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;
3406 player->mouse_action.lx = 0;
3407 player->mouse_action.ly = 0;
3408 player->mouse_action.button = 0;
3409 player->mouse_action.button_hint = 0;
3411 player->effective_mouse_action.lx = 0;
3412 player->effective_mouse_action.ly = 0;
3413 player->effective_mouse_action.button = 0;
3414 player->effective_mouse_action.button_hint = 0;
3416 for (j = 0; j < MAX_NUM_KEYS; j++)
3417 player->key[j] = FALSE;
3419 player->num_white_keys = 0;
3421 player->dynabomb_count = 0;
3422 player->dynabomb_size = 1;
3423 player->dynabombs_left = 0;
3424 player->dynabomb_xl = FALSE;
3426 player->MovDir = initial_move_dir;
3429 player->GfxDir = initial_move_dir;
3430 player->GfxAction = ACTION_DEFAULT;
3432 player->StepFrame = 0;
3434 player->initial_element = player->element_nr;
3435 player->artwork_element =
3436 (level.use_artwork_element[i] ? level.artwork_element[i] :
3437 player->element_nr);
3438 player->use_murphy = FALSE;
3440 player->block_last_field = FALSE; // initialized in InitPlayerField()
3441 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3443 player->gravity = level.initial_player_gravity[i];
3445 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3447 player->actual_frame_counter = 0;
3449 player->step_counter = 0;
3451 player->last_move_dir = initial_move_dir;
3453 player->is_active = FALSE;
3455 player->is_waiting = FALSE;
3456 player->is_moving = FALSE;
3457 player->is_auto_moving = FALSE;
3458 player->is_digging = FALSE;
3459 player->is_snapping = FALSE;
3460 player->is_collecting = FALSE;
3461 player->is_pushing = FALSE;
3462 player->is_switching = FALSE;
3463 player->is_dropping = FALSE;
3464 player->is_dropping_pressed = FALSE;
3466 player->is_bored = FALSE;
3467 player->is_sleeping = FALSE;
3469 player->was_waiting = TRUE;
3470 player->was_moving = FALSE;
3471 player->was_snapping = FALSE;
3472 player->was_dropping = FALSE;
3474 player->force_dropping = FALSE;
3476 player->frame_counter_bored = -1;
3477 player->frame_counter_sleeping = -1;
3479 player->anim_delay_counter = 0;
3480 player->post_delay_counter = 0;
3482 player->dir_waiting = initial_move_dir;
3483 player->action_waiting = ACTION_DEFAULT;
3484 player->last_action_waiting = ACTION_DEFAULT;
3485 player->special_action_bored = ACTION_DEFAULT;
3486 player->special_action_sleeping = ACTION_DEFAULT;
3488 player->switch_x = -1;
3489 player->switch_y = -1;
3491 player->drop_x = -1;
3492 player->drop_y = -1;
3494 player->show_envelope = 0;
3496 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3498 player->push_delay = -1; // initialized when pushing starts
3499 player->push_delay_value = game.initial_push_delay_value;
3501 player->drop_delay = 0;
3502 player->drop_pressed_delay = 0;
3504 player->last_jx = -1;
3505 player->last_jy = -1;
3509 player->shield_normal_time_left = 0;
3510 player->shield_deadly_time_left = 0;
3512 player->inventory_infinite_element = EL_UNDEFINED;
3513 player->inventory_size = 0;
3515 if (level.use_initial_inventory[i])
3517 for (j = 0; j < level.initial_inventory_size[i]; j++)
3519 int element = level.initial_inventory_content[i][j];
3520 int collect_count = element_info[element].collect_count_initial;
3523 if (!IS_CUSTOM_ELEMENT(element))
3526 if (collect_count == 0)
3527 player->inventory_infinite_element = element;
3529 for (k = 0; k < collect_count; k++)
3530 if (player->inventory_size < MAX_INVENTORY_SIZE)
3531 player->inventory_element[player->inventory_size++] = element;
3535 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3536 SnapField(player, 0, 0);
3538 map_player_action[i] = i;
3541 network_player_action_received = FALSE;
3543 // initial null action
3544 if (network_playing)
3545 SendToServer_MovePlayer(MV_NONE);
3550 TimeLeft = level.time;
3553 ScreenMovDir = MV_NONE;
3557 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3559 game.robot_wheel_x = -1;
3560 game.robot_wheel_y = -1;
3565 game.all_players_gone = FALSE;
3567 game.LevelSolved = FALSE;
3568 game.GameOver = FALSE;
3570 game.GamePlayed = !tape.playing;
3572 game.LevelSolved_GameWon = FALSE;
3573 game.LevelSolved_GameEnd = FALSE;
3574 game.LevelSolved_SaveTape = FALSE;
3575 game.LevelSolved_SaveScore = FALSE;
3577 game.LevelSolved_CountingTime = 0;
3578 game.LevelSolved_CountingScore = 0;
3579 game.LevelSolved_CountingHealth = 0;
3581 game.panel.active = TRUE;
3583 game.no_time_limit = (level.time == 0);
3585 game.yamyam_content_nr = 0;
3586 game.robot_wheel_active = FALSE;
3587 game.magic_wall_active = FALSE;
3588 game.magic_wall_time_left = 0;
3589 game.light_time_left = 0;
3590 game.timegate_time_left = 0;
3591 game.switchgate_pos = 0;
3592 game.wind_direction = level.wind_direction_initial;
3595 game.score_final = 0;
3597 game.health = MAX_HEALTH;
3598 game.health_final = MAX_HEALTH;
3600 game.gems_still_needed = level.gems_needed;
3601 game.sokoban_fields_still_needed = 0;
3602 game.sokoban_objects_still_needed = 0;
3603 game.lights_still_needed = 0;
3604 game.players_still_needed = 0;
3605 game.friends_still_needed = 0;
3607 game.lenses_time_left = 0;
3608 game.magnify_time_left = 0;
3610 game.ball_state = level.ball_state_initial;
3611 game.ball_content_nr = 0;
3613 game.explosions_delayed = TRUE;
3615 game.envelope_active = FALSE;
3617 for (i = 0; i < NUM_BELTS; i++)
3619 game.belt_dir[i] = MV_NONE;
3620 game.belt_dir_nr[i] = 3; // not moving, next moving left
3623 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3624 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3626 #if DEBUG_INIT_PLAYER
3627 DebugPrintPlayerStatus("Player status at level initialization");
3630 SCAN_PLAYFIELD(x, y)
3632 Feld[x][y] = Last[x][y] = level.field[x][y];
3633 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3634 ChangeDelay[x][y] = 0;
3635 ChangePage[x][y] = -1;
3636 CustomValue[x][y] = 0; // initialized in InitField()
3637 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3639 WasJustMoving[x][y] = 0;
3640 WasJustFalling[x][y] = 0;
3641 CheckCollision[x][y] = 0;
3642 CheckImpact[x][y] = 0;
3644 Pushed[x][y] = FALSE;
3646 ChangeCount[x][y] = 0;
3647 ChangeEvent[x][y] = -1;
3649 ExplodePhase[x][y] = 0;
3650 ExplodeDelay[x][y] = 0;
3651 ExplodeField[x][y] = EX_TYPE_NONE;
3653 RunnerVisit[x][y] = 0;
3654 PlayerVisit[x][y] = 0;
3657 GfxRandom[x][y] = INIT_GFX_RANDOM();
3658 GfxElement[x][y] = EL_UNDEFINED;
3659 GfxAction[x][y] = ACTION_DEFAULT;
3660 GfxDir[x][y] = MV_NONE;
3661 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3664 SCAN_PLAYFIELD(x, y)
3666 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3668 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3670 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3673 InitField(x, y, TRUE);
3675 ResetGfxAnimation(x, y);
3680 for (i = 0; i < MAX_PLAYERS; i++)
3682 struct PlayerInfo *player = &stored_player[i];
3684 // set number of special actions for bored and sleeping animation
3685 player->num_special_action_bored =
3686 get_num_special_action(player->artwork_element,
3687 ACTION_BORING_1, ACTION_BORING_LAST);
3688 player->num_special_action_sleeping =
3689 get_num_special_action(player->artwork_element,
3690 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3693 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3694 emulate_sb ? EMU_SOKOBAN :
3695 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3697 // initialize type of slippery elements
3698 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3700 if (!IS_CUSTOM_ELEMENT(i))
3702 // default: elements slip down either to the left or right randomly
3703 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3705 // SP style elements prefer to slip down on the left side
3706 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3707 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3709 // BD style elements prefer to slip down on the left side
3710 if (game.emulation == EMU_BOULDERDASH)
3711 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3715 // initialize explosion and ignition delay
3716 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3718 if (!IS_CUSTOM_ELEMENT(i))
3721 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3722 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3723 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3724 int last_phase = (num_phase + 1) * delay;
3725 int half_phase = (num_phase / 2) * delay;
3727 element_info[i].explosion_delay = last_phase - 1;
3728 element_info[i].ignition_delay = half_phase;
3730 if (i == EL_BLACK_ORB)
3731 element_info[i].ignition_delay = 1;
3735 // correct non-moving belts to start moving left
3736 for (i = 0; i < NUM_BELTS; i++)
3737 if (game.belt_dir[i] == MV_NONE)
3738 game.belt_dir_nr[i] = 3; // not moving, next moving left
3740 #if USE_NEW_PLAYER_ASSIGNMENTS
3741 // use preferred player also in local single-player mode
3742 if (!network.enabled && !game.team_mode)
3744 int old_index_nr = local_player->index_nr;
3745 int new_index_nr = setup.network_player_nr;
3747 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3749 stored_player[old_index_nr].connected_locally = FALSE;
3750 stored_player[new_index_nr].connected_locally = TRUE;
3754 for (i = 0; i < MAX_PLAYERS; i++)
3756 stored_player[i].connected = FALSE;
3758 // in network game mode, the local player might not be the first player
3759 if (stored_player[i].connected_locally)
3760 local_player = &stored_player[i];
3763 if (!network.enabled)
3764 local_player->connected = TRUE;
3768 for (i = 0; i < MAX_PLAYERS; i++)
3769 stored_player[i].connected = tape.player_participates[i];
3771 else if (network.enabled)
3773 // add team mode players connected over the network (needed for correct
3774 // assignment of player figures from level to locally playing players)
