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
30 #define USE_NEW_AMOEBA_CODE FALSE
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)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
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() (game.panel.active == FALSE)
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 IncrementSokobanFieldsNeeded(void)
1688 if (level.sb_fields_needed)
1689 game.sokoban_fields_still_needed++;
1692 static void IncrementSokobanObjectsNeeded(void)
1694 if (level.sb_objects_needed)
1695 game.sokoban_objects_still_needed++;
1698 static void DecrementSokobanFieldsNeeded(void)
1700 if (game.sokoban_fields_still_needed > 0)
1701 game.sokoban_fields_still_needed--;
1704 static void DecrementSokobanObjectsNeeded(void)
1706 if (game.sokoban_objects_still_needed > 0)
1707 game.sokoban_objects_still_needed--;
1710 static void InitPlayerField(int x, int y, int element, boolean init_game)
1712 if (element == EL_SP_MURPHY)
1716 if (stored_player[0].present)
1718 Feld[x][y] = EL_SP_MURPHY_CLONE;
1724 stored_player[0].initial_element = element;
1725 stored_player[0].use_murphy = TRUE;
1727 if (!level.use_artwork_element[0])
1728 stored_player[0].artwork_element = EL_SP_MURPHY;
1731 Feld[x][y] = EL_PLAYER_1;
1737 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1738 int jx = player->jx, jy = player->jy;
1740 player->present = TRUE;
1742 player->block_last_field = (element == EL_SP_MURPHY ?
1743 level.sp_block_last_field :
1744 level.block_last_field);
1746 // ---------- initialize player's last field block delay ------------------
1748 // always start with reliable default value (no adjustment needed)
1749 player->block_delay_adjustment = 0;
1751 // special case 1: in Supaplex, Murphy blocks last field one more frame
1752 if (player->block_last_field && element == EL_SP_MURPHY)
1753 player->block_delay_adjustment = 1;
1755 // special case 2: in game engines before 3.1.1, blocking was different
1756 if (game.use_block_last_field_bug)
1757 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1759 if (!network.enabled || player->connected_network)
1761 player->active = TRUE;
1763 // remove potentially duplicate players
1764 if (StorePlayer[jx][jy] == Feld[x][y])
1765 StorePlayer[jx][jy] = 0;
1767 StorePlayer[x][y] = Feld[x][y];
1769 #if DEBUG_INIT_PLAYER
1772 printf("- player element %d activated", player->element_nr);
1773 printf(" (local player is %d and currently %s)\n",
1774 local_player->element_nr,
1775 local_player->active ? "active" : "not active");
1780 Feld[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Feld[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Feld[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementSokobanFieldsNeeded();
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementSokobanObjectsNeeded();
1827 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1828 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1881 case EL_AMOEBA_FULL:
1886 case EL_AMOEBA_DROP:
1887 if (y == lev_fieldy - 1)
1889 Feld[x][y] = EL_AMOEBA_GROWING;
1890 Store[x][y] = EL_AMOEBA_WET;
1894 case EL_DYNAMITE_ACTIVE:
1895 case EL_SP_DISK_RED_ACTIVE:
1896 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1897 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1900 MovDelay[x][y] = 96;
1903 case EL_EM_DYNAMITE_ACTIVE:
1904 MovDelay[x][y] = 32;
1908 game.lights_still_needed++;
1912 game.friends_still_needed++;
1917 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1920 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1921 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1922 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1923 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1924 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1925 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1926 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1927 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1928 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1929 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1930 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1931 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1934 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1935 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1936 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1938 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1940 game.belt_dir[belt_nr] = belt_dir;
1941 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1943 else // more than one switch -- set it like the first switch
1945 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1950 case EL_LIGHT_SWITCH_ACTIVE:
1952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1955 case EL_INVISIBLE_STEELWALL:
1956 case EL_INVISIBLE_WALL:
1957 case EL_INVISIBLE_SAND:
1958 if (game.light_time_left > 0 ||
1959 game.lenses_time_left > 0)
1960 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1963 case EL_EMC_MAGIC_BALL:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1968 case EL_EMC_MAGIC_BALL_SWITCH:
1969 if (game.ball_state)
1970 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1973 case EL_TRIGGER_PLAYER:
1974 case EL_TRIGGER_ELEMENT:
1975 case EL_TRIGGER_CE_VALUE:
1976 case EL_TRIGGER_CE_SCORE:
1978 case EL_ANY_ELEMENT:
1979 case EL_CURRENT_CE_VALUE:
1980 case EL_CURRENT_CE_SCORE:
1997 // reference elements should not be used on the playfield
1998 Feld[x][y] = EL_EMPTY;
2002 if (IS_CUSTOM_ELEMENT(element))
2004 if (CAN_MOVE(element))
2007 if (!element_info[element].use_last_ce_value || init_game)
2008 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2010 else if (IS_GROUP_ELEMENT(element))
2012 Feld[x][y] = GetElementFromGroupElement(element);
2014 InitField(x, y, init_game);
2021 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 static void InitField_WithBug1(int x, int y, boolean init_game)
2026 InitField(x, y, init_game);
2028 // not needed to call InitMovDir() -- already done by InitField()!
2029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030 CAN_MOVE(Feld[x][y]))
2034 static void InitField_WithBug2(int x, int y, boolean init_game)
2036 int old_element = Feld[x][y];
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(old_element) &&
2043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046 /* this case is in fact a combination of not less than three bugs:
2047 first, it calls InitMovDir() for elements that can move, although this is
2048 already done by InitField(); then, it checks the element that was at this
2049 field _before_ the call to InitField() (which can change it); lastly, it
2050 was not called for "mole with direction" elements, which were treated as
2051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2055 static int get_key_element_from_nr(int key_nr)
2057 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2058 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2059 EL_EM_KEY_1 : EL_KEY_1);
2061 return key_base_element + key_nr;
2064 static int get_next_dropped_element(struct PlayerInfo *player)
2066 return (player->inventory_size > 0 ?
2067 player->inventory_element[player->inventory_size - 1] :
2068 player->inventory_infinite_element != EL_UNDEFINED ?
2069 player->inventory_infinite_element :
2070 player->dynabombs_left > 0 ?
2071 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2075 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2077 // pos >= 0: get element from bottom of the stack;
2078 // pos < 0: get element from top of the stack
2082 int min_inventory_size = -pos;
2083 int inventory_pos = player->inventory_size - min_inventory_size;
2084 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2086 return (player->inventory_size >= min_inventory_size ?
2087 player->inventory_element[inventory_pos] :
2088 player->inventory_infinite_element != EL_UNDEFINED ?
2089 player->inventory_infinite_element :
2090 player->dynabombs_left >= min_dynabombs_left ?
2091 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2096 int min_dynabombs_left = pos + 1;
2097 int min_inventory_size = pos + 1 - player->dynabombs_left;
2098 int inventory_pos = pos - player->dynabombs_left;
2100 return (player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2104 player->inventory_size >= min_inventory_size ?
2105 player->inventory_element[inventory_pos] :
2110 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2112 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2113 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2116 if (gpo1->sort_priority != gpo2->sort_priority)
2117 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2119 compare_result = gpo1->nr - gpo2->nr;
2121 return compare_result;
2124 int getPlayerInventorySize(int player_nr)
2126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2127 return level.native_em_level->ply[player_nr]->dynamite;
2128 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2129 return level.native_sp_level->game_sp->red_disk_count;
2131 return stored_player[player_nr].inventory_size;
2134 static void InitGameControlValues(void)
2138 for (i = 0; game_panel_controls[i].nr != -1; i++)
2140 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2141 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2142 struct TextPosInfo *pos = gpc->pos;
2144 int type = gpc->type;
2148 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2149 Error(ERR_EXIT, "this should not happen -- please debug");
2152 // force update of game controls after initialization
2153 gpc->value = gpc->last_value = -1;
2154 gpc->frame = gpc->last_frame = -1;
2155 gpc->gfx_frame = -1;
2157 // determine panel value width for later calculation of alignment
2158 if (type == TYPE_INTEGER || type == TYPE_STRING)
2160 pos->width = pos->size * getFontWidth(pos->font);
2161 pos->height = getFontHeight(pos->font);
2163 else if (type == TYPE_ELEMENT)
2165 pos->width = pos->size;
2166 pos->height = pos->size;
2169 // fill structure for game panel draw order
2171 gpo->sort_priority = pos->sort_priority;
2174 // sort game panel controls according to sort_priority and control number
2175 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2176 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2179 static void UpdatePlayfieldElementCount(void)
2181 boolean use_element_count = FALSE;
2184 // first check if it is needed at all to calculate playfield element count
2185 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2186 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2187 use_element_count = TRUE;
2189 if (!use_element_count)
2192 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2193 element_info[i].element_count = 0;
2195 SCAN_PLAYFIELD(x, y)
2197 element_info[Feld[x][y]].element_count++;
2200 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2201 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2202 if (IS_IN_GROUP(j, i))
2203 element_info[EL_GROUP_START + i].element_count +=
2204 element_info[j].element_count;
2207 static void UpdateGameControlValues(void)
2210 int time = (game.LevelSolved ?
2211 game.LevelSolved_CountingTime :
2212 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->time :
2214 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2215 level.native_sp_level->game_sp->time_played :
2216 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2217 game_mm.energy_left :
2218 game.no_time_limit ? TimePlayed : TimeLeft);
2219 int score = (game.LevelSolved ?
2220 game.LevelSolved_CountingScore :
2221 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2222 level.native_em_level->lev->score :
2223 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2224 level.native_sp_level->game_sp->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2228 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->required :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->infotrons_still_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233 game_mm.kettles_still_needed :
2234 game.gems_still_needed);
2235 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->required > 0 :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2240 game_mm.kettles_still_needed > 0 ||
2241 game_mm.lights_still_needed > 0 :
2242 game.gems_still_needed > 0 ||
2243 game.sokoban_fields_still_needed > 0 ||
2244 game.sokoban_objects_still_needed > 0 ||
2245 game.lights_still_needed > 0);
2246 int health = (game.LevelSolved ?
2247 game.LevelSolved_CountingHealth :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 MM_HEALTH(game_mm.laser_overload_value) :
2252 UpdatePlayfieldElementCount();
2254 // update game panel control values
2256 // used instead of "level_nr" (for network games)
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 // only one player in Supaplex game engine
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288 getPlayerInventorySize(i);
2290 if (stored_player[i].num_white_keys > 0)
2291 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2294 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2295 stored_player[i].num_white_keys;
2300 int player_nr = game.centered_player_nr;
2302 for (k = 0; k < MAX_NUM_KEYS; k++)
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2306 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2307 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2308 get_key_element_from_nr(k);
2310 else if (stored_player[player_nr].key[k])
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2315 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2316 getPlayerInventorySize(player_nr);
2318 if (stored_player[player_nr].num_white_keys > 0)
2319 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2321 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2322 stored_player[player_nr].num_white_keys;
2325 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2327 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2328 get_inventory_element_from_pos(local_player, i);
2329 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, -i - 1);
2333 game_panel_controls[GAME_PANEL_SCORE].value = score;
2334 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2336 game_panel_controls[GAME_PANEL_TIME].value = time;
2338 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2339 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2340 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2342 if (level.time == 0)
2343 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2347 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2348 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2350 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2352 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2353 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2355 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2356 local_player->shield_normal_time_left;
2357 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2358 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2360 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2361 local_player->shield_deadly_time_left;
2363 game_panel_controls[GAME_PANEL_EXIT].value =
2364 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2366 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2367 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2369 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2370 EL_EMC_MAGIC_BALL_SWITCH);
2372 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2373 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2375 game.light_time_left;
2377 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2378 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2380 game.timegate_time_left;
2382 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2383 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2385 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2386 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2387 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2388 game.lenses_time_left;
2390 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2391 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2393 game.magnify_time_left;
2395 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2396 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2397 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2398 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2399 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2400 EL_BALLOON_SWITCH_NONE);
2402 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2403 local_player->dynabomb_count;
2404 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2405 local_player->dynabomb_size;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2407 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2409 game_panel_controls[GAME_PANEL_PENGUINS].value =
2410 game.friends_still_needed;
2412 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413 game.sokoban_objects_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415 game.sokoban_fields_still_needed;
2417 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2420 for (i = 0; i < NUM_BELTS; i++)
2422 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432 game.magic_wall_time_left;
2434 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435 local_player->gravity;
2437 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2440 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443 game.panel.element[i].id : EL_UNDEFINED);
2445 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448 element_info[game.panel.element_count[i].id].element_count : 0);
2450 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453 element_info[game.panel.ce_score[i].id].collect_score : 0);
2455 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458 element_info[game.panel.ce_score_element[i].id].collect_score :
2461 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2465 // update game panel control frames
2467 for (i = 0; game_panel_controls[i].nr != -1; i++)
2469 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2471 if (gpc->type == TYPE_ELEMENT)
2473 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2475 int last_anim_random_frame = gfx.anim_random_frame;
2476 int element = gpc->value;
2477 int graphic = el2panelimg(element);
2479 if (gpc->value != gpc->last_value)
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2488 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494 gfx.anim_random_frame = gpc->gfx_random;
2496 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497 gpc->gfx_frame = element_info[element].collect_score;
2499 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2506 else if (gpc->type == TYPE_GRAPHIC)
2508 if (gpc->graphic != IMG_UNDEFINED)
2510 int last_anim_random_frame = gfx.anim_random_frame;
2511 int graphic = gpc->graphic;
2513 if (gpc->value != gpc->last_value)
2516 gpc->gfx_random = INIT_GFX_RANDOM();
2522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524 gpc->gfx_random = INIT_GFX_RANDOM();
2527 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528 gfx.anim_random_frame = gpc->gfx_random;
2530 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2532 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533 gfx.anim_random_frame = last_anim_random_frame;
2539 static void DisplayGameControlValues(void)
2541 boolean redraw_panel = FALSE;
2544 for (i = 0; game_panel_controls[i].nr != -1; i++)
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2548 if (PANEL_DEACTIVATED(gpc->pos))
2551 if (gpc->value == gpc->last_value &&
2552 gpc->frame == gpc->last_frame)
2555 redraw_panel = TRUE;
2561 // copy default game door content to main double buffer
2563 // !!! CHECK AGAIN !!!
2564 SetPanelBackground();
2565 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2568 // redraw game control buttons
2569 RedrawGameButtons();
2571 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2573 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2575 int nr = game_panel_order[i].nr;
2576 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577 struct TextPosInfo *pos = gpc->pos;
2578 int type = gpc->type;
2579 int value = gpc->value;
2580 int frame = gpc->frame;
2581 int size = pos->size;
2582 int font = pos->font;
2583 boolean draw_masked = pos->draw_masked;
2584 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2586 if (PANEL_DEACTIVATED(pos))
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2592 if (type == TYPE_INTEGER)
2594 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595 nr == GAME_PANEL_TIME)
2597 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2599 if (use_dynamic_size) // use dynamic number of digits
2601 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603 int size2 = size1 + 1;
2604 int font1 = pos->font;
2605 int font2 = pos->font_alt;
2607 size = (value < value_change ? size1 : size2);
2608 font = (value < value_change ? font1 : font2);
2612 // correct text size if "digits" is zero or less
2614 size = strlen(int2str(value, size));
2616 // dynamically correct text alignment
2617 pos->width = size * getFontWidth(font);
2619 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620 int2str(value, size), font, mask_mode);
2622 else if (type == TYPE_ELEMENT)
2624 int element, graphic;
2628 int dst_x = PANEL_XPOS(pos);
2629 int dst_y = PANEL_YPOS(pos);
2631 if (value != EL_UNDEFINED && value != EL_EMPTY)
2634 graphic = el2panelimg(value);
2636 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2638 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644 width = graphic_info[graphic].width * size / TILESIZE;
2645 height = graphic_info[graphic].height * size / TILESIZE;
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2655 else if (type == TYPE_GRAPHIC)
2657 int graphic = gpc->graphic;
2658 int graphic_active = gpc->graphic_active;
2662 int dst_x = PANEL_XPOS(pos);
2663 int dst_y = PANEL_YPOS(pos);
2664 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2667 if (graphic != IMG_UNDEFINED && !skip)
2669 if (pos->style == STYLE_REVERSE)
2670 value = 100 - value;
2672 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2674 if (pos->direction & MV_HORIZONTAL)
2676 width = graphic_info[graphic_active].width * value / 100;
2677 height = graphic_info[graphic_active].height;
2679 if (pos->direction == MV_LEFT)
2681 src_x += graphic_info[graphic_active].width - width;
2682 dst_x += graphic_info[graphic_active].width - width;
2687 width = graphic_info[graphic_active].width;
2688 height = graphic_info[graphic_active].height * value / 100;
2690 if (pos->direction == MV_UP)
2692 src_y += graphic_info[graphic_active].height - height;
2693 dst_y += graphic_info[graphic_active].height - height;
2698 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2706 if (pos->direction & MV_HORIZONTAL)
2708 if (pos->direction == MV_RIGHT)
2715 dst_x = PANEL_XPOS(pos);
2718 width = graphic_info[graphic].width - width;
2722 if (pos->direction == MV_DOWN)
2729 dst_y = PANEL_YPOS(pos);
2732 height = graphic_info[graphic].height - height;
2736 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2743 else if (type == TYPE_STRING)
2745 boolean active = (value != 0);
2746 char *state_normal = "off";
2747 char *state_active = "on";
2748 char *state = (active ? state_active : state_normal);
2749 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2751 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2752 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2754 if (nr == GAME_PANEL_GRAVITY_STATE)
2756 int font1 = pos->font; // (used for normal state)
2757 int font2 = pos->font_alt; // (used for active state)
2759 font = (active ? font2 : font1);
2768 // don't truncate output if "chars" is zero or less
2771 // dynamically correct text alignment
2772 pos->width = size * getFontWidth(font);
2775 s_cut = getStringCopyN(s, size);
2777 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778 s_cut, font, mask_mode);
2784 redraw_mask |= REDRAW_DOOR_1;
2787 SetGameStatus(GAME_MODE_PLAYING);
2790 void UpdateAndDisplayGameControlValues(void)
2792 if (tape.deactivate_display)
2795 UpdateGameControlValues();
2796 DisplayGameControlValues();
2800 static void UpdateGameDoorValues(void)
2802 UpdateGameControlValues();
2806 void DrawGameDoorValues(void)
2808 DisplayGameControlValues();
2812 // ============================================================================
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2818 static void InitGameEngine(void)
2820 int i, j, k, l, x, y;
2822 // set game engine from tape file when re-playing, else from level file
2823 game.engine_version = (tape.playing ? tape.engine_version :
2824 level.game_version);
2826 // set single or multi-player game mode (needed for re-playing tapes)
2827 game.team_mode = setup.team_mode;
2831 int num_players = 0;
2833 for (i = 0; i < MAX_PLAYERS; i++)
2834 if (tape.player_participates[i])
2837 // multi-player tapes contain input data for more than one player
2838 game.team_mode = (num_players > 1);
2841 // --------------------------------------------------------------------------
2842 // set flags for bugs and changes according to active game engine version
2843 // --------------------------------------------------------------------------
2846 Summary of bugfix/change:
2847 Fixed handling for custom elements that change when pushed by the player.
2849 Fixed/changed in version:
2853 Before 3.1.0, custom elements that "change when pushing" changed directly
2854 after the player started pushing them (until then handled in "DigField()").
2855 Since 3.1.0, these custom elements are not changed until the "pushing"
2856 move of the element is finished (now handled in "ContinueMoving()").
2858 Affected levels/tapes:
2859 The first condition is generally needed for all levels/tapes before version
2860 3.1.0, which might use the old behaviour before it was changed; known tapes
2861 that are affected are some tapes from the level set "Walpurgis Gardens" by
2863 The second condition is an exception from the above case and is needed for
2864 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865 above (including some development versions of 3.1.0), but before it was
2866 known that this change would break tapes like the above and was fixed in
2867 3.1.1, so that the changed behaviour was active although the engine version
2868 while recording maybe was before 3.1.0. There is at least one tape that is
2869 affected by this exception, which is the tape for the one-level set "Bug
2870 Machine" by Juergen Bonhagen.
2873 game.use_change_when_pushing_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2876 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877 tape.game_version < VERSION_IDENT(3,1,1,0)));
2880 Summary of bugfix/change:
2881 Fixed handling for blocking the field the player leaves when moving.
2883 Fixed/changed in version:
2887 Before 3.1.1, when "block last field when moving" was enabled, the field
2888 the player is leaving when moving was blocked for the time of the move,
2889 and was directly unblocked afterwards. This resulted in the last field
2890 being blocked for exactly one less than the number of frames of one player
2891 move. Additionally, even when blocking was disabled, the last field was
2892 blocked for exactly one frame.
2893 Since 3.1.1, due to changes in player movement handling, the last field
2894 is not blocked at all when blocking is disabled. When blocking is enabled,
2895 the last field is blocked for exactly the number of frames of one player
2896 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897 last field is blocked for exactly one more than the number of frames of
2900 Affected levels/tapes:
2901 (!!! yet to be determined -- probably many !!!)
2904 game.use_block_last_field_bug =
2905 (game.engine_version < VERSION_IDENT(3,1,1,0));
2907 game_em.use_single_button =
2908 (game.engine_version > VERSION_IDENT(4,0,0,2));
2910 game_em.use_snap_key_bug =
2911 (game.engine_version < VERSION_IDENT(4,0,1,0));
2913 // --------------------------------------------------------------------------
2915 // set maximal allowed number of custom element changes per game frame
2916 game.max_num_changes_per_frame = 1;
2918 // default scan direction: scan playfield from top/left to bottom/right
2919 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2921 // dynamically adjust element properties according to game engine version
2922 InitElementPropertiesEngine(game.engine_version);
2925 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926 printf(" tape version == %06d [%s] [file: %06d]\n",
2927 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2929 printf(" => game.engine_version == %06d\n", game.engine_version);
2932 // ---------- initialize player's initial move delay ------------------------
2934 // dynamically adjust player properties according to level information
2935 for (i = 0; i < MAX_PLAYERS; i++)
2936 game.initial_move_delay_value[i] =
2937 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2939 // dynamically adjust player properties according to game engine version
2940 for (i = 0; i < MAX_PLAYERS; i++)
2941 game.initial_move_delay[i] =
2942 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943 game.initial_move_delay_value[i] : 0);
2945 // ---------- initialize player's initial push delay ------------------------
2947 // dynamically adjust player properties according to game engine version
2948 game.initial_push_delay_value =
2949 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2951 // ---------- initialize changing elements ----------------------------------
2953 // initialize changing elements information
2954 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2956 struct ElementInfo *ei = &element_info[i];
2958 // this pointer might have been changed in the level editor
2959 ei->change = &ei->change_page[0];
2961 if (!IS_CUSTOM_ELEMENT(i))
2963 ei->change->target_element = EL_EMPTY_SPACE;
2964 ei->change->delay_fixed = 0;
2965 ei->change->delay_random = 0;
2966 ei->change->delay_frames = 1;
2969 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2971 ei->has_change_event[j] = FALSE;
2973 ei->event_page_nr[j] = 0;
2974 ei->event_page[j] = &ei->change_page[0];
2978 // add changing elements from pre-defined list
2979 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2981 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982 struct ElementInfo *ei = &element_info[ch_delay->element];
2984 ei->change->target_element = ch_delay->target_element;
2985 ei->change->delay_fixed = ch_delay->change_delay;
2987 ei->change->pre_change_function = ch_delay->pre_change_function;
2988 ei->change->change_function = ch_delay->change_function;
2989 ei->change->post_change_function = ch_delay->post_change_function;
2991 ei->change->can_change = TRUE;
2992 ei->change->can_change_or_has_action = TRUE;
2994 ei->has_change_event[CE_DELAY] = TRUE;
2996 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3000 // ---------- initialize internal run-time variables ------------------------
3002 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3004 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3006 for (j = 0; j < ei->num_change_pages; j++)
3008 ei->change_page[j].can_change_or_has_action =
3009 (ei->change_page[j].can_change |
3010 ei->change_page[j].has_action);
3014 // add change events from custom element configuration
3015 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3017 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3019 for (j = 0; j < ei->num_change_pages; j++)
3021 if (!ei->change_page[j].can_change_or_has_action)
3024 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3026 // only add event page for the first page found with this event
3027 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3029 ei->has_change_event[k] = TRUE;
3031 ei->event_page_nr[k] = j;
3032 ei->event_page[k] = &ei->change_page[j];
3038 // ---------- initialize reference elements in change conditions ------------
3040 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3042 int element = EL_CUSTOM_START + i;
3043 struct ElementInfo *ei = &element_info[element];
3045 for (j = 0; j < ei->num_change_pages; j++)
3047 int trigger_element = ei->change_page[j].initial_trigger_element;
3049 if (trigger_element >= EL_PREV_CE_8 &&
3050 trigger_element <= EL_NEXT_CE_8)
3051 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3053 ei->change_page[j].trigger_element = trigger_element;
3057 // ---------- initialize run-time trigger player and element ----------------
3059 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3061 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3063 for (j = 0; j < ei->num_change_pages; j++)
3065 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069 ei->change_page[j].actual_trigger_ce_value = 0;
3070 ei->change_page[j].actual_trigger_ce_score = 0;
3074 // ---------- initialize trigger events -------------------------------------
3076 // initialize trigger events information
3077 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079 trigger_events[i][j] = FALSE;
3081 // add trigger events from element change event properties
3082 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3084 struct ElementInfo *ei = &element_info[i];
3086 for (j = 0; j < ei->num_change_pages; j++)
3088 if (!ei->change_page[j].can_change_or_has_action)
3091 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3093 int trigger_element = ei->change_page[j].trigger_element;
3095 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3097 if (ei->change_page[j].has_event[k])
3099 if (IS_GROUP_ELEMENT(trigger_element))
3101 struct ElementGroupInfo *group =
3102 element_info[trigger_element].group;
3104 for (l = 0; l < group->num_elements_resolved; l++)
3105 trigger_events[group->element_resolved[l]][k] = TRUE;
3107 else if (trigger_element == EL_ANY_ELEMENT)
3108 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109 trigger_events[l][k] = TRUE;
3111 trigger_events[trigger_element][k] = TRUE;
3118 // ---------- initialize push delay -----------------------------------------
3120 // initialize push delay values to default
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (!IS_CUSTOM_ELEMENT(i))
3125 // set default push delay values (corrected since version 3.0.7-1)
3126 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3128 element_info[i].push_delay_fixed = 2;
3129 element_info[i].push_delay_random = 8;
3133 element_info[i].push_delay_fixed = 8;
3134 element_info[i].push_delay_random = 8;
3139 // set push delay value for certain elements from pre-defined list
3140 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3142 int e = push_delay_list[i].element;
3144 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3145 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3148 // set push delay value for Supaplex elements for newer engine versions
3149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_SP_ELEMENT(i))
3155 // set SP push delay to just enough to push under a falling zonk
3156 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3158 element_info[i].push_delay_fixed = delay;
3159 element_info[i].push_delay_random = 0;
3164 // ---------- initialize move stepsize --------------------------------------
3166 // initialize move stepsize values to default
3167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 if (!IS_CUSTOM_ELEMENT(i))
3169 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3171 // set move stepsize value for certain elements from pre-defined list
3172 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3174 int e = move_stepsize_list[i].element;
3176 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3179 // ---------- initialize collect score --------------------------------------
3181 // initialize collect score values for custom elements from initial value
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3184 element_info[i].collect_score = element_info[i].collect_score_initial;
3186 // ---------- initialize collect count --------------------------------------
3188 // initialize collect count values for non-custom elements
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (!IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_count_initial = 0;
3193 // add collect count values for all elements from pre-defined list
3194 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195 element_info[collect_count_list[i].element].collect_count_initial =
3196 collect_count_list[i].count;
3198 // ---------- initialize access direction -----------------------------------
3200 // initialize access direction values to default (access from every side)
3201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 if (!IS_CUSTOM_ELEMENT(i))
3203 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3205 // set access direction value for certain elements from pre-defined list
3206 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207 element_info[access_direction_list[i].element].access_direction =
3208 access_direction_list[i].direction;
3210 // ---------- initialize explosion content ----------------------------------
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 if (IS_CUSTOM_ELEMENT(i))
3216 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3218 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3220 element_info[i].content.e[x][y] =
3221 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223 i == EL_PLAYER_3 ? EL_EMERALD :
3224 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225 i == EL_MOLE ? EL_EMERALD_RED :
3226 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231 i == EL_WALL_EMERALD ? EL_EMERALD :
3232 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237 i == EL_WALL_PEARL ? EL_PEARL :
3238 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3243 // ---------- initialize recursion detection --------------------------------
3244 recursion_loop_depth = 0;
3245 recursion_loop_detected = FALSE;
3246 recursion_loop_element = EL_UNDEFINED;
3248 // ---------- initialize graphics engine ------------------------------------
3249 game.scroll_delay_value =
3250 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251 setup.scroll_delay ? setup.scroll_delay_value : 0);
3252 game.scroll_delay_value =
3253 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3255 // ---------- initialize game engine snapshots ------------------------------
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.snapshot.last_action[i] = 0;
3258 game.snapshot.changed_action = FALSE;
3259 game.snapshot.collected_item = FALSE;
3260 game.snapshot.mode =
3261 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262 SNAPSHOT_MODE_EVERY_STEP :
3263 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264 SNAPSHOT_MODE_EVERY_MOVE :
3265 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267 game.snapshot.save_snapshot = FALSE;
3269 // ---------- initialize level time for Supaplex engine ---------------------
3270 // Supaplex levels with time limit currently unsupported -- should be added
3271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3275 static int get_num_special_action(int element, int action_first,
3278 int num_special_action = 0;
3281 for (i = action_first; i <= action_last; i++)
3283 boolean found = FALSE;
3285 for (j = 0; j < NUM_DIRECTIONS; j++)
3286 if (el_act_dir2img(element, i, j) !=
3287 el_act_dir2img(element, ACTION_DEFAULT, j))
3291 num_special_action++;
3296 return num_special_action;
3300 // ============================================================================
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3314 printf("%s:\n", message);
3316 for (i = 0; i < MAX_PLAYERS; i++)
3318 struct PlayerInfo *player = &stored_player[i];
3320 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3324 player->connected_locally,
3325 player->connected_network,
3328 if (local_player == player)
3329 printf(" (local player)");
3338 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340 int fade_mask = REDRAW_FIELD;
3342 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3343 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3344 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3345 int initial_move_dir = MV_DOWN;
3348 // required here to update video display before fading (FIX THIS)
3349 DrawMaskedBorder(REDRAW_DOOR_2);
3351 if (!game.restart_level)
3352 CloseDoor(DOOR_CLOSE_1);
3354 SetGameStatus(GAME_MODE_PLAYING);
3356 if (level_editor_test_game)
3357 FadeSkipNextFadeIn();
3359 FadeSetEnterScreen();
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3368 if (!level_editor_test_game)
3371 // needed if different viewport properties defined for playing
3372 ChangeViewportPropertiesIfNeeded();
3376 DrawCompleteVideoDisplay();
3378 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3381 InitGameControlValues();
3383 // don't play tapes over network
3384 network_playing = (network.enabled && !tape.playing);
3386 for (i = 0; i < MAX_PLAYERS; i++)
3388 struct PlayerInfo *player = &stored_player[i];
3390 player->index_nr = i;
3391 player->index_bit = (1 << i);
3392 player->element_nr = EL_PLAYER_1 + i;
3394 player->present = FALSE;
3395 player->active = FALSE;
3396 player->mapped = FALSE;
3398 player->killed = FALSE;
3399 player->reanimated = FALSE;
3400 player->buried = FALSE;
3403 player->effective_action = 0;
3404 player->programmed_action = 0;
3405 player->snap_action = 0;
3407 player->mouse_action.lx = 0;
3408 player->mouse_action.ly = 0;
3409 player->mouse_action.button = 0;
3410 player->mouse_action.button_hint = 0;
3412 player->effective_mouse_action.lx = 0;
3413 player->effective_mouse_action.ly = 0;
3414 player->effective_mouse_action.button = 0;
3415 player->effective_mouse_action.button_hint = 0;
3417 for (j = 0; j < MAX_NUM_KEYS; j++)
3418 player->key[j] = FALSE;
3420 player->num_white_keys = 0;
3422 player->dynabomb_count = 0;
3423 player->dynabomb_size = 1;
3424 player->dynabombs_left = 0;
3425 player->dynabomb_xl = FALSE;
3427 player->MovDir = initial_move_dir;
3430 player->GfxDir = initial_move_dir;
3431 player->GfxAction = ACTION_DEFAULT;
3433 player->StepFrame = 0;
3435 player->initial_element = player->element_nr;
3436 player->artwork_element =
3437 (level.use_artwork_element[i] ? level.artwork_element[i] :
3438 player->element_nr);
3439 player->use_murphy = FALSE;
3441 player->block_last_field = FALSE; // initialized in InitPlayerField()
3442 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3444 player->gravity = level.initial_player_gravity[i];
3446 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3448 player->actual_frame_counter = 0;
3450 player->step_counter = 0;
3452 player->last_move_dir = initial_move_dir;
3454 player->is_active = FALSE;
3456 player->is_waiting = FALSE;
3457 player->is_moving = FALSE;
3458 player->is_auto_moving = FALSE;
3459 player->is_digging = FALSE;
3460 player->is_snapping = FALSE;
3461 player->is_collecting = FALSE;
3462 player->is_pushing = FALSE;
3463 player->is_switching = FALSE;
3464 player->is_dropping = FALSE;
3465 player->is_dropping_pressed = FALSE;
3467 player->is_bored = FALSE;
3468 player->is_sleeping = FALSE;
3470 player->was_waiting = TRUE;
3471 player->was_moving = FALSE;
3472 player->was_snapping = FALSE;
3473 player->was_dropping = FALSE;
3475 player->force_dropping = FALSE;
3477 player->frame_counter_bored = -1;
3478 player->frame_counter_sleeping = -1;
3480 player->anim_delay_counter = 0;
3481 player->post_delay_counter = 0;
3483 player->dir_waiting = initial_move_dir;
3484 player->action_waiting = ACTION_DEFAULT;
3485 player->last_action_waiting = ACTION_DEFAULT;
3486 player->special_action_bored = ACTION_DEFAULT;
3487 player->special_action_sleeping = ACTION_DEFAULT;
3489 player->switch_x = -1;
3490 player->switch_y = -1;
3492 player->drop_x = -1;
3493 player->drop_y = -1;
3495 player->show_envelope = 0;
3497 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3499 player->push_delay = -1; // initialized when pushing starts
3500 player->push_delay_value = game.initial_push_delay_value;
3502 player->drop_delay = 0;
3503 player->drop_pressed_delay = 0;
3505 player->last_jx = -1;
3506 player->last_jy = -1;
3510 player->shield_normal_time_left = 0;
3511 player->shield_deadly_time_left = 0;
