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--;
4672 local_player->LevelSolved_GameEnd = TRUE;
4674 if (local_player->LevelSolved_SaveTape)
4676 /* make sure that request dialog to save tape does not open door again */
4677 if (!global.use_envelope_request)
4678 CloseDoor(DOOR_CLOSE_1);
4680 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4683 /* if no tape is to be saved, close both doors simultaneously */
4684 CloseDoor(DOOR_CLOSE_ALL);
4686 if (level_editor_test_game)
4688 SetGameStatus(GAME_MODE_MAIN);
4695 if (!local_player->LevelSolved_SaveScore)
4697 SetGameStatus(GAME_MODE_MAIN);
4704 if (level_nr == leveldir_current->handicap_level)
4706 leveldir_current->handicap_level++;
4708 SaveLevelSetup_SeriesInfo();
4711 if (setup.increment_levels &&
4712 level_nr < leveldir_current->last_level &&
4715 level_nr++; /* advance to next level */
4716 TapeErase(); /* start with empty tape */
4718 if (setup.auto_play_next_level)
4720 LoadLevel(level_nr);
4722 SaveLevelSetup_SeriesInfo();
4726 /* used instead of last "level_nr" (for network games) */
4727 hi_pos = NewHiScore(levelset.level_nr);
4729 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4731 SetGameStatus(GAME_MODE_SCORES);
4733 DrawHallOfFame(levelset.level_nr, hi_pos);
4735 else if (setup.auto_play_next_level && setup.increment_levels &&
4738 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4742 SetGameStatus(GAME_MODE_MAIN);
4748 int NewHiScore(int level_nr)
4752 boolean one_score_entry_per_name = !program.many_scores_per_name;
4754 LoadScore(level_nr);
4756 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4757 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4760 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4762 if (local_player->score_final > highscore[k].Score)
4764 /* player has made it to the hall of fame */
4766 if (k < MAX_SCORE_ENTRIES - 1)
4768 int m = MAX_SCORE_ENTRIES - 1;
4770 if (one_score_entry_per_name)
4772 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4773 if (strEqual(setup.player_name, highscore[l].Name))
4776 if (m == k) /* player's new highscore overwrites his old one */
4780 for (l = m; l > k; l--)
4782 strcpy(highscore[l].Name, highscore[l - 1].Name);
4783 highscore[l].Score = highscore[l - 1].Score;
4789 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4790 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4791 highscore[k].Score = local_player->score_final;
4796 else if (one_score_entry_per_name &&
4797 !strncmp(setup.player_name, highscore[k].Name,
4798 MAX_PLAYER_NAME_LEN))
4799 break; /* player already there with a higher score */
4803 SaveScore(level_nr);
4808 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4810 int element = Feld[x][y];
4811 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4812 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4813 int horiz_move = (dx != 0);
4814 int sign = (horiz_move ? dx : dy);
4815 int step = sign * element_info[element].move_stepsize;
4817 /* special values for move stepsize for spring and things on conveyor belt */
4820 if (CAN_FALL(element) &&
4821 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4822 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4823 else if (element == EL_SPRING)
4824 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4830 inline static int getElementMoveStepsize(int x, int y)
4832 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4835 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4837 if (player->GfxAction != action || player->GfxDir != dir)
4839 player->GfxAction = action;
4840 player->GfxDir = dir;
4842 player->StepFrame = 0;
4846 static void ResetGfxFrame(int x, int y)
4848 // profiling showed that "autotest" spends 10~20% of its time in this function
4849 if (DrawingDeactivatedField())
4852 int element = Feld[x][y];
4853 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4855 if (graphic_info[graphic].anim_global_sync)
4856 GfxFrame[x][y] = FrameCounter;
4857 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4858 GfxFrame[x][y] = CustomValue[x][y];
4859 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4860 GfxFrame[x][y] = element_info[element].collect_score;
4861 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4862 GfxFrame[x][y] = ChangeDelay[x][y];
4865 static void ResetGfxAnimation(int x, int y)
4867 GfxAction[x][y] = ACTION_DEFAULT;
4868 GfxDir[x][y] = MovDir[x][y];
4871 ResetGfxFrame(x, y);
4874 static void ResetRandomAnimationValue(int x, int y)
4876 GfxRandom[x][y] = INIT_GFX_RANDOM();
4879 static void InitMovingField(int x, int y, int direction)
4881 int element = Feld[x][y];
4882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4886 boolean is_moving_before, is_moving_after;
4888 /* check if element was/is moving or being moved before/after mode change */
4889 is_moving_before = (WasJustMoving[x][y] != 0);
4890 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4892 /* reset animation only for moving elements which change direction of moving
4893 or which just started or stopped moving
4894 (else CEs with property "can move" / "not moving" are reset each frame) */
4895 if (is_moving_before != is_moving_after ||
4896 direction != MovDir[x][y])
4897 ResetGfxAnimation(x, y);
4899 MovDir[x][y] = direction;
4900 GfxDir[x][y] = direction;
4902 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4903 direction == MV_DOWN && CAN_FALL(element) ?
4904 ACTION_FALLING : ACTION_MOVING);
4906 /* this is needed for CEs with property "can move" / "not moving" */
4908 if (is_moving_after)
4910 if (Feld[newx][newy] == EL_EMPTY)
4911 Feld[newx][newy] = EL_BLOCKED;
4913 MovDir[newx][newy] = MovDir[x][y];
4915 CustomValue[newx][newy] = CustomValue[x][y];
4917 GfxFrame[newx][newy] = GfxFrame[x][y];
4918 GfxRandom[newx][newy] = GfxRandom[x][y];
4919 GfxAction[newx][newy] = GfxAction[x][y];
4920 GfxDir[newx][newy] = GfxDir[x][y];
4924 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4926 int direction = MovDir[x][y];
4927 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4928 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4934 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4936 int oldx = x, oldy = y;
4937 int direction = MovDir[x][y];
4939 if (direction == MV_LEFT)
4941 else if (direction == MV_RIGHT)
4943 else if (direction == MV_UP)
4945 else if (direction == MV_DOWN)
4948 *comes_from_x = oldx;
4949 *comes_from_y = oldy;
4952 static int MovingOrBlocked2Element(int x, int y)
4954 int element = Feld[x][y];
4956 if (element == EL_BLOCKED)
4960 Blocked2Moving(x, y, &oldx, &oldy);
4961 return Feld[oldx][oldy];
4967 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4969 /* like MovingOrBlocked2Element(), but if element is moving
4970 and (x,y) is the field the moving element is just leaving,
4971 return EL_BLOCKED instead of the element value */
4972 int element = Feld[x][y];
4974 if (IS_MOVING(x, y))
4976 if (element == EL_BLOCKED)
4980 Blocked2Moving(x, y, &oldx, &oldy);
4981 return Feld[oldx][oldy];
4990 static void RemoveField(int x, int y)
4992 Feld[x][y] = EL_EMPTY;
4998 CustomValue[x][y] = 0;
5001 ChangeDelay[x][y] = 0;
5002 ChangePage[x][y] = -1;
5003 Pushed[x][y] = FALSE;
5005 GfxElement[x][y] = EL_UNDEFINED;
5006 GfxAction[x][y] = ACTION_DEFAULT;
5007 GfxDir[x][y] = MV_NONE;
5010 static void RemoveMovingField(int x, int y)
5012 int oldx = x, oldy = y, newx = x, newy = y;
5013 int element = Feld[x][y];
5014 int next_element = EL_UNDEFINED;
5016 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5019 if (IS_MOVING(x, y))
5021 Moving2Blocked(x, y, &newx, &newy);
5023 if (Feld[newx][newy] != EL_BLOCKED)
5025 /* element is moving, but target field is not free (blocked), but
5026 already occupied by something different (example: acid pool);
5027 in this case, only remove the moving field, but not the target */
5029 RemoveField(oldx, oldy);
5031 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5033 TEST_DrawLevelField(oldx, oldy);
5038 else if (element == EL_BLOCKED)
5040 Blocked2Moving(x, y, &oldx, &oldy);
5041 if (!IS_MOVING(oldx, oldy))
5045 if (element == EL_BLOCKED &&
5046 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5047 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5048 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5049 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5050 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5051 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5052 next_element = get_next_element(Feld[oldx][oldy]);
5054 RemoveField(oldx, oldy);
5055 RemoveField(newx, newy);
5057 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5059 if (next_element != EL_UNDEFINED)
5060 Feld[oldx][oldy] = next_element;
5062 TEST_DrawLevelField(oldx, oldy);
5063 TEST_DrawLevelField(newx, newy);
5066 void DrawDynamite(int x, int y)
5068 int sx = SCREENX(x), sy = SCREENY(y);
5069 int graphic = el2img(Feld[x][y]);
5072 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5075 if (IS_WALKABLE_INSIDE(Back[x][y]))
5079 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5080 else if (Store[x][y])
5081 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5083 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5085 if (Back[x][y] || Store[x][y])
5086 DrawGraphicThruMask(sx, sy, graphic, frame);
5088 DrawGraphic(sx, sy, graphic, frame);
5091 static void CheckDynamite(int x, int y)
5093 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5097 if (MovDelay[x][y] != 0)
5100 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5106 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5111 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5113 boolean num_checked_players = 0;
5116 for (i = 0; i < MAX_PLAYERS; i++)
5118 if (stored_player[i].active)
5120 int sx = stored_player[i].jx;
5121 int sy = stored_player[i].jy;
5123 if (num_checked_players == 0)
5130 *sx1 = MIN(*sx1, sx);
5131 *sy1 = MIN(*sy1, sy);
5132 *sx2 = MAX(*sx2, sx);
5133 *sy2 = MAX(*sy2, sy);
5136 num_checked_players++;
5141 static boolean checkIfAllPlayersFitToScreen_RND(void)
5143 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5145 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5147 return (sx2 - sx1 < SCR_FIELDX &&
5148 sy2 - sy1 < SCR_FIELDY);
5151 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5153 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5155 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5157 *sx = (sx1 + sx2) / 2;
5158 *sy = (sy1 + sy2) / 2;
5161 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5162 boolean center_screen, boolean quick_relocation)
5164 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5165 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5166 boolean no_delay = (tape.warp_forward);
5167 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5168 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5169 int new_scroll_x, new_scroll_y;
5171 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5173 /* case 1: quick relocation inside visible screen (without scrolling) */
5180 if (!level.shifted_relocation || center_screen)
5182 /* relocation _with_ centering of screen */
5184 new_scroll_x = SCROLL_POSITION_X(x);
5185 new_scroll_y = SCROLL_POSITION_Y(y);
5189 /* relocation _without_ centering of screen */
5191 int center_scroll_x = SCROLL_POSITION_X(old_x);
5192 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5193 int offset_x = x + (scroll_x - center_scroll_x);
5194 int offset_y = y + (scroll_y - center_scroll_y);
5196 /* for new screen position, apply previous offset to center position */
5197 new_scroll_x = SCROLL_POSITION_X(offset_x);
5198 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5201 if (quick_relocation)
5203 /* case 2: quick relocation (redraw without visible scrolling) */
5205 scroll_x = new_scroll_x;
5206 scroll_y = new_scroll_y;
5213 /* case 3: visible relocation (with scrolling to new position) */
5215 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5217 SetVideoFrameDelay(wait_delay_value);
5219 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5222 int fx = FX, fy = FY;
5224 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5225 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5227 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5233 fx += dx * TILEX / 2;
5234 fy += dy * TILEY / 2;
5236 ScrollLevel(dx, dy);
5239 /* scroll in two steps of half tile size to make things smoother */
5240 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5242 /* scroll second step to align at full tile size */
5243 BlitScreenToBitmap(window);
5249 SetVideoFrameDelay(frame_delay_value_old);
5252 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5254 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5255 int player_nr = GET_PLAYER_NR(el_player);
5256 struct PlayerInfo *player = &stored_player[player_nr];
5257 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5258 boolean no_delay = (tape.warp_forward);
5259 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5260 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5261 int old_jx = player->jx;
5262 int old_jy = player->jy;
5263 int old_element = Feld[old_jx][old_jy];
5264 int element = Feld[jx][jy];
5265 boolean player_relocated = (old_jx != jx || old_jy != jy);
5267 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5268 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5269 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5270 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5271 int leave_side_horiz = move_dir_horiz;
5272 int leave_side_vert = move_dir_vert;
5273 int enter_side = enter_side_horiz | enter_side_vert;
5274 int leave_side = leave_side_horiz | leave_side_vert;
5276 if (player->GameOver) /* do not reanimate dead player */
5279 if (!player_relocated) /* no need to relocate the player */
5282 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5284 RemoveField(jx, jy); /* temporarily remove newly placed player */
5285 DrawLevelField(jx, jy);
5288 if (player->present)
5290 while (player->MovPos)
5292 ScrollPlayer(player, SCROLL_GO_ON);
5293 ScrollScreen(NULL, SCROLL_GO_ON);
5295 AdvanceFrameAndPlayerCounters(player->index_nr);
5299 BackToFront_WithFrameDelay(wait_delay_value);
5302 DrawPlayer(player); /* needed here only to cleanup last field */
5303 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5305 player->is_moving = FALSE;
5308 if (IS_CUSTOM_ELEMENT(old_element))
5309 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5311 player->index_bit, leave_side);
5313 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5315 player->index_bit, leave_side);
5317 Feld[jx][jy] = el_player;
5318 InitPlayerField(jx, jy, el_player, TRUE);
5320 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5321 possible that the relocation target field did not contain a player element,
5322 but a walkable element, to which the new player was relocated -- in this
5323 case, restore that (already initialized!) element on the player field */
5324 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5326 Feld[jx][jy] = element; /* restore previously existing element */
5329 /* only visually relocate centered player */
5330 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5331 FALSE, level.instant_relocation);
5333 TestIfPlayerTouchesBadThing(jx, jy);
5334 TestIfPlayerTouchesCustomElement(jx, jy);
5336 if (IS_CUSTOM_ELEMENT(element))
5337 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5338 player->index_bit, enter_side);
5340 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5341 player->index_bit, enter_side);
5343 if (player->is_switching)
5345 /* ensure that relocation while still switching an element does not cause
5346 a new element to be treated as also switched directly after relocation
5347 (this is important for teleporter switches that teleport the player to
5348 a place where another teleporter switch is in the same direction, which
5349 would then incorrectly be treated as immediately switched before the
5350 direction key that caused the switch was released) */
5352 player->switch_x += jx - old_jx;
5353 player->switch_y += jy - old_jy;
5357 static void Explode(int ex, int ey, int phase, int mode)
5363 /* !!! eliminate this variable !!! */
5364 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5366 if (game.explosions_delayed)
5368 ExplodeField[ex][ey] = mode;
5372 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5374 int center_element = Feld[ex][ey];
5375 int artwork_element, explosion_element; /* set these values later */
5377 /* remove things displayed in background while burning dynamite */
5378 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5381 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5383 /* put moving element to center field (and let it explode there) */
5384 center_element = MovingOrBlocked2Element(ex, ey);
5385 RemoveMovingField(ex, ey);
5386 Feld[ex][ey] = center_element;
5389 /* now "center_element" is finally determined -- set related values now */
5390 artwork_element = center_element; /* for custom player artwork */
5391 explosion_element = center_element; /* for custom player artwork */
5393 if (IS_PLAYER(ex, ey))
5395 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5397 artwork_element = stored_player[player_nr].artwork_element;
5399 if (level.use_explosion_element[player_nr])
5401 explosion_element = level.explosion_element[player_nr];
5402 artwork_element = explosion_element;
5406 if (mode == EX_TYPE_NORMAL ||
5407 mode == EX_TYPE_CENTER ||
5408 mode == EX_TYPE_CROSS)
5409 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5411 last_phase = element_info[explosion_element].explosion_delay + 1;
5413 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5415 int xx = x - ex + 1;
5416 int yy = y - ey + 1;
5419 if (!IN_LEV_FIELD(x, y) ||
5420 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5421 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5424 element = Feld[x][y];
5426 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5428 element = MovingOrBlocked2Element(x, y);
5430 if (!IS_EXPLOSION_PROOF(element))
5431 RemoveMovingField(x, y);
5434 /* indestructible elements can only explode in center (but not flames) */
5435 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5436 mode == EX_TYPE_BORDER)) ||
5437 element == EL_FLAMES)
5440 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5441 behaviour, for example when touching a yamyam that explodes to rocks
5442 with active deadly shield, a rock is created under the player !!! */
5443 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5445 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5446 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5447 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5449 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5452 if (IS_ACTIVE_BOMB(element))
5454 /* re-activate things under the bomb like gate or penguin */
5455 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5462 /* save walkable background elements while explosion on same tile */
5463 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5464 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5465 Back[x][y] = element;
5467 /* ignite explodable elements reached by other explosion */
5468 if (element == EL_EXPLOSION)
5469 element = Store2[x][y];
5471 if (AmoebaNr[x][y] &&
5472 (element == EL_AMOEBA_FULL ||
5473 element == EL_BD_AMOEBA ||
5474 element == EL_AMOEBA_GROWING))
5476 AmoebaCnt[AmoebaNr[x][y]]--;
5477 AmoebaCnt2[AmoebaNr[x][y]]--;
5482 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5484 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5486 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5488 if (PLAYERINFO(ex, ey)->use_murphy)
5489 Store[x][y] = EL_EMPTY;
5492 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5493 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5494 else if (ELEM_IS_PLAYER(center_element))
5495 Store[x][y] = EL_EMPTY;
5496 else if (center_element == EL_YAMYAM)
5497 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5498 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5499 Store[x][y] = element_info[center_element].content.e[xx][yy];
5501 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5502 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5503 otherwise) -- FIX THIS !!! */
5504 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5505 Store[x][y] = element_info[element].content.e[1][1];
5507 else if (!CAN_EXPLODE(element))
5508 Store[x][y] = element_info[element].content.e[1][1];
5511 Store[x][y] = EL_EMPTY;
5513 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5514 center_element == EL_AMOEBA_TO_DIAMOND)
5515 Store2[x][y] = element;
5517 Feld[x][y] = EL_EXPLOSION;
5518 GfxElement[x][y] = artwork_element;
5520 ExplodePhase[x][y] = 1;
5521 ExplodeDelay[x][y] = last_phase;
5526 if (center_element == EL_YAMYAM)
5527 game.yamyam_content_nr =
5528 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5540 GfxFrame[x][y] = 0; /* restart explosion animation */
5542 last_phase = ExplodeDelay[x][y];
5544 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5546 /* this can happen if the player leaves an explosion just in time */
5547 if (GfxElement[x][y] == EL_UNDEFINED)
5548 GfxElement[x][y] = EL_EMPTY;
5550 border_element = Store2[x][y];
5551 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5552 border_element = StorePlayer[x][y];
5554 if (phase == element_info[border_element].ignition_delay ||
5555 phase == last_phase)
5557 boolean border_explosion = FALSE;
5559 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5560 !PLAYER_EXPLOSION_PROTECTED(x, y))
5562 KillPlayerUnlessExplosionProtected(x, y);
5563 border_explosion = TRUE;
5565 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5567 Feld[x][y] = Store2[x][y];
5570 border_explosion = TRUE;
5572 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5574 AmoebeUmwandeln(x, y);
5576 border_explosion = TRUE;
5579 /* if an element just explodes due to another explosion (chain-reaction),
5580 do not immediately end the new explosion when it was the last frame of
5581 the explosion (as it would be done in the following "if"-statement!) */
5582 if (border_explosion && phase == last_phase)
5586 if (phase == last_phase)
5590 element = Feld[x][y] = Store[x][y];
5591 Store[x][y] = Store2[x][y] = 0;
5592 GfxElement[x][y] = EL_UNDEFINED;
5594 /* player can escape from explosions and might therefore be still alive */
5595 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5596 element <= EL_PLAYER_IS_EXPLODING_4)
5598 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5599 int explosion_element = EL_PLAYER_1 + player_nr;
5600 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5601 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5603 if (level.use_explosion_element[player_nr])
5604 explosion_element = level.explosion_element[player_nr];
5606 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5607 element_info[explosion_element].content.e[xx][yy]);
5610 /* restore probably existing indestructible background element */
5611 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5612 element = Feld[x][y] = Back[x][y];
5615 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5616 GfxDir[x][y] = MV_NONE;
5617 ChangeDelay[x][y] = 0;
5618 ChangePage[x][y] = -1;
5620 CustomValue[x][y] = 0;
5622 InitField_WithBug2(x, y, FALSE);
5624 TEST_DrawLevelField(x, y);
5626 TestIfElementTouchesCustomElement(x, y);
5628 if (GFX_CRUMBLED(element))
5629 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5631 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5632 StorePlayer[x][y] = 0;
5634 if (ELEM_IS_PLAYER(element))
5635 RelocatePlayer(x, y, element);
5637 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5639 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5640 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5643 TEST_DrawLevelFieldCrumbled(x, y);
5645 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5647 DrawLevelElement(x, y, Back[x][y]);
5648 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5650 else if (IS_WALKABLE_UNDER(Back[x][y]))
5652 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5653 DrawLevelElementThruMask(x, y, Back[x][y]);
5655 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5656 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5660 static void DynaExplode(int ex, int ey)
5663 int dynabomb_element = Feld[ex][ey];
5664 int dynabomb_size = 1;
5665 boolean dynabomb_xl = FALSE;
5666 struct PlayerInfo *player;
5667 static int xy[4][2] =
5675 if (IS_ACTIVE_BOMB(dynabomb_element))
5677 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5678 dynabomb_size = player->dynabomb_size;
5679 dynabomb_xl = player->dynabomb_xl;
5680 player->dynabombs_left++;
5683 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5685 for (i = 0; i < NUM_DIRECTIONS; i++)
5687 for (j = 1; j <= dynabomb_size; j++)
5689 int x = ex + j * xy[i][0];
5690 int y = ey + j * xy[i][1];
5693 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5696 element = Feld[x][y];
5698 /* do not restart explosions of fields with active bombs */
5699 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5702 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5704 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5705 !IS_DIGGABLE(element) && !dynabomb_xl)
5711 void Bang(int x, int y)
5713 int element = MovingOrBlocked2Element(x, y);
5714 int explosion_type = EX_TYPE_NORMAL;
5716 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5718 struct PlayerInfo *player = PLAYERINFO(x, y);
5720 element = Feld[x][y] = player->initial_element;
5722 if (level.use_explosion_element[player->index_nr])
5724 int explosion_element = level.explosion_element[player->index_nr];
5726 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5727 explosion_type = EX_TYPE_CROSS;
5728 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5729 explosion_type = EX_TYPE_CENTER;
5737 case EL_BD_BUTTERFLY:
5740 case EL_DARK_YAMYAM:
5744 RaiseScoreElement(element);
5747 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5748 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5749 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5750 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5751 case EL_DYNABOMB_INCREASE_NUMBER:
5752 case EL_DYNABOMB_INCREASE_SIZE:
5753 case EL_DYNABOMB_INCREASE_POWER:
5754 explosion_type = EX_TYPE_DYNA;
5757 case EL_DC_LANDMINE:
5758 explosion_type = EX_TYPE_CENTER;
5763 case EL_LAMP_ACTIVE:
5764 case EL_AMOEBA_TO_DIAMOND:
5765 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5766 explosion_type = EX_TYPE_CENTER;
5770 if (element_info[element].explosion_type == EXPLODES_CROSS)
5771 explosion_type = EX_TYPE_CROSS;
5772 else if (element_info[element].explosion_type == EXPLODES_1X1)
5773 explosion_type = EX_TYPE_CENTER;
5777 if (explosion_type == EX_TYPE_DYNA)
5780 Explode(x, y, EX_PHASE_START, explosion_type);
5782 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5785 static void SplashAcid(int x, int y)
5787 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5788 (!IN_LEV_FIELD(x - 1, y - 2) ||
5789 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5790 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5792 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5793 (!IN_LEV_FIELD(x + 1, y - 2) ||
5794 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5795 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5797 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5800 static void InitBeltMovement(void)
5802 static int belt_base_element[4] =
5804 EL_CONVEYOR_BELT_1_LEFT,
5805 EL_CONVEYOR_BELT_2_LEFT,
5806 EL_CONVEYOR_BELT_3_LEFT,
5807 EL_CONVEYOR_BELT_4_LEFT
5809 static int belt_base_active_element[4] =
5811 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5812 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5813 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5819 /* set frame order for belt animation graphic according to belt direction */
5820 for (i = 0; i < NUM_BELTS; i++)
5824 for (j = 0; j < NUM_BELT_PARTS; j++)
5826 int element = belt_base_active_element[belt_nr] + j;
5827 int graphic_1 = el2img(element);
5828 int graphic_2 = el2panelimg(element);
5830 if (game.belt_dir[i] == MV_LEFT)
5832 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5833 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5837 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5838 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5843 SCAN_PLAYFIELD(x, y)
5845 int element = Feld[x][y];
5847 for (i = 0; i < NUM_BELTS; i++)
5849 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5851 int e_belt_nr = getBeltNrFromBeltElement(element);
5854 if (e_belt_nr == belt_nr)
5856 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5858 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5865 static void ToggleBeltSwitch(int x, int y)
5867 static int belt_base_element[4] =
5869 EL_CONVEYOR_BELT_1_LEFT,
5870 EL_CONVEYOR_BELT_2_LEFT,
5871 EL_CONVEYOR_BELT_3_LEFT,
5872 EL_CONVEYOR_BELT_4_LEFT
5874 static int belt_base_active_element[4] =
5876 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5877 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5878 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5879 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5881 static int belt_base_switch_element[4] =
5883 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5884 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5885 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5886 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5888 static int belt_move_dir[4] =
5896 int element = Feld[x][y];
5897 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5898 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5899 int belt_dir = belt_move_dir[belt_dir_nr];
5902 if (!IS_BELT_SWITCH(element))
5905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5906 game.belt_dir[belt_nr] = belt_dir;
5908 if (belt_dir_nr == 3)
5911 /* set frame order for belt animation graphic according to belt direction */
5912 for (i = 0; i < NUM_BELT_PARTS; i++)
5914 int element = belt_base_active_element[belt_nr] + i;
5915 int graphic_1 = el2img(element);
5916 int graphic_2 = el2panelimg(element);
5918 if (belt_dir == MV_LEFT)
5920 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5921 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5925 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5926 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5930 SCAN_PLAYFIELD(xx, yy)
5932 int element = Feld[xx][yy];
5934 if (IS_BELT_SWITCH(element))
5936 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5938 if (e_belt_nr == belt_nr)
5940 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5941 TEST_DrawLevelField(xx, yy);
5944 else if (IS_BELT(element) && belt_dir != MV_NONE)
5946 int e_belt_nr = getBeltNrFromBeltElement(element);
5948 if (e_belt_nr == belt_nr)
5950 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5952 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5953 TEST_DrawLevelField(xx, yy);
5956 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5958 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5960 if (e_belt_nr == belt_nr)
5962 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5964 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5965 TEST_DrawLevelField(xx, yy);
5971 static void ToggleSwitchgateSwitch(int x, int y)
5975 game.switchgate_pos = !game.switchgate_pos;
5977 SCAN_PLAYFIELD(xx, yy)
5979 int element = Feld[xx][yy];
5981 if (element == EL_SWITCHGATE_SWITCH_UP)
5983 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5984 TEST_DrawLevelField(xx, yy);
5986 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5988 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5989 TEST_DrawLevelField(xx, yy);
5991 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5993 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5994 TEST_DrawLevelField(xx, yy);
5996 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5998 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5999 TEST_DrawLevelField(xx, yy);
6001 else if (element == EL_SWITCHGATE_OPEN ||
6002 element == EL_SWITCHGATE_OPENING)
6004 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6006 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6008 else if (element == EL_SWITCHGATE_CLOSED ||
6009 element == EL_SWITCHGATE_CLOSING)
6011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6013 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6018 static int getInvisibleActiveFromInvisibleElement(int element)
6020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6022 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6026 static int getInvisibleFromInvisibleActiveElement(int element)
6028 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6029 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6030 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6034 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6038 SCAN_PLAYFIELD(x, y)
6040 int element = Feld[x][y];
6042 if (element == EL_LIGHT_SWITCH &&
6043 game.light_time_left > 0)
6045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6046 TEST_DrawLevelField(x, y);
6048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6049 game.light_time_left == 0)
6051 Feld[x][y] = EL_LIGHT_SWITCH;
6052 TEST_DrawLevelField(x, y);
6054 else if (element == EL_EMC_DRIPPER &&
6055 game.light_time_left > 0)
6057 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6058 TEST_DrawLevelField(x, y);
6060 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6061 game.light_time_left == 0)
6063 Feld[x][y] = EL_EMC_DRIPPER;
6064 TEST_DrawLevelField(x, y);
6066 else if (element == EL_INVISIBLE_STEELWALL ||
6067 element == EL_INVISIBLE_WALL ||
6068 element == EL_INVISIBLE_SAND)
6070 if (game.light_time_left > 0)
6071 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6073 TEST_DrawLevelField(x, y);
6075 /* uncrumble neighbour fields, if needed */
6076 if (element == EL_INVISIBLE_SAND)
6077 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6079 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6080 element == EL_INVISIBLE_WALL_ACTIVE ||
6081 element == EL_INVISIBLE_SAND_ACTIVE)
6083 if (game.light_time_left == 0)
6084 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6086 TEST_DrawLevelField(x, y);
6088 /* re-crumble neighbour fields, if needed */
6089 if (element == EL_INVISIBLE_SAND)
6090 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6095 static void RedrawAllInvisibleElementsForLenses(void)
6099 SCAN_PLAYFIELD(x, y)
6101 int element = Feld[x][y];
6103 if (element == EL_EMC_DRIPPER &&
6104 game.lenses_time_left > 0)
6106 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6107 TEST_DrawLevelField(x, y);
6109 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6110 game.lenses_time_left == 0)
6112 Feld[x][y] = EL_EMC_DRIPPER;
6113 TEST_DrawLevelField(x, y);
6115 else if (element == EL_INVISIBLE_STEELWALL ||
6116 element == EL_INVISIBLE_WALL ||
6117 element == EL_INVISIBLE_SAND)
6119 if (game.lenses_time_left > 0)
6120 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6122 TEST_DrawLevelField(x, y);
6124 /* uncrumble neighbour fields, if needed */
6125 if (element == EL_INVISIBLE_SAND)
6126 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6128 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6129 element == EL_INVISIBLE_WALL_ACTIVE ||
6130 element == EL_INVISIBLE_SAND_ACTIVE)
6132 if (game.lenses_time_left == 0)
6133 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6135 TEST_DrawLevelField(x, y);
6137 /* re-crumble neighbour fields, if needed */
6138 if (element == EL_INVISIBLE_SAND)
6139 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6144 static void RedrawAllInvisibleElementsForMagnifier(void)
6148 SCAN_PLAYFIELD(x, y)
6150 int element = Feld[x][y];
6152 if (element == EL_EMC_FAKE_GRASS &&
6153 game.magnify_time_left > 0)
6155 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6156 TEST_DrawLevelField(x, y);
6158 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6159 game.magnify_time_left == 0)
6161 Feld[x][y] = EL_EMC_FAKE_GRASS;
6162 TEST_DrawLevelField(x, y);
6164 else if (IS_GATE_GRAY(element) &&
6165 game.magnify_time_left > 0)
6167 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6168 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6169 IS_EM_GATE_GRAY(element) ?
