaiseScore(level.score[SC_CRYSTAL]);
14875 RaiseScore(level.score[SC_PEARL]);
14878 case EL_BD_BUTTERFLY:
14879 case EL_SP_ELECTRON:
14880 RaiseScore(level.score[SC_BUG]);
14883 case EL_BD_FIREFLY:
14884 case EL_SP_SNIKSNAK:
14885 RaiseScore(level.score[SC_SPACESHIP]);
14888 case EL_DARK_YAMYAM:
14889 RaiseScore(level.score[SC_YAMYAM]);
14892 RaiseScore(level.score[SC_ROBOT]);
14895 RaiseScore(level.score[SC_PACMAN]);
14898 RaiseScore(level.score[SC_NUT]);
14901 case EL_EM_DYNAMITE:
14902 case EL_SP_DISK_RED:
14903 case EL_DYNABOMB_INCREASE_NUMBER:
14904 case EL_DYNABOMB_INCREASE_SIZE:
14905 case EL_DYNABOMB_INCREASE_POWER:
14906 RaiseScore(level.score[SC_DYNAMITE]);
14908 case EL_SHIELD_NORMAL:
14909 case EL_SHIELD_DEADLY:
14910 RaiseScore(level.score[SC_SHIELD]);
14912 case EL_EXTRA_TIME:
14913 RaiseScore(level.extra_time_score);
14927 case EL_DC_KEY_WHITE:
14928 RaiseScore(level.score[SC_KEY]);
14931 RaiseScore(element_info[element].collect_score);
14936 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14938 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14940 /* closing door required in case of envelope style request dialogs */
14942 CloseDoor(DOOR_CLOSE_1);
14944 if (network.enabled)
14945 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14949 FadeSkipNextFadeIn();
14951 SetGameStatus(GAME_MODE_MAIN);
14956 else /* continue playing the game */
14958 if (tape.playing && tape.deactivate_display)
14959 TapeDeactivateDisplayOff(TRUE);
14961 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14963 if (tape.playing && tape.deactivate_display)
14964 TapeDeactivateDisplayOn();
14968 void RequestQuitGame(boolean ask_if_really_quit)
14970 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14971 boolean skip_request = AllPlayersGone || quick_quit;
14973 RequestQuitGameExt(skip_request, quick_quit,
14974 "Do you really want to quit the game?");
14977 void RequestRestartGame(char *message)
14979 game.restart_game_message = NULL;
14981 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14983 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14987 SetGameStatus(GAME_MODE_MAIN);
14994 /* ------------------------------------------------------------------------- */
14995 /* random generator functions */
14996 /* ------------------------------------------------------------------------- */
14998 unsigned int InitEngineRandom_RND(int seed)
15000 game.num_random_calls = 0;
15002 return InitEngineRandom(seed);
15005 unsigned int RND(int max)
15009 game.num_random_calls++;
15011 return GetEngineRandom(max);
15018 /* ------------------------------------------------------------------------- */
15019 /* game engine snapshot handling functions */
15020 /* ------------------------------------------------------------------------- */
15022 struct EngineSnapshotInfo
15024 /* runtime values for custom element collect score */
15025 int collect_score[NUM_CUSTOM_ELEMENTS];
15027 /* runtime values for group element choice position */
15028 int choice_pos[NUM_GROUP_ELEMENTS];
15030 /* runtime values for belt position animations */
15031 int belt_graphic[4][NUM_BELT_PARTS];
15032 int belt_anim_mode[4][NUM_BELT_PARTS];
15035 static struct EngineSnapshotInfo engine_snapshot_rnd;
15036 static char *snapshot_level_identifier = NULL;
15037 static int snapshot_level_nr = -1;
15039 static void SaveEngineSnapshotValues_RND(void)
15041 static int belt_base_active_element[4] =
15043 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15044 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15045 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15046 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15050 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15052 int element = EL_CUSTOM_START + i;
15054 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15057 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15059 int element = EL_GROUP_START + i;
15061 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15064 for (i = 0; i < 4; i++)
15066 for (j = 0; j < NUM_BELT_PARTS; j++)
15068 int element = belt_base_active_element[i] + j;
15069 int graphic = el2img(element);
15070 int anim_mode = graphic_info[graphic].anim_mode;
15072 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15073 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15078 static void LoadEngineSnapshotValues_RND(void)
15080 unsigned int num_random_calls = game.num_random_calls;
15083 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15085 int element = EL_CUSTOM_START + i;
15087 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15090 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15092 int element = EL_GROUP_START + i;
15094 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15097 for (i = 0; i < 4; i++)
15099 for (j = 0; j < NUM_BELT_PARTS; j++)
15101 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15102 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15104 graphic_info[graphic].anim_mode = anim_mode;
15108 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15110 InitRND(tape.random_seed);
15111 for (i = 0; i < num_random_calls; i++)
15115 if (game.num_random_calls != num_random_calls)
15117 Error(ERR_INFO, "number of random calls out of sync");
15118 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15119 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15120 Error(ERR_EXIT, "this should not happen -- please debug");
15124 void FreeEngineSnapshotSingle(void)
15126 FreeSnapshotSingle();
15128 setString(&snapshot_level_identifier, NULL);
15129 snapshot_level_nr = -1;
15132 void FreeEngineSnapshotList(void)
15134 FreeSnapshotList();