3513 player->inventory_infinite_element = EL_UNDEFINED;
3514 player->inventory_size = 0;
3516 if (level.use_initial_inventory[i])
3518 for (j = 0; j < level.initial_inventory_size[i]; j++)
3520 int element = level.initial_inventory_content[i][j];
3521 int collect_count = element_info[element].collect_count_initial;
3524 if (!IS_CUSTOM_ELEMENT(element))
3527 if (collect_count == 0)
3528 player->inventory_infinite_element = element;
3530 for (k = 0; k < collect_count; k++)
3531 if (player->inventory_size < MAX_INVENTORY_SIZE)
3532 player->inventory_element[player->inventory_size++] = element;
3536 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3537 SnapField(player, 0, 0);
3539 map_player_action[i] = i;
3542 network_player_action_received = FALSE;
3544 // initial null action
3545 if (network_playing)
3546 SendToServer_MovePlayer(MV_NONE);
3551 TimeLeft = level.time;
3554 ScreenMovDir = MV_NONE;
3558 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3560 game.robot_wheel_x = -1;
3561 game.robot_wheel_y = -1;
3566 game.all_players_gone = FALSE;
3568 game.LevelSolved = FALSE;
3569 game.GameOver = FALSE;
3571 game.GamePlayed = !tape.playing;
3573 game.LevelSolved_GameWon = FALSE;
3574 game.LevelSolved_GameEnd = FALSE;
3575 game.LevelSolved_SaveTape = FALSE;
3576 game.LevelSolved_SaveScore = FALSE;
3578 game.LevelSolved_CountingTime = 0;
3579 game.LevelSolved_CountingScore = 0;
3580 game.LevelSolved_CountingHealth = 0;
3582 game.panel.active = TRUE;
3584 game.no_time_limit = (level.time == 0);
3586 game.yamyam_content_nr = 0;
3587 game.robot_wheel_active = FALSE;
3588 game.magic_wall_active = FALSE;
3589 game.magic_wall_time_left = 0;
3590 game.light_time_left = 0;
3591 game.timegate_time_left = 0;
3592 game.switchgate_pos = 0;
3593 game.wind_direction = level.wind_direction_initial;
3596 game.score_final = 0;
3598 game.health = MAX_HEALTH;
3599 game.health_final = MAX_HEALTH;
3601 game.gems_still_needed = level.gems_needed;
3602 game.sokoban_fields_still_needed = 0;
3603 game.sokoban_objects_still_needed = 0;
3604 game.lights_still_needed = 0;
3605 game.players_still_needed = 0;
3606 game.friends_still_needed = 0;
3608 game.lenses_time_left = 0;
3609 game.magnify_time_left = 0;
3611 game.ball_state = level.ball_state_initial;
3612 game.ball_content_nr = 0;
3614 game.explosions_delayed = TRUE;
3616 game.envelope_active = FALSE;
3618 for (i = 0; i < NUM_BELTS; i++)
3620 game.belt_dir[i] = MV_NONE;
3621 game.belt_dir_nr[i] = 3; // not moving, next moving left
3624 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3625 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3627 #if DEBUG_INIT_PLAYER
3628 DebugPrintPlayerStatus("Player status at level initialization");
3631 SCAN_PLAYFIELD(x, y)
3633 Feld[x][y] = Last[x][y] = level.field[x][y];
3634 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3635 ChangeDelay[x][y] = 0;
3636 ChangePage[x][y] = -1;
3637 CustomValue[x][y] = 0; // initialized in InitField()
3638 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3640 WasJustMoving[x][y] = 0;
3641 WasJustFalling[x][y] = 0;
3642 CheckCollision[x][y] = 0;
3643 CheckImpact[x][y] = 0;
3645 Pushed[x][y] = FALSE;
3647 ChangeCount[x][y] = 0;
3648 ChangeEvent[x][y] = -1;
3650 ExplodePhase[x][y] = 0;
3651 ExplodeDelay[x][y] = 0;
3652 ExplodeField[x][y] = EX_TYPE_NONE;
3654 RunnerVisit[x][y] = 0;
3655 PlayerVisit[x][y] = 0;
3658 GfxRandom[x][y] = INIT_GFX_RANDOM();
3659 GfxElement[x][y] = EL_UNDEFINED;
3660 GfxAction[x][y] = ACTION_DEFAULT;
3661 GfxDir[x][y] = MV_NONE;
3662 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3665 SCAN_PLAYFIELD(x, y)
3667 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3669 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3671 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3674 InitField(x, y, TRUE);
3676 ResetGfxAnimation(x, y);
3681 for (i = 0; i < MAX_PLAYERS; i++)
3683 struct PlayerInfo *player = &stored_player[i];
3685 // set number of special actions for bored and sleeping animation
3686 player->num_special_action_bored =
3687 get_num_special_action(player->artwork_element,
3688 ACTION_BORING_1, ACTION_BORING_LAST);
3689 player->num_special_action_sleeping =
3690 get_num_special_action(player->artwork_element,
3691 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3694 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3695 emulate_sb ? EMU_SOKOBAN :
3696 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3698 // initialize type of slippery elements
3699 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3701 if (!IS_CUSTOM_ELEMENT(i))
3703 // default: elements slip down either to the left or right randomly
3704 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3706 // SP style elements prefer to slip down on the left side
3707 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3708 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3710 // BD style elements prefer to slip down on the left side
3711 if (game.emulation == EMU_BOULDERDASH)
3712 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3716 // initialize explosion and ignition delay
3717 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3719 if (!IS_CUSTOM_ELEMENT(i))
3722 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3723 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3724 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3725 int last_phase = (num_phase + 1) * delay;
3726 int half_phase = (num_phase / 2) * delay;
3728 element_info[i].explosion_delay = last_phase - 1;
3729 element_info[i].ignition_delay = half_phase;
3731 if (i == EL_BLACK_ORB)
3732 element_info[i].ignition_delay = 1;
3736 // correct non-moving belts to start moving left
3737 for (i = 0; i < NUM_BELTS; i++)
3738 if (game.belt_dir[i] == MV_NONE)
3739 game.belt_dir_nr[i] = 3; // not moving, next moving left
3741 #if USE_NEW_PLAYER_ASSIGNMENTS
3742 // use preferred player also in local single-player mode
3743 if (!network.enabled && !game.team_mode)
3745 int old_index_nr = local_player->index_nr;
3746 int new_index_nr = setup.network_player_nr;
3748 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3750 stored_player[old_index_nr].connected_locally = FALSE;
3751 stored_player[new_index_nr].connected_locally = TRUE;
3755 for (i = 0; i < MAX_PLAYERS; i++)
3757 stored_player[i].connected = FALSE;
3759 // in network game mode, the local player might not be the first player
3760 if (stored_player[i].connected_locally)
3761 local_player = &stored_player[i];
3764 if (!network.enabled)
3765 local_player->connected = TRUE;
3769 for (i = 0; i < MAX_PLAYERS; i++)
3770 stored_player[i].connected = tape.player_participates[i];
3772 else if (network.enabled)
3774 // add team mode players connected over the network (needed for correct
3775 // assignment of player figures from level to locally playing players)
3777 for (i = 0; i < MAX_PLAYERS; i++)
3778 if (stored_player[i].connected_network)
3779 stored_player[i].connected = TRUE;
3781 else if (game.team_mode)
3783 // try to guess locally connected team mode players (needed for correct
3784 // assignment of player figures from level to locally playing players)
3786 for (i = 0; i < MAX_PLAYERS; i++)
3787 if (setup.input[i].use_joystick ||
3788 setup.input[i].key.left != KSYM_UNDEFINED)
3789 stored_player[i].connected = TRUE;
3792 #if DEBUG_INIT_PLAYER
3793 DebugPrintPlayerStatus("Player status after level initialization");
3796 #if DEBUG_INIT_PLAYER
3798 printf("Reassigning players ...\n");
3801 // check if any connected player was not found in playfield
3802 for (i = 0; i < MAX_PLAYERS; i++)
3804 struct PlayerInfo *player = &stored_player[i];
3806 if (player->connected && !player->present)
3808 struct PlayerInfo *field_player = NULL;
3810 #if DEBUG_INIT_PLAYER
3812 printf("- looking for field player for player %d ...\n", i + 1);
3815 // assign first free player found that is present in the playfield
3817 // first try: look for unmapped playfield player that is not connected
3818 for (j = 0; j < MAX_PLAYERS; j++)
3819 if (field_player == NULL &&
3820 stored_player[j].present &&
3821 !stored_player[j].mapped &&
3822 !stored_player[j].connected)
3823 field_player = &stored_player[j];
3825 // second try: look for *any* unmapped playfield player
3826 for (j = 0; j < MAX_PLAYERS; j++)
3827 if (field_player == NULL &&
3828 stored_player[j].present &&
3829 !stored_player[j].mapped)
3830 field_player = &stored_player[j];
3832 if (field_player != NULL)
3834 int jx = field_player->jx, jy = field_player->jy;
3836 #if DEBUG_INIT_PLAYER
3838 printf("- found player %d\n", field_player->index_nr + 1);
3841 player->present = FALSE;
3842 player->active = FALSE;
3844 field_player->present = TRUE;
3845 field_player->active = TRUE;
3848 player->initial_element = field_player->initial_element;
3849 player->artwork_element = field_player->artwork_element;
3851 player->block_last_field = field_player->block_last_field;
3852 player->block_delay_adjustment = field_player->block_delay_adjustment;
3855 StorePlayer[jx][jy] = field_player->element_nr;
3857 field_player->jx = field_player->last_jx = jx;
3858 field_player->jy = field_player->last_jy = jy;
3860 if (local_player == player)
3861 local_player = field_player;
3863 map_player_action[field_player->index_nr] = i;
3865 field_player->mapped = TRUE;
3867 #if DEBUG_INIT_PLAYER
3869 printf("- map_player_action[%d] == %d\n",
3870 field_player->index_nr + 1, i + 1);
3875 if (player->connected && player->present)
3876 player->mapped = TRUE;
3879 #if DEBUG_INIT_PLAYER
3880 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3885 // check if any connected player was not found in playfield
3886 for (i = 0; i < MAX_PLAYERS; i++)
3888 struct PlayerInfo *player = &stored_player[i];
3890 if (player->connected && !player->present)
3892 for (j = 0; j < MAX_PLAYERS; j++)
3894 struct PlayerInfo *field_player = &stored_player[j];
3895 int jx = field_player->jx, jy = field_player->jy;
3897 // assign first free player found that is present in the playfield
3898 if (field_player->present && !field_player->connected)
3900 player->present = TRUE;
3901 player->active = TRUE;
3903 field_player->present = FALSE;
3904 field_player->active = FALSE;
3906 player->initial_element = field_player->initial_element;
3907 player->artwork_element = field_player->artwork_element;
3909 player->block_last_field = field_player->block_last_field;
3910 player->block_delay_adjustment = field_player->block_delay_adjustment;
3912 StorePlayer[jx][jy] = player->element_nr;
3914 player->jx = player->last_jx = jx;
3915 player->jy = player->last_jy = jy;
3925 printf("::: local_player->present == %d\n", local_player->present);
3928 // set focus to local player for network games, else to all players
3929 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3930 game.centered_player_nr_next = game.centered_player_nr;
3931 game.set_centered_player = FALSE;
3933 if (network_playing && tape.recording)
3935 // store client dependent player focus when recording network games
3936 tape.centered_player_nr_next = game.centered_player_nr_next;
3937 tape.set_centered_player = TRUE;
3942 // when playing a tape, eliminate all players who do not participate
3944 #if USE_NEW_PLAYER_ASSIGNMENTS
3946 if (!game.team_mode)
3948 for (i = 0; i < MAX_PLAYERS; i++)
3950 if (stored_player[i].active &&
3951 !tape.player_participates[map_player_action[i]])
3953 struct PlayerInfo *player = &stored_player[i];
3954 int jx = player->jx, jy = player->jy;
3956 #if DEBUG_INIT_PLAYER
3958 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3961 player->active = FALSE;
3962 StorePlayer[jx][jy] = 0;
3963 Feld[jx][jy] = EL_EMPTY;
3970 for (i = 0; i < MAX_PLAYERS; i++)
3972 if (stored_player[i].active &&
3973 !tape.player_participates[i])
3975 struct PlayerInfo *player = &stored_player[i];
3976 int jx = player->jx, jy = player->jy;
3978 player->active = FALSE;
3979 StorePlayer[jx][jy] = 0;
3980 Feld[jx][jy] = EL_EMPTY;
3985 else if (!network.enabled && !game.team_mode) // && !tape.playing
3987 // when in single player mode, eliminate all but the local player
3989 for (i = 0; i < MAX_PLAYERS; i++)
3991 struct PlayerInfo *player = &stored_player[i];
3993 if (player->active && player != local_player)
3995 int jx = player->jx, jy = player->jy;
3997 player->active = FALSE;
3998 player->present = FALSE;
4000 StorePlayer[jx][jy] = 0;
4001 Feld[jx][jy] = EL_EMPTY;
4006 for (i = 0; i < MAX_PLAYERS; i++)
4007 if (stored_player[i].active)
4008 game.players_still_needed++;
4010 if (level.solved_by_one_player)
4011 game.players_still_needed = 1;
4013 // when recording the game, store which players take part in the game
4016 #if USE_NEW_PLAYER_ASSIGNMENTS
4017 for (i = 0; i < MAX_PLAYERS; i++)
4018 if (stored_player[i].connected)
4019 tape.player_participates[i] = TRUE;
4021 for (i = 0; i < MAX_PLAYERS; i++)
4022 if (stored_player[i].active)
4023 tape.player_participates[i] = TRUE;
4027 #if DEBUG_INIT_PLAYER
4028 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4031 if (BorderElement == EL_EMPTY)
4034 SBX_Right = lev_fieldx - SCR_FIELDX;
4036 SBY_Lower = lev_fieldy - SCR_FIELDY;
4041 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4043 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4046 if (full_lev_fieldx <= SCR_FIELDX)
4047 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4048 if (full_lev_fieldy <= SCR_FIELDY)
4049 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4051 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4053 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4056 // if local player not found, look for custom element that might create
4057 // the player (make some assumptions about the right custom element)
4058 if (!local_player->present)
4060 int start_x = 0, start_y = 0;
4061 int found_rating = 0;
4062 int found_element = EL_UNDEFINED;
4063 int player_nr = local_player->index_nr;
4065 SCAN_PLAYFIELD(x, y)
4067 int element = Feld[x][y];
4072 if (level.use_start_element[player_nr] &&
4073 level.start_element[player_nr] == element &&
4080 found_element = element;
4083 if (!IS_CUSTOM_ELEMENT(element))
4086 if (CAN_CHANGE(element))
4088 for (i = 0; i < element_info[element].num_change_pages; i++)
4090 // check for player created from custom element as single target
4091 content = element_info[element].change_page[i].target_element;
4092 is_player = ELEM_IS_PLAYER(content);
4094 if (is_player && (found_rating < 3 ||
4095 (found_rating == 3 && element < found_element)))
4101 found_element = element;
4106 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4108 // check for player created from custom element as explosion content
4109 content = element_info[element].content.e[xx][yy];
4110 is_player = ELEM_IS_PLAYER(content);
4112 if (is_player && (found_rating < 2 ||
4113 (found_rating == 2 && element < found_element)))
4115 start_x = x + xx - 1;
4116 start_y = y + yy - 1;
4119 found_element = element;
4122 if (!CAN_CHANGE(element))
4125 for (i = 0; i < element_info[element].num_change_pages; i++)
4127 // check for player created from custom element as extended target
4129 element_info[element].change_page[i].target_content.e[xx][yy];
4131 is_player = ELEM_IS_PLAYER(content);
4133 if (is_player && (found_rating < 1 ||
4134 (found_rating == 1 && element < found_element)))
4136 start_x = x + xx - 1;
4137 start_y = y + yy - 1;
4140 found_element = element;
4146 scroll_x = SCROLL_POSITION_X(start_x);
4147 scroll_y = SCROLL_POSITION_Y(start_y);
4151 scroll_x = SCROLL_POSITION_X(local_player->jx);
4152 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4155 // !!! FIX THIS (START) !!!
4156 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4158 InitGameEngine_EM();
4160 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4162 InitGameEngine_SP();
4164 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4166 InitGameEngine_MM();
4170 DrawLevel(REDRAW_FIELD);
4173 // after drawing the level, correct some elements
4174 if (game.timegate_time_left == 0)
4175 CloseAllOpenTimegates();
4178 // blit playfield from scroll buffer to normal back buffer for fading in
4179 BlitScreenToBitmap(backbuffer);
4180 // !!! FIX THIS (END) !!!
4182 DrawMaskedBorder(fade_mask);
4187 // full screen redraw is required at this point in the following cases:
4188 // - special editor door undrawn when game was started from level editor
4189 // - drawing area (playfield) was changed and has to be removed completely
4190 redraw_mask = REDRAW_ALL;
4194 if (!game.restart_level)
4196 // copy default game door content to main double buffer
4198 // !!! CHECK AGAIN !!!
4199 SetPanelBackground();
4200 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4201 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4204 SetPanelBackground();
4205 SetDrawBackgroundMask(REDRAW_DOOR_1);
4207 UpdateAndDisplayGameControlValues();
4209 if (!game.restart_level)
4215 CreateGameButtons();
4220 // copy actual game door content to door double buffer for OpenDoor()
4221 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4223 OpenDoor(DOOR_OPEN_ALL);
4225 KeyboardAutoRepeatOffUnlessAutoplay();
4227 #if DEBUG_INIT_PLAYER
4228 DebugPrintPlayerStatus("Player status (final)");
4237 if (!game.restart_level && !tape.playing)
4239 LevelStats_incPlayed(level_nr);
4241 SaveLevelSetup_SeriesInfo();
4244 game.restart_level = FALSE;
4245 game.restart_game_message = NULL;
4246 game.request_active = FALSE;
4248 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4249 InitGameActions_MM();
4251 SaveEngineSnapshotToListInitial();
4253 if (!game.restart_level)
4255 PlaySound(SND_GAME_STARTING);
4257 if (setup.sound_music)
4262 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4263 int actual_player_x, int actual_player_y)
4265 // this is used for non-R'n'D game engines to update certain engine values
4267 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4269 actual_player_x = correctLevelPosX_EM(actual_player_x);
4270 actual_player_y = correctLevelPosY_EM(actual_player_y);
4273 // needed to determine if sounds are played within the visible screen area
4274 scroll_x = actual_scroll_x;
4275 scroll_y = actual_scroll_y;
4277 // needed to get player position for "follow finger" playing input method
4278 local_player->jx = actual_player_x;
4279 local_player->jy = actual_player_y;
4282 void InitMovDir(int x, int y)
4284 int i, element = Feld[x][y];
4285 static int xy[4][2] =
4292 static int direction[3][4] =
4294 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4295 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4296 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4305 Feld[x][y] = EL_BUG;
4306 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4309 case EL_SPACESHIP_RIGHT:
4310 case EL_SPACESHIP_UP:
4311 case EL_SPACESHIP_LEFT:
4312 case EL_SPACESHIP_DOWN:
4313 Feld[x][y] = EL_SPACESHIP;
4314 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4317 case EL_BD_BUTTERFLY_RIGHT:
4318 case EL_BD_BUTTERFLY_UP:
4319 case EL_BD_BUTTERFLY_LEFT:
4320 case EL_BD_BUTTERFLY_DOWN:
4321 Feld[x][y] = EL_BD_BUTTERFLY;
4322 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4325 case EL_BD_FIREFLY_RIGHT:
4326 case EL_BD_FIREFLY_UP:
4327 case EL_BD_FIREFLY_LEFT:
4328 case EL_BD_FIREFLY_DOWN:
4329 Feld[x][y] = EL_BD_FIREFLY;
4330 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4333 case EL_PACMAN_RIGHT:
4335 case EL_PACMAN_LEFT:
4336 case EL_PACMAN_DOWN:
4337 Feld[x][y] = EL_PACMAN;
4338 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4341 case EL_YAMYAM_LEFT:
4342 case EL_YAMYAM_RIGHT:
4344 case EL_YAMYAM_DOWN:
4345 Feld[x][y] = EL_YAMYAM;
4346 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4349 case EL_SP_SNIKSNAK:
4350 MovDir[x][y] = MV_UP;
4353 case EL_SP_ELECTRON:
4354 MovDir[x][y] = MV_LEFT;
4361 Feld[x][y] = EL_MOLE;
4362 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4366 if (IS_CUSTOM_ELEMENT(element))
4368 struct ElementInfo *ei = &element_info[element];
4369 int move_direction_initial = ei->move_direction_initial;
4370 int move_pattern = ei->move_pattern;
4372 if (move_direction_initial == MV_START_PREVIOUS)
4374 if (MovDir[x][y] != MV_NONE)
4377 move_direction_initial = MV_START_AUTOMATIC;
4380 if (move_direction_initial == MV_START_RANDOM)
4381 MovDir[x][y] = 1 << RND(4);
4382 else if (move_direction_initial & MV_ANY_DIRECTION)
4383 MovDir[x][y] = move_direction_initial;
4384 else if (move_pattern == MV_ALL_DIRECTIONS ||
4385 move_pattern == MV_TURNING_LEFT ||
4386 move_pattern == MV_TURNING_RIGHT ||
4387 move_pattern == MV_TURNING_LEFT_RIGHT ||
4388 move_pattern == MV_TURNING_RIGHT_LEFT ||
4389 move_pattern == MV_TURNING_RANDOM)
4390 MovDir[x][y] = 1 << RND(4);
4391 else if (move_pattern == MV_HORIZONTAL)
4392 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4393 else if (move_pattern == MV_VERTICAL)
4394 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4395 else if (move_pattern & MV_ANY_DIRECTION)
4396 MovDir[x][y] = element_info[element].move_pattern;
4397 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4398 move_pattern == MV_ALONG_RIGHT_SIDE)
4400 // use random direction as default start direction
4401 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4402 MovDir[x][y] = 1 << RND(4);
4404 for (i = 0; i < NUM_DIRECTIONS; i++)
4406 int x1 = x + xy[i][0];
4407 int y1 = y + xy[i][1];
4409 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4411 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4412 MovDir[x][y] = direction[0][i];
4414 MovDir[x][y] = direction[1][i];
4423 MovDir[x][y] = 1 << RND(4);
4425 if (element != EL_BUG &&
4426 element != EL_SPACESHIP &&
4427 element != EL_BD_BUTTERFLY &&
4428 element != EL_BD_FIREFLY)
4431 for (i = 0; i < NUM_DIRECTIONS; i++)
4433 int x1 = x + xy[i][0];
4434 int y1 = y + xy[i][1];
4436 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4438 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4440 MovDir[x][y] = direction[0][i];
4443 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4444 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4446 MovDir[x][y] = direction[1][i];
4455 GfxDir[x][y] = MovDir[x][y];
4458 void InitAmoebaNr(int x, int y)
4461 int group_nr = AmoebeNachbarNr(x, y);
4465 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4467 if (AmoebaCnt[i] == 0)
4475 AmoebaNr[x][y] = group_nr;
4476 AmoebaCnt[group_nr]++;
4477 AmoebaCnt2[group_nr]++;
4480 static void LevelSolved(void)
4482 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4483 game.players_still_needed > 0)
4486 game.LevelSolved = TRUE;
4487 game.GameOver = TRUE;
4489 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4490 level.native_em_level->lev->score :
4491 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4494 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4495 MM_HEALTH(game_mm.laser_overload_value) :
4498 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4499 game.LevelSolved_CountingScore = game.score_final;
4500 game.LevelSolved_CountingHealth = game.health_final;
4505 static int time_count_steps;
4506 static int time, time_final;
4507 static int score, score_final;
4508 static int health, health_final;
4509 static int game_over_delay_1 = 0;
4510 static int game_over_delay_2 = 0;
4511 static int game_over_delay_3 = 0;
4512 int game_over_delay_value_1 = 50;
4513 int game_over_delay_value_2 = 25;
4514 int game_over_delay_value_3 = 50;
4516 if (!game.LevelSolved_GameWon)
4520 // do not start end game actions before the player stops moving (to exit)
4521 if (local_player->active && local_player->MovPos)
4524 game.LevelSolved_GameWon = TRUE;
4525 game.LevelSolved_SaveTape = tape.recording;
4526 game.LevelSolved_SaveScore = !tape.playing;
4530 LevelStats_incSolved(level_nr);
4532 SaveLevelSetup_SeriesInfo();
4535 if (tape.auto_play) // tape might already be stopped here
4536 tape.auto_play_level_solved = TRUE;
4540 game_over_delay_1 = 0;
4541 game_over_delay_2 = 0;
4542 game_over_delay_3 = game_over_delay_value_3;
4544 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4545 score = score_final = game.score_final;
4546 health = health_final = game.health_final;
4548 if (level.score[SC_TIME_BONUS] > 0)
4553 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4555 else if (game.no_time_limit && TimePlayed < 999)
4558 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4561 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4563 game_over_delay_1 = game_over_delay_value_1;
4565 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4568 score_final += health * level.score[SC_TIME_BONUS];
4570 game_over_delay_2 = game_over_delay_value_2;
4573 game.score_final = score_final;
4574 game.health_final = health_final;
4577 if (level_editor_test_game)
4580 score = score_final;
4582 game.LevelSolved_CountingTime = time;
4583 game.LevelSolved_CountingScore = score;
4585 game_panel_controls[GAME_PANEL_TIME].value = time;
4586 game_panel_controls[GAME_PANEL_SCORE].value = score;
4588 DisplayGameControlValues();
4591 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4593 // check if last player has left the level
4594 if (game.exit_x >= 0 &&
4597 int x = game.exit_x;
4598 int y = game.exit_y;
4599 int element = Feld[x][y];
4601 // close exit door after last player
4602 if ((game.all_players_gone &&
4603 (element == EL_EXIT_OPEN ||
4604 element == EL_SP_EXIT_OPEN ||
4605 element == EL_STEEL_EXIT_OPEN)) ||
4606 element == EL_EM_EXIT_OPEN ||
4607 element == EL_EM_STEEL_EXIT_OPEN)
4611 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4612 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4613 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4614 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4615 EL_EM_STEEL_EXIT_CLOSING);
4617 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4620 // player disappears
4621 DrawLevelField(x, y);
4624 for (i = 0; i < MAX_PLAYERS; i++)
4626 struct PlayerInfo *player = &stored_player[i];
4628 if (player->present)
4630 RemovePlayer(player);
4632 // player disappears
4633 DrawLevelField(player->jx, player->jy);
4638 PlaySound(SND_GAME_WINNING);
4641 if (game_over_delay_1 > 0)
4643 game_over_delay_1--;
4648 if (time != time_final)
4650 int time_to_go = ABS(time_final - time);
4651 int time_count_dir = (time < time_final ? +1 : -1);
4653 if (time_to_go < time_count_steps)
4654 time_count_steps = 1;
4656 time += time_count_steps * time_count_dir;
4657 score += time_count_steps * level.score[SC_TIME_BONUS];
4659 game.LevelSolved_CountingTime = time;
4660 game.LevelSolved_CountingScore = score;
4662 game_panel_controls[GAME_PANEL_TIME].value = time;
4663 game_panel_controls[GAME_PANEL_SCORE].value = score;
4665 DisplayGameControlValues();
4667 if (time == time_final)
4668 StopSound(SND_GAME_LEVELTIME_BONUS);
4669 else if (setup.sound_loops)
4670 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4672 PlaySound(SND_GAME_LEVELTIME_BONUS);
4677 if (game_over_delay_2 > 0)
4679 game_over_delay_2--;
4684 if (health != health_final)
4686 int health_count_dir = (health < health_final ? +1 : -1);
4688 health += health_count_dir;
4689 score += level.score[SC_TIME_BONUS];
4691 game.LevelSolved_CountingHealth = health;
4692 game.LevelSolved_CountingScore = score;
4694 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4695 game_panel_controls[GAME_PANEL_SCORE].value = score;
4697 DisplayGameControlValues();
4699 if (health == health_final)
4700 StopSound(SND_GAME_LEVELTIME_BONUS);
4701 else if (setup.sound_loops)
4702 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4704 PlaySound(SND_GAME_LEVELTIME_BONUS);
4709 game.panel.active = FALSE;
4711 if (game_over_delay_3 > 0)
4713 game_over_delay_3--;
4723 // used instead of "level_nr" (needed for network games)
4724 int last_level_nr = levelset.level_nr;
4727 game.LevelSolved_GameEnd = TRUE;
4729 if (game.LevelSolved_SaveTape)
4731 // make sure that request dialog to save tape does not open door again
4732 if (!global.use_envelope_request)
4733 CloseDoor(DOOR_CLOSE_1);
4735 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4738 // if no tape is to be saved, close both doors simultaneously
4739 CloseDoor(DOOR_CLOSE_ALL);
4741 if (level_editor_test_game)
4743 SetGameStatus(GAME_MODE_MAIN);
4750 if (!game.LevelSolved_SaveScore)
4752 SetGameStatus(GAME_MODE_MAIN);
4759 if (level_nr == leveldir_current->handicap_level)
4761 leveldir_current->handicap_level++;
4763 SaveLevelSetup_SeriesInfo();
4766 if (setup.increment_levels &&
4767 level_nr < leveldir_current->last_level &&
4770 level_nr++; // advance to next level
4771 TapeErase(); // start with empty tape
4773 if (setup.auto_play_next_level)
4775 LoadLevel(level_nr);
4777 SaveLevelSetup_SeriesInfo();
4781 hi_pos = NewHiScore(last_level_nr);
4783 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4785 SetGameStatus(GAME_MODE_SCORES);
4787 DrawHallOfFame(last_level_nr, hi_pos);
4789 else if (setup.auto_play_next_level && setup.increment_levels &&
4790 last_level_nr < leveldir_current->last_level &&
4793 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4797 SetGameStatus(GAME_MODE_MAIN);
4803 int NewHiScore(int level_nr)
4807 boolean one_score_entry_per_name = !program.many_scores_per_name;
4809 LoadScore(level_nr);
4811 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4812 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4815 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4817 if (game.score_final > highscore[k].Score)
4819 // player has made it to the hall of fame
4821 if (k < MAX_SCORE_ENTRIES - 1)
4823 int m = MAX_SCORE_ENTRIES - 1;
4825 if (one_score_entry_per_name)
4827 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4828 if (strEqual(setup.player_name, highscore[l].Name))
4831 if (m == k) // player's new highscore overwrites his old one
4835 for (l = m; l > k; l--)
4837 strcpy(highscore[l].Name, highscore[l - 1].Name);
4838 highscore[l].Score = highscore[l - 1].Score;
4844 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4845 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4846 highscore[k].Score = game.score_final;
4851 else if (one_score_entry_per_name &&
4852 !strncmp(setup.player_name, highscore[k].Name,
4853 MAX_PLAYER_NAME_LEN))
4854 break; // player already there with a higher score
4858 SaveScore(level_nr);
4863 static int getElementMoveStepsizeExt(int x, int y, int direction)
4865 int element = Feld[x][y];
4866 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4867 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4868 int horiz_move = (dx != 0);
4869 int sign = (horiz_move ? dx : dy);
4870 int step = sign * element_info[element].move_stepsize;
4872 // special values for move stepsize for spring and things on conveyor belt
4875 if (CAN_FALL(element) &&
4876 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4877 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4878 else if (element == EL_SPRING)
4879 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4885 static int getElementMoveStepsize(int x, int y)
4887 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4890 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4892 if (player->GfxAction != action || player->GfxDir != dir)
4894 player->GfxAction = action;
4895 player->GfxDir = dir;
4897 player->StepFrame = 0;
4901 static void ResetGfxFrame(int x, int y)
4903 // profiling showed that "autotest" spends 10~20% of its time in this function
4904 if (DrawingDeactivatedField())
4907 int element = Feld[x][y];
4908 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4910 if (graphic_info[graphic].anim_global_sync)
4911 GfxFrame[x][y] = FrameCounter;
4912 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4913 GfxFrame[x][y] = CustomValue[x][y];
4914 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4915 GfxFrame[x][y] = element_info[element].collect_score;
4916 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4917 GfxFrame[x][y] = ChangeDelay[x][y];
4920 static void ResetGfxAnimation(int x, int y)
4922 GfxAction[x][y] = ACTION_DEFAULT;
4923 GfxDir[x][y] = MovDir[x][y];
4926 ResetGfxFrame(x, y);
4929 static void ResetRandomAnimationValue(int x, int y)
4931 GfxRandom[x][y] = INIT_GFX_RANDOM();
4934 static void InitMovingField(int x, int y, int direction)
4936 int element = Feld[x][y];
4937 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4938 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4941 boolean is_moving_before, is_moving_after;
4943 // check if element was/is moving or being moved before/after mode change
4944 is_moving_before = (WasJustMoving[x][y] != 0);
4945 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4947 // reset animation only for moving elements which change direction of moving
4948 // or which just started or stopped moving
4949 // (else CEs with property "can move" / "not moving" are reset each frame)
4950 if (is_moving_before != is_moving_after ||
4951 direction != MovDir[x][y])
4952 ResetGfxAnimation(x, y);
4954 MovDir[x][y] = direction;
4955 GfxDir[x][y] = direction;
4957 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4958 direction == MV_DOWN && CAN_FALL(element) ?
4959 ACTION_FALLING : ACTION_MOVING);
4961 // this is needed for CEs with property "can move" / "not moving"
4963 if (is_moving_after)
4965 if (Feld[newx][newy] == EL_EMPTY)
4966 Feld[newx][newy] = EL_BLOCKED;
4968 MovDir[newx][newy] = MovDir[x][y];
4970 CustomValue[newx][newy] = CustomValue[x][y];
4972 GfxFrame[newx][newy] = GfxFrame[x][y];
4973 GfxRandom[newx][newy] = GfxRandom[x][y];
4974 GfxAction[newx][newy] = GfxAction[x][y];
4975 GfxDir[newx][newy] = GfxDir[x][y];
4979 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4981 int direction = MovDir[x][y];
4982 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4983 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4989 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4991 int oldx = x, oldy = y;
4992 int direction = MovDir[x][y];
4994 if (direction == MV_LEFT)
4996 else if (direction == MV_RIGHT)
4998 else if (direction == MV_UP)
5000 else if (direction == MV_DOWN)
5003 *comes_from_x = oldx;
5004 *comes_from_y = oldy;
5007 static int MovingOrBlocked2Element(int x, int y)
5009 int element = Feld[x][y];
5011 if (element == EL_BLOCKED)
5015 Blocked2Moving(x, y, &oldx, &oldy);
5016 return Feld[oldx][oldy];
5022 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5024 // like MovingOrBlocked2Element(), but if element is moving
5025 // and (x,y) is the field the moving element is just leaving,
5026 // return EL_BLOCKED instead of the element value
5027 int element = Feld[x][y];
5029 if (IS_MOVING(x, y))
5031 if (element == EL_BLOCKED)
5035 Blocked2Moving(x, y, &oldx, &oldy);
5036 return Feld[oldx][oldy];
5045 static void RemoveField(int x, int y)
5047 Feld[x][y] = EL_EMPTY;
5053 CustomValue[x][y] = 0;
5056 ChangeDelay[x][y] = 0;
5057 ChangePage[x][y] = -1;
5058 Pushed[x][y] = FALSE;
5060 GfxElement[x][y] = EL_UNDEFINED;
5061 GfxAction[x][y] = ACTION_DEFAULT;
5062 GfxDir[x][y] = MV_NONE;
5065 static void RemoveMovingField(int x, int y)
5067 int oldx = x, oldy = y, newx = x, newy = y;
5068 int element = Feld[x][y];
5069 int next_element = EL_UNDEFINED;
5071 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5074 if (IS_MOVING(x, y))
5076 Moving2Blocked(x, y, &newx, &newy);
5078 if (Feld[newx][newy] != EL_BLOCKED)
5080 // element is moving, but target field is not free (blocked), but
5081 // already occupied by something different (example: acid pool);
5082 // in this case, only remove the moving field, but not the target
5084 RemoveField(oldx, oldy);
5086 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5088 TEST_DrawLevelField(oldx, oldy);
5093 else if (element == EL_BLOCKED)
5095 Blocked2Moving(x, y, &oldx, &oldy);
5096 if (!IS_MOVING(oldx, oldy))
5100 if (element == EL_BLOCKED &&
5101 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5102 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5103 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5104 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5105 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5106 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5107 next_element = get_next_element(Feld[oldx][oldy]);
5109 RemoveField(oldx, oldy);
5110 RemoveField(newx, newy);
5112 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5114 if (next_element != EL_UNDEFINED)
5115 Feld[oldx][oldy] = next_element;
5117 TEST_DrawLevelField(oldx, oldy);
5118 TEST_DrawLevelField(newx, newy);
5121 void DrawDynamite(int x, int y)
5123 int sx = SCREENX(x), sy = SCREENY(y);
5124 int graphic = el2img(Feld[x][y]);
5127 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5130 if (IS_WALKABLE_INSIDE(Back[x][y]))
5134 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5135 else if (Store[x][y])
5136 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5138 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5140 if (Back[x][y] || Store[x][y])
5141 DrawGraphicThruMask(sx, sy, graphic, frame);
5143 DrawGraphic(sx, sy, graphic, frame);
5146 static void CheckDynamite(int x, int y)
5148 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5152 if (MovDelay[x][y] != 0)
5155 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5161 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5166 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5168 boolean num_checked_players = 0;
5171 for (i = 0; i < MAX_PLAYERS; i++)
5173 if (stored_player[i].active)
5175 int sx = stored_player[i].jx;
5176 int sy = stored_player[i].jy;
5178 if (num_checked_players == 0)
5185 *sx1 = MIN(*sx1, sx);
5186 *sy1 = MIN(*sy1, sy);
5187 *sx2 = MAX(*sx2, sx);
5188 *sy2 = MAX(*sy2, sy);
5191 num_checked_players++;
5196 static boolean checkIfAllPlayersFitToScreen_RND(void)
5198 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5200 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5202 return (sx2 - sx1 < SCR_FIELDX &&
5203 sy2 - sy1 < SCR_FIELDY);
5206 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5208 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5210 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5212 *sx = (sx1 + sx2) / 2;
5213 *sy = (sy1 + sy2) / 2;
5216 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5217 boolean center_screen, boolean quick_relocation)
5219 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5220 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5221 boolean no_delay = (tape.warp_forward);
5222 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5223 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5224 int new_scroll_x, new_scroll_y;
5226 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5228 // case 1: quick relocation inside visible screen (without scrolling)
5235 if (!level.shifted_relocation || center_screen)
5237 // relocation _with_ centering of screen
5239 new_scroll_x = SCROLL_POSITION_X(x);
5240 new_scroll_y = SCROLL_POSITION_Y(y);
5244 // relocation _without_ centering of screen
5246 int center_scroll_x = SCROLL_POSITION_X(old_x);
5247 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5248 int offset_x = x + (scroll_x - center_scroll_x);
5249 int offset_y = y + (scroll_y - center_scroll_y);
5251 // for new screen position, apply previous offset to center position
5252 new_scroll_x = SCROLL_POSITION_X(offset_x);
5253 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5256 if (quick_relocation)
5258 // case 2: quick relocation (redraw without visible scrolling)
5260 scroll_x = new_scroll_x;
5261 scroll_y = new_scroll_y;
5268 // case 3: visible relocation (with scrolling to new position)
5270 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5272 SetVideoFrameDelay(wait_delay_value);
5274 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5276 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5277 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5279 if (dx == 0 && dy == 0) // no scrolling needed at all
5285 // set values for horizontal/vertical screen scrolling (half tile size)
5286 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5287 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5288 int pos_x = dx * TILEX / 2;
5289 int pos_y = dy * TILEY / 2;
5290 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5291 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5293 ScrollLevel(dx, dy);
5296 // scroll in two steps of half tile size to make things smoother
5297 BlitScreenToBitmapExt_RND(window, fx, fy);
5299 // scroll second step to align at full tile size
5300 BlitScreenToBitmap(window);
5306 SetVideoFrameDelay(frame_delay_value_old);
5309 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5311 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5312 int player_nr = GET_PLAYER_NR(el_player);
5313 struct PlayerInfo *player = &stored_player[player_nr];
5314 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5315 boolean no_delay = (tape.warp_forward);
5316 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5317 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5318 int old_jx = player->jx;
5319 int old_jy = player->jy;
5320 int old_element = Feld[old_jx][old_jy];
5321 int element = Feld[jx][jy];
5322 boolean player_relocated = (old_jx != jx || old_jy != jy);
5324 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5325 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5326 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5327 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5328 int leave_side_horiz = move_dir_horiz;
5329 int leave_side_vert = move_dir_vert;
5330 int enter_side = enter_side_horiz | enter_side_vert;
5331 int leave_side = leave_side_horiz | leave_side_vert;
5333 if (player->buried) // do not reanimate dead player
5336 if (!player_relocated) // no need to relocate the player
5339 if (IS_PLAYER(jx, jy)) // player already placed at new position
5341 RemoveField(jx, jy); // temporarily remove newly placed player
5342 DrawLevelField(jx, jy);
5345 if (player->present)
5347 while (player->MovPos)
5349 ScrollPlayer(player, SCROLL_GO_ON);
5350 ScrollScreen(NULL, SCROLL_GO_ON);
5352 AdvanceFrameAndPlayerCounters(player->index_nr);
5356 BackToFront_WithFrameDelay(wait_delay_value);
5359 DrawPlayer(player); // needed here only to cleanup last field
5360 DrawLevelField(player->jx, player->jy); // remove player graphic
5362 player->is_moving = FALSE;
5365 if (IS_CUSTOM_ELEMENT(old_element))
5366 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5368 player->index_bit, leave_side);
5370 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5372 player->index_bit, leave_side);
5374 Feld[jx][jy] = el_player;
5375 InitPlayerField(jx, jy, el_player, TRUE);
5377 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5378 possible that the relocation target field did not contain a player element,
5379 but a walkable element, to which the new player was relocated -- in this
5380 case, restore that (already initialized!) element on the player field */
5381 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5383 Feld[jx][jy] = element; // restore previously existing element
5386 // only visually relocate centered player
5387 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5388 FALSE, level.instant_relocation);
5390 TestIfPlayerTouchesBadThing(jx, jy);
5391 TestIfPlayerTouchesCustomElement(jx, jy);
5393 if (IS_CUSTOM_ELEMENT(element))
5394 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5395 player->index_bit, enter_side);
5397 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5398 player->index_bit, enter_side);
5400 if (player->is_switching)
5402 /* ensure that relocation while still switching an element does not cause
5403 a new element to be treated as also switched directly after relocation
5404 (this is important for teleporter switches that teleport the player to
5405 a place where another teleporter switch is in the same direction, which
5406 would then incorrectly be treated as immediately switched before the
5407 direction key that caused the switch was released) */
5409 player->switch_x += jx - old_jx;
5410 player->switch_y += jy - old_jy;
5414 static void Explode(int ex, int ey, int phase, int mode)
5420 // !!! eliminate this variable !!!