6170 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6171 IS_EMC_GATE_GRAY(element) ?
6172 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6173 IS_DC_GATE_GRAY(element) ?
6174 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6176 TEST_DrawLevelField(x, y);
6178 else if (IS_GATE_GRAY_ACTIVE(element) &&
6179 game.magnify_time_left == 0)
6181 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6182 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6183 IS_EM_GATE_GRAY_ACTIVE(element) ?
6184 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6185 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6186 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6187 IS_DC_GATE_GRAY_ACTIVE(element) ?
6188 EL_DC_GATE_WHITE_GRAY :
6190 TEST_DrawLevelField(x, y);
6195 static void ToggleLightSwitch(int x, int y)
6197 int element = Feld[x][y];
6199 game.light_time_left =
6200 (element == EL_LIGHT_SWITCH ?
6201 level.time_light * FRAMES_PER_SECOND : 0);
6203 RedrawAllLightSwitchesAndInvisibleElements();
6206 static void ActivateTimegateSwitch(int x, int y)
6210 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6212 SCAN_PLAYFIELD(xx, yy)
6214 int element = Feld[xx][yy];
6216 if (element == EL_TIMEGATE_CLOSED ||
6217 element == EL_TIMEGATE_CLOSING)
6219 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6220 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6224 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6226 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6227 TEST_DrawLevelField(xx, yy);
6233 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6234 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6237 static void Impact(int x, int y)
6239 boolean last_line = (y == lev_fieldy - 1);
6240 boolean object_hit = FALSE;
6241 boolean impact = (last_line || object_hit);
6242 int element = Feld[x][y];
6243 int smashed = EL_STEELWALL;
6245 if (!last_line) /* check if element below was hit */
6247 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6250 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6251 MovDir[x][y + 1] != MV_DOWN ||
6252 MovPos[x][y + 1] <= TILEY / 2));
6254 /* do not smash moving elements that left the smashed field in time */
6255 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6256 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6259 #if USE_QUICKSAND_IMPACT_BUGFIX
6260 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6262 RemoveMovingField(x, y + 1);
6263 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6264 Feld[x][y + 2] = EL_ROCK;
6265 TEST_DrawLevelField(x, y + 2);
6270 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6272 RemoveMovingField(x, y + 1);
6273 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6274 Feld[x][y + 2] = EL_ROCK;
6275 TEST_DrawLevelField(x, y + 2);
6282 smashed = MovingOrBlocked2Element(x, y + 1);
6284 impact = (last_line || object_hit);
6287 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6289 SplashAcid(x, y + 1);
6293 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6294 /* only reset graphic animation if graphic really changes after impact */
6296 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6298 ResetGfxAnimation(x, y);
6299 TEST_DrawLevelField(x, y);
6302 if (impact && CAN_EXPLODE_IMPACT(element))
6307 else if (impact && element == EL_PEARL &&
6308 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6310 ResetGfxAnimation(x, y);
6312 Feld[x][y] = EL_PEARL_BREAKING;
6313 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6316 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6318 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6323 if (impact && element == EL_AMOEBA_DROP)
6325 if (object_hit && IS_PLAYER(x, y + 1))
6326 KillPlayerUnlessEnemyProtected(x, y + 1);
6327 else if (object_hit && smashed == EL_PENGUIN)
6331 Feld[x][y] = EL_AMOEBA_GROWING;
6332 Store[x][y] = EL_AMOEBA_WET;
6334 ResetRandomAnimationValue(x, y);
6339 if (object_hit) /* check which object was hit */
6341 if ((CAN_PASS_MAGIC_WALL(element) &&
6342 (smashed == EL_MAGIC_WALL ||
6343 smashed == EL_BD_MAGIC_WALL)) ||
6344 (CAN_PASS_DC_MAGIC_WALL(element) &&
6345 smashed == EL_DC_MAGIC_WALL))
6348 int activated_magic_wall =
6349 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6350 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6351 EL_DC_MAGIC_WALL_ACTIVE);
6353 /* activate magic wall / mill */
6354 SCAN_PLAYFIELD(xx, yy)
6356 if (Feld[xx][yy] == smashed)
6357 Feld[xx][yy] = activated_magic_wall;
6360 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6361 game.magic_wall_active = TRUE;
6363 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6364 SND_MAGIC_WALL_ACTIVATING :
6365 smashed == EL_BD_MAGIC_WALL ?
6366 SND_BD_MAGIC_WALL_ACTIVATING :
6367 SND_DC_MAGIC_WALL_ACTIVATING));
6370 if (IS_PLAYER(x, y + 1))
6372 if (CAN_SMASH_PLAYER(element))
6374 KillPlayerUnlessEnemyProtected(x, y + 1);
6378 else if (smashed == EL_PENGUIN)
6380 if (CAN_SMASH_PLAYER(element))
6386 else if (element == EL_BD_DIAMOND)
6388 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6394 else if (((element == EL_SP_INFOTRON ||
6395 element == EL_SP_ZONK) &&
6396 (smashed == EL_SP_SNIKSNAK ||
6397 smashed == EL_SP_ELECTRON ||
6398 smashed == EL_SP_DISK_ORANGE)) ||
6399 (element == EL_SP_INFOTRON &&
6400 smashed == EL_SP_DISK_YELLOW))
6405 else if (CAN_SMASH_EVERYTHING(element))
6407 if (IS_CLASSIC_ENEMY(smashed) ||
6408 CAN_EXPLODE_SMASHED(smashed))
6413 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6415 if (smashed == EL_LAMP ||
6416 smashed == EL_LAMP_ACTIVE)
6421 else if (smashed == EL_NUT)
6423 Feld[x][y + 1] = EL_NUT_BREAKING;
6424 PlayLevelSound(x, y, SND_NUT_BREAKING);
6425 RaiseScoreElement(EL_NUT);
6428 else if (smashed == EL_PEARL)
6430 ResetGfxAnimation(x, y);
6432 Feld[x][y + 1] = EL_PEARL_BREAKING;
6433 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6436 else if (smashed == EL_DIAMOND)
6438 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6439 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6442 else if (IS_BELT_SWITCH(smashed))
6444 ToggleBeltSwitch(x, y + 1);
6446 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6447 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6448 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6449 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6451 ToggleSwitchgateSwitch(x, y + 1);
6453 else if (smashed == EL_LIGHT_SWITCH ||
6454 smashed == EL_LIGHT_SWITCH_ACTIVE)
6456 ToggleLightSwitch(x, y + 1);
6460 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6462 CheckElementChangeBySide(x, y + 1, smashed, element,
6463 CE_SWITCHED, CH_SIDE_TOP);
6464 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6470 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6475 /* play sound of magic wall / mill */
6477 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6478 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6479 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6481 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6482 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6483 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6484 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6485 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6486 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6491 /* play sound of object that hits the ground */
6492 if (last_line || object_hit)
6493 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6496 inline static void TurnRoundExt(int x, int y)
6508 { 0, 0 }, { 0, 0 }, { 0, 0 },
6513 int left, right, back;
6517 { MV_DOWN, MV_UP, MV_RIGHT },
6518 { MV_UP, MV_DOWN, MV_LEFT },
6520 { MV_LEFT, MV_RIGHT, MV_DOWN },
6524 { MV_RIGHT, MV_LEFT, MV_UP }
6527 int element = Feld[x][y];
6528 int move_pattern = element_info[element].move_pattern;
6530 int old_move_dir = MovDir[x][y];
6531 int left_dir = turn[old_move_dir].left;
6532 int right_dir = turn[old_move_dir].right;
6533 int back_dir = turn[old_move_dir].back;
6535 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6536 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6537 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6538 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6540 int left_x = x + left_dx, left_y = y + left_dy;
6541 int right_x = x + right_dx, right_y = y + right_dy;
6542 int move_x = x + move_dx, move_y = y + move_dy;
6546 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6548 TestIfBadThingTouchesOtherBadThing(x, y);
6550 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6551 MovDir[x][y] = right_dir;
6552 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6553 MovDir[x][y] = left_dir;
6555 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6557 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6560 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6562 TestIfBadThingTouchesOtherBadThing(x, y);
6564 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6565 MovDir[x][y] = left_dir;
6566 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6567 MovDir[x][y] = right_dir;
6569 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6571 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6574 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6576 TestIfBadThingTouchesOtherBadThing(x, y);
6578 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6579 MovDir[x][y] = left_dir;
6580 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6581 MovDir[x][y] = right_dir;
6583 if (MovDir[x][y] != old_move_dir)
6586 else if (element == EL_YAMYAM)
6588 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6589 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6591 if (can_turn_left && can_turn_right)
6592 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6593 else if (can_turn_left)
6594 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6595 else if (can_turn_right)
6596 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6598 MovDir[x][y] = back_dir;
6600 MovDelay[x][y] = 16 + 16 * RND(3);
6602 else if (element == EL_DARK_YAMYAM)
6604 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6606 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6609 if (can_turn_left && can_turn_right)
6610 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6611 else if (can_turn_left)
6612 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6613 else if (can_turn_right)
6614 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6616 MovDir[x][y] = back_dir;
6618 MovDelay[x][y] = 16 + 16 * RND(3);
6620 else if (element == EL_PACMAN)
6622 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6623 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6625 if (can_turn_left && can_turn_right)
6626 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6627 else if (can_turn_left)
6628 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6629 else if (can_turn_right)
6630 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6632 MovDir[x][y] = back_dir;
6634 MovDelay[x][y] = 6 + RND(40);
6636 else if (element == EL_PIG)
6638 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6639 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6640 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6641 boolean should_turn_left, should_turn_right, should_move_on;
6643 int rnd = RND(rnd_value);
6645 should_turn_left = (can_turn_left &&
6647 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6648 y + back_dy + left_dy)));
6649 should_turn_right = (can_turn_right &&
6651 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6652 y + back_dy + right_dy)));
6653 should_move_on = (can_move_on &&
6656 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6657 y + move_dy + left_dy) ||
6658 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6659 y + move_dy + right_dy)));
6661 if (should_turn_left || should_turn_right || should_move_on)
6663 if (should_turn_left && should_turn_right && should_move_on)
6664 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6665 rnd < 2 * rnd_value / 3 ? right_dir :
6667 else if (should_turn_left && should_turn_right)
6668 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6669 else if (should_turn_left && should_move_on)
6670 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6671 else if (should_turn_right && should_move_on)
6672 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6673 else if (should_turn_left)
6674 MovDir[x][y] = left_dir;
6675 else if (should_turn_right)
6676 MovDir[x][y] = right_dir;
6677 else if (should_move_on)
6678 MovDir[x][y] = old_move_dir;
6680 else if (can_move_on && rnd > rnd_value / 8)
6681 MovDir[x][y] = old_move_dir;
6682 else if (can_turn_left && can_turn_right)
6683 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6684 else if (can_turn_left && rnd > rnd_value / 8)
6685 MovDir[x][y] = left_dir;
6686 else if (can_turn_right && rnd > rnd_value/8)
6687 MovDir[x][y] = right_dir;
6689 MovDir[x][y] = back_dir;
6691 xx = x + move_xy[MovDir[x][y]].dx;
6692 yy = y + move_xy[MovDir[x][y]].dy;
6694 if (!IN_LEV_FIELD(xx, yy) ||
6695 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6696 MovDir[x][y] = old_move_dir;
6700 else if (element == EL_DRAGON)
6702 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6703 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6704 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6706 int rnd = RND(rnd_value);
6708 if (can_move_on && rnd > rnd_value / 8)
6709 MovDir[x][y] = old_move_dir;
6710 else if (can_turn_left && can_turn_right)
6711 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6712 else if (can_turn_left && rnd > rnd_value / 8)
6713 MovDir[x][y] = left_dir;
6714 else if (can_turn_right && rnd > rnd_value / 8)
6715 MovDir[x][y] = right_dir;
6717 MovDir[x][y] = back_dir;
6719 xx = x + move_xy[MovDir[x][y]].dx;
6720 yy = y + move_xy[MovDir[x][y]].dy;
6722 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6723 MovDir[x][y] = old_move_dir;
6727 else if (element == EL_MOLE)
6729 boolean can_move_on =
6730 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6731 IS_AMOEBOID(Feld[move_x][move_y]) ||
6732 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6735 boolean can_turn_left =
6736 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6737 IS_AMOEBOID(Feld[left_x][left_y])));
6739 boolean can_turn_right =
6740 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6741 IS_AMOEBOID(Feld[right_x][right_y])));
6743 if (can_turn_left && can_turn_right)
6744 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6745 else if (can_turn_left)
6746 MovDir[x][y] = left_dir;
6748 MovDir[x][y] = right_dir;
6751 if (MovDir[x][y] != old_move_dir)
6754 else if (element == EL_BALLOON)
6756 MovDir[x][y] = game.wind_direction;
6759 else if (element == EL_SPRING)
6761 if (MovDir[x][y] & MV_HORIZONTAL)
6763 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6764 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6766 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6767 ResetGfxAnimation(move_x, move_y);
6768 TEST_DrawLevelField(move_x, move_y);
6770 MovDir[x][y] = back_dir;
6772 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6773 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6774 MovDir[x][y] = MV_NONE;
6779 else if (element == EL_ROBOT ||
6780 element == EL_SATELLITE ||
6781 element == EL_PENGUIN ||
6782 element == EL_EMC_ANDROID)
6784 int attr_x = -1, attr_y = -1;
6795 for (i = 0; i < MAX_PLAYERS; i++)
6797 struct PlayerInfo *player = &stored_player[i];
6798 int jx = player->jx, jy = player->jy;
6800 if (!player->active)
6804 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6812 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6813 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6814 game.engine_version < VERSION_IDENT(3,1,0,0)))
6820 if (element == EL_PENGUIN)
6823 static int xy[4][2] =
6831 for (i = 0; i < NUM_DIRECTIONS; i++)
6833 int ex = x + xy[i][0];
6834 int ey = y + xy[i][1];
6836 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6837 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6838 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6839 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6848 MovDir[x][y] = MV_NONE;
6850 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6851 else if (attr_x > x)
6852 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6854 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6855 else if (attr_y > y)
6856 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6858 if (element == EL_ROBOT)
6862 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6863 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6864 Moving2Blocked(x, y, &newx, &newy);
6866 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6867 MovDelay[x][y] = 8 + 8 * !RND(3);
6869 MovDelay[x][y] = 16;
6871 else if (element == EL_PENGUIN)
6877 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6879 boolean first_horiz = RND(2);
6880 int new_move_dir = MovDir[x][y];
6883 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6884 Moving2Blocked(x, y, &newx, &newy);
6886 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6890 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6891 Moving2Blocked(x, y, &newx, &newy);
6893 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6896 MovDir[x][y] = old_move_dir;
6900 else if (element == EL_SATELLITE)
6906 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6908 boolean first_horiz = RND(2);
6909 int new_move_dir = MovDir[x][y];
6912 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6913 Moving2Blocked(x, y, &newx, &newy);
6915 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6919 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6920 Moving2Blocked(x, y, &newx, &newy);
6922 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6925 MovDir[x][y] = old_move_dir;
6929 else if (element == EL_EMC_ANDROID)
6931 static int check_pos[16] =
6933 -1, /* 0 => (invalid) */
6934 7, /* 1 => MV_LEFT */
6935 3, /* 2 => MV_RIGHT */
6936 -1, /* 3 => (invalid) */
6938 0, /* 5 => MV_LEFT | MV_UP */
6939 2, /* 6 => MV_RIGHT | MV_UP */
6940 -1, /* 7 => (invalid) */
6941 5, /* 8 => MV_DOWN */
6942 6, /* 9 => MV_LEFT | MV_DOWN */
6943 4, /* 10 => MV_RIGHT | MV_DOWN */
6944 -1, /* 11 => (invalid) */
6945 -1, /* 12 => (invalid) */
6946 -1, /* 13 => (invalid) */
6947 -1, /* 14 => (invalid) */
6948 -1, /* 15 => (invalid) */
6956 { -1, -1, MV_LEFT | MV_UP },
6958 { +1, -1, MV_RIGHT | MV_UP },
6959 { +1, 0, MV_RIGHT },
6960 { +1, +1, MV_RIGHT | MV_DOWN },
6962 { -1, +1, MV_LEFT | MV_DOWN },
6965 int start_pos, check_order;
6966 boolean can_clone = FALSE;
6969 /* check if there is any free field around current position */
6970 for (i = 0; i < 8; i++)
6972 int newx = x + check_xy[i].dx;
6973 int newy = y + check_xy[i].dy;
6975 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6983 if (can_clone) /* randomly find an element to clone */
6987 start_pos = check_pos[RND(8)];
6988 check_order = (RND(2) ? -1 : +1);
6990 for (i = 0; i < 8; i++)
6992 int pos_raw = start_pos + i * check_order;
6993 int pos = (pos_raw + 8) % 8;
6994 int newx = x + check_xy[pos].dx;
6995 int newy = y + check_xy[pos].dy;
6997 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6999 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7000 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7002 Store[x][y] = Feld[newx][newy];
7011 if (can_clone) /* randomly find a direction to move */
7015 start_pos = check_pos[RND(8)];
7016 check_order = (RND(2) ? -1 : +1);
7018 for (i = 0; i < 8; i++)
7020 int pos_raw = start_pos + i * check_order;
7021 int pos = (pos_raw + 8) % 8;
7022 int newx = x + check_xy[pos].dx;
7023 int newy = y + check_xy[pos].dy;
7024 int new_move_dir = check_xy[pos].dir;
7026 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7028 MovDir[x][y] = new_move_dir;
7029 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7038 if (can_clone) /* cloning and moving successful */
7041 /* cannot clone -- try to move towards player */
7043 start_pos = check_pos[MovDir[x][y] & 0x0f];
7044 check_order = (RND(2) ? -1 : +1);
7046 for (i = 0; i < 3; i++)
7048 /* first check start_pos, then previous/next or (next/previous) pos */
7049 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7050 int pos = (pos_raw + 8) % 8;
7051 int newx = x + check_xy[pos].dx;
7052 int newy = y + check_xy[pos].dy;
7053 int new_move_dir = check_xy[pos].dir;
7055 if (IS_PLAYER(newx, newy))
7058 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7060 MovDir[x][y] = new_move_dir;
7061 MovDelay[x][y] = level.android_move_time * 8 + 1;
7068 else if (move_pattern == MV_TURNING_LEFT ||
7069 move_pattern == MV_TURNING_RIGHT ||
7070 move_pattern == MV_TURNING_LEFT_RIGHT ||
7071 move_pattern == MV_TURNING_RIGHT_LEFT ||
7072 move_pattern == MV_TURNING_RANDOM ||
7073 move_pattern == MV_ALL_DIRECTIONS)
7075 boolean can_turn_left =
7076 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7077 boolean can_turn_right =
7078 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7080 if (element_info[element].move_stepsize == 0) /* "not moving" */
7083 if (move_pattern == MV_TURNING_LEFT)
7084 MovDir[x][y] = left_dir;
7085 else if (move_pattern == MV_TURNING_RIGHT)
7086 MovDir[x][y] = right_dir;
7087 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7088 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7089 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7090 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7091 else if (move_pattern == MV_TURNING_RANDOM)
7092 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7093 can_turn_right && !can_turn_left ? right_dir :
7094 RND(2) ? left_dir : right_dir);
7095 else if (can_turn_left && can_turn_right)
7096 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7097 else if (can_turn_left)
7098 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7099 else if (can_turn_right)
7100 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7102 MovDir[x][y] = back_dir;
7104 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7106 else if (move_pattern == MV_HORIZONTAL ||
7107 move_pattern == MV_VERTICAL)
7109 if (move_pattern & old_move_dir)
7110 MovDir[x][y] = back_dir;
7111 else if (move_pattern == MV_HORIZONTAL)
7112 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7113 else if (move_pattern == MV_VERTICAL)
7114 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7116 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7118 else if (move_pattern & MV_ANY_DIRECTION)
7120 MovDir[x][y] = move_pattern;
7121 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7123 else if (move_pattern & MV_WIND_DIRECTION)
7125 MovDir[x][y] = game.wind_direction;
7126 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7128 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7130 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7131 MovDir[x][y] = left_dir;
7132 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7133 MovDir[x][y] = right_dir;
7135 if (MovDir[x][y] != old_move_dir)
7136 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7138 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7140 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7141 MovDir[x][y] = right_dir;
7142 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7143 MovDir[x][y] = left_dir;
7145 if (MovDir[x][y] != old_move_dir)
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern == MV_TOWARDS_PLAYER ||
7149 move_pattern == MV_AWAY_FROM_PLAYER)
7151 int attr_x = -1, attr_y = -1;
7153 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7164 for (i = 0; i < MAX_PLAYERS; i++)
7166 struct PlayerInfo *player = &stored_player[i];
7167 int jx = player->jx, jy = player->jy;
7169 if (!player->active)
7173 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7181 MovDir[x][y] = MV_NONE;
7183 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7184 else if (attr_x > x)
7185 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7187 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7188 else if (attr_y > y)
7189 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7191 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7193 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7195 boolean first_horiz = RND(2);
7196 int new_move_dir = MovDir[x][y];
7198 if (element_info[element].move_stepsize == 0) /* "not moving" */
7200 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7201 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7207 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7208 Moving2Blocked(x, y, &newx, &newy);
7210 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7214 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7215 Moving2Blocked(x, y, &newx, &newy);
7217 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7220 MovDir[x][y] = old_move_dir;
7223 else if (move_pattern == MV_WHEN_PUSHED ||
7224 move_pattern == MV_WHEN_DROPPED)
7226 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7227 MovDir[x][y] = MV_NONE;
7231 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7233 static int test_xy[7][2] =
7243 static int test_dir[7] =
7253 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7254 int move_preference = -1000000; /* start with very low preference */
7255 int new_move_dir = MV_NONE;
7256 int start_test = RND(4);
7259 for (i = 0; i < NUM_DIRECTIONS; i++)
7261 int move_dir = test_dir[start_test + i];
7262 int move_dir_preference;
7264 xx = x + test_xy[start_test + i][0];
7265 yy = y + test_xy[start_test + i][1];
7267 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7268 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7270 new_move_dir = move_dir;
7275 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7278 move_dir_preference = -1 * RunnerVisit[xx][yy];
7279 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7280 move_dir_preference = PlayerVisit[xx][yy];
7282 if (move_dir_preference > move_preference)
7284 /* prefer field that has not been visited for the longest time */
7285 move_preference = move_dir_preference;
7286 new_move_dir = move_dir;
7288 else if (move_dir_preference == move_preference &&
7289 move_dir == old_move_dir)
7291 /* prefer last direction when all directions are preferred equally */
7292 move_preference = move_dir_preference;
7293 new_move_dir = move_dir;
7297 MovDir[x][y] = new_move_dir;
7298 if (old_move_dir != new_move_dir)
7299 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7303 static void TurnRound(int x, int y)
7305 int direction = MovDir[x][y];
7309 GfxDir[x][y] = MovDir[x][y];
7311 if (direction != MovDir[x][y])
7315 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7317 ResetGfxFrame(x, y);
7320 static boolean JustBeingPushed(int x, int y)
7324 for (i = 0; i < MAX_PLAYERS; i++)
7326 struct PlayerInfo *player = &stored_player[i];
7328 if (player->active && player->is_pushing && player->MovPos)
7330 int next_jx = player->jx + (player->jx - player->last_jx);
7331 int next_jy = player->jy + (player->jy - player->last_jy);
7333 if (x == next_jx && y == next_jy)
7341 static void StartMoving(int x, int y)
7343 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7344 int element = Feld[x][y];
7349 if (MovDelay[x][y] == 0)
7350 GfxAction[x][y] = ACTION_DEFAULT;
7352 if (CAN_FALL(element) && y < lev_fieldy - 1)
7354 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7355 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7356 if (JustBeingPushed(x, y))
7359 if (element == EL_QUICKSAND_FULL)
7361 if (IS_FREE(x, y + 1))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7366 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7367 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7368 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7369 Store[x][y] = EL_ROCK;
7371 Store[x][y] = EL_ROCK;
7374 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7376 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7378 if (!MovDelay[x][y])
7380 MovDelay[x][y] = TILEY + 1;
7382 ResetGfxAnimation(x, y);
7383 ResetGfxAnimation(x, y + 1);
7388 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7389 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7396 Feld[x][y] = EL_QUICKSAND_EMPTY;
7397 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7398 Store[x][y + 1] = Store[x][y];
7401 PlayLevelSoundAction(x, y, ACTION_FILLING);
7403 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7405 if (!MovDelay[x][y])
7407 MovDelay[x][y] = TILEY + 1;
7409 ResetGfxAnimation(x, y);
7410 ResetGfxAnimation(x, y + 1);
7415 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7416 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7423 Feld[x][y] = EL_QUICKSAND_EMPTY;
7424 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7425 Store[x][y + 1] = Store[x][y];
7428 PlayLevelSoundAction(x, y, ACTION_FILLING);
7431 else if (element == EL_QUICKSAND_FAST_FULL)
7433 if (IS_FREE(x, y + 1))
7435 InitMovingField(x, y, MV_DOWN);
7436 started_moving = TRUE;
7438 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7439 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7440 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7441 Store[x][y] = EL_ROCK;
7443 Store[x][y] = EL_ROCK;
7446 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7448 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7450 if (!MovDelay[x][y])
7452 MovDelay[x][y] = TILEY + 1;
7454 ResetGfxAnimation(x, y);
7455 ResetGfxAnimation(x, y + 1);
7460 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7461 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7469 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7470 Store[x][y + 1] = Store[x][y];
7473 PlayLevelSoundAction(x, y, ACTION_FILLING);
7475 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7477 if (!MovDelay[x][y])
7479 MovDelay[x][y] = TILEY + 1;
7481 ResetGfxAnimation(x, y);
7482 ResetGfxAnimation(x, y + 1);
7487 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7488 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7495 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7496 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7497 Store[x][y + 1] = Store[x][y];
7500 PlayLevelSoundAction(x, y, ACTION_FILLING);
7503 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7504 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7506 InitMovingField(x, y, MV_DOWN);
7507 started_moving = TRUE;
7509 Feld[x][y] = EL_QUICKSAND_FILLING;
7510 Store[x][y] = element;
7512 PlayLevelSoundAction(x, y, ACTION_FILLING);
7514 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7515 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7517 InitMovingField(x, y, MV_DOWN);
7518 started_moving = TRUE;
7520 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7521 Store[x][y] = element;
7523 PlayLevelSoundAction(x, y, ACTION_FILLING);
7525 else if (element == EL_MAGIC_WALL_FULL)
7527 if (IS_FREE(x, y + 1))
7529 InitMovingField(x, y, MV_DOWN);
7530 started_moving = TRUE;
7532 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7533 Store[x][y] = EL_CHANGED(Store[x][y]);
7535 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7537 if (!MovDelay[x][y])
7538 MovDelay[x][y] = TILEY / 4 + 1;
7547 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7548 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7549 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7553 else if (element == EL_BD_MAGIC_WALL_FULL)
7555 if (IS_FREE(x, y + 1))
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7561 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7563 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7565 if (!MovDelay[x][y])
7566 MovDelay[x][y] = TILEY / 4 + 1;
7575 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7576 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7577 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7581 else if (element == EL_DC_MAGIC_WALL_FULL)
7583 if (IS_FREE(x, y + 1))
7585 InitMovingField(x, y, MV_DOWN);
7586 started_moving = TRUE;
7588 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7589 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7591 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7593 if (!MovDelay[x][y])
7594 MovDelay[x][y] = TILEY / 4 + 1;
7603 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7604 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7605 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7609 else if ((CAN_PASS_MAGIC_WALL(element) &&
7610 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7611 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7612 (CAN_PASS_DC_MAGIC_WALL(element) &&
7613 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7616 InitMovingField(x, y, MV_DOWN);
7617 started_moving = TRUE;
7620 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7621 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7622 EL_DC_MAGIC_WALL_FILLING);
7623 Store[x][y] = element;
7625 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7627 SplashAcid(x, y + 1);
7629 InitMovingField(x, y, MV_DOWN);
7630 started_moving = TRUE;
7632 Store[x][y] = EL_ACID;
7635 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7636 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7637 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7638 CAN_FALL(element) && WasJustFalling[x][y] &&
7639 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7641 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7642 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7643 (Feld[x][y + 1] == EL_BLOCKED)))
7645 /* this is needed for a special case not covered by calling "Impact()"
7646 from "ContinueMoving()": if an element moves to a tile directly below
7647 another element which was just falling on that tile (which was empty
7648 in the previous frame), the falling element above would just stop
7649 instead of smashing the element below (in previous version, the above
7650 element was just checked for "moving" instead of "falling", resulting
7651 in incorrect smashes caused by horizontal movement of the above
7652 element; also, the case of the player being the element to smash was
7653 simply not covered here... :-/ ) */
7655 CheckCollision[x][y] = 0;
7656 CheckImpact[x][y] = 0;