3776 for (i = 0; i < MAX_PLAYERS; i++)
3777 if (stored_player[i].connected_network)
3778 stored_player[i].connected = TRUE;
3780 else if (game.team_mode)
3782 // try to guess locally connected team mode players (needed for correct
3783 // assignment of player figures from level to locally playing players)
3785 for (i = 0; i < MAX_PLAYERS; i++)
3786 if (setup.input[i].use_joystick ||
3787 setup.input[i].key.left != KSYM_UNDEFINED)
3788 stored_player[i].connected = TRUE;
3791 #if DEBUG_INIT_PLAYER
3792 DebugPrintPlayerStatus("Player status after level initialization");
3795 #if DEBUG_INIT_PLAYER
3797 printf("Reassigning players ...\n");
3800 // check if any connected player was not found in playfield
3801 for (i = 0; i < MAX_PLAYERS; i++)
3803 struct PlayerInfo *player = &stored_player[i];
3805 if (player->connected && !player->present)
3807 struct PlayerInfo *field_player = NULL;
3809 #if DEBUG_INIT_PLAYER
3811 printf("- looking for field player for player %d ...\n", i + 1);
3814 // assign first free player found that is present in the playfield
3816 // first try: look for unmapped playfield player that is not connected
3817 for (j = 0; j < MAX_PLAYERS; j++)
3818 if (field_player == NULL &&
3819 stored_player[j].present &&
3820 !stored_player[j].mapped &&
3821 !stored_player[j].connected)
3822 field_player = &stored_player[j];
3824 // second try: look for *any* unmapped playfield player
3825 for (j = 0; j < MAX_PLAYERS; j++)
3826 if (field_player == NULL &&
3827 stored_player[j].present &&
3828 !stored_player[j].mapped)
3829 field_player = &stored_player[j];
3831 if (field_player != NULL)
3833 int jx = field_player->jx, jy = field_player->jy;
3835 #if DEBUG_INIT_PLAYER
3837 printf("- found player %d\n", field_player->index_nr + 1);
3840 player->present = FALSE;
3841 player->active = FALSE;
3843 field_player->present = TRUE;
3844 field_player->active = TRUE;
3847 player->initial_element = field_player->initial_element;
3848 player->artwork_element = field_player->artwork_element;
3850 player->block_last_field = field_player->block_last_field;
3851 player->block_delay_adjustment = field_player->block_delay_adjustment;
3854 StorePlayer[jx][jy] = field_player->element_nr;
3856 field_player->jx = field_player->last_jx = jx;
3857 field_player->jy = field_player->last_jy = jy;
3859 if (local_player == player)
3860 local_player = field_player;
3862 map_player_action[field_player->index_nr] = i;
3864 field_player->mapped = TRUE;
3866 #if DEBUG_INIT_PLAYER
3868 printf("- map_player_action[%d] == %d\n",
3869 field_player->index_nr + 1, i + 1);
3874 if (player->connected && player->present)
3875 player->mapped = TRUE;
3878 #if DEBUG_INIT_PLAYER
3879 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3884 // check if any connected player was not found in playfield
3885 for (i = 0; i < MAX_PLAYERS; i++)
3887 struct PlayerInfo *player = &stored_player[i];
3889 if (player->connected && !player->present)
3891 for (j = 0; j < MAX_PLAYERS; j++)
3893 struct PlayerInfo *field_player = &stored_player[j];
3894 int jx = field_player->jx, jy = field_player->jy;
3896 // assign first free player found that is present in the playfield
3897 if (field_player->present && !field_player->connected)
3899 player->present = TRUE;
3900 player->active = TRUE;
3902 field_player->present = FALSE;
3903 field_player->active = FALSE;
3905 player->initial_element = field_player->initial_element;
3906 player->artwork_element = field_player->artwork_element;
3908 player->block_last_field = field_player->block_last_field;
3909 player->block_delay_adjustment = field_player->block_delay_adjustment;
3911 StorePlayer[jx][jy] = player->element_nr;
3913 player->jx = player->last_jx = jx;
3914 player->jy = player->last_jy = jy;
3924 printf("::: local_player->present == %d\n", local_player->present);
3927 // set focus to local player for network games, else to all players
3928 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3929 game.centered_player_nr_next = game.centered_player_nr;
3930 game.set_centered_player = FALSE;
3932 if (network_playing && tape.recording)
3934 // store client dependent player focus when recording network games
3935 tape.centered_player_nr_next = game.centered_player_nr_next;
3936 tape.set_centered_player = TRUE;
3941 // when playing a tape, eliminate all players who do not participate
3943 #if USE_NEW_PLAYER_ASSIGNMENTS
3945 if (!game.team_mode)
3947 for (i = 0; i < MAX_PLAYERS; i++)
3949 if (stored_player[i].active &&
3950 !tape.player_participates[map_player_action[i]])
3952 struct PlayerInfo *player = &stored_player[i];
3953 int jx = player->jx, jy = player->jy;
3955 #if DEBUG_INIT_PLAYER
3957 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3960 player->active = FALSE;
3961 StorePlayer[jx][jy] = 0;
3962 Feld[jx][jy] = EL_EMPTY;
3969 for (i = 0; i < MAX_PLAYERS; i++)
3971 if (stored_player[i].active &&
3972 !tape.player_participates[i])
3974 struct PlayerInfo *player = &stored_player[i];
3975 int jx = player->jx, jy = player->jy;
3977 player->active = FALSE;
3978 StorePlayer[jx][jy] = 0;
3979 Feld[jx][jy] = EL_EMPTY;
3984 else if (!network.enabled && !game.team_mode) // && !tape.playing
3986 // when in single player mode, eliminate all but the local player
3988 for (i = 0; i < MAX_PLAYERS; i++)
3990 struct PlayerInfo *player = &stored_player[i];
3992 if (player->active && player != local_player)
3994 int jx = player->jx, jy = player->jy;
3996 player->active = FALSE;
3997 player->present = FALSE;
3999 StorePlayer[jx][jy] = 0;
4000 Feld[jx][jy] = EL_EMPTY;
4005 for (i = 0; i < MAX_PLAYERS; i++)
4006 if (stored_player[i].active)
4007 game.players_still_needed++;
4009 if (level.solved_by_one_player)
4010 game.players_still_needed = 1;
4012 // when recording the game, store which players take part in the game
4015 #if USE_NEW_PLAYER_ASSIGNMENTS
4016 for (i = 0; i < MAX_PLAYERS; i++)
4017 if (stored_player[i].connected)
4018 tape.player_participates[i] = TRUE;
4020 for (i = 0; i < MAX_PLAYERS; i++)
4021 if (stored_player[i].active)
4022 tape.player_participates[i] = TRUE;
4026 #if DEBUG_INIT_PLAYER
4027 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4030 if (BorderElement == EL_EMPTY)
4033 SBX_Right = lev_fieldx - SCR_FIELDX;
4035 SBY_Lower = lev_fieldy - SCR_FIELDY;
4040 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4042 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4045 if (full_lev_fieldx <= SCR_FIELDX)
4046 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4047 if (full_lev_fieldy <= SCR_FIELDY)
4048 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4050 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4052 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4055 // if local player not found, look for custom element that might create
4056 // the player (make some assumptions about the right custom element)
4057 if (!local_player->present)
4059 int start_x = 0, start_y = 0;
4060 int found_rating = 0;
4061 int found_element = EL_UNDEFINED;
4062 int player_nr = local_player->index_nr;
4064 SCAN_PLAYFIELD(x, y)
4066 int element = Feld[x][y];
4071 if (level.use_start_element[player_nr] &&
4072 level.start_element[player_nr] == element &&
4079 found_element = element;
4082 if (!IS_CUSTOM_ELEMENT(element))
4085 if (CAN_CHANGE(element))
4087 for (i = 0; i < element_info[element].num_change_pages; i++)
4089 // check for player created from custom element as single target
4090 content = element_info[element].change_page[i].target_element;
4091 is_player = ELEM_IS_PLAYER(content);
4093 if (is_player && (found_rating < 3 ||
4094 (found_rating == 3 && element < found_element)))
4100 found_element = element;
4105 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4107 // check for player created from custom element as explosion content
4108 content = element_info[element].content.e[xx][yy];
4109 is_player = ELEM_IS_PLAYER(content);
4111 if (is_player && (found_rating < 2 ||
4112 (found_rating == 2 && element < found_element)))
4114 start_x = x + xx - 1;
4115 start_y = y + yy - 1;
4118 found_element = element;
4121 if (!CAN_CHANGE(element))
4124 for (i = 0; i < element_info[element].num_change_pages; i++)
4126 // check for player created from custom element as extended target
4128 element_info[element].change_page[i].target_content.e[xx][yy];
4130 is_player = ELEM_IS_PLAYER(content);
4132 if (is_player && (found_rating < 1 ||
4133 (found_rating == 1 && element < found_element)))
4135 start_x = x + xx - 1;
4136 start_y = y + yy - 1;
4139 found_element = element;
4145 scroll_x = SCROLL_POSITION_X(start_x);
4146 scroll_y = SCROLL_POSITION_Y(start_y);
4150 scroll_x = SCROLL_POSITION_X(local_player->jx);
4151 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4154 // !!! FIX THIS (START) !!!
4155 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4157 InitGameEngine_EM();
4159 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4161 InitGameEngine_SP();
4163 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4165 InitGameEngine_MM();
4169 DrawLevel(REDRAW_FIELD);
4172 // after drawing the level, correct some elements
4173 if (game.timegate_time_left == 0)
4174 CloseAllOpenTimegates();
4177 // blit playfield from scroll buffer to normal back buffer for fading in
4178 BlitScreenToBitmap(backbuffer);
4179 // !!! FIX THIS (END) !!!
4181 DrawMaskedBorder(fade_mask);
4186 // full screen redraw is required at this point in the following cases:
4187 // - special editor door undrawn when game was started from level editor
4188 // - drawing area (playfield) was changed and has to be removed completely
4189 redraw_mask = REDRAW_ALL;
4193 if (!game.restart_level)
4195 // copy default game door content to main double buffer
4197 // !!! CHECK AGAIN !!!