5421 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5423 if (game.explosions_delayed)
5425 ExplodeField[ex][ey] = mode;
5429 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5431 int center_element = Feld[ex][ey];
5432 int artwork_element, explosion_element; // set these values later
5434 // remove things displayed in background while burning dynamite
5435 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5438 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5440 // put moving element to center field (and let it explode there)
5441 center_element = MovingOrBlocked2Element(ex, ey);
5442 RemoveMovingField(ex, ey);
5443 Feld[ex][ey] = center_element;
5446 // now "center_element" is finally determined -- set related values now
5447 artwork_element = center_element; // for custom player artwork
5448 explosion_element = center_element; // for custom player artwork
5450 if (IS_PLAYER(ex, ey))
5452 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5454 artwork_element = stored_player[player_nr].artwork_element;
5456 if (level.use_explosion_element[player_nr])
5458 explosion_element = level.explosion_element[player_nr];
5459 artwork_element = explosion_element;
5463 if (mode == EX_TYPE_NORMAL ||
5464 mode == EX_TYPE_CENTER ||
5465 mode == EX_TYPE_CROSS)
5466 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5468 last_phase = element_info[explosion_element].explosion_delay + 1;
5470 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5472 int xx = x - ex + 1;
5473 int yy = y - ey + 1;
5476 if (!IN_LEV_FIELD(x, y) ||
5477 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5478 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5481 element = Feld[x][y];
5483 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5485 element = MovingOrBlocked2Element(x, y);
5487 if (!IS_EXPLOSION_PROOF(element))
5488 RemoveMovingField(x, y);
5491 // indestructible elements can only explode in center (but not flames)
5492 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5493 mode == EX_TYPE_BORDER)) ||
5494 element == EL_FLAMES)
5497 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5498 behaviour, for example when touching a yamyam that explodes to rocks
5499 with active deadly shield, a rock is created under the player !!! */
5500 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5502 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5503 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5504 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5506 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5509 if (IS_ACTIVE_BOMB(element))
5511 // re-activate things under the bomb like gate or penguin
5512 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5519 // save walkable background elements while explosion on same tile
5520 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5521 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5522 Back[x][y] = element;
5524 // ignite explodable elements reached by other explosion
5525 if (element == EL_EXPLOSION)
5526 element = Store2[x][y];
5528 if (AmoebaNr[x][y] &&
5529 (element == EL_AMOEBA_FULL ||
5530 element == EL_BD_AMOEBA ||
5531 element == EL_AMOEBA_GROWING))
5533 AmoebaCnt[AmoebaNr[x][y]]--;
5534 AmoebaCnt2[AmoebaNr[x][y]]--;
5539 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5541 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5543 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5545 if (PLAYERINFO(ex, ey)->use_murphy)
5546 Store[x][y] = EL_EMPTY;
5549 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5550 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5551 else if (ELEM_IS_PLAYER(center_element))
5552 Store[x][y] = EL_EMPTY;
5553 else if (center_element == EL_YAMYAM)
5554 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5555 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5556 Store[x][y] = element_info[center_element].content.e[xx][yy];
5558 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5559 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5560 // otherwise) -- FIX THIS !!!
5561 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5562 Store[x][y] = element_info[element].content.e[1][1];
5564 else if (!CAN_EXPLODE(element))
5565 Store[x][y] = element_info[element].content.e[1][1];
5568 Store[x][y] = EL_EMPTY;
5570 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5571 center_element == EL_AMOEBA_TO_DIAMOND)
5572 Store2[x][y] = element;
5574 Feld[x][y] = EL_EXPLOSION;
5575 GfxElement[x][y] = artwork_element;
5577 ExplodePhase[x][y] = 1;
5578 ExplodeDelay[x][y] = last_phase;
5583 if (center_element == EL_YAMYAM)
5584 game.yamyam_content_nr =
5585 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5597 GfxFrame[x][y] = 0; // restart explosion animation
5599 last_phase = ExplodeDelay[x][y];
5601 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5603 // this can happen if the player leaves an explosion just in time
5604 if (GfxElement[x][y] == EL_UNDEFINED)
5605 GfxElement[x][y] = EL_EMPTY;
5607 border_element = Store2[x][y];
5608 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5609 border_element = StorePlayer[x][y];
5611 if (phase == element_info[border_element].ignition_delay ||
5612 phase == last_phase)
5614 boolean border_explosion = FALSE;
5616 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5617 !PLAYER_EXPLOSION_PROTECTED(x, y))
5619 KillPlayerUnlessExplosionProtected(x, y);
5620 border_explosion = TRUE;
5622 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5624 Feld[x][y] = Store2[x][y];
5627 border_explosion = TRUE;
5629 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5631 AmoebeUmwandeln(x, y);
5633 border_explosion = TRUE;
5636 // if an element just explodes due to another explosion (chain-reaction),
5637 // do not immediately end the new explosion when it was the last frame of
5638 // the explosion (as it would be done in the following "if"-statement!)
5639 if (border_explosion && phase == last_phase)
5643 if (phase == last_phase)
5647 element = Feld[x][y] = Store[x][y];
5648 Store[x][y] = Store2[x][y] = 0;
5649 GfxElement[x][y] = EL_UNDEFINED;
5651 // player can escape from explosions and might therefore be still alive
5652 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5653 element <= EL_PLAYER_IS_EXPLODING_4)
5655 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5656 int explosion_element = EL_PLAYER_1 + player_nr;
5657 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5658 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5660 if (level.use_explosion_element[player_nr])
5661 explosion_element = level.explosion_element[player_nr];
5663 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5664 element_info[explosion_element].content.e[xx][yy]);
5667 // restore probably existing indestructible background element
5668 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5669 element = Feld[x][y] = Back[x][y];
5672 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5673 GfxDir[x][y] = MV_NONE;
5674 ChangeDelay[x][y] = 0;
5675 ChangePage[x][y] = -1;
5677 CustomValue[x][y] = 0;
5679 InitField_WithBug2(x, y, FALSE);
5681 TEST_DrawLevelField(x, y);
5683 TestIfElementTouchesCustomElement(x, y);
5685 if (GFX_CRUMBLED(element))
5686 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5688 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5689 StorePlayer[x][y] = 0;
5691 if (ELEM_IS_PLAYER(element))
5692 RelocatePlayer(x, y, element);
5694 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5696 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5697 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5700 TEST_DrawLevelFieldCrumbled(x, y);
5702 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5704 DrawLevelElement(x, y, Back[x][y]);
5705 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5707 else if (IS_WALKABLE_UNDER(Back[x][y]))
5709 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5710 DrawLevelElementThruMask(x, y, Back[x][y]);
5712 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5713 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5717 static void DynaExplode(int ex, int ey)
5720 int dynabomb_element = Feld[ex][ey];
5721 int dynabomb_size = 1;
5722 boolean dynabomb_xl = FALSE;
5723 struct PlayerInfo *player;
5724 static int xy[4][2] =
5732 if (IS_ACTIVE_BOMB(dynabomb_element))
5734 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5735 dynabomb_size = player->dynabomb_size;
5736 dynabomb_xl = player->dynabomb_xl;
5737 player->dynabombs_left++;
5740 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5742 for (i = 0; i < NUM_DIRECTIONS; i++)
5744 for (j = 1; j <= dynabomb_size; j++)
5746 int x = ex + j * xy[i][0];
5747 int y = ey + j * xy[i][1];
5750 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5753 element = Feld[x][y];
5755 // do not restart explosions of fields with active bombs
5756 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5759 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5761 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5762 !IS_DIGGABLE(element) && !dynabomb_xl)
5768 void Bang(int x, int y)
5770 int element = MovingOrBlocked2Element(x, y);
5771 int explosion_type = EX_TYPE_NORMAL;
5773 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5775 struct PlayerInfo *player = PLAYERINFO(x, y);
5777 element = Feld[x][y] = player->initial_element;
5779 if (level.use_explosion_element[player->index_nr])
5781 int explosion_element = level.explosion_element[player->index_nr];
5783 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5784 explosion_type = EX_TYPE_CROSS;
5785 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5786 explosion_type = EX_TYPE_CENTER;
5794 case EL_BD_BUTTERFLY:
5797 case EL_DARK_YAMYAM:
5801 RaiseScoreElement(element);
5804 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5805 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5806 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5807 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5808 case EL_DYNABOMB_INCREASE_NUMBER:
5809 case EL_DYNABOMB_INCREASE_SIZE:
5810 case EL_DYNABOMB_INCREASE_POWER:
5811 explosion_type = EX_TYPE_DYNA;
5814 case EL_DC_LANDMINE:
5815 explosion_type = EX_TYPE_CENTER;
5820 case EL_LAMP_ACTIVE:
5821 case EL_AMOEBA_TO_DIAMOND:
5822 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5823 explosion_type = EX_TYPE_CENTER;
5827 if (element_info[element].explosion_type == EXPLODES_CROSS)
5828 explosion_type = EX_TYPE_CROSS;
5829 else if (element_info[element].explosion_type == EXPLODES_1X1)
5830 explosion_type = EX_TYPE_CENTER;
5834 if (explosion_type == EX_TYPE_DYNA)
5837 Explode(x, y, EX_PHASE_START, explosion_type);
5839 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5842 static void SplashAcid(int x, int y)
5844 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5845 (!IN_LEV_FIELD(x - 1, y - 2) ||
5846 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5847 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5849 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5850 (!IN_LEV_FIELD(x + 1, y - 2) ||
5851 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5852 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5854 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5857 static void InitBeltMovement(void)
5859 static int belt_base_element[4] =
5861 EL_CONVEYOR_BELT_1_LEFT,
5862 EL_CONVEYOR_BELT_2_LEFT,
5863 EL_CONVEYOR_BELT_3_LEFT,
5864 EL_CONVEYOR_BELT_4_LEFT
5866 static int belt_base_active_element[4] =
5868 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5869 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5870 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5871 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5876 // set frame order for belt animation graphic according to belt direction
5877 for (i = 0; i < NUM_BELTS; i++)
5881 for (j = 0; j < NUM_BELT_PARTS; j++)
5883 int element = belt_base_active_element[belt_nr] + j;
5884 int graphic_1 = el2img(element);
5885 int graphic_2 = el2panelimg(element);
5887 if (game.belt_dir[i] == MV_LEFT)
5889 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5890 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5894 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5895 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5900 SCAN_PLAYFIELD(x, y)
5902 int element = Feld[x][y];
5904 for (i = 0; i < NUM_BELTS; i++)
5906 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5908 int e_belt_nr = getBeltNrFromBeltElement(element);
5911 if (e_belt_nr == belt_nr)
5913 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5915 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5922 static void ToggleBeltSwitch(int x, int y)
5924 static int belt_base_element[4] =
5926 EL_CONVEYOR_BELT_1_LEFT,
5927 EL_CONVEYOR_BELT_2_LEFT,
5928 EL_CONVEYOR_BELT_3_LEFT,
5929 EL_CONVEYOR_BELT_4_LEFT
5931 static int belt_base_active_element[4] =
5933 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5934 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5935 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5936 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5938 static int belt_base_switch_element[4] =
5940 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5941 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5942 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5943 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5945 static int belt_move_dir[4] =
5953 int element = Feld[x][y];
5954 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5955 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5956 int belt_dir = belt_move_dir[belt_dir_nr];
5959 if (!IS_BELT_SWITCH(element))
5962 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5963 game.belt_dir[belt_nr] = belt_dir;
5965 if (belt_dir_nr == 3)
5968 // set frame order for belt animation graphic according to belt direction
5969 for (i = 0; i < NUM_BELT_PARTS; i++)
5971 int element = belt_base_active_element[belt_nr] + i;
5972 int graphic_1 = el2img(element);
5973 int graphic_2 = el2panelimg(element);
5975 if (belt_dir == MV_LEFT)
5977 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5978 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5982 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5983 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5987 SCAN_PLAYFIELD(xx, yy)
5989 int element = Feld[xx][yy];
5991 if (IS_BELT_SWITCH(element))
5993 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5995 if (e_belt_nr == belt_nr)
5997 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5998 TEST_DrawLevelField(xx, yy);
6001 else if (IS_BELT(element) && belt_dir != MV_NONE)
6003 int e_belt_nr = getBeltNrFromBeltElement(element);
6005 if (e_belt_nr == belt_nr)
6007 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6009 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6010 TEST_DrawLevelField(xx, yy);
6013 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6015 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6017 if (e_belt_nr == belt_nr)
6019 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6021 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6022 TEST_DrawLevelField(xx, yy);
6028 static void ToggleSwitchgateSwitch(int x, int y)
6032 game.switchgate_pos = !game.switchgate_pos;
6034 SCAN_PLAYFIELD(xx, yy)
6036 int element = Feld[xx][yy];
6038 if (element == EL_SWITCHGATE_SWITCH_UP)
6040 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6041 TEST_DrawLevelField(xx, yy);
6043 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6045 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6046 TEST_DrawLevelField(xx, yy);
6048 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6050 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6051 TEST_DrawLevelField(xx, yy);
6053 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6055 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6056 TEST_DrawLevelField(xx, yy);
6058 else if (element == EL_SWITCHGATE_OPEN ||
6059 element == EL_SWITCHGATE_OPENING)
6061 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6063 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6065 else if (element == EL_SWITCHGATE_CLOSED ||
6066 element == EL_SWITCHGATE_CLOSING)
6068 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6070 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6075 static int getInvisibleActiveFromInvisibleElement(int element)
6077 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6078 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6079 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6083 static int getInvisibleFromInvisibleActiveElement(int element)
6085 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6086 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6087 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6091 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6095 SCAN_PLAYFIELD(x, y)
6097 int element = Feld[x][y];
6099 if (element == EL_LIGHT_SWITCH &&
6100 game.light_time_left > 0)
6102 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6103 TEST_DrawLevelField(x, y);
6105 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6106 game.light_time_left == 0)
6108 Feld[x][y] = EL_LIGHT_SWITCH;
6109 TEST_DrawLevelField(x, y);
6111 else if (element == EL_EMC_DRIPPER &&
6112 game.light_time_left > 0)
6114 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6115 TEST_DrawLevelField(x, y);
6117 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6118 game.light_time_left == 0)
6120 Feld[x][y] = EL_EMC_DRIPPER;
6121 TEST_DrawLevelField(x, y);
6123 else if (element == EL_INVISIBLE_STEELWALL ||
6124 element == EL_INVISIBLE_WALL ||
6125 element == EL_INVISIBLE_SAND)
6127 if (game.light_time_left > 0)
6128 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6130 TEST_DrawLevelField(x, y);
6132 // uncrumble neighbour fields, if needed
6133 if (element == EL_INVISIBLE_SAND)
6134 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6136 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6137 element == EL_INVISIBLE_WALL_ACTIVE ||
6138 element == EL_INVISIBLE_SAND_ACTIVE)
6140 if (game.light_time_left == 0)
6141 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6143 TEST_DrawLevelField(x, y);
6145 // re-crumble neighbour fields, if needed
6146 if (element == EL_INVISIBLE_SAND)
6147 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6152 static void RedrawAllInvisibleElementsForLenses(void)
6156 SCAN_PLAYFIELD(x, y)
6158 int element = Feld[x][y];
6160 if (element == EL_EMC_DRIPPER &&
6161 game.lenses_time_left > 0)
6163 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6164 TEST_DrawLevelField(x, y);
6166 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6167 game.lenses_time_left == 0)
6169 Feld[x][y] = EL_EMC_DRIPPER;
6170 TEST_DrawLevelField(x, y);
6172 else if (element == EL_INVISIBLE_STEELWALL ||
6173 element == EL_INVISIBLE_WALL ||
6174 element == EL_INVISIBLE_SAND)
6176 if (game.lenses_time_left > 0)
6177 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6179 TEST_DrawLevelField(x, y);
6181 // uncrumble neighbour fields, if needed
6182 if (element == EL_INVISIBLE_SAND)
6183 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6185 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6186 element == EL_INVISIBLE_WALL_ACTIVE ||
6187 element == EL_INVISIBLE_SAND_ACTIVE)
6189 if (game.lenses_time_left == 0)
6190 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6192 TEST_DrawLevelField(x, y);
6194 // re-crumble neighbour fields, if needed
6195 if (element == EL_INVISIBLE_SAND)
6196 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6201 static void RedrawAllInvisibleElementsForMagnifier(void)
6205 SCAN_PLAYFIELD(x, y)
6207 int element = Feld[x][y];
6209 if (element == EL_EMC_FAKE_GRASS &&
6210 game.magnify_time_left > 0)
6212 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6213 TEST_DrawLevelField(x, y);
6215 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6216 game.magnify_time_left == 0)
6218 Feld[x][y] = EL_EMC_FAKE_GRASS;
6219 TEST_DrawLevelField(x, y);
6221 else if (IS_GATE_GRAY(element) &&
6222 game.magnify_time_left > 0)
6224 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6225 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6226 IS_EM_GATE_GRAY(element) ?
6227 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6228 IS_EMC_GATE_GRAY(element) ?
6229 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6230 IS_DC_GATE_GRAY(element) ?
6231 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6233 TEST_DrawLevelField(x, y);
6235 else if (IS_GATE_GRAY_ACTIVE(element) &&
6236 game.magnify_time_left == 0)
6238 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6239 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6240 IS_EM_GATE_GRAY_ACTIVE(element) ?
6241 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6242 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6243 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6244 IS_DC_GATE_GRAY_ACTIVE(element) ?
6245 EL_DC_GATE_WHITE_GRAY :
6247 TEST_DrawLevelField(x, y);
6252 static void ToggleLightSwitch(int x, int y)
6254 int element = Feld[x][y];
6256 game.light_time_left =
6257 (element == EL_LIGHT_SWITCH ?
6258 level.time_light * FRAMES_PER_SECOND : 0);
6260 RedrawAllLightSwitchesAndInvisibleElements();
6263 static void ActivateTimegateSwitch(int x, int y)
6267 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6269 SCAN_PLAYFIELD(xx, yy)
6271 int element = Feld[xx][yy];
6273 if (element == EL_TIMEGATE_CLOSED ||
6274 element == EL_TIMEGATE_CLOSING)
6276 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6277 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6281 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6283 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6284 TEST_DrawLevelField(xx, yy);
6290 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6291 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6294 static void Impact(int x, int y)
6296 boolean last_line = (y == lev_fieldy - 1);
6297 boolean object_hit = FALSE;
6298 boolean impact = (last_line || object_hit);
6299 int element = Feld[x][y];
6300 int smashed = EL_STEELWALL;
6302 if (!last_line) // check if element below was hit
6304 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6307 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6308 MovDir[x][y + 1] != MV_DOWN ||
6309 MovPos[x][y + 1] <= TILEY / 2));
6311 // do not smash moving elements that left the smashed field in time
6312 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6313 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6316 #if USE_QUICKSAND_IMPACT_BUGFIX
6317 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6319 RemoveMovingField(x, y + 1);
6320 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6321 Feld[x][y + 2] = EL_ROCK;
6322 TEST_DrawLevelField(x, y + 2);
6327 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6329 RemoveMovingField(x, y + 1);
6330 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6331 Feld[x][y + 2] = EL_ROCK;
6332 TEST_DrawLevelField(x, y + 2);
6339 smashed = MovingOrBlocked2Element(x, y + 1);
6341 impact = (last_line || object_hit);
6344 if (!last_line && smashed == EL_ACID) // element falls into acid
6346 SplashAcid(x, y + 1);
6350 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6351 // only reset graphic animation if graphic really changes after impact
6353 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6355 ResetGfxAnimation(x, y);
6356 TEST_DrawLevelField(x, y);
6359 if (impact && CAN_EXPLODE_IMPACT(element))
6364 else if (impact && element == EL_PEARL &&
6365 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6367 ResetGfxAnimation(x, y);
6369 Feld[x][y] = EL_PEARL_BREAKING;
6370 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6373 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6375 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6380 if (impact && element == EL_AMOEBA_DROP)
6382 if (object_hit && IS_PLAYER(x, y + 1))
6383 KillPlayerUnlessEnemyProtected(x, y + 1);
6384 else if (object_hit && smashed == EL_PENGUIN)
6388 Feld[x][y] = EL_AMOEBA_GROWING;
6389 Store[x][y] = EL_AMOEBA_WET;
6391 ResetRandomAnimationValue(x, y);
6396 if (object_hit) // check which object was hit
6398 if ((CAN_PASS_MAGIC_WALL(element) &&
6399 (smashed == EL_MAGIC_WALL ||
6400 smashed == EL_BD_MAGIC_WALL)) ||
6401 (CAN_PASS_DC_MAGIC_WALL(element) &&
6402 smashed == EL_DC_MAGIC_WALL))
6405 int activated_magic_wall =
6406 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6407 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6408 EL_DC_MAGIC_WALL_ACTIVE);
6410 // activate magic wall / mill
6411 SCAN_PLAYFIELD(xx, yy)
6413 if (Feld[xx][yy] == smashed)
6414 Feld[xx][yy] = activated_magic_wall;
6417 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6418 game.magic_wall_active = TRUE;
6420 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6421 SND_MAGIC_WALL_ACTIVATING :
6422 smashed == EL_BD_MAGIC_WALL ?
6423 SND_BD_MAGIC_WALL_ACTIVATING :
6424 SND_DC_MAGIC_WALL_ACTIVATING));
6427 if (IS_PLAYER(x, y + 1))
6429 if (CAN_SMASH_PLAYER(element))
6431 KillPlayerUnlessEnemyProtected(x, y + 1);
6435 else if (smashed == EL_PENGUIN)
6437 if (CAN_SMASH_PLAYER(element))
6443 else if (element == EL_BD_DIAMOND)
6445 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6451 else if (((element == EL_SP_INFOTRON ||
6452 element == EL_SP_ZONK) &&
6453 (smashed == EL_SP_SNIKSNAK ||
6454 smashed == EL_SP_ELECTRON ||
6455 smashed == EL_SP_DISK_ORANGE)) ||
6456 (element == EL_SP_INFOTRON &&
6457 smashed == EL_SP_DISK_YELLOW))
6462 else if (CAN_SMASH_EVERYTHING(element))
6464 if (IS_CLASSIC_ENEMY(smashed) ||
6465 CAN_EXPLODE_SMASHED(smashed))
6470 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6472 if (smashed == EL_LAMP ||
6473 smashed == EL_LAMP_ACTIVE)
6478 else if (smashed == EL_NUT)
6480 Feld[x][y + 1] = EL_NUT_BREAKING;
6481 PlayLevelSound(x, y, SND_NUT_BREAKING);
6482 RaiseScoreElement(EL_NUT);
6485 else if (smashed == EL_PEARL)
6487 ResetGfxAnimation(x, y);
6489 Feld[x][y + 1] = EL_PEARL_BREAKING;
6490 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6493 else if (smashed == EL_DIAMOND)
6495 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6496 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6499 else if (IS_BELT_SWITCH(smashed))
6501 ToggleBeltSwitch(x, y + 1);
6503 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6504 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6505 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6506 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6508 ToggleSwitchgateSwitch(x, y + 1);
6510 else if (smashed == EL_LIGHT_SWITCH ||
6511 smashed == EL_LIGHT_SWITCH_ACTIVE)
6513 ToggleLightSwitch(x, y + 1);
6517 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6519 CheckElementChangeBySide(x, y + 1, smashed, element,
6520 CE_SWITCHED, CH_SIDE_TOP);
6521 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6527 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6532 // play sound of magic wall / mill
6534 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6535 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6536 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6538 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6539 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6540 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6541 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6542 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6543 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6548 // play sound of object that hits the ground
6549 if (last_line || object_hit)
6550 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6553 static void TurnRoundExt(int x, int y)
6565 { 0, 0 }, { 0, 0 }, { 0, 0 },
6570 int left, right, back;
6574 { MV_DOWN, MV_UP, MV_RIGHT },
6575 { MV_UP, MV_DOWN, MV_LEFT },
6577 { MV_LEFT, MV_RIGHT, MV_DOWN },
6581 { MV_RIGHT, MV_LEFT, MV_UP }
6584 int element = Feld[x][y];
6585 int move_pattern = element_info[element].move_pattern;
6587 int old_move_dir = MovDir[x][y];
6588 int left_dir = turn[old_move_dir].left;
6589 int right_dir = turn[old_move_dir].right;
6590 int back_dir = turn[old_move_dir].back;
6592 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6593 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6594 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6595 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6597 int left_x = x + left_dx, left_y = y + left_dy;
6598 int right_x = x + right_dx, right_y = y + right_dy;
6599 int move_x = x + move_dx, move_y = y + move_dy;
6603 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6605 TestIfBadThingTouchesOtherBadThing(x, y);
6607 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6608 MovDir[x][y] = right_dir;
6609 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6610 MovDir[x][y] = left_dir;
6612 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6614 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6617 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6619 TestIfBadThingTouchesOtherBadThing(x, y);
6621 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6622 MovDir[x][y] = left_dir;
6623 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6624 MovDir[x][y] = right_dir;
6626 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6628 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6631 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6633 TestIfBadThingTouchesOtherBadThing(x, y);
6635 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6636 MovDir[x][y] = left_dir;
6637 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6638 MovDir[x][y] = right_dir;
6640 if (MovDir[x][y] != old_move_dir)
6643 else if (element == EL_YAMYAM)
6645 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6646 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6648 if (can_turn_left && can_turn_right)
6649 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6650 else if (can_turn_left)
6651 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6652 else if (can_turn_right)
6653 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6655 MovDir[x][y] = back_dir;
6657 MovDelay[x][y] = 16 + 16 * RND(3);
6659 else if (element == EL_DARK_YAMYAM)
6661 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6663 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6666 if (can_turn_left && can_turn_right)
6667 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6668 else if (can_turn_left)
6669 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6670 else if (can_turn_right)
6671 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6673 MovDir[x][y] = back_dir;
6675 MovDelay[x][y] = 16 + 16 * RND(3);
6677 else if (element == EL_PACMAN)
6679 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6680 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6682 if (can_turn_left && can_turn_right)
6683 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6684 else if (can_turn_left)
6685 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6686 else if (can_turn_right)
6687 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6689 MovDir[x][y] = back_dir;
6691 MovDelay[x][y] = 6 + RND(40);
6693 else if (element == EL_PIG)
6695 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6696 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6697 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6698 boolean should_turn_left, should_turn_right, should_move_on;
6700 int rnd = RND(rnd_value);
6702 should_turn_left = (can_turn_left &&
6704 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6705 y + back_dy + left_dy)));
6706 should_turn_right = (can_turn_right &&
6708 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6709 y + back_dy + right_dy)));
6710 should_move_on = (can_move_on &&
6713 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6714 y + move_dy + left_dy) ||
6715 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6716 y + move_dy + right_dy)));
6718 if (should_turn_left || should_turn_right || should_move_on)
6720 if (should_turn_left && should_turn_right && should_move_on)
6721 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6722 rnd < 2 * rnd_value / 3 ? right_dir :
6724 else if (should_turn_left && should_turn_right)
6725 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6726 else if (should_turn_left && should_move_on)
6727 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6728 else if (should_turn_right && should_move_on)
6729 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6730 else if (should_turn_left)
6731 MovDir[x][y] = left_dir;
6732 else if (should_turn_right)
6733 MovDir[x][y] = right_dir;
6734 else if (should_move_on)
6735 MovDir[x][y] = old_move_dir;
6737 else if (can_move_on && rnd > rnd_value / 8)
6738 MovDir[x][y] = old_move_dir;
6739 else if (can_turn_left && can_turn_right)
6740 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6741 else if (can_turn_left && rnd > rnd_value / 8)
6742 MovDir[x][y] = left_dir;
6743 else if (can_turn_right && rnd > rnd_value/8)
6744 MovDir[x][y] = right_dir;
6746 MovDir[x][y] = back_dir;
6748 xx = x + move_xy[MovDir[x][y]].dx;
6749 yy = y + move_xy[MovDir[x][y]].dy;
6751 if (!IN_LEV_FIELD(xx, yy) ||
6752 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6753 MovDir[x][y] = old_move_dir;
6757 else if (element == EL_DRAGON)
6759 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6760 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6761 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6763 int rnd = RND(rnd_value);
6765 if (can_move_on && rnd > rnd_value / 8)
6766 MovDir[x][y] = old_move_dir;
6767 else if (can_turn_left && can_turn_right)
6768 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6769 else if (can_turn_left && rnd > rnd_value / 8)
6770 MovDir[x][y] = left_dir;
6771 else if (can_turn_right && rnd > rnd_value / 8)
6772 MovDir[x][y] = right_dir;
6774 MovDir[x][y] = back_dir;
6776 xx = x + move_xy[MovDir[x][y]].dx;
6777 yy = y + move_xy[MovDir[x][y]].dy;
6779 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6780 MovDir[x][y] = old_move_dir;
6784 else if (element == EL_MOLE)
6786 boolean can_move_on =
6787 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6788 IS_AMOEBOID(Feld[move_x][move_y]) ||
6789 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6792 boolean can_turn_left =
6793 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6794 IS_AMOEBOID(Feld[left_x][left_y])));
6796 boolean can_turn_right =
6797 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6798 IS_AMOEBOID(Feld[right_x][right_y])));
6800 if (can_turn_left && can_turn_right)
6801 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6802 else if (can_turn_left)
6803 MovDir[x][y] = left_dir;
6805 MovDir[x][y] = right_dir;
6808 if (MovDir[x][y] != old_move_dir)
6811 else if (element == EL_BALLOON)
6813 MovDir[x][y] = game.wind_direction;
6816 else if (element == EL_SPRING)
6818 if (MovDir[x][y] & MV_HORIZONTAL)
6820 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6821 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6823 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6824 ResetGfxAnimation(move_x, move_y);
6825 TEST_DrawLevelField(move_x, move_y);
6827 MovDir[x][y] = back_dir;
6829 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6830 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6831 MovDir[x][y] = MV_NONE;
6836 else if (element == EL_ROBOT ||
6837 element == EL_SATELLITE ||
6838 element == EL_PENGUIN ||
6839 element == EL_EMC_ANDROID)
6841 int attr_x = -1, attr_y = -1;
6843 if (game.all_players_gone)
6845 attr_x = game.exit_x;
6846 attr_y = game.exit_y;
6852 for (i = 0; i < MAX_PLAYERS; i++)
6854 struct PlayerInfo *player = &stored_player[i];
6855 int jx = player->jx, jy = player->jy;
6857 if (!player->active)
6861 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6869 if (element == EL_ROBOT &&
6870 game.robot_wheel_x >= 0 &&
6871 game.robot_wheel_y >= 0 &&
6872 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6873 game.engine_version < VERSION_IDENT(3,1,0,0)))
6875 attr_x = game.robot_wheel_x;
6876 attr_y = game.robot_wheel_y;
6879 if (element == EL_PENGUIN)
6882 static int xy[4][2] =
6890 for (i = 0; i < NUM_DIRECTIONS; i++)
6892 int ex = x + xy[i][0];
6893 int ey = y + xy[i][1];
6895 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6896 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6897 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6898 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6907 MovDir[x][y] = MV_NONE;
6909 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6910 else if (attr_x > x)
6911 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6913 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6914 else if (attr_y > y)
6915 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6917 if (element == EL_ROBOT)
6921 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6922 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6923 Moving2Blocked(x, y, &newx, &newy);
6925 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6926 MovDelay[x][y] = 8 + 8 * !RND(3);
6928 MovDelay[x][y] = 16;
6930 else if (element == EL_PENGUIN)
6936 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6938 boolean first_horiz = RND(2);
6939 int new_move_dir = MovDir[x][y];
6942 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6943 Moving2Blocked(x, y, &newx, &newy);
6945 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6949 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6950 Moving2Blocked(x, y, &newx, &newy);
6952 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6955 MovDir[x][y] = old_move_dir;
6959 else if (element == EL_SATELLITE)
6965 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6967 boolean first_horiz = RND(2);
6968 int new_move_dir = MovDir[x][y];
6971 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6972 Moving2Blocked(x, y, &newx, &newy);
6974 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6978 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6979 Moving2Blocked(x, y, &newx, &newy);
6981 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6984 MovDir[x][y] = old_move_dir;
6988 else if (element == EL_EMC_ANDROID)
6990 static int check_pos[16] =
6992 -1, // 0 => (invalid)
6995 -1, // 3 => (invalid)
6997 0, // 5 => MV_LEFT | MV_UP
6998 2, // 6 => MV_RIGHT | MV_UP
6999 -1, // 7 => (invalid)
7001 6, // 9 => MV_LEFT | MV_DOWN
7002 4, // 10 => MV_RIGHT | MV_DOWN
7003 -1, // 11 => (invalid)
7004 -1, // 12 => (invalid)
7005 -1, // 13 => (invalid)
7006 -1, // 14 => (invalid)
7007 -1, // 15 => (invalid)
7015 { -1, -1, MV_LEFT | MV_UP },
7017 { +1, -1, MV_RIGHT | MV_UP },
7018 { +1, 0, MV_RIGHT },
7019 { +1, +1, MV_RIGHT | MV_DOWN },
7021 { -1, +1, MV_LEFT | MV_DOWN },
7024 int start_pos, check_order;
7025 boolean can_clone = FALSE;
7028 // check if there is any free field around current position
7029 for (i = 0; i < 8; i++)
7031 int newx = x + check_xy[i].dx;
7032 int newy = y + check_xy[i].dy;
7034 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7042 if (can_clone) // randomly find an element to clone
7046 start_pos = check_pos[RND(8)];
7047 check_order = (RND(2) ? -1 : +1);
7049 for (i = 0; i < 8; i++)
7051 int pos_raw = start_pos + i * check_order;
7052 int pos = (pos_raw + 8) % 8;
7053 int newx = x + check_xy[pos].dx;
7054 int newy = y + check_xy[pos].dy;
7056 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7058 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7059 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7061 Store[x][y] = Feld[newx][newy];
7070 if (can_clone) // randomly find a direction to move
7074 start_pos = check_pos[RND(8)];
7075 check_order = (RND(2) ? -1 : +1);
7077 for (i = 0; i < 8; i++)
7079 int pos_raw = start_pos + i * check_order;
7080 int pos = (pos_raw + 8) % 8;
7081 int newx = x + check_xy[pos].dx;
7082 int newy = y + check_xy[pos].dy;
7083 int new_move_dir = check_xy[pos].dir;
7085 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7087 MovDir[x][y] = new_move_dir;
7088 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7097 if (can_clone) // cloning and moving successful
7100 // cannot clone -- try to move towards player
7102 start_pos = check_pos[MovDir[x][y] & 0x0f];
7103 check_order = (RND(2) ? -1 : +1);
7105 for (i = 0; i < 3; i++)
7107 // first check start_pos, then previous/next or (next/previous) pos
7108 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7109 int pos = (pos_raw + 8) % 8;
7110 int newx = x + check_xy[pos].dx;
7111 int newy = y + check_xy[pos].dy;
7112 int new_move_dir = check_xy[pos].dir;
7114 if (IS_PLAYER(newx, newy))
7117 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7119 MovDir[x][y] = new_move_dir;
7120 MovDelay[x][y] = level.android_move_time * 8 + 1;
7127 else if (move_pattern == MV_TURNING_LEFT ||
7128 move_pattern == MV_TURNING_RIGHT ||
7129 move_pattern == MV_TURNING_LEFT_RIGHT ||
7130 move_pattern == MV_TURNING_RIGHT_LEFT ||
7131 move_pattern == MV_TURNING_RANDOM ||
7132 move_pattern == MV_ALL_DIRECTIONS)
7134 boolean can_turn_left =
7135 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7136 boolean can_turn_right =
7137 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7139 if (element_info[element].move_stepsize == 0) // "not moving"
7142 if (move_pattern == MV_TURNING_LEFT)
7143 MovDir[x][y] = left_dir;
7144 else if (move_pattern == MV_TURNING_RIGHT)
7145 MovDir[x][y] = right_dir;