7660 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7662 if (MovDir[x][y] == MV_NONE)
7664 InitMovingField(x, y, MV_DOWN);
7665 started_moving = TRUE;
7668 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7670 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7671 MovDir[x][y] = MV_DOWN;
7673 InitMovingField(x, y, MV_DOWN);
7674 started_moving = TRUE;
7676 else if (element == EL_AMOEBA_DROP)
7678 Feld[x][y] = EL_AMOEBA_GROWING;
7679 Store[x][y] = EL_AMOEBA_WET;
7681 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7682 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7683 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7684 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7686 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7687 (IS_FREE(x - 1, y + 1) ||
7688 Feld[x - 1][y + 1] == EL_ACID));
7689 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7690 (IS_FREE(x + 1, y + 1) ||
7691 Feld[x + 1][y + 1] == EL_ACID));
7692 boolean can_fall_any = (can_fall_left || can_fall_right);
7693 boolean can_fall_both = (can_fall_left && can_fall_right);
7694 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7696 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7698 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7699 can_fall_right = FALSE;
7700 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7701 can_fall_left = FALSE;
7702 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7703 can_fall_right = FALSE;
7704 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7705 can_fall_left = FALSE;
7707 can_fall_any = (can_fall_left || can_fall_right);
7708 can_fall_both = FALSE;
7713 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7714 can_fall_right = FALSE; /* slip down on left side */
7716 can_fall_left = !(can_fall_right = RND(2));
7718 can_fall_both = FALSE;
7723 /* if not determined otherwise, prefer left side for slipping down */
7724 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7725 started_moving = TRUE;
7728 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7730 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7731 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7732 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7733 int belt_dir = game.belt_dir[belt_nr];
7735 if ((belt_dir == MV_LEFT && left_is_free) ||
7736 (belt_dir == MV_RIGHT && right_is_free))
7738 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7740 InitMovingField(x, y, belt_dir);
7741 started_moving = TRUE;
7743 Pushed[x][y] = TRUE;
7744 Pushed[nextx][y] = TRUE;
7746 GfxAction[x][y] = ACTION_DEFAULT;
7750 MovDir[x][y] = 0; /* if element was moving, stop it */
7755 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7756 if (CAN_MOVE(element) && !started_moving)
7758 int move_pattern = element_info[element].move_pattern;
7761 Moving2Blocked(x, y, &newx, &newy);
7763 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7766 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7767 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7769 WasJustMoving[x][y] = 0;
7770 CheckCollision[x][y] = 0;
7772 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7774 if (Feld[x][y] != element) /* element has changed */
7778 if (!MovDelay[x][y]) /* start new movement phase */
7780 /* all objects that can change their move direction after each step
7781 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7783 if (element != EL_YAMYAM &&
7784 element != EL_DARK_YAMYAM &&
7785 element != EL_PACMAN &&
7786 !(move_pattern & MV_ANY_DIRECTION) &&
7787 move_pattern != MV_TURNING_LEFT &&
7788 move_pattern != MV_TURNING_RIGHT &&
7789 move_pattern != MV_TURNING_LEFT_RIGHT &&
7790 move_pattern != MV_TURNING_RIGHT_LEFT &&
7791 move_pattern != MV_TURNING_RANDOM)
7795 if (MovDelay[x][y] && (element == EL_BUG ||
7796 element == EL_SPACESHIP ||
7797 element == EL_SP_SNIKSNAK ||
7798 element == EL_SP_ELECTRON ||
7799 element == EL_MOLE))
7800 TEST_DrawLevelField(x, y);
7804 if (MovDelay[x][y]) /* wait some time before next movement */
7808 if (element == EL_ROBOT ||
7809 element == EL_YAMYAM ||
7810 element == EL_DARK_YAMYAM)
7812 DrawLevelElementAnimationIfNeeded(x, y, element);
7813 PlayLevelSoundAction(x, y, ACTION_WAITING);
7815 else if (element == EL_SP_ELECTRON)
7816 DrawLevelElementAnimationIfNeeded(x, y, element);
7817 else if (element == EL_DRAGON)
7820 int dir = MovDir[x][y];
7821 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7822 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7823 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7824 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7825 dir == MV_UP ? IMG_FLAMES_1_UP :
7826 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7827 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7829 GfxAction[x][y] = ACTION_ATTACKING;
7831 if (IS_PLAYER(x, y))
7832 DrawPlayerField(x, y);
7834 TEST_DrawLevelField(x, y);
7836 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7838 for (i = 1; i <= 3; i++)
7840 int xx = x + i * dx;
7841 int yy = y + i * dy;
7842 int sx = SCREENX(xx);
7843 int sy = SCREENY(yy);
7844 int flame_graphic = graphic + (i - 1);
7846 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7851 int flamed = MovingOrBlocked2Element(xx, yy);
7853 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7856 RemoveMovingField(xx, yy);
7858 ChangeDelay[xx][yy] = 0;
7860 Feld[xx][yy] = EL_FLAMES;
7862 if (IN_SCR_FIELD(sx, sy))
7864 TEST_DrawLevelFieldCrumbled(xx, yy);
7865 DrawGraphic(sx, sy, flame_graphic, frame);
7870 if (Feld[xx][yy] == EL_FLAMES)
7871 Feld[xx][yy] = EL_EMPTY;
7872 TEST_DrawLevelField(xx, yy);
7877 if (MovDelay[x][y]) /* element still has to wait some time */
7879 PlayLevelSoundAction(x, y, ACTION_WAITING);
7885 /* now make next step */
7887 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7889 if (DONT_COLLIDE_WITH(element) &&
7890 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7891 !PLAYER_ENEMY_PROTECTED(newx, newy))
7893 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7898 else if (CAN_MOVE_INTO_ACID(element) &&
7899 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7900 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7901 (MovDir[x][y] == MV_DOWN ||
7902 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7904 SplashAcid(newx, newy);
7905 Store[x][y] = EL_ACID;
7907 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7909 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7910 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7911 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7912 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7915 TEST_DrawLevelField(x, y);
7917 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7918 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7919 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7921 local_player->friends_still_needed--;
7922 if (!local_player->friends_still_needed &&
7923 !local_player->GameOver && AllPlayersGone)
7924 PlayerWins(local_player);
7928 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7930 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7931 TEST_DrawLevelField(newx, newy);
7933 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7935 else if (!IS_FREE(newx, newy))
7937 GfxAction[x][y] = ACTION_WAITING;
7939 if (IS_PLAYER(x, y))
7940 DrawPlayerField(x, y);
7942 TEST_DrawLevelField(x, y);
7947 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7949 if (IS_FOOD_PIG(Feld[newx][newy]))
7951 if (IS_MOVING(newx, newy))
7952 RemoveMovingField(newx, newy);
7955 Feld[newx][newy] = EL_EMPTY;
7956 TEST_DrawLevelField(newx, newy);
7959 PlayLevelSound(x, y, SND_PIG_DIGGING);
7961 else if (!IS_FREE(newx, newy))
7963 if (IS_PLAYER(x, y))
7964 DrawPlayerField(x, y);
7966 TEST_DrawLevelField(x, y);
7971 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7973 if (Store[x][y] != EL_EMPTY)
7975 boolean can_clone = FALSE;
7978 /* check if element to clone is still there */
7979 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7981 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7989 /* cannot clone or target field not free anymore -- do not clone */
7990 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7991 Store[x][y] = EL_EMPTY;
7994 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7996 if (IS_MV_DIAGONAL(MovDir[x][y]))
7998 int diagonal_move_dir = MovDir[x][y];
7999 int stored = Store[x][y];
8000 int change_delay = 8;
8003 /* android is moving diagonally */
8005 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8007 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8008 GfxElement[x][y] = EL_EMC_ANDROID;
8009 GfxAction[x][y] = ACTION_SHRINKING;
8010 GfxDir[x][y] = diagonal_move_dir;
8011 ChangeDelay[x][y] = change_delay;
8013 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8016 DrawLevelGraphicAnimation(x, y, graphic);
8017 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8019 if (Feld[newx][newy] == EL_ACID)
8021 SplashAcid(newx, newy);
8026 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8028 Store[newx][newy] = EL_EMC_ANDROID;
8029 GfxElement[newx][newy] = EL_EMC_ANDROID;
8030 GfxAction[newx][newy] = ACTION_GROWING;
8031 GfxDir[newx][newy] = diagonal_move_dir;
8032 ChangeDelay[newx][newy] = change_delay;
8034 graphic = el_act_dir2img(GfxElement[newx][newy],
8035 GfxAction[newx][newy], GfxDir[newx][newy]);
8037 DrawLevelGraphicAnimation(newx, newy, graphic);
8038 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8044 Feld[newx][newy] = EL_EMPTY;
8045 TEST_DrawLevelField(newx, newy);
8047 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8050 else if (!IS_FREE(newx, newy))
8055 else if (IS_CUSTOM_ELEMENT(element) &&
8056 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8058 if (!DigFieldByCE(newx, newy, element))
8061 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8063 RunnerVisit[x][y] = FrameCounter;
8064 PlayerVisit[x][y] /= 8; /* expire player visit path */
8067 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8069 if (!IS_FREE(newx, newy))
8071 if (IS_PLAYER(x, y))
8072 DrawPlayerField(x, y);
8074 TEST_DrawLevelField(x, y);
8080 boolean wanna_flame = !RND(10);
8081 int dx = newx - x, dy = newy - y;
8082 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8083 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8084 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8085 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8086 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8087 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8090 IS_CLASSIC_ENEMY(element1) ||
8091 IS_CLASSIC_ENEMY(element2)) &&
8092 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8093 element1 != EL_FLAMES && element2 != EL_FLAMES)
8095 ResetGfxAnimation(x, y);
8096 GfxAction[x][y] = ACTION_ATTACKING;
8098 if (IS_PLAYER(x, y))
8099 DrawPlayerField(x, y);
8101 TEST_DrawLevelField(x, y);
8103 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8105 MovDelay[x][y] = 50;
8107 Feld[newx][newy] = EL_FLAMES;
8108 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8109 Feld[newx1][newy1] = EL_FLAMES;
8110 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8111 Feld[newx2][newy2] = EL_FLAMES;
8117 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8118 Feld[newx][newy] == EL_DIAMOND)
8120 if (IS_MOVING(newx, newy))
8121 RemoveMovingField(newx, newy);
8124 Feld[newx][newy] = EL_EMPTY;
8125 TEST_DrawLevelField(newx, newy);
8128 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8130 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8131 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8133 if (AmoebaNr[newx][newy])
8135 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8136 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8137 Feld[newx][newy] == EL_BD_AMOEBA)
8138 AmoebaCnt[AmoebaNr[newx][newy]]--;
8141 if (IS_MOVING(newx, newy))
8143 RemoveMovingField(newx, newy);
8147 Feld[newx][newy] = EL_EMPTY;
8148 TEST_DrawLevelField(newx, newy);
8151 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8153 else if ((element == EL_PACMAN || element == EL_MOLE)
8154 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8156 if (AmoebaNr[newx][newy])
8158 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8159 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8160 Feld[newx][newy] == EL_BD_AMOEBA)
8161 AmoebaCnt[AmoebaNr[newx][newy]]--;
8164 if (element == EL_MOLE)
8166 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8167 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8169 ResetGfxAnimation(x, y);
8170 GfxAction[x][y] = ACTION_DIGGING;
8171 TEST_DrawLevelField(x, y);
8173 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8175 return; /* wait for shrinking amoeba */
8177 else /* element == EL_PACMAN */
8179 Feld[newx][newy] = EL_EMPTY;
8180 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8184 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8185 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8186 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8188 /* wait for shrinking amoeba to completely disappear */
8191 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8193 /* object was running against a wall */
8197 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8198 DrawLevelElementAnimation(x, y, element);
8200 if (DONT_TOUCH(element))
8201 TestIfBadThingTouchesPlayer(x, y);
8206 InitMovingField(x, y, MovDir[x][y]);
8208 PlayLevelSoundAction(x, y, ACTION_MOVING);
8212 ContinueMoving(x, y);
8215 void ContinueMoving(int x, int y)
8217 int element = Feld[x][y];
8218 struct ElementInfo *ei = &element_info[element];
8219 int direction = MovDir[x][y];
8220 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8221 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8222 int newx = x + dx, newy = y + dy;
8223 int stored = Store[x][y];
8224 int stored_new = Store[newx][newy];
8225 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8226 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8227 boolean last_line = (newy == lev_fieldy - 1);
8229 MovPos[x][y] += getElementMoveStepsize(x, y);
8231 if (pushed_by_player) /* special case: moving object pushed by player */
8232 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8234 if (ABS(MovPos[x][y]) < TILEX)
8236 TEST_DrawLevelField(x, y);
8238 return; /* element is still moving */
8241 /* element reached destination field */
8243 Feld[x][y] = EL_EMPTY;
8244 Feld[newx][newy] = element;
8245 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8247 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8249 element = Feld[newx][newy] = EL_ACID;
8251 else if (element == EL_MOLE)
8253 Feld[x][y] = EL_SAND;
8255 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8257 else if (element == EL_QUICKSAND_FILLING)
8259 element = Feld[newx][newy] = get_next_element(element);
8260 Store[newx][newy] = Store[x][y];
8262 else if (element == EL_QUICKSAND_EMPTYING)
8264 Feld[x][y] = get_next_element(element);
8265 element = Feld[newx][newy] = Store[x][y];
8267 else if (element == EL_QUICKSAND_FAST_FILLING)
8269 element = Feld[newx][newy] = get_next_element(element);
8270 Store[newx][newy] = Store[x][y];
8272 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8274 Feld[x][y] = get_next_element(element);
8275 element = Feld[newx][newy] = Store[x][y];
8277 else if (element == EL_MAGIC_WALL_FILLING)
8279 element = Feld[newx][newy] = get_next_element(element);
8280 if (!game.magic_wall_active)
8281 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8282 Store[newx][newy] = Store[x][y];
8284 else if (element == EL_MAGIC_WALL_EMPTYING)
8286 Feld[x][y] = get_next_element(element);
8287 if (!game.magic_wall_active)
8288 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8289 element = Feld[newx][newy] = Store[x][y];
8291 InitField(newx, newy, FALSE);
8293 else if (element == EL_BD_MAGIC_WALL_FILLING)
8295 element = Feld[newx][newy] = get_next_element(element);
8296 if (!game.magic_wall_active)
8297 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8298 Store[newx][newy] = Store[x][y];
8300 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8302 Feld[x][y] = get_next_element(element);
8303 if (!game.magic_wall_active)
8304 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8305 element = Feld[newx][newy] = Store[x][y];
8307 InitField(newx, newy, FALSE);
8309 else if (element == EL_DC_MAGIC_WALL_FILLING)
8311 element = Feld[newx][newy] = get_next_element(element);
8312 if (!game.magic_wall_active)
8313 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8314 Store[newx][newy] = Store[x][y];
8316 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8318 Feld[x][y] = get_next_element(element);
8319 if (!game.magic_wall_active)
8320 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8321 element = Feld[newx][newy] = Store[x][y];
8323 InitField(newx, newy, FALSE);
8325 else if (element == EL_AMOEBA_DROPPING)
8327 Feld[x][y] = get_next_element(element);
8328 element = Feld[newx][newy] = Store[x][y];
8330 else if (element == EL_SOKOBAN_OBJECT)
8333 Feld[x][y] = Back[x][y];
8335 if (Back[newx][newy])
8336 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8338 Back[x][y] = Back[newx][newy] = 0;
8341 Store[x][y] = EL_EMPTY;
8346 MovDelay[newx][newy] = 0;
8348 if (CAN_CHANGE_OR_HAS_ACTION(element))
8350 /* copy element change control values to new field */
8351 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8352 ChangePage[newx][newy] = ChangePage[x][y];
8353 ChangeCount[newx][newy] = ChangeCount[x][y];
8354 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8357 CustomValue[newx][newy] = CustomValue[x][y];
8359 ChangeDelay[x][y] = 0;
8360 ChangePage[x][y] = -1;
8361 ChangeCount[x][y] = 0;
8362 ChangeEvent[x][y] = -1;
8364 CustomValue[x][y] = 0;
8366 /* copy animation control values to new field */
8367 GfxFrame[newx][newy] = GfxFrame[x][y];
8368 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8369 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8370 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8372 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8374 /* some elements can leave other elements behind after moving */
8375 if (ei->move_leave_element != EL_EMPTY &&
8376 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8377 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8379 int move_leave_element = ei->move_leave_element;
8381 /* this makes it possible to leave the removed element again */
8382 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8383 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8385 Feld[x][y] = move_leave_element;
8387 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8388 MovDir[x][y] = direction;
8390 InitField(x, y, FALSE);
8392 if (GFX_CRUMBLED(Feld[x][y]))
8393 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8395 if (ELEM_IS_PLAYER(move_leave_element))
8396 RelocatePlayer(x, y, move_leave_element);
8399 /* do this after checking for left-behind element */
8400 ResetGfxAnimation(x, y); /* reset animation values for old field */
8402 if (!CAN_MOVE(element) ||
8403 (CAN_FALL(element) && direction == MV_DOWN &&
8404 (element == EL_SPRING ||
8405 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8406 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8407 GfxDir[x][y] = MovDir[newx][newy] = 0;
8409 TEST_DrawLevelField(x, y);
8410 TEST_DrawLevelField(newx, newy);
8412 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8414 /* prevent pushed element from moving on in pushed direction */
8415 if (pushed_by_player && CAN_MOVE(element) &&
8416 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8417 !(element_info[element].move_pattern & direction))
8418 TurnRound(newx, newy);
8420 /* prevent elements on conveyor belt from moving on in last direction */
8421 if (pushed_by_conveyor && CAN_FALL(element) &&
8422 direction & MV_HORIZONTAL)
8423 MovDir[newx][newy] = 0;
8425 if (!pushed_by_player)
8427 int nextx = newx + dx, nexty = newy + dy;
8428 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8430 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8432 if (CAN_FALL(element) && direction == MV_DOWN)
8433 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8435 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8436 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8438 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8439 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8442 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8444 TestIfBadThingTouchesPlayer(newx, newy);
8445 TestIfBadThingTouchesFriend(newx, newy);
8447 if (!IS_CUSTOM_ELEMENT(element))
8448 TestIfBadThingTouchesOtherBadThing(newx, newy);
8450 else if (element == EL_PENGUIN)
8451 TestIfFriendTouchesBadThing(newx, newy);
8453 if (DONT_GET_HIT_BY(element))
8455 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8458 /* give the player one last chance (one more frame) to move away */
8459 if (CAN_FALL(element) && direction == MV_DOWN &&
8460 (last_line || (!IS_FREE(x, newy + 1) &&
8461 (!IS_PLAYER(x, newy + 1) ||
8462 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8465 if (pushed_by_player && !game.use_change_when_pushing_bug)
8467 int push_side = MV_DIR_OPPOSITE(direction);
8468 struct PlayerInfo *player = PLAYERINFO(x, y);
8470 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8471 player->index_bit, push_side);
8472 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8473 player->index_bit, push_side);
8476 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8477 MovDelay[newx][newy] = 1;
8479 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8481 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8482 TestIfElementHitsCustomElement(newx, newy, direction);
8483 TestIfPlayerTouchesCustomElement(newx, newy);
8484 TestIfElementTouchesCustomElement(newx, newy);
8486 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8487 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8488 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8489 MV_DIR_OPPOSITE(direction));
8492 int AmoebeNachbarNr(int ax, int ay)
8495 int element = Feld[ax][ay];
8497 static int xy[4][2] =
8505 for (i = 0; i < NUM_DIRECTIONS; i++)
8507 int x = ax + xy[i][0];
8508 int y = ay + xy[i][1];
8510 if (!IN_LEV_FIELD(x, y))
8513 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8514 group_nr = AmoebaNr[x][y];
8520 static void AmoebenVereinigen(int ax, int ay)
8522 int i, x, y, xx, yy;
8523 int new_group_nr = AmoebaNr[ax][ay];
8524 static int xy[4][2] =
8532 if (new_group_nr == 0)
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8540 if (!IN_LEV_FIELD(x, y))
8543 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8544 Feld[x][y] == EL_BD_AMOEBA ||
8545 Feld[x][y] == EL_AMOEBA_DEAD) &&
8546 AmoebaNr[x][y] != new_group_nr)
8548 int old_group_nr = AmoebaNr[x][y];
8550 if (old_group_nr == 0)
8553 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8554 AmoebaCnt[old_group_nr] = 0;
8555 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8556 AmoebaCnt2[old_group_nr] = 0;
8558 SCAN_PLAYFIELD(xx, yy)
8560 if (AmoebaNr[xx][yy] == old_group_nr)
8561 AmoebaNr[xx][yy] = new_group_nr;
8567 void AmoebeUmwandeln(int ax, int ay)
8571 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8573 int group_nr = AmoebaNr[ax][ay];
8578 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8579 printf("AmoebeUmwandeln(): This should never happen!\n");
8584 SCAN_PLAYFIELD(x, y)
8586 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8589 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8593 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8594 SND_AMOEBA_TURNING_TO_GEM :
8595 SND_AMOEBA_TURNING_TO_ROCK));
8600 static int xy[4][2] =
8608 for (i = 0; i < NUM_DIRECTIONS; i++)
8613 if (!IN_LEV_FIELD(x, y))
8616 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8618 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8619 SND_AMOEBA_TURNING_TO_GEM :
8620 SND_AMOEBA_TURNING_TO_ROCK));
8627 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8630 int group_nr = AmoebaNr[ax][ay];
8631 boolean done = FALSE;
8636 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8637 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8642 SCAN_PLAYFIELD(x, y)
8644 if (AmoebaNr[x][y] == group_nr &&
8645 (Feld[x][y] == EL_AMOEBA_DEAD ||
8646 Feld[x][y] == EL_BD_AMOEBA ||
8647 Feld[x][y] == EL_AMOEBA_GROWING))
8650 Feld[x][y] = new_element;
8651 InitField(x, y, FALSE);
8652 TEST_DrawLevelField(x, y);
8658 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8659 SND_BD_AMOEBA_TURNING_TO_ROCK :
8660 SND_BD_AMOEBA_TURNING_TO_GEM));
8663 static void AmoebeWaechst(int x, int y)
8665 static unsigned int sound_delay = 0;
8666 static unsigned int sound_delay_value = 0;
8668 if (!MovDelay[x][y]) /* start new growing cycle */
8672 if (DelayReached(&sound_delay, sound_delay_value))
8674 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8675 sound_delay_value = 30;
8679 if (MovDelay[x][y]) /* wait some time before growing bigger */
8682 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8684 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8685 6 - MovDelay[x][y]);
8687 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8690 if (!MovDelay[x][y])
8692 Feld[x][y] = Store[x][y];
8694 TEST_DrawLevelField(x, y);
8699 static void AmoebaDisappearing(int x, int y)
8701 static unsigned int sound_delay = 0;
8702 static unsigned int sound_delay_value = 0;
8704 if (!MovDelay[x][y]) /* start new shrinking cycle */
8708 if (DelayReached(&sound_delay, sound_delay_value))
8709 sound_delay_value = 30;
8712 if (MovDelay[x][y]) /* wait some time before shrinking */
8715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8717 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8718 6 - MovDelay[x][y]);
8720 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8723 if (!MovDelay[x][y])
8725 Feld[x][y] = EL_EMPTY;
8726 TEST_DrawLevelField(x, y);
8728 /* don't let mole enter this field in this cycle;
8729 (give priority to objects falling to this field from above) */
8735 static void AmoebeAbleger(int ax, int ay)
8738 int element = Feld[ax][ay];
8739 int graphic = el2img(element);
8740 int newax = ax, neway = ay;
8741 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8742 static int xy[4][2] =
8750 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8752 Feld[ax][ay] = EL_AMOEBA_DEAD;
8753 TEST_DrawLevelField(ax, ay);
8757 if (IS_ANIMATED(graphic))
8758 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8760 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8761 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8763 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8766 if (MovDelay[ax][ay])
8770 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8773 int x = ax + xy[start][0];
8774 int y = ay + xy[start][1];
8776 if (!IN_LEV_FIELD(x, y))
8779 if (IS_FREE(x, y) ||
8780 CAN_GROW_INTO(Feld[x][y]) ||
8781 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8782 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8788 if (newax == ax && neway == ay)
8791 else /* normal or "filled" (BD style) amoeba */
8794 boolean waiting_for_player = FALSE;
8796 for (i = 0; i < NUM_DIRECTIONS; i++)
8798 int j = (start + i) % 4;
8799 int x = ax + xy[j][0];
8800 int y = ay + xy[j][1];
8802 if (!IN_LEV_FIELD(x, y))
8805 if (IS_FREE(x, y) ||
8806 CAN_GROW_INTO(Feld[x][y]) ||
8807 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8808 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8814 else if (IS_PLAYER(x, y))
8815 waiting_for_player = TRUE;
8818 if (newax == ax && neway == ay) /* amoeba cannot grow */
8820 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8822 Feld[ax][ay] = EL_AMOEBA_DEAD;
8823 TEST_DrawLevelField(ax, ay);
8824 AmoebaCnt[AmoebaNr[ax][ay]]--;
8826 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8828 if (element == EL_AMOEBA_FULL)
8829 AmoebeUmwandeln(ax, ay);
8830 else if (element == EL_BD_AMOEBA)
8831 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8836 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8838 /* amoeba gets larger by growing in some direction */
8840 int new_group_nr = AmoebaNr[ax][ay];
8843 if (new_group_nr == 0)
8845 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8846 printf("AmoebeAbleger(): This should never happen!\n");
8851 AmoebaNr[newax][neway] = new_group_nr;
8852 AmoebaCnt[new_group_nr]++;
8853 AmoebaCnt2[new_group_nr]++;
8855 /* if amoeba touches other amoeba(s) after growing, unify them */
8856 AmoebenVereinigen(newax, neway);
8858 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8860 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8866 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8867 (neway == lev_fieldy - 1 && newax != ax))
8869 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8870 Store[newax][neway] = element;
8872 else if (neway == ay || element == EL_EMC_DRIPPER)
8874 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8876 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8880 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8881 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8882 Store[ax][ay] = EL_AMOEBA_DROP;
8883 ContinueMoving(ax, ay);
8887 TEST_DrawLevelField(newax, neway);
8890 static void Life(int ax, int ay)
8894 int element = Feld[ax][ay];
8895 int graphic = el2img(element);
8896 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8898 boolean changed = FALSE;
8900 if (IS_ANIMATED(graphic))
8901 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8906 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8907 MovDelay[ax][ay] = life_time;
8909 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8912 if (MovDelay[ax][ay])
8916 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8918 int xx = ax+x1, yy = ay+y1;
8919 int old_element = Feld[xx][yy];
8920 int num_neighbours = 0;
8922 if (!IN_LEV_FIELD(xx, yy))
8925 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8927 int x = xx+x2, y = yy+y2;
8929 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8932 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8933 boolean is_neighbour = FALSE;
8935 if (level.use_life_bugs)
8937 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8938 (IS_FREE(x, y) && Stop[x][y]));
8941 (Last[x][y] == element || is_player_cell);
8947 boolean is_free = FALSE;
8949 if (level.use_life_bugs)
8950 is_free = (IS_FREE(xx, yy));
8952 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8954 if (xx == ax && yy == ay) /* field in the middle */
8956 if (num_neighbours < life_parameter[0] ||
8957 num_neighbours > life_parameter[1])
8959 Feld[xx][yy] = EL_EMPTY;
8960 if (Feld[xx][yy] != old_element)
8961 TEST_DrawLevelField(xx, yy);
8962 Stop[xx][yy] = TRUE;
8966 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8967 { /* free border field */
8968 if (num_neighbours >= life_parameter[2] &&
8969 num_neighbours <= life_parameter[3])
8971 Feld[xx][yy] = element;
8972 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8973 if (Feld[xx][yy] != old_element)
8974 TEST_DrawLevelField(xx, yy);
8975 Stop[xx][yy] = TRUE;
8982 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8983 SND_GAME_OF_LIFE_GROWING);
8986 static void InitRobotWheel(int x, int y)
8988 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8991 static void RunRobotWheel(int x, int y)
8993 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8996 static void StopRobotWheel(int x, int y)
8998 if (ZX == x && ZY == y)
9002 game.robot_wheel_active = FALSE;
9006 static void InitTimegateWheel(int x, int y)
9008 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9011 static void RunTimegateWheel(int x, int y)
9013 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9016 static void InitMagicBallDelay(int x, int y)
9018 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9021 static void ActivateMagicBall(int bx, int by)
9025 if (level.ball_random)
9027 int pos_border = RND(8); /* select one of the eight border elements */
9028 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9029 int xx = pos_content % 3;
9030 int yy = pos_content / 3;
9035 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9036 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9040 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9042 int xx = x - bx + 1;
9043 int yy = y - by + 1;
9045 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9046 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9050 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9053 static void CheckExit(int x, int y)
9055 if (local_player->gems_still_needed > 0 ||
9056 local_player->sokobanfields_still_needed > 0 ||
9057 local_player->lights_still_needed > 0)
9059 int element = Feld[x][y];
9060 int graphic = el2img(element);
9062 if (IS_ANIMATED(graphic))
9063 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9068 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9071 Feld[x][y] = EL_EXIT_OPENING;
9073 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9076 static void CheckExitEM(int x, int y)
9078 if (local_player->gems_still_needed > 0 ||
9079 local_player->sokobanfields_still_needed > 0 ||
9080 local_player->lights_still_needed > 0)
9082 int element = Feld[x][y];
9083 int graphic = el2img(element);
9085 if (IS_ANIMATED(graphic))
9086 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9091 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9094 Feld[x][y] = EL_EM_EXIT_OPENING;
9096 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9099 static void CheckExitSteel(int x, int y)
9101 if (local_player->gems_still_needed > 0 ||
9102 local_player->sokobanfields_still_needed > 0 ||
9103 local_player->lights_still_needed > 0)
9105 int element = Feld[x][y];
9106 int graphic = el2img(element);
9108 if (IS_ANIMATED(graphic))
9109 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9114 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9117 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9119 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9122 static void CheckExitSteelEM(int x, int y)
9124 if (local_player->gems_still_needed > 0 ||
9125 local_player->sokobanfields_still_needed > 0 ||