4198 SetPanelBackground();
4199 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4200 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4203 SetPanelBackground();
4204 SetDrawBackgroundMask(REDRAW_DOOR_1);
4206 UpdateAndDisplayGameControlValues();
4208 if (!game.restart_level)
4214 CreateGameButtons();
4219 // copy actual game door content to door double buffer for OpenDoor()
4220 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4222 OpenDoor(DOOR_OPEN_ALL);
4224 KeyboardAutoRepeatOffUnlessAutoplay();
4226 #if DEBUG_INIT_PLAYER
4227 DebugPrintPlayerStatus("Player status (final)");
4236 if (!game.restart_level && !tape.playing)
4238 LevelStats_incPlayed(level_nr);
4240 SaveLevelSetup_SeriesInfo();
4243 game.restart_level = FALSE;
4244 game.restart_game_message = NULL;
4245 game.request_active = FALSE;
4247 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4248 InitGameActions_MM();
4250 SaveEngineSnapshotToListInitial();
4252 if (!game.restart_level)
4254 PlaySound(SND_GAME_STARTING);
4256 if (setup.sound_music)
4261 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4262 int actual_player_x, int actual_player_y)
4264 // this is used for non-R'n'D game engines to update certain engine values
4266 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4268 actual_player_x = correctLevelPosX_EM(actual_player_x);
4269 actual_player_y = correctLevelPosY_EM(actual_player_y);
4272 // needed to determine if sounds are played within the visible screen area
4273 scroll_x = actual_scroll_x;
4274 scroll_y = actual_scroll_y;
4276 // needed to get player position for "follow finger" playing input method
4277 local_player->jx = actual_player_x;
4278 local_player->jy = actual_player_y;
4281 void InitMovDir(int x, int y)
4283 int i, element = Feld[x][y];
4284 static int xy[4][2] =
4291 static int direction[3][4] =
4293 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4294 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4295 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4304 Feld[x][y] = EL_BUG;
4305 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4308 case EL_SPACESHIP_RIGHT:
4309 case EL_SPACESHIP_UP:
4310 case EL_SPACESHIP_LEFT:
4311 case EL_SPACESHIP_DOWN:
4312 Feld[x][y] = EL_SPACESHIP;
4313 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4316 case EL_BD_BUTTERFLY_RIGHT:
4317 case EL_BD_BUTTERFLY_UP:
4318 case EL_BD_BUTTERFLY_LEFT:
4319 case EL_BD_BUTTERFLY_DOWN:
4320 Feld[x][y] = EL_BD_BUTTERFLY;
4321 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4324 case EL_BD_FIREFLY_RIGHT:
4325 case EL_BD_FIREFLY_UP:
4326 case EL_BD_FIREFLY_LEFT:
4327 case EL_BD_FIREFLY_DOWN:
4328 Feld[x][y] = EL_BD_FIREFLY;
4329 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4332 case EL_PACMAN_RIGHT:
4334 case EL_PACMAN_LEFT:
4335 case EL_PACMAN_DOWN:
4336 Feld[x][y] = EL_PACMAN;
4337 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4340 case EL_YAMYAM_LEFT:
4341 case EL_YAMYAM_RIGHT:
4343 case EL_YAMYAM_DOWN:
4344 Feld[x][y] = EL_YAMYAM;
4345 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4348 case EL_SP_SNIKSNAK:
4349 MovDir[x][y] = MV_UP;
4352 case EL_SP_ELECTRON:
4353 MovDir[x][y] = MV_LEFT;
4360 Feld[x][y] = EL_MOLE;
4361 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4365 if (IS_CUSTOM_ELEMENT(element))
4367 struct ElementInfo *ei = &element_info[element];
4368 int move_direction_initial = ei->move_direction_initial;
4369 int move_pattern = ei->move_pattern;
4371 if (move_direction_initial == MV_START_PREVIOUS)
4373 if (MovDir[x][y] != MV_NONE)
4376 move_direction_initial = MV_START_AUTOMATIC;
4379 if (move_direction_initial == MV_START_RANDOM)
4380 MovDir[x][y] = 1 << RND(4);
4381 else if (move_direction_initial & MV_ANY_DIRECTION)
4382 MovDir[x][y] = move_direction_initial;
4383 else if (move_pattern == MV_ALL_DIRECTIONS ||
4384 move_pattern == MV_TURNING_LEFT ||
4385 move_pattern == MV_TURNING_RIGHT ||
4386 move_pattern == MV_TURNING_LEFT_RIGHT ||
4387 move_pattern == MV_TURNING_RIGHT_LEFT ||
4388 move_pattern == MV_TURNING_RANDOM)
4389 MovDir[x][y] = 1 << RND(4);
4390 else if (move_pattern == MV_HORIZONTAL)
4391 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4392 else if (move_pattern == MV_VERTICAL)
4393 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4394 else if (move_pattern & MV_ANY_DIRECTION)
4395 MovDir[x][y] = element_info[element].move_pattern;
4396 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4397 move_pattern == MV_ALONG_RIGHT_SIDE)
4399 // use random direction as default start direction
4400 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4401 MovDir[x][y] = 1 << RND(4);
4403 for (i = 0; i < NUM_DIRECTIONS; i++)
4405 int x1 = x + xy[i][0];
4406 int y1 = y + xy[i][1];
4408 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4410 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4411 MovDir[x][y] = direction[0][i];
4413 MovDir[x][y] = direction[1][i];
4422 MovDir[x][y] = 1 << RND(4);
4424 if (element != EL_BUG &&
4425 element != EL_SPACESHIP &&
4426 element != EL_BD_BUTTERFLY &&
4427 element != EL_BD_FIREFLY)
4430 for (i = 0; i < NUM_DIRECTIONS; i++)
4432 int x1 = x + xy[i][0];
4433 int y1 = y + xy[i][1];
4435 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4437 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4439 MovDir[x][y] = direction[0][i];
4442 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4443 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4445 MovDir[x][y] = direction[1][i];
4454 GfxDir[x][y] = MovDir[x][y];
4457 void InitAmoebaNr(int x, int y)
4460 int group_nr = AmoebeNachbarNr(x, y);
4464 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4466 if (AmoebaCnt[i] == 0)
4474 AmoebaNr[x][y] = group_nr;
4475 AmoebaCnt[group_nr]++;
4476 AmoebaCnt2[group_nr]++;
4479 static void LevelSolved(void)
4481 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4482 game.players_still_needed > 0)
4485 game.LevelSolved = TRUE;
4486 game.GameOver = TRUE;
4488 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4489 level.native_em_level->lev->score :
4490 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4493 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4494 MM_HEALTH(game_mm.laser_overload_value) :
4497 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4498 game.LevelSolved_CountingScore = game.score_final;
4499 game.LevelSolved_CountingHealth = game.health_final;
4504 static int time_count_steps;
4505 static int time, time_final;
4506 static int score, score_final;
4507 static int health, health_final;
4508 static int game_over_delay_1 = 0;
4509 static int game_over_delay_2 = 0;
4510 static int game_over_delay_3 = 0;
4511 int game_over_delay_value_1 = 50;
4512 int game_over_delay_value_2 = 25;
4513 int game_over_delay_value_3 = 50;
4515 if (!game.LevelSolved_GameWon)
4519 // do not start end game actions before the player stops moving (to exit)
4520 if (local_player->active && local_player->MovPos)
4523 game.LevelSolved_GameWon = TRUE;
4524 game.LevelSolved_SaveTape = tape.recording;
4525 game.LevelSolved_SaveScore = !tape.playing;
4529 LevelStats_incSolved(level_nr);
4531 SaveLevelSetup_SeriesInfo();
4534 if (tape.auto_play) // tape might already be stopped here
4535 tape.auto_play_level_solved = TRUE;
4539 game_over_delay_1 = 0;
4540 game_over_delay_2 = 0;
4541 game_over_delay_3 = game_over_delay_value_3;
4543 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4544 score = score_final = game.score_final;
4545 health = health_final = game.health_final;
4547 if (level.score[SC_TIME_BONUS] > 0)
4552 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4554 else if (game.no_time_limit && TimePlayed < 999)
4557 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4560 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4562 game_over_delay_1 = game_over_delay_value_1;
4564 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4567 score_final += health * level.score[SC_TIME_BONUS];
4569 game_over_delay_2 = game_over_delay_value_2;
4572 game.score_final = score_final;
4573 game.health_final = health_final;
4576 if (level_editor_test_game)
4579 score = score_final;
4581 game.LevelSolved_CountingTime = time;
4582 game.LevelSolved_CountingScore = score;
4584 game_panel_controls[GAME_PANEL_TIME].value = time;
4585 game_panel_controls[GAME_PANEL_SCORE].value = score;
4587 DisplayGameControlValues();
4590 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4592 // check if last player has left the level
4593 if (game.exit_x >= 0 &&
4596 int x = game.exit_x;
4597 int y = game.exit_y;
4598 int element = Feld[x][y];
4600 // close exit door after last player
4601 if ((game.all_players_gone &&
4602 (element == EL_EXIT_OPEN ||
4603 element == EL_SP_EXIT_OPEN ||
4604 element == EL_STEEL_EXIT_OPEN)) ||
4605 element == EL_EM_EXIT_OPEN ||
4606 element == EL_EM_STEEL_EXIT_OPEN)
4610 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4611 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4612 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4613 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4614 EL_EM_STEEL_EXIT_CLOSING);
4616 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4619 // player disappears
4620 DrawLevelField(x, y);
4623 for (i = 0; i < MAX_PLAYERS; i++)
4625 struct PlayerInfo *player = &stored_player[i];
4627 if (player->present)
4629 RemovePlayer(player);
4631 // player disappears
4632 DrawLevelField(player->jx, player->jy);
4637 PlaySound(SND_GAME_WINNING);
4640 if (game_over_delay_1 > 0)
4642 game_over_delay_1--;
4647 if (time != time_final)
4649 int time_to_go = ABS(time_final - time);
4650 int time_count_dir = (time < time_final ? +1 : -1);
4652 if (time_to_go < time_count_steps)
4653 time_count_steps = 1;
4655 time += time_count_steps * time_count_dir;
4656 score += time_count_steps * level.score[SC_TIME_BONUS];
4658 game.LevelSolved_CountingTime = time;
4659 game.LevelSolved_CountingScore = score;
4661 game_panel_controls[GAME_PANEL_TIME].value = time;
4662 game_panel_controls[GAME_PANEL_SCORE].value = score;
4664 DisplayGameControlValues();
4666 if (time == time_final)
4667 StopSound(SND_GAME_LEVELTIME_BONUS);
4668 else if (setup.sound_loops)
4669 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4671 PlaySound(SND_GAME_LEVELTIME_BONUS);
4676 if (game_over_delay_2 > 0)
4678 game_over_delay_2--;
4683 if (health != health_final)
4685 int health_count_dir = (health < health_final ? +1 : -1);
4687 health += health_count_dir;
4688 score += level.score[SC_TIME_BONUS];
4690 game.LevelSolved_CountingHealth = health;
4691 game.LevelSolved_CountingScore = score;
4693 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4694 game_panel_controls[GAME_PANEL_SCORE].value = score;
4696 DisplayGameControlValues();
4698 if (health == health_final)
4699 StopSound(SND_GAME_LEVELTIME_BONUS);
4700 else if (setup.sound_loops)
4701 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4703 PlaySound(SND_GAME_LEVELTIME_BONUS);
4708 game.panel.active = FALSE;
4710 if (game_over_delay_3 > 0)
4712 game_over_delay_3--;
4722 // used instead of "level_nr" (needed for network games)
4723 int last_level_nr = levelset.level_nr;
4726 game.LevelSolved_GameEnd = TRUE;
4728 if (game.LevelSolved_SaveTape)
4730 // make sure that request dialog to save tape does not open door again
4731 if (!global.use_envelope_request)
4732 CloseDoor(DOOR_CLOSE_1);
4734 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4737 // if no tape is to be saved, close both doors simultaneously
4738 CloseDoor(DOOR_CLOSE_ALL);
4740 if (level_editor_test_game)
4742 SetGameStatus(GAME_MODE_MAIN);
4749 if (!game.LevelSolved_SaveScore)
4751 SetGameStatus(GAME_MODE_MAIN);
4758 if (level_nr == leveldir_current->handicap_level)
4760 leveldir_current->handicap_level++;
4762 SaveLevelSetup_SeriesInfo();
4765 if (setup.increment_levels &&
4766 level_nr < leveldir_current->last_level &&
4769 level_nr++; // advance to next level
4770 TapeErase(); // start with empty tape
4772 if (setup.auto_play_next_level)
4774 LoadLevel(level_nr);
4776 SaveLevelSetup_SeriesInfo();
4780 hi_pos = NewHiScore(last_level_nr);
4782 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4784 SetGameStatus(GAME_MODE_SCORES);
4786 DrawHallOfFame(last_level_nr, hi_pos);
4788 else if (setup.auto_play_next_level && setup.increment_levels &&
4789 last_level_nr < leveldir_current->last_level &&
4792 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4796 SetGameStatus(GAME_MODE_MAIN);
4802 int NewHiScore(int level_nr)
4806 boolean one_score_entry_per_name = !program.many_scores_per_name;
4808 LoadScore(level_nr);
4810 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4811 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4814 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4816 if (game.score_final > highscore[k].Score)
4818 // player has made it to the hall of fame
4820 if (k < MAX_SCORE_ENTRIES - 1)
4822 int m = MAX_SCORE_ENTRIES - 1;
4824 if (one_score_entry_per_name)
4826 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4827 if (strEqual(setup.player_name, highscore[l].Name))
4830 if (m == k) // player's new highscore overwrites his old one
4834 for (l = m; l > k; l--)
4836 strcpy(highscore[l].Name, highscore[l - 1].Name);
4837 highscore[l].Score = highscore[l - 1].Score;
4843 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4844 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4845 highscore[k].Score = game.score_final;
4850 else if (one_score_entry_per_name &&
4851 !strncmp(setup.player_name, highscore[k].Name,
4852 MAX_PLAYER_NAME_LEN))
4853 break; // player already there with a higher score
4857 SaveScore(level_nr);
4862 static int getElementMoveStepsizeExt(int x, int y, int direction)
4864 int element = Feld[x][y];
4865 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4866 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4867 int horiz_move = (dx != 0);
4868 int sign = (horiz_move ? dx : dy);
4869 int step = sign * element_info[element].move_stepsize;
4871 // special values for move stepsize for spring and things on conveyor belt
4874 if (CAN_FALL(element) &&
4875 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4876 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4877 else if (element == EL_SPRING)
4878 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4884 static int getElementMoveStepsize(int x, int y)
4886 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4889 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4891 if (player->GfxAction != action || player->GfxDir != dir)
4893 player->GfxAction = action;
4894 player->GfxDir = dir;
4896 player->StepFrame = 0;
4900 static void ResetGfxFrame(int x, int y)
4902 // profiling showed that "autotest" spends 10~20% of its time in this function
4903 if (DrawingDeactivatedField())
4906 int element = Feld[x][y];
4907 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4909 if (graphic_info[graphic].anim_global_sync)
4910 GfxFrame[x][y] = FrameCounter;
4911 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4912 GfxFrame[x][y] = CustomValue[x][y];
4913 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4914 GfxFrame[x][y] = element_info[element].collect_score;
4915 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4916 GfxFrame[x][y] = ChangeDelay[x][y];
4919 static void ResetGfxAnimation(int x, int y)
4921 GfxAction[x][y] = ACTION_DEFAULT;
4922 GfxDir[x][y] = MovDir[x][y];
4925 ResetGfxFrame(x, y);
4928 static void ResetRandomAnimationValue(int x, int y)
4930 GfxRandom[x][y] = INIT_GFX_RANDOM();
4933 static void InitMovingField(int x, int y, int direction)
4935 int element = Feld[x][y];
4936 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4937 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4940 boolean is_moving_before, is_moving_after;
4942 // check if element was/is moving or being moved before/after mode change
4943 is_moving_before = (WasJustMoving[x][y] != 0);
4944 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4946 // reset animation only for moving elements which change direction of moving
4947 // or which just started or stopped moving
4948 // (else CEs with property "can move" / "not moving" are reset each frame)
4949 if (is_moving_before != is_moving_after ||
4950 direction != MovDir[x][y])
4951 ResetGfxAnimation(x, y);
4953 MovDir[x][y] = direction;
4954 GfxDir[x][y] = direction;
4956 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4957 direction == MV_DOWN && CAN_FALL(element) ?