7146 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7147 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7148 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7149 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7150 else if (move_pattern == MV_TURNING_RANDOM)
7151 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7152 can_turn_right && !can_turn_left ? right_dir :
7153 RND(2) ? left_dir : right_dir);
7154 else if (can_turn_left && can_turn_right)
7155 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7156 else if (can_turn_left)
7157 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7158 else if (can_turn_right)
7159 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7161 MovDir[x][y] = back_dir;
7163 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7165 else if (move_pattern == MV_HORIZONTAL ||
7166 move_pattern == MV_VERTICAL)
7168 if (move_pattern & old_move_dir)
7169 MovDir[x][y] = back_dir;
7170 else if (move_pattern == MV_HORIZONTAL)
7171 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7172 else if (move_pattern == MV_VERTICAL)
7173 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7175 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7177 else if (move_pattern & MV_ANY_DIRECTION)
7179 MovDir[x][y] = move_pattern;
7180 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7182 else if (move_pattern & MV_WIND_DIRECTION)
7184 MovDir[x][y] = game.wind_direction;
7185 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7187 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7189 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7190 MovDir[x][y] = left_dir;
7191 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7192 MovDir[x][y] = right_dir;
7194 if (MovDir[x][y] != old_move_dir)
7195 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7197 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7199 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7200 MovDir[x][y] = right_dir;
7201 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7202 MovDir[x][y] = left_dir;
7204 if (MovDir[x][y] != old_move_dir)
7205 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7207 else if (move_pattern == MV_TOWARDS_PLAYER ||
7208 move_pattern == MV_AWAY_FROM_PLAYER)
7210 int attr_x = -1, attr_y = -1;
7212 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7214 if (game.all_players_gone)
7216 attr_x = game.exit_x;
7217 attr_y = game.exit_y;
7223 for (i = 0; i < MAX_PLAYERS; i++)
7225 struct PlayerInfo *player = &stored_player[i];
7226 int jx = player->jx, jy = player->jy;
7228 if (!player->active)
7232 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7240 MovDir[x][y] = MV_NONE;
7242 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7243 else if (attr_x > x)
7244 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7246 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7247 else if (attr_y > y)
7248 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7250 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7252 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7254 boolean first_horiz = RND(2);
7255 int new_move_dir = MovDir[x][y];
7257 if (element_info[element].move_stepsize == 0) // "not moving"
7259 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7260 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7266 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7267 Moving2Blocked(x, y, &newx, &newy);
7269 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7273 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7274 Moving2Blocked(x, y, &newx, &newy);
7276 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7279 MovDir[x][y] = old_move_dir;
7282 else if (move_pattern == MV_WHEN_PUSHED ||
7283 move_pattern == MV_WHEN_DROPPED)
7285 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7286 MovDir[x][y] = MV_NONE;
7290 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7292 static int test_xy[7][2] =
7302 static int test_dir[7] =
7312 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7313 int move_preference = -1000000; // start with very low preference
7314 int new_move_dir = MV_NONE;
7315 int start_test = RND(4);
7318 for (i = 0; i < NUM_DIRECTIONS; i++)
7320 int move_dir = test_dir[start_test + i];
7321 int move_dir_preference;
7323 xx = x + test_xy[start_test + i][0];
7324 yy = y + test_xy[start_test + i][1];
7326 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7327 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7329 new_move_dir = move_dir;
7334 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7337 move_dir_preference = -1 * RunnerVisit[xx][yy];
7338 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7339 move_dir_preference = PlayerVisit[xx][yy];
7341 if (move_dir_preference > move_preference)
7343 // prefer field that has not been visited for the longest time
7344 move_preference = move_dir_preference;
7345 new_move_dir = move_dir;
7347 else if (move_dir_preference == move_preference &&
7348 move_dir == old_move_dir)
7350 // prefer last direction when all directions are preferred equally
7351 move_preference = move_dir_preference;
7352 new_move_dir = move_dir;
7356 MovDir[x][y] = new_move_dir;
7357 if (old_move_dir != new_move_dir)
7358 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7362 static void TurnRound(int x, int y)
7364 int direction = MovDir[x][y];
7368 GfxDir[x][y] = MovDir[x][y];
7370 if (direction != MovDir[x][y])
7374 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7376 ResetGfxFrame(x, y);
7379 static boolean JustBeingPushed(int x, int y)
7383 for (i = 0; i < MAX_PLAYERS; i++)
7385 struct PlayerInfo *player = &stored_player[i];
7387 if (player->active && player->is_pushing && player->MovPos)
7389 int next_jx = player->jx + (player->jx - player->last_jx);
7390 int next_jy = player->jy + (player->jy - player->last_jy);
7392 if (x == next_jx && y == next_jy)
7400 static void StartMoving(int x, int y)
7402 boolean started_moving = FALSE; // some elements can fall _and_ move
7403 int element = Feld[x][y];
7408 if (MovDelay[x][y] == 0)
7409 GfxAction[x][y] = ACTION_DEFAULT;
7411 if (CAN_FALL(element) && y < lev_fieldy - 1)
7413 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7414 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7415 if (JustBeingPushed(x, y))
7418 if (element == EL_QUICKSAND_FULL)
7420 if (IS_FREE(x, y + 1))
7422 InitMovingField(x, y, MV_DOWN);
7423 started_moving = TRUE;
7425 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7426 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7427 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7428 Store[x][y] = EL_ROCK;
7430 Store[x][y] = EL_ROCK;
7433 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7435 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7437 if (!MovDelay[x][y])
7439 MovDelay[x][y] = TILEY + 1;
7441 ResetGfxAnimation(x, y);
7442 ResetGfxAnimation(x, y + 1);
7447 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7448 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7455 Feld[x][y] = EL_QUICKSAND_EMPTY;
7456 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7457 Store[x][y + 1] = Store[x][y];
7460 PlayLevelSoundAction(x, y, ACTION_FILLING);
7462 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7464 if (!MovDelay[x][y])
7466 MovDelay[x][y] = TILEY + 1;
7468 ResetGfxAnimation(x, y);
7469 ResetGfxAnimation(x, y + 1);
7474 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7475 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7482 Feld[x][y] = EL_QUICKSAND_EMPTY;
7483 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7484 Store[x][y + 1] = Store[x][y];
7487 PlayLevelSoundAction(x, y, ACTION_FILLING);
7490 else if (element == EL_QUICKSAND_FAST_FULL)
7492 if (IS_FREE(x, y + 1))
7494 InitMovingField(x, y, MV_DOWN);
7495 started_moving = TRUE;
7497 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7498 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7499 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7500 Store[x][y] = EL_ROCK;
7502 Store[x][y] = EL_ROCK;
7505 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7507 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7509 if (!MovDelay[x][y])
7511 MovDelay[x][y] = TILEY + 1;
7513 ResetGfxAnimation(x, y);
7514 ResetGfxAnimation(x, y + 1);
7519 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7520 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7527 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7528 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7529 Store[x][y + 1] = Store[x][y];
7532 PlayLevelSoundAction(x, y, ACTION_FILLING);
7534 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7536 if (!MovDelay[x][y])
7538 MovDelay[x][y] = TILEY + 1;
7540 ResetGfxAnimation(x, y);
7541 ResetGfxAnimation(x, y + 1);
7546 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7547 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7554 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7555 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7556 Store[x][y + 1] = Store[x][y];
7559 PlayLevelSoundAction(x, y, ACTION_FILLING);
7562 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7563 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7565 InitMovingField(x, y, MV_DOWN);
7566 started_moving = TRUE;
7568 Feld[x][y] = EL_QUICKSAND_FILLING;
7569 Store[x][y] = element;
7571 PlayLevelSoundAction(x, y, ACTION_FILLING);
7573 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7574 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7576 InitMovingField(x, y, MV_DOWN);
7577 started_moving = TRUE;
7579 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7580 Store[x][y] = element;
7582 PlayLevelSoundAction(x, y, ACTION_FILLING);
7584 else if (element == EL_MAGIC_WALL_FULL)
7586 if (IS_FREE(x, y + 1))
7588 InitMovingField(x, y, MV_DOWN);
7589 started_moving = TRUE;
7591 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7592 Store[x][y] = EL_CHANGED(Store[x][y]);
7594 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7596 if (!MovDelay[x][y])
7597 MovDelay[x][y] = TILEY / 4 + 1;
7606 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7607 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7608 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7612 else if (element == EL_BD_MAGIC_WALL_FULL)
7614 if (IS_FREE(x, y + 1))
7616 InitMovingField(x, y, MV_DOWN);
7617 started_moving = TRUE;
7619 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7620 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7622 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7624 if (!MovDelay[x][y])
7625 MovDelay[x][y] = TILEY / 4 + 1;
7634 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7635 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7636 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7640 else if (element == EL_DC_MAGIC_WALL_FULL)
7642 if (IS_FREE(x, y + 1))
7644 InitMovingField(x, y, MV_DOWN);
7645 started_moving = TRUE;
7647 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7648 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7650 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7652 if (!MovDelay[x][y])
7653 MovDelay[x][y] = TILEY / 4 + 1;
7662 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7663 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7664 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7668 else if ((CAN_PASS_MAGIC_WALL(element) &&
7669 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7670 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7671 (CAN_PASS_DC_MAGIC_WALL(element) &&
7672 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7675 InitMovingField(x, y, MV_DOWN);
7676 started_moving = TRUE;
7679 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7680 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7681 EL_DC_MAGIC_WALL_FILLING);
7682 Store[x][y] = element;
7684 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7686 SplashAcid(x, y + 1);
7688 InitMovingField(x, y, MV_DOWN);
7689 started_moving = TRUE;
7691 Store[x][y] = EL_ACID;
7694 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7695 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7696 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7697 CAN_FALL(element) && WasJustFalling[x][y] &&
7698 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7700 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7701 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7702 (Feld[x][y + 1] == EL_BLOCKED)))
7704 /* this is needed for a special case not covered by calling "Impact()"
7705 from "ContinueMoving()": if an element moves to a tile directly below
7706 another element which was just falling on that tile (which was empty
7707 in the previous frame), the falling element above would just stop
7708 instead of smashing the element below (in previous version, the above
7709 element was just checked for "moving" instead of "falling", resulting
7710 in incorrect smashes caused by horizontal movement of the above
7711 element; also, the case of the player being the element to smash was
7712 simply not covered here... :-/ ) */
7714 CheckCollision[x][y] = 0;
7715 CheckImpact[x][y] = 0;
7719 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7721 if (MovDir[x][y] == MV_NONE)
7723 InitMovingField(x, y, MV_DOWN);
7724 started_moving = TRUE;
7727 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7729 if (WasJustFalling[x][y]) // prevent animation from being restarted
7730 MovDir[x][y] = MV_DOWN;
7732 InitMovingField(x, y, MV_DOWN);
7733 started_moving = TRUE;
7735 else if (element == EL_AMOEBA_DROP)
7737 Feld[x][y] = EL_AMOEBA_GROWING;
7738 Store[x][y] = EL_AMOEBA_WET;
7740 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7741 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7742 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7743 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7745 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7746 (IS_FREE(x - 1, y + 1) ||
7747 Feld[x - 1][y + 1] == EL_ACID));
7748 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7749 (IS_FREE(x + 1, y + 1) ||
7750 Feld[x + 1][y + 1] == EL_ACID));
7751 boolean can_fall_any = (can_fall_left || can_fall_right);
7752 boolean can_fall_both = (can_fall_left && can_fall_right);
7753 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7755 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7757 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7758 can_fall_right = FALSE;
7759 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7760 can_fall_left = FALSE;
7761 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7762 can_fall_right = FALSE;
7763 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7764 can_fall_left = FALSE;
7766 can_fall_any = (can_fall_left || can_fall_right);
7767 can_fall_both = FALSE;
7772 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7773 can_fall_right = FALSE; // slip down on left side
7775 can_fall_left = !(can_fall_right = RND(2));
7777 can_fall_both = FALSE;
7782 // if not determined otherwise, prefer left side for slipping down
7783 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7784 started_moving = TRUE;
7787 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7789 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7790 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7791 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7792 int belt_dir = game.belt_dir[belt_nr];
7794 if ((belt_dir == MV_LEFT && left_is_free) ||
7795 (belt_dir == MV_RIGHT && right_is_free))
7797 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7799 InitMovingField(x, y, belt_dir);
7800 started_moving = TRUE;
7802 Pushed[x][y] = TRUE;
7803 Pushed[nextx][y] = TRUE;
7805 GfxAction[x][y] = ACTION_DEFAULT;
7809 MovDir[x][y] = 0; // if element was moving, stop it
7814 // not "else if" because of elements that can fall and move (EL_SPRING)
7815 if (CAN_MOVE(element) && !started_moving)
7817 int move_pattern = element_info[element].move_pattern;
7820 Moving2Blocked(x, y, &newx, &newy);
7822 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7825 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7826 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7828 WasJustMoving[x][y] = 0;
7829 CheckCollision[x][y] = 0;
7831 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7833 if (Feld[x][y] != element) // element has changed
7837 if (!MovDelay[x][y]) // start new movement phase
7839 // all objects that can change their move direction after each step
7840 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7842 if (element != EL_YAMYAM &&
7843 element != EL_DARK_YAMYAM &&
7844 element != EL_PACMAN &&
7845 !(move_pattern & MV_ANY_DIRECTION) &&
7846 move_pattern != MV_TURNING_LEFT &&
7847 move_pattern != MV_TURNING_RIGHT &&
7848 move_pattern != MV_TURNING_LEFT_RIGHT &&
7849 move_pattern != MV_TURNING_RIGHT_LEFT &&
7850 move_pattern != MV_TURNING_RANDOM)
7854 if (MovDelay[x][y] && (element == EL_BUG ||
7855 element == EL_SPACESHIP ||
7856 element == EL_SP_SNIKSNAK ||
7857 element == EL_SP_ELECTRON ||
7858 element == EL_MOLE))
7859 TEST_DrawLevelField(x, y);
7863 if (MovDelay[x][y]) // wait some time before next movement
7867 if (element == EL_ROBOT ||
7868 element == EL_YAMYAM ||
7869 element == EL_DARK_YAMYAM)
7871 DrawLevelElementAnimationIfNeeded(x, y, element);
7872 PlayLevelSoundAction(x, y, ACTION_WAITING);
7874 else if (element == EL_SP_ELECTRON)
7875 DrawLevelElementAnimationIfNeeded(x, y, element);
7876 else if (element == EL_DRAGON)
7879 int dir = MovDir[x][y];
7880 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7881 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7882 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7883 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7884 dir == MV_UP ? IMG_FLAMES_1_UP :
7885 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7886 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7888 GfxAction[x][y] = ACTION_ATTACKING;
7890 if (IS_PLAYER(x, y))
7891 DrawPlayerField(x, y);
7893 TEST_DrawLevelField(x, y);
7895 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7897 for (i = 1; i <= 3; i++)
7899 int xx = x + i * dx;
7900 int yy = y + i * dy;
7901 int sx = SCREENX(xx);
7902 int sy = SCREENY(yy);
7903 int flame_graphic = graphic + (i - 1);
7905 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7910 int flamed = MovingOrBlocked2Element(xx, yy);
7912 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7915 RemoveMovingField(xx, yy);
7917 ChangeDelay[xx][yy] = 0;
7919 Feld[xx][yy] = EL_FLAMES;
7921 if (IN_SCR_FIELD(sx, sy))
7923 TEST_DrawLevelFieldCrumbled(xx, yy);
7924 DrawGraphic(sx, sy, flame_graphic, frame);
7929 if (Feld[xx][yy] == EL_FLAMES)
7930 Feld[xx][yy] = EL_EMPTY;
7931 TEST_DrawLevelField(xx, yy);
7936 if (MovDelay[x][y]) // element still has to wait some time
7938 PlayLevelSoundAction(x, y, ACTION_WAITING);
7944 // now make next step
7946 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7948 if (DONT_COLLIDE_WITH(element) &&
7949 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7950 !PLAYER_ENEMY_PROTECTED(newx, newy))
7952 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7957 else if (CAN_MOVE_INTO_ACID(element) &&
7958 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7959 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7960 (MovDir[x][y] == MV_DOWN ||
7961 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7963 SplashAcid(newx, newy);
7964 Store[x][y] = EL_ACID;
7966 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7968 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7969 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7970 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7971 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7974 TEST_DrawLevelField(x, y);
7976 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7977 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7978 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7980 game.friends_still_needed--;
7981 if (!game.friends_still_needed &&
7983 game.all_players_gone)
7988 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7990 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7991 TEST_DrawLevelField(newx, newy);
7993 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7995 else if (!IS_FREE(newx, newy))
7997 GfxAction[x][y] = ACTION_WAITING;
7999 if (IS_PLAYER(x, y))
8000 DrawPlayerField(x, y);
8002 TEST_DrawLevelField(x, y);
8007 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8009 if (IS_FOOD_PIG(Feld[newx][newy]))
8011 if (IS_MOVING(newx, newy))
8012 RemoveMovingField(newx, newy);
8015 Feld[newx][newy] = EL_EMPTY;
8016 TEST_DrawLevelField(newx, newy);
8019 PlayLevelSound(x, y, SND_PIG_DIGGING);
8021 else if (!IS_FREE(newx, newy))
8023 if (IS_PLAYER(x, y))
8024 DrawPlayerField(x, y);
8026 TEST_DrawLevelField(x, y);
8031 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8033 if (Store[x][y] != EL_EMPTY)
8035 boolean can_clone = FALSE;
8038 // check if element to clone is still there
8039 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8041 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8049 // cannot clone or target field not free anymore -- do not clone
8050 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8051 Store[x][y] = EL_EMPTY;
8054 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8056 if (IS_MV_DIAGONAL(MovDir[x][y]))
8058 int diagonal_move_dir = MovDir[x][y];
8059 int stored = Store[x][y];
8060 int change_delay = 8;
8063 // android is moving diagonally
8065 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8067 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8068 GfxElement[x][y] = EL_EMC_ANDROID;
8069 GfxAction[x][y] = ACTION_SHRINKING;
8070 GfxDir[x][y] = diagonal_move_dir;
8071 ChangeDelay[x][y] = change_delay;
8073 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8076 DrawLevelGraphicAnimation(x, y, graphic);
8077 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8079 if (Feld[newx][newy] == EL_ACID)
8081 SplashAcid(newx, newy);
8086 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8088 Store[newx][newy] = EL_EMC_ANDROID;
8089 GfxElement[newx][newy] = EL_EMC_ANDROID;
8090 GfxAction[newx][newy] = ACTION_GROWING;
8091 GfxDir[newx][newy] = diagonal_move_dir;
8092 ChangeDelay[newx][newy] = change_delay;
8094 graphic = el_act_dir2img(GfxElement[newx][newy],
8095 GfxAction[newx][newy], GfxDir[newx][newy]);
8097 DrawLevelGraphicAnimation(newx, newy, graphic);
8098 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8104 Feld[newx][newy] = EL_EMPTY;
8105 TEST_DrawLevelField(newx, newy);
8107 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8110 else if (!IS_FREE(newx, newy))
8115 else if (IS_CUSTOM_ELEMENT(element) &&
8116 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8118 if (!DigFieldByCE(newx, newy, element))
8121 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8123 RunnerVisit[x][y] = FrameCounter;
8124 PlayerVisit[x][y] /= 8; // expire player visit path
8127 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8129 if (!IS_FREE(newx, newy))
8131 if (IS_PLAYER(x, y))
8132 DrawPlayerField(x, y);
8134 TEST_DrawLevelField(x, y);
8140 boolean wanna_flame = !RND(10);
8141 int dx = newx - x, dy = newy - y;
8142 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8143 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8144 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8145 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8146 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8147 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8150 IS_CLASSIC_ENEMY(element1) ||
8151 IS_CLASSIC_ENEMY(element2)) &&
8152 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8153 element1 != EL_FLAMES && element2 != EL_FLAMES)
8155 ResetGfxAnimation(x, y);
8156 GfxAction[x][y] = ACTION_ATTACKING;
8158 if (IS_PLAYER(x, y))
8159 DrawPlayerField(x, y);
8161 TEST_DrawLevelField(x, y);
8163 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8165 MovDelay[x][y] = 50;
8167 Feld[newx][newy] = EL_FLAMES;
8168 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8169 Feld[newx1][newy1] = EL_FLAMES;
8170 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8171 Feld[newx2][newy2] = EL_FLAMES;
8177 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8178 Feld[newx][newy] == EL_DIAMOND)
8180 if (IS_MOVING(newx, newy))
8181 RemoveMovingField(newx, newy);
8184 Feld[newx][newy] = EL_EMPTY;
8185 TEST_DrawLevelField(newx, newy);
8188 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8190 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8191 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8193 if (AmoebaNr[newx][newy])
8195 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8196 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8197 Feld[newx][newy] == EL_BD_AMOEBA)
8198 AmoebaCnt[AmoebaNr[newx][newy]]--;
8201 if (IS_MOVING(newx, newy))
8203 RemoveMovingField(newx, newy);
8207 Feld[newx][newy] = EL_EMPTY;
8208 TEST_DrawLevelField(newx, newy);
8211 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8213 else if ((element == EL_PACMAN || element == EL_MOLE)
8214 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8216 if (AmoebaNr[newx][newy])
8218 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8219 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8220 Feld[newx][newy] == EL_BD_AMOEBA)
8221 AmoebaCnt[AmoebaNr[newx][newy]]--;
8224 if (element == EL_MOLE)
8226 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8227 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8229 ResetGfxAnimation(x, y);
8230 GfxAction[x][y] = ACTION_DIGGING;
8231 TEST_DrawLevelField(x, y);
8233 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8235 return; // wait for shrinking amoeba
8237 else // element == EL_PACMAN
8239 Feld[newx][newy] = EL_EMPTY;
8240 TEST_DrawLevelField(newx, newy);
8241 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8244 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8245 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8246 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8248 // wait for shrinking amoeba to completely disappear
8251 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8253 // object was running against a wall
8257 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8258 DrawLevelElementAnimation(x, y, element);
8260 if (DONT_TOUCH(element))
8261 TestIfBadThingTouchesPlayer(x, y);
8266 InitMovingField(x, y, MovDir[x][y]);
8268 PlayLevelSoundAction(x, y, ACTION_MOVING);
8272 ContinueMoving(x, y);
8275 void ContinueMoving(int x, int y)
8277 int element = Feld[x][y];
8278 struct ElementInfo *ei = &element_info[element];
8279 int direction = MovDir[x][y];
8280 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8281 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8282 int newx = x + dx, newy = y + dy;
8283 int stored = Store[x][y];
8284 int stored_new = Store[newx][newy];
8285 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8286 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8287 boolean last_line = (newy == lev_fieldy - 1);
8289 MovPos[x][y] += getElementMoveStepsize(x, y);
8291 if (pushed_by_player) // special case: moving object pushed by player
8292 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8294 if (ABS(MovPos[x][y]) < TILEX)
8296 TEST_DrawLevelField(x, y);
8298 return; // element is still moving
8301 // element reached destination field
8303 Feld[x][y] = EL_EMPTY;
8304 Feld[newx][newy] = element;
8305 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8307 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8309 element = Feld[newx][newy] = EL_ACID;
8311 else if (element == EL_MOLE)
8313 Feld[x][y] = EL_SAND;
8315 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8317 else if (element == EL_QUICKSAND_FILLING)
8319 element = Feld[newx][newy] = get_next_element(element);
8320 Store[newx][newy] = Store[x][y];
8322 else if (element == EL_QUICKSAND_EMPTYING)
8324 Feld[x][y] = get_next_element(element);
8325 element = Feld[newx][newy] = Store[x][y];
8327 else if (element == EL_QUICKSAND_FAST_FILLING)
8329 element = Feld[newx][newy] = get_next_element(element);
8330 Store[newx][newy] = Store[x][y];
8332 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8334 Feld[x][y] = get_next_element(element);
8335 element = Feld[newx][newy] = Store[x][y];
8337 else if (element == EL_MAGIC_WALL_FILLING)
8339 element = Feld[newx][newy] = get_next_element(element);
8340 if (!game.magic_wall_active)
8341 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8342 Store[newx][newy] = Store[x][y];
8344 else if (element == EL_MAGIC_WALL_EMPTYING)
8346 Feld[x][y] = get_next_element(element);
8347 if (!game.magic_wall_active)
8348 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8349 element = Feld[newx][newy] = Store[x][y];
8351 InitField(newx, newy, FALSE);
8353 else if (element == EL_BD_MAGIC_WALL_FILLING)
8355 element = Feld[newx][newy] = get_next_element(element);
8356 if (!game.magic_wall_active)
8357 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8358 Store[newx][newy] = Store[x][y];
8360 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8362 Feld[x][y] = get_next_element(element);
8363 if (!game.magic_wall_active)
8364 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8365 element = Feld[newx][newy] = Store[x][y];
8367 InitField(newx, newy, FALSE);
8369 else if (element == EL_DC_MAGIC_WALL_FILLING)
8371 element = Feld[newx][newy] = get_next_element(element);
8372 if (!game.magic_wall_active)
8373 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8374 Store[newx][newy] = Store[x][y];
8376 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8378 Feld[x][y] = get_next_element(element);
8379 if (!game.magic_wall_active)
8380 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8381 element = Feld[newx][newy] = Store[x][y];
8383 InitField(newx, newy, FALSE);
8385 else if (element == EL_AMOEBA_DROPPING)
8387 Feld[x][y] = get_next_element(element);
8388 element = Feld[newx][newy] = Store[x][y];
8390 else if (element == EL_SOKOBAN_OBJECT)
8393 Feld[x][y] = Back[x][y];
8395 if (Back[newx][newy])
8396 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8398 Back[x][y] = Back[newx][newy] = 0;
8401 Store[x][y] = EL_EMPTY;
8406 MovDelay[newx][newy] = 0;
8408 if (CAN_CHANGE_OR_HAS_ACTION(element))
8410 // copy element change control values to new field
8411 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8412 ChangePage[newx][newy] = ChangePage[x][y];
8413 ChangeCount[newx][newy] = ChangeCount[x][y];
8414 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8417 CustomValue[newx][newy] = CustomValue[x][y];
8419 ChangeDelay[x][y] = 0;
8420 ChangePage[x][y] = -1;
8421 ChangeCount[x][y] = 0;
8422 ChangeEvent[x][y] = -1;
8424 CustomValue[x][y] = 0;
8426 // copy animation control values to new field
8427 GfxFrame[newx][newy] = GfxFrame[x][y];
8428 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8429 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8430 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8432 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8434 // some elements can leave other elements behind after moving
8435 if (ei->move_leave_element != EL_EMPTY &&
8436 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8437 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8439 int move_leave_element = ei->move_leave_element;
8441 // this makes it possible to leave the removed element again
8442 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8443 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8445 Feld[x][y] = move_leave_element;
8447 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8448 MovDir[x][y] = direction;
8450 InitField(x, y, FALSE);
8452 if (GFX_CRUMBLED(Feld[x][y]))
8453 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8455 if (ELEM_IS_PLAYER(move_leave_element))
8456 RelocatePlayer(x, y, move_leave_element);
8459 // do this after checking for left-behind element
8460 ResetGfxAnimation(x, y); // reset animation values for old field
8462 if (!CAN_MOVE(element) ||
8463 (CAN_FALL(element) && direction == MV_DOWN &&
8464 (element == EL_SPRING ||
8465 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8466 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8467 GfxDir[x][y] = MovDir[newx][newy] = 0;
8469 TEST_DrawLevelField(x, y);
8470 TEST_DrawLevelField(newx, newy);
8472 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8474 // prevent pushed element from moving on in pushed direction
8475 if (pushed_by_player && CAN_MOVE(element) &&
8476 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8477 !(element_info[element].move_pattern & direction))
8478 TurnRound(newx, newy);
8480 // prevent elements on conveyor belt from moving on in last direction
8481 if (pushed_by_conveyor && CAN_FALL(element) &&
8482 direction & MV_HORIZONTAL)
8483 MovDir[newx][newy] = 0;
8485 if (!pushed_by_player)
8487 int nextx = newx + dx, nexty = newy + dy;
8488 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8490 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8492 if (CAN_FALL(element) && direction == MV_DOWN)
8493 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8495 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8496 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8498 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8499 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8502 if (DONT_TOUCH(element)) // object may be nasty to player or others
8504 TestIfBadThingTouchesPlayer(newx, newy);
8505 TestIfBadThingTouchesFriend(newx, newy);
8507 if (!IS_CUSTOM_ELEMENT(element))
8508 TestIfBadThingTouchesOtherBadThing(newx, newy);
8510 else if (element == EL_PENGUIN)
8511 TestIfFriendTouchesBadThing(newx, newy);
8513 if (DONT_GET_HIT_BY(element))
8515 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8518 // give the player one last chance (one more frame) to move away
8519 if (CAN_FALL(element) && direction == MV_DOWN &&
8520 (last_line || (!IS_FREE(x, newy + 1) &&
8521 (!IS_PLAYER(x, newy + 1) ||
8522 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8525 if (pushed_by_player && !game.use_change_when_pushing_bug)
8527 int push_side = MV_DIR_OPPOSITE(direction);
8528 struct PlayerInfo *player = PLAYERINFO(x, y);
8530 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8531 player->index_bit, push_side);
8532 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8533 player->index_bit, push_side);
8536 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8537 MovDelay[newx][newy] = 1;
8539 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8541 TestIfElementTouchesCustomElement(x, y); // empty or new element
8542 TestIfElementHitsCustomElement(newx, newy, direction);
8543 TestIfPlayerTouchesCustomElement(newx, newy);
8544 TestIfElementTouchesCustomElement(newx, newy);
8546 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8547 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8548 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8549 MV_DIR_OPPOSITE(direction));
8552 int AmoebeNachbarNr(int ax, int ay)
8555 int element = Feld[ax][ay];
8557 static int xy[4][2] =
8565 for (i = 0; i < NUM_DIRECTIONS; i++)
8567 int x = ax + xy[i][0];
8568 int y = ay + xy[i][1];
8570 if (!IN_LEV_FIELD(x, y))
8573 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8574 group_nr = AmoebaNr[x][y];
8580 static void AmoebenVereinigen(int ax, int ay)
8582 int i, x, y, xx, yy;
8583 int new_group_nr = AmoebaNr[ax][ay];
8584 static int xy[4][2] =
8592 if (new_group_nr == 0)
8595 for (i = 0; i < NUM_DIRECTIONS; i++)
8600 if (!IN_LEV_FIELD(x, y))
8603 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8604 Feld[x][y] == EL_BD_AMOEBA ||
8605 Feld[x][y] == EL_AMOEBA_DEAD) &&
8606 AmoebaNr[x][y] != new_group_nr)
8608 int old_group_nr = AmoebaNr[x][y];
8610 if (old_group_nr == 0)
8613 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8614 AmoebaCnt[old_group_nr] = 0;
8615 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8616 AmoebaCnt2[old_group_nr] = 0;
8618 SCAN_PLAYFIELD(xx, yy)
8620 if (AmoebaNr[xx][yy] == old_group_nr)
8621 AmoebaNr[xx][yy] = new_group_nr;
8627 void AmoebeUmwandeln(int ax, int ay)
8631 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8633 int group_nr = AmoebaNr[ax][ay];
8638 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8639 printf("AmoebeUmwandeln(): This should never happen!\n");
8644 SCAN_PLAYFIELD(x, y)
8646 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8649 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8653 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8654 SND_AMOEBA_TURNING_TO_GEM :
8655 SND_AMOEBA_TURNING_TO_ROCK));
8660 static int xy[4][2] =
8668 for (i = 0; i < NUM_DIRECTIONS; i++)
8673 if (!IN_LEV_FIELD(x, y))
8676 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8678 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8679 SND_AMOEBA_TURNING_TO_GEM :
8680 SND_AMOEBA_TURNING_TO_ROCK));
8687 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8690 int group_nr = AmoebaNr[ax][ay];
8691 boolean done = FALSE;
8696 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8697 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8702 SCAN_PLAYFIELD(x, y)
8704 if (AmoebaNr[x][y] == group_nr &&
8705 (Feld[x][y] == EL_AMOEBA_DEAD ||
8706 Feld[x][y] == EL_BD_AMOEBA ||
8707 Feld[x][y] == EL_AMOEBA_GROWING))
8710 Feld[x][y] = new_element;
8711 InitField(x, y, FALSE);
8712 TEST_DrawLevelField(x, y);
8718 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8719 SND_BD_AMOEBA_TURNING_TO_ROCK :
8720 SND_BD_AMOEBA_TURNING_TO_GEM));
8723 static void AmoebeWaechst(int x, int y)
8725 static unsigned int sound_delay = 0;
8726 static unsigned int sound_delay_value = 0;
8728 if (!MovDelay[x][y]) // start new growing cycle
8732 if (DelayReached(&sound_delay, sound_delay_value))
8734 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8735 sound_delay_value = 30;
8739 if (MovDelay[x][y]) // wait some time before growing bigger
8742 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8744 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8745 6 - MovDelay[x][y]);
8747 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8750 if (!MovDelay[x][y])
8752 Feld[x][y] = Store[x][y];
8754 TEST_DrawLevelField(x, y);
8759 static void AmoebaDisappearing(int x, int y)
8761 static unsigned int sound_delay = 0;
8762 static unsigned int sound_delay_value = 0;
8764 if (!MovDelay[x][y]) // start new shrinking cycle
8768 if (DelayReached(&sound_delay, sound_delay_value))
8769 sound_delay_value = 30;
8772 if (MovDelay[x][y]) // wait some time before shrinking
8775 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8777 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8778 6 - MovDelay[x][y]);
8780 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8783 if (!MovDelay[x][y])
8785 Feld[x][y] = EL_EMPTY;
8786 TEST_DrawLevelField(x, y);
8788 // don't let mole enter this field in this cycle;
8789 // (give priority to objects falling to this field from above)
8795 static void AmoebeAbleger(int ax, int ay)
8798 int element = Feld[ax][ay];
8799 int graphic = el2img(element);
8800 int newax = ax, neway = ay;
8801 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8802 static int xy[4][2] =
8810 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8812 Feld[ax][ay] = EL_AMOEBA_DEAD;
8813 TEST_DrawLevelField(ax, ay);
8817 if (IS_ANIMATED(graphic))
8818 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8820 if (!MovDelay[ax][ay]) // start making new amoeba field
8821 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8823 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8826 if (MovDelay[ax][ay])
8830 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8833 int x = ax + xy[start][0];
8834 int y = ay + xy[start][1];
8836 if (!IN_LEV_FIELD(x, y))
8839 if (IS_FREE(x, y) ||
8840 CAN_GROW_INTO(Feld[x][y]) ||
8841 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8842 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8848 if (newax == ax && neway == ay)
8851 else // normal or "filled" (BD style) amoeba
8854 boolean waiting_for_player = FALSE;
8856 for (i = 0; i < NUM_DIRECTIONS; i++)
8858 int j = (start + i) % 4;
8859 int x = ax + xy[j][0];
8860 int y = ay + xy[j][1];
8862 if (!IN_LEV_FIELD(x, y))
8865 if (IS_FREE(x, y) ||
8866 CAN_GROW_INTO(Feld[x][y]) ||
8867 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8868 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8874 else if (IS_PLAYER(x, y))
8875 waiting_for_player = TRUE;
8878 if (newax == ax && neway == ay) // amoeba cannot grow
8880 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8882 Feld[ax][ay] = EL_AMOEBA_DEAD;
8883 TEST_DrawLevelField(ax, ay);
8884 AmoebaCnt[AmoebaNr[ax][ay]]--;
8886 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8888 if (element == EL_AMOEBA_FULL)
8889 AmoebeUmwandeln(ax, ay);
8890 else if (element == EL_BD_AMOEBA)
8891 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8896 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8898 // amoeba gets larger by growing in some direction
8900 int new_group_nr = AmoebaNr[ax][ay];
8903 if (new_group_nr == 0)
8905 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8906 printf("AmoebeAbleger(): This should never happen!\n");
8911 AmoebaNr[newax][neway] = new_group_nr;
8912 AmoebaCnt[new_group_nr]++;
8913 AmoebaCnt2[new_group_nr]++;
8915 // if amoeba touches other amoeba(s) after growing, unify them
8916 AmoebenVereinigen(newax, neway);
8918 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8920 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8926 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8927 (neway == lev_fieldy - 1 && newax != ax))