9126 local_player->lights_still_needed > 0)
9128 int element = Feld[x][y];
9129 int graphic = el2img(element);
9131 if (IS_ANIMATED(graphic))
9132 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9137 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9140 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9142 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9145 static void CheckExitSP(int x, int y)
9147 if (local_player->gems_still_needed > 0)
9149 int element = Feld[x][y];
9150 int graphic = el2img(element);
9152 if (IS_ANIMATED(graphic))
9153 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9158 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9161 Feld[x][y] = EL_SP_EXIT_OPENING;
9163 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9166 static void CloseAllOpenTimegates(void)
9170 SCAN_PLAYFIELD(x, y)
9172 int element = Feld[x][y];
9174 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9176 Feld[x][y] = EL_TIMEGATE_CLOSING;
9178 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9183 static void DrawTwinkleOnField(int x, int y)
9185 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9188 if (Feld[x][y] == EL_BD_DIAMOND)
9191 if (MovDelay[x][y] == 0) /* next animation frame */
9192 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9194 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9198 DrawLevelElementAnimation(x, y, Feld[x][y]);
9200 if (MovDelay[x][y] != 0)
9202 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9203 10 - MovDelay[x][y]);
9205 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9210 static void MauerWaechst(int x, int y)
9214 if (!MovDelay[x][y]) /* next animation frame */
9215 MovDelay[x][y] = 3 * delay;
9217 if (MovDelay[x][y]) /* wait some time before next frame */
9221 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9223 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9224 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9226 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9229 if (!MovDelay[x][y])
9231 if (MovDir[x][y] == MV_LEFT)
9233 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9234 TEST_DrawLevelField(x - 1, y);
9236 else if (MovDir[x][y] == MV_RIGHT)
9238 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9239 TEST_DrawLevelField(x + 1, y);
9241 else if (MovDir[x][y] == MV_UP)
9243 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9244 TEST_DrawLevelField(x, y - 1);
9248 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9249 TEST_DrawLevelField(x, y + 1);
9252 Feld[x][y] = Store[x][y];
9254 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9255 TEST_DrawLevelField(x, y);
9260 static void MauerAbleger(int ax, int ay)
9262 int element = Feld[ax][ay];
9263 int graphic = el2img(element);
9264 boolean oben_frei = FALSE, unten_frei = FALSE;
9265 boolean links_frei = FALSE, rechts_frei = FALSE;
9266 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9267 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9268 boolean new_wall = FALSE;
9270 if (IS_ANIMATED(graphic))
9271 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9273 if (!MovDelay[ax][ay]) /* start building new wall */
9274 MovDelay[ax][ay] = 6;
9276 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9279 if (MovDelay[ax][ay])
9283 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9285 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9287 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9289 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9292 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9293 element == EL_EXPANDABLE_WALL_ANY)
9297 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9298 Store[ax][ay-1] = element;
9299 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9300 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9301 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9302 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9307 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9308 Store[ax][ay+1] = element;
9309 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9310 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9311 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9312 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9317 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9318 element == EL_EXPANDABLE_WALL_ANY ||
9319 element == EL_EXPANDABLE_WALL ||
9320 element == EL_BD_EXPANDABLE_WALL)
9324 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9325 Store[ax-1][ay] = element;
9326 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9327 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9328 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9329 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9335 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9336 Store[ax+1][ay] = element;
9337 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9338 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9339 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9340 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9345 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9346 TEST_DrawLevelField(ax, ay);
9348 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9350 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9351 unten_massiv = TRUE;
9352 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9353 links_massiv = TRUE;
9354 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9355 rechts_massiv = TRUE;
9357 if (((oben_massiv && unten_massiv) ||
9358 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9359 element == EL_EXPANDABLE_WALL) &&
9360 ((links_massiv && rechts_massiv) ||
9361 element == EL_EXPANDABLE_WALL_VERTICAL))
9362 Feld[ax][ay] = EL_WALL;
9365 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9368 static void MauerAblegerStahl(int ax, int ay)
9370 int element = Feld[ax][ay];
9371 int graphic = el2img(element);
9372 boolean oben_frei = FALSE, unten_frei = FALSE;
9373 boolean links_frei = FALSE, rechts_frei = FALSE;
9374 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9375 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9376 boolean new_wall = FALSE;
9378 if (IS_ANIMATED(graphic))
9379 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9381 if (!MovDelay[ax][ay]) /* start building new wall */
9382 MovDelay[ax][ay] = 6;
9384 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9387 if (MovDelay[ax][ay])
9391 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9393 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9395 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9397 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9400 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9401 element == EL_EXPANDABLE_STEELWALL_ANY)
9405 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9406 Store[ax][ay-1] = element;
9407 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9408 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9409 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9410 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9415 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9416 Store[ax][ay+1] = element;
9417 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9418 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9419 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9420 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9425 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9426 element == EL_EXPANDABLE_STEELWALL_ANY)
9430 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9431 Store[ax-1][ay] = element;
9432 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9433 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9434 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9435 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9441 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9442 Store[ax+1][ay] = element;
9443 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9444 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9445 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9446 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9451 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9453 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9454 unten_massiv = TRUE;
9455 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9456 links_massiv = TRUE;
9457 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9458 rechts_massiv = TRUE;
9460 if (((oben_massiv && unten_massiv) ||
9461 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9462 ((links_massiv && rechts_massiv) ||
9463 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9464 Feld[ax][ay] = EL_STEELWALL;
9467 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9470 static void CheckForDragon(int x, int y)
9473 boolean dragon_found = FALSE;
9474 static int xy[4][2] =
9482 for (i = 0; i < NUM_DIRECTIONS; i++)
9484 for (j = 0; j < 4; j++)
9486 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9488 if (IN_LEV_FIELD(xx, yy) &&
9489 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9491 if (Feld[xx][yy] == EL_DRAGON)
9492 dragon_found = TRUE;
9501 for (i = 0; i < NUM_DIRECTIONS; i++)
9503 for (j = 0; j < 3; j++)
9505 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9507 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9509 Feld[xx][yy] = EL_EMPTY;
9510 TEST_DrawLevelField(xx, yy);
9519 static void InitBuggyBase(int x, int y)
9521 int element = Feld[x][y];
9522 int activating_delay = FRAMES_PER_SECOND / 4;
9525 (element == EL_SP_BUGGY_BASE ?
9526 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9527 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9529 element == EL_SP_BUGGY_BASE_ACTIVE ?
9530 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9533 static void WarnBuggyBase(int x, int y)
9536 static int xy[4][2] =
9544 for (i = 0; i < NUM_DIRECTIONS; i++)
9546 int xx = x + xy[i][0];
9547 int yy = y + xy[i][1];
9549 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9551 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9558 static void InitTrap(int x, int y)
9560 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9563 static void ActivateTrap(int x, int y)
9565 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9568 static void ChangeActiveTrap(int x, int y)
9570 int graphic = IMG_TRAP_ACTIVE;
9572 /* if new animation frame was drawn, correct crumbled sand border */
9573 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9574 TEST_DrawLevelFieldCrumbled(x, y);
9577 static int getSpecialActionElement(int element, int number, int base_element)
9579 return (element != EL_EMPTY ? element :
9580 number != -1 ? base_element + number - 1 :
9584 static int getModifiedActionNumber(int value_old, int operator, int operand,
9585 int value_min, int value_max)
9587 int value_new = (operator == CA_MODE_SET ? operand :
9588 operator == CA_MODE_ADD ? value_old + operand :
9589 operator == CA_MODE_SUBTRACT ? value_old - operand :
9590 operator == CA_MODE_MULTIPLY ? value_old * operand :
9591 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9592 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9595 return (value_new < value_min ? value_min :
9596 value_new > value_max ? value_max :
9600 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9602 struct ElementInfo *ei = &element_info[element];
9603 struct ElementChangeInfo *change = &ei->change_page[page];
9604 int target_element = change->target_element;
9605 int action_type = change->action_type;
9606 int action_mode = change->action_mode;
9607 int action_arg = change->action_arg;
9608 int action_element = change->action_element;
9611 if (!change->has_action)
9614 /* ---------- determine action paramater values -------------------------- */
9616 int level_time_value =
9617 (level.time > 0 ? TimeLeft :
9620 int action_arg_element_raw =
9621 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9622 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9623 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9624 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9625 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9626 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9627 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9629 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9631 int action_arg_direction =
9632 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9633 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9634 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9635 change->actual_trigger_side :
9636 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9637 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9640 int action_arg_number_min =
9641 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9644 int action_arg_number_max =
9645 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9646 action_type == CA_SET_LEVEL_GEMS ? 999 :
9647 action_type == CA_SET_LEVEL_TIME ? 9999 :
9648 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9649 action_type == CA_SET_CE_VALUE ? 9999 :
9650 action_type == CA_SET_CE_SCORE ? 9999 :
9653 int action_arg_number_reset =
9654 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9655 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9656 action_type == CA_SET_LEVEL_TIME ? level.time :
9657 action_type == CA_SET_LEVEL_SCORE ? 0 :
9658 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9659 action_type == CA_SET_CE_SCORE ? 0 :
9662 int action_arg_number =
9663 (action_arg <= CA_ARG_MAX ? action_arg :
9664 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9665 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9666 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9667 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9668 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9669 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9670 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9671 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9672 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9673 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9674 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9675 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9676 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9677 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9678 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9679 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9680 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9681 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9682 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9683 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9684 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9687 int action_arg_number_old =
9688 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9689 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9690 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9691 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9692 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9695 int action_arg_number_new =
9696 getModifiedActionNumber(action_arg_number_old,
9697 action_mode, action_arg_number,
9698 action_arg_number_min, action_arg_number_max);
9700 int trigger_player_bits =
9701 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9702 change->actual_trigger_player_bits : change->trigger_player);
9704 int action_arg_player_bits =
9705 (action_arg >= CA_ARG_PLAYER_1 &&
9706 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9707 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9708 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9711 /* ---------- execute action -------------------------------------------- */
9713 switch (action_type)
9720 /* ---------- level actions ------------------------------------------- */
9722 case CA_RESTART_LEVEL:
9724 game.restart_level = TRUE;
9729 case CA_SHOW_ENVELOPE:
9731 int element = getSpecialActionElement(action_arg_element,
9732 action_arg_number, EL_ENVELOPE_1);
9734 if (IS_ENVELOPE(element))
9735 local_player->show_envelope = element;
9740 case CA_SET_LEVEL_TIME:
9742 if (level.time > 0) /* only modify limited time value */
9744 TimeLeft = action_arg_number_new;
9746 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9748 DisplayGameControlValues();
9750 if (!TimeLeft && setup.time_limit)
9751 for (i = 0; i < MAX_PLAYERS; i++)
9752 KillPlayer(&stored_player[i]);
9758 case CA_SET_LEVEL_SCORE:
9760 local_player->score = action_arg_number_new;
9762 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9764 DisplayGameControlValues();
9769 case CA_SET_LEVEL_GEMS:
9771 local_player->gems_still_needed = action_arg_number_new;
9773 game.snapshot.collected_item = TRUE;
9775 game_panel_controls[GAME_PANEL_GEMS].value =
9776 local_player->gems_still_needed;
9778 DisplayGameControlValues();
9783 case CA_SET_LEVEL_WIND:
9785 game.wind_direction = action_arg_direction;
9790 case CA_SET_LEVEL_RANDOM_SEED:
9792 /* ensure that setting a new random seed while playing is predictable */
9793 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9798 /* ---------- player actions ------------------------------------------ */
9800 case CA_MOVE_PLAYER:
9802 /* automatically move to the next field in specified direction */
9803 for (i = 0; i < MAX_PLAYERS; i++)
9804 if (trigger_player_bits & (1 << i))
9805 stored_player[i].programmed_action = action_arg_direction;
9810 case CA_EXIT_PLAYER:
9812 for (i = 0; i < MAX_PLAYERS; i++)
9813 if (action_arg_player_bits & (1 << i))
9814 ExitPlayer(&stored_player[i]);
9817 PlayerWins(local_player);
9822 case CA_KILL_PLAYER:
9824 for (i = 0; i < MAX_PLAYERS; i++)
9825 if (action_arg_player_bits & (1 << i))
9826 KillPlayer(&stored_player[i]);
9831 case CA_SET_PLAYER_KEYS:
9833 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9834 int element = getSpecialActionElement(action_arg_element,
9835 action_arg_number, EL_KEY_1);
9837 if (IS_KEY(element))
9839 for (i = 0; i < MAX_PLAYERS; i++)
9841 if (trigger_player_bits & (1 << i))
9843 stored_player[i].key[KEY_NR(element)] = key_state;
9845 DrawGameDoorValues();
9853 case CA_SET_PLAYER_SPEED:
9855 for (i = 0; i < MAX_PLAYERS; i++)
9857 if (trigger_player_bits & (1 << i))
9859 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9861 if (action_arg == CA_ARG_SPEED_FASTER &&
9862 stored_player[i].cannot_move)
9864 action_arg_number = STEPSIZE_VERY_SLOW;
9866 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9867 action_arg == CA_ARG_SPEED_FASTER)
9869 action_arg_number = 2;
9870 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9873 else if (action_arg == CA_ARG_NUMBER_RESET)
9875 action_arg_number = level.initial_player_stepsize[i];
9879 getModifiedActionNumber(move_stepsize,
9882 action_arg_number_min,
9883 action_arg_number_max);
9885 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9892 case CA_SET_PLAYER_SHIELD:
9894 for (i = 0; i < MAX_PLAYERS; i++)
9896 if (trigger_player_bits & (1 << i))
9898 if (action_arg == CA_ARG_SHIELD_OFF)
9900 stored_player[i].shield_normal_time_left = 0;
9901 stored_player[i].shield_deadly_time_left = 0;
9903 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9905 stored_player[i].shield_normal_time_left = 999999;
9907 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9909 stored_player[i].shield_normal_time_left = 999999;
9910 stored_player[i].shield_deadly_time_left = 999999;
9918 case CA_SET_PLAYER_GRAVITY:
9920 for (i = 0; i < MAX_PLAYERS; i++)
9922 if (trigger_player_bits & (1 << i))
9924 stored_player[i].gravity =
9925 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9926 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9927 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9928 stored_player[i].gravity);
9935 case CA_SET_PLAYER_ARTWORK:
9937 for (i = 0; i < MAX_PLAYERS; i++)
9939 if (trigger_player_bits & (1 << i))
9941 int artwork_element = action_arg_element;
9943 if (action_arg == CA_ARG_ELEMENT_RESET)
9945 (level.use_artwork_element[i] ? level.artwork_element[i] :
9946 stored_player[i].element_nr);
9948 if (stored_player[i].artwork_element != artwork_element)
9949 stored_player[i].Frame = 0;
9951 stored_player[i].artwork_element = artwork_element;
9953 SetPlayerWaiting(&stored_player[i], FALSE);
9955 /* set number of special actions for bored and sleeping animation */
9956 stored_player[i].num_special_action_bored =
9957 get_num_special_action(artwork_element,
9958 ACTION_BORING_1, ACTION_BORING_LAST);
9959 stored_player[i].num_special_action_sleeping =
9960 get_num_special_action(artwork_element,
9961 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9968 case CA_SET_PLAYER_INVENTORY:
9970 for (i = 0; i < MAX_PLAYERS; i++)
9972 struct PlayerInfo *player = &stored_player[i];
9975 if (trigger_player_bits & (1 << i))
9977 int inventory_element = action_arg_element;
9979 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9980 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9981 action_arg == CA_ARG_ELEMENT_ACTION)
9983 int element = inventory_element;
9984 int collect_count = element_info[element].collect_count_initial;
9986 if (!IS_CUSTOM_ELEMENT(element))
9989 if (collect_count == 0)
9990 player->inventory_infinite_element = element;
9992 for (k = 0; k < collect_count; k++)
9993 if (player->inventory_size < MAX_INVENTORY_SIZE)
9994 player->inventory_element[player->inventory_size++] =
9997 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9998 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9999 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10001 if (player->inventory_infinite_element != EL_UNDEFINED &&
10002 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10003 action_arg_element_raw))
10004 player->inventory_infinite_element = EL_UNDEFINED;
10006 for (k = 0, j = 0; j < player->inventory_size; j++)
10008 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10009 action_arg_element_raw))
10010 player->inventory_element[k++] = player->inventory_element[j];
10013 player->inventory_size = k;
10015 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10017 if (player->inventory_size > 0)
10019 for (j = 0; j < player->inventory_size - 1; j++)
10020 player->inventory_element[j] = player->inventory_element[j + 1];
10022 player->inventory_size--;
10025 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10027 if (player->inventory_size > 0)
10028 player->inventory_size--;
10030 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10032 player->inventory_infinite_element = EL_UNDEFINED;
10033 player->inventory_size = 0;
10035 else if (action_arg == CA_ARG_INVENTORY_RESET)
10037 player->inventory_infinite_element = EL_UNDEFINED;
10038 player->inventory_size = 0;
10040 if (level.use_initial_inventory[i])
10042 for (j = 0; j < level.initial_inventory_size[i]; j++)
10044 int element = level.initial_inventory_content[i][j];
10045 int collect_count = element_info[element].collect_count_initial;
10047 if (!IS_CUSTOM_ELEMENT(element))
10050 if (collect_count == 0)
10051 player->inventory_infinite_element = element;
10053 for (k = 0; k < collect_count; k++)
10054 if (player->inventory_size < MAX_INVENTORY_SIZE)
10055 player->inventory_element[player->inventory_size++] =
10066 /* ---------- CE actions ---------------------------------------------- */
10068 case CA_SET_CE_VALUE:
10070 int last_ce_value = CustomValue[x][y];
10072 CustomValue[x][y] = action_arg_number_new;
10074 if (CustomValue[x][y] != last_ce_value)
10076 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10077 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10079 if (CustomValue[x][y] == 0)
10081 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10082 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10089 case CA_SET_CE_SCORE:
10091 int last_ce_score = ei->collect_score;
10093 ei->collect_score = action_arg_number_new;
10095 if (ei->collect_score != last_ce_score)
10097 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10098 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10100 if (ei->collect_score == 0)
10104 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10105 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10108 This is a very special case that seems to be a mixture between
10109 CheckElementChange() and CheckTriggeredElementChange(): while
10110 the first one only affects single elements that are triggered
10111 directly, the second one affects multiple elements in the playfield
10112 that are triggered indirectly by another element. This is a third
10113 case: Changing the CE score always affects multiple identical CEs,
10114 so every affected CE must be checked, not only the single CE for
10115 which the CE score was changed in the first place (as every instance
10116 of that CE shares the same CE score, and therefore also can change)!
10118 SCAN_PLAYFIELD(xx, yy)
10120 if (Feld[xx][yy] == element)
10121 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10122 CE_SCORE_GETS_ZERO);
10130 case CA_SET_CE_ARTWORK:
10132 int artwork_element = action_arg_element;
10133 boolean reset_frame = FALSE;
10136 if (action_arg == CA_ARG_ELEMENT_RESET)
10137 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10140 if (ei->gfx_element != artwork_element)
10141 reset_frame = TRUE;
10143 ei->gfx_element = artwork_element;
10145 SCAN_PLAYFIELD(xx, yy)
10147 if (Feld[xx][yy] == element)
10151 ResetGfxAnimation(xx, yy);
10152 ResetRandomAnimationValue(xx, yy);
10155 TEST_DrawLevelField(xx, yy);
10162 /* ---------- engine actions ------------------------------------------ */
10164 case CA_SET_ENGINE_SCAN_MODE:
10166 InitPlayfieldScanMode(action_arg);
10176 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10178 int old_element = Feld[x][y];
10179 int new_element = GetElementFromGroupElement(element);
10180 int previous_move_direction = MovDir[x][y];
10181 int last_ce_value = CustomValue[x][y];
10182 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10183 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10184 boolean add_player_onto_element = (new_element_is_player &&
10185 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10186 IS_WALKABLE(old_element));
10188 if (!add_player_onto_element)
10190 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10191 RemoveMovingField(x, y);
10195 Feld[x][y] = new_element;
10197 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10198 MovDir[x][y] = previous_move_direction;
10200 if (element_info[new_element].use_last_ce_value)
10201 CustomValue[x][y] = last_ce_value;
10203 InitField_WithBug1(x, y, FALSE);
10205 new_element = Feld[x][y]; /* element may have changed */
10207 ResetGfxAnimation(x, y);
10208 ResetRandomAnimationValue(x, y);
10210 TEST_DrawLevelField(x, y);
10212 if (GFX_CRUMBLED(new_element))
10213 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10216 /* check if element under the player changes from accessible to unaccessible
10217 (needed for special case of dropping element which then changes) */
10218 /* (must be checked after creating new element for walkable group elements) */
10219 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10220 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10227 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10228 if (new_element_is_player)
10229 RelocatePlayer(x, y, new_element);
10232 ChangeCount[x][y]++; /* count number of changes in the same frame */
10234 TestIfBadThingTouchesPlayer(x, y);
10235 TestIfPlayerTouchesCustomElement(x, y);
10236 TestIfElementTouchesCustomElement(x, y);
10239 static void CreateField(int x, int y, int element)
10241 CreateFieldExt(x, y, element, FALSE);
10244 static void CreateElementFromChange(int x, int y, int element)
10246 element = GET_VALID_RUNTIME_ELEMENT(element);
10248 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10250 int old_element = Feld[x][y];
10252 /* prevent changed element from moving in same engine frame
10253 unless both old and new element can either fall or move */
10254 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10255 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10259 CreateFieldExt(x, y, element, TRUE);
10262 static boolean ChangeElement(int x, int y, int element, int page)
10264 struct ElementInfo *ei = &element_info[element];
10265 struct ElementChangeInfo *change = &ei->change_page[page];
10266 int ce_value = CustomValue[x][y];
10267 int ce_score = ei->collect_score;
10268 int target_element;
10269 int old_element = Feld[x][y];
10271 /* always use default change event to prevent running into a loop */
10272 if (ChangeEvent[x][y] == -1)
10273 ChangeEvent[x][y] = CE_DELAY;
10275 if (ChangeEvent[x][y] == CE_DELAY)
10277 /* reset actual trigger element, trigger player and action element */
10278 change->actual_trigger_element = EL_EMPTY;
10279 change->actual_trigger_player = EL_EMPTY;
10280 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10281 change->actual_trigger_side = CH_SIDE_NONE;
10282 change->actual_trigger_ce_value = 0;
10283 change->actual_trigger_ce_score = 0;
10286 /* do not change elements more than a specified maximum number of changes */
10287 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10290 ChangeCount[x][y]++; /* count number of changes in the same frame */
10292 if (change->explode)
10299 if (change->use_target_content)
10301 boolean complete_replace = TRUE;
10302 boolean can_replace[3][3];
10305 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10308 boolean is_walkable;
10309 boolean is_diggable;
10310 boolean is_collectible;
10311 boolean is_removable;
10312 boolean is_destructible;
10313 int ex = x + xx - 1;
10314 int ey = y + yy - 1;
10315 int content_element = change->target_content.e[xx][yy];
10318 can_replace[xx][yy] = TRUE;
10320 if (ex == x && ey == y) /* do not check changing element itself */
10323 if (content_element == EL_EMPTY_SPACE)
10325 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10330 if (!IN_LEV_FIELD(ex, ey))
10332 can_replace[xx][yy] = FALSE;
10333 complete_replace = FALSE;
10340 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10341 e = MovingOrBlocked2Element(ex, ey);
10343 is_empty = (IS_FREE(ex, ey) ||
10344 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10346 is_walkable = (is_empty || IS_WALKABLE(e));
10347 is_diggable = (is_empty || IS_DIGGABLE(e));
10348 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10349 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10350 is_removable = (is_diggable || is_collectible);
10352 can_replace[xx][yy] =
10353 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10354 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10355 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10356 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10357 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10358 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10359 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10361 if (!can_replace[xx][yy])
10362 complete_replace = FALSE;
10365 if (!change->only_if_complete || complete_replace)
10367 boolean something_has_changed = FALSE;
10369 if (change->only_if_complete && change->use_random_replace &&
10370 RND(100) < change->random_percentage)
10373 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10375 int ex = x + xx - 1;
10376 int ey = y + yy - 1;
10377 int content_element;
10379 if (can_replace[xx][yy] && (!change->use_random_replace ||
10380 RND(100) < change->random_percentage))
10382 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10383 RemoveMovingField(ex, ey);
10385 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10387 content_element = change->target_content.e[xx][yy];
10388 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10389 ce_value, ce_score);
10391 CreateElementFromChange(ex, ey, target_element);
10393 something_has_changed = TRUE;
10395 /* for symmetry reasons, freeze newly created border elements */
10396 if (ex != x || ey != y)
10397 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10401 if (something_has_changed)
10403 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10404 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10410 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10411 ce_value, ce_score);
10413 if (element == EL_DIAGONAL_GROWING ||
10414 element == EL_DIAGONAL_SHRINKING)
10416 target_element = Store[x][y];
10418 Store[x][y] = EL_EMPTY;
10421 CreateElementFromChange(x, y, target_element);
10423 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10424 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10427 /* this uses direct change before indirect change */
10428 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10433 static void HandleElementChange(int x, int y, int page)
10435 int element = MovingOrBlocked2Element(x, y);
10436 struct ElementInfo *ei = &element_info[element];
10437 struct ElementChangeInfo *change = &ei->change_page[page];
10438 boolean handle_action_before_change = FALSE;
10441 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10442 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10445 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10446 x, y, element, element_info[element].token_name);
10447 printf("HandleElementChange(): This should never happen!\n");
10452 /* this can happen with classic bombs on walkable, changing elements */
10453 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10458 if (ChangeDelay[x][y] == 0) /* initialize element change */
10460 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10462 if (change->can_change)
10464 /* !!! not clear why graphic animation should be reset at all here !!! */
10465 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10466 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10469 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10471 When using an animation frame delay of 1 (this only happens with
10472 "sp_zonk.moving.left/right" in the classic graphics), the default
10473 (non-moving) animation shows wrong animation frames (while the
10474 moving animation, like "sp_zonk.moving.left/right", is correct,
10475 so this graphical bug never shows up with the classic graphics).