4958 ACTION_FALLING : ACTION_MOVING);
4960 // this is needed for CEs with property "can move" / "not moving"
4962 if (is_moving_after)
4964 if (Feld[newx][newy] == EL_EMPTY)
4965 Feld[newx][newy] = EL_BLOCKED;
4967 MovDir[newx][newy] = MovDir[x][y];
4969 CustomValue[newx][newy] = CustomValue[x][y];
4971 GfxFrame[newx][newy] = GfxFrame[x][y];
4972 GfxRandom[newx][newy] = GfxRandom[x][y];
4973 GfxAction[newx][newy] = GfxAction[x][y];
4974 GfxDir[newx][newy] = GfxDir[x][y];
4978 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4980 int direction = MovDir[x][y];
4981 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4982 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4988 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4990 int oldx = x, oldy = y;
4991 int direction = MovDir[x][y];
4993 if (direction == MV_LEFT)
4995 else if (direction == MV_RIGHT)
4997 else if (direction == MV_UP)
4999 else if (direction == MV_DOWN)
5002 *comes_from_x = oldx;
5003 *comes_from_y = oldy;
5006 static int MovingOrBlocked2Element(int x, int y)
5008 int element = Feld[x][y];
5010 if (element == EL_BLOCKED)
5014 Blocked2Moving(x, y, &oldx, &oldy);
5015 return Feld[oldx][oldy];
5021 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5023 // like MovingOrBlocked2Element(), but if element is moving
5024 // and (x,y) is the field the moving element is just leaving,
5025 // return EL_BLOCKED instead of the element value
5026 int element = Feld[x][y];
5028 if (IS_MOVING(x, y))
5030 if (element == EL_BLOCKED)
5034 Blocked2Moving(x, y, &oldx, &oldy);
5035 return Feld[oldx][oldy];
5044 static void RemoveField(int x, int y)
5046 Feld[x][y] = EL_EMPTY;
5052 CustomValue[x][y] = 0;
5055 ChangeDelay[x][y] = 0;
5056 ChangePage[x][y] = -1;
5057 Pushed[x][y] = FALSE;
5059 GfxElement[x][y] = EL_UNDEFINED;
5060 GfxAction[x][y] = ACTION_DEFAULT;
5061 GfxDir[x][y] = MV_NONE;
5064 static void RemoveMovingField(int x, int y)
5066 int oldx = x, oldy = y, newx = x, newy = y;
5067 int element = Feld[x][y];
5068 int next_element = EL_UNDEFINED;
5070 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5073 if (IS_MOVING(x, y))
5075 Moving2Blocked(x, y, &newx, &newy);
5077 if (Feld[newx][newy] != EL_BLOCKED)
5079 // element is moving, but target field is not free (blocked), but
5080 // already occupied by something different (example: acid pool);
5081 // in this case, only remove the moving field, but not the target
5083 RemoveField(oldx, oldy);
5085 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5087 TEST_DrawLevelField(oldx, oldy);
5092 else if (element == EL_BLOCKED)
5094 Blocked2Moving(x, y, &oldx, &oldy);
5095 if (!IS_MOVING(oldx, oldy))
5099 if (element == EL_BLOCKED &&
5100 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5101 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5102 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5103 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5104 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5105 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5106 next_element = get_next_element(Feld[oldx][oldy]);
5108 RemoveField(oldx, oldy);
5109 RemoveField(newx, newy);
5111 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5113 if (next_element != EL_UNDEFINED)
5114 Feld[oldx][oldy] = next_element;
5116 TEST_DrawLevelField(oldx, oldy);
5117 TEST_DrawLevelField(newx, newy);
5120 void DrawDynamite(int x, int y)
5122 int sx = SCREENX(x), sy = SCREENY(y);
5123 int graphic = el2img(Feld[x][y]);
5126 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5129 if (IS_WALKABLE_INSIDE(Back[x][y]))
5133 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5134 else if (Store[x][y])
5135 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5137 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5139 if (Back[x][y] || Store[x][y])
5140 DrawGraphicThruMask(sx, sy, graphic, frame);
5142 DrawGraphic(sx, sy, graphic, frame);
5145 static void CheckDynamite(int x, int y)
5147 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5151 if (MovDelay[x][y] != 0)
5154 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5160 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5165 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5167 boolean num_checked_players = 0;
5170 for (i = 0; i < MAX_PLAYERS; i++)
5172 if (stored_player[i].active)
5174 int sx = stored_player[i].jx;
5175 int sy = stored_player[i].jy;
5177 if (num_checked_players == 0)
5184 *sx1 = MIN(*sx1, sx);
5185 *sy1 = MIN(*sy1, sy);
5186 *sx2 = MAX(*sx2, sx);
5187 *sy2 = MAX(*sy2, sy);
5190 num_checked_players++;
5195 static boolean checkIfAllPlayersFitToScreen_RND(void)
5197 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5199 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5201 return (sx2 - sx1 < SCR_FIELDX &&
5202 sy2 - sy1 < SCR_FIELDY);
5205 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5207 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5209 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5211 *sx = (sx1 + sx2) / 2;
5212 *sy = (sy1 + sy2) / 2;
5215 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5216 boolean center_screen, boolean quick_relocation)
5218 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5219 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5220 boolean no_delay = (tape.warp_forward);
5221 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5222 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5223 int new_scroll_x, new_scroll_y;
5225 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5227 // case 1: quick relocation inside visible screen (without scrolling)
5234 if (!level.shifted_relocation || center_screen)
5236 // relocation _with_ centering of screen
5238 new_scroll_x = SCROLL_POSITION_X(x);
5239 new_scroll_y = SCROLL_POSITION_Y(y);
5243 // relocation _without_ centering of screen
5245 int center_scroll_x = SCROLL_POSITION_X(old_x);
5246 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5247 int offset_x = x + (scroll_x - center_scroll_x);
5248 int offset_y = y + (scroll_y - center_scroll_y);
5250 // for new screen position, apply previous offset to center position
5251 new_scroll_x = SCROLL_POSITION_X(offset_x);
5252 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5255 if (quick_relocation)
5257 // case 2: quick relocation (redraw without visible scrolling)
5259 scroll_x = new_scroll_x;
5260 scroll_y = new_scroll_y;
5267 // case 3: visible relocation (with scrolling to new position)
5269 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5271 SetVideoFrameDelay(wait_delay_value);
5273 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5276 int fx = FX, fy = FY;
5278 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5279 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5281 if (dx == 0 && dy == 0) // no scrolling needed at all
5287 fx += dx * TILEX / 2;
5288 fy += dy * TILEY / 2;
5290 ScrollLevel(dx, dy);
5293 // scroll in two steps of half tile size to make things smoother
5294 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5296 // scroll second step to align at full tile size
5297 BlitScreenToBitmap(window);
5303 SetVideoFrameDelay(frame_delay_value_old);
5306 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5308 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5309 int player_nr = GET_PLAYER_NR(el_player);
5310 struct PlayerInfo *player = &stored_player[player_nr];
5311 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5312 boolean no_delay = (tape.warp_forward);
5313 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5314 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5315 int old_jx = player->jx;
5316 int old_jy = player->jy;
5317 int old_element = Feld[old_jx][old_jy];
5318 int element = Feld[jx][jy];
5319 boolean player_relocated = (old_jx != jx || old_jy != jy);
5321 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5322 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5323 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5324 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5325 int leave_side_horiz = move_dir_horiz;
5326 int leave_side_vert = move_dir_vert;
5327 int enter_side = enter_side_horiz | enter_side_vert;
5328 int leave_side = leave_side_horiz | leave_side_vert;
5330 if (player->buried) // do not reanimate dead player
5333 if (!player_relocated) // no need to relocate the player
5336 if (IS_PLAYER(jx, jy)) // player already placed at new position
5338 RemoveField(jx, jy); // temporarily remove newly placed player
5339 DrawLevelField(jx, jy);
5342 if (player->present)
5344 while (player->MovPos)
5346 ScrollPlayer(player, SCROLL_GO_ON);
5347 ScrollScreen(NULL, SCROLL_GO_ON);
5349 AdvanceFrameAndPlayerCounters(player->index_nr);
5353 BackToFront_WithFrameDelay(wait_delay_value);
5356 DrawPlayer(player); // needed here only to cleanup last field
5357 DrawLevelField(player->jx, player->jy); // remove player graphic
5359 player->is_moving = FALSE;
5362 if (IS_CUSTOM_ELEMENT(old_element))
5363 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5365 player->index_bit, leave_side);
5367 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5369 player->index_bit, leave_side);
5371 Feld[jx][jy] = el_player;
5372 InitPlayerField(jx, jy, el_player, TRUE);
5374 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5375 possible that the relocation target field did not contain a player element,
5376 but a walkable element, to which the new player was relocated -- in this
5377 case, restore that (already initialized!) element on the player field */
5378 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5380 Feld[jx][jy] = element; // restore previously existing element
5383 // only visually relocate centered player
5384 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5385 FALSE, level.instant_relocation);
5387 TestIfPlayerTouchesBadThing(jx, jy);
5388 TestIfPlayerTouchesCustomElement(jx, jy);
5390 if (IS_CUSTOM_ELEMENT(element))
5391 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5392 player->index_bit, enter_side);
5394 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5395 player->index_bit, enter_side);
5397 if (player->is_switching)
5399 /* ensure that relocation while still switching an element does not cause
5400 a new element to be treated as also switched directly after relocation
5401 (this is important for teleporter switches that teleport the player to
5402 a place where another teleporter switch is in the same direction, which
5403 would then incorrectly be treated as immediately switched before the
5404 direction key that caused the switch was released) */
5406 player->switch_x += jx - old_jx;
5407 player->switch_y += jy - old_jy;
5411 static void Explode(int ex, int ey, int phase, int mode)
5417 // !!! eliminate this variable !!!