8929 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8930 Store[newax][neway] = element;
8932 else if (neway == ay || element == EL_EMC_DRIPPER)
8934 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8936 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8940 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8941 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8942 Store[ax][ay] = EL_AMOEBA_DROP;
8943 ContinueMoving(ax, ay);
8947 TEST_DrawLevelField(newax, neway);
8950 static void Life(int ax, int ay)
8954 int element = Feld[ax][ay];
8955 int graphic = el2img(element);
8956 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8958 boolean changed = FALSE;
8960 if (IS_ANIMATED(graphic))
8961 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8966 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8967 MovDelay[ax][ay] = life_time;
8969 if (MovDelay[ax][ay]) // wait some time before next cycle
8972 if (MovDelay[ax][ay])
8976 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8978 int xx = ax+x1, yy = ay+y1;
8979 int old_element = Feld[xx][yy];
8980 int num_neighbours = 0;
8982 if (!IN_LEV_FIELD(xx, yy))
8985 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8987 int x = xx+x2, y = yy+y2;
8989 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8992 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8993 boolean is_neighbour = FALSE;
8995 if (level.use_life_bugs)
8997 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8998 (IS_FREE(x, y) && Stop[x][y]));
9001 (Last[x][y] == element || is_player_cell);
9007 boolean is_free = FALSE;
9009 if (level.use_life_bugs)
9010 is_free = (IS_FREE(xx, yy));
9012 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9014 if (xx == ax && yy == ay) // field in the middle
9016 if (num_neighbours < life_parameter[0] ||
9017 num_neighbours > life_parameter[1])
9019 Feld[xx][yy] = EL_EMPTY;
9020 if (Feld[xx][yy] != old_element)
9021 TEST_DrawLevelField(xx, yy);
9022 Stop[xx][yy] = TRUE;
9026 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9027 { // free border field
9028 if (num_neighbours >= life_parameter[2] &&
9029 num_neighbours <= life_parameter[3])
9031 Feld[xx][yy] = element;
9032 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9033 if (Feld[xx][yy] != old_element)
9034 TEST_DrawLevelField(xx, yy);
9035 Stop[xx][yy] = TRUE;
9042 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9043 SND_GAME_OF_LIFE_GROWING);
9046 static void InitRobotWheel(int x, int y)
9048 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9051 static void RunRobotWheel(int x, int y)
9053 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9056 static void StopRobotWheel(int x, int y)
9058 if (game.robot_wheel_x == x &&
9059 game.robot_wheel_y == y)
9061 game.robot_wheel_x = -1;
9062 game.robot_wheel_y = -1;
9063 game.robot_wheel_active = FALSE;
9067 static void InitTimegateWheel(int x, int y)
9069 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9072 static void RunTimegateWheel(int x, int y)
9074 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9077 static void InitMagicBallDelay(int x, int y)
9079 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9082 static void ActivateMagicBall(int bx, int by)
9086 if (level.ball_random)
9088 int pos_border = RND(8); // select one of the eight border elements
9089 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9090 int xx = pos_content % 3;
9091 int yy = pos_content / 3;
9096 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9097 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9101 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9103 int xx = x - bx + 1;
9104 int yy = y - by + 1;
9106 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9107 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9111 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9114 static void CheckExit(int x, int y)
9116 if (game.gems_still_needed > 0 ||
9117 game.sokoban_fields_still_needed > 0 ||
9118 game.sokoban_objects_still_needed > 0 ||
9119 game.lights_still_needed > 0)
9121 int element = Feld[x][y];
9122 int graphic = el2img(element);
9124 if (IS_ANIMATED(graphic))
9125 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9130 // do not re-open exit door closed after last player
9131 if (game.all_players_gone)
9134 Feld[x][y] = EL_EXIT_OPENING;
9136 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9139 static void CheckExitEM(int x, int y)
9141 if (game.gems_still_needed > 0 ||
9142 game.sokoban_fields_still_needed > 0 ||
9143 game.sokoban_objects_still_needed > 0 ||
9144 game.lights_still_needed > 0)
9146 int element = Feld[x][y];
9147 int graphic = el2img(element);
9149 if (IS_ANIMATED(graphic))
9150 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9155 // do not re-open exit door closed after last player
9156 if (game.all_players_gone)
9159 Feld[x][y] = EL_EM_EXIT_OPENING;
9161 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9164 static void CheckExitSteel(int x, int y)
9166 if (game.gems_still_needed > 0 ||
9167 game.sokoban_fields_still_needed > 0 ||
9168 game.sokoban_objects_still_needed > 0 ||
9169 game.lights_still_needed > 0)
9171 int element = Feld[x][y];
9172 int graphic = el2img(element);
9174 if (IS_ANIMATED(graphic))
9175 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9180 // do not re-open exit door closed after last player
9181 if (game.all_players_gone)
9184 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9186 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9189 static void CheckExitSteelEM(int x, int y)
9191 if (game.gems_still_needed > 0 ||
9192 game.sokoban_fields_still_needed > 0 ||
9193 game.sokoban_objects_still_needed > 0 ||
9194 game.lights_still_needed > 0)
9196 int element = Feld[x][y];
9197 int graphic = el2img(element);
9199 if (IS_ANIMATED(graphic))
9200 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9205 // do not re-open exit door closed after last player
9206 if (game.all_players_gone)
9209 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9211 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9214 static void CheckExitSP(int x, int y)
9216 if (game.gems_still_needed > 0)
9218 int element = Feld[x][y];
9219 int graphic = el2img(element);
9221 if (IS_ANIMATED(graphic))
9222 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9227 // do not re-open exit door closed after last player
9228 if (game.all_players_gone)
9231 Feld[x][y] = EL_SP_EXIT_OPENING;
9233 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9236 static void CloseAllOpenTimegates(void)
9240 SCAN_PLAYFIELD(x, y)
9242 int element = Feld[x][y];
9244 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9246 Feld[x][y] = EL_TIMEGATE_CLOSING;
9248 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9253 static void DrawTwinkleOnField(int x, int y)
9255 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9258 if (Feld[x][y] == EL_BD_DIAMOND)
9261 if (MovDelay[x][y] == 0) // next animation frame
9262 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9264 if (MovDelay[x][y] != 0) // wait some time before next frame
9268 DrawLevelElementAnimation(x, y, Feld[x][y]);
9270 if (MovDelay[x][y] != 0)
9272 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9273 10 - MovDelay[x][y]);
9275 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9280 static void MauerWaechst(int x, int y)
9284 if (!MovDelay[x][y]) // next animation frame
9285 MovDelay[x][y] = 3 * delay;
9287 if (MovDelay[x][y]) // wait some time before next frame
9291 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9293 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9294 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9296 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9299 if (!MovDelay[x][y])
9301 if (MovDir[x][y] == MV_LEFT)
9303 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9304 TEST_DrawLevelField(x - 1, y);
9306 else if (MovDir[x][y] == MV_RIGHT)
9308 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9309 TEST_DrawLevelField(x + 1, y);
9311 else if (MovDir[x][y] == MV_UP)
9313 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9314 TEST_DrawLevelField(x, y - 1);
9318 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9319 TEST_DrawLevelField(x, y + 1);
9322 Feld[x][y] = Store[x][y];
9324 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9325 TEST_DrawLevelField(x, y);
9330 static void MauerAbleger(int ax, int ay)
9332 int element = Feld[ax][ay];
9333 int graphic = el2img(element);
9334 boolean oben_frei = FALSE, unten_frei = FALSE;
9335 boolean links_frei = FALSE, rechts_frei = FALSE;
9336 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9337 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9338 boolean new_wall = FALSE;
9340 if (IS_ANIMATED(graphic))
9341 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9343 if (!MovDelay[ax][ay]) // start building new wall
9344 MovDelay[ax][ay] = 6;
9346 if (MovDelay[ax][ay]) // wait some time before building new wall
9349 if (MovDelay[ax][ay])
9353 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9355 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9357 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9359 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9362 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9363 element == EL_EXPANDABLE_WALL_ANY)
9367 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9368 Store[ax][ay-1] = element;
9369 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9370 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9371 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9372 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9377 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9378 Store[ax][ay+1] = element;
9379 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9380 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9381 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9382 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9387 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9388 element == EL_EXPANDABLE_WALL_ANY ||
9389 element == EL_EXPANDABLE_WALL ||
9390 element == EL_BD_EXPANDABLE_WALL)
9394 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9395 Store[ax-1][ay] = element;
9396 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9397 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9398 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9399 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9405 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9406 Store[ax+1][ay] = element;
9407 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9408 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9409 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9410 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9415 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9416 TEST_DrawLevelField(ax, ay);
9418 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9420 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9421 unten_massiv = TRUE;
9422 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9423 links_massiv = TRUE;
9424 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9425 rechts_massiv = TRUE;
9427 if (((oben_massiv && unten_massiv) ||
9428 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9429 element == EL_EXPANDABLE_WALL) &&
9430 ((links_massiv && rechts_massiv) ||
9431 element == EL_EXPANDABLE_WALL_VERTICAL))
9432 Feld[ax][ay] = EL_WALL;
9435 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9438 static void MauerAblegerStahl(int ax, int ay)
9440 int element = Feld[ax][ay];
9441 int graphic = el2img(element);
9442 boolean oben_frei = FALSE, unten_frei = FALSE;
9443 boolean links_frei = FALSE, rechts_frei = FALSE;
9444 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9445 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9446 boolean new_wall = FALSE;
9448 if (IS_ANIMATED(graphic))
9449 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9451 if (!MovDelay[ax][ay]) // start building new wall
9452 MovDelay[ax][ay] = 6;
9454 if (MovDelay[ax][ay]) // wait some time before building new wall
9457 if (MovDelay[ax][ay])
9461 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9463 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9465 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9467 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9470 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9471 element == EL_EXPANDABLE_STEELWALL_ANY)
9475 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9476 Store[ax][ay-1] = element;
9477 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9478 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9479 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9480 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9485 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9486 Store[ax][ay+1] = element;
9487 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9488 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9489 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9490 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9495 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9496 element == EL_EXPANDABLE_STEELWALL_ANY)
9500 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9501 Store[ax-1][ay] = element;
9502 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9503 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9504 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9505 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9511 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9512 Store[ax+1][ay] = element;
9513 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9514 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9515 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9516 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9521 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9523 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9524 unten_massiv = TRUE;
9525 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9526 links_massiv = TRUE;
9527 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9528 rechts_massiv = TRUE;
9530 if (((oben_massiv && unten_massiv) ||
9531 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9532 ((links_massiv && rechts_massiv) ||
9533 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9534 Feld[ax][ay] = EL_STEELWALL;
9537 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9540 static void CheckForDragon(int x, int y)
9543 boolean dragon_found = FALSE;
9544 static int xy[4][2] =
9552 for (i = 0; i < NUM_DIRECTIONS; i++)
9554 for (j = 0; j < 4; j++)
9556 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9558 if (IN_LEV_FIELD(xx, yy) &&
9559 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9561 if (Feld[xx][yy] == EL_DRAGON)
9562 dragon_found = TRUE;
9571 for (i = 0; i < NUM_DIRECTIONS; i++)
9573 for (j = 0; j < 3; j++)
9575 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9577 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9579 Feld[xx][yy] = EL_EMPTY;
9580 TEST_DrawLevelField(xx, yy);
9589 static void InitBuggyBase(int x, int y)
9591 int element = Feld[x][y];
9592 int activating_delay = FRAMES_PER_SECOND / 4;
9595 (element == EL_SP_BUGGY_BASE ?
9596 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9597 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9599 element == EL_SP_BUGGY_BASE_ACTIVE ?
9600 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9603 static void WarnBuggyBase(int x, int y)
9606 static int xy[4][2] =
9614 for (i = 0; i < NUM_DIRECTIONS; i++)
9616 int xx = x + xy[i][0];
9617 int yy = y + xy[i][1];
9619 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9621 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9628 static void InitTrap(int x, int y)
9630 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9633 static void ActivateTrap(int x, int y)
9635 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9638 static void ChangeActiveTrap(int x, int y)
9640 int graphic = IMG_TRAP_ACTIVE;
9642 // if new animation frame was drawn, correct crumbled sand border
9643 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9644 TEST_DrawLevelFieldCrumbled(x, y);
9647 static int getSpecialActionElement(int element, int number, int base_element)
9649 return (element != EL_EMPTY ? element :
9650 number != -1 ? base_element + number - 1 :
9654 static int getModifiedActionNumber(int value_old, int operator, int operand,
9655 int value_min, int value_max)
9657 int value_new = (operator == CA_MODE_SET ? operand :
9658 operator == CA_MODE_ADD ? value_old + operand :
9659 operator == CA_MODE_SUBTRACT ? value_old - operand :
9660 operator == CA_MODE_MULTIPLY ? value_old * operand :
9661 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9662 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9665 return (value_new < value_min ? value_min :
9666 value_new > value_max ? value_max :
9670 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9672 struct ElementInfo *ei = &element_info[element];
9673 struct ElementChangeInfo *change = &ei->change_page[page];
9674 int target_element = change->target_element;
9675 int action_type = change->action_type;
9676 int action_mode = change->action_mode;
9677 int action_arg = change->action_arg;
9678 int action_element = change->action_element;
9681 if (!change->has_action)
9684 // ---------- determine action paramater values -----------------------------
9686 int level_time_value =
9687 (level.time > 0 ? TimeLeft :
9690 int action_arg_element_raw =
9691 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9692 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9693 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9694 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9695 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9696 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9697 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9699 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9701 int action_arg_direction =
9702 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9703 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9704 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9705 change->actual_trigger_side :
9706 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9707 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9710 int action_arg_number_min =
9711 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9714 int action_arg_number_max =
9715 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9716 action_type == CA_SET_LEVEL_GEMS ? 999 :
9717 action_type == CA_SET_LEVEL_TIME ? 9999 :
9718 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9719 action_type == CA_SET_CE_VALUE ? 9999 :
9720 action_type == CA_SET_CE_SCORE ? 9999 :
9723 int action_arg_number_reset =
9724 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9725 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9726 action_type == CA_SET_LEVEL_TIME ? level.time :
9727 action_type == CA_SET_LEVEL_SCORE ? 0 :
9728 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9729 action_type == CA_SET_CE_SCORE ? 0 :
9732 int action_arg_number =
9733 (action_arg <= CA_ARG_MAX ? action_arg :
9734 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9735 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9736 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9737 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9738 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9739 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9740 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9741 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9742 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9743 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9744 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9745 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9746 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9747 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9748 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9749 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9750 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9751 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9752 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9753 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9754 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9757 int action_arg_number_old =
9758 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9759 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9760 action_type == CA_SET_LEVEL_SCORE ? game.score :
9761 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9762 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9765 int action_arg_number_new =
9766 getModifiedActionNumber(action_arg_number_old,
9767 action_mode, action_arg_number,
9768 action_arg_number_min, action_arg_number_max);
9770 int trigger_player_bits =
9771 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9772 change->actual_trigger_player_bits : change->trigger_player);
9774 int action_arg_player_bits =
9775 (action_arg >= CA_ARG_PLAYER_1 &&
9776 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9777 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9778 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9781 // ---------- execute action -----------------------------------------------
9783 switch (action_type)
9790 // ---------- level actions ----------------------------------------------
9792 case CA_RESTART_LEVEL:
9794 game.restart_level = TRUE;
9799 case CA_SHOW_ENVELOPE:
9801 int element = getSpecialActionElement(action_arg_element,
9802 action_arg_number, EL_ENVELOPE_1);
9804 if (IS_ENVELOPE(element))
9805 local_player->show_envelope = element;
9810 case CA_SET_LEVEL_TIME:
9812 if (level.time > 0) // only modify limited time value
9814 TimeLeft = action_arg_number_new;
9816 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9818 DisplayGameControlValues();
9820 if (!TimeLeft && setup.time_limit)
9821 for (i = 0; i < MAX_PLAYERS; i++)
9822 KillPlayer(&stored_player[i]);
9828 case CA_SET_LEVEL_SCORE:
9830 game.score = action_arg_number_new;
9832 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9834 DisplayGameControlValues();
9839 case CA_SET_LEVEL_GEMS:
9841 game.gems_still_needed = action_arg_number_new;
9843 game.snapshot.collected_item = TRUE;
9845 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9847 DisplayGameControlValues();
9852 case CA_SET_LEVEL_WIND:
9854 game.wind_direction = action_arg_direction;
9859 case CA_SET_LEVEL_RANDOM_SEED:
9861 // ensure that setting a new random seed while playing is predictable
9862 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9867 // ---------- player actions ---------------------------------------------
9869 case CA_MOVE_PLAYER:
9871 // automatically move to the next field in specified direction
9872 for (i = 0; i < MAX_PLAYERS; i++)
9873 if (trigger_player_bits & (1 << i))
9874 stored_player[i].programmed_action = action_arg_direction;
9879 case CA_EXIT_PLAYER:
9881 for (i = 0; i < MAX_PLAYERS; i++)
9882 if (action_arg_player_bits & (1 << i))
9883 ExitPlayer(&stored_player[i]);
9885 if (game.players_still_needed == 0)
9891 case CA_KILL_PLAYER:
9893 for (i = 0; i < MAX_PLAYERS; i++)
9894 if (action_arg_player_bits & (1 << i))
9895 KillPlayer(&stored_player[i]);
9900 case CA_SET_PLAYER_KEYS:
9902 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9903 int element = getSpecialActionElement(action_arg_element,
9904 action_arg_number, EL_KEY_1);
9906 if (IS_KEY(element))
9908 for (i = 0; i < MAX_PLAYERS; i++)
9910 if (trigger_player_bits & (1 << i))
9912 stored_player[i].key[KEY_NR(element)] = key_state;
9914 DrawGameDoorValues();
9922 case CA_SET_PLAYER_SPEED:
9924 for (i = 0; i < MAX_PLAYERS; i++)
9926 if (trigger_player_bits & (1 << i))
9928 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9930 if (action_arg == CA_ARG_SPEED_FASTER &&
9931 stored_player[i].cannot_move)
9933 action_arg_number = STEPSIZE_VERY_SLOW;
9935 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9936 action_arg == CA_ARG_SPEED_FASTER)
9938 action_arg_number = 2;
9939 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9942 else if (action_arg == CA_ARG_NUMBER_RESET)
9944 action_arg_number = level.initial_player_stepsize[i];
9948 getModifiedActionNumber(move_stepsize,
9951 action_arg_number_min,
9952 action_arg_number_max);
9954 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9961 case CA_SET_PLAYER_SHIELD:
9963 for (i = 0; i < MAX_PLAYERS; i++)
9965 if (trigger_player_bits & (1 << i))
9967 if (action_arg == CA_ARG_SHIELD_OFF)
9969 stored_player[i].shield_normal_time_left = 0;
9970 stored_player[i].shield_deadly_time_left = 0;
9972 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9974 stored_player[i].shield_normal_time_left = 999999;
9976 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9978 stored_player[i].shield_normal_time_left = 999999;
9979 stored_player[i].shield_deadly_time_left = 999999;
9987 case CA_SET_PLAYER_GRAVITY:
9989 for (i = 0; i < MAX_PLAYERS; i++)
9991 if (trigger_player_bits & (1 << i))
9993 stored_player[i].gravity =
9994 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9995 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9996 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9997 stored_player[i].gravity);
10004 case CA_SET_PLAYER_ARTWORK:
10006 for (i = 0; i < MAX_PLAYERS; i++)
10008 if (trigger_player_bits & (1 << i))
10010 int artwork_element = action_arg_element;
10012 if (action_arg == CA_ARG_ELEMENT_RESET)
10014 (level.use_artwork_element[i] ? level.artwork_element[i] :
10015 stored_player[i].element_nr);
10017 if (stored_player[i].artwork_element != artwork_element)
10018 stored_player[i].Frame = 0;
10020 stored_player[i].artwork_element = artwork_element;
10022 SetPlayerWaiting(&stored_player[i], FALSE);
10024 // set number of special actions for bored and sleeping animation
10025 stored_player[i].num_special_action_bored =
10026 get_num_special_action(artwork_element,
10027 ACTION_BORING_1, ACTION_BORING_LAST);
10028 stored_player[i].num_special_action_sleeping =
10029 get_num_special_action(artwork_element,
10030 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10037 case CA_SET_PLAYER_INVENTORY:
10039 for (i = 0; i < MAX_PLAYERS; i++)
10041 struct PlayerInfo *player = &stored_player[i];
10044 if (trigger_player_bits & (1 << i))
10046 int inventory_element = action_arg_element;
10048 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10049 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10050 action_arg == CA_ARG_ELEMENT_ACTION)
10052 int element = inventory_element;
10053 int collect_count = element_info[element].collect_count_initial;
10055 if (!IS_CUSTOM_ELEMENT(element))
10058 if (collect_count == 0)
10059 player->inventory_infinite_element = element;
10061 for (k = 0; k < collect_count; k++)
10062 if (player->inventory_size < MAX_INVENTORY_SIZE)
10063 player->inventory_element[player->inventory_size++] =
10066 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10067 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10068 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10070 if (player->inventory_infinite_element != EL_UNDEFINED &&
10071 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10072 action_arg_element_raw))
10073 player->inventory_infinite_element = EL_UNDEFINED;
10075 for (k = 0, j = 0; j < player->inventory_size; j++)
10077 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10078 action_arg_element_raw))
10079 player->inventory_element[k++] = player->inventory_element[j];
10082 player->inventory_size = k;
10084 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10086 if (player->inventory_size > 0)
10088 for (j = 0; j < player->inventory_size - 1; j++)
10089 player->inventory_element[j] = player->inventory_element[j + 1];
10091 player->inventory_size--;
10094 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10096 if (player->inventory_size > 0)
10097 player->inventory_size--;
10099 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10101 player->inventory_infinite_element = EL_UNDEFINED;
10102 player->inventory_size = 0;
10104 else if (action_arg == CA_ARG_INVENTORY_RESET)
10106 player->inventory_infinite_element = EL_UNDEFINED;
10107 player->inventory_size = 0;
10109 if (level.use_initial_inventory[i])
10111 for (j = 0; j < level.initial_inventory_size[i]; j++)
10113 int element = level.initial_inventory_content[i][j];
10114 int collect_count = element_info[element].collect_count_initial;
10116 if (!IS_CUSTOM_ELEMENT(element))
10119 if (collect_count == 0)
10120 player->inventory_infinite_element = element;
10122 for (k = 0; k < collect_count; k++)
10123 if (player->inventory_size < MAX_INVENTORY_SIZE)
10124 player->inventory_element[player->inventory_size++] =
10135 // ---------- CE actions -------------------------------------------------
10137 case CA_SET_CE_VALUE:
10139 int last_ce_value = CustomValue[x][y];
10141 CustomValue[x][y] = action_arg_number_new;
10143 if (CustomValue[x][y] != last_ce_value)
10145 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10146 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10148 if (CustomValue[x][y] == 0)
10150 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10151 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10158 case CA_SET_CE_SCORE:
10160 int last_ce_score = ei->collect_score;
10162 ei->collect_score = action_arg_number_new;
10164 if (ei->collect_score != last_ce_score)
10166 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10167 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10169 if (ei->collect_score == 0)
10173 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10174 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10177 This is a very special case that seems to be a mixture between
10178 CheckElementChange() and CheckTriggeredElementChange(): while
10179 the first one only affects single elements that are triggered
10180 directly, the second one affects multiple elements in the playfield
10181 that are triggered indirectly by another element. This is a third
10182 case: Changing the CE score always affects multiple identical CEs,
10183 so every affected CE must be checked, not only the single CE for
10184 which the CE score was changed in the first place (as every instance
10185 of that CE shares the same CE score, and therefore also can change)!
10187 SCAN_PLAYFIELD(xx, yy)
10189 if (Feld[xx][yy] == element)
10190 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10191 CE_SCORE_GETS_ZERO);
10199 case CA_SET_CE_ARTWORK:
10201 int artwork_element = action_arg_element;
10202 boolean reset_frame = FALSE;
10205 if (action_arg == CA_ARG_ELEMENT_RESET)
10206 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10209 if (ei->gfx_element != artwork_element)
10210 reset_frame = TRUE;
10212 ei->gfx_element = artwork_element;
10214 SCAN_PLAYFIELD(xx, yy)
10216 if (Feld[xx][yy] == element)
10220 ResetGfxAnimation(xx, yy);
10221 ResetRandomAnimationValue(xx, yy);
10224 TEST_DrawLevelField(xx, yy);
10231 // ---------- engine actions ---------------------------------------------
10233 case CA_SET_ENGINE_SCAN_MODE:
10235 InitPlayfieldScanMode(action_arg);
10245 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10247 int old_element = Feld[x][y];
10248 int new_element = GetElementFromGroupElement(element);
10249 int previous_move_direction = MovDir[x][y];
10250 int last_ce_value = CustomValue[x][y];
10251 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10252 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10253 boolean add_player_onto_element = (new_element_is_player &&
10254 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10255 IS_WALKABLE(old_element));
10257 if (!add_player_onto_element)
10259 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10260 RemoveMovingField(x, y);
10264 Feld[x][y] = new_element;
10266 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10267 MovDir[x][y] = previous_move_direction;
10269 if (element_info[new_element].use_last_ce_value)
10270 CustomValue[x][y] = last_ce_value;
10272 InitField_WithBug1(x, y, FALSE);
10274 new_element = Feld[x][y]; // element may have changed
10276 ResetGfxAnimation(x, y);
10277 ResetRandomAnimationValue(x, y);
10279 TEST_DrawLevelField(x, y);
10281 if (GFX_CRUMBLED(new_element))
10282 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10285 // check if element under the player changes from accessible to unaccessible
10286 // (needed for special case of dropping element which then changes)
10287 // (must be checked after creating new element for walkable group elements)
10288 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10289 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10296 // "ChangeCount" not set yet to allow "entered by player" change one time
10297 if (new_element_is_player)
10298 RelocatePlayer(x, y, new_element);
10301 ChangeCount[x][y]++; // count number of changes in the same frame
10303 TestIfBadThingTouchesPlayer(x, y);
10304 TestIfPlayerTouchesCustomElement(x, y);
10305 TestIfElementTouchesCustomElement(x, y);
10308 static void CreateField(int x, int y, int element)
10310 CreateFieldExt(x, y, element, FALSE);
10313 static void CreateElementFromChange(int x, int y, int element)
10315 element = GET_VALID_RUNTIME_ELEMENT(element);
10317 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10319 int old_element = Feld[x][y];
10321 // prevent changed element from moving in same engine frame
10322 // unless both old and new element can either fall or move
10323 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10324 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10328 CreateFieldExt(x, y, element, TRUE);
10331 static boolean ChangeElement(int x, int y, int element, int page)
10333 struct ElementInfo *ei = &element_info[element];
10334 struct ElementChangeInfo *change = &ei->change_page[page];
10335 int ce_value = CustomValue[x][y];
10336 int ce_score = ei->collect_score;
10337 int target_element;
10338 int old_element = Feld[x][y];
10340 // always use default change event to prevent running into a loop
10341 if (ChangeEvent[x][y] == -1)
10342 ChangeEvent[x][y] = CE_DELAY;
10344 if (ChangeEvent[x][y] == CE_DELAY)
10346 // reset actual trigger element, trigger player and action element
10347 change->actual_trigger_element = EL_EMPTY;
10348 change->actual_trigger_player = EL_EMPTY;
10349 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10350 change->actual_trigger_side = CH_SIDE_NONE;
10351 change->actual_trigger_ce_value = 0;
10352 change->actual_trigger_ce_score = 0;
10355 // do not change elements more than a specified maximum number of changes
10356 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10359 ChangeCount[x][y]++; // count number of changes in the same frame
10361 if (change->explode)
10368 if (change->use_target_content)
10370 boolean complete_replace = TRUE;
10371 boolean can_replace[3][3];
10374 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10377 boolean is_walkable;
10378 boolean is_diggable;
10379 boolean is_collectible;
10380 boolean is_removable;
10381 boolean is_destructible;
10382 int ex = x + xx - 1;
10383 int ey = y + yy - 1;
10384 int content_element = change->target_content.e[xx][yy];
10387 can_replace[xx][yy] = TRUE;
10389 if (ex == x && ey == y) // do not check changing element itself
10392 if (content_element == EL_EMPTY_SPACE)
10394 can_replace[xx][yy] = FALSE; // do not replace border with space
10399 if (!IN_LEV_FIELD(ex, ey))
10401 can_replace[xx][yy] = FALSE;
10402 complete_replace = FALSE;
10409 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10410 e = MovingOrBlocked2Element(ex, ey);
10412 is_empty = (IS_FREE(ex, ey) ||
10413 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10415 is_walkable = (is_empty || IS_WALKABLE(e));
10416 is_diggable = (is_empty || IS_DIGGABLE(e));
10417 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10418 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10419 is_removable = (is_diggable || is_collectible);
10421 can_replace[xx][yy] =
10422 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10423 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10424 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10425 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10426 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10427 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10428 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10430 if (!can_replace[xx][yy])
10431 complete_replace = FALSE;
10434 if (!change->only_if_complete || complete_replace)
10436 boolean something_has_changed = FALSE;
10438 if (change->only_if_complete && change->use_random_replace &&
10439 RND(100) < change->random_percentage)
10442 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10444 int ex = x + xx - 1;
10445 int ey = y + yy - 1;
10446 int content_element;
10448 if (can_replace[xx][yy] && (!change->use_random_replace ||
10449 RND(100) < change->random_percentage))
10451 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10452 RemoveMovingField(ex, ey);
10454 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10456 content_element = change->target_content.e[xx][yy];
10457 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10458 ce_value, ce_score);
10460 CreateElementFromChange(ex, ey, target_element);
10462 something_has_changed = TRUE;
10464 // for symmetry reasons, freeze newly created border elements
10465 if (ex != x || ey != y)
10466 Stop[ex][ey] = TRUE; // no more moving in this frame
10470 if (something_has_changed)
10472 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10473 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10479 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10480 ce_value, ce_score);
10482 if (element == EL_DIAGONAL_GROWING ||
10483 element == EL_DIAGONAL_SHRINKING)
10485 target_element = Store[x][y];
10487 Store[x][y] = EL_EMPTY;
10490 CreateElementFromChange(x, y, target_element);
10492 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10493 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10496 // this uses direct change before indirect change
10497 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10502 static void HandleElementChange(int x, int y, int page)
10504 int element = MovingOrBlocked2Element(x, y);
10505 struct ElementInfo *ei = &element_info[element];
10506 struct ElementChangeInfo *change = &ei->change_page[page];
10507 boolean handle_action_before_change = FALSE;
10510 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10511 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10514 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10515 x, y, element, element_info[element].token_name);
10516 printf("HandleElementChange(): This should never happen!\n");
10521 // this can happen with classic bombs on walkable, changing elements
10522 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10527 if (ChangeDelay[x][y] == 0) // initialize element change
10529 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10531 if (change->can_change)
10533 // !!! not clear why graphic animation should be reset at all here !!!
10534 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10535 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10538 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10540 When using an animation frame delay of 1 (this only happens with
10541 "sp_zonk.moving.left/right" in the classic graphics), the default
10542 (non-moving) animation shows wrong animation frames (while the
10543 moving animation, like "sp_zonk.moving.left/right", is correct,
10544 so this graphical bug never shows up with the classic graphics).
10545 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10546 be drawn instead of the correct frames 0,1,2,3. This is caused by
10547 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10548 an element change: First when the change delay ("ChangeDelay[][]")
10549 counter has reached zero after decrementing, then a second time in
10550 the next frame (after "GfxFrame[][]" was already incremented) when
10551 "ChangeDelay[][]" is reset to the initial delay value again.
10553 This causes frame 0 to be drawn twice, while the last frame won't
10554 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10556 As some animations may already be cleverly designed around this bug
10557 (at least the "Snake Bite" snake tail animation does this), it cannot
10558 simply be fixed here without breaking such existing animations.
10559 Unfortunately, it cannot easily be detected if a graphics set was
10560 designed "before" or "after" the bug was fixed. As a workaround,
10561 a new graphics set option "game.graphics_engine_version" was added
10562 to be able to specify the game's major release version for which the
10563 graphics set was designed, which can then be used to decide if the
10564 bugfix should be used (version 4 and above) or not (version 3 or
10565 below, or if no version was specified at all, as with old sets).
10567 (The wrong/fixed animation frames can be tested with the test level set
10568 "test_gfxframe" and level "000", which contains a specially prepared
10569 custom element at level position (x/y) == (11/9) which uses the zonk
10570 animation mentioned above. Using "game.graphics_engine_version: 4"
10571 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10572 This can also be seen from the debug output for this test element.)