10476 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10477 be drawn instead of the correct frames 0,1,2,3. This is caused by
10478 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10479 an element change: First when the change delay ("ChangeDelay[][]")
10480 counter has reached zero after decrementing, then a second time in
10481 the next frame (after "GfxFrame[][]" was already incremented) when
10482 "ChangeDelay[][]" is reset to the initial delay value again.
10484 This causes frame 0 to be drawn twice, while the last frame won't
10485 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10487 As some animations may already be cleverly designed around this bug
10488 (at least the "Snake Bite" snake tail animation does this), it cannot
10489 simply be fixed here without breaking such existing animations.
10490 Unfortunately, it cannot easily be detected if a graphics set was
10491 designed "before" or "after" the bug was fixed. As a workaround,
10492 a new graphics set option "game.graphics_engine_version" was added
10493 to be able to specify the game's major release version for which the
10494 graphics set was designed, which can then be used to decide if the
10495 bugfix should be used (version 4 and above) or not (version 3 or
10496 below, or if no version was specified at all, as with old sets).
10498 (The wrong/fixed animation frames can be tested with the test level set
10499 "test_gfxframe" and level "000", which contains a specially prepared
10500 custom element at level position (x/y) == (11/9) which uses the zonk
10501 animation mentioned above. Using "game.graphics_engine_version: 4"
10502 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10503 This can also be seen from the debug output for this test element.)
10506 /* when a custom element is about to change (for example by change delay),
10507 do not reset graphic animation when the custom element is moving */
10508 if (game.graphics_engine_version < 4 &&
10511 ResetGfxAnimation(x, y);
10512 ResetRandomAnimationValue(x, y);
10515 if (change->pre_change_function)
10516 change->pre_change_function(x, y);
10520 ChangeDelay[x][y]--;
10522 if (ChangeDelay[x][y] != 0) /* continue element change */
10524 if (change->can_change)
10526 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10528 if (IS_ANIMATED(graphic))
10529 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10531 if (change->change_function)
10532 change->change_function(x, y);
10535 else /* finish element change */
10537 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10539 page = ChangePage[x][y];
10540 ChangePage[x][y] = -1;
10542 change = &ei->change_page[page];
10545 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10547 ChangeDelay[x][y] = 1; /* try change after next move step */
10548 ChangePage[x][y] = page; /* remember page to use for change */
10553 /* special case: set new level random seed before changing element */
10554 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10555 handle_action_before_change = TRUE;
10557 if (change->has_action && handle_action_before_change)
10558 ExecuteCustomElementAction(x, y, element, page);
10560 if (change->can_change)
10562 if (ChangeElement(x, y, element, page))
10564 if (change->post_change_function)
10565 change->post_change_function(x, y);
10569 if (change->has_action && !handle_action_before_change)
10570 ExecuteCustomElementAction(x, y, element, page);
10574 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10575 int trigger_element,
10577 int trigger_player,
10581 boolean change_done_any = FALSE;
10582 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10585 if (!(trigger_events[trigger_element][trigger_event]))
10588 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10590 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10592 int element = EL_CUSTOM_START + i;
10593 boolean change_done = FALSE;
10596 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10597 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10600 for (p = 0; p < element_info[element].num_change_pages; p++)
10602 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10604 if (change->can_change_or_has_action &&
10605 change->has_event[trigger_event] &&
10606 change->trigger_side & trigger_side &&
10607 change->trigger_player & trigger_player &&
10608 change->trigger_page & trigger_page_bits &&
10609 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10611 change->actual_trigger_element = trigger_element;
10612 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10613 change->actual_trigger_player_bits = trigger_player;
10614 change->actual_trigger_side = trigger_side;
10615 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10616 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10618 if ((change->can_change && !change_done) || change->has_action)
10622 SCAN_PLAYFIELD(x, y)
10624 if (Feld[x][y] == element)
10626 if (change->can_change && !change_done)
10628 /* if element already changed in this frame, not only prevent
10629 another element change (checked in ChangeElement()), but
10630 also prevent additional element actions for this element */
10632 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10633 !level.use_action_after_change_bug)
10636 ChangeDelay[x][y] = 1;
10637 ChangeEvent[x][y] = trigger_event;
10639 HandleElementChange(x, y, p);
10641 else if (change->has_action)
10643 /* if element already changed in this frame, not only prevent
10644 another element change (checked in ChangeElement()), but
10645 also prevent additional element actions for this element */
10647 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10648 !level.use_action_after_change_bug)
10651 ExecuteCustomElementAction(x, y, element, p);
10652 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10657 if (change->can_change)
10659 change_done = TRUE;
10660 change_done_any = TRUE;
10667 RECURSION_LOOP_DETECTION_END();
10669 return change_done_any;
10672 static boolean CheckElementChangeExt(int x, int y,
10674 int trigger_element,
10676 int trigger_player,
10679 boolean change_done = FALSE;
10682 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10683 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10686 if (Feld[x][y] == EL_BLOCKED)
10688 Blocked2Moving(x, y, &x, &y);
10689 element = Feld[x][y];
10692 /* check if element has already changed or is about to change after moving */
10693 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10694 Feld[x][y] != element) ||
10696 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10697 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10698 ChangePage[x][y] != -1)))
10701 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10703 for (p = 0; p < element_info[element].num_change_pages; p++)
10705 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10707 /* check trigger element for all events where the element that is checked
10708 for changing interacts with a directly adjacent element -- this is
10709 different to element changes that affect other elements to change on the
10710 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10711 boolean check_trigger_element =
10712 (trigger_event == CE_TOUCHING_X ||
10713 trigger_event == CE_HITTING_X ||
10714 trigger_event == CE_HIT_BY_X ||
10715 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10717 if (change->can_change_or_has_action &&
10718 change->has_event[trigger_event] &&
10719 change->trigger_side & trigger_side &&
10720 change->trigger_player & trigger_player &&
10721 (!check_trigger_element ||
10722 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10724 change->actual_trigger_element = trigger_element;
10725 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10726 change->actual_trigger_player_bits = trigger_player;
10727 change->actual_trigger_side = trigger_side;
10728 change->actual_trigger_ce_value = CustomValue[x][y];
10729 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10731 /* special case: trigger element not at (x,y) position for some events */
10732 if (check_trigger_element)
10744 { 0, 0 }, { 0, 0 }, { 0, 0 },
10748 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10749 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10751 change->actual_trigger_ce_value = CustomValue[xx][yy];
10752 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10755 if (change->can_change && !change_done)
10757 ChangeDelay[x][y] = 1;
10758 ChangeEvent[x][y] = trigger_event;
10760 HandleElementChange(x, y, p);
10762 change_done = TRUE;
10764 else if (change->has_action)
10766 ExecuteCustomElementAction(x, y, element, p);
10767 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10772 RECURSION_LOOP_DETECTION_END();
10774 return change_done;
10777 static void PlayPlayerSound(struct PlayerInfo *player)
10779 int jx = player->jx, jy = player->jy;
10780 int sound_element = player->artwork_element;
10781 int last_action = player->last_action_waiting;
10782 int action = player->action_waiting;
10784 if (player->is_waiting)
10786 if (action != last_action)
10787 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10789 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10793 if (action != last_action)
10794 StopSound(element_info[sound_element].sound[last_action]);
10796 if (last_action == ACTION_SLEEPING)
10797 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10801 static void PlayAllPlayersSound(void)
10805 for (i = 0; i < MAX_PLAYERS; i++)
10806 if (stored_player[i].active)
10807 PlayPlayerSound(&stored_player[i]);
10810 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10812 boolean last_waiting = player->is_waiting;
10813 int move_dir = player->MovDir;
10815 player->dir_waiting = move_dir;
10816 player->last_action_waiting = player->action_waiting;
10820 if (!last_waiting) /* not waiting -> waiting */
10822 player->is_waiting = TRUE;
10824 player->frame_counter_bored =
10826 game.player_boring_delay_fixed +
10827 GetSimpleRandom(game.player_boring_delay_random);
10828 player->frame_counter_sleeping =
10830 game.player_sleeping_delay_fixed +
10831 GetSimpleRandom(game.player_sleeping_delay_random);
10833 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10836 if (game.player_sleeping_delay_fixed +
10837 game.player_sleeping_delay_random > 0 &&
10838 player->anim_delay_counter == 0 &&
10839 player->post_delay_counter == 0 &&
10840 FrameCounter >= player->frame_counter_sleeping)
10841 player->is_sleeping = TRUE;
10842 else if (game.player_boring_delay_fixed +
10843 game.player_boring_delay_random > 0 &&
10844 FrameCounter >= player->frame_counter_bored)
10845 player->is_bored = TRUE;
10847 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10848 player->is_bored ? ACTION_BORING :
10851 if (player->is_sleeping && player->use_murphy)
10853 /* special case for sleeping Murphy when leaning against non-free tile */
10855 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10856 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10857 !IS_MOVING(player->jx - 1, player->jy)))
10858 move_dir = MV_LEFT;
10859 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10860 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10861 !IS_MOVING(player->jx + 1, player->jy)))
10862 move_dir = MV_RIGHT;
10864 player->is_sleeping = FALSE;
10866 player->dir_waiting = move_dir;
10869 if (player->is_sleeping)
10871 if (player->num_special_action_sleeping > 0)
10873 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10875 int last_special_action = player->special_action_sleeping;
10876 int num_special_action = player->num_special_action_sleeping;
10877 int special_action =
10878 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10879 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10880 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10881 last_special_action + 1 : ACTION_SLEEPING);
10882 int special_graphic =
10883 el_act_dir2img(player->artwork_element, special_action, move_dir);
10885 player->anim_delay_counter =
10886 graphic_info[special_graphic].anim_delay_fixed +
10887 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10888 player->post_delay_counter =
10889 graphic_info[special_graphic].post_delay_fixed +
10890 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10892 player->special_action_sleeping = special_action;
10895 if (player->anim_delay_counter > 0)
10897 player->action_waiting = player->special_action_sleeping;
10898 player->anim_delay_counter--;
10900 else if (player->post_delay_counter > 0)
10902 player->post_delay_counter--;
10906 else if (player->is_bored)
10908 if (player->num_special_action_bored > 0)
10910 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10912 int special_action =
10913 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10914 int special_graphic =
10915 el_act_dir2img(player->artwork_element, special_action, move_dir);
10917 player->anim_delay_counter =
10918 graphic_info[special_graphic].anim_delay_fixed +
10919 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10920 player->post_delay_counter =
10921 graphic_info[special_graphic].post_delay_fixed +
10922 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10924 player->special_action_bored = special_action;
10927 if (player->anim_delay_counter > 0)
10929 player->action_waiting = player->special_action_bored;
10930 player->anim_delay_counter--;
10932 else if (player->post_delay_counter > 0)
10934 player->post_delay_counter--;
10939 else if (last_waiting) /* waiting -> not waiting */
10941 player->is_waiting = FALSE;
10942 player->is_bored = FALSE;
10943 player->is_sleeping = FALSE;
10945 player->frame_counter_bored = -1;
10946 player->frame_counter_sleeping = -1;
10948 player->anim_delay_counter = 0;
10949 player->post_delay_counter = 0;
10951 player->dir_waiting = player->MovDir;
10952 player->action_waiting = ACTION_DEFAULT;
10954 player->special_action_bored = ACTION_DEFAULT;
10955 player->special_action_sleeping = ACTION_DEFAULT;
10959 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10961 if ((!player->is_moving && player->was_moving) ||
10962 (player->MovPos == 0 && player->was_moving) ||
10963 (player->is_snapping && !player->was_snapping) ||
10964 (player->is_dropping && !player->was_dropping))
10966 if (!CheckSaveEngineSnapshotToList())
10969 player->was_moving = FALSE;
10970 player->was_snapping = TRUE;
10971 player->was_dropping = TRUE;
10975 if (player->is_moving)
10976 player->was_moving = TRUE;
10978 if (!player->is_snapping)
10979 player->was_snapping = FALSE;
10981 if (!player->is_dropping)
10982 player->was_dropping = FALSE;
10986 static void CheckSingleStepMode(struct PlayerInfo *player)
10988 if (tape.single_step && tape.recording && !tape.pausing)
10990 /* as it is called "single step mode", just return to pause mode when the
10991 player stopped moving after one tile (or never starts moving at all) */
10992 if (!player->is_moving &&
10993 !player->is_pushing &&
10994 !player->is_dropping_pressed)
10996 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10997 SnapField(player, 0, 0); /* stop snapping */
11001 CheckSaveEngineSnapshot(player);
11004 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11006 int left = player_action & JOY_LEFT;
11007 int right = player_action & JOY_RIGHT;
11008 int up = player_action & JOY_UP;
11009 int down = player_action & JOY_DOWN;
11010 int button1 = player_action & JOY_BUTTON_1;
11011 int button2 = player_action & JOY_BUTTON_2;
11012 int dx = (left ? -1 : right ? 1 : 0);
11013 int dy = (up ? -1 : down ? 1 : 0);
11015 if (!player->active || tape.pausing)
11021 SnapField(player, dx, dy);
11025 DropElement(player);
11027 MovePlayer(player, dx, dy);
11030 CheckSingleStepMode(player);
11032 SetPlayerWaiting(player, FALSE);
11034 return player_action;
11038 /* no actions for this player (no input at player's configured device) */
11040 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11041 SnapField(player, 0, 0);
11042 CheckGravityMovementWhenNotMoving(player);
11044 if (player->MovPos == 0)
11045 SetPlayerWaiting(player, TRUE);
11047 if (player->MovPos == 0) /* needed for tape.playing */
11048 player->is_moving = FALSE;
11050 player->is_dropping = FALSE;
11051 player->is_dropping_pressed = FALSE;
11052 player->drop_pressed_delay = 0;
11054 CheckSingleStepMode(player);
11060 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11063 if (!tape.use_mouse)
11066 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11067 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11068 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11071 static void SetTapeActionFromMouseAction(byte *tape_action,
11072 struct MouseActionInfo *mouse_action)
11074 if (!tape.use_mouse)
11077 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11078 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11079 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11082 static void CheckLevelTime(void)
11086 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11087 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11089 if (level.native_em_level->lev->home == 0) /* all players at home */
11091 PlayerWins(local_player);
11093 AllPlayersGone = TRUE;
11095 level.native_em_level->lev->home = -1;
11098 if (level.native_em_level->ply[0]->alive == 0 &&
11099 level.native_em_level->ply[1]->alive == 0 &&
11100 level.native_em_level->ply[2]->alive == 0 &&
11101 level.native_em_level->ply[3]->alive == 0) /* all dead */
11102 AllPlayersGone = TRUE;
11104 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11106 if (game_sp.LevelSolved &&
11107 !game_sp.GameOver) /* game won */
11109 PlayerWins(local_player);
11111 game_sp.GameOver = TRUE;
11113 AllPlayersGone = TRUE;
11116 if (game_sp.GameOver) /* game lost */
11117 AllPlayersGone = TRUE;
11119 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11121 if (game_mm.level_solved &&
11122 !game_mm.game_over) /* game won */
11124 PlayerWins(local_player);
11126 game_mm.game_over = TRUE;
11128 AllPlayersGone = TRUE;
11131 if (game_mm.game_over) /* game lost */
11132 AllPlayersGone = TRUE;
11135 if (TimeFrames >= FRAMES_PER_SECOND)
11140 for (i = 0; i < MAX_PLAYERS; i++)
11142 struct PlayerInfo *player = &stored_player[i];
11144 if (SHIELD_ON(player))
11146 player->shield_normal_time_left--;
11148 if (player->shield_deadly_time_left > 0)
11149 player->shield_deadly_time_left--;
11153 if (!local_player->LevelSolved && !level.use_step_counter)
11161 if (TimeLeft <= 10 && setup.time_limit)
11162 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11164 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11165 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11167 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11169 if (!TimeLeft && setup.time_limit)
11171 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11172 level.native_em_level->lev->killed_out_of_time = TRUE;
11174 for (i = 0; i < MAX_PLAYERS; i++)
11175 KillPlayer(&stored_player[i]);
11178 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11180 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11183 level.native_em_level->lev->time =
11184 (game.no_time_limit ? TimePlayed : TimeLeft);
11187 if (tape.recording || tape.playing)
11188 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11191 if (tape.recording || tape.playing)
11192 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11194 UpdateAndDisplayGameControlValues();
11197 void AdvanceFrameAndPlayerCounters(int player_nr)
11201 /* advance frame counters (global frame counter and time frame counter) */
11205 /* advance player counters (counters for move delay, move animation etc.) */
11206 for (i = 0; i < MAX_PLAYERS; i++)
11208 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11209 int move_delay_value = stored_player[i].move_delay_value;
11210 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11212 if (!advance_player_counters) /* not all players may be affected */
11215 if (move_frames == 0) /* less than one move per game frame */
11217 int stepsize = TILEX / move_delay_value;
11218 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11219 int count = (stored_player[i].is_moving ?
11220 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11222 if (count % delay == 0)
11226 stored_player[i].Frame += move_frames;
11228 if (stored_player[i].MovPos != 0)
11229 stored_player[i].StepFrame += move_frames;
11231 if (stored_player[i].move_delay > 0)
11232 stored_player[i].move_delay--;
11234 /* due to bugs in previous versions, counter must count up, not down */
11235 if (stored_player[i].push_delay != -1)
11236 stored_player[i].push_delay++;
11238 if (stored_player[i].drop_delay > 0)
11239 stored_player[i].drop_delay--;
11241 if (stored_player[i].is_dropping_pressed)
11242 stored_player[i].drop_pressed_delay++;
11246 void StartGameActions(boolean init_network_game, boolean record_tape,
11249 unsigned int new_random_seed = InitRND(random_seed);
11252 TapeStartRecording(new_random_seed);
11254 if (init_network_game)
11256 SendToServer_LevelFile();
11257 SendToServer_StartPlaying();
11265 static void GameActionsExt(void)
11268 static unsigned int game_frame_delay = 0;
11270 unsigned int game_frame_delay_value;
11271 byte *recorded_player_action;
11272 byte summarized_player_action = 0;
11273 byte tape_action[MAX_PLAYERS];
11276 /* detect endless loops, caused by custom element programming */
11277 if (recursion_loop_detected && recursion_loop_depth == 0)
11279 char *message = getStringCat3("Internal Error! Element ",
11280 EL_NAME(recursion_loop_element),
11281 " caused endless loop! Quit the game?");
11283 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11284 EL_NAME(recursion_loop_element));
11286 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11288 recursion_loop_detected = FALSE; /* if game should be continued */
11295 if (game.restart_level)
11296 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11298 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11299 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11301 if (level.native_em_level->lev->home == 0) /* all players at home */
11303 PlayerWins(local_player);
11305 AllPlayersGone = TRUE;
11307 level.native_em_level->lev->home = -1;
11310 if (level.native_em_level->ply[0]->alive == 0 &&
11311 level.native_em_level->ply[1]->alive == 0 &&
11312 level.native_em_level->ply[2]->alive == 0 &&
11313 level.native_em_level->ply[3]->alive == 0) /* all dead */
11314 AllPlayersGone = TRUE;
11316 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11318 if (game_sp.LevelSolved &&
11319 !game_sp.GameOver) /* game won */
11321 PlayerWins(local_player);
11323 game_sp.GameOver = TRUE;
11325 AllPlayersGone = TRUE;
11328 if (game_sp.GameOver) /* game lost */
11329 AllPlayersGone = TRUE;
11331 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11333 if (game_mm.level_solved &&
11334 !game_mm.game_over) /* game won */
11336 PlayerWins(local_player);
11338 game_mm.game_over = TRUE;
11340 AllPlayersGone = TRUE;
11343 if (game_mm.game_over) /* game lost */
11344 AllPlayersGone = TRUE;
11347 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11350 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11353 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11356 game_frame_delay_value =
11357 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11359 if (tape.playing && tape.warp_forward && !tape.pausing)
11360 game_frame_delay_value = 0;
11362 SetVideoFrameDelay(game_frame_delay_value);
11366 /* ---------- main game synchronization point ---------- */
11368 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11370 printf("::: skip == %d\n", skip);
11373 /* ---------- main game synchronization point ---------- */
11375 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11379 if (network_playing && !network_player_action_received)
11381 /* try to get network player actions in time */
11383 /* last chance to get network player actions without main loop delay */
11384 HandleNetworking();
11386 /* game was quit by network peer */
11387 if (game_status != GAME_MODE_PLAYING)
11390 if (!network_player_action_received)
11391 return; /* failed to get network player actions in time */
11393 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11399 /* at this point we know that we really continue executing the game */
11401 network_player_action_received = FALSE;
11403 /* when playing tape, read previously recorded player input from tape data */
11404 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11406 local_player->effective_mouse_action = local_player->mouse_action;
11408 if (recorded_player_action != NULL)
11409 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11410 recorded_player_action);
11412 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11416 if (tape.set_centered_player)
11418 game.centered_player_nr_next = tape.centered_player_nr_next;
11419 game.set_centered_player = TRUE;
11422 for (i = 0; i < MAX_PLAYERS; i++)
11424 summarized_player_action |= stored_player[i].action;
11426 if (!network_playing && (game.team_mode || tape.playing))
11427 stored_player[i].effective_action = stored_player[i].action;
11430 if (network_playing)
11431 SendToServer_MovePlayer(summarized_player_action);
11433 // summarize all actions at local players mapped input device position
11434 // (this allows using different input devices in single player mode)
11435 if (!network.enabled && !game.team_mode)
11436 stored_player[map_player_action[local_player->index_nr]].effective_action =
11437 summarized_player_action;
11439 if (tape.recording &&
11441 setup.input_on_focus &&
11442 game.centered_player_nr != -1)
11444 for (i = 0; i < MAX_PLAYERS; i++)
11445 stored_player[i].effective_action =
11446 (i == game.centered_player_nr ? summarized_player_action : 0);
11449 if (recorded_player_action != NULL)
11450 for (i = 0; i < MAX_PLAYERS; i++)
11451 stored_player[i].effective_action = recorded_player_action[i];
11453 for (i = 0; i < MAX_PLAYERS; i++)
11455 tape_action[i] = stored_player[i].effective_action;
11457 /* (this may happen in the RND game engine if a player was not present on
11458 the playfield on level start, but appeared later from a custom element */
11459 if (setup.team_mode &&
11462 !tape.player_participates[i])
11463 tape.player_participates[i] = TRUE;
11466 SetTapeActionFromMouseAction(tape_action,
11467 &local_player->effective_mouse_action);
11469 /* only record actions from input devices, but not programmed actions */
11470 if (tape.recording)
11471 TapeRecordAction(tape_action);
11473 #if USE_NEW_PLAYER_ASSIGNMENTS
11474 // !!! also map player actions in single player mode !!!