15137 static ListNode *SaveEngineSnapshotBuffers(void)
15139 ListNode *buffers = NULL;
15141 /* copy some special values to a structure better suited for the snapshot */
15143 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15144 SaveEngineSnapshotValues_RND();
15145 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15146 SaveEngineSnapshotValues_EM();
15147 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15148 SaveEngineSnapshotValues_SP(&buffers);
15149 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15150 SaveEngineSnapshotValues_MM(&buffers);
15152 /* save values stored in special snapshot structure */
15154 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15156 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15158 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15160 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15163 /* save further RND engine values */
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15197 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15200 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15202 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15203 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15204 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15205 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15206 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15207 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15208 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15210 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15211 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15213 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15214 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15215 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15217 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15218 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15220 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15221 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15222 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15223 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15224 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15226 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15227 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15230 ListNode *node = engine_snapshot_list_rnd;
15233 while (node != NULL)
15235 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15240 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15246 void SaveEngineSnapshotSingle(void)
15248 ListNode *buffers = SaveEngineSnapshotBuffers();
15250 /* finally save all snapshot buffers to single snapshot */
15251 SaveSnapshotSingle(buffers);
15253 /* save level identification information */
15254 setString(&snapshot_level_identifier, leveldir_current->identifier);
15255 snapshot_level_nr = level_nr;
15258 boolean CheckSaveEngineSnapshotToList(void)
15260 boolean save_snapshot =
15261 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15262 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15263 game.snapshot.changed_action) ||
15264 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15265 game.snapshot.collected_item));
15267 game.snapshot.changed_action = FALSE;
15268 game.snapshot.collected_item = FALSE;
15269 game.snapshot.save_snapshot = save_snapshot;
15271 return save_snapshot;
15274 void SaveEngineSnapshotToList(void)
15276 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15280 ListNode *buffers = SaveEngineSnapshotBuffers();
15282 /* finally save all snapshot buffers to snapshot list */
15283 SaveSnapshotToList(buffers);
15286 void SaveEngineSnapshotToListInitial(void)
15288 FreeEngineSnapshotList();
15290 SaveEngineSnapshotToList();
15293 static void LoadEngineSnapshotValues(void)
15295 /* restore special values from snapshot structure */
15297 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15298 LoadEngineSnapshotValues_RND();
15299 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15300 LoadEngineSnapshotValues_EM();
15301 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15302 LoadEngineSnapshotValues_SP();
15303 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15304 LoadEngineSnapshotValues_MM();
15307 void LoadEngineSnapshotSingle(void)
15309 LoadSnapshotSingle();
15311 LoadEngineSnapshotValues();
15314 static void LoadEngineSnapshot_Undo(int steps)
15316 LoadSnapshotFromList_Older(steps);
15318 LoadEngineSnapshotValues();
15321 static void LoadEngineSnapshot_Redo(int steps)
15323 LoadSnapshotFromList_Newer(steps);
15325 LoadEngineSnapshotValues();
15328 boolean CheckEngineSnapshotSingle(void)
15330 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15331 snapshot_level_nr == level_nr);
15334 boolean CheckEngineSnapshotList(void)
15336 return CheckSnapshotList();
15340 /* ---------- new game button stuff ---------------------------------------- */
15347 boolean *setup_value;
15348 boolean allowed_on_tape;
15350 } gamebutton_info[NUM_GAME_BUTTONS] =
15353 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15354 GAME_CTRL_ID_STOP, NULL,
15358 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15359 GAME_CTRL_ID_PAUSE, NULL,
15363 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15364 GAME_CTRL_ID_PLAY, NULL,
15368 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15369 GAME_CTRL_ID_UNDO, NULL,
15373 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15374 GAME_CTRL_ID_REDO, NULL,
15378 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15379 GAME_CTRL_ID_SAVE, NULL,
15383 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15384 GAME_CTRL_ID_PAUSE2, NULL,