10575 // when a custom element is about to change (for example by change delay),
10576 // do not reset graphic animation when the custom element is moving
10577 if (game.graphics_engine_version < 4 &&
10580 ResetGfxAnimation(x, y);
10581 ResetRandomAnimationValue(x, y);
10584 if (change->pre_change_function)
10585 change->pre_change_function(x, y);
10589 ChangeDelay[x][y]--;
10591 if (ChangeDelay[x][y] != 0) // continue element change
10593 if (change->can_change)
10595 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10597 if (IS_ANIMATED(graphic))
10598 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10600 if (change->change_function)
10601 change->change_function(x, y);
10604 else // finish element change
10606 if (ChangePage[x][y] != -1) // remember page from delayed change
10608 page = ChangePage[x][y];
10609 ChangePage[x][y] = -1;
10611 change = &ei->change_page[page];
10614 if (IS_MOVING(x, y)) // never change a running system ;-)
10616 ChangeDelay[x][y] = 1; // try change after next move step
10617 ChangePage[x][y] = page; // remember page to use for change
10622 // special case: set new level random seed before changing element
10623 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10624 handle_action_before_change = TRUE;
10626 if (change->has_action && handle_action_before_change)
10627 ExecuteCustomElementAction(x, y, element, page);
10629 if (change->can_change)
10631 if (ChangeElement(x, y, element, page))
10633 if (change->post_change_function)
10634 change->post_change_function(x, y);
10638 if (change->has_action && !handle_action_before_change)
10639 ExecuteCustomElementAction(x, y, element, page);
10643 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10644 int trigger_element,
10646 int trigger_player,
10650 boolean change_done_any = FALSE;
10651 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10654 if (!(trigger_events[trigger_element][trigger_event]))
10657 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10659 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10661 int element = EL_CUSTOM_START + i;
10662 boolean change_done = FALSE;
10665 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10666 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10669 for (p = 0; p < element_info[element].num_change_pages; p++)
10671 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10673 if (change->can_change_or_has_action &&
10674 change->has_event[trigger_event] &&
10675 change->trigger_side & trigger_side &&
10676 change->trigger_player & trigger_player &&
10677 change->trigger_page & trigger_page_bits &&
10678 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10680 change->actual_trigger_element = trigger_element;
10681 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10682 change->actual_trigger_player_bits = trigger_player;
10683 change->actual_trigger_side = trigger_side;
10684 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10685 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10687 if ((change->can_change && !change_done) || change->has_action)
10691 SCAN_PLAYFIELD(x, y)
10693 if (Feld[x][y] == element)
10695 if (change->can_change && !change_done)
10697 // if element already changed in this frame, not only prevent
10698 // another element change (checked in ChangeElement()), but
10699 // also prevent additional element actions for this element
10701 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10702 !level.use_action_after_change_bug)
10705 ChangeDelay[x][y] = 1;
10706 ChangeEvent[x][y] = trigger_event;
10708 HandleElementChange(x, y, p);
10710 else if (change->has_action)
10712 // if element already changed in this frame, not only prevent
10713 // another element change (checked in ChangeElement()), but
10714 // also prevent additional element actions for this element
10716 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10717 !level.use_action_after_change_bug)
10720 ExecuteCustomElementAction(x, y, element, p);
10721 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10726 if (change->can_change)
10728 change_done = TRUE;
10729 change_done_any = TRUE;
10736 RECURSION_LOOP_DETECTION_END();
10738 return change_done_any;
10741 static boolean CheckElementChangeExt(int x, int y,
10743 int trigger_element,
10745 int trigger_player,
10748 boolean change_done = FALSE;
10751 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10752 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10755 if (Feld[x][y] == EL_BLOCKED)
10757 Blocked2Moving(x, y, &x, &y);
10758 element = Feld[x][y];
10761 // check if element has already changed or is about to change after moving
10762 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10763 Feld[x][y] != element) ||
10765 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10766 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10767 ChangePage[x][y] != -1)))
10770 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10772 for (p = 0; p < element_info[element].num_change_pages; p++)
10774 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10776 /* check trigger element for all events where the element that is checked
10777 for changing interacts with a directly adjacent element -- this is
10778 different to element changes that affect other elements to change on the
10779 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10780 boolean check_trigger_element =
10781 (trigger_event == CE_TOUCHING_X ||
10782 trigger_event == CE_HITTING_X ||
10783 trigger_event == CE_HIT_BY_X ||
10784 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10786 if (change->can_change_or_has_action &&
10787 change->has_event[trigger_event] &&
10788 change->trigger_side & trigger_side &&
10789 change->trigger_player & trigger_player &&
10790 (!check_trigger_element ||
10791 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10793 change->actual_trigger_element = trigger_element;
10794 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10795 change->actual_trigger_player_bits = trigger_player;
10796 change->actual_trigger_side = trigger_side;
10797 change->actual_trigger_ce_value = CustomValue[x][y];
10798 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10800 // special case: trigger element not at (x,y) position for some events
10801 if (check_trigger_element)
10813 { 0, 0 }, { 0, 0 }, { 0, 0 },
10817 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10818 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10820 change->actual_trigger_ce_value = CustomValue[xx][yy];
10821 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10824 if (change->can_change && !change_done)
10826 ChangeDelay[x][y] = 1;
10827 ChangeEvent[x][y] = trigger_event;
10829 HandleElementChange(x, y, p);
10831 change_done = TRUE;
10833 else if (change->has_action)
10835 ExecuteCustomElementAction(x, y, element, p);
10836 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10841 RECURSION_LOOP_DETECTION_END();
10843 return change_done;
10846 static void PlayPlayerSound(struct PlayerInfo *player)
10848 int jx = player->jx, jy = player->jy;
10849 int sound_element = player->artwork_element;
10850 int last_action = player->last_action_waiting;
10851 int action = player->action_waiting;
10853 if (player->is_waiting)
10855 if (action != last_action)
10856 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10858 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10862 if (action != last_action)
10863 StopSound(element_info[sound_element].sound[last_action]);
10865 if (last_action == ACTION_SLEEPING)
10866 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10870 static void PlayAllPlayersSound(void)
10874 for (i = 0; i < MAX_PLAYERS; i++)
10875 if (stored_player[i].active)
10876 PlayPlayerSound(&stored_player[i]);
10879 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10881 boolean last_waiting = player->is_waiting;
10882 int move_dir = player->MovDir;
10884 player->dir_waiting = move_dir;
10885 player->last_action_waiting = player->action_waiting;
10889 if (!last_waiting) // not waiting -> waiting
10891 player->is_waiting = TRUE;
10893 player->frame_counter_bored =
10895 game.player_boring_delay_fixed +
10896 GetSimpleRandom(game.player_boring_delay_random);
10897 player->frame_counter_sleeping =
10899 game.player_sleeping_delay_fixed +
10900 GetSimpleRandom(game.player_sleeping_delay_random);
10902 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10905 if (game.player_sleeping_delay_fixed +
10906 game.player_sleeping_delay_random > 0 &&
10907 player->anim_delay_counter == 0 &&
10908 player->post_delay_counter == 0 &&
10909 FrameCounter >= player->frame_counter_sleeping)
10910 player->is_sleeping = TRUE;
10911 else if (game.player_boring_delay_fixed +
10912 game.player_boring_delay_random > 0 &&
10913 FrameCounter >= player->frame_counter_bored)
10914 player->is_bored = TRUE;
10916 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10917 player->is_bored ? ACTION_BORING :
10920 if (player->is_sleeping && player->use_murphy)
10922 // special case for sleeping Murphy when leaning against non-free tile
10924 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10925 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10926 !IS_MOVING(player->jx - 1, player->jy)))
10927 move_dir = MV_LEFT;
10928 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10929 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10930 !IS_MOVING(player->jx + 1, player->jy)))
10931 move_dir = MV_RIGHT;
10933 player->is_sleeping = FALSE;
10935 player->dir_waiting = move_dir;
10938 if (player->is_sleeping)
10940 if (player->num_special_action_sleeping > 0)
10942 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10944 int last_special_action = player->special_action_sleeping;
10945 int num_special_action = player->num_special_action_sleeping;
10946 int special_action =
10947 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10948 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10949 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10950 last_special_action + 1 : ACTION_SLEEPING);
10951 int special_graphic =
10952 el_act_dir2img(player->artwork_element, special_action, move_dir);
10954 player->anim_delay_counter =
10955 graphic_info[special_graphic].anim_delay_fixed +
10956 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10957 player->post_delay_counter =
10958 graphic_info[special_graphic].post_delay_fixed +
10959 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10961 player->special_action_sleeping = special_action;
10964 if (player->anim_delay_counter > 0)
10966 player->action_waiting = player->special_action_sleeping;
10967 player->anim_delay_counter--;
10969 else if (player->post_delay_counter > 0)
10971 player->post_delay_counter--;
10975 else if (player->is_bored)
10977 if (player->num_special_action_bored > 0)
10979 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10981 int special_action =
10982 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10983 int special_graphic =
10984 el_act_dir2img(player->artwork_element, special_action, move_dir);
10986 player->anim_delay_counter =
10987 graphic_info[special_graphic].anim_delay_fixed +
10988 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10989 player->post_delay_counter =
10990 graphic_info[special_graphic].post_delay_fixed +
10991 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10993 player->special_action_bored = special_action;
10996 if (player->anim_delay_counter > 0)
10998 player->action_waiting = player->special_action_bored;
10999 player->anim_delay_counter--;
11001 else if (player->post_delay_counter > 0)
11003 player->post_delay_counter--;
11008 else if (last_waiting) // waiting -> not waiting
11010 player->is_waiting = FALSE;
11011 player->is_bored = FALSE;
11012 player->is_sleeping = FALSE;
11014 player->frame_counter_bored = -1;
11015 player->frame_counter_sleeping = -1;
11017 player->anim_delay_counter = 0;
11018 player->post_delay_counter = 0;
11020 player->dir_waiting = player->MovDir;
11021 player->action_waiting = ACTION_DEFAULT;
11023 player->special_action_bored = ACTION_DEFAULT;
11024 player->special_action_sleeping = ACTION_DEFAULT;
11028 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11030 if ((!player->is_moving && player->was_moving) ||
11031 (player->MovPos == 0 && player->was_moving) ||
11032 (player->is_snapping && !player->was_snapping) ||
11033 (player->is_dropping && !player->was_dropping))
11035 if (!CheckSaveEngineSnapshotToList())
11038 player->was_moving = FALSE;
11039 player->was_snapping = TRUE;
11040 player->was_dropping = TRUE;
11044 if (player->is_moving)
11045 player->was_moving = TRUE;
11047 if (!player->is_snapping)
11048 player->was_snapping = FALSE;
11050 if (!player->is_dropping)
11051 player->was_dropping = FALSE;
11055 static void CheckSingleStepMode(struct PlayerInfo *player)
11057 if (tape.single_step && tape.recording && !tape.pausing)
11059 /* as it is called "single step mode", just return to pause mode when the
11060 player stopped moving after one tile (or never starts moving at all) */
11061 if (!player->is_moving &&
11062 !player->is_pushing &&
11063 !player->is_dropping_pressed)
11064 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11067 CheckSaveEngineSnapshot(player);
11070 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11072 int left = player_action & JOY_LEFT;
11073 int right = player_action & JOY_RIGHT;
11074 int up = player_action & JOY_UP;
11075 int down = player_action & JOY_DOWN;
11076 int button1 = player_action & JOY_BUTTON_1;
11077 int button2 = player_action & JOY_BUTTON_2;
11078 int dx = (left ? -1 : right ? 1 : 0);
11079 int dy = (up ? -1 : down ? 1 : 0);
11081 if (!player->active || tape.pausing)
11087 SnapField(player, dx, dy);
11091 DropElement(player);
11093 MovePlayer(player, dx, dy);
11096 CheckSingleStepMode(player);
11098 SetPlayerWaiting(player, FALSE);
11100 return player_action;
11104 // no actions for this player (no input at player's configured device)
11106 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11107 SnapField(player, 0, 0);
11108 CheckGravityMovementWhenNotMoving(player);
11110 if (player->MovPos == 0)
11111 SetPlayerWaiting(player, TRUE);
11113 if (player->MovPos == 0) // needed for tape.playing
11114 player->is_moving = FALSE;
11116 player->is_dropping = FALSE;
11117 player->is_dropping_pressed = FALSE;
11118 player->drop_pressed_delay = 0;
11120 CheckSingleStepMode(player);
11126 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11129 if (!tape.use_mouse)
11132 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11133 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11134 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11137 static void SetTapeActionFromMouseAction(byte *tape_action,
11138 struct MouseActionInfo *mouse_action)
11140 if (!tape.use_mouse)
11143 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11144 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11145 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11148 static void CheckLevelSolved(void)
11150 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11152 if (game_em.level_solved &&
11153 !game_em.game_over) // game won
11157 game_em.game_over = TRUE;
11159 game.all_players_gone = TRUE;
11162 if (game_em.game_over) // game lost
11163 game.all_players_gone = TRUE;
11165 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11167 if (game_sp.level_solved &&
11168 !game_sp.game_over) // game won
11172 game_sp.game_over = TRUE;
11174 game.all_players_gone = TRUE;
11177 if (game_sp.game_over) // game lost
11178 game.all_players_gone = TRUE;
11180 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11182 if (game_mm.level_solved &&
11183 !game_mm.game_over) // game won
11187 game_mm.game_over = TRUE;
11189 game.all_players_gone = TRUE;
11192 if (game_mm.game_over) // game lost
11193 game.all_players_gone = TRUE;
11197 static void CheckLevelTime(void)
11201 if (TimeFrames >= FRAMES_PER_SECOND)
11206 for (i = 0; i < MAX_PLAYERS; i++)
11208 struct PlayerInfo *player = &stored_player[i];
11210 if (SHIELD_ON(player))
11212 player->shield_normal_time_left--;
11214 if (player->shield_deadly_time_left > 0)
11215 player->shield_deadly_time_left--;
11219 if (!game.LevelSolved && !level.use_step_counter)
11227 if (TimeLeft <= 10 && setup.time_limit)
11228 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11230 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11231 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11233 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11235 if (!TimeLeft && setup.time_limit)
11237 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11238 level.native_em_level->lev->killed_out_of_time = TRUE;
11240 for (i = 0; i < MAX_PLAYERS; i++)
11241 KillPlayer(&stored_player[i]);
11244 else if (game.no_time_limit && !game.all_players_gone)
11246 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11249 level.native_em_level->lev->time =
11250 (game.no_time_limit ? TimePlayed : TimeLeft);
11253 if (tape.recording || tape.playing)
11254 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11257 if (tape.recording || tape.playing)
11258 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11260 UpdateAndDisplayGameControlValues();
11263 void AdvanceFrameAndPlayerCounters(int player_nr)
11267 // advance frame counters (global frame counter and time frame counter)
11271 // advance player counters (counters for move delay, move animation etc.)
11272 for (i = 0; i < MAX_PLAYERS; i++)
11274 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11275 int move_delay_value = stored_player[i].move_delay_value;
11276 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11278 if (!advance_player_counters) // not all players may be affected
11281 if (move_frames == 0) // less than one move per game frame
11283 int stepsize = TILEX / move_delay_value;
11284 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11285 int count = (stored_player[i].is_moving ?
11286 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11288 if (count % delay == 0)
11292 stored_player[i].Frame += move_frames;
11294 if (stored_player[i].MovPos != 0)
11295 stored_player[i].StepFrame += move_frames;
11297 if (stored_player[i].move_delay > 0)
11298 stored_player[i].move_delay--;
11300 // due to bugs in previous versions, counter must count up, not down
11301 if (stored_player[i].push_delay != -1)
11302 stored_player[i].push_delay++;
11304 if (stored_player[i].drop_delay > 0)
11305 stored_player[i].drop_delay--;
11307 if (stored_player[i].is_dropping_pressed)
11308 stored_player[i].drop_pressed_delay++;
11312 void StartGameActions(boolean init_network_game, boolean record_tape,
11315 unsigned int new_random_seed = InitRND(random_seed);
11318 TapeStartRecording(new_random_seed);
11320 if (init_network_game)
11322 SendToServer_LevelFile();
11323 SendToServer_StartPlaying();
11331 static void GameActionsExt(void)
11334 static unsigned int game_frame_delay = 0;
11336 unsigned int game_frame_delay_value;
11337 byte *recorded_player_action;
11338 byte summarized_player_action = 0;
11339 byte tape_action[MAX_PLAYERS];
11342 // detect endless loops, caused by custom element programming
11343 if (recursion_loop_detected && recursion_loop_depth == 0)
11345 char *message = getStringCat3("Internal Error! Element ",
11346 EL_NAME(recursion_loop_element),
11347 " caused endless loop! Quit the game?");
11349 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11350 EL_NAME(recursion_loop_element));
11352 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11354 recursion_loop_detected = FALSE; // if game should be continued
11361 if (game.restart_level)
11362 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11364 CheckLevelSolved();
11366 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11369 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11372 if (game_status != GAME_MODE_PLAYING) // status might have changed
11375 game_frame_delay_value =
11376 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11378 if (tape.playing && tape.warp_forward && !tape.pausing)
11379 game_frame_delay_value = 0;
11381 SetVideoFrameDelay(game_frame_delay_value);
11383 // (de)activate virtual buttons depending on current game status
11384 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11386 if (game.all_players_gone) // if no players there to be controlled anymore
11387 SetOverlayActive(FALSE);
11388 else if (!tape.playing) // if game continues after tape stopped playing
11389 SetOverlayActive(TRUE);
11394 // ---------- main game synchronization point ----------
11396 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11398 printf("::: skip == %d\n", skip);
11401 // ---------- main game synchronization point ----------
11403 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11407 if (network_playing && !network_player_action_received)
11409 // try to get network player actions in time
11411 // last chance to get network player actions without main loop delay
11412 HandleNetworking();
11414 // game was quit by network peer
11415 if (game_status != GAME_MODE_PLAYING)
11418 // check if network player actions still missing and game still running
11419 if (!network_player_action_received && !checkGameEnded())
11420 return; // failed to get network player actions in time
11422 // do not yet reset "network_player_action_received" (for tape.pausing)
11428 // at this point we know that we really continue executing the game
11430 network_player_action_received = FALSE;
11432 // when playing tape, read previously recorded player input from tape data
11433 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11435 local_player->effective_mouse_action = local_player->mouse_action;
11437 if (recorded_player_action != NULL)
11438 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11439 recorded_player_action);
11441 // TapePlayAction() may return NULL when toggling to "pause before death"
11445 if (tape.set_centered_player)
11447 game.centered_player_nr_next = tape.centered_player_nr_next;
11448 game.set_centered_player = TRUE;
11451 for (i = 0; i < MAX_PLAYERS; i++)
11453 summarized_player_action |= stored_player[i].action;
11455 if (!network_playing && (game.team_mode || tape.playing))
11456 stored_player[i].effective_action = stored_player[i].action;
11459 if (network_playing && !checkGameEnded())
11460 SendToServer_MovePlayer(summarized_player_action);
11462 // summarize all actions at local players mapped input device position
11463 // (this allows using different input devices in single player mode)
11464 if (!network.enabled && !game.team_mode)
11465 stored_player[map_player_action[local_player->index_nr]].effective_action =
11466 summarized_player_action;
11468 if (tape.recording &&
11470 setup.input_on_focus &&
11471 game.centered_player_nr != -1)
11473 for (i = 0; i < MAX_PLAYERS; i++)
11474 stored_player[i].effective_action =
11475 (i == game.centered_player_nr ? summarized_player_action : 0);
11478 if (recorded_player_action != NULL)
11479 for (i = 0; i < MAX_PLAYERS; i++)
11480 stored_player[i].effective_action = recorded_player_action[i];
11482 for (i = 0; i < MAX_PLAYERS; i++)
11484 tape_action[i] = stored_player[i].effective_action;
11486 /* (this may happen in the RND game engine if a player was not present on
11487 the playfield on level start, but appeared later from a custom element */
11488 if (setup.team_mode &&
11491 !tape.player_participates[i])
11492 tape.player_participates[i] = TRUE;
11495 SetTapeActionFromMouseAction(tape_action,
11496 &local_player->effective_mouse_action);
11498 // only record actions from input devices, but not programmed actions
11499 if (tape.recording)
11500 TapeRecordAction(tape_action);
11502 // remember if game was played (especially after tape stopped playing)
11503 if (!tape.playing && summarized_player_action)
11504 game.GamePlayed = TRUE;
11506 #if USE_NEW_PLAYER_ASSIGNMENTS
11507 // !!! also map player actions in single player mode !!!
11508 // if (game.team_mode)
11511 byte mapped_action[MAX_PLAYERS];
11513 #if DEBUG_PLAYER_ACTIONS
11515 for (i = 0; i < MAX_PLAYERS; i++)
11516 printf(" %d, ", stored_player[i].effective_action);
11519 for (i = 0; i < MAX_PLAYERS; i++)
11520 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11522 for (i = 0; i < MAX_PLAYERS; i++)
11523 stored_player[i].effective_action = mapped_action[i];
11525 #if DEBUG_PLAYER_ACTIONS
11527 for (i = 0; i < MAX_PLAYERS; i++)
11528 printf(" %d, ", stored_player[i].effective_action);
11532 #if DEBUG_PLAYER_ACTIONS
11536 for (i = 0; i < MAX_PLAYERS; i++)
11537 printf(" %d, ", stored_player[i].effective_action);
11543 for (i = 0; i < MAX_PLAYERS; i++)
11545 // allow engine snapshot in case of changed movement attempt
11546 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11547 (stored_player[i].effective_action & KEY_MOTION))
11548 game.snapshot.changed_action = TRUE;
11550 // allow engine snapshot in case of snapping/dropping attempt
11551 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11552 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11553 game.snapshot.changed_action = TRUE;
11555 game.snapshot.last_action[i] = stored_player[i].effective_action;
11558 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11560 GameActions_EM_Main();
11562 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11564 GameActions_SP_Main();
11566 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11568 GameActions_MM_Main();
11572 GameActions_RND_Main();
11575 BlitScreenToBitmap(backbuffer);
11577 CheckLevelSolved();
11580 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11582 if (global.show_frames_per_second)
11584 static unsigned int fps_counter = 0;
11585 static int fps_frames = 0;
11586 unsigned int fps_delay_ms = Counter() - fps_counter;
11590 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11592 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11595 fps_counter = Counter();
11597 // always draw FPS to screen after FPS value was updated
11598 redraw_mask |= REDRAW_FPS;
11601 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11602 if (GetDrawDeactivationMask() == REDRAW_NONE)
11603 redraw_mask |= REDRAW_FPS;
11607 static void GameActions_CheckSaveEngineSnapshot(void)
11609 if (!game.snapshot.save_snapshot)
11612 // clear flag for saving snapshot _before_ saving snapshot
11613 game.snapshot.save_snapshot = FALSE;
11615 SaveEngineSnapshotToList();
11618 void GameActions(void)
11622 GameActions_CheckSaveEngineSnapshot();
11625 void GameActions_EM_Main(void)
11627 byte effective_action[MAX_PLAYERS];
11628 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11631 for (i = 0; i < MAX_PLAYERS; i++)
11632 effective_action[i] = stored_player[i].effective_action;
11634 GameActions_EM(effective_action, warp_mode);
11637 void GameActions_SP_Main(void)
11639 byte effective_action[MAX_PLAYERS];
11640 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11643 for (i = 0; i < MAX_PLAYERS; i++)
11644 effective_action[i] = stored_player[i].effective_action;
11646 GameActions_SP(effective_action, warp_mode);
11648 for (i = 0; i < MAX_PLAYERS; i++)
11650 if (stored_player[i].force_dropping)
11651 stored_player[i].action |= KEY_BUTTON_DROP;
11653 stored_player[i].force_dropping = FALSE;
11657 void GameActions_MM_Main(void)
11659 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11661 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11664 void GameActions_RND_Main(void)
11669 void GameActions_RND(void)
11671 int magic_wall_x = 0, magic_wall_y = 0;
11672 int i, x, y, element, graphic, last_gfx_frame;
11674 InitPlayfieldScanModeVars();
11676 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11678 SCAN_PLAYFIELD(x, y)
11680 ChangeCount[x][y] = 0;
11681 ChangeEvent[x][y] = -1;
11685 if (game.set_centered_player)
11687 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11689 // switching to "all players" only possible if all players fit to screen
11690 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11692 game.centered_player_nr_next = game.centered_player_nr;
11693 game.set_centered_player = FALSE;
11696 // do not switch focus to non-existing (or non-active) player
11697 if (game.centered_player_nr_next >= 0 &&
11698 !stored_player[game.centered_player_nr_next].active)
11700 game.centered_player_nr_next = game.centered_player_nr;
11701 game.set_centered_player = FALSE;
11705 if (game.set_centered_player &&
11706 ScreenMovPos == 0) // screen currently aligned at tile position
11710 if (game.centered_player_nr_next == -1)
11712 setScreenCenteredToAllPlayers(&sx, &sy);
11716 sx = stored_player[game.centered_player_nr_next].jx;
11717 sy = stored_player[game.centered_player_nr_next].jy;
11720 game.centered_player_nr = game.centered_player_nr_next;
11721 game.set_centered_player = FALSE;
11723 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11724 DrawGameDoorValues();
11727 for (i = 0; i < MAX_PLAYERS; i++)
11729 int actual_player_action = stored_player[i].effective_action;
11732 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11733 - rnd_equinox_tetrachloride 048
11734 - rnd_equinox_tetrachloride_ii 096
11735 - rnd_emanuel_schmieg 002
11736 - doctor_sloan_ww 001, 020
11738 if (stored_player[i].MovPos == 0)
11739 CheckGravityMovement(&stored_player[i]);
11742 // overwrite programmed action with tape action
11743 if (stored_player[i].programmed_action)
11744 actual_player_action = stored_player[i].programmed_action;
11746 PlayerActions(&stored_player[i], actual_player_action);
11748 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11751 ScrollScreen(NULL, SCROLL_GO_ON);
11753 /* for backwards compatibility, the following code emulates a fixed bug that
11754 occured when pushing elements (causing elements that just made their last
11755 pushing step to already (if possible) make their first falling step in the
11756 same game frame, which is bad); this code is also needed to use the famous
11757 "spring push bug" which is used in older levels and might be wanted to be
11758 used also in newer levels, but in this case the buggy pushing code is only
11759 affecting the "spring" element and no other elements */
11761 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11763 for (i = 0; i < MAX_PLAYERS; i++)
11765 struct PlayerInfo *player = &stored_player[i];
11766 int x = player->jx;
11767 int y = player->jy;
11769 if (player->active && player->is_pushing && player->is_moving &&
11771 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11772 Feld[x][y] == EL_SPRING))
11774 ContinueMoving(x, y);
11776 // continue moving after pushing (this is actually a bug)
11777 if (!IS_MOVING(x, y))
11778 Stop[x][y] = FALSE;
11783 SCAN_PLAYFIELD(x, y)
11785 Last[x][y] = Feld[x][y];
11787 ChangeCount[x][y] = 0;
11788 ChangeEvent[x][y] = -1;
11790 // this must be handled before main playfield loop
11791 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11794 if (MovDelay[x][y] <= 0)
11798 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11801 if (MovDelay[x][y] <= 0)
11804 TEST_DrawLevelField(x, y);
11806 TestIfElementTouchesCustomElement(x, y); // for empty space
11811 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11813 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11814 printf("GameActions(): This should never happen!\n");
11816 ChangePage[x][y] = -1;
11820 Stop[x][y] = FALSE;
11821 if (WasJustMoving[x][y] > 0)
11822 WasJustMoving[x][y]--;
11823 if (WasJustFalling[x][y] > 0)
11824 WasJustFalling[x][y]--;
11825 if (CheckCollision[x][y] > 0)
11826 CheckCollision[x][y]--;
11827 if (CheckImpact[x][y] > 0)
11828 CheckImpact[x][y]--;
11832 /* reset finished pushing action (not done in ContinueMoving() to allow
11833 continuous pushing animation for elements with zero push delay) */
11834 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11836 ResetGfxAnimation(x, y);
11837 TEST_DrawLevelField(x, y);
11841 if (IS_BLOCKED(x, y))
11845 Blocked2Moving(x, y, &oldx, &oldy);
11846 if (!IS_MOVING(oldx, oldy))
11848 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11849 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11850 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11851 printf("GameActions(): This should never happen!\n");
11857 SCAN_PLAYFIELD(x, y)
11859 element = Feld[x][y];
11860 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11861 last_gfx_frame = GfxFrame[x][y];
11863 ResetGfxFrame(x, y);
11865 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11866 DrawLevelGraphicAnimation(x, y, graphic);
11868 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11869 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11870 ResetRandomAnimationValue(x, y);
11872 SetRandomAnimationValue(x, y);
11874 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11876 if (IS_INACTIVE(element))
11878 if (IS_ANIMATED(graphic))
11879 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11884 // this may take place after moving, so 'element' may have changed
11885 if (IS_CHANGING(x, y) &&
11886 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11888 int page = element_info[element].event_page_nr[CE_DELAY];
11890 HandleElementChange(x, y, page);
11892 element = Feld[x][y];
11893 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11896 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11900 element = Feld[x][y];
11901 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11903 if (IS_ANIMATED(graphic) &&
11904 !IS_MOVING(x, y) &&
11906 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11908 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11909 TEST_DrawTwinkleOnField(x, y);
11911 else if (element == EL_ACID)
11914 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11916 else if ((element == EL_EXIT_OPEN ||
11917 element == EL_EM_EXIT_OPEN ||
11918 element == EL_SP_EXIT_OPEN ||
11919 element == EL_STEEL_EXIT_OPEN ||
11920 element == EL_EM_STEEL_EXIT_OPEN ||
11921 element == EL_SP_TERMINAL ||
11922 element == EL_SP_TERMINAL_ACTIVE ||
11923 element == EL_EXTRA_TIME ||
11924 element == EL_SHIELD_NORMAL ||
11925 element == EL_SHIELD_DEADLY) &&
11926 IS_ANIMATED(graphic))
11927 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11928 else if (IS_MOVING(x, y))
11929 ContinueMoving(x, y);
11930 else if (IS_ACTIVE_BOMB(element))
11931 CheckDynamite(x, y);
11932 else if (element == EL_AMOEBA_GROWING)
11933 AmoebeWaechst(x, y);
11934 else if (element == EL_AMOEBA_SHRINKING)
11935 AmoebaDisappearing(x, y);
11937 #if !USE_NEW_AMOEBA_CODE
11938 else if (IS_AMOEBALIVE(element))
11939 AmoebeAbleger(x, y);
11942 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11944 else if (element == EL_EXIT_CLOSED)
11946 else if (element == EL_EM_EXIT_CLOSED)
11948 else if (element == EL_STEEL_EXIT_CLOSED)
11949 CheckExitSteel(x, y);
11950 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11951 CheckExitSteelEM(x, y);
11952 else if (element == EL_SP_EXIT_CLOSED)
11954 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11955 element == EL_EXPANDABLE_STEELWALL_GROWING)
11956 MauerWaechst(x, y);
11957 else if (element == EL_EXPANDABLE_WALL ||
11958 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11959 element == EL_EXPANDABLE_WALL_VERTICAL ||
11960 element == EL_EXPANDABLE_WALL_ANY ||
11961 element == EL_BD_EXPANDABLE_WALL)
11962 MauerAbleger(x, y);
11963 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11964 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11965 element == EL_EXPANDABLE_STEELWALL_ANY)
11966 MauerAblegerStahl(x, y);
11967 else if (element == EL_FLAMES)
11968 CheckForDragon(x, y);
11969 else if (element == EL_EXPLOSION)
11970 ; // drawing of correct explosion animation is handled separately
11971 else if (element == EL_ELEMENT_SNAPPING ||
11972 element == EL_DIAGONAL_SHRINKING ||
11973 element == EL_DIAGONAL_GROWING)
11975 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11977 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11979 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11980 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11982 if (IS_BELT_ACTIVE(element))
11983 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11985 if (game.magic_wall_active)
11987 int jx = local_player->jx, jy = local_player->jy;
11989 // play the element sound at the position nearest to the player
11990 if ((element == EL_MAGIC_WALL_FULL ||
11991 element == EL_MAGIC_WALL_ACTIVE ||
11992 element == EL_MAGIC_WALL_EMPTYING ||
11993 element == EL_BD_MAGIC_WALL_FULL ||
11994 element == EL_BD_MAGIC_WALL_ACTIVE ||
11995 element == EL_BD_MAGIC_WALL_EMPTYING ||
11996 element == EL_DC_MAGIC_WALL_FULL ||
11997 element == EL_DC_MAGIC_WALL_ACTIVE ||
11998 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11999 ABS(x - jx) + ABS(y - jy) <
12000 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12008 #if USE_NEW_AMOEBA_CODE
12009 // new experimental amoeba growth stuff
12010 if (!(FrameCounter % 8))
12012 static unsigned int random = 1684108901;
12014 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12016 x = RND(lev_fieldx);
12017 y = RND(lev_fieldy);
12018 element = Feld[x][y];
12020 if (!IS_PLAYER(x,y) &&
12021 (element == EL_EMPTY ||
12022 CAN_GROW_INTO(element) ||
12023 element == EL_QUICKSAND_EMPTY ||
12024 element == EL_QUICKSAND_FAST_EMPTY ||
12025 element == EL_ACID_SPLASH_LEFT ||
12026 element == EL_ACID_SPLASH_RIGHT))
12028 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12029 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12030 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12031 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12032 Feld[x][y] = EL_AMOEBA_DROP;
12035 random = random * 129 + 1;
12040 game.explosions_delayed = FALSE;
12042 SCAN_PLAYFIELD(x, y)
12044 element = Feld[x][y];
12046 if (ExplodeField[x][y])
12047 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12048 else if (element == EL_EXPLOSION)
12049 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12051 ExplodeField[x][y] = EX_TYPE_NONE;
12054 game.explosions_delayed = TRUE;
12056 if (game.magic_wall_active)
12058 if (!(game.magic_wall_time_left % 4))
12060 int element = Feld[magic_wall_x][magic_wall_y];
12062 if (element == EL_BD_MAGIC_WALL_FULL ||
12063 element == EL_BD_MAGIC_WALL_ACTIVE ||
12064 element == EL_BD_MAGIC_WALL_EMPTYING)
12065 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12066 else if (element == EL_DC_MAGIC_WALL_FULL ||
12067 element == EL_DC_MAGIC_WALL_ACTIVE ||
12068 element == EL_DC_MAGIC_WALL_EMPTYING)
12069 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12071 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12074 if (game.magic_wall_time_left > 0)
12076 game.magic_wall_time_left--;
12078 if (!game.magic_wall_time_left)
12080 SCAN_PLAYFIELD(x, y)
12082 element = Feld[x][y];
12084 if (element == EL_MAGIC_WALL_ACTIVE ||
12085 element == EL_MAGIC_WALL_FULL)
12087 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12088 TEST_DrawLevelField(x, y);
12090 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12091 element == EL_BD_MAGIC_WALL_FULL)
12093 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12094 TEST_DrawLevelField(x, y);
12096 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12097 element == EL_DC_MAGIC_WALL_FULL)
12099 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12100 TEST_DrawLevelField(x, y);
12104 game.magic_wall_active = FALSE;
12109 if (game.light_time_left > 0)
12111 game.light_time_left--;
12113 if (game.light_time_left == 0)
12114 RedrawAllLightSwitchesAndInvisibleElements();
12117 if (game.timegate_time_left > 0)
12119 game.timegate_time_left--;
12121 if (game.timegate_time_left == 0)
12122 CloseAllOpenTimegates();
12125 if (game.lenses_time_left > 0)
12127 game.lenses_time_left--;
12129 if (game.lenses_time_left == 0)
12130 RedrawAllInvisibleElementsForLenses();
12133 if (game.magnify_time_left > 0)
12135 game.magnify_time_left--;
12137 if (game.magnify_time_left == 0)
12138 RedrawAllInvisibleElementsForMagnifier();
12141 for (i = 0; i < MAX_PLAYERS; i++)
12143 struct PlayerInfo *player = &stored_player[i];
12145 if (SHIELD_ON(player))
12147 if (player->shield_deadly_time_left)
12148 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12149 else if (player->shield_normal_time_left)
12150 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12154 #if USE_DELAYED_GFX_REDRAW
12155 SCAN_PLAYFIELD(x, y)
12157 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12159 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12160 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12162 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12163 DrawLevelField(x, y);
12165 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12166 DrawLevelFieldCrumbled(x, y);
12168 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12169 DrawLevelFieldCrumbledNeighbours(x, y);
12171 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12172 DrawTwinkleOnField(x, y);
12175 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12180 PlayAllPlayersSound();
12182 if (local_player->show_envelope != 0 && (!local_player->active ||
12183 local_player->MovPos == 0))
12185 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12187 local_player->show_envelope = 0;
12190 // use random number generator in every frame to make it less predictable
12191 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12195 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12197 int min_x = x, min_y = y, max_x = x, max_y = y;
12200 for (i = 0; i < MAX_PLAYERS; i++)
12202 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12204 if (!stored_player[i].active || &stored_player[i] == player)
12207 min_x = MIN(min_x, jx);
12208 min_y = MIN(min_y, jy);
12209 max_x = MAX(max_x, jx);
12210 max_y = MAX(max_y, jy);
12213 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12216 static boolean AllPlayersInVisibleScreen(void)
12220 for (i = 0; i < MAX_PLAYERS; i++)
12222 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12224 if (!stored_player[i].active)
12227 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12234 void ScrollLevel(int dx, int dy)
12236 int scroll_offset = 2 * TILEX_VAR;
12239 BlitBitmap(drawto_field, drawto_field,
12240 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12241 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12242 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12243 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12244 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12245 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12249 x = (dx == 1 ? BX1 : BX2);
12250 for (y = BY1; y <= BY2; y++)
12251 DrawScreenField(x, y);
12256 y = (dy == 1 ? BY1 : BY2);
12257 for (x = BX1; x <= BX2; x++)
12258 DrawScreenField(x, y);
12261 redraw_mask |= REDRAW_FIELD;