11475 // if (game.team_mode)
11478 byte mapped_action[MAX_PLAYERS];
11480 #if DEBUG_PLAYER_ACTIONS
11482 for (i = 0; i < MAX_PLAYERS; i++)
11483 printf(" %d, ", stored_player[i].effective_action);
11486 for (i = 0; i < MAX_PLAYERS; i++)
11487 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11489 for (i = 0; i < MAX_PLAYERS; i++)
11490 stored_player[i].effective_action = mapped_action[i];
11492 #if DEBUG_PLAYER_ACTIONS
11494 for (i = 0; i < MAX_PLAYERS; i++)
11495 printf(" %d, ", stored_player[i].effective_action);
11499 #if DEBUG_PLAYER_ACTIONS
11503 for (i = 0; i < MAX_PLAYERS; i++)
11504 printf(" %d, ", stored_player[i].effective_action);
11510 for (i = 0; i < MAX_PLAYERS; i++)
11512 // allow engine snapshot in case of changed movement attempt
11513 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11514 (stored_player[i].effective_action & KEY_MOTION))
11515 game.snapshot.changed_action = TRUE;
11517 // allow engine snapshot in case of snapping/dropping attempt
11518 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11519 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11520 game.snapshot.changed_action = TRUE;
11522 game.snapshot.last_action[i] = stored_player[i].effective_action;
11525 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11527 GameActions_EM_Main();
11529 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11531 GameActions_SP_Main();
11533 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11535 GameActions_MM_Main();
11539 GameActions_RND_Main();
11542 BlitScreenToBitmap(backbuffer);
11546 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11548 if (global.show_frames_per_second)
11550 static unsigned int fps_counter = 0;
11551 static int fps_frames = 0;
11552 unsigned int fps_delay_ms = Counter() - fps_counter;
11556 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11558 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11561 fps_counter = Counter();
11563 /* always draw FPS to screen after FPS value was updated */
11564 redraw_mask |= REDRAW_FPS;
11567 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11568 if (GetDrawDeactivationMask() == REDRAW_NONE)
11569 redraw_mask |= REDRAW_FPS;
11573 static void GameActions_CheckSaveEngineSnapshot(void)
11575 if (!game.snapshot.save_snapshot)
11578 // clear flag for saving snapshot _before_ saving snapshot
11579 game.snapshot.save_snapshot = FALSE;
11581 SaveEngineSnapshotToList();
11584 void GameActions(void)
11588 GameActions_CheckSaveEngineSnapshot();
11591 void GameActions_EM_Main(void)
11593 byte effective_action[MAX_PLAYERS];
11594 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11597 for (i = 0; i < MAX_PLAYERS; i++)
11598 effective_action[i] = stored_player[i].effective_action;
11600 GameActions_EM(effective_action, warp_mode);
11603 void GameActions_SP_Main(void)
11605 byte effective_action[MAX_PLAYERS];
11606 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11609 for (i = 0; i < MAX_PLAYERS; i++)
11610 effective_action[i] = stored_player[i].effective_action;
11612 GameActions_SP(effective_action, warp_mode);
11614 for (i = 0; i < MAX_PLAYERS; i++)
11616 if (stored_player[i].force_dropping)
11617 stored_player[i].action |= KEY_BUTTON_DROP;
11619 stored_player[i].force_dropping = FALSE;
11623 void GameActions_MM_Main(void)
11625 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11627 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11630 void GameActions_RND_Main(void)
11635 void GameActions_RND(void)
11637 int magic_wall_x = 0, magic_wall_y = 0;
11638 int i, x, y, element, graphic, last_gfx_frame;
11640 InitPlayfieldScanModeVars();
11642 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11644 SCAN_PLAYFIELD(x, y)
11646 ChangeCount[x][y] = 0;
11647 ChangeEvent[x][y] = -1;
11651 if (game.set_centered_player)
11653 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11655 /* switching to "all players" only possible if all players fit to screen */
11656 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11658 game.centered_player_nr_next = game.centered_player_nr;
11659 game.set_centered_player = FALSE;
11662 /* do not switch focus to non-existing (or non-active) player */
11663 if (game.centered_player_nr_next >= 0 &&
11664 !stored_player[game.centered_player_nr_next].active)
11666 game.centered_player_nr_next = game.centered_player_nr;
11667 game.set_centered_player = FALSE;
11671 if (game.set_centered_player &&
11672 ScreenMovPos == 0) /* screen currently aligned at tile position */
11676 if (game.centered_player_nr_next == -1)
11678 setScreenCenteredToAllPlayers(&sx, &sy);
11682 sx = stored_player[game.centered_player_nr_next].jx;
11683 sy = stored_player[game.centered_player_nr_next].jy;
11686 game.centered_player_nr = game.centered_player_nr_next;
11687 game.set_centered_player = FALSE;
11689 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11690 DrawGameDoorValues();
11693 for (i = 0; i < MAX_PLAYERS; i++)
11695 int actual_player_action = stored_player[i].effective_action;
11698 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11699 - rnd_equinox_tetrachloride 048
11700 - rnd_equinox_tetrachloride_ii 096
11701 - rnd_emanuel_schmieg 002
11702 - doctor_sloan_ww 001, 020
11704 if (stored_player[i].MovPos == 0)
11705 CheckGravityMovement(&stored_player[i]);
11708 /* overwrite programmed action with tape action */
11709 if (stored_player[i].programmed_action)
11710 actual_player_action = stored_player[i].programmed_action;
11712 PlayerActions(&stored_player[i], actual_player_action);
11714 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11717 ScrollScreen(NULL, SCROLL_GO_ON);
11719 /* for backwards compatibility, the following code emulates a fixed bug that
11720 occured when pushing elements (causing elements that just made their last
11721 pushing step to already (if possible) make their first falling step in the
11722 same game frame, which is bad); this code is also needed to use the famous
11723 "spring push bug" which is used in older levels and might be wanted to be
11724 used also in newer levels, but in this case the buggy pushing code is only
11725 affecting the "spring" element and no other elements */
11727 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11729 for (i = 0; i < MAX_PLAYERS; i++)
11731 struct PlayerInfo *player = &stored_player[i];
11732 int x = player->jx;
11733 int y = player->jy;
11735 if (player->active && player->is_pushing && player->is_moving &&
11737 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11738 Feld[x][y] == EL_SPRING))
11740 ContinueMoving(x, y);
11742 /* continue moving after pushing (this is actually a bug) */
11743 if (!IS_MOVING(x, y))
11744 Stop[x][y] = FALSE;
11749 SCAN_PLAYFIELD(x, y)
11751 Last[x][y] = Feld[x][y];
11753 ChangeCount[x][y] = 0;
11754 ChangeEvent[x][y] = -1;
11756 /* this must be handled before main playfield loop */
11757 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11760 if (MovDelay[x][y] <= 0)
11764 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11767 if (MovDelay[x][y] <= 0)
11770 TEST_DrawLevelField(x, y);
11772 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11777 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11779 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11780 printf("GameActions(): This should never happen!\n");
11782 ChangePage[x][y] = -1;
11786 Stop[x][y] = FALSE;
11787 if (WasJustMoving[x][y] > 0)
11788 WasJustMoving[x][y]--;
11789 if (WasJustFalling[x][y] > 0)
11790 WasJustFalling[x][y]--;
11791 if (CheckCollision[x][y] > 0)
11792 CheckCollision[x][y]--;
11793 if (CheckImpact[x][y] > 0)
11794 CheckImpact[x][y]--;
11798 /* reset finished pushing action (not done in ContinueMoving() to allow
11799 continuous pushing animation for elements with zero push delay) */
11800 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11802 ResetGfxAnimation(x, y);
11803 TEST_DrawLevelField(x, y);
11807 if (IS_BLOCKED(x, y))
11811 Blocked2Moving(x, y, &oldx, &oldy);
11812 if (!IS_MOVING(oldx, oldy))
11814 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11815 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11816 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11817 printf("GameActions(): This should never happen!\n");
11823 SCAN_PLAYFIELD(x, y)
11825 element = Feld[x][y];
11826 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11827 last_gfx_frame = GfxFrame[x][y];
11829 ResetGfxFrame(x, y);
11831 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11832 DrawLevelGraphicAnimation(x, y, graphic);
11834 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11835 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11836 ResetRandomAnimationValue(x, y);
11838 SetRandomAnimationValue(x, y);
11840 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11842 if (IS_INACTIVE(element))
11844 if (IS_ANIMATED(graphic))
11845 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11850 /* this may take place after moving, so 'element' may have changed */
11851 if (IS_CHANGING(x, y) &&
11852 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11854 int page = element_info[element].event_page_nr[CE_DELAY];
11856 HandleElementChange(x, y, page);
11858 element = Feld[x][y];
11859 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11862 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11866 element = Feld[x][y];
11867 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11869 if (IS_ANIMATED(graphic) &&
11870 !IS_MOVING(x, y) &&
11872 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11874 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11875 TEST_DrawTwinkleOnField(x, y);
11877 else if (element == EL_ACID)
11880 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11882 else if ((element == EL_EXIT_OPEN ||
11883 element == EL_EM_EXIT_OPEN ||
11884 element == EL_SP_EXIT_OPEN ||
11885 element == EL_STEEL_EXIT_OPEN ||
11886 element == EL_EM_STEEL_EXIT_OPEN ||
11887 element == EL_SP_TERMINAL ||
11888 element == EL_SP_TERMINAL_ACTIVE ||
11889 element == EL_EXTRA_TIME ||
11890 element == EL_SHIELD_NORMAL ||
11891 element == EL_SHIELD_DEADLY) &&
11892 IS_ANIMATED(graphic))
11893 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11894 else if (IS_MOVING(x, y))
11895 ContinueMoving(x, y);
11896 else if (IS_ACTIVE_BOMB(element))
11897 CheckDynamite(x, y);
11898 else if (element == EL_AMOEBA_GROWING)
11899 AmoebeWaechst(x, y);
11900 else if (element == EL_AMOEBA_SHRINKING)
11901 AmoebaDisappearing(x, y);
11903 #if !USE_NEW_AMOEBA_CODE
11904 else if (IS_AMOEBALIVE(element))
11905 AmoebeAbleger(x, y);
11908 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11910 else if (element == EL_EXIT_CLOSED)
11912 else if (element == EL_EM_EXIT_CLOSED)
11914 else if (element == EL_STEEL_EXIT_CLOSED)
11915 CheckExitSteel(x, y);
11916 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11917 CheckExitSteelEM(x, y);
11918 else if (element == EL_SP_EXIT_CLOSED)
11920 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11921 element == EL_EXPANDABLE_STEELWALL_GROWING)
11922 MauerWaechst(x, y);
11923 else if (element == EL_EXPANDABLE_WALL ||
11924 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11925 element == EL_EXPANDABLE_WALL_VERTICAL ||
11926 element == EL_EXPANDABLE_WALL_ANY ||
11927 element == EL_BD_EXPANDABLE_WALL)
11928 MauerAbleger(x, y);
11929 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11930 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11931 element == EL_EXPANDABLE_STEELWALL_ANY)
11932 MauerAblegerStahl(x, y);
11933 else if (element == EL_FLAMES)
11934 CheckForDragon(x, y);
11935 else if (element == EL_EXPLOSION)
11936 ; /* drawing of correct explosion animation is handled separately */
11937 else if (element == EL_ELEMENT_SNAPPING ||
11938 element == EL_DIAGONAL_SHRINKING ||
11939 element == EL_DIAGONAL_GROWING)
11941 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11943 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11945 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11946 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11948 if (IS_BELT_ACTIVE(element))
11949 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11951 if (game.magic_wall_active)
11953 int jx = local_player->jx, jy = local_player->jy;
11955 /* play the element sound at the position nearest to the player */
11956 if ((element == EL_MAGIC_WALL_FULL ||
11957 element == EL_MAGIC_WALL_ACTIVE ||
11958 element == EL_MAGIC_WALL_EMPTYING ||
11959 element == EL_BD_MAGIC_WALL_FULL ||
11960 element == EL_BD_MAGIC_WALL_ACTIVE ||
11961 element == EL_BD_MAGIC_WALL_EMPTYING ||
11962 element == EL_DC_MAGIC_WALL_FULL ||
11963 element == EL_DC_MAGIC_WALL_ACTIVE ||
11964 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11965 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11973 #if USE_NEW_AMOEBA_CODE
11974 /* new experimental amoeba growth stuff */
11975 if (!(FrameCounter % 8))
11977 static unsigned int random = 1684108901;
11979 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11981 x = RND(lev_fieldx);
11982 y = RND(lev_fieldy);
11983 element = Feld[x][y];
11985 if (!IS_PLAYER(x,y) &&
11986 (element == EL_EMPTY ||
11987 CAN_GROW_INTO(element) ||
11988 element == EL_QUICKSAND_EMPTY ||
11989 element == EL_QUICKSAND_FAST_EMPTY ||
11990 element == EL_ACID_SPLASH_LEFT ||
11991 element == EL_ACID_SPLASH_RIGHT))
11993 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11994 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11995 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11996 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11997 Feld[x][y] = EL_AMOEBA_DROP;
12000 random = random * 129 + 1;
12005 game.explosions_delayed = FALSE;
12007 SCAN_PLAYFIELD(x, y)
12009 element = Feld[x][y];
12011 if (ExplodeField[x][y])
12012 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12013 else if (element == EL_EXPLOSION)
12014 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12016 ExplodeField[x][y] = EX_TYPE_NONE;
12019 game.explosions_delayed = TRUE;
12021 if (game.magic_wall_active)
12023 if (!(game.magic_wall_time_left % 4))
12025 int element = Feld[magic_wall_x][magic_wall_y];
12027 if (element == EL_BD_MAGIC_WALL_FULL ||
12028 element == EL_BD_MAGIC_WALL_ACTIVE ||
12029 element == EL_BD_MAGIC_WALL_EMPTYING)
12030 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12031 else if (element == EL_DC_MAGIC_WALL_FULL ||
12032 element == EL_DC_MAGIC_WALL_ACTIVE ||
12033 element == EL_DC_MAGIC_WALL_EMPTYING)
12034 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12036 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12039 if (game.magic_wall_time_left > 0)
12041 game.magic_wall_time_left--;
12043 if (!game.magic_wall_time_left)
12045 SCAN_PLAYFIELD(x, y)
12047 element = Feld[x][y];
12049 if (element == EL_MAGIC_WALL_ACTIVE ||
12050 element == EL_MAGIC_WALL_FULL)
12052 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12053 TEST_DrawLevelField(x, y);
12055 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12056 element == EL_BD_MAGIC_WALL_FULL)
12058 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12059 TEST_DrawLevelField(x, y);
12061 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12062 element == EL_DC_MAGIC_WALL_FULL)
12064 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12065 TEST_DrawLevelField(x, y);
12069 game.magic_wall_active = FALSE;
12074 if (game.light_time_left > 0)
12076 game.light_time_left--;
12078 if (game.light_time_left == 0)
12079 RedrawAllLightSwitchesAndInvisibleElements();
12082 if (game.timegate_time_left > 0)
12084 game.timegate_time_left--;
12086 if (game.timegate_time_left == 0)
12087 CloseAllOpenTimegates();
12090 if (game.lenses_time_left > 0)
12092 game.lenses_time_left--;
12094 if (game.lenses_time_left == 0)
12095 RedrawAllInvisibleElementsForLenses();
12098 if (game.magnify_time_left > 0)
12100 game.magnify_time_left--;
12102 if (game.magnify_time_left == 0)
12103 RedrawAllInvisibleElementsForMagnifier();
12106 for (i = 0; i < MAX_PLAYERS; i++)
12108 struct PlayerInfo *player = &stored_player[i];
12110 if (SHIELD_ON(player))
12112 if (player->shield_deadly_time_left)
12113 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12114 else if (player->shield_normal_time_left)
12115 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12119 #if USE_DELAYED_GFX_REDRAW
12120 SCAN_PLAYFIELD(x, y)
12122 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12124 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12125 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12127 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12128 DrawLevelField(x, y);
12130 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12131 DrawLevelFieldCrumbled(x, y);
12133 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12134 DrawLevelFieldCrumbledNeighbours(x, y);
12136 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12137 DrawTwinkleOnField(x, y);
12140 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12145 PlayAllPlayersSound();
12147 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12149 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12151 local_player->show_envelope = 0;
12154 /* use random number generator in every frame to make it less predictable */
12155 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12159 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12161 int min_x = x, min_y = y, max_x = x, max_y = y;
12164 for (i = 0; i < MAX_PLAYERS; i++)
12166 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12168 if (!stored_player[i].active || &stored_player[i] == player)
12171 min_x = MIN(min_x, jx);
12172 min_y = MIN(min_y, jy);
12173 max_x = MAX(max_x, jx);
12174 max_y = MAX(max_y, jy);
12177 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12180 static boolean AllPlayersInVisibleScreen(void)
12184 for (i = 0; i < MAX_PLAYERS; i++)
12186 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12188 if (!stored_player[i].active)
12191 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12198 void ScrollLevel(int dx, int dy)
12200 int scroll_offset = 2 * TILEX_VAR;
12203 BlitBitmap(drawto_field, drawto_field,
12204 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12205 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12206 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12207 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12208 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12209 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12213 x = (dx == 1 ? BX1 : BX2);
12214 for (y = BY1; y <= BY2; y++)
12215 DrawScreenField(x, y);
12220 y = (dy == 1 ? BY1 : BY2);
12221 for (x = BX1; x <= BX2; x++)
12222 DrawScreenField(x, y);
12225 redraw_mask |= REDRAW_FIELD;
12228 static boolean canFallDown(struct PlayerInfo *player)
12230 int jx = player->jx, jy = player->jy;
12232 return (IN_LEV_FIELD(jx, jy + 1) &&
12233 (IS_FREE(jx, jy + 1) ||
12234 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12235 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12236 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12239 static boolean canPassField(int x, int y, int move_dir)
12241 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12242 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12243 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12244 int nextx = x + dx;
12245 int nexty = y + dy;
12246 int element = Feld[x][y];
12248 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12249 !CAN_MOVE(element) &&
12250 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12251 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12252 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12255 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12257 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12258 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12259 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12263 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12264 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12265 (IS_DIGGABLE(Feld[newx][newy]) ||
12266 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12267 canPassField(newx, newy, move_dir)));
12270 static void CheckGravityMovement(struct PlayerInfo *player)
12272 if (player->gravity && !player->programmed_action)
12274 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12275 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12276 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12277 int jx = player->jx, jy = player->jy;
12278 boolean player_is_moving_to_valid_field =
12279 (!player_is_snapping &&
12280 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12281 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12282 boolean player_can_fall_down = canFallDown(player);
12284 if (player_can_fall_down &&
12285 !player_is_moving_to_valid_field)
12286 player->programmed_action = MV_DOWN;
12290 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12292 return CheckGravityMovement(player);
12294 if (player->gravity && !player->programmed_action)
12296 int jx = player->jx, jy = player->jy;
12297 boolean field_under_player_is_free =
12298 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12299 boolean player_is_standing_on_valid_field =
12300 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12301 (IS_WALKABLE(Feld[jx][jy]) &&
12302 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12304 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12305 player->programmed_action = MV_DOWN;
12310 MovePlayerOneStep()
12311 -----------------------------------------------------------------------------
12312 dx, dy: direction (non-diagonal) to try to move the player to
12313 real_dx, real_dy: direction as read from input device (can be diagonal)
12316 boolean MovePlayerOneStep(struct PlayerInfo *player,
12317 int dx, int dy, int real_dx, int real_dy)
12319 int jx = player->jx, jy = player->jy;
12320 int new_jx = jx + dx, new_jy = jy + dy;
12322 boolean player_can_move = !player->cannot_move;
12324 if (!player->active || (!dx && !dy))
12325 return MP_NO_ACTION;
12327 player->MovDir = (dx < 0 ? MV_LEFT :
12328 dx > 0 ? MV_RIGHT :
12330 dy > 0 ? MV_DOWN : MV_NONE);
12332 if (!IN_LEV_FIELD(new_jx, new_jy))
12333 return MP_NO_ACTION;
12335 if (!player_can_move)
12337 if (player->MovPos == 0)
12339 player->is_moving = FALSE;
12340 player->is_digging = FALSE;
12341 player->is_collecting = FALSE;
12342 player->is_snapping = FALSE;
12343 player->is_pushing = FALSE;
12347 if (!network.enabled && game.centered_player_nr == -1 &&
12348 !AllPlayersInSight(player, new_jx, new_jy))
12349 return MP_NO_ACTION;
12351 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12352 if (can_move != MP_MOVING)
12355 /* check if DigField() has caused relocation of the player */
12356 if (player->jx != jx || player->jy != jy)
12357 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12359 StorePlayer[jx][jy] = 0;
12360 player->last_jx = jx;
12361 player->last_jy = jy;
12362 player->jx = new_jx;
12363 player->jy = new_jy;
12364 StorePlayer[new_jx][new_jy] = player->element_nr;
12366 if (player->move_delay_value_next != -1)
12368 player->move_delay_value = player->move_delay_value_next;
12369 player->move_delay_value_next = -1;
12373 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12375 player->step_counter++;
12377 PlayerVisit[jx][jy] = FrameCounter;
12379 player->is_moving = TRUE;
12382 /* should better be called in MovePlayer(), but this breaks some tapes */
12383 ScrollPlayer(player, SCROLL_INIT);
12389 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12391 int jx = player->jx, jy = player->jy;
12392 int old_jx = jx, old_jy = jy;
12393 int moved = MP_NO_ACTION;
12395 if (!player->active)
12400 if (player->MovPos == 0)
12402 player->is_moving = FALSE;
12403 player->is_digging = FALSE;
12404 player->is_collecting = FALSE;
12405 player->is_snapping = FALSE;
12406 player->is_pushing = FALSE;
12412 if (player->move_delay > 0)
12415 player->move_delay = -1; /* set to "uninitialized" value */
12417 /* store if player is automatically moved to next field */
12418 player->is_auto_moving = (player->programmed_action != MV_NONE);
12420 /* remove the last programmed player action */
12421 player->programmed_action = 0;
12423 if (player->MovPos)
12425 /* should only happen if pre-1.2 tape recordings are played */
12426 /* this is only for backward compatibility */
12428 int original_move_delay_value = player->move_delay_value;
12431 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12435 /* scroll remaining steps with finest movement resolution */
12436 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12438 while (player->MovPos)
12440 ScrollPlayer(player, SCROLL_GO_ON);
12441 ScrollScreen(NULL, SCROLL_GO_ON);
12443 AdvanceFrameAndPlayerCounters(player->index_nr);
12446 BackToFront_WithFrameDelay(0);
12449 player->move_delay_value = original_move_delay_value;
12452 player->is_active = FALSE;
12454 if (player->last_move_dir & MV_HORIZONTAL)
12456 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12457 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12461 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12462 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12465 if (!moved && !player->is_active)
12467 player->is_moving = FALSE;
12468 player->is_digging = FALSE;
12469 player->is_collecting = FALSE;
12470 player->is_snapping = FALSE;
12471 player->is_pushing = FALSE;
12477 if (moved & MP_MOVING && !ScreenMovPos &&
12478 (player->index_nr == game.centered_player_nr ||
12479 game.centered_player_nr == -1))
12481 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12482 int offset = game.scroll_delay_value;
12484 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12486 /* actual player has left the screen -- scroll in that direction */
12487 if (jx != old_jx) /* player has moved horizontally */
12488 scroll_x += (jx - old_jx);
12489 else /* player has moved vertically */
12490 scroll_y += (jy - old_jy);
12494 if (jx != old_jx) /* player has moved horizontally */
12496 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12497 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12498 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12500 /* don't scroll over playfield boundaries */
12501 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12502 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12504 /* don't scroll more than one field at a time */
12505 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12507 /* don't scroll against the player's moving direction */
12508 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12509 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12510 scroll_x = old_scroll_x;
12512 else /* player has moved vertically */
12514 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12515 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12516 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12518 /* don't scroll over playfield boundaries */
12519 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12520 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12522 /* don't scroll more than one field at a time */
12523 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12525 /* don't scroll against the player's moving direction */
12526 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12527 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12528 scroll_y = old_scroll_y;
12532 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12534 if (!network.enabled && game.centered_player_nr == -1 &&
12535 !AllPlayersInVisibleScreen())
12537 scroll_x = old_scroll_x;
12538 scroll_y = old_scroll_y;
12542 ScrollScreen(player, SCROLL_INIT);
12543 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12548 player->StepFrame = 0;
12550 if (moved & MP_MOVING)
12552 if (old_jx != jx && old_jy == jy)
12553 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12554 else if (old_jx == jx && old_jy != jy)
12555 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12557 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12559 player->last_move_dir = player->MovDir;
12560 player->is_moving = TRUE;
12561 player->is_snapping = FALSE;
12562 player->is_switching = FALSE;
12563 player->is_dropping = FALSE;
12564 player->is_dropping_pressed = FALSE;
12565 player->drop_pressed_delay = 0;
12568 /* should better be called here than above, but this breaks some tapes */
12569 ScrollPlayer(player, SCROLL_INIT);
12574 CheckGravityMovementWhenNotMoving(player);
12576 player->is_moving = FALSE;
12578 /* at this point, the player is allowed to move, but cannot move right now
12579 (e.g. because of something blocking the way) -- ensure that the player
12580 is also allowed to move in the next frame (in old versions before 3.1.1,
12581 the player was forced to wait again for eight frames before next try) */
12583 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12584 player->move_delay = 0; /* allow direct movement in the next frame */
12587 if (player->move_delay == -1) /* not yet initialized by DigField() */
12588 player->move_delay = player->move_delay_value;
12590 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12592 TestIfPlayerTouchesBadThing(jx, jy);
12593 TestIfPlayerTouchesCustomElement(jx, jy);
12596 if (!player->active)
12597 RemovePlayer(player);
12602 void ScrollPlayer(struct PlayerInfo *player, int mode)
12604 int jx = player->jx, jy = player->jy;
12605 int last_jx = player->last_jx, last_jy = player->last_jy;
12606 int move_stepsize = TILEX / player->move_delay_value;
12608 if (!player->active)
12611 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12614 if (mode == SCROLL_INIT)
12616 player->actual_frame_counter = FrameCounter;
12617 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12619 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12620 Feld[last_jx][last_jy] == EL_EMPTY)
12622 int last_field_block_delay = 0; /* start with no blocking at all */
12623 int block_delay_adjustment = player->block_delay_adjustment;
12625 /* if player blocks last field, add delay for exactly one move */
12626 if (player->block_last_field)
12628 last_field_block_delay += player->move_delay_value;
12630 /* when blocking enabled, prevent moving up despite gravity */
12631 if (player->gravity && player->MovDir == MV_UP)
12632 block_delay_adjustment = -1;
12635 /* add block delay adjustment (also possible when not blocking) */
12636 last_field_block_delay += block_delay_adjustment;
12638 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12639 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12642 if (player->MovPos != 0) /* player has not yet reached destination */
12645 else if (!FrameReached(&player->actual_frame_counter, 1))
12648 if (player->MovPos != 0)
12650 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12651 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12653 /* before DrawPlayer() to draw correct player graphic for this case */
12654 if (player->MovPos == 0)
12655 CheckGravityMovement(player);
12658 if (player->MovPos == 0) /* player reached destination field */
12660 if (player->move_delay_reset_counter > 0)
12662 player->move_delay_reset_counter--;
12664 if (player->move_delay_reset_counter == 0)
12666 /* continue with normal speed after quickly moving through gate */
12667 HALVE_PLAYER_SPEED(player);
12669 /* be able to make the next move without delay */
12670 player->move_delay = 0;
12674 player->last_jx = jx;
12675 player->last_jy = jy;
12677 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12678 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12679 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12680 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12681 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12682 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12683 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12684 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12686 ExitPlayer(player);
12688 if ((local_player->friends_still_needed == 0 ||
12689 IS_SP_ELEMENT(Feld[jx][jy])) &&
12691 PlayerWins(local_player);
12694 /* this breaks one level: "machine", level 000 */
12696 int move_direction = player->MovDir;
12697 int enter_side = MV_DIR_OPPOSITE(move_direction);
12698 int leave_side = move_direction;
12699 int old_jx = last_jx;
12700 int old_jy = last_jy;
12701 int old_element = Feld[old_jx][old_jy];
12702 int new_element = Feld[jx][jy];
12704 if (IS_CUSTOM_ELEMENT(old_element))
12705 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12707 player->index_bit, leave_side);
12709 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12710 CE_PLAYER_LEAVES_X,
12711 player->index_bit, leave_side);
12713 if (IS_CUSTOM_ELEMENT(new_element))
12714 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12715 player->index_bit, enter_side);
12717 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12718 CE_PLAYER_ENTERS_X,
12719 player->index_bit, enter_side);
12721 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12722 CE_MOVE_OF_X, move_direction);
12725 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12727 TestIfPlayerTouchesBadThing(jx, jy);
12728 TestIfPlayerTouchesCustomElement(jx, jy);
12730 /* needed because pushed element has not yet reached its destination,
12731 so it would trigger a change event at its previous field location */
12732 if (!player->is_pushing)
12733 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12735 if (!player->active)
12736 RemovePlayer(player);
12739 if (!local_player->LevelSolved && level.use_step_counter)
12749 if (TimeLeft <= 10 && setup.time_limit)
12750 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12752 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12754 DisplayGameControlValues();
12756 if (!TimeLeft && setup.time_limit)
12757 for (i = 0; i < MAX_PLAYERS; i++)
12758 KillPlayer(&stored_player[i]);
12760 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12762 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12764 DisplayGameControlValues();
12768 if (tape.single_step && tape.recording && !tape.pausing &&
12769 !player->programmed_action)
12770 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12772 if (!player->programmed_action)
12773 CheckSaveEngineSnapshot(player);
12777 void ScrollScreen(struct PlayerInfo *player, int mode)
12779 static unsigned int screen_frame_counter = 0;
12781 if (mode == SCROLL_INIT)
12783 /* set scrolling step size according to actual player's moving speed */
12784 ScrollStepSize = TILEX / player->move_delay_value;
12786 screen_frame_counter = FrameCounter;
12787 ScreenMovDir = player->MovDir;
12788 ScreenMovPos = player->MovPos;
12789 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12792 else if (!FrameReached(&screen_frame_counter, 1))
12797 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12798 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12799 redraw_mask |= REDRAW_FIELD;
12802 ScreenMovDir = MV_NONE;
12805 void TestIfPlayerTouchesCustomElement(int x, int y)
12807 static int xy[4][2] =
12814 static int trigger_sides[4][2] =
12816 /* center side border side */
12817 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12818 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12819 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12820 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12822 static int touch_dir[4] =
12824 MV_LEFT | MV_RIGHT,
12829 int center_element = Feld[x][y]; /* should always be non-moving! */
12832 for (i = 0; i < NUM_DIRECTIONS; i++)
12834 int xx = x + xy[i][0];
12835 int yy = y + xy[i][1];
12836 int center_side = trigger_sides[i][0];
12837 int border_side = trigger_sides[i][1];
12838 int border_element;
12840 if (!IN_LEV_FIELD(xx, yy))
12843 if (IS_PLAYER(x, y)) /* player found at center element */
12845 struct PlayerInfo *player = PLAYERINFO(x, y);
12847 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12848 border_element = Feld[xx][yy]; /* may be moving! */
12849 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12850 border_element = Feld[xx][yy];
12851 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12852 border_element = MovingOrBlocked2Element(xx, yy);
12854 continue; /* center and border element do not touch */
12856 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12857 player->index_bit, border_side);
12858 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12859 CE_PLAYER_TOUCHES_X,
12860 player->index_bit, border_side);
12863 /* use player element that is initially defined in the level playfield,