5418 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5420 if (game.explosions_delayed)
5422 ExplodeField[ex][ey] = mode;
5426 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5428 int center_element = Feld[ex][ey];
5429 int artwork_element, explosion_element; // set these values later
5431 // remove things displayed in background while burning dynamite
5432 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5435 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5437 // put moving element to center field (and let it explode there)
5438 center_element = MovingOrBlocked2Element(ex, ey);
5439 RemoveMovingField(ex, ey);
5440 Feld[ex][ey] = center_element;
5443 // now "center_element" is finally determined -- set related values now
5444 artwork_element = center_element; // for custom player artwork
5445 explosion_element = center_element; // for custom player artwork
5447 if (IS_PLAYER(ex, ey))
5449 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5451 artwork_element = stored_player[player_nr].artwork_element;
5453 if (level.use_explosion_element[player_nr])
5455 explosion_element = level.explosion_element[player_nr];
5456 artwork_element = explosion_element;
5460 if (mode == EX_TYPE_NORMAL ||
5461 mode == EX_TYPE_CENTER ||
5462 mode == EX_TYPE_CROSS)
5463 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5465 last_phase = element_info[explosion_element].explosion_delay + 1;
5467 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5469 int xx = x - ex + 1;
5470 int yy = y - ey + 1;
5473 if (!IN_LEV_FIELD(x, y) ||
5474 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5475 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5478 element = Feld[x][y];
5480 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5482 element = MovingOrBlocked2Element(x, y);
5484 if (!IS_EXPLOSION_PROOF(element))
5485 RemoveMovingField(x, y);
5488 // indestructible elements can only explode in center (but not flames)
5489 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5490 mode == EX_TYPE_BORDER)) ||
5491 element == EL_FLAMES)
5494 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5495 behaviour, for example when touching a yamyam that explodes to rocks
5496 with active deadly shield, a rock is created under the player !!! */
5497 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5499 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5500 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5501 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5503 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5506 if (IS_ACTIVE_BOMB(element))
5508 // re-activate things under the bomb like gate or penguin
5509 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5516 // save walkable background elements while explosion on same tile
5517 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5518 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5519 Back[x][y] = element;
5521 // ignite explodable elements reached by other explosion
5522 if (element == EL_EXPLOSION)
5523 element = Store2[x][y];
5525 if (AmoebaNr[x][y] &&
5526 (element == EL_AMOEBA_FULL ||
5527 element == EL_BD_AMOEBA ||
5528 element == EL_AMOEBA_GROWING))
5530 AmoebaCnt[AmoebaNr[x][y]]--;
5531 AmoebaCnt2[AmoebaNr[x][y]]--;
5536 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5538 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5540 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5542 if (PLAYERINFO(ex, ey)->use_murphy)
5543 Store[x][y] = EL_EMPTY;
5546 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5547 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5548 else if (ELEM_IS_PLAYER(center_element))
5549 Store[x][y] = EL_EMPTY;
5550 else if (center_element == EL_YAMYAM)
5551 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5552 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5553 Store[x][y] = element_info[center_element].content.e[xx][yy];
5555 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5556 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5557 // otherwise) -- FIX THIS !!!
5558 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5559 Store[x][y] = element_info[element].content.e[1][1];
5561 else if (!CAN_EXPLODE(element))
5562 Store[x][y] = element_info[element].content.e[1][1];
5565 Store[x][y] = EL_EMPTY;
5567 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5568 center_element == EL_AMOEBA_TO_DIAMOND)
5569 Store2[x][y] = element;
5571 Feld[x][y] = EL_EXPLOSION;
5572 GfxElement[x][y] = artwork_element;
5574 ExplodePhase[x][y] = 1;
5575 ExplodeDelay[x][y] = last_phase;
5580 if (center_element == EL_YAMYAM)
5581 game.yamyam_content_nr =
5582 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5594 GfxFrame[x][y] = 0; // restart explosion animation
5596 last_phase = ExplodeDelay[x][y];
5598 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5600 // this can happen if the player leaves an explosion just in time
5601 if (GfxElement[x][y] == EL_UNDEFINED)
5602 GfxElement[x][y] = EL_EMPTY;
5604 border_element = Store2[x][y];
5605 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5606 border_element = StorePlayer[x][y];
5608 if (phase == element_info[border_element].ignition_delay ||
5609 phase == last_phase)
5611 boolean border_explosion = FALSE;
5613 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5614 !PLAYER_EXPLOSION_PROTECTED(x, y))
5616 KillPlayerUnlessExplosionProtected(x, y);
5617 border_explosion = TRUE;
5619 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5621 Feld[x][y] = Store2[x][y];
5624 border_explosion = TRUE;
5626 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5628 AmoebeUmwandeln(x, y);
5630 border_explosion = TRUE;
5633 // if an element just explodes due to another explosion (chain-reaction),
5634 // do not immediately end the new explosion when it was the last frame of
5635 // the explosion (as it would be done in the following "if"-statement!)
5636 if (border_explosion && phase == last_phase)
5640 if (phase == last_phase)
5644 element = Feld[x][y] = Store[x][y];
5645 Store[x][y] = Store2[x][y] = 0;
5646 GfxElement[x][y] = EL_UNDEFINED;
5648 // player can escape from explosions and might therefore be still alive
5649 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5650 element <= EL_PLAYER_IS_EXPLODING_4)
5652 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5653 int explosion_element = EL_PLAYER_1 + player_nr;
5654 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5655 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5657 if (level.use_explosion_element[player_nr])
5658 explosion_element = level.explosion_element[player_nr];
5660 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5661 element_info[explosion_element].content.e[xx][yy]);
5664 // restore probably existing indestructible background element
5665 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5666 element = Feld[x][y] = Back[x][y];
5669 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5670 GfxDir[x][y] = MV_NONE;
5671 ChangeDelay[x][y] = 0;
5672 ChangePage[x][y] = -1;
5674 CustomValue[x][y] = 0;
5676 InitField_WithBug2(x, y, FALSE);
5678 TEST_DrawLevelField(x, y);
5680 TestIfElementTouchesCustomElement(x, y);
5682 if (GFX_CRUMBLED(element))
5683 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5685 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5686 StorePlayer[x][y] = 0;
5688 if (ELEM_IS_PLAYER(element))
5689 RelocatePlayer(x, y, element);
5691 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5693 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5694 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5697 TEST_DrawLevelFieldCrumbled(x, y);
5699 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5701 DrawLevelElement(x, y, Back[x][y]);
5702 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5704 else if (IS_WALKABLE_UNDER(Back[x][y]))
5706 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5707 DrawLevelElementThruMask(x, y, Back[x][y]);
5709 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5710 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5714 static void DynaExplode(int ex, int ey)
5717 int dynabomb_element = Feld[ex][ey];
5718 int dynabomb_size = 1;
5719 boolean dynabomb_xl = FALSE;
5720 struct PlayerInfo *player;
5721 static int xy[4][2] =
5729 if (IS_ACTIVE_BOMB(dynabomb_element))
5731 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5732 dynabomb_size = player->dynabomb_size;
5733 dynabomb_xl = player->dynabomb_xl;
5734 player->dynabombs_left++;
5737 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5739 for (i = 0; i < NUM_DIRECTIONS; i++)
5741 for (j = 1; j <= dynabomb_size; j++)
5743 int x = ex + j * xy[i][0];
5744 int y = ey + j * xy[i][1];
5747 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5750 element = Feld[x][y];
5752 // do not restart explosions of fields with active bombs
5753 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5756 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5758 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5759 !IS_DIGGABLE(element) && !dynabomb_xl)
5765 void Bang(int x, int y)
5767 int element = MovingOrBlocked2Element(x, y);
5768 int explosion_type = EX_TYPE_NORMAL;
5770 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5772 struct PlayerInfo *player = PLAYERINFO(x, y);
5774 element = Feld[x][y] = player->initial_element;
5776 if (level.use_explosion_element[player->index_nr])
5778 int explosion_element = level.explosion_element[player->index_nr];
5780 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5781 explosion_type = EX_TYPE_CROSS;
5782 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5783 explosion_type = EX_TYPE_CENTER;
5791 case EL_BD_BUTTERFLY:
5794 case EL_DARK_YAMYAM:
5798 RaiseScoreElement(element);
5801 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5802 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5803 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5804 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5805 case EL_DYNABOMB_INCREASE_NUMBER:
5806 case EL_DYNABOMB_INCREASE_SIZE:
5807 case EL_DYNABOMB_INCREASE_POWER:
5808 explosion_type = EX_TYPE_DYNA;
5811 case EL_DC_LANDMINE:
5812 explosion_type = EX_TYPE_CENTER;
5817 case EL_LAMP_ACTIVE:
5818 case EL_AMOEBA_TO_DIAMOND:
5819 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5820 explosion_type = EX_TYPE_CENTER;
5824 if (element_info[element].explosion_type == EXPLODES_CROSS)
5825 explosion_type = EX_TYPE_CROSS;
5826 else if (element_info[element].explosion_type == EXPLODES_1X1)
5827 explosion_type = EX_TYPE_CENTER;
5831 if (explosion_type == EX_TYPE_DYNA)
5834 Explode(x, y, EX_PHASE_START, explosion_type);
5836 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5839 static void SplashAcid(int x, int y)
5841 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5842 (!IN_LEV_FIELD(x - 1, y - 2) ||
5843 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5844 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5846 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5847 (!IN_LEV_FIELD(x + 1, y - 2) ||
5848 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5849 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5851 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5854 static void InitBeltMovement(void)
5856 static int belt_base_element[4] =
5858 EL_CONVEYOR_BELT_1_LEFT,
5859 EL_CONVEYOR_BELT_2_LEFT,
5860 EL_CONVEYOR_BELT_3_LEFT,
5861 EL_CONVEYOR_BELT_4_LEFT
5863 static int belt_base_active_element[4] =
5865 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5866 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5867 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5868 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5873 // set frame order for belt animation graphic according to belt direction
5874 for (i = 0; i < NUM_BELTS; i++)
5878 for (j = 0; j < NUM_BELT_PARTS; j++)
5880 int element = belt_base_active_element[belt_nr] + j;
5881 int graphic_1 = el2img(element);
5882 int graphic_2 = el2panelimg(element);
5884 if (game.belt_dir[i] == MV_LEFT)
5886 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5887 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5891 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5892 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5897 SCAN_PLAYFIELD(x, y)
5899 int element = Feld[x][y];
5901 for (i = 0; i < NUM_BELTS; i++)
5903 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5905 int e_belt_nr = getBeltNrFromBeltElement(element);