12264 static boolean canFallDown(struct PlayerInfo *player)
12266 int jx = player->jx, jy = player->jy;
12268 return (IN_LEV_FIELD(jx, jy + 1) &&
12269 (IS_FREE(jx, jy + 1) ||
12270 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12271 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12272 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12275 static boolean canPassField(int x, int y, int move_dir)
12277 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12278 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12279 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12280 int nextx = x + dx;
12281 int nexty = y + dy;
12282 int element = Feld[x][y];
12284 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12285 !CAN_MOVE(element) &&
12286 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12287 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12288 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12291 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12293 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12294 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12295 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12299 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12300 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12301 (IS_DIGGABLE(Feld[newx][newy]) ||
12302 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12303 canPassField(newx, newy, move_dir)));
12306 static void CheckGravityMovement(struct PlayerInfo *player)
12308 if (player->gravity && !player->programmed_action)
12310 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12311 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12312 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12313 int jx = player->jx, jy = player->jy;
12314 boolean player_is_moving_to_valid_field =
12315 (!player_is_snapping &&
12316 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12317 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12318 boolean player_can_fall_down = canFallDown(player);
12320 if (player_can_fall_down &&
12321 !player_is_moving_to_valid_field)
12322 player->programmed_action = MV_DOWN;
12326 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12328 return CheckGravityMovement(player);
12330 if (player->gravity && !player->programmed_action)
12332 int jx = player->jx, jy = player->jy;
12333 boolean field_under_player_is_free =
12334 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12335 boolean player_is_standing_on_valid_field =
12336 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12337 (IS_WALKABLE(Feld[jx][jy]) &&
12338 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12340 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12341 player->programmed_action = MV_DOWN;
12346 MovePlayerOneStep()
12347 -----------------------------------------------------------------------------
12348 dx, dy: direction (non-diagonal) to try to move the player to
12349 real_dx, real_dy: direction as read from input device (can be diagonal)
12352 boolean MovePlayerOneStep(struct PlayerInfo *player,
12353 int dx, int dy, int real_dx, int real_dy)
12355 int jx = player->jx, jy = player->jy;
12356 int new_jx = jx + dx, new_jy = jy + dy;
12358 boolean player_can_move = !player->cannot_move;
12360 if (!player->active || (!dx && !dy))
12361 return MP_NO_ACTION;
12363 player->MovDir = (dx < 0 ? MV_LEFT :
12364 dx > 0 ? MV_RIGHT :
12366 dy > 0 ? MV_DOWN : MV_NONE);
12368 if (!IN_LEV_FIELD(new_jx, new_jy))
12369 return MP_NO_ACTION;
12371 if (!player_can_move)
12373 if (player->MovPos == 0)
12375 player->is_moving = FALSE;
12376 player->is_digging = FALSE;
12377 player->is_collecting = FALSE;
12378 player->is_snapping = FALSE;
12379 player->is_pushing = FALSE;
12383 if (!network.enabled && game.centered_player_nr == -1 &&
12384 !AllPlayersInSight(player, new_jx, new_jy))
12385 return MP_NO_ACTION;
12387 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12388 if (can_move != MP_MOVING)
12391 // check if DigField() has caused relocation of the player
12392 if (player->jx != jx || player->jy != jy)
12393 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12395 StorePlayer[jx][jy] = 0;
12396 player->last_jx = jx;
12397 player->last_jy = jy;
12398 player->jx = new_jx;
12399 player->jy = new_jy;
12400 StorePlayer[new_jx][new_jy] = player->element_nr;
12402 if (player->move_delay_value_next != -1)
12404 player->move_delay_value = player->move_delay_value_next;
12405 player->move_delay_value_next = -1;
12409 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12411 player->step_counter++;
12413 PlayerVisit[jx][jy] = FrameCounter;
12415 player->is_moving = TRUE;
12418 // should better be called in MovePlayer(), but this breaks some tapes
12419 ScrollPlayer(player, SCROLL_INIT);
12425 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12427 int jx = player->jx, jy = player->jy;
12428 int old_jx = jx, old_jy = jy;
12429 int moved = MP_NO_ACTION;
12431 if (!player->active)
12436 if (player->MovPos == 0)
12438 player->is_moving = FALSE;
12439 player->is_digging = FALSE;
12440 player->is_collecting = FALSE;
12441 player->is_snapping = FALSE;
12442 player->is_pushing = FALSE;
12448 if (player->move_delay > 0)
12451 player->move_delay = -1; // set to "uninitialized" value
12453 // store if player is automatically moved to next field
12454 player->is_auto_moving = (player->programmed_action != MV_NONE);
12456 // remove the last programmed player action
12457 player->programmed_action = 0;
12459 if (player->MovPos)
12461 // should only happen if pre-1.2 tape recordings are played
12462 // this is only for backward compatibility
12464 int original_move_delay_value = player->move_delay_value;
12467 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12471 // scroll remaining steps with finest movement resolution
12472 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12474 while (player->MovPos)
12476 ScrollPlayer(player, SCROLL_GO_ON);
12477 ScrollScreen(NULL, SCROLL_GO_ON);
12479 AdvanceFrameAndPlayerCounters(player->index_nr);
12482 BackToFront_WithFrameDelay(0);
12485 player->move_delay_value = original_move_delay_value;
12488 player->is_active = FALSE;
12490 if (player->last_move_dir & MV_HORIZONTAL)
12492 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12493 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12497 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12498 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12501 if (!moved && !player->is_active)
12503 player->is_moving = FALSE;
12504 player->is_digging = FALSE;
12505 player->is_collecting = FALSE;
12506 player->is_snapping = FALSE;
12507 player->is_pushing = FALSE;
12513 if (moved & MP_MOVING && !ScreenMovPos &&
12514 (player->index_nr == game.centered_player_nr ||
12515 game.centered_player_nr == -1))
12517 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12519 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12521 // actual player has left the screen -- scroll in that direction
12522 if (jx != old_jx) // player has moved horizontally
12523 scroll_x += (jx - old_jx);
12524 else // player has moved vertically
12525 scroll_y += (jy - old_jy);
12529 int offset = game.scroll_delay_value;
12531 if (jx != old_jx) // player has moved horizontally
12533 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12534 int new_scroll_x = jx - MIDPOSX + offset_x;
12536 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12537 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12538 scroll_x = new_scroll_x;
12540 // don't scroll over playfield boundaries
12541 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12543 // don't scroll more than one field at a time
12544 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12546 // don't scroll against the player's moving direction
12547 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12548 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12549 scroll_x = old_scroll_x;
12551 else // player has moved vertically
12553 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12554 int new_scroll_y = jy - MIDPOSY + offset_y;
12556 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12557 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12558 scroll_y = new_scroll_y;
12560 // don't scroll over playfield boundaries
12561 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12563 // don't scroll more than one field at a time
12564 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12566 // don't scroll against the player's moving direction
12567 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12568 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12569 scroll_y = old_scroll_y;
12573 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12575 if (!network.enabled && game.centered_player_nr == -1 &&
12576 !AllPlayersInVisibleScreen())
12578 scroll_x = old_scroll_x;
12579 scroll_y = old_scroll_y;
12583 ScrollScreen(player, SCROLL_INIT);
12584 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12589 player->StepFrame = 0;
12591 if (moved & MP_MOVING)
12593 if (old_jx != jx && old_jy == jy)
12594 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12595 else if (old_jx == jx && old_jy != jy)
12596 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12598 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12600 player->last_move_dir = player->MovDir;
12601 player->is_moving = TRUE;
12602 player->is_snapping = FALSE;
12603 player->is_switching = FALSE;
12604 player->is_dropping = FALSE;
12605 player->is_dropping_pressed = FALSE;
12606 player->drop_pressed_delay = 0;
12609 // should better be called here than above, but this breaks some tapes
12610 ScrollPlayer(player, SCROLL_INIT);
12615 CheckGravityMovementWhenNotMoving(player);
12617 player->is_moving = FALSE;
12619 /* at this point, the player is allowed to move, but cannot move right now
12620 (e.g. because of something blocking the way) -- ensure that the player
12621 is also allowed to move in the next frame (in old versions before 3.1.1,
12622 the player was forced to wait again for eight frames before next try) */
12624 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12625 player->move_delay = 0; // allow direct movement in the next frame
12628 if (player->move_delay == -1) // not yet initialized by DigField()
12629 player->move_delay = player->move_delay_value;
12631 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12633 TestIfPlayerTouchesBadThing(jx, jy);
12634 TestIfPlayerTouchesCustomElement(jx, jy);
12637 if (!player->active)
12638 RemovePlayer(player);
12643 void ScrollPlayer(struct PlayerInfo *player, int mode)
12645 int jx = player->jx, jy = player->jy;
12646 int last_jx = player->last_jx, last_jy = player->last_jy;
12647 int move_stepsize = TILEX / player->move_delay_value;
12649 if (!player->active)
12652 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12655 if (mode == SCROLL_INIT)
12657 player->actual_frame_counter = FrameCounter;
12658 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12660 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12661 Feld[last_jx][last_jy] == EL_EMPTY)
12663 int last_field_block_delay = 0; // start with no blocking at all
12664 int block_delay_adjustment = player->block_delay_adjustment;
12666 // if player blocks last field, add delay for exactly one move
12667 if (player->block_last_field)
12669 last_field_block_delay += player->move_delay_value;
12671 // when blocking enabled, prevent moving up despite gravity
12672 if (player->gravity && player->MovDir == MV_UP)
12673 block_delay_adjustment = -1;
12676 // add block delay adjustment (also possible when not blocking)
12677 last_field_block_delay += block_delay_adjustment;
12679 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12680 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12683 if (player->MovPos != 0) // player has not yet reached destination
12686 else if (!FrameReached(&player->actual_frame_counter, 1))
12689 if (player->MovPos != 0)
12691 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12692 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12694 // before DrawPlayer() to draw correct player graphic for this case
12695 if (player->MovPos == 0)
12696 CheckGravityMovement(player);
12699 if (player->MovPos == 0) // player reached destination field
12701 if (player->move_delay_reset_counter > 0)
12703 player->move_delay_reset_counter--;
12705 if (player->move_delay_reset_counter == 0)
12707 // continue with normal speed after quickly moving through gate
12708 HALVE_PLAYER_SPEED(player);
12710 // be able to make the next move without delay
12711 player->move_delay = 0;
12715 player->last_jx = jx;
12716 player->last_jy = jy;
12718 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12719 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12720 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12721 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12722 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12723 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12724 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12725 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12727 ExitPlayer(player);
12729 if (game.players_still_needed == 0 &&
12730 (game.friends_still_needed == 0 ||
12731 IS_SP_ELEMENT(Feld[jx][jy])))
12735 // this breaks one level: "machine", level 000
12737 int move_direction = player->MovDir;
12738 int enter_side = MV_DIR_OPPOSITE(move_direction);
12739 int leave_side = move_direction;
12740 int old_jx = last_jx;
12741 int old_jy = last_jy;
12742 int old_element = Feld[old_jx][old_jy];
12743 int new_element = Feld[jx][jy];
12745 if (IS_CUSTOM_ELEMENT(old_element))
12746 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12748 player->index_bit, leave_side);
12750 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12751 CE_PLAYER_LEAVES_X,
12752 player->index_bit, leave_side);
12754 if (IS_CUSTOM_ELEMENT(new_element))
12755 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12756 player->index_bit, enter_side);
12758 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12759 CE_PLAYER_ENTERS_X,
12760 player->index_bit, enter_side);
12762 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12763 CE_MOVE_OF_X, move_direction);
12766 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12768 TestIfPlayerTouchesBadThing(jx, jy);
12769 TestIfPlayerTouchesCustomElement(jx, jy);
12771 /* needed because pushed element has not yet reached its destination,
12772 so it would trigger a change event at its previous field location */
12773 if (!player->is_pushing)
12774 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12776 if (!player->active)
12777 RemovePlayer(player);
12780 if (!game.LevelSolved && level.use_step_counter)
12790 if (TimeLeft <= 10 && setup.time_limit)
12791 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12793 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12795 DisplayGameControlValues();
12797 if (!TimeLeft && setup.time_limit)
12798 for (i = 0; i < MAX_PLAYERS; i++)
12799 KillPlayer(&stored_player[i]);
12801 else if (game.no_time_limit && !game.all_players_gone)
12803 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12805 DisplayGameControlValues();
12809 if (tape.single_step && tape.recording && !tape.pausing &&
12810 !player->programmed_action)
12811 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12813 if (!player->programmed_action)
12814 CheckSaveEngineSnapshot(player);
12818 void ScrollScreen(struct PlayerInfo *player, int mode)
12820 static unsigned int screen_frame_counter = 0;
12822 if (mode == SCROLL_INIT)
12824 // set scrolling step size according to actual player's moving speed
12825 ScrollStepSize = TILEX / player->move_delay_value;
12827 screen_frame_counter = FrameCounter;
12828 ScreenMovDir = player->MovDir;
12829 ScreenMovPos = player->MovPos;
12830 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12833 else if (!FrameReached(&screen_frame_counter, 1))
12838 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12839 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12840 redraw_mask |= REDRAW_FIELD;
12843 ScreenMovDir = MV_NONE;
12846 void TestIfPlayerTouchesCustomElement(int x, int y)
12848 static int xy[4][2] =
12855 static int trigger_sides[4][2] =
12857 // center side border side
12858 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12859 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12860 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12861 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12863 static int touch_dir[4] =
12865 MV_LEFT | MV_RIGHT,
12870 int center_element = Feld[x][y]; // should always be non-moving!
12873 for (i = 0; i < NUM_DIRECTIONS; i++)
12875 int xx = x + xy[i][0];
12876 int yy = y + xy[i][1];
12877 int center_side = trigger_sides[i][0];
12878 int border_side = trigger_sides[i][1];
12879 int border_element;
12881 if (!IN_LEV_FIELD(xx, yy))
12884 if (IS_PLAYER(x, y)) // player found at center element
12886 struct PlayerInfo *player = PLAYERINFO(x, y);
12888 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12889 border_element = Feld[xx][yy]; // may be moving!
12890 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12891 border_element = Feld[xx][yy];
12892 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12893 border_element = MovingOrBlocked2Element(xx, yy);
12895 continue; // center and border element do not touch
12897 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12898 player->index_bit, border_side);
12899 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12900 CE_PLAYER_TOUCHES_X,
12901 player->index_bit, border_side);
12904 /* use player element that is initially defined in the level playfield,
12905 not the player element that corresponds to the runtime player number
12906 (example: a level that contains EL_PLAYER_3 as the only player would
12907 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12908 int player_element = PLAYERINFO(x, y)->initial_element;
12910 CheckElementChangeBySide(xx, yy, border_element, player_element,
12911 CE_TOUCHING_X, border_side);
12914 else if (IS_PLAYER(xx, yy)) // player found at border element
12916 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12918 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12920 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12921 continue; // center and border element do not touch
12924 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12925 player->index_bit, center_side);
12926 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12927 CE_PLAYER_TOUCHES_X,
12928 player->index_bit, center_side);
12931 /* use player element that is initially defined in the level playfield,
12932 not the player element that corresponds to the runtime player number
12933 (example: a level that contains EL_PLAYER_3 as the only player would
12934 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12935 int player_element = PLAYERINFO(xx, yy)->initial_element;
12937 CheckElementChangeBySide(x, y, center_element, player_element,
12938 CE_TOUCHING_X, center_side);
12946 void TestIfElementTouchesCustomElement(int x, int y)
12948 static int xy[4][2] =
12955 static int trigger_sides[4][2] =
12957 // center side border side
12958 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12959 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12960 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12961 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12963 static int touch_dir[4] =
12965 MV_LEFT | MV_RIGHT,
12970 boolean change_center_element = FALSE;
12971 int center_element = Feld[x][y]; // should always be non-moving!
12972 int border_element_old[NUM_DIRECTIONS];
12975 for (i = 0; i < NUM_DIRECTIONS; i++)
12977 int xx = x + xy[i][0];
12978 int yy = y + xy[i][1];
12979 int border_element;
12981 border_element_old[i] = -1;
12983 if (!IN_LEV_FIELD(xx, yy))
12986 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12987 border_element = Feld[xx][yy]; // may be moving!
12988 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12989 border_element = Feld[xx][yy];
12990 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12991 border_element = MovingOrBlocked2Element(xx, yy);
12993 continue; // center and border element do not touch
12995 border_element_old[i] = border_element;
12998 for (i = 0; i < NUM_DIRECTIONS; i++)
13000 int xx = x + xy[i][0];
13001 int yy = y + xy[i][1];
13002 int center_side = trigger_sides[i][0];
13003 int border_element = border_element_old[i];
13005 if (border_element == -1)
13008 // check for change of border element
13009 CheckElementChangeBySide(xx, yy, border_element, center_element,
13010 CE_TOUCHING_X, center_side);
13012 // (center element cannot be player, so we dont have to check this here)
13015 for (i = 0; i < NUM_DIRECTIONS; i++)
13017 int xx = x + xy[i][0];
13018 int yy = y + xy[i][1];
13019 int border_side = trigger_sides[i][1];
13020 int border_element = border_element_old[i];
13022 if (border_element == -1)
13025 // check for change of center element (but change it only once)
13026 if (!change_center_element)
13027 change_center_element =
13028 CheckElementChangeBySide(x, y, center_element, border_element,
13029 CE_TOUCHING_X, border_side);
13031 if (IS_PLAYER(xx, yy))
13033 /* use player element that is initially defined in the level playfield,
13034 not the player element that corresponds to the runtime player number
13035 (example: a level that contains EL_PLAYER_3 as the only player would
13036 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13037 int player_element = PLAYERINFO(xx, yy)->initial_element;
13039 CheckElementChangeBySide(x, y, center_element, player_element,
13040 CE_TOUCHING_X, border_side);
13045 void TestIfElementHitsCustomElement(int x, int y, int direction)
13047 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13048 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13049 int hitx = x + dx, hity = y + dy;
13050 int hitting_element = Feld[x][y];
13051 int touched_element;
13053 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13056 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13057 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13059 if (IN_LEV_FIELD(hitx, hity))
13061 int opposite_direction = MV_DIR_OPPOSITE(direction);
13062 int hitting_side = direction;
13063 int touched_side = opposite_direction;
13064 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13065 MovDir[hitx][hity] != direction ||
13066 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13072 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13073 CE_HITTING_X, touched_side);
13075 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13076 CE_HIT_BY_X, hitting_side);
13078 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13079 CE_HIT_BY_SOMETHING, opposite_direction);
13081 if (IS_PLAYER(hitx, hity))
13083 /* use player element that is initially defined in the level playfield,
13084 not the player element that corresponds to the runtime player number
13085 (example: a level that contains EL_PLAYER_3 as the only player would
13086 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13087 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13089 CheckElementChangeBySide(x, y, hitting_element, player_element,
13090 CE_HITTING_X, touched_side);
13095 // "hitting something" is also true when hitting the playfield border
13096 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13097 CE_HITTING_SOMETHING, direction);
13100 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13102 int i, kill_x = -1, kill_y = -1;
13104 int bad_element = -1;
13105 static int test_xy[4][2] =
13112 static int test_dir[4] =
13120 for (i = 0; i < NUM_DIRECTIONS; i++)
13122 int test_x, test_y, test_move_dir, test_element;
13124 test_x = good_x + test_xy[i][0];
13125 test_y = good_y + test_xy[i][1];
13127 if (!IN_LEV_FIELD(test_x, test_y))
13131 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13133 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13135 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13136 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13138 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13139 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13143 bad_element = test_element;
13149 if (kill_x != -1 || kill_y != -1)
13151 if (IS_PLAYER(good_x, good_y))
13153 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13155 if (player->shield_deadly_time_left > 0 &&
13156 !IS_INDESTRUCTIBLE(bad_element))
13157 Bang(kill_x, kill_y);
13158 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13159 KillPlayer(player);
13162 Bang(good_x, good_y);
13166 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13168 int i, kill_x = -1, kill_y = -1;
13169 int bad_element = Feld[bad_x][bad_y];
13170 static int test_xy[4][2] =
13177 static int touch_dir[4] =
13179 MV_LEFT | MV_RIGHT,
13184 static int test_dir[4] =
13192 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13195 for (i = 0; i < NUM_DIRECTIONS; i++)
13197 int test_x, test_y, test_move_dir, test_element;
13199 test_x = bad_x + test_xy[i][0];
13200 test_y = bad_y + test_xy[i][1];
13202 if (!IN_LEV_FIELD(test_x, test_y))
13206 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13208 test_element = Feld[test_x][test_y];
13210 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13211 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13213 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13214 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13216 // good thing is player or penguin that does not move away
13217 if (IS_PLAYER(test_x, test_y))
13219 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13221 if (bad_element == EL_ROBOT && player->is_moving)
13222 continue; // robot does not kill player if he is moving
13224 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13226 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13227 continue; // center and border element do not touch
13235 else if (test_element == EL_PENGUIN)
13245 if (kill_x != -1 || kill_y != -1)
13247 if (IS_PLAYER(kill_x, kill_y))
13249 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13251 if (player->shield_deadly_time_left > 0 &&
13252 !IS_INDESTRUCTIBLE(bad_element))
13253 Bang(bad_x, bad_y);
13254 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13255 KillPlayer(player);
13258 Bang(kill_x, kill_y);
13262 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13264 int bad_element = Feld[bad_x][bad_y];
13265 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13266 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13267 int test_x = bad_x + dx, test_y = bad_y + dy;
13268 int test_move_dir, test_element;
13269 int kill_x = -1, kill_y = -1;
13271 if (!IN_LEV_FIELD(test_x, test_y))
13275 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13277 test_element = Feld[test_x][test_y];
13279 if (test_move_dir != bad_move_dir)
13281 // good thing can be player or penguin that does not move away
13282 if (IS_PLAYER(test_x, test_y))
13284 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13286 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13287 player as being hit when he is moving towards the bad thing, because
13288 the "get hit by" condition would be lost after the player stops) */
13289 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13290 return; // player moves away from bad thing
13295 else if (test_element == EL_PENGUIN)
13302 if (kill_x != -1 || kill_y != -1)
13304 if (IS_PLAYER(kill_x, kill_y))
13306 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13308 if (player->shield_deadly_time_left > 0 &&
13309 !IS_INDESTRUCTIBLE(bad_element))
13310 Bang(bad_x, bad_y);
13311 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13312 KillPlayer(player);
13315 Bang(kill_x, kill_y);
13319 void TestIfPlayerTouchesBadThing(int x, int y)
13321 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13324 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13326 TestIfGoodThingHitsBadThing(x, y, move_dir);
13329 void TestIfBadThingTouchesPlayer(int x, int y)
13331 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13334 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13336 TestIfBadThingHitsGoodThing(x, y, move_dir);
13339 void TestIfFriendTouchesBadThing(int x, int y)
13341 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13344 void TestIfBadThingTouchesFriend(int x, int y)
13346 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13349 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13351 int i, kill_x = bad_x, kill_y = bad_y;
13352 static int xy[4][2] =
13360 for (i = 0; i < NUM_DIRECTIONS; i++)
13364 x = bad_x + xy[i][0];
13365 y = bad_y + xy[i][1];
13366 if (!IN_LEV_FIELD(x, y))
13369 element = Feld[x][y];
13370 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13371 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13379 if (kill_x != bad_x || kill_y != bad_y)
13380 Bang(bad_x, bad_y);
13383 void KillPlayer(struct PlayerInfo *player)
13385 int jx = player->jx, jy = player->jy;
13387 if (!player->active)
13391 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13392 player->killed, player->active, player->reanimated);
13395 /* the following code was introduced to prevent an infinite loop when calling
13397 -> CheckTriggeredElementChangeExt()
13398 -> ExecuteCustomElementAction()
13400 -> (infinitely repeating the above sequence of function calls)
13401 which occurs when killing the player while having a CE with the setting
13402 "kill player X when explosion of <player X>"; the solution using a new
13403 field "player->killed" was chosen for backwards compatibility, although
13404 clever use of the fields "player->active" etc. would probably also work */
13406 if (player->killed)
13410 player->killed = TRUE;
13412 // remove accessible field at the player's position
13413 Feld[jx][jy] = EL_EMPTY;
13415 // deactivate shield (else Bang()/Explode() would not work right)
13416 player->shield_normal_time_left = 0;
13417 player->shield_deadly_time_left = 0;
13420 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13421 player->killed, player->active, player->reanimated);
13427 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13428 player->killed, player->active, player->reanimated);
13431 if (player->reanimated) // killed player may have been reanimated
13432 player->killed = player->reanimated = FALSE;
13434 BuryPlayer(player);
13437 static void KillPlayerUnlessEnemyProtected(int x, int y)
13439 if (!PLAYER_ENEMY_PROTECTED(x, y))
13440 KillPlayer(PLAYERINFO(x, y));
13443 static void KillPlayerUnlessExplosionProtected(int x, int y)
13445 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13446 KillPlayer(PLAYERINFO(x, y));
13449 void BuryPlayer(struct PlayerInfo *player)
13451 int jx = player->jx, jy = player->jy;
13453 if (!player->active)
13456 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13457 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13459 RemovePlayer(player);
13461 player->buried = TRUE;
13463 if (game.all_players_gone)
13464 game.GameOver = TRUE;
13467 void RemovePlayer(struct PlayerInfo *player)
13469 int jx = player->jx, jy = player->jy;
13470 int i, found = FALSE;
13472 player->present = FALSE;
13473 player->active = FALSE;
13475 // required for some CE actions (even if the player is not active anymore)
13476 player->MovPos = 0;
13478 if (!ExplodeField[jx][jy])
13479 StorePlayer[jx][jy] = 0;
13481 if (player->is_moving)
13482 TEST_DrawLevelField(player->last_jx, player->last_jy);
13484 for (i = 0; i < MAX_PLAYERS; i++)
13485 if (stored_player[i].active)
13490 game.all_players_gone = TRUE;
13491 game.GameOver = TRUE;
13494 game.exit_x = game.robot_wheel_x = jx;
13495 game.exit_y = game.robot_wheel_y = jy;
13498 void ExitPlayer(struct PlayerInfo *player)
13500 DrawPlayer(player); // needed here only to cleanup last field
13501 RemovePlayer(player);
13503 if (game.players_still_needed > 0)
13504 game.players_still_needed--;
13507 static void setFieldForSnapping(int x, int y, int element, int direction)
13509 struct ElementInfo *ei = &element_info[element];
13510 int direction_bit = MV_DIR_TO_BIT(direction);
13511 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13512 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13513 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13515 Feld[x][y] = EL_ELEMENT_SNAPPING;
13516 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13518 ResetGfxAnimation(x, y);
13520 GfxElement[x][y] = element;
13521 GfxAction[x][y] = action;
13522 GfxDir[x][y] = direction;
13523 GfxFrame[x][y] = -1;
13527 =============================================================================
13528 checkDiagonalPushing()
13529 -----------------------------------------------------------------------------
13530 check if diagonal input device direction results in pushing of object
13531 (by checking if the alternative direction is walkable, diggable, ...)
13532 =============================================================================
13535 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13536 int x, int y, int real_dx, int real_dy)
13538 int jx, jy, dx, dy, xx, yy;
13540 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13543 // diagonal direction: check alternative direction
13548 xx = jx + (dx == 0 ? real_dx : 0);
13549 yy = jy + (dy == 0 ? real_dy : 0);
13551 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13555 =============================================================================
13557 -----------------------------------------------------------------------------
13558 x, y: field next to player (non-diagonal) to try to dig to
13559 real_dx, real_dy: direction as read from input device (can be diagonal)
13560 =============================================================================
13563 static int DigField(struct PlayerInfo *player,
13564 int oldx, int oldy, int x, int y,
13565 int real_dx, int real_dy, int mode)
13567 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13568 boolean player_was_pushing = player->is_pushing;
13569 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13570 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13571 int jx = oldx, jy = oldy;
13572 int dx = x - jx, dy = y - jy;
13573 int nextx = x + dx, nexty = y + dy;
13574 int move_direction = (dx == -1 ? MV_LEFT :
13575 dx == +1 ? MV_RIGHT :
13577 dy == +1 ? MV_DOWN : MV_NONE);
13578 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13579 int dig_side = MV_DIR_OPPOSITE(move_direction);
13580 int old_element = Feld[jx][jy];
13581 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13584 if (is_player) // function can also be called by EL_PENGUIN
13586 if (player->MovPos == 0)
13588 player->is_digging = FALSE;
13589 player->is_collecting = FALSE;
13592 if (player->MovPos == 0) // last pushing move finished
13593 player->is_pushing = FALSE;
13595 if (mode == DF_NO_PUSH) // player just stopped pushing
13597 player->is_switching = FALSE;
13598 player->push_delay = -1;
13600 return MP_NO_ACTION;
13604 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13605 old_element = Back[jx][jy];
13607 // in case of element dropped at player position, check background
13608 else if (Back[jx][jy] != EL_EMPTY &&
13609 game.engine_version >= VERSION_IDENT(2,2,0,0))
13610 old_element = Back[jx][jy];
13612 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13613 return MP_NO_ACTION; // field has no opening in this direction
13615 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13616 return MP_NO_ACTION; // field has no opening in this direction
13618 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13622 Feld[jx][jy] = player->artwork_element;
13623 InitMovingField(jx, jy, MV_DOWN);
13624 Store[jx][jy] = EL_ACID;
13625 ContinueMoving(jx, jy);
13626 BuryPlayer(player);
13628 return MP_DONT_RUN_INTO;
13631 if (player_can_move && DONT_RUN_INTO(element))
13633 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13635 return MP_DONT_RUN_INTO;
13638 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13639 return MP_NO_ACTION;
13641 collect_count = element_info[element].collect_count_initial;
13643 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13644 return MP_NO_ACTION;
13646 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13647 player_can_move = player_can_move_or_snap;
13649 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13650 game.engine_version >= VERSION_IDENT(2,2,0,0))
13652 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13653 player->index_bit, dig_side);
13654 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13655 player->index_bit, dig_side);
13657 if (element == EL_DC_LANDMINE)
13660 if (Feld[x][y] != element) // field changed by snapping
13663 return MP_NO_ACTION;
13666 if (player->gravity && is_player && !player->is_auto_moving &&
13667 canFallDown(player) && move_direction != MV_DOWN &&
13668 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13669 return MP_NO_ACTION; // player cannot walk here due to gravity
13671 if (player_can_move &&
13672 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13674 int sound_element = SND_ELEMENT(element);
13675 int sound_action = ACTION_WALKING;
13677 if (IS_RND_GATE(element))
13679 if (!player->key[RND_GATE_NR(element)])
13680 return MP_NO_ACTION;
13682 else if (IS_RND_GATE_GRAY(element))
13684 if (!player->key[RND_GATE_GRAY_NR(element)])
13685 return MP_NO_ACTION;
13687 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13689 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13690 return MP_NO_ACTION;
13692 else if (element == EL_EXIT_OPEN ||
13693 element == EL_EM_EXIT_OPEN ||
13694 element == EL_EM_EXIT_OPENING ||
13695 element == EL_STEEL_EXIT_OPEN ||
13696 element == EL_EM_STEEL_EXIT_OPEN ||
13697 element == EL_EM_STEEL_EXIT_OPENING ||
13698 element == EL_SP_EXIT_OPEN ||
13699 element == EL_SP_EXIT_OPENING)
13701 sound_action = ACTION_PASSING; // player is passing exit
13703 else if (element == EL_EMPTY)
13705 sound_action = ACTION_MOVING; // nothing to walk on
13708 // play sound from background or player, whatever is available
13709 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13710 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13712 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13714 else if (player_can_move &&
13715 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13717 if (!ACCESS_FROM(element, opposite_direction))
13718 return MP_NO_ACTION; // field not accessible from this direction
13720 if (CAN_MOVE(element)) // only fixed elements can be passed!
13721 return MP_NO_ACTION;
13723 if (IS_EM_GATE(element))
13725 if (!player->key[EM_GATE_NR(element)])
13726 return MP_NO_ACTION;
13728 else if (IS_EM_GATE_GRAY(element))
13730 if (!player->key[EM_GATE_GRAY_NR(element)])
13731 return MP_NO_ACTION;
13733 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13735 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13736 return MP_NO_ACTION;
13738 else if (IS_EMC_GATE(element))
13740 if (!player->key[EMC_GATE_NR(element)])
13741 return MP_NO_ACTION;
13743 else if (IS_EMC_GATE_GRAY(element))
13745 if (!player->key[EMC_GATE_GRAY_NR(element)])
13746 return MP_NO_ACTION;
13748 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13750 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13751 return MP_NO_ACTION;
13753 else if (element == EL_DC_GATE_WHITE ||
13754 element == EL_DC_GATE_WHITE_GRAY ||
13755 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13757 if (player->num_white_keys == 0)
13758 return MP_NO_ACTION;
13760 player->num_white_keys--;
13762 else if (IS_SP_PORT(element))
13764 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13765 element == EL_SP_GRAVITY_PORT_RIGHT ||
13766 element == EL_SP_GRAVITY_PORT_UP ||
13767 element == EL_SP_GRAVITY_PORT_DOWN)
13768 player->gravity = !player->gravity;
13769 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13770 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13771 element == EL_SP_GRAVITY_ON_PORT_UP ||
13772 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13773 player->gravity = TRUE;
13774 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13775 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13776 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13777 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13778 player->gravity = FALSE;
13781 // automatically move to the next field with double speed
13782 player->programmed_action = move_direction;
13784 if (player->move_delay_reset_counter == 0)
13786 player->move_delay_reset_counter = 2; // two double speed steps
13788 DOUBLE_PLAYER_SPEED(player);
13791 PlayLevelSoundAction(x, y, ACTION_PASSING);
13793 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13797 if (mode != DF_SNAP)
13799 GfxElement[x][y] = GFX_ELEMENT(element);
13800 player->is_digging = TRUE;
13803 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13805 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13806 player->index_bit, dig_side);
13808 if (mode == DF_SNAP)
13810 if (level.block_snap_field)
13811 setFieldForSnapping(x, y, element, move_direction);
13813 TestIfElementTouchesCustomElement(x, y); // for empty space
13815 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13816 player->index_bit, dig_side);
13819 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13823 if (is_player && mode != DF_SNAP)
13825 GfxElement[x][y] = element;
13826 player->is_collecting = TRUE;
13829 if (element == EL_SPEED_PILL)
13831 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13833 else if (element == EL_EXTRA_TIME && level.time > 0)
13835 TimeLeft += level.extra_time;
13837 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13839 DisplayGameControlValues();
13841 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13843 player->shield_normal_time_left += level.shield_normal_time;
13844 if (element == EL_SHIELD_DEADLY)
13845 player->shield_deadly_time_left += level.shield_deadly_time;
13847 else if (element == EL_DYNAMITE ||
13848 element == EL_EM_DYNAMITE ||
13849 element == EL_SP_DISK_RED)
13851 if (player->inventory_size < MAX_INVENTORY_SIZE)
13852 player->inventory_element[player->inventory_size++] = element;
13854 DrawGameDoorValues();
13856 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13858 player->dynabomb_count++;
13859 player->dynabombs_left++;
13861 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13863 player->dynabomb_size++;
13865 else if (element == EL_DYNABOMB_INCREASE_POWER)
13867 player->dynabomb_xl = TRUE;
13869 else if (IS_KEY(element))
13871 player->key[KEY_NR(element)] = TRUE;
13873 DrawGameDoorValues();
13875 else if (element == EL_DC_KEY_WHITE)
13877 player->num_white_keys++;
13879 // display white keys?