12864 not the player element that corresponds to the runtime player number
12865 (example: a level that contains EL_PLAYER_3 as the only player would
12866 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12867 int player_element = PLAYERINFO(x, y)->initial_element;
12869 CheckElementChangeBySide(xx, yy, border_element, player_element,
12870 CE_TOUCHING_X, border_side);
12873 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12875 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12877 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12879 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12880 continue; /* center and border element do not touch */
12883 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12884 player->index_bit, center_side);
12885 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12886 CE_PLAYER_TOUCHES_X,
12887 player->index_bit, center_side);
12890 /* use player element that is initially defined in the level playfield,
12891 not the player element that corresponds to the runtime player number
12892 (example: a level that contains EL_PLAYER_3 as the only player would
12893 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12894 int player_element = PLAYERINFO(xx, yy)->initial_element;
12896 CheckElementChangeBySide(x, y, center_element, player_element,
12897 CE_TOUCHING_X, center_side);
12905 void TestIfElementTouchesCustomElement(int x, int y)
12907 static int xy[4][2] =
12914 static int trigger_sides[4][2] =
12916 /* center side border side */
12917 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12918 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12919 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12920 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12922 static int touch_dir[4] =
12924 MV_LEFT | MV_RIGHT,
12929 boolean change_center_element = FALSE;
12930 int center_element = Feld[x][y]; /* should always be non-moving! */
12931 int border_element_old[NUM_DIRECTIONS];
12934 for (i = 0; i < NUM_DIRECTIONS; i++)
12936 int xx = x + xy[i][0];
12937 int yy = y + xy[i][1];
12938 int border_element;
12940 border_element_old[i] = -1;
12942 if (!IN_LEV_FIELD(xx, yy))
12945 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12946 border_element = Feld[xx][yy]; /* may be moving! */
12947 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12948 border_element = Feld[xx][yy];
12949 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12950 border_element = MovingOrBlocked2Element(xx, yy);
12952 continue; /* center and border element do not touch */
12954 border_element_old[i] = border_element;
12957 for (i = 0; i < NUM_DIRECTIONS; i++)
12959 int xx = x + xy[i][0];
12960 int yy = y + xy[i][1];
12961 int center_side = trigger_sides[i][0];
12962 int border_element = border_element_old[i];
12964 if (border_element == -1)
12967 /* check for change of border element */
12968 CheckElementChangeBySide(xx, yy, border_element, center_element,
12969 CE_TOUCHING_X, center_side);
12971 /* (center element cannot be player, so we dont have to check this here) */
12974 for (i = 0; i < NUM_DIRECTIONS; i++)
12976 int xx = x + xy[i][0];
12977 int yy = y + xy[i][1];
12978 int border_side = trigger_sides[i][1];
12979 int border_element = border_element_old[i];
12981 if (border_element == -1)
12984 /* check for change of center element (but change it only once) */
12985 if (!change_center_element)
12986 change_center_element =
12987 CheckElementChangeBySide(x, y, center_element, border_element,
12988 CE_TOUCHING_X, border_side);
12990 if (IS_PLAYER(xx, yy))
12992 /* use player element that is initially defined in the level playfield,
12993 not the player element that corresponds to the runtime player number
12994 (example: a level that contains EL_PLAYER_3 as the only player would
12995 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12996 int player_element = PLAYERINFO(xx, yy)->initial_element;
12998 CheckElementChangeBySide(x, y, center_element, player_element,
12999 CE_TOUCHING_X, border_side);
13004 void TestIfElementHitsCustomElement(int x, int y, int direction)
13006 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13007 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13008 int hitx = x + dx, hity = y + dy;
13009 int hitting_element = Feld[x][y];
13010 int touched_element;
13012 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13015 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13016 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13018 if (IN_LEV_FIELD(hitx, hity))
13020 int opposite_direction = MV_DIR_OPPOSITE(direction);
13021 int hitting_side = direction;
13022 int touched_side = opposite_direction;
13023 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13024 MovDir[hitx][hity] != direction ||
13025 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13031 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13032 CE_HITTING_X, touched_side);
13034 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13035 CE_HIT_BY_X, hitting_side);
13037 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13038 CE_HIT_BY_SOMETHING, opposite_direction);
13040 if (IS_PLAYER(hitx, hity))
13042 /* use player element that is initially defined in the level playfield,
13043 not the player element that corresponds to the runtime player number
13044 (example: a level that contains EL_PLAYER_3 as the only player would
13045 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13046 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13048 CheckElementChangeBySide(x, y, hitting_element, player_element,
13049 CE_HITTING_X, touched_side);
13054 /* "hitting something" is also true when hitting the playfield border */
13055 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13056 CE_HITTING_SOMETHING, direction);
13059 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13061 int i, kill_x = -1, kill_y = -1;
13063 int bad_element = -1;
13064 static int test_xy[4][2] =
13071 static int test_dir[4] =
13079 for (i = 0; i < NUM_DIRECTIONS; i++)
13081 int test_x, test_y, test_move_dir, test_element;
13083 test_x = good_x + test_xy[i][0];
13084 test_y = good_y + test_xy[i][1];
13086 if (!IN_LEV_FIELD(test_x, test_y))
13090 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13092 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13094 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13095 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13097 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13098 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13102 bad_element = test_element;
13108 if (kill_x != -1 || kill_y != -1)
13110 if (IS_PLAYER(good_x, good_y))
13112 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13114 if (player->shield_deadly_time_left > 0 &&
13115 !IS_INDESTRUCTIBLE(bad_element))
13116 Bang(kill_x, kill_y);
13117 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13118 KillPlayer(player);
13121 Bang(good_x, good_y);
13125 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13127 int i, kill_x = -1, kill_y = -1;
13128 int bad_element = Feld[bad_x][bad_y];
13129 static int test_xy[4][2] =
13136 static int touch_dir[4] =
13138 MV_LEFT | MV_RIGHT,
13143 static int test_dir[4] =
13151 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13154 for (i = 0; i < NUM_DIRECTIONS; i++)
13156 int test_x, test_y, test_move_dir, test_element;
13158 test_x = bad_x + test_xy[i][0];
13159 test_y = bad_y + test_xy[i][1];
13161 if (!IN_LEV_FIELD(test_x, test_y))
13165 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13167 test_element = Feld[test_x][test_y];
13169 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13170 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13172 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13173 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13175 /* good thing is player or penguin that does not move away */
13176 if (IS_PLAYER(test_x, test_y))
13178 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13180 if (bad_element == EL_ROBOT && player->is_moving)
13181 continue; /* robot does not kill player if he is moving */
13183 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13185 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13186 continue; /* center and border element do not touch */
13194 else if (test_element == EL_PENGUIN)
13204 if (kill_x != -1 || kill_y != -1)
13206 if (IS_PLAYER(kill_x, kill_y))
13208 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13210 if (player->shield_deadly_time_left > 0 &&
13211 !IS_INDESTRUCTIBLE(bad_element))
13212 Bang(bad_x, bad_y);
13213 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13214 KillPlayer(player);
13217 Bang(kill_x, kill_y);
13221 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13223 int bad_element = Feld[bad_x][bad_y];
13224 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13225 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13226 int test_x = bad_x + dx, test_y = bad_y + dy;
13227 int test_move_dir, test_element;
13228 int kill_x = -1, kill_y = -1;
13230 if (!IN_LEV_FIELD(test_x, test_y))
13234 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13236 test_element = Feld[test_x][test_y];
13238 if (test_move_dir != bad_move_dir)
13240 /* good thing can be player or penguin that does not move away */
13241 if (IS_PLAYER(test_x, test_y))
13243 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13245 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13246 player as being hit when he is moving towards the bad thing, because
13247 the "get hit by" condition would be lost after the player stops) */
13248 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13249 return; /* player moves away from bad thing */
13254 else if (test_element == EL_PENGUIN)
13261 if (kill_x != -1 || kill_y != -1)
13263 if (IS_PLAYER(kill_x, kill_y))
13265 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13267 if (player->shield_deadly_time_left > 0 &&
13268 !IS_INDESTRUCTIBLE(bad_element))
13269 Bang(bad_x, bad_y);
13270 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13271 KillPlayer(player);
13274 Bang(kill_x, kill_y);
13278 void TestIfPlayerTouchesBadThing(int x, int y)
13280 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13283 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13285 TestIfGoodThingHitsBadThing(x, y, move_dir);
13288 void TestIfBadThingTouchesPlayer(int x, int y)
13290 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13293 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13295 TestIfBadThingHitsGoodThing(x, y, move_dir);
13298 void TestIfFriendTouchesBadThing(int x, int y)
13300 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13303 void TestIfBadThingTouchesFriend(int x, int y)
13305 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13308 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13310 int i, kill_x = bad_x, kill_y = bad_y;
13311 static int xy[4][2] =
13319 for (i = 0; i < NUM_DIRECTIONS; i++)
13323 x = bad_x + xy[i][0];
13324 y = bad_y + xy[i][1];
13325 if (!IN_LEV_FIELD(x, y))
13328 element = Feld[x][y];
13329 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13330 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13338 if (kill_x != bad_x || kill_y != bad_y)
13339 Bang(bad_x, bad_y);
13342 void KillPlayer(struct PlayerInfo *player)
13344 int jx = player->jx, jy = player->jy;
13346 if (!player->active)
13350 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13351 player->killed, player->active, player->reanimated);
13354 /* the following code was introduced to prevent an infinite loop when calling
13356 -> CheckTriggeredElementChangeExt()
13357 -> ExecuteCustomElementAction()
13359 -> (infinitely repeating the above sequence of function calls)
13360 which occurs when killing the player while having a CE with the setting
13361 "kill player X when explosion of <player X>"; the solution using a new
13362 field "player->killed" was chosen for backwards compatibility, although
13363 clever use of the fields "player->active" etc. would probably also work */
13365 if (player->killed)
13369 player->killed = TRUE;
13371 /* remove accessible field at the player's position */
13372 Feld[jx][jy] = EL_EMPTY;
13374 /* deactivate shield (else Bang()/Explode() would not work right) */
13375 player->shield_normal_time_left = 0;
13376 player->shield_deadly_time_left = 0;
13379 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13380 player->killed, player->active, player->reanimated);
13386 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13387 player->killed, player->active, player->reanimated);
13390 if (player->reanimated) /* killed player may have been reanimated */
13391 player->killed = player->reanimated = FALSE;
13393 BuryPlayer(player);
13396 static void KillPlayerUnlessEnemyProtected(int x, int y)
13398 if (!PLAYER_ENEMY_PROTECTED(x, y))
13399 KillPlayer(PLAYERINFO(x, y));
13402 static void KillPlayerUnlessExplosionProtected(int x, int y)
13404 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13405 KillPlayer(PLAYERINFO(x, y));
13408 void BuryPlayer(struct PlayerInfo *player)
13410 int jx = player->jx, jy = player->jy;
13412 if (!player->active)
13415 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13416 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13418 player->GameOver = TRUE;
13419 RemovePlayer(player);
13422 void RemovePlayer(struct PlayerInfo *player)
13424 int jx = player->jx, jy = player->jy;
13425 int i, found = FALSE;
13427 player->present = FALSE;
13428 player->active = FALSE;
13430 if (!ExplodeField[jx][jy])
13431 StorePlayer[jx][jy] = 0;
13433 if (player->is_moving)
13434 TEST_DrawLevelField(player->last_jx, player->last_jy);
13436 for (i = 0; i < MAX_PLAYERS; i++)
13437 if (stored_player[i].active)
13441 AllPlayersGone = TRUE;
13447 void ExitPlayer(struct PlayerInfo *player)
13449 DrawPlayer(player); /* needed here only to cleanup last field */
13450 RemovePlayer(player);
13452 if (local_player->players_still_needed > 0)
13453 local_player->players_still_needed--;
13455 /* also set if some players not yet gone, but not needed to solve level */
13456 if (local_player->players_still_needed == 0)
13457 AllPlayersGone = TRUE;
13460 static void setFieldForSnapping(int x, int y, int element, int direction)
13462 struct ElementInfo *ei = &element_info[element];
13463 int direction_bit = MV_DIR_TO_BIT(direction);
13464 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13465 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13466 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13468 Feld[x][y] = EL_ELEMENT_SNAPPING;
13469 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13471 ResetGfxAnimation(x, y);
13473 GfxElement[x][y] = element;
13474 GfxAction[x][y] = action;
13475 GfxDir[x][y] = direction;
13476 GfxFrame[x][y] = -1;
13480 =============================================================================
13481 checkDiagonalPushing()
13482 -----------------------------------------------------------------------------
13483 check if diagonal input device direction results in pushing of object
13484 (by checking if the alternative direction is walkable, diggable, ...)
13485 =============================================================================
13488 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13489 int x, int y, int real_dx, int real_dy)
13491 int jx, jy, dx, dy, xx, yy;
13493 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13496 /* diagonal direction: check alternative direction */
13501 xx = jx + (dx == 0 ? real_dx : 0);
13502 yy = jy + (dy == 0 ? real_dy : 0);
13504 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13508 =============================================================================
13510 -----------------------------------------------------------------------------
13511 x, y: field next to player (non-diagonal) to try to dig to
13512 real_dx, real_dy: direction as read from input device (can be diagonal)
13513 =============================================================================
13516 static int DigField(struct PlayerInfo *player,
13517 int oldx, int oldy, int x, int y,
13518 int real_dx, int real_dy, int mode)
13520 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13521 boolean player_was_pushing = player->is_pushing;
13522 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13523 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13524 int jx = oldx, jy = oldy;
13525 int dx = x - jx, dy = y - jy;
13526 int nextx = x + dx, nexty = y + dy;
13527 int move_direction = (dx == -1 ? MV_LEFT :
13528 dx == +1 ? MV_RIGHT :
13530 dy == +1 ? MV_DOWN : MV_NONE);
13531 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13532 int dig_side = MV_DIR_OPPOSITE(move_direction);
13533 int old_element = Feld[jx][jy];
13534 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13537 if (is_player) /* function can also be called by EL_PENGUIN */
13539 if (player->MovPos == 0)
13541 player->is_digging = FALSE;
13542 player->is_collecting = FALSE;
13545 if (player->MovPos == 0) /* last pushing move finished */
13546 player->is_pushing = FALSE;
13548 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13550 player->is_switching = FALSE;
13551 player->push_delay = -1;
13553 return MP_NO_ACTION;
13557 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13558 old_element = Back[jx][jy];
13560 /* in case of element dropped at player position, check background */
13561 else if (Back[jx][jy] != EL_EMPTY &&
13562 game.engine_version >= VERSION_IDENT(2,2,0,0))
13563 old_element = Back[jx][jy];
13565 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13566 return MP_NO_ACTION; /* field has no opening in this direction */
13568 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13569 return MP_NO_ACTION; /* field has no opening in this direction */
13571 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13575 Feld[jx][jy] = player->artwork_element;
13576 InitMovingField(jx, jy, MV_DOWN);
13577 Store[jx][jy] = EL_ACID;
13578 ContinueMoving(jx, jy);
13579 BuryPlayer(player);
13581 return MP_DONT_RUN_INTO;
13584 if (player_can_move && DONT_RUN_INTO(element))
13586 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13588 return MP_DONT_RUN_INTO;
13591 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13592 return MP_NO_ACTION;
13594 collect_count = element_info[element].collect_count_initial;
13596 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13597 return MP_NO_ACTION;
13599 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13600 player_can_move = player_can_move_or_snap;
13602 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13603 game.engine_version >= VERSION_IDENT(2,2,0,0))
13605 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13606 player->index_bit, dig_side);
13607 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13608 player->index_bit, dig_side);
13610 if (element == EL_DC_LANDMINE)
13613 if (Feld[x][y] != element) /* field changed by snapping */
13616 return MP_NO_ACTION;
13619 if (player->gravity && is_player && !player->is_auto_moving &&
13620 canFallDown(player) && move_direction != MV_DOWN &&
13621 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13622 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13624 if (player_can_move &&
13625 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13627 int sound_element = SND_ELEMENT(element);
13628 int sound_action = ACTION_WALKING;
13630 if (IS_RND_GATE(element))
13632 if (!player->key[RND_GATE_NR(element)])
13633 return MP_NO_ACTION;
13635 else if (IS_RND_GATE_GRAY(element))
13637 if (!player->key[RND_GATE_GRAY_NR(element)])
13638 return MP_NO_ACTION;
13640 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13642 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13643 return MP_NO_ACTION;
13645 else if (element == EL_EXIT_OPEN ||
13646 element == EL_EM_EXIT_OPEN ||
13647 element == EL_EM_EXIT_OPENING ||
13648 element == EL_STEEL_EXIT_OPEN ||
13649 element == EL_EM_STEEL_EXIT_OPEN ||
13650 element == EL_EM_STEEL_EXIT_OPENING ||
13651 element == EL_SP_EXIT_OPEN ||
13652 element == EL_SP_EXIT_OPENING)
13654 sound_action = ACTION_PASSING; /* player is passing exit */
13656 else if (element == EL_EMPTY)
13658 sound_action = ACTION_MOVING; /* nothing to walk on */
13661 /* play sound from background or player, whatever is available */
13662 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13663 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13665 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13667 else if (player_can_move &&
13668 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13670 if (!ACCESS_FROM(element, opposite_direction))
13671 return MP_NO_ACTION; /* field not accessible from this direction */
13673 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13674 return MP_NO_ACTION;
13676 if (IS_EM_GATE(element))
13678 if (!player->key[EM_GATE_NR(element)])
13679 return MP_NO_ACTION;
13681 else if (IS_EM_GATE_GRAY(element))
13683 if (!player->key[EM_GATE_GRAY_NR(element)])
13684 return MP_NO_ACTION;
13686 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13688 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13689 return MP_NO_ACTION;
13691 else if (IS_EMC_GATE(element))
13693 if (!player->key[EMC_GATE_NR(element)])
13694 return MP_NO_ACTION;
13696 else if (IS_EMC_GATE_GRAY(element))
13698 if (!player->key[EMC_GATE_GRAY_NR(element)])
13699 return MP_NO_ACTION;
13701 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13703 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13704 return MP_NO_ACTION;
13706 else if (element == EL_DC_GATE_WHITE ||
13707 element == EL_DC_GATE_WHITE_GRAY ||
13708 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13710 if (player->num_white_keys == 0)
13711 return MP_NO_ACTION;
13713 player->num_white_keys--;
13715 else if (IS_SP_PORT(element))
13717 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13718 element == EL_SP_GRAVITY_PORT_RIGHT ||
13719 element == EL_SP_GRAVITY_PORT_UP ||
13720 element == EL_SP_GRAVITY_PORT_DOWN)
13721 player->gravity = !player->gravity;
13722 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13723 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13724 element == EL_SP_GRAVITY_ON_PORT_UP ||
13725 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13726 player->gravity = TRUE;
13727 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13728 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13729 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13730 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13731 player->gravity = FALSE;
13734 /* automatically move to the next field with double speed */
13735 player->programmed_action = move_direction;
13737 if (player->move_delay_reset_counter == 0)
13739 player->move_delay_reset_counter = 2; /* two double speed steps */
13741 DOUBLE_PLAYER_SPEED(player);
13744 PlayLevelSoundAction(x, y, ACTION_PASSING);
13746 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13750 if (mode != DF_SNAP)
13752 GfxElement[x][y] = GFX_ELEMENT(element);
13753 player->is_digging = TRUE;
13756 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13758 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13759 player->index_bit, dig_side);
13761 if (mode == DF_SNAP)
13763 if (level.block_snap_field)
13764 setFieldForSnapping(x, y, element, move_direction);
13766 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13768 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13769 player->index_bit, dig_side);
13772 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13776 if (is_player && mode != DF_SNAP)
13778 GfxElement[x][y] = element;
13779 player->is_collecting = TRUE;
13782 if (element == EL_SPEED_PILL)
13784 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13786 else if (element == EL_EXTRA_TIME && level.time > 0)
13788 TimeLeft += level.extra_time;
13790 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13792 DisplayGameControlValues();
13794 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13796 player->shield_normal_time_left += level.shield_normal_time;
13797 if (element == EL_SHIELD_DEADLY)
13798 player->shield_deadly_time_left += level.shield_deadly_time;
13800 else if (element == EL_DYNAMITE ||
13801 element == EL_EM_DYNAMITE ||
13802 element == EL_SP_DISK_RED)
13804 if (player->inventory_size < MAX_INVENTORY_SIZE)
13805 player->inventory_element[player->inventory_size++] = element;
13807 DrawGameDoorValues();
13809 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13811 player->dynabomb_count++;
13812 player->dynabombs_left++;
13814 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13816 player->dynabomb_size++;
13818 else if (element == EL_DYNABOMB_INCREASE_POWER)
13820 player->dynabomb_xl = TRUE;
13822 else if (IS_KEY(element))
13824 player->key[KEY_NR(element)] = TRUE;
13826 DrawGameDoorValues();
13828 else if (element == EL_DC_KEY_WHITE)
13830 player->num_white_keys++;
13832 /* display white keys? */
13833 /* DrawGameDoorValues(); */
13835 else if (IS_ENVELOPE(element))
13837 player->show_envelope = element;
13839 else if (element == EL_EMC_LENSES)
13841 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13843 RedrawAllInvisibleElementsForLenses();
13845 else if (element == EL_EMC_MAGNIFIER)
13847 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13849 RedrawAllInvisibleElementsForMagnifier();
13851 else if (IS_DROPPABLE(element) ||
13852 IS_THROWABLE(element)) /* can be collected and dropped */
13856 if (collect_count == 0)
13857 player->inventory_infinite_element = element;
13859 for (i = 0; i < collect_count; i++)
13860 if (player->inventory_size < MAX_INVENTORY_SIZE)
13861 player->inventory_element[player->inventory_size++] = element;
13863 DrawGameDoorValues();
13865 else if (collect_count > 0)
13867 local_player->gems_still_needed -= collect_count;
13868 if (local_player->gems_still_needed < 0)
13869 local_player->gems_still_needed = 0;
13871 game.snapshot.collected_item = TRUE;
13873 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13875 DisplayGameControlValues();
13878 RaiseScoreElement(element);
13879 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13882 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13883 player->index_bit, dig_side);
13885 if (mode == DF_SNAP)
13887 if (level.block_snap_field)
13888 setFieldForSnapping(x, y, element, move_direction);
13890 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13892 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13893 player->index_bit, dig_side);
13896 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13898 if (mode == DF_SNAP && element != EL_BD_ROCK)
13899 return MP_NO_ACTION;
13901 if (CAN_FALL(element) && dy)
13902 return MP_NO_ACTION;
13904 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13905 !(element == EL_SPRING && level.use_spring_bug))
13906 return MP_NO_ACTION;
13908 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13909 ((move_direction & MV_VERTICAL &&
13910 ((element_info[element].move_pattern & MV_LEFT &&
13911 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13912 (element_info[element].move_pattern & MV_RIGHT &&
13913 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13914 (move_direction & MV_HORIZONTAL &&
13915 ((element_info[element].move_pattern & MV_UP &&
13916 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13917 (element_info[element].move_pattern & MV_DOWN &&
13918 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13919 return MP_NO_ACTION;
13921 /* do not push elements already moving away faster than player */
13922 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13923 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13924 return MP_NO_ACTION;
13926 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13928 if (player->push_delay_value == -1 || !player_was_pushing)
13929 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13931 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13933 if (player->push_delay_value == -1)
13934 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13936 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13938 if (!player->is_pushing)
13939 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13942 player->is_pushing = TRUE;
13943 player->is_active = TRUE;
13945 if (!(IN_LEV_FIELD(nextx, nexty) &&
13946 (IS_FREE(nextx, nexty) ||
13947 (IS_SB_ELEMENT(element) &&
13948 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13949 (IS_CUSTOM_ELEMENT(element) &&
13950 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13951 return MP_NO_ACTION;
13953 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13954 return MP_NO_ACTION;
13956 if (player->push_delay == -1) /* new pushing; restart delay */
13957 player->push_delay = 0;
13959 if (player->push_delay < player->push_delay_value &&
13960 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13961 element != EL_SPRING && element != EL_BALLOON)
13963 /* make sure that there is no move delay before next try to push */
13964 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13965 player->move_delay = 0;
13967 return MP_NO_ACTION;
13970 if (IS_CUSTOM_ELEMENT(element) &&
13971 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13973 if (!DigFieldByCE(nextx, nexty, element))
13974 return MP_NO_ACTION;
13977 if (IS_SB_ELEMENT(element))
13979 if (element == EL_SOKOBAN_FIELD_FULL)
13981 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13982 local_player->sokobanfields_still_needed++;
13985 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13987 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13988 local_player->sokobanfields_still_needed--;
13991 Feld[x][y] = EL_SOKOBAN_OBJECT;
13993 if (Back[x][y] == Back[nextx][nexty])
13994 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13995 else if (Back[x][y] != 0)
13996 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13999 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14002 if (local_player->sokobanfields_still_needed == 0 &&
14003 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14005 local_player->players_still_needed = 0;
14007 PlayerWins(player);
14009 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14013 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14015 InitMovingField(x, y, move_direction);
14016 GfxAction[x][y] = ACTION_PUSHING;
14018 if (mode == DF_SNAP)
14019 ContinueMoving(x, y);
14021 MovPos[x][y] = (dx != 0 ? dx : dy);
14023 Pushed[x][y] = TRUE;
14024 Pushed[nextx][nexty] = TRUE;
14026 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14027 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14029 player->push_delay_value = -1; /* get new value later */
14031 /* check for element change _after_ element has been pushed */
14032 if (game.use_change_when_pushing_bug)
14034 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14035 player->index_bit, dig_side);
14036 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14037 player->index_bit, dig_side);
14040 else if (IS_SWITCHABLE(element))
14042 if (PLAYER_SWITCHING(player, x, y))
14044 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14045 player->index_bit, dig_side);
14050 player->is_switching = TRUE;
14051 player->switch_x = x;
14052 player->switch_y = y;
14054 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14056 if (element == EL_ROBOT_WHEEL)
14058 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14062 game.robot_wheel_active = TRUE;
14064 TEST_DrawLevelField(x, y);
14066 else if (element == EL_SP_TERMINAL)
14070 SCAN_PLAYFIELD(xx, yy)
14072 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14076 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14078 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14080 ResetGfxAnimation(xx, yy);
14081 TEST_DrawLevelField(xx, yy);
14085 else if (IS_BELT_SWITCH(element))
14087 ToggleBeltSwitch(x, y);
14089 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14090 element == EL_SWITCHGATE_SWITCH_DOWN ||
14091 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14092 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14094 ToggleSwitchgateSwitch(x, y);
14096 else if (element == EL_LIGHT_SWITCH ||
14097 element == EL_LIGHT_SWITCH_ACTIVE)
14099 ToggleLightSwitch(x, y);
14101 else if (element == EL_TIMEGATE_SWITCH ||
14102 element == EL_DC_TIMEGATE_SWITCH)
14104 ActivateTimegateSwitch(x, y);
14106 else if (element == EL_BALLOON_SWITCH_LEFT ||
14107 element == EL_BALLOON_SWITCH_RIGHT ||
14108 element == EL_BALLOON_SWITCH_UP ||
14109 element == EL_BALLOON_SWITCH_DOWN ||
14110 element == EL_BALLOON_SWITCH_NONE ||
14111 element == EL_BALLOON_SWITCH_ANY)
14113 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14114 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14115 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14116 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14117 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14120 else if (element == EL_LAMP)
14122 Feld[x][y] = EL_LAMP_ACTIVE;
14123 local_player->lights_still_needed--;
14125 ResetGfxAnimation(x, y);
14126 TEST_DrawLevelField(x, y);
14128 else if (element == EL_TIME_ORB_FULL)
14130 Feld[x][y] = EL_TIME_ORB_EMPTY;
14132 if (level.time > 0 || level.use_time_orb_bug)
14134 TimeLeft += level.time_orb_time;
14135 game.no_time_limit = FALSE;
14137 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14139 DisplayGameControlValues();
14142 ResetGfxAnimation(x, y);
14143 TEST_DrawLevelField(x, y);
14145 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14146 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14150 game.ball_state = !game.ball_state;
14152 SCAN_PLAYFIELD(xx, yy)
14154 int e = Feld[xx][yy];
14156 if (game.ball_state)
14158 if (e == EL_EMC_MAGIC_BALL)
14159 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14160 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14161 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14165 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14166 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14167 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14168 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14173 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14174 player->index_bit, dig_side);
14176 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14177 player->index_bit, dig_side);
14179 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14180 player->index_bit, dig_side);
14186 if (!PLAYER_SWITCHING(player, x, y))
14188 player->is_switching = TRUE;
14189 player->switch_x = x;
14190 player->switch_y = y;
14192 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14193 player->index_bit, dig_side);
14194 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14195 player->index_bit, dig_side);
14197 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14198 player->index_bit, dig_side);
14199 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14200 player->index_bit, dig_side);
14203 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14204 player->index_bit, dig_side);
14205 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14206 player->index_bit, dig_side);
14208 return MP_NO_ACTION;
14211 player->push_delay = -1;
14213 if (is_player) /* function can also be called by EL_PENGUIN */
14215 if (Feld[x][y] != element) /* really digged/collected something */
14217 player->is_collecting = !player->is_digging;
14218 player->is_active = TRUE;
14225 static boolean DigFieldByCE(int x, int y, int digging_element)
14227 int element = Feld[x][y];
14229 if (!IS_FREE(x, y))
14231 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14232 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14235 /* no element can dig solid indestructible elements */
14236 if (IS_INDESTRUCTIBLE(element) &&
14237 !IS_DIGGABLE(element) &&
14238 !IS_COLLECTIBLE(element))
14241 if (AmoebaNr[x][y] &&
14242 (element == EL_AMOEBA_FULL ||
14243 element == EL_BD_AMOEBA ||
14244 element == EL_AMOEBA_GROWING))
14246 AmoebaCnt[AmoebaNr[x][y]]--;
14247 AmoebaCnt2[AmoebaNr[x][y]]--;
14250 if (IS_MOVING(x, y))
14251 RemoveMovingField(x, y);
14255 TEST_DrawLevelField(x, y);
14258 /* if digged element was about to explode, prevent the explosion */
14259 ExplodeField[x][y] = EX_TYPE_NONE;
14261 PlayLevelSoundAction(x, y, action);
14264 Store[x][y] = EL_EMPTY;
14266 /* this makes it possible to leave the removed element again */
14267 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14268 Store[x][y] = element;