5908 if (e_belt_nr == belt_nr)
5910 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5912 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5919 static void ToggleBeltSwitch(int x, int y)
5921 static int belt_base_element[4] =
5923 EL_CONVEYOR_BELT_1_LEFT,
5924 EL_CONVEYOR_BELT_2_LEFT,
5925 EL_CONVEYOR_BELT_3_LEFT,
5926 EL_CONVEYOR_BELT_4_LEFT
5928 static int belt_base_active_element[4] =
5930 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5931 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5932 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5933 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5935 static int belt_base_switch_element[4] =
5937 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5938 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5939 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5940 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5942 static int belt_move_dir[4] =
5950 int element = Feld[x][y];
5951 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5952 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5953 int belt_dir = belt_move_dir[belt_dir_nr];
5956 if (!IS_BELT_SWITCH(element))
5959 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5960 game.belt_dir[belt_nr] = belt_dir;
5962 if (belt_dir_nr == 3)
5965 // set frame order for belt animation graphic according to belt direction
5966 for (i = 0; i < NUM_BELT_PARTS; i++)
5968 int element = belt_base_active_element[belt_nr] + i;
5969 int graphic_1 = el2img(element);
5970 int graphic_2 = el2panelimg(element);
5972 if (belt_dir == MV_LEFT)
5974 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5975 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5979 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5980 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5984 SCAN_PLAYFIELD(xx, yy)
5986 int element = Feld[xx][yy];
5988 if (IS_BELT_SWITCH(element))
5990 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5992 if (e_belt_nr == belt_nr)
5994 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5995 TEST_DrawLevelField(xx, yy);
5998 else if (IS_BELT(element) && belt_dir != MV_NONE)
6000 int e_belt_nr = getBeltNrFromBeltElement(element);
6002 if (e_belt_nr == belt_nr)
6004 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6006 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6007 TEST_DrawLevelField(xx, yy);
6010 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6012 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6014 if (e_belt_nr == belt_nr)
6016 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6018 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6019 TEST_DrawLevelField(xx, yy);
6025 static void ToggleSwitchgateSwitch(int x, int y)
6029 game.switchgate_pos = !game.switchgate_pos;
6031 SCAN_PLAYFIELD(xx, yy)
6033 int element = Feld[xx][yy];
6035 if (element == EL_SWITCHGATE_SWITCH_UP)
6037 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6038 TEST_DrawLevelField(xx, yy);
6040 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6042 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6043 TEST_DrawLevelField(xx, yy);
6045 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6047 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6048 TEST_DrawLevelField(xx, yy);
6050 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6052 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6053 TEST_DrawLevelField(xx, yy);
6055 else if (element == EL_SWITCHGATE_OPEN ||
6056 element == EL_SWITCHGATE_OPENING)
6058 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6060 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6062 else if (element == EL_SWITCHGATE_CLOSED ||
6063 element == EL_SWITCHGATE_CLOSING)
6065 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6067 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6072 static int getInvisibleActiveFromInvisibleElement(int element)
6074 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6075 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6076 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6080 static int getInvisibleFromInvisibleActiveElement(int element)
6082 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6083 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6084 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6088 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6092 SCAN_PLAYFIELD(x, y)
6094 int element = Feld[x][y];
6096 if (element == EL_LIGHT_SWITCH &&
6097 game.light_time_left > 0)
6099 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6100 TEST_DrawLevelField(x, y);
6102 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6103 game.light_time_left == 0)
6105 Feld[x][y] = EL_LIGHT_SWITCH;
6106 TEST_DrawLevelField(x, y);
6108 else if (element == EL_EMC_DRIPPER &&
6109 game.light_time_left > 0)
6111 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6112 TEST_DrawLevelField(x, y);
6114 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6115 game.light_time_left == 0)
6117 Feld[x][y] = EL_EMC_DRIPPER;
6118 TEST_DrawLevelField(x, y);
6120 else if (element == EL_INVISIBLE_STEELWALL ||
6121 element == EL_INVISIBLE_WALL ||
6122 element == EL_INVISIBLE_SAND)
6124 if (game.light_time_left > 0)
6125 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6127 TEST_DrawLevelField(x, y);
6129 // uncrumble neighbour fields, if needed
6130 if (element == EL_INVISIBLE_SAND)
6131 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6133 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6134 element == EL_INVISIBLE_WALL_ACTIVE ||
6135 element == EL_INVISIBLE_SAND_ACTIVE)
6137 if (game.light_time_left == 0)
6138 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6140 TEST_DrawLevelField(x, y);
6142 // re-crumble neighbour fields, if needed
6143 if (element == EL_INVISIBLE_SAND)
6144 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6149 static void RedrawAllInvisibleElementsForLenses(void)
6153 SCAN_PLAYFIELD(x, y)
6155 int element = Feld[x][y];
6157 if (element == EL_EMC_DRIPPER &&
6158 game.lenses_time_left > 0)
6160 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6161 TEST_DrawLevelField(x, y);
6163 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6164 game.lenses_time_left == 0)
6166 Feld[x][y] = EL_EMC_DRIPPER;
6167 TEST_DrawLevelField(x, y);
6169 else if (element == EL_INVISIBLE_STEELWALL ||
6170 element == EL_INVISIBLE_WALL ||
6171 element == EL_INVISIBLE_SAND)
6173 if (game.lenses_time_left > 0)
6174 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6176 TEST_DrawLevelField(x, y);
6178 // uncrumble neighbour fields, if needed
6179 if (element == EL_INVISIBLE_SAND)
6180 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6182 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6183 element == EL_INVISIBLE_WALL_ACTIVE ||
6184 element == EL_INVISIBLE_SAND_ACTIVE)
6186 if (game.lenses_time_left == 0)
6187 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6189 TEST_DrawLevelField(x, y);
6191 // re-crumble neighbour fields, if needed
6192 if (element == EL_INVISIBLE_SAND)
6193 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6198 static void RedrawAllInvisibleElementsForMagnifier(void)
6202 SCAN_PLAYFIELD(x, y)
6204 int element = Feld[x][y];
6206 if (element == EL_EMC_FAKE_GRASS &&
6207 game.magnify_time_left > 0)
6209 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6210 TEST_DrawLevelField(x, y);
6212 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6213 game.magnify_time_left == 0)
6215 Feld[x][y] = EL_EMC_FAKE_GRASS;
6216 TEST_DrawLevelField(x, y);
6218 else if (IS_GATE_GRAY(element) &&
6219 game.magnify_time_left > 0)
6221 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6222 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6223 IS_EM_GATE_GRAY(element) ?
6224 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6225 IS_EMC_GATE_GRAY(element) ?
6226 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6227 IS_DC_GATE_GRAY(element) ?
6228 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6230 TEST_DrawLevelField(x, y);
6232 else if (IS_GATE_GRAY_ACTIVE(element) &&
6233 game.magnify_time_left == 0)
6235 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6236 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6237 IS_EM_GATE_GRAY_ACTIVE(element) ?
6238 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6239 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6240 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6241 IS_DC_GATE_GRAY_ACTIVE(element) ?
6242 EL_DC_GATE_WHITE_GRAY :
6244 TEST_DrawLevelField(x, y);
6249 static void ToggleLightSwitch(int x, int y)
6251 int element = Feld[x][y];
6253 game.light_time_left =
6254 (element == EL_LIGHT_SWITCH ?
6255 level.time_light * FRAMES_PER_SECOND : 0);
6257 RedrawAllLightSwitchesAndInvisibleElements();
6260 static void ActivateTimegateSwitch(int x, int y)
6264 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6266 SCAN_PLAYFIELD(xx, yy)
6268 int element = Feld[xx][yy];
6270 if (element == EL_TIMEGATE_CLOSED ||
6271 element == EL_TIMEGATE_CLOSING)
6273 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6274 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6278 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6280 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6281 TEST_DrawLevelField(xx, yy);
6287 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6288 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6291 static void Impact(int x, int y)
6293 boolean last_line = (y == lev_fieldy - 1);
6294 boolean object_hit = FALSE;
6295 boolean impact = (last_line || object_hit);
6296 int element = Feld[x][y];
6297 int smashed = EL_STEELWALL;
6299 if (!last_line) // check if element below was hit
6301 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6304 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6305 MovDir[x][y + 1] != MV_DOWN ||
6306 MovPos[x][y + 1] <= TILEY / 2));
6308 // do not smash moving elements that left the smashed field in time
6309 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6310 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6313 #if USE_QUICKSAND_IMPACT_BUGFIX
6314 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6316 RemoveMovingField(x, y + 1);
6317 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6318 Feld[x][y + 2] = EL_ROCK;
6319 TEST_DrawLevelField(x, y + 2);
6324 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6326 RemoveMovingField(x, y + 1);
6327 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6328 Feld[x][y + 2] = EL_ROCK;
6329 TEST_DrawLevelField(x, y + 2);
6336 smashed = MovingOrBlocked2Element(x, y + 1);
6338 impact = (last_line || object_hit);
6341 if (!last_line && smashed == EL_ACID) // element falls into acid
6343 SplashAcid(x, y + 1);
6347 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6348 // only reset graphic animation if graphic really changes after impact
6350 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6352 ResetGfxAnimation(x, y);
6353 TEST_DrawLevelField(x, y);
6356 if (impact && CAN_EXPLODE_IMPACT(element))
6361 else if (impact && element == EL_PEARL &&
6362 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6364 ResetGfxAnimation(x, y);
6366 Feld[x][y] = EL_PEARL_BREAKING;
6367 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6370 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6372 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6377 if (impact && element == EL_AMOEBA_DROP)
6379 if (object_hit && IS_PLAYER(x, y + 1))
6380 KillPlayerUnlessEnemyProtected(x, y + 1);
6381 else if (object_hit && smashed == EL_PENGUIN)
6385 Feld[x][y] = EL_AMOEBA_GROWING;
6386 Store[x][y] = EL_AMOEBA_WET;
6388 ResetRandomAnimationValue(x, y);
6393 if (object_hit) // check which object was hit
6395 if ((CAN_PASS_MAGIC_WALL(element) &&
6396 (smashed == EL_MAGIC_WALL ||
6397 smashed == EL_BD_MAGIC_WALL)) ||
6398 (CAN_PASS_DC_MAGIC_WALL(element) &&
6399 smashed == EL_DC_MAGIC_WALL))
6402 int activated_magic_wall =
6403 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6404 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6405 EL_DC_MAGIC_WALL_ACTIVE);
6407 // activate magic wall / mill
6408 SCAN_PLAYFIELD(xx, yy)
6410 if (Feld[xx][yy] == smashed)
6411 Feld[xx][yy] = activated_magic_wall;
6414 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6415 game.magic_wall_active = TRUE;
6417 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6418 SND_MAGIC_WALL_ACTIVATING :
6419 smashed == EL_BD_MAGIC_WALL ?