13880 // DrawGameDoorValues();
13882 else if (IS_ENVELOPE(element))
13884 player->show_envelope = element;
13886 else if (element == EL_EMC_LENSES)
13888 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13890 RedrawAllInvisibleElementsForLenses();
13892 else if (element == EL_EMC_MAGNIFIER)
13894 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13896 RedrawAllInvisibleElementsForMagnifier();
13898 else if (IS_DROPPABLE(element) ||
13899 IS_THROWABLE(element)) // can be collected and dropped
13903 if (collect_count == 0)
13904 player->inventory_infinite_element = element;
13906 for (i = 0; i < collect_count; i++)
13907 if (player->inventory_size < MAX_INVENTORY_SIZE)
13908 player->inventory_element[player->inventory_size++] = element;
13910 DrawGameDoorValues();
13912 else if (collect_count > 0)
13914 game.gems_still_needed -= collect_count;
13915 if (game.gems_still_needed < 0)
13916 game.gems_still_needed = 0;
13918 game.snapshot.collected_item = TRUE;
13920 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13922 DisplayGameControlValues();
13925 RaiseScoreElement(element);
13926 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13929 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13930 player->index_bit, dig_side);
13932 if (mode == DF_SNAP)
13934 if (level.block_snap_field)
13935 setFieldForSnapping(x, y, element, move_direction);
13937 TestIfElementTouchesCustomElement(x, y); // for empty space
13939 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13940 player->index_bit, dig_side);
13943 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13945 if (mode == DF_SNAP && element != EL_BD_ROCK)
13946 return MP_NO_ACTION;
13948 if (CAN_FALL(element) && dy)
13949 return MP_NO_ACTION;
13951 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13952 !(element == EL_SPRING && level.use_spring_bug))
13953 return MP_NO_ACTION;
13955 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13956 ((move_direction & MV_VERTICAL &&
13957 ((element_info[element].move_pattern & MV_LEFT &&
13958 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13959 (element_info[element].move_pattern & MV_RIGHT &&
13960 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13961 (move_direction & MV_HORIZONTAL &&
13962 ((element_info[element].move_pattern & MV_UP &&
13963 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13964 (element_info[element].move_pattern & MV_DOWN &&
13965 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13966 return MP_NO_ACTION;
13968 // do not push elements already moving away faster than player
13969 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13970 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13971 return MP_NO_ACTION;
13973 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13975 if (player->push_delay_value == -1 || !player_was_pushing)
13976 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13978 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13980 if (player->push_delay_value == -1)
13981 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13983 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13985 if (!player->is_pushing)
13986 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13989 player->is_pushing = TRUE;
13990 player->is_active = TRUE;
13992 if (!(IN_LEV_FIELD(nextx, nexty) &&
13993 (IS_FREE(nextx, nexty) ||
13994 (IS_SB_ELEMENT(element) &&
13995 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13996 (IS_CUSTOM_ELEMENT(element) &&
13997 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13998 return MP_NO_ACTION;
14000 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14001 return MP_NO_ACTION;
14003 if (player->push_delay == -1) // new pushing; restart delay
14004 player->push_delay = 0;
14006 if (player->push_delay < player->push_delay_value &&
14007 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14008 element != EL_SPRING && element != EL_BALLOON)
14010 // make sure that there is no move delay before next try to push
14011 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14012 player->move_delay = 0;
14014 return MP_NO_ACTION;
14017 if (IS_CUSTOM_ELEMENT(element) &&
14018 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14020 if (!DigFieldByCE(nextx, nexty, element))
14021 return MP_NO_ACTION;
14024 if (IS_SB_ELEMENT(element))
14026 boolean sokoban_task_solved = FALSE;
14028 if (element == EL_SOKOBAN_FIELD_FULL)
14030 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14032 IncrementSokobanFieldsNeeded();
14033 IncrementSokobanObjectsNeeded();
14036 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14038 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14040 DecrementSokobanFieldsNeeded();
14041 DecrementSokobanObjectsNeeded();
14043 // sokoban object was pushed from empty field to sokoban field
14044 if (Back[x][y] == EL_EMPTY)
14045 sokoban_task_solved = TRUE;
14048 Feld[x][y] = EL_SOKOBAN_OBJECT;
14050 if (Back[x][y] == Back[nextx][nexty])
14051 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14052 else if (Back[x][y] != 0)
14053 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14056 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14059 if (sokoban_task_solved &&
14060 game.sokoban_fields_still_needed == 0 &&
14061 game.sokoban_objects_still_needed == 0 &&
14062 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14064 game.players_still_needed = 0;
14068 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14072 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14074 InitMovingField(x, y, move_direction);
14075 GfxAction[x][y] = ACTION_PUSHING;
14077 if (mode == DF_SNAP)
14078 ContinueMoving(x, y);
14080 MovPos[x][y] = (dx != 0 ? dx : dy);
14082 Pushed[x][y] = TRUE;
14083 Pushed[nextx][nexty] = TRUE;
14085 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14086 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14088 player->push_delay_value = -1; // get new value later
14090 // check for element change _after_ element has been pushed
14091 if (game.use_change_when_pushing_bug)
14093 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14094 player->index_bit, dig_side);
14095 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14096 player->index_bit, dig_side);
14099 else if (IS_SWITCHABLE(element))
14101 if (PLAYER_SWITCHING(player, x, y))
14103 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14104 player->index_bit, dig_side);
14109 player->is_switching = TRUE;
14110 player->switch_x = x;
14111 player->switch_y = y;
14113 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14115 if (element == EL_ROBOT_WHEEL)
14117 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14119 game.robot_wheel_x = x;
14120 game.robot_wheel_y = y;
14121 game.robot_wheel_active = TRUE;
14123 TEST_DrawLevelField(x, y);
14125 else if (element == EL_SP_TERMINAL)
14129 SCAN_PLAYFIELD(xx, yy)
14131 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14135 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14137 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14139 ResetGfxAnimation(xx, yy);
14140 TEST_DrawLevelField(xx, yy);
14144 else if (IS_BELT_SWITCH(element))
14146 ToggleBeltSwitch(x, y);
14148 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14149 element == EL_SWITCHGATE_SWITCH_DOWN ||
14150 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14151 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14153 ToggleSwitchgateSwitch(x, y);
14155 else if (element == EL_LIGHT_SWITCH ||
14156 element == EL_LIGHT_SWITCH_ACTIVE)
14158 ToggleLightSwitch(x, y);
14160 else if (element == EL_TIMEGATE_SWITCH ||
14161 element == EL_DC_TIMEGATE_SWITCH)
14163 ActivateTimegateSwitch(x, y);
14165 else if (element == EL_BALLOON_SWITCH_LEFT ||
14166 element == EL_BALLOON_SWITCH_RIGHT ||
14167 element == EL_BALLOON_SWITCH_UP ||
14168 element == EL_BALLOON_SWITCH_DOWN ||
14169 element == EL_BALLOON_SWITCH_NONE ||
14170 element == EL_BALLOON_SWITCH_ANY)
14172 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14173 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14174 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14175 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14176 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14179 else if (element == EL_LAMP)
14181 Feld[x][y] = EL_LAMP_ACTIVE;
14182 game.lights_still_needed--;
14184 ResetGfxAnimation(x, y);
14185 TEST_DrawLevelField(x, y);
14187 else if (element == EL_TIME_ORB_FULL)
14189 Feld[x][y] = EL_TIME_ORB_EMPTY;
14191 if (level.time > 0 || level.use_time_orb_bug)
14193 TimeLeft += level.time_orb_time;
14194 game.no_time_limit = FALSE;
14196 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14198 DisplayGameControlValues();
14201 ResetGfxAnimation(x, y);
14202 TEST_DrawLevelField(x, y);
14204 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14205 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14209 game.ball_state = !game.ball_state;
14211 SCAN_PLAYFIELD(xx, yy)
14213 int e = Feld[xx][yy];
14215 if (game.ball_state)
14217 if (e == EL_EMC_MAGIC_BALL)
14218 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14219 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14220 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14224 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14225 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14226 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14227 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14232 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14233 player->index_bit, dig_side);
14235 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14236 player->index_bit, dig_side);
14238 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14239 player->index_bit, dig_side);
14245 if (!PLAYER_SWITCHING(player, x, y))
14247 player->is_switching = TRUE;
14248 player->switch_x = x;
14249 player->switch_y = y;
14251 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14252 player->index_bit, dig_side);
14253 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14254 player->index_bit, dig_side);
14256 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14257 player->index_bit, dig_side);
14258 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14259 player->index_bit, dig_side);
14262 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14263 player->index_bit, dig_side);
14264 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14265 player->index_bit, dig_side);
14267 return MP_NO_ACTION;
14270 player->push_delay = -1;
14272 if (is_player) // function can also be called by EL_PENGUIN
14274 if (Feld[x][y] != element) // really digged/collected something
14276 player->is_collecting = !player->is_digging;
14277 player->is_active = TRUE;
14284 static boolean DigFieldByCE(int x, int y, int digging_element)
14286 int element = Feld[x][y];
14288 if (!IS_FREE(x, y))
14290 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14291 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14294 // no element can dig solid indestructible elements
14295 if (IS_INDESTRUCTIBLE(element) &&
14296 !IS_DIGGABLE(element) &&
14297 !IS_COLLECTIBLE(element))
14300 if (AmoebaNr[x][y] &&
14301 (element == EL_AMOEBA_FULL ||
14302 element == EL_BD_AMOEBA ||
14303 element == EL_AMOEBA_GROWING))
14305 AmoebaCnt[AmoebaNr[x][y]]--;
14306 AmoebaCnt2[AmoebaNr[x][y]]--;
14309 if (IS_MOVING(x, y))
14310 RemoveMovingField(x, y);
14314 TEST_DrawLevelField(x, y);
14317 // if digged element was about to explode, prevent the explosion
14318 ExplodeField[x][y] = EX_TYPE_NONE;
14320 PlayLevelSoundAction(x, y, action);
14323 Store[x][y] = EL_EMPTY;
14325 // this makes it possible to leave the removed element again
14326 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14327 Store[x][y] = element;
14332 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14334 int jx = player->jx, jy = player->jy;
14335 int x = jx + dx, y = jy + dy;
14336 int snap_direction = (dx == -1 ? MV_LEFT :
14337 dx == +1 ? MV_RIGHT :
14339 dy == +1 ? MV_DOWN : MV_NONE);
14340 boolean can_continue_snapping = (level.continuous_snapping &&
14341 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14343 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14346 if (!player->active || !IN_LEV_FIELD(x, y))
14354 if (player->MovPos == 0)
14355 player->is_pushing = FALSE;
14357 player->is_snapping = FALSE;
14359 if (player->MovPos == 0)
14361 player->is_moving = FALSE;
14362 player->is_digging = FALSE;
14363 player->is_collecting = FALSE;
14369 // prevent snapping with already pressed snap key when not allowed
14370 if (player->is_snapping && !can_continue_snapping)
14373 player->MovDir = snap_direction;
14375 if (player->MovPos == 0)
14377 player->is_moving = FALSE;
14378 player->is_digging = FALSE;
14379 player->is_collecting = FALSE;
14382 player->is_dropping = FALSE;
14383 player->is_dropping_pressed = FALSE;
14384 player->drop_pressed_delay = 0;
14386 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14389 player->is_snapping = TRUE;
14390 player->is_active = TRUE;
14392 if (player->MovPos == 0)
14394 player->is_moving = FALSE;
14395 player->is_digging = FALSE;
14396 player->is_collecting = FALSE;
14399 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14400 TEST_DrawLevelField(player->last_jx, player->last_jy);
14402 TEST_DrawLevelField(x, y);
14407 static boolean DropElement(struct PlayerInfo *player)
14409 int old_element, new_element;
14410 int dropx = player->jx, dropy = player->jy;
14411 int drop_direction = player->MovDir;
14412 int drop_side = drop_direction;
14413 int drop_element = get_next_dropped_element(player);
14415 /* do not drop an element on top of another element; when holding drop key
14416 pressed without moving, dropped element must move away before the next
14417 element can be dropped (this is especially important if the next element
14418 is dynamite, which can be placed on background for historical reasons) */
14419 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14422 if (IS_THROWABLE(drop_element))
14424 dropx += GET_DX_FROM_DIR(drop_direction);
14425 dropy += GET_DY_FROM_DIR(drop_direction);
14427 if (!IN_LEV_FIELD(dropx, dropy))
14431 old_element = Feld[dropx][dropy]; // old element at dropping position
14432 new_element = drop_element; // default: no change when dropping
14434 // check if player is active, not moving and ready to drop
14435 if (!player->active || player->MovPos || player->drop_delay > 0)
14438 // check if player has anything that can be dropped
14439 if (new_element == EL_UNDEFINED)
14442 // only set if player has anything that can be dropped
14443 player->is_dropping_pressed = TRUE;
14445 // check if drop key was pressed long enough for EM style dynamite
14446 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14449 // check if anything can be dropped at the current position
14450 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14453 // collected custom elements can only be dropped on empty fields
14454 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14457 if (old_element != EL_EMPTY)
14458 Back[dropx][dropy] = old_element; // store old element on this field
14460 ResetGfxAnimation(dropx, dropy);
14461 ResetRandomAnimationValue(dropx, dropy);
14463 if (player->inventory_size > 0 ||
14464 player->inventory_infinite_element != EL_UNDEFINED)
14466 if (player->inventory_size > 0)
14468 player->inventory_size--;
14470 DrawGameDoorValues();
14472 if (new_element == EL_DYNAMITE)
14473 new_element = EL_DYNAMITE_ACTIVE;
14474 else if (new_element == EL_EM_DYNAMITE)
14475 new_element = EL_EM_DYNAMITE_ACTIVE;
14476 else if (new_element == EL_SP_DISK_RED)
14477 new_element = EL_SP_DISK_RED_ACTIVE;
14480 Feld[dropx][dropy] = new_element;
14482 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14483 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14484 el2img(Feld[dropx][dropy]), 0);
14486 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14488 // needed if previous element just changed to "empty" in the last frame
14489 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14491 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14492 player->index_bit, drop_side);
14493 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14495 player->index_bit, drop_side);
14497 TestIfElementTouchesCustomElement(dropx, dropy);
14499 else // player is dropping a dyna bomb
14501 player->dynabombs_left--;
14503 Feld[dropx][dropy] = new_element;
14505 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14506 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14507 el2img(Feld[dropx][dropy]), 0);
14509 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14512 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14513 InitField_WithBug1(dropx, dropy, FALSE);
14515 new_element = Feld[dropx][dropy]; // element might have changed
14517 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14518 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14520 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14521 MovDir[dropx][dropy] = drop_direction;
14523 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14525 // do not cause impact style collision by dropping elements that can fall
14526 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14529 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14530 player->is_dropping = TRUE;
14532 player->drop_pressed_delay = 0;
14533 player->is_dropping_pressed = FALSE;
14535 player->drop_x = dropx;
14536 player->drop_y = dropy;
14541 // ----------------------------------------------------------------------------
14542 // game sound playing functions
14543 // ----------------------------------------------------------------------------
14545 static int *loop_sound_frame = NULL;
14546 static int *loop_sound_volume = NULL;
14548 void InitPlayLevelSound(void)
14550 int num_sounds = getSoundListSize();
14552 checked_free(loop_sound_frame);
14553 checked_free(loop_sound_volume);
14555 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14556 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14559 static void PlayLevelSound(int x, int y, int nr)
14561 int sx = SCREENX(x), sy = SCREENY(y);
14562 int volume, stereo_position;
14563 int max_distance = 8;
14564 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14566 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14567 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14570 if (!IN_LEV_FIELD(x, y) ||
14571 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14572 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14575 volume = SOUND_MAX_VOLUME;
14577 if (!IN_SCR_FIELD(sx, sy))
14579 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14580 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14582 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14585 stereo_position = (SOUND_MAX_LEFT +
14586 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14587 (SCR_FIELDX + 2 * max_distance));
14589 if (IS_LOOP_SOUND(nr))
14591 /* This assures that quieter loop sounds do not overwrite louder ones,
14592 while restarting sound volume comparison with each new game frame. */
14594 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14597 loop_sound_volume[nr] = volume;
14598 loop_sound_frame[nr] = FrameCounter;
14601 PlaySoundExt(nr, volume, stereo_position, type);
14604 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14606 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14607 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14608 y < LEVELY(BY1) ? LEVELY(BY1) :
14609 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14613 static void PlayLevelSoundAction(int x, int y, int action)
14615 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14618 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14620 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14622 if (sound_effect != SND_UNDEFINED)
14623 PlayLevelSound(x, y, sound_effect);
14626 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14629 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14631 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14632 PlayLevelSound(x, y, sound_effect);
14635 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14637 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14639 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14640 PlayLevelSound(x, y, sound_effect);
14643 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14645 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14647 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14648 StopSound(sound_effect);
14651 static int getLevelMusicNr(void)
14653 if (levelset.music[level_nr] != MUS_UNDEFINED)
14654 return levelset.music[level_nr]; // from config file
14656 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14659 static void FadeLevelSounds(void)
14664 static void FadeLevelMusic(void)
14666 int music_nr = getLevelMusicNr();
14667 char *curr_music = getCurrentlyPlayingMusicFilename();
14668 char *next_music = getMusicInfoEntryFilename(music_nr);
14670 if (!strEqual(curr_music, next_music))
14674 void FadeLevelSoundsAndMusic(void)
14680 static void PlayLevelMusic(void)
14682 int music_nr = getLevelMusicNr();
14683 char *curr_music = getCurrentlyPlayingMusicFilename();
14684 char *next_music = getMusicInfoEntryFilename(music_nr);
14686 if (!strEqual(curr_music, next_music))
14687 PlayMusicLoop(music_nr);
14690 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14692 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14693 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14694 int x = xx - 1 - offset;
14695 int y = yy - 1 - offset;
14700 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14704 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14708 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14712 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14716 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14720 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14724 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14727 case SAMPLE_android_clone:
14728 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14731 case SAMPLE_android_move:
14732 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14735 case SAMPLE_spring:
14736 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14740 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14744 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14747 case SAMPLE_eater_eat:
14748 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14752 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14755 case SAMPLE_collect:
14756 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14759 case SAMPLE_diamond:
14760 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14763 case SAMPLE_squash:
14764 // !!! CHECK THIS !!!
14766 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14768 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14772 case SAMPLE_wonderfall:
14773 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14777 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14781 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14785 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14789 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14793 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14797 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14800 case SAMPLE_wonder:
14801 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14805 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14808 case SAMPLE_exit_open:
14809 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14812 case SAMPLE_exit_leave:
14813 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14816 case SAMPLE_dynamite:
14817 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14821 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14825 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14829 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14833 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14837 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14841 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14845 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14850 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14852 int element = map_element_SP_to_RND(element_sp);
14853 int action = map_action_SP_to_RND(action_sp);
14854 int offset = (setup.sp_show_border_elements ? 0 : 1);
14855 int x = xx - offset;
14856 int y = yy - offset;
14858 PlayLevelSoundElementAction(x, y, element, action);
14861 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14863 int element = map_element_MM_to_RND(element_mm);
14864 int action = map_action_MM_to_RND(action_mm);
14866 int x = xx - offset;
14867 int y = yy - offset;
14869 if (!IS_MM_ELEMENT(element))
14870 element = EL_MM_DEFAULT;
14872 PlayLevelSoundElementAction(x, y, element, action);
14875 void PlaySound_MM(int sound_mm)
14877 int sound = map_sound_MM_to_RND(sound_mm);
14879 if (sound == SND_UNDEFINED)
14885 void PlaySoundLoop_MM(int sound_mm)
14887 int sound = map_sound_MM_to_RND(sound_mm);
14889 if (sound == SND_UNDEFINED)
14892 PlaySoundLoop(sound);
14895 void StopSound_MM(int sound_mm)
14897 int sound = map_sound_MM_to_RND(sound_mm);
14899 if (sound == SND_UNDEFINED)
14905 void RaiseScore(int value)
14907 game.score += value;
14909 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14911 DisplayGameControlValues();
14914 void RaiseScoreElement(int element)
14919 case EL_BD_DIAMOND:
14920 case EL_EMERALD_YELLOW:
14921 case EL_EMERALD_RED:
14922 case EL_EMERALD_PURPLE:
14923 case EL_SP_INFOTRON:
14924 RaiseScore(level.score[SC_EMERALD]);
14927 RaiseScore(level.score[SC_DIAMOND]);
14930 RaiseScore(level.score[SC_CRYSTAL]);
14933 RaiseScore(level.score[SC_PEARL]);
14936 case EL_BD_BUTTERFLY:
14937 case EL_SP_ELECTRON:
14938 RaiseScore(level.score[SC_BUG]);
14941 case EL_BD_FIREFLY:
14942 case EL_SP_SNIKSNAK:
14943 RaiseScore(level.score[SC_SPACESHIP]);
14946 case EL_DARK_YAMYAM:
14947 RaiseScore(level.score[SC_YAMYAM]);
14950 RaiseScore(level.score[SC_ROBOT]);
14953 RaiseScore(level.score[SC_PACMAN]);
14956 RaiseScore(level.score[SC_NUT]);
14959 case EL_EM_DYNAMITE:
14960 case EL_SP_DISK_RED:
14961 case EL_DYNABOMB_INCREASE_NUMBER:
14962 case EL_DYNABOMB_INCREASE_SIZE:
14963 case EL_DYNABOMB_INCREASE_POWER:
14964 RaiseScore(level.score[SC_DYNAMITE]);
14966 case EL_SHIELD_NORMAL:
14967 case EL_SHIELD_DEADLY:
14968 RaiseScore(level.score[SC_SHIELD]);
14970 case EL_EXTRA_TIME:
14971 RaiseScore(level.extra_time_score);
14985 case EL_DC_KEY_WHITE:
14986 RaiseScore(level.score[SC_KEY]);
14989 RaiseScore(element_info[element].collect_score);
14994 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14996 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14998 // closing door required in case of envelope style request dialogs
15001 // prevent short reactivation of overlay buttons while closing door
15002 SetOverlayActive(FALSE);
15004 CloseDoor(DOOR_CLOSE_1);
15007 if (network.enabled)
15008 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15012 FadeSkipNextFadeIn();
15014 SetGameStatus(GAME_MODE_MAIN);
15019 else // continue playing the game
15021 if (tape.playing && tape.deactivate_display)
15022 TapeDeactivateDisplayOff(TRUE);
15024 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15026 if (tape.playing && tape.deactivate_display)
15027 TapeDeactivateDisplayOn();
15031 void RequestQuitGame(boolean ask_if_really_quit)
15033 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15034 boolean skip_request = game.all_players_gone || quick_quit;
15036 RequestQuitGameExt(skip_request, quick_quit,
15037 "Do you really want to quit the game?");
15040 void RequestRestartGame(char *message)
15042 game.restart_game_message = NULL;
15044 boolean has_started_game = hasStartedNetworkGame();
15045 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15047 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15049 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15053 SetGameStatus(GAME_MODE_MAIN);
15059 void CheckGameOver(void)
15061 static boolean last_game_over = FALSE;
15062 static int game_over_delay = 0;
15063 int game_over_delay_value = 50;
15064 boolean game_over = checkGameFailed();
15066 // do not handle game over if request dialog is already active
15067 if (game.request_active)
15070 // do not ask to play again if game was never actually played
15071 if (!game.GamePlayed)
15076 last_game_over = FALSE;
15077 game_over_delay = game_over_delay_value;
15082 if (game_over_delay > 0)
15089 if (last_game_over != game_over)
15090 game.restart_game_message = (hasStartedNetworkGame() ?
15091 "Game over! Play it again?" :
15094 last_game_over = game_over;
15097 boolean checkGameSolved(void)
15099 // set for all game engines if level was solved
15100 return game.LevelSolved_GameEnd;
15103 boolean checkGameFailed(void)
15105 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15106 return (game_em.game_over && !game_em.level_solved);
15107 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15108 return (game_sp.game_over && !game_sp.level_solved);
15109 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15110 return (game_mm.game_over && !game_mm.level_solved);
15111 else // GAME_ENGINE_TYPE_RND
15112 return (game.GameOver && !game.LevelSolved);
15115 boolean checkGameEnded(void)
15117 return (checkGameSolved() || checkGameFailed());
15121 // ----------------------------------------------------------------------------
15122 // random generator functions
15123 // ----------------------------------------------------------------------------
15125 unsigned int InitEngineRandom_RND(int seed)
15127 game.num_random_calls = 0;
15129 return InitEngineRandom(seed);
15132 unsigned int RND(int max)
15136 game.num_random_calls++;
15138 return GetEngineRandom(max);
15145 // ----------------------------------------------------------------------------
15146 // game engine snapshot handling functions
15147 // ----------------------------------------------------------------------------
15149 struct EngineSnapshotInfo
15151 // runtime values for custom element collect score
15152 int collect_score[NUM_CUSTOM_ELEMENTS];
15154 // runtime values for group element choice position
15155 int choice_pos[NUM_GROUP_ELEMENTS];
15157 // runtime values for belt position animations
15158 int belt_graphic[4][NUM_BELT_PARTS];
15159 int belt_anim_mode[4][NUM_BELT_PARTS];
15162 static struct EngineSnapshotInfo engine_snapshot_rnd;
15163 static char *snapshot_level_identifier = NULL;
15164 static int snapshot_level_nr = -1;
15166 static void SaveEngineSnapshotValues_RND(void)
15168 static int belt_base_active_element[4] =
15170 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15171 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15172 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15173 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15177 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15179 int element = EL_CUSTOM_START + i;
15181 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15184 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15186 int element = EL_GROUP_START + i;
15188 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15191 for (i = 0; i < 4; i++)
15193 for (j = 0; j < NUM_BELT_PARTS; j++)
15195 int element = belt_base_active_element[i] + j;
15196 int graphic = el2img(element);
15197 int anim_mode = graphic_info[graphic].anim_mode;
15199 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15200 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15205 static void LoadEngineSnapshotValues_RND(void)
15207 unsigned int num_random_calls = game.num_random_calls;
15210 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15212 int element = EL_CUSTOM_START + i;
15214 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15217 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15219 int element = EL_GROUP_START + i;
15221 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15224 for (i = 0; i < 4; i++)
15226 for (j = 0; j < NUM_BELT_PARTS; j++)
15228 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15229 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15231 graphic_info[graphic].anim_mode = anim_mode;
15235 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15237 InitRND(tape.random_seed);
15238 for (i = 0; i < num_random_calls; i++)
15242 if (game.num_random_calls != num_random_calls)
15244 Error(ERR_INFO, "number of random calls out of sync");
15245 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15246 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15247 Error(ERR_EXIT, "this should not happen -- please debug");
15251 void FreeEngineSnapshotSingle(void)
15253 FreeSnapshotSingle();
15255 setString(&snapshot_level_identifier, NULL);
15256 snapshot_level_nr = -1;
15259 void FreeEngineSnapshotList(void)
15261 FreeSnapshotList();
15264 static ListNode *SaveEngineSnapshotBuffers(void)
15266 ListNode *buffers = NULL;
15268 // copy some special values to a structure better suited for the snapshot
15270 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15271 SaveEngineSnapshotValues_RND();
15272 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15273 SaveEngineSnapshotValues_EM();
15274 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15275 SaveEngineSnapshotValues_SP(&buffers);
15276 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15277 SaveEngineSnapshotValues_MM(&buffers);
15279 // save values stored in special snapshot structure
15281 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15282 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15283 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15284 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15285 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15286 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15287 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15288 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15290 // save further RND engine values
15292 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15293 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15294 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15296 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15297 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15298 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15299 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15300 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15302 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15303 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15304 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15306 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15308 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15309 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15311 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15312 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15313 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15314 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15315 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15316 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15317 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15318 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15319 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15320 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15321 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15322 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15323 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15324 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15325 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15326 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15327 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15328 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15330 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15331 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15333 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15334 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15335 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15337 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15338 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15340 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15341 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15342 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15343 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15344 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15346 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15347 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15350 ListNode *node = engine_snapshot_list_rnd;
15353 while (node != NULL)
15355 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15360 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15366 void SaveEngineSnapshotSingle(void)
15368 ListNode *buffers = SaveEngineSnapshotBuffers();
15370 // finally save all snapshot buffers to single snapshot
15371 SaveSnapshotSingle(buffers);
15373 // save level identification information
15374 setString(&snapshot_level_identifier, leveldir_current->identifier);
15375 snapshot_level_nr = level_nr;
15378 boolean CheckSaveEngineSnapshotToList(void)
15380 boolean save_snapshot =
15381 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15382 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15383 game.snapshot.changed_action) ||
15384 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15385 game.snapshot.collected_item));
15387 game.snapshot.changed_action = FALSE;
15388 game.snapshot.collected_item = FALSE;
15389 game.snapshot.save_snapshot = save_snapshot;
15391 return save_snapshot;
15394 void SaveEngineSnapshotToList(void)
15396 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15400 ListNode *buffers = SaveEngineSnapshotBuffers();
15402 // finally save all snapshot buffers to snapshot list
15403 SaveSnapshotToList(buffers);
15406 void SaveEngineSnapshotToListInitial(void)
15408 FreeEngineSnapshotList();
15410 SaveEngineSnapshotToList();
15413 static void LoadEngineSnapshotValues(void)
15415 // restore special values from snapshot structure
15417 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15418 LoadEngineSnapshotValues_RND();
15419 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15420 LoadEngineSnapshotValues_EM();
15421 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15422 LoadEngineSnapshotValues_SP();
15423 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15424 LoadEngineSnapshotValues_MM();
15427 void LoadEngineSnapshotSingle(void)
15429 LoadSnapshotSingle();
15431 LoadEngineSnapshotValues();
15434 static void LoadEngineSnapshot_Undo(int steps)
15436 LoadSnapshotFromList_Older(steps);
15438 LoadEngineSnapshotValues();
15441 static void LoadEngineSnapshot_Redo(int steps)
15443 LoadSnapshotFromList_Newer(steps);
15445 LoadEngineSnapshotValues();
15448 boolean CheckEngineSnapshotSingle(void)
15450 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15451 snapshot_level_nr == level_nr);
15454 boolean CheckEngineSnapshotList(void)
15456 return CheckSnapshotList();
15460 // ---------- new game button stuff -------------------------------------------
15467 boolean *setup_value;
15468 boolean allowed_on_tape;
15470 } gamebutton_info[NUM_GAME_BUTTONS] =
15473 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15474 GAME_CTRL_ID_STOP, NULL,
15478 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15479 GAME_CTRL_ID_PAUSE, NULL,
15483 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15484 GAME_CTRL_ID_PLAY, NULL,
15488 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15489 GAME_CTRL_ID_UNDO, NULL,
15493 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15494 GAME_CTRL_ID_REDO, NULL,
15498 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15499 GAME_CTRL_ID_SAVE, NULL,
15503 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15504 GAME_CTRL_ID_PAUSE2, NULL,
15508 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15509 GAME_CTRL_ID_LOAD, NULL,
15513 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15514 GAME_CTRL_ID_PANEL_STOP, NULL,
15518 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15519 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15520 FALSE, "pause game"
15523 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15524 GAME_CTRL_ID_PANEL_PLAY, NULL,
15528 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15529 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15530 TRUE, "background music on/off"
15533 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15534 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15535 TRUE, "sound loops on/off"
15538 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15539 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15540 TRUE, "normal sounds on/off"
15543 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15544 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15545 FALSE, "background music on/off"
15548 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15549 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15550 FALSE, "sound loops on/off"
15553 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15554 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15555 FALSE, "normal sounds on/off"
15559 void CreateGameButtons(void)
15563 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15565 int graphic = gamebutton_info[i].graphic;
15566 struct GraphicInfo *gfx = &graphic_info[graphic];
15567 struct XY *pos = gamebutton_info[i].pos;
15568 struct GadgetInfo *gi;
15571 unsigned int event_mask;
15572 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15573 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15574 int base_x = (on_tape ? VX : DX);
15575 int base_y = (on_tape ? VY : DY);
15576 int gd_x = gfx->src_x;
15577 int gd_y = gfx->src_y;
15578 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15579 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15580 int gd_xa = gfx->src_x + gfx->active_xoffset;
15581 int gd_ya = gfx->src_y + gfx->active_yoffset;
15582 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15583 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15586 if (gfx->bitmap == NULL)
15588 game_gadget[id] = NULL;
15593 if (id == GAME_CTRL_ID_STOP ||
15594 id == GAME_CTRL_ID_PANEL_STOP ||
15595 id == GAME_CTRL_ID_PLAY ||
15596 id == GAME_CTRL_ID_PANEL_PLAY ||
15597 id == GAME_CTRL_ID_SAVE ||
15598 id == GAME_CTRL_ID_LOAD)
15600 button_type = GD_TYPE_NORMAL_BUTTON;
15602 event_mask = GD_EVENT_RELEASED;
15604 else if (id == GAME_CTRL_ID_UNDO ||
15605 id == GAME_CTRL_ID_REDO)
15607 button_type = GD_TYPE_NORMAL_BUTTON;
15609 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15613 button_type = GD_TYPE_CHECK_BUTTON;
15614 checked = (gamebutton_info[i].setup_value != NULL ?
15615 *gamebutton_info[i].setup_value : FALSE);
15616 event_mask = GD_EVENT_PRESSED;
15619 gi = CreateGadget(GDI_CUSTOM_ID, id,
15620 GDI_IMAGE_ID, graphic,
15621 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15622 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15623 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15624 GDI_WIDTH, gfx->width,
15625 GDI_HEIGHT, gfx->height,
15626 GDI_TYPE, button_type,
15627 GDI_STATE, GD_BUTTON_UNPRESSED,
15628 GDI_CHECKED, checked,
15629 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15630 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15631 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15632 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15633 GDI_DIRECT_DRAW, FALSE,
15634 GDI_EVENT_MASK, event_mask,
15635 GDI_CALLBACK_ACTION, HandleGameButtons,
15639 Error(ERR_EXIT, "cannot create gadget");
15641 game_gadget[id] = gi;
15645 void FreeGameButtons(void)
15649 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15650 FreeGadget(game_gadget[i]);
15653 static void UnmapGameButtonsAtSamePosition(int id)
15657 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15659 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15660 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15661 UnmapGadget(game_gadget[i]);
15664 static void UnmapGameButtonsAtSamePosition_All(void)
15666 if (setup.show_snapshot_buttons)
15668 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15669 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15670 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15674 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15675 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15676 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15678 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15679 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15680 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15684 static void MapGameButtonsAtSamePosition(int id)
15688 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15690 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15691 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15692 MapGadget(game_gadget[i]);
15694 UnmapGameButtonsAtSamePosition_All();
15697 void MapUndoRedoButtons(void)
15699 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15700 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15702 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15703 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15705 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15708 void UnmapUndoRedoButtons(void)
15710 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15711 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15713 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15714 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15716 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15719 static void MapGameButtonsExt(boolean on_tape)
15723 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15724 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15725 i != GAME_CTRL_ID_UNDO &&
15726 i != GAME_CTRL_ID_REDO)
15727 MapGadget(game_gadget[i]);
15729 UnmapGameButtonsAtSamePosition_All();
15731 RedrawGameButtons();
15734 static void UnmapGameButtonsExt(boolean on_tape)
15738 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15739 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15740 UnmapGadget(game_gadget[i]);
15743 static void RedrawGameButtonsExt(boolean on_tape)
15747 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15748 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15749 RedrawGadget(game_gadget[i]);
15751 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15752 redraw_mask &= ~REDRAW_ALL;
15755 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15760 gi->checked = state;
15763 static void RedrawSoundButtonGadget(int id)
15765 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15766 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15767 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15768 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15769 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15770 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15773 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15774 RedrawGadget(game_gadget[id2]);
15777 void MapGameButtons(void)
15779 MapGameButtonsExt(FALSE);
15782 void UnmapGameButtons(void)
15784 UnmapGameButtonsExt(FALSE);
15787 void RedrawGameButtons(void)
15789 RedrawGameButtonsExt(FALSE);
15792 void MapGameButtonsOnTape(void)
15794 MapGameButtonsExt(TRUE);
15797 void UnmapGameButtonsOnTape(void)
15799 UnmapGameButtonsExt(TRUE);
15802 void RedrawGameButtonsOnTape(void)
15804 RedrawGameButtonsExt(TRUE);
15807 static void GameUndoRedoExt(void)
15809 ClearPlayerAction();
15811 tape.pausing = TRUE;
15814 UpdateAndDisplayGameControlValues();
15816 DrawCompleteVideoDisplay();
15817 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15818 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15819 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15824 static void GameUndo(int steps)
15826 if (!CheckEngineSnapshotList())
15829 LoadEngineSnapshot_Undo(steps);
15834 static void GameRedo(int steps)
15836 if (!CheckEngineSnapshotList())
15839 LoadEngineSnapshot_Redo(steps);
15844 static void HandleGameButtonsExt(int id, int button)
15846 static boolean game_undo_executed = FALSE;
15847 int steps = BUTTON_STEPSIZE(button);
15848 boolean handle_game_buttons =
15849 (game_status == GAME_MODE_PLAYING ||
15850 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15852 if (!handle_game_buttons)
15857 case GAME_CTRL_ID_STOP:
15858 case GAME_CTRL_ID_PANEL_STOP:
15859 if (game_status == GAME_MODE_MAIN)
15865 RequestQuitGame(TRUE);
15869 case GAME_CTRL_ID_PAUSE:
15870 case GAME_CTRL_ID_PAUSE2:
15871 case GAME_CTRL_ID_PANEL_PAUSE:
15872 if (network.enabled && game_status == GAME_MODE_PLAYING)
15875 SendToServer_ContinuePlaying();
15877 SendToServer_PausePlaying();
15880 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15882 game_undo_executed = FALSE;
15886 case GAME_CTRL_ID_PLAY:
15887 case GAME_CTRL_ID_PANEL_PLAY:
15888 if (game_status == GAME_MODE_MAIN)
15890 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15892 else if (tape.pausing)
15894 if (network.enabled)
15895 SendToServer_ContinuePlaying();
15897 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15901 case GAME_CTRL_ID_UNDO:
15902 // Important: When using "save snapshot when collecting an item" mode,
15903 // load last (current) snapshot for first "undo" after pressing "pause"
15904 // (else the last-but-one snapshot would be loaded, because the snapshot
15905 // pointer already points to the last snapshot when pressing "pause",
15906 // which is fine for "every step/move" mode, but not for "every collect")
15907 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15908 !game_undo_executed)
15911 game_undo_executed = TRUE;
15916 case GAME_CTRL_ID_REDO:
15920 case GAME_CTRL_ID_SAVE:
15924 case GAME_CTRL_ID_LOAD:
15928 case SOUND_CTRL_ID_MUSIC:
15929 case SOUND_CTRL_ID_PANEL_MUSIC:
15930 if (setup.sound_music)
15932 setup.sound_music = FALSE;
15936 else if (audio.music_available)
15938 setup.sound = setup.sound_music = TRUE;
15940 SetAudioMode(setup.sound);
15942 if (game_status == GAME_MODE_PLAYING)
15946 RedrawSoundButtonGadget(id);
15950 case SOUND_CTRL_ID_LOOPS:
15951 case SOUND_CTRL_ID_PANEL_LOOPS:
15952 if (setup.sound_loops)
15953 setup.sound_loops = FALSE;
15954 else if (audio.loops_available)
15956 setup.sound = setup.sound_loops = TRUE;
15958 SetAudioMode(setup.sound);
15961 RedrawSoundButtonGadget(id);
15965 case SOUND_CTRL_ID_SIMPLE:
15966 case SOUND_CTRL_ID_PANEL_SIMPLE:
15967 if (setup.sound_simple)
15968 setup.sound_simple = FALSE;
15969 else if (audio.sound_available)
15971 setup.sound = setup.sound_simple = TRUE;
15973 SetAudioMode(setup.sound);
15976 RedrawSoundButtonGadget(id);
15985 static void HandleGameButtons(struct GadgetInfo *gi)
15987 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15990 void HandleSoundButtonKeys(Key key)
15992 if (key == setup.shortcut.sound_simple)
15993 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15994 else if (key == setup.shortcut.sound_loops)
15995 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15996 else if (key == setup.shortcut.sound_music)
15997 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);