15388 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15389 GAME_CTRL_ID_LOAD, NULL,
15393 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15394 GAME_CTRL_ID_PANEL_STOP, NULL,
15398 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15399 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15400 FALSE, "pause game"
15403 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15404 GAME_CTRL_ID_PANEL_PLAY, NULL,
15408 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15409 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15410 TRUE, "background music on/off"
15413 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15414 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15415 TRUE, "sound loops on/off"
15418 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15419 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15420 TRUE, "normal sounds on/off"
15423 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15424 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15425 FALSE, "background music on/off"
15428 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15429 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15430 FALSE, "sound loops on/off"
15433 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15434 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15435 FALSE, "normal sounds on/off"
15439 void CreateGameButtons(void)
15443 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15445 int graphic = gamebutton_info[i].graphic;
15446 struct GraphicInfo *gfx = &graphic_info[graphic];
15447 struct XY *pos = gamebutton_info[i].pos;
15448 struct GadgetInfo *gi;
15451 unsigned int event_mask;
15452 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15453 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15454 int base_x = (on_tape ? VX : DX);
15455 int base_y = (on_tape ? VY : DY);
15456 int gd_x = gfx->src_x;
15457 int gd_y = gfx->src_y;
15458 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15459 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15460 int gd_xa = gfx->src_x + gfx->active_xoffset;
15461 int gd_ya = gfx->src_y + gfx->active_yoffset;
15462 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15463 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15466 if (gfx->bitmap == NULL)
15468 game_gadget[id] = NULL;
15473 if (id == GAME_CTRL_ID_STOP ||
15474 id == GAME_CTRL_ID_PANEL_STOP ||
15475 id == GAME_CTRL_ID_PLAY ||
15476 id == GAME_CTRL_ID_PANEL_PLAY ||
15477 id == GAME_CTRL_ID_SAVE ||
15478 id == GAME_CTRL_ID_LOAD)
15480 button_type = GD_TYPE_NORMAL_BUTTON;
15482 event_mask = GD_EVENT_RELEASED;
15484 else if (id == GAME_CTRL_ID_UNDO ||
15485 id == GAME_CTRL_ID_REDO)
15487 button_type = GD_TYPE_NORMAL_BUTTON;
15489 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15493 button_type = GD_TYPE_CHECK_BUTTON;
15494 checked = (gamebutton_info[i].setup_value != NULL ?
15495 *gamebutton_info[i].setup_value : FALSE);
15496 event_mask = GD_EVENT_PRESSED;
15499 gi = CreateGadget(GDI_CUSTOM_ID, id,
15500 GDI_IMAGE_ID, graphic,
15501 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15502 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15503 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15504 GDI_WIDTH, gfx->width,
15505 GDI_HEIGHT, gfx->height,
15506 GDI_TYPE, button_type,
15507 GDI_STATE, GD_BUTTON_UNPRESSED,
15508 GDI_CHECKED, checked,
15509 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15510 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15511 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15512 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15513 GDI_DIRECT_DRAW, FALSE,
15514 GDI_EVENT_MASK, event_mask,
15515 GDI_CALLBACK_ACTION, HandleGameButtons,
15519 Error(ERR_EXIT, "cannot create gadget");
15521 game_gadget[id] = gi;
15525 void FreeGameButtons(void)
15529 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15530 FreeGadget(game_gadget[i]);
15533 static void UnmapGameButtonsAtSamePosition(int id)
15537 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15539 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15540 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15541 UnmapGadget(game_gadget[i]);
15544 static void UnmapGameButtonsAtSamePosition_All(void)
15546 if (setup.show_snapshot_buttons)
15548 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15549 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15550 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15554 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15555 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15556 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15558 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15559 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15560 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15564 static void MapGameButtonsAtSamePosition(int id)
15568 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15570 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15571 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15572 MapGadget(game_gadget[i]);
15574 UnmapGameButtonsAtSamePosition_All();
15577 void MapUndoRedoButtons(void)
15579 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15580 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15582 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15583 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15585 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15588 void UnmapUndoRedoButtons(void)
15590 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15591 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15593 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15594 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15596 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15599 static void MapGameButtonsExt(boolean on_tape)