6420 SND_BD_MAGIC_WALL_ACTIVATING :
6421 SND_DC_MAGIC_WALL_ACTIVATING));
6424 if (IS_PLAYER(x, y + 1))
6426 if (CAN_SMASH_PLAYER(element))
6428 KillPlayerUnlessEnemyProtected(x, y + 1);
6432 else if (smashed == EL_PENGUIN)
6434 if (CAN_SMASH_PLAYER(element))
6440 else if (element == EL_BD_DIAMOND)
6442 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6448 else if (((element == EL_SP_INFOTRON ||
6449 element == EL_SP_ZONK) &&
6450 (smashed == EL_SP_SNIKSNAK ||
6451 smashed == EL_SP_ELECTRON ||
6452 smashed == EL_SP_DISK_ORANGE)) ||
6453 (element == EL_SP_INFOTRON &&
6454 smashed == EL_SP_DISK_YELLOW))
6459 else if (CAN_SMASH_EVERYTHING(element))
6461 if (IS_CLASSIC_ENEMY(smashed) ||
6462 CAN_EXPLODE_SMASHED(smashed))
6467 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6469 if (smashed == EL_LAMP ||
6470 smashed == EL_LAMP_ACTIVE)
6475 else if (smashed == EL_NUT)
6477 Feld[x][y + 1] = EL_NUT_BREAKING;
6478 PlayLevelSound(x, y, SND_NUT_BREAKING);
6479 RaiseScoreElement(EL_NUT);
6482 else if (smashed == EL_PEARL)
6484 ResetGfxAnimation(x, y);
6486 Feld[x][y + 1] = EL_PEARL_BREAKING;
6487 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6490 else if (smashed == EL_DIAMOND)
6492 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6493 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6496 else if (IS_BELT_SWITCH(smashed))
6498 ToggleBeltSwitch(x, y + 1);
6500 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6501 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6502 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6503 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6505 ToggleSwitchgateSwitch(x, y + 1);
6507 else if (smashed == EL_LIGHT_SWITCH ||
6508 smashed == EL_LIGHT_SWITCH_ACTIVE)
6510 ToggleLightSwitch(x, y + 1);
6514 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6516 CheckElementChangeBySide(x, y + 1, smashed, element,
6517 CE_SWITCHED, CH_SIDE_TOP);
6518 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6524 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6529 // play sound of magic wall / mill
6531 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6532 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6533 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6535 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6536 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6537 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6538 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6539 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6540 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6545 // play sound of object that hits the ground
6546 if (last_line || object_hit)
6547 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6550 static void TurnRoundExt(int x, int y)
6562 { 0, 0 }, { 0, 0 }, { 0, 0 },
6567 int left, right, back;
6571 { MV_DOWN, MV_UP, MV_RIGHT },
6572 { MV_UP, MV_DOWN, MV_LEFT },
6574 { MV_LEFT, MV_RIGHT, MV_DOWN },
6578 { MV_RIGHT, MV_LEFT, MV_UP }
6581 int element = Feld[x][y];
6582 int move_pattern = element_info[element].move_pattern;
6584 int old_move_dir = MovDir[x][y];
6585 int left_dir = turn[old_move_dir].left;
6586 int right_dir = turn[old_move_dir].right;
6587 int back_dir = turn[old_move_dir].back;
6589 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6590 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6591 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6592 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6594 int left_x = x + left_dx, left_y = y + left_dy;
6595 int right_x = x + right_dx, right_y = y + right_dy;
6596 int move_x = x + move_dx, move_y = y + move_dy;
6600 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6602 TestIfBadThingTouchesOtherBadThing(x, y);
6604 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6605 MovDir[x][y] = right_dir;
6606 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6607 MovDir[x][y] = left_dir;
6609 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6611 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6614 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6616 TestIfBadThingTouchesOtherBadThing(x, y);
6618 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6619 MovDir[x][y] = left_dir;
6620 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6621 MovDir[x][y] = right_dir;
6623 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6625 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6628 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6630 TestIfBadThingTouchesOtherBadThing(x, y);
6632 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6633 MovDir[x][y] = left_dir;
6634 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6635 MovDir[x][y] = right_dir;
6637 if (MovDir[x][y] != old_move_dir)
6640 else if (element == EL_YAMYAM)
6642 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6643 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6645 if (can_turn_left && can_turn_right)
6646 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6647 else if (can_turn_left)
6648 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6649 else if (can_turn_right)
6650 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6652 MovDir[x][y] = back_dir;
6654 MovDelay[x][y] = 16 + 16 * RND(3);
6656 else if (element == EL_DARK_YAMYAM)
6658 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6660 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6663 if (can_turn_left && can_turn_right)
6664 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6665 else if (can_turn_left)
6666 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6667 else if (can_turn_right)
6668 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6670 MovDir[x][y] = back_dir;
6672 MovDelay[x][y] = 16 + 16 * RND(3);
6674 else if (element == EL_PACMAN)
6676 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6677 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6679 if (can_turn_left && can_turn_right)
6680 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6681 else if (can_turn_left)
6682 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6683 else if (can_turn_right)
6684 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6686 MovDir[x][y] = back_dir;
6688 MovDelay[x][y] = 6 + RND(40);
6690 else if (element == EL_PIG)
6692 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6693 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6694 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6695 boolean should_turn_left, should_turn_right, should_move_on;
6697 int rnd = RND(rnd_value);
6699 should_turn_left = (can_turn_left &&
6701 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6702 y + back_dy + left_dy)));
6703 should_turn_right = (can_turn_right &&
6705 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6706 y + back_dy + right_dy)));
6707 should_move_on = (can_move_on &&
6710 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6711 y + move_dy + left_dy) ||
6712 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6713 y + move_dy + right_dy)));
6715 if (should_turn_left || should_turn_right || should_move_on)
6717 if (should_turn_left && should_turn_right && should_move_on)
6718 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6719 rnd < 2 * rnd_value / 3 ? right_dir :
6721 else if (should_turn_left && should_turn_right)
6722 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6723 else if (should_turn_left && should_move_on)
6724 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6725 else if (should_turn_right && should_move_on)
6726 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6727 else if (should_turn_left)
6728 MovDir[x][y] = left_dir;
6729 else if (should_turn_right)
6730 MovDir[x][y] = right_dir;
6731 else if (should_move_on)
6732 MovDir[x][y] = old_move_dir;
6734 else if (can_move_on && rnd > rnd_value / 8)
6735 MovDir[x][y] = old_move_dir;
6736 else if (can_turn_left && can_turn_right)
6737 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6738 else if (can_turn_left && rnd > rnd_value / 8)
6739 MovDir[x][y] = left_dir;
6740 else if (can_turn_right && rnd > rnd_value/8)
6741 MovDir[x][y] = right_dir;
6743 MovDir[x][y] = back_dir;
6745 xx = x + move_xy[MovDir[x][y]].dx;
6746 yy = y + move_xy[MovDir[x][y]].dy;
6748 if (!IN_LEV_FIELD(xx, yy) ||
6749 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6750 MovDir[x][y] = old_move_dir;
6754 else if (element == EL_DRAGON)
6756 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6757 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6758 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6760 int rnd = RND(rnd_value);
6762 if (can_move_on && rnd > rnd_value / 8)
6763 MovDir[x][y] = old_move_dir;
6764 else if (can_turn_left && can_turn_right)
6765 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6766 else if (can_turn_left && rnd > rnd_value / 8)
6767 MovDir[x][y] = left_dir;
6768 else if (can_turn_right && rnd > rnd_value / 8)
6769 MovDir[x][y] = right_dir;
6771 MovDir[x][y] = back_dir;
6773 xx = x + move_xy[MovDir[x][y]].dx;
6774 yy = y + move_xy[MovDir[x][y]].dy;
6776 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6777 MovDir[x][y] = old_move_dir;
6781 else if (element == EL_MOLE)
6783 boolean can_move_on =
6784 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6785 IS_AMOEBOID(Feld[move_x][move_y]) ||
6786 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6789 boolean can_turn_left =
6790 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6791 IS_AMOEBOID(Feld[left_x][left_y])));
6793 boolean can_turn_right =
6794 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6795 IS_AMOEBOID(Feld[right_x][right_y])));
6797 if (can_turn_left && can_turn_right)
6798 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6799 else if (can_turn_left)
6800 MovDir[x][y] = left_dir;
6802 MovDir[x][y] = right_dir;
6805 if (MovDir[x][y] != old_move_dir)
6808 else if (element == EL_BALLOON)
6810 MovDir[x][y] = game.wind_direction;
6813 else if (element == EL_SPRING)
6815 if (MovDir[x][y] & MV_HORIZONTAL)
6817 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6818 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6820 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6821 ResetGfxAnimation(move_x, move_y);
6822 TEST_DrawLevelField(move_x, move_y);
6824 MovDir[x][y] = back_dir;
6826 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6827 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6828 MovDir[x][y] = MV_NONE;
6833 else if (element == EL_ROBOT ||
6834 element == EL_SATELLITE ||
6835 element == EL_PENGUIN ||
6836 element == EL_EMC_ANDROID)
6838 int attr_x = -1, attr_y = -1;
6840 if (game.all_players_gone)
6842 attr_x = game.exit_x;
6843 attr_y = game.exit_y;
6849 for (i = 0; i < MAX_PLAYERS; i++)
6851 struct PlayerInfo *player = &stored_player[i];
6852 int jx = player->jx, jy = player->jy;
6854 if (!player->active)
6858 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6866 if (element == EL_ROBOT &&
6867 game.robot_wheel_x >= 0 &&
6868 game.robot_wheel_y >= 0 &&
6869 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6870 game.engine_version < VERSION_IDENT(3,1,0,0)))
6872 attr_x = game.robot_wheel_x;
6873 attr_y = game.robot_wheel_y;
6876 if (element == EL_PENGUIN)
6879 static int xy[4][2] =
6887 for (i = 0; i < NUM_DIRECTIONS; i++)
6889 int ex = x + xy[i][0];
6890 int ey = y + xy[i][1];
6892 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6893 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6894 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6895 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6904 MovDir[x][y] = MV_NONE;
6906 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6907 else if (attr_x > x)
6908 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6910 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6911 else if (attr_y > y)
6912 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6914 if (element == EL_ROBOT)
6918 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6919 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6920 Moving2Blocked(x, y, &newx, &newy);
6922 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6923 MovDelay[x][y] = 8 + 8 * !RND(3);
6925 MovDelay[x][y] = 16;
6927 else if (element == EL_PENGUIN)
6933 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6935 boolean first_horiz = RND(2);
6936 int new_move_dir = MovDir[x][y];
6939 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6940 Moving2Blocked(x, y, &newx, &newy);
6942 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6946 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6947 Moving2Blocked(x, y, &newx, &newy);
6949 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6952 MovDir[x][y] = old_move_dir;
6956 else if (element == EL_SATELLITE)
6962 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6964 boolean first_horiz = RND(2);
6965 int new_move_dir = MovDir[x][y];
6968 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6969 Moving2Blocked(x, y, &newx, &newy);
6971 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6975 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6976 Moving2Blocked(x, y, &newx, &newy);
6978 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6981 MovDir[x][y] = old_move_dir;
6985 else if (element == EL_EMC_ANDROID)
6987 static int check_pos[16] =
6989 -1, // 0 => (invalid)
6992 -1, // 3 => (invalid)
6994 0, // 5 => MV_LEFT | MV_UP
6995 2, // 6 => MV_RIGHT | MV_UP
6996 -1, // 7 => (invalid)
6998 6, // 9 => MV_LEFT | MV_DOWN
6999 4, // 10 => MV_RIGHT | MV_DOWN
7000 -1, // 11 => (invalid)
7001 -1, // 12 => (invalid)
7002 -1, // 13 => (invalid)
7003 -1, // 14 => (invalid)
7004 -1, // 15 => (invalid)
7012 { -1, -1, MV_LEFT | MV_UP },
7014 { +1, -1, MV_RIGHT | MV_UP },
7015 { +1, 0, MV_RIGHT },
7016 { +1, +1, MV_RIGHT | MV_DOWN },
7018 { -1, +1, MV_LEFT | MV_DOWN },
7021 int start_pos, check_order;
7022 boolean can_clone = FALSE;
7025 // check if there is any free field around current position
7026 for (i = 0; i < 8; i++)
7028 int newx = x + check_xy[i].dx;
7029 int newy = y + check_xy[i].dy;
7031 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7039 if (can_clone) // randomly find an element to clone
7043 start_pos = check_pos[RND(8)];
7044 check_order = (RND(2) ? -1 : +1);
7046 for (i = 0; i < 8; i++)
7048 int pos_raw = start_pos + i * check_order;
7049 int pos = (pos_raw + 8) % 8;
7050 int newx = x + check_xy[pos].dx;
7051 int newy = y + check_xy[pos].dy;
7053 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7055 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7056 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7058 Store[x][y] = Feld[newx][newy];
7067 if (can_clone) // randomly find a direction to move
7071 start_pos = check_pos[RND(8)];
7072 check_order = (RND(2) ? -1 : +1);