14273 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14275 int jx = player->jx, jy = player->jy;
14276 int x = jx + dx, y = jy + dy;
14277 int snap_direction = (dx == -1 ? MV_LEFT :
14278 dx == +1 ? MV_RIGHT :
14280 dy == +1 ? MV_DOWN : MV_NONE);
14281 boolean can_continue_snapping = (level.continuous_snapping &&
14282 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14284 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14287 if (!player->active || !IN_LEV_FIELD(x, y))
14295 if (player->MovPos == 0)
14296 player->is_pushing = FALSE;
14298 player->is_snapping = FALSE;
14300 if (player->MovPos == 0)
14302 player->is_moving = FALSE;
14303 player->is_digging = FALSE;
14304 player->is_collecting = FALSE;
14310 /* prevent snapping with already pressed snap key when not allowed */
14311 if (player->is_snapping && !can_continue_snapping)
14314 player->MovDir = snap_direction;
14316 if (player->MovPos == 0)
14318 player->is_moving = FALSE;
14319 player->is_digging = FALSE;
14320 player->is_collecting = FALSE;
14323 player->is_dropping = FALSE;
14324 player->is_dropping_pressed = FALSE;
14325 player->drop_pressed_delay = 0;
14327 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14330 player->is_snapping = TRUE;
14331 player->is_active = TRUE;
14333 if (player->MovPos == 0)
14335 player->is_moving = FALSE;
14336 player->is_digging = FALSE;
14337 player->is_collecting = FALSE;
14340 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14341 TEST_DrawLevelField(player->last_jx, player->last_jy);
14343 TEST_DrawLevelField(x, y);
14348 static boolean DropElement(struct PlayerInfo *player)
14350 int old_element, new_element;
14351 int dropx = player->jx, dropy = player->jy;
14352 int drop_direction = player->MovDir;
14353 int drop_side = drop_direction;
14354 int drop_element = get_next_dropped_element(player);
14356 /* do not drop an element on top of another element; when holding drop key
14357 pressed without moving, dropped element must move away before the next
14358 element can be dropped (this is especially important if the next element
14359 is dynamite, which can be placed on background for historical reasons) */
14360 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14363 if (IS_THROWABLE(drop_element))
14365 dropx += GET_DX_FROM_DIR(drop_direction);
14366 dropy += GET_DY_FROM_DIR(drop_direction);
14368 if (!IN_LEV_FIELD(dropx, dropy))
14372 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14373 new_element = drop_element; /* default: no change when dropping */
14375 /* check if player is active, not moving and ready to drop */
14376 if (!player->active || player->MovPos || player->drop_delay > 0)
14379 /* check if player has anything that can be dropped */
14380 if (new_element == EL_UNDEFINED)
14383 /* only set if player has anything that can be dropped */
14384 player->is_dropping_pressed = TRUE;
14386 /* check if drop key was pressed long enough for EM style dynamite */
14387 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14390 /* check if anything can be dropped at the current position */
14391 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14394 /* collected custom elements can only be dropped on empty fields */
14395 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14398 if (old_element != EL_EMPTY)
14399 Back[dropx][dropy] = old_element; /* store old element on this field */
14401 ResetGfxAnimation(dropx, dropy);
14402 ResetRandomAnimationValue(dropx, dropy);
14404 if (player->inventory_size > 0 ||
14405 player->inventory_infinite_element != EL_UNDEFINED)
14407 if (player->inventory_size > 0)
14409 player->inventory_size--;
14411 DrawGameDoorValues();
14413 if (new_element == EL_DYNAMITE)
14414 new_element = EL_DYNAMITE_ACTIVE;
14415 else if (new_element == EL_EM_DYNAMITE)
14416 new_element = EL_EM_DYNAMITE_ACTIVE;
14417 else if (new_element == EL_SP_DISK_RED)
14418 new_element = EL_SP_DISK_RED_ACTIVE;
14421 Feld[dropx][dropy] = new_element;
14423 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14424 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14425 el2img(Feld[dropx][dropy]), 0);
14427 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14429 /* needed if previous element just changed to "empty" in the last frame */
14430 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14432 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14433 player->index_bit, drop_side);
14434 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14436 player->index_bit, drop_side);
14438 TestIfElementTouchesCustomElement(dropx, dropy);
14440 else /* player is dropping a dyna bomb */
14442 player->dynabombs_left--;
14444 Feld[dropx][dropy] = new_element;
14446 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14447 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14448 el2img(Feld[dropx][dropy]), 0);
14450 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14453 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14454 InitField_WithBug1(dropx, dropy, FALSE);
14456 new_element = Feld[dropx][dropy]; /* element might have changed */
14458 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14459 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14461 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14462 MovDir[dropx][dropy] = drop_direction;
14464 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14466 /* do not cause impact style collision by dropping elements that can fall */
14467 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14470 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14471 player->is_dropping = TRUE;
14473 player->drop_pressed_delay = 0;
14474 player->is_dropping_pressed = FALSE;
14476 player->drop_x = dropx;
14477 player->drop_y = dropy;
14482 /* ------------------------------------------------------------------------- */
14483 /* game sound playing functions */
14484 /* ------------------------------------------------------------------------- */
14486 static int *loop_sound_frame = NULL;
14487 static int *loop_sound_volume = NULL;
14489 void InitPlayLevelSound(void)
14491 int num_sounds = getSoundListSize();
14493 checked_free(loop_sound_frame);
14494 checked_free(loop_sound_volume);
14496 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14497 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14500 static void PlayLevelSound(int x, int y, int nr)
14502 int sx = SCREENX(x), sy = SCREENY(y);
14503 int volume, stereo_position;
14504 int max_distance = 8;
14505 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14507 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14508 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14511 if (!IN_LEV_FIELD(x, y) ||
14512 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14513 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14516 volume = SOUND_MAX_VOLUME;
14518 if (!IN_SCR_FIELD(sx, sy))
14520 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14521 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14523 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14526 stereo_position = (SOUND_MAX_LEFT +
14527 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14528 (SCR_FIELDX + 2 * max_distance));
14530 if (IS_LOOP_SOUND(nr))
14532 /* This assures that quieter loop sounds do not overwrite louder ones,
14533 while restarting sound volume comparison with each new game frame. */
14535 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14538 loop_sound_volume[nr] = volume;
14539 loop_sound_frame[nr] = FrameCounter;
14542 PlaySoundExt(nr, volume, stereo_position, type);
14545 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14547 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14548 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14549 y < LEVELY(BY1) ? LEVELY(BY1) :
14550 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14554 static void PlayLevelSoundAction(int x, int y, int action)
14556 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14559 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14561 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14563 if (sound_effect != SND_UNDEFINED)
14564 PlayLevelSound(x, y, sound_effect);
14567 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14570 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14572 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14573 PlayLevelSound(x, y, sound_effect);
14576 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14578 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14580 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14581 PlayLevelSound(x, y, sound_effect);
14584 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14586 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14588 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14589 StopSound(sound_effect);
14592 static int getLevelMusicNr(void)
14594 if (levelset.music[level_nr] != MUS_UNDEFINED)
14595 return levelset.music[level_nr]; /* from config file */
14597 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14600 static void FadeLevelSounds(void)
14605 static void FadeLevelMusic(void)
14607 int music_nr = getLevelMusicNr();
14608 char *curr_music = getCurrentlyPlayingMusicFilename();
14609 char *next_music = getMusicInfoEntryFilename(music_nr);
14611 if (!strEqual(curr_music, next_music))
14615 void FadeLevelSoundsAndMusic(void)
14621 static void PlayLevelMusic(void)
14623 int music_nr = getLevelMusicNr();
14624 char *curr_music = getCurrentlyPlayingMusicFilename();
14625 char *next_music = getMusicInfoEntryFilename(music_nr);
14627 if (!strEqual(curr_music, next_music))
14628 PlayMusicLoop(music_nr);
14631 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14633 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14634 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14635 int x = xx - 1 - offset;
14636 int y = yy - 1 - offset;
14641 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14645 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14649 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14653 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14657 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14661 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14665 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14668 case SAMPLE_android_clone:
14669 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14672 case SAMPLE_android_move:
14673 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14676 case SAMPLE_spring:
14677 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14681 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14685 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14688 case SAMPLE_eater_eat:
14689 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14693 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14696 case SAMPLE_collect:
14697 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14700 case SAMPLE_diamond:
14701 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14704 case SAMPLE_squash:
14705 /* !!! CHECK THIS !!! */
14707 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14709 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14713 case SAMPLE_wonderfall:
14714 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14718 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14722 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14726 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14730 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14734 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14738 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14741 case SAMPLE_wonder:
14742 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14746 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14749 case SAMPLE_exit_open:
14750 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14753 case SAMPLE_exit_leave:
14754 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14757 case SAMPLE_dynamite:
14758 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14762 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14766 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14770 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14774 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14778 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14782 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14786 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14791 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14793 int element = map_element_SP_to_RND(element_sp);
14794 int action = map_action_SP_to_RND(action_sp);
14795 int offset = (setup.sp_show_border_elements ? 0 : 1);
14796 int x = xx - offset;
14797 int y = yy - offset;
14799 PlayLevelSoundElementAction(x, y, element, action);
14802 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14804 int element = map_element_MM_to_RND(element_mm);
14805 int action = map_action_MM_to_RND(action_mm);
14807 int x = xx - offset;
14808 int y = yy - offset;
14810 if (!IS_MM_ELEMENT(element))
14811 element = EL_MM_DEFAULT;
14813 PlayLevelSoundElementAction(x, y, element, action);
14816 void PlaySound_MM(int sound_mm)
14818 int sound = map_sound_MM_to_RND(sound_mm);
14820 if (sound == SND_UNDEFINED)
14826 void PlaySoundLoop_MM(int sound_mm)
14828 int sound = map_sound_MM_to_RND(sound_mm);
14830 if (sound == SND_UNDEFINED)
14833 PlaySoundLoop(sound);
14836 void StopSound_MM(int sound_mm)
14838 int sound = map_sound_MM_to_RND(sound_mm);
14840 if (sound == SND_UNDEFINED)
14846 void RaiseScore(int value)
14848 local_player->score += value;
14850 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14852 DisplayGameControlValues();
14855 void RaiseScoreElement(int element)
14860 case EL_BD_DIAMOND:
14861 case EL_EMERALD_YELLOW:
14862 case EL_EMERALD_RED:
14863 case EL_EMERALD_PURPLE:
14864 case EL_SP_INFOTRON:
14865 RaiseScore(level.score[SC_EMERALD]);
14868 RaiseScore(level.score[SC_DIAMOND]);
14871 RaiseScore(level.score[SC_CRYSTAL]);
14874 RaiseScore(level.score[SC_PEARL]);
14877 case EL_BD_BUTTERFLY:
14878 case EL_SP_ELECTRON:
14879 RaiseScore(level.score[SC_BUG]);
14882 case EL_BD_FIREFLY:
14883 case EL_SP_SNIKSNAK:
14884 RaiseScore(level.score[SC_SPACESHIP]);
14887 case EL_DARK_YAMYAM:
14888 RaiseScore(level.score[SC_YAMYAM]);
14891 RaiseScore(level.score[SC_ROBOT]);
14894 RaiseScore(level.score[SC_PACMAN]);
14897 RaiseScore(level.score[SC_NUT]);
14900 case EL_EM_DYNAMITE:
14901 case EL_SP_DISK_RED:
14902 case EL_DYNABOMB_INCREASE_NUMBER:
14903 case EL_DYNABOMB_INCREASE_SIZE:
14904 case EL_DYNABOMB_INCREASE_POWER:
14905 RaiseScore(level.score[SC_DYNAMITE]);
14907 case EL_SHIELD_NORMAL:
14908 case EL_SHIELD_DEADLY:
14909 RaiseScore(level.score[SC_SHIELD]);
14911 case EL_EXTRA_TIME:
14912 RaiseScore(level.extra_time_score);
14926 case EL_DC_KEY_WHITE:
14927 RaiseScore(level.score[SC_KEY]);
14930 RaiseScore(element_info[element].collect_score);
14935 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14937 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14939 /* closing door required in case of envelope style request dialogs */
14941 CloseDoor(DOOR_CLOSE_1);
14943 if (network.enabled)
14944 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14948 FadeSkipNextFadeIn();
14950 SetGameStatus(GAME_MODE_MAIN);
14955 else /* continue playing the game */
14957 if (tape.playing && tape.deactivate_display)
14958 TapeDeactivateDisplayOff(TRUE);
14960 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14962 if (tape.playing && tape.deactivate_display)
14963 TapeDeactivateDisplayOn();
14967 void RequestQuitGame(boolean ask_if_really_quit)
14969 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14970 boolean skip_request = AllPlayersGone || quick_quit;
14972 RequestQuitGameExt(skip_request, quick_quit,
14973 "Do you really want to quit the game?");
14976 void RequestRestartGame(char *message)
14978 game.restart_game_message = NULL;
14980 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14982 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14986 SetGameStatus(GAME_MODE_MAIN);
14993 /* ------------------------------------------------------------------------- */
14994 /* random generator functions */
14995 /* ------------------------------------------------------------------------- */
14997 unsigned int InitEngineRandom_RND(int seed)
14999 game.num_random_calls = 0;
15001 return InitEngineRandom(seed);
15004 unsigned int RND(int max)
15008 game.num_random_calls++;
15010 return GetEngineRandom(max);
15017 /* ------------------------------------------------------------------------- */
15018 /* game engine snapshot handling functions */
15019 /* ------------------------------------------------------------------------- */
15021 struct EngineSnapshotInfo
15023 /* runtime values for custom element collect score */
15024 int collect_score[NUM_CUSTOM_ELEMENTS];
15026 /* runtime values for group element choice position */
15027 int choice_pos[NUM_GROUP_ELEMENTS];
15029 /* runtime values for belt position animations */
15030 int belt_graphic[4][NUM_BELT_PARTS];
15031 int belt_anim_mode[4][NUM_BELT_PARTS];
15034 static struct EngineSnapshotInfo engine_snapshot_rnd;
15035 static char *snapshot_level_identifier = NULL;
15036 static int snapshot_level_nr = -1;
15038 static void SaveEngineSnapshotValues_RND(void)
15040 static int belt_base_active_element[4] =
15042 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15043 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15044 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15045 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15049 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15051 int element = EL_CUSTOM_START + i;
15053 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15056 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15058 int element = EL_GROUP_START + i;
15060 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15063 for (i = 0; i < 4; i++)
15065 for (j = 0; j < NUM_BELT_PARTS; j++)
15067 int element = belt_base_active_element[i] + j;
15068 int graphic = el2img(element);
15069 int anim_mode = graphic_info[graphic].anim_mode;
15071 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15072 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15077 static void LoadEngineSnapshotValues_RND(void)
15079 unsigned int num_random_calls = game.num_random_calls;
15082 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15084 int element = EL_CUSTOM_START + i;
15086 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15089 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15091 int element = EL_GROUP_START + i;
15093 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15096 for (i = 0; i < 4; i++)
15098 for (j = 0; j < NUM_BELT_PARTS; j++)
15100 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15101 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15103 graphic_info[graphic].anim_mode = anim_mode;
15107 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15109 InitRND(tape.random_seed);
15110 for (i = 0; i < num_random_calls; i++)
15114 if (game.num_random_calls != num_random_calls)
15116 Error(ERR_INFO, "number of random calls out of sync");
15117 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15118 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15119 Error(ERR_EXIT, "this should not happen -- please debug");
15123 void FreeEngineSnapshotSingle(void)
15125 FreeSnapshotSingle();
15127 setString(&snapshot_level_identifier, NULL);
15128 snapshot_level_nr = -1;
15131 void FreeEngineSnapshotList(void)
15133 FreeSnapshotList();
15136 static ListNode *SaveEngineSnapshotBuffers(void)
15138 ListNode *buffers = NULL;
15140 /* copy some special values to a structure better suited for the snapshot */
15142 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15143 SaveEngineSnapshotValues_RND();
15144 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15145 SaveEngineSnapshotValues_EM();
15146 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15147 SaveEngineSnapshotValues_SP(&buffers);
15148 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15149 SaveEngineSnapshotValues_MM(&buffers);
15151 /* save values stored in special snapshot structure */
15153 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15155 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15157 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15159 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15162 /* save further RND engine values */
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15197 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15200 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15202 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15203 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15204 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15205 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15206 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15207 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15209 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15210 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15212 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15213 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15214 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15216 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15217 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15219 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15220 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15221 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15222 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15223 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15225 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15226 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15229 ListNode *node = engine_snapshot_list_rnd;
15232 while (node != NULL)
15234 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15239 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15245 void SaveEngineSnapshotSingle(void)
15247 ListNode *buffers = SaveEngineSnapshotBuffers();
15249 /* finally save all snapshot buffers to single snapshot */
15250 SaveSnapshotSingle(buffers);
15252 /* save level identification information */
15253 setString(&snapshot_level_identifier, leveldir_current->identifier);
15254 snapshot_level_nr = level_nr;
15257 boolean CheckSaveEngineSnapshotToList(void)
15259 boolean save_snapshot =
15260 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15261 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15262 game.snapshot.changed_action) ||
15263 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15264 game.snapshot.collected_item));
15266 game.snapshot.changed_action = FALSE;
15267 game.snapshot.collected_item = FALSE;
15268 game.snapshot.save_snapshot = save_snapshot;
15270 return save_snapshot;
15273 void SaveEngineSnapshotToList(void)
15275 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15279 ListNode *buffers = SaveEngineSnapshotBuffers();
15281 /* finally save all snapshot buffers to snapshot list */
15282 SaveSnapshotToList(buffers);
15285 void SaveEngineSnapshotToListInitial(void)
15287 FreeEngineSnapshotList();
15289 SaveEngineSnapshotToList();
15292 static void LoadEngineSnapshotValues(void)
15294 /* restore special values from snapshot structure */
15296 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15297 LoadEngineSnapshotValues_RND();
15298 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15299 LoadEngineSnapshotValues_EM();
15300 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15301 LoadEngineSnapshotValues_SP();
15302 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15303 LoadEngineSnapshotValues_MM();
15306 void LoadEngineSnapshotSingle(void)
15308 LoadSnapshotSingle();
15310 LoadEngineSnapshotValues();
15313 static void LoadEngineSnapshot_Undo(int steps)
15315 LoadSnapshotFromList_Older(steps);
15317 LoadEngineSnapshotValues();
15320 static void LoadEngineSnapshot_Redo(int steps)
15322 LoadSnapshotFromList_Newer(steps);
15324 LoadEngineSnapshotValues();
15327 boolean CheckEngineSnapshotSingle(void)
15329 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15330 snapshot_level_nr == level_nr);
15333 boolean CheckEngineSnapshotList(void)
15335 return CheckSnapshotList();
15339 /* ---------- new game button stuff ---------------------------------------- */
15346 boolean *setup_value;
15347 boolean allowed_on_tape;
15349 } gamebutton_info[NUM_GAME_BUTTONS] =
15352 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15353 GAME_CTRL_ID_STOP, NULL,
15357 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15358 GAME_CTRL_ID_PAUSE, NULL,
15362 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15363 GAME_CTRL_ID_PLAY, NULL,
15367 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15368 GAME_CTRL_ID_UNDO, NULL,
15372 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15373 GAME_CTRL_ID_REDO, NULL,
15377 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15378 GAME_CTRL_ID_SAVE, NULL,
15382 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15383 GAME_CTRL_ID_PAUSE2, NULL,
15387 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15388 GAME_CTRL_ID_LOAD, NULL,
15392 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15393 GAME_CTRL_ID_PANEL_STOP, NULL,
15397 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15398 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15399 FALSE, "pause game"
15402 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15403 GAME_CTRL_ID_PANEL_PLAY, NULL,
15407 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15408 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15409 TRUE, "background music on/off"
15412 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15413 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15414 TRUE, "sound loops on/off"
15417 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15418 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15419 TRUE, "normal sounds on/off"
15422 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15423 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15424 FALSE, "background music on/off"
15427 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15428 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15429 FALSE, "sound loops on/off"
15432 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15433 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15434 FALSE, "normal sounds on/off"
15438 void CreateGameButtons(void)
15442 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15444 int graphic = gamebutton_info[i].graphic;
15445 struct GraphicInfo *gfx = &graphic_info[graphic];
15446 struct XY *pos = gamebutton_info[i].pos;
15447 struct GadgetInfo *gi;
15450 unsigned int event_mask;
15451 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15452 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15453 int base_x = (on_tape ? VX : DX);
15454 int base_y = (on_tape ? VY : DY);
15455 int gd_x = gfx->src_x;
15456 int gd_y = gfx->src_y;
15457 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15458 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15459 int gd_xa = gfx->src_x + gfx->active_xoffset;
15460 int gd_ya = gfx->src_y + gfx->active_yoffset;
15461 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15462 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15465 if (gfx->bitmap == NULL)
15467 game_gadget[id] = NULL;
15472 if (id == GAME_CTRL_ID_STOP ||
15473 id == GAME_CTRL_ID_PANEL_STOP ||
15474 id == GAME_CTRL_ID_PLAY ||
15475 id == GAME_CTRL_ID_PANEL_PLAY ||
15476 id == GAME_CTRL_ID_SAVE ||
15477 id == GAME_CTRL_ID_LOAD)
15479 button_type = GD_TYPE_NORMAL_BUTTON;
15481 event_mask = GD_EVENT_RELEASED;
15483 else if (id == GAME_CTRL_ID_UNDO ||
15484 id == GAME_CTRL_ID_REDO)
15486 button_type = GD_TYPE_NORMAL_BUTTON;
15488 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15492 button_type = GD_TYPE_CHECK_BUTTON;
15493 checked = (gamebutton_info[i].setup_value != NULL ?
15494 *gamebutton_info[i].setup_value : FALSE);
15495 event_mask = GD_EVENT_PRESSED;
15498 gi = CreateGadget(GDI_CUSTOM_ID, id,
15499 GDI_IMAGE_ID, graphic,
15500 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15501 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15502 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15503 GDI_WIDTH, gfx->width,
15504 GDI_HEIGHT, gfx->height,
15505 GDI_TYPE, button_type,
15506 GDI_STATE, GD_BUTTON_UNPRESSED,
15507 GDI_CHECKED, checked,
15508 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15509 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15510 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15511 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15512 GDI_DIRECT_DRAW, FALSE,
15513 GDI_EVENT_MASK, event_mask,
15514 GDI_CALLBACK_ACTION, HandleGameButtons,
15518 Error(ERR_EXIT, "cannot create gadget");
15520 game_gadget[id] = gi;
15524 void FreeGameButtons(void)
15528 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15529 FreeGadget(game_gadget[i]);
15532 static void UnmapGameButtonsAtSamePosition(int id)
15536 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15538 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15539 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15540 UnmapGadget(game_gadget[i]);
15543 static void UnmapGameButtonsAtSamePosition_All(void)
15545 if (setup.show_snapshot_buttons)
15547 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15548 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15549 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15553 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15554 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15555 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15557 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15558 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15559 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15563 static void MapGameButtonsAtSamePosition(int id)
15567 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15569 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15570 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15571 MapGadget(game_gadget[i]);
15573 UnmapGameButtonsAtSamePosition_All();
15576 void MapUndoRedoButtons(void)
15578 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15579 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15581 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15582 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15584 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15587 void UnmapUndoRedoButtons(void)
15589 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15590 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15592 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15593 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15595 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15598 static void MapGameButtonsExt(boolean on_tape)
15602 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15603 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15604 i != GAME_CTRL_ID_UNDO &&
15605 i != GAME_CTRL_ID_REDO)
15606 MapGadget(game_gadget[i]);
15608 UnmapGameButtonsAtSamePosition_All();
15610 RedrawGameButtons();
15613 static void UnmapGameButtonsExt(boolean on_tape)
15617 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15618 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15619 UnmapGadget(game_gadget[i]);
15622 static void RedrawGameButtonsExt(boolean on_tape)
15626 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15627 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15628 RedrawGadget(game_gadget[i]);
15630 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15631 redraw_mask &= ~REDRAW_ALL;
15634 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15639 gi->checked = state;
15642 static void RedrawSoundButtonGadget(int id)
15644 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15645 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15646 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15647 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15648 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15649 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15652 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15653 RedrawGadget(game_gadget[id2]);
15656 void MapGameButtons(void)
15658 MapGameButtonsExt(FALSE);
15661 void UnmapGameButtons(void)
15663 UnmapGameButtonsExt(FALSE);
15666 void RedrawGameButtons(void)
15668 RedrawGameButtonsExt(FALSE);
15671 void MapGameButtonsOnTape(void)
15673 MapGameButtonsExt(TRUE);
15676 void UnmapGameButtonsOnTape(void)
15678 UnmapGameButtonsExt(TRUE);
15681 void RedrawGameButtonsOnTape(void)
15683 RedrawGameButtonsExt(TRUE);
15686 static void GameUndoRedoExt(void)
15688 ClearPlayerAction();
15690 tape.pausing = TRUE;
15693 UpdateAndDisplayGameControlValues();
15695 DrawCompleteVideoDisplay();
15696 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15697 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15698 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15703 static void GameUndo(int steps)
15705 if (!CheckEngineSnapshotList())
15708 LoadEngineSnapshot_Undo(steps);
15713 static void GameRedo(int steps)
15715 if (!CheckEngineSnapshotList())
15718 LoadEngineSnapshot_Redo(steps);
15723 static void HandleGameButtonsExt(int id, int button)
15725 static boolean game_undo_executed = FALSE;
15726 int steps = BUTTON_STEPSIZE(button);
15727 boolean handle_game_buttons =
15728 (game_status == GAME_MODE_PLAYING ||
15729 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15731 if (!handle_game_buttons)
15736 case GAME_CTRL_ID_STOP:
15737 case GAME_CTRL_ID_PANEL_STOP:
15738 if (game_status == GAME_MODE_MAIN)
15744 RequestQuitGame(TRUE);
15748 case GAME_CTRL_ID_PAUSE:
15749 case GAME_CTRL_ID_PAUSE2:
15750 case GAME_CTRL_ID_PANEL_PAUSE:
15751 if (network.enabled && game_status == GAME_MODE_PLAYING)
15754 SendToServer_ContinuePlaying();
15756 SendToServer_PausePlaying();
15759 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15761 game_undo_executed = FALSE;
15765 case GAME_CTRL_ID_PLAY:
15766 case GAME_CTRL_ID_PANEL_PLAY:
15767 if (game_status == GAME_MODE_MAIN)
15769 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15771 else if (tape.pausing)
15773 if (network.enabled)
15774 SendToServer_ContinuePlaying();
15776 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15780 case GAME_CTRL_ID_UNDO:
15781 // Important: When using "save snapshot when collecting an item" mode,
15782 // load last (current) snapshot for first "undo" after pressing "pause"
15783 // (else the last-but-one snapshot would be loaded, because the snapshot
15784 // pointer already points to the last snapshot when pressing "pause",
15785 // which is fine for "every step/move" mode, but not for "every collect")
15786 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15787 !game_undo_executed)
15790 game_undo_executed = TRUE;
15795 case GAME_CTRL_ID_REDO:
15799 case GAME_CTRL_ID_SAVE:
15803 case GAME_CTRL_ID_LOAD:
15807 case SOUND_CTRL_ID_MUSIC:
15808 case SOUND_CTRL_ID_PANEL_MUSIC:
15809 if (setup.sound_music)
15811 setup.sound_music = FALSE;
15815 else if (audio.music_available)
15817 setup.sound = setup.sound_music = TRUE;
15819 SetAudioMode(setup.sound);
15821 if (game_status == GAME_MODE_PLAYING)
15825 RedrawSoundButtonGadget(id);
15829 case SOUND_CTRL_ID_LOOPS:
15830 case SOUND_CTRL_ID_PANEL_LOOPS:
15831 if (setup.sound_loops)
15832 setup.sound_loops = FALSE;
15833 else if (audio.loops_available)
15835 setup.sound = setup.sound_loops = TRUE;
15837 SetAudioMode(setup.sound);
15840 RedrawSoundButtonGadget(id);
15844 case SOUND_CTRL_ID_SIMPLE:
15845 case SOUND_CTRL_ID_PANEL_SIMPLE:
15846 if (setup.sound_simple)
15847 setup.sound_simple = FALSE;
15848 else if (audio.sound_available)
15850 setup.sound = setup.sound_simple = TRUE;
15852 SetAudioMode(setup.sound);
15855 RedrawSoundButtonGadget(id);
15864 static void HandleGameButtons(struct GadgetInfo *gi)
15866 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15869 void HandleSoundButtonKeys(Key key)
15871 if (key == setup.shortcut.sound_simple)
15872 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15873 else if (key == setup.shortcut.sound_loops)
15874 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15875 else if (key == setup.shortcut.sound_music)
15876 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);