15603 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15604 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15605 i != GAME_CTRL_ID_UNDO &&
15606 i != GAME_CTRL_ID_REDO)
15607 MapGadget(game_gadget[i]);
15609 UnmapGameButtonsAtSamePosition_All();
15611 RedrawGameButtons();
15614 static void UnmapGameButtonsExt(boolean on_tape)
15618 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15619 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15620 UnmapGadget(game_gadget[i]);
15623 static void RedrawGameButtonsExt(boolean on_tape)
15627 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15628 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15629 RedrawGadget(game_gadget[i]);
15631 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15632 redraw_mask &= ~REDRAW_ALL;
15635 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15640 gi->checked = state;
15643 static void RedrawSoundButtonGadget(int id)
15645 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15646 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15647 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15648 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15649 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15650 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15653 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15654 RedrawGadget(game_gadget[id2]);
15657 void MapGameButtons(void)
15659 MapGameButtonsExt(FALSE);
15662 void UnmapGameButtons(void)
15664 UnmapGameButtonsExt(FALSE);
15667 void RedrawGameButtons(void)
15669 RedrawGameButtonsExt(FALSE);
15672 void MapGameButtonsOnTape(void)
15674 MapGameButtonsExt(TRUE);
15677 void UnmapGameButtonsOnTape(void)
15679 UnmapGameButtonsExt(TRUE);
15682 void RedrawGameButtonsOnTape(void)
15684 RedrawGameButtonsExt(TRUE);
15687 static void GameUndoRedoExt(void)
15689 ClearPlayerAction();
15691 tape.pausing = TRUE;
15694 UpdateAndDisplayGameControlValues();
15696 DrawCompleteVideoDisplay();
15697 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15698 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15699 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15704 static void GameUndo(int steps)
15706 if (!CheckEngineSnapshotList())
15709 LoadEngineSnapshot_Undo(steps);
15714 static void GameRedo(int steps)
15716 if (!CheckEngineSnapshotList())
15719 LoadEngineSnapshot_Redo(steps);
15724 static void HandleGameButtonsExt(int id, int button)
15726 static boolean game_undo_executed = FALSE;
15727 int steps = BUTTON_STEPSIZE(button);
15728 boolean handle_game_buttons =
15729 (game_status == GAME_MODE_PLAYING ||
15730 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15732 if (!handle_game_buttons)
15737 case GAME_CTRL_ID_STOP:
15738 case GAME_CTRL_ID_PANEL_STOP:
15739 if (game_status == GAME_MODE_MAIN)
15745 RequestQuitGame(TRUE);
15749 case GAME_CTRL_ID_PAUSE:
15750 case GAME_CTRL_ID_PAUSE2:
15751 case GAME_CTRL_ID_PANEL_PAUSE:
15752 if (network.enabled && game_status == GAME_MODE_PLAYING)
15755 SendToServer_ContinuePlaying();
15757 SendToServer_PausePlaying();
15760 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15762 game_undo_executed = FALSE;
15766 case GAME_CTRL_ID_PLAY:
15767 case GAME_CTRL_ID_PANEL_PLAY:
15768 if (game_status == GAME_MODE_MAIN)
15770 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15772 else if (tape.pausing)
15774 if (network.enabled)
15775 SendToServer_ContinuePlaying();
15777 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15781 case GAME_CTRL_ID_UNDO:
15782 // Important: When using "save snapshot when collecting an item" mode,
15783 // load last (current) snapshot for first "undo" after pressing "pause"
15784 // (else the last-but-one snapshot would be loaded, because the snapshot
15785 // pointer already points to the last snapshot when pressing "pause",
15786 // which is fine for "every step/move" mode, but not for "every collect")
15787 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15788 !game_undo_executed)
15791 game_undo_executed = TRUE;
15796 case GAME_CTRL_ID_REDO:
15800 case GAME_CTRL_ID_SAVE:
15804 case GAME_CTRL_ID_LOAD:
15808 case SOUND_CTRL_ID_MUSIC:
15809 case SOUND_CTRL_ID_PANEL_MUSIC:
15810 if (setup.sound_music)
15812 setup.sound_music = FALSE;
15816 else if (audio.music_available)
15818 setup.sound = setup.sound_music = TRUE;
15820 SetAudioMode(setup.sound);
15822 if (game_status == GAME_MODE_PLAYING)
15826 RedrawSoundButtonGadget(id);
15830 case SOUND_CTRL_ID_LOOPS:
15831 case SOUND_CTRL_ID_PANEL_LOOPS:
15832 if (setup.sound_loops)
15833 setup.sound_loops = FALSE;
15834 else if (audio.loops_available)
15836 setup.sound = setup.sound_loops = TRUE;
15838 SetAudioMode(setup.sound);
15841 RedrawSoundButtonGadget(id);
15845 case SOUND_CTRL_ID_SIMPLE:
15846 case SOUND_CTRL_ID_PANEL_SIMPLE:
15847 if (setup.sound_simple)
15848 setup.sound_simple = FALSE;
15849 else if (audio.sound_available)
15851 setup.sound = setup.sound_simple = TRUE;
15853 SetAudioMode(setup.sound);
15856 RedrawSoundButtonGadget(id);
15865 static void HandleGameButtons(struct GadgetInfo *gi)
15867 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15870 void HandleSoundButtonKeys(Key key)
15872 if (key == setup.shortcut.sound_simple)
15873 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15874 else if (key == setup.shortcut.sound_loops)
15875 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15876 else if (key == setup.shortcut.sound_music)
15877 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);