7074 for (i = 0; i < 8; i++)
7076 int pos_raw = start_pos + i * check_order;
7077 int pos = (pos_raw + 8) % 8;
7078 int newx = x + check_xy[pos].dx;
7079 int newy = y + check_xy[pos].dy;
7080 int new_move_dir = check_xy[pos].dir;
7082 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7084 MovDir[x][y] = new_move_dir;
7085 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7094 if (can_clone) // cloning and moving successful
7097 // cannot clone -- try to move towards player
7099 start_pos = check_pos[MovDir[x][y] & 0x0f];
7100 check_order = (RND(2) ? -1 : +1);
7102 for (i = 0; i < 3; i++)
7104 // first check start_pos, then previous/next or (next/previous) pos
7105 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7106 int pos = (pos_raw + 8) % 8;
7107 int newx = x + check_xy[pos].dx;
7108 int newy = y + check_xy[pos].dy;
7109 int new_move_dir = check_xy[pos].dir;
7111 if (IS_PLAYER(newx, newy))
7114 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7116 MovDir[x][y] = new_move_dir;
7117 MovDelay[x][y] = level.android_move_time * 8 + 1;
7124 else if (move_pattern == MV_TURNING_LEFT ||
7125 move_pattern == MV_TURNING_RIGHT ||
7126 move_pattern == MV_TURNING_LEFT_RIGHT ||
7127 move_pattern == MV_TURNING_RIGHT_LEFT ||
7128 move_pattern == MV_TURNING_RANDOM ||
7129 move_pattern == MV_ALL_DIRECTIONS)
7131 boolean can_turn_left =
7132 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7133 boolean can_turn_right =
7134 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7136 if (element_info[element].move_stepsize == 0) // "not moving"
7139 if (move_pattern == MV_TURNING_LEFT)
7140 MovDir[x][y] = left_dir;
7141 else if (move_pattern == MV_TURNING_RIGHT)
7142 MovDir[x][y] = right_dir;
7143 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7144 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7145 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7146 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7147 else if (move_pattern == MV_TURNING_RANDOM)
7148 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7149 can_turn_right && !can_turn_left ? right_dir :
7150 RND(2) ? left_dir : right_dir);
7151 else if (can_turn_left && can_turn_right)
7152 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7153 else if (can_turn_left)
7154 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7155 else if (can_turn_right)
7156 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7158 MovDir[x][y] = back_dir;
7160 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7162 else if (move_pattern == MV_HORIZONTAL ||
7163 move_pattern == MV_VERTICAL)
7165 if (move_pattern & old_move_dir)
7166 MovDir[x][y] = back_dir;
7167 else if (move_pattern == MV_HORIZONTAL)
7168 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7169 else if (move_pattern == MV_VERTICAL)
7170 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7172 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7174 else if (move_pattern & MV_ANY_DIRECTION)
7176 MovDir[x][y] = move_pattern;
7177 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7179 else if (move_pattern & MV_WIND_DIRECTION)
7181 MovDir[x][y] = game.wind_direction;
7182 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7184 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7186 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7187 MovDir[x][y] = left_dir;
7188 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7189 MovDir[x][y] = right_dir;
7191 if (MovDir[x][y] != old_move_dir)
7192 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7194 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7196 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7197 MovDir[x][y] = right_dir;
7198 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7199 MovDir[x][y] = left_dir;
7201 if (MovDir[x][y] != old_move_dir)
7202 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7204 else if (move_pattern == MV_TOWARDS_PLAYER ||
7205 move_pattern == MV_AWAY_FROM_PLAYER)
7207 int attr_x = -1, attr_y = -1;
7209 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7211 if (game.all_players_gone)
7213 attr_x = game.exit_x;
7214 attr_y = game.exit_y;
7220 for (i = 0; i < MAX_PLAYERS; i++)
7222 struct PlayerInfo *player = &stored_player[i];
7223 int jx = player->jx, jy = player->jy;
7225 if (!player->active)
7229 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7237 MovDir[x][y] = MV_NONE;
7239 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7240 else if (attr_x > x)
7241 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7243 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7244 else if (attr_y > y)
7245 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7247 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7249 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7251 boolean first_horiz = RND(2);
7252 int new_move_dir = MovDir[x][y];
7254 if (element_info[element].move_stepsize == 0) // "not moving"
7256 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7257 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7263 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7264 Moving2Blocked(x, y, &newx, &newy);
7266 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7270 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7271 Moving2Blocked(x, y, &newx, &newy);
7273 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7276 MovDir[x][y] = old_move_dir;
7279 else if (move_pattern == MV_WHEN_PUSHED ||
7280 move_pattern == MV_WHEN_DROPPED)
7282 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7283 MovDir[x][y] = MV_NONE;
7287 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7289 static int test_xy[7][2] =
7299 static int test_dir[7] =
7309 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7310 int move_preference = -1000000; // start with very low preference
7311 int new_move_dir = MV_NONE;
7312 int start_test = RND(4);
7315 for (i = 0; i < NUM_DIRECTIONS; i++)
7317 int move_dir = test_dir[start_test + i];
7318 int move_dir_preference;
7320 xx = x + test_xy[start_test + i][0];
7321 yy = y + test_xy[start_test + i][1];
7323 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7324 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7326 new_move_dir = move_dir;
7331 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7334 move_dir_preference = -1 * RunnerVisit[xx][yy];
7335 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7336 move_dir_preference = PlayerVisit[xx][yy];
7338 if (move_dir_preference > move_preference)
7340 // prefer field that has not been visited for the longest time
7341 move_preference = move_dir_preference;
7342 new_move_dir = move_dir;
7344 else if (move_dir_preference == move_preference &&
7345 move_dir == old_move_dir)
7347 // prefer last direction when all directions are preferred equally
7348 move_preference = move_dir_preference;
7349 new_move_dir = move_dir;
7353 MovDir[x][y] = new_move_dir;
7354 if (old_move_dir != new_move_dir)
7355 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7359 static void TurnRound(int x, int y)
7361 int direction = MovDir[x][y];
7365 GfxDir[x][y] = MovDir[x][y];
7367 if (direction != MovDir[x][y])
7371 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7373 ResetGfxFrame(x, y);
7376 static boolean JustBeingPushed(int x, int y)
7380 for (i = 0; i < MAX_PLAYERS; i++)
7382 struct PlayerInfo *player = &stored_player[i];
7384 if (player->active && player->is_pushing && player->MovPos)
7386 int next_jx = player->jx + (player->jx - player->last_jx);
7387 int next_jy = player->jy + (player->jy - player->last_jy);
7389 if (x == next_jx && y == next_jy)
7397 static void StartMoving(int x, int y)
7399 boolean started_moving = FALSE; // some elements can fall _and_ move
7400 int element = Feld[x][y];
7405 if (MovDelay[x][y] == 0)
7406 GfxAction[x][y] = ACTION_DEFAULT;
7408 if (CAN_FALL(element) && y < lev_fieldy - 1)
7410 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7411 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7412 if (JustBeingPushed(x, y))
7415 if (element == EL_QUICKSAND_FULL)
7417 if (IS_FREE(x, y + 1))
7419 InitMovingField(x, y, MV_DOWN);
7420 started_moving = TRUE;
7422 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7423 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7424 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7425 Store[x][y] = EL_ROCK;
7427 Store[x][y] = EL_ROCK;
7430 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7432 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7434 if (!MovDelay[x][y])
7436 MovDelay[x][y] = TILEY + 1;
7438 ResetGfxAnimation(x, y);
7439 ResetGfxAnimation(x, y + 1);
7444 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7445 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7452 Feld[x][y] = EL_QUICKSAND_EMPTY;
7453 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7454 Store[x][y + 1] = Store[x][y];
7457 PlayLevelSoundAction(x, y, ACTION_FILLING);
7459 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7461 if (!MovDelay[x][y])
7463 MovDelay[x][y] = TILEY + 1;
7465 ResetGfxAnimation(x, y);
7466 ResetGfxAnimation(x, y + 1);
7471 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7472 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7479 Feld[x][y] = EL_QUICKSAND_EMPTY;
7480 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7481 Store[x][y + 1] = Store[x][y];
7484 PlayLevelSoundAction(x, y, ACTION_FILLING);
7487 else if (element == EL_QUICKSAND_FAST_FULL)
7489 if (IS_FREE(x, y + 1))
7491 InitMovingField(x, y, MV_DOWN);
7492 started_moving = TRUE;
7494 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7495 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7496 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7497 Store[x][y] = EL_ROCK;
7499 Store[x][y] = EL_ROCK;
7502 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7504 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7506 if (!MovDelay[x][y])
7508 MovDelay[x][y] = TILEY + 1;
7510 ResetGfxAnimation(x, y);
7511 ResetGfxAnimation(x, y + 1);
7516 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7517 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7524 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7525 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7526 Store[x][y + 1] = Store[x][y];
7529 PlayLevelSoundAction(x, y, ACTION_FILLING);
7531 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7533 if (!MovDelay[x][y])
7535 MovDelay[x][y] = TILEY + 1;
7537 ResetGfxAnimation(x, y);
7538 ResetGfxAnimation(x, y + 1);
7543 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7544 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7551 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7552 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7553 Store[x][y + 1] = Store[x][y];
7556 PlayLevelSoundAction(x, y, ACTION_FILLING);
7559 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7560 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7562 InitMovingField(x, y, MV_DOWN);
7563 started_moving = TRUE;
7565 Feld[x][y] = EL_QUICKSAND_FILLING;
7566 Store[x][y] = element;
7568 PlayLevelSoundAction(x, y, ACTION_FILLING);
7570 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7571 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7573 InitMovingField(x, y, MV_DOWN);
7574 started_moving = TRUE;
7576 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7577 Store[x][y] = element;
7579 PlayLevelSoundAction(x, y, ACTION_FILLING);
7581 else if (element == EL_MAGIC_WALL_FULL)
7583 if (IS_FREE(x, y + 1))
7585 InitMovingField(x, y, MV_DOWN);
7586 started_moving = TRUE;
7588 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7589 Store[x][y] = EL_CHANGED(Store[x][y]);
7591 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7593 if (!MovDelay[x][y])
7594 MovDelay[x][y] = TILEY / 4 + 1;
7603 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7604 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7605 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7609 else if (element == EL_BD_MAGIC_WALL_FULL)
7611 if (IS_FREE(x, y + 1))
7613 InitMovingField(x, y, MV_DOWN);
7614 started_moving = TRUE;
7616 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7617 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7619 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7621 if (!MovDelay[x][y])
7622 MovDelay[x][y] = TILEY / 4 + 1;
7631 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7632 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7633 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7637 else if (element == EL_DC_MAGIC_WALL_FULL)
7639 if (IS_FREE(x, y + 1))
7641 InitMovingField(x, y, MV_DOWN);
7642 started_moving = TRUE;
7644 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7645 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7647 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7649 if (!MovDelay[x][y])
7650 MovDelay[x][y] = TILEY / 4 + 1;
7659 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7660 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7661 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7665 else if ((CAN_PASS_MAGIC_WALL(element) &&
7666 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7667 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7668 (CAN_PASS_DC_MAGIC_WALL(element) &&
7669 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7672 InitMovingField(x, y, MV_DOWN);
7673 started_moving = TRUE;
7676 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7677 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7678 EL_DC_MAGIC_WALL_FILLING);
7679 Store[x][y] = element;
7681 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7683 SplashAcid(x, y + 1);
7685 InitMovingField(x, y, MV_DOWN);
7686 started_moving = TRUE;
7688 Store[x][y] = EL_ACID;
7691 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7692 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7693 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7694 CAN_FALL(element) && WasJustFalling[x][y] &&
7695 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7697 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7698 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7699 (Feld[x][y + 1] == EL_BLOCKED)))
7701 /* this is needed for a special case not covered by calling "Impact()"
7702 from "ContinueMoving()": if an element moves to a tile directly below
7703 another element which was just falling on that tile (which was empty
7704 in the previous frame), the falling element above would just stop
7705 instead of smashing the element below (in previous version, the above
7706 element was just checked for "moving" instead of "falling", resulting
7707 in incorrect smashes caused by horizontal movement of the above
7708 element; also, the case of the player being the element to smash was
7709 simply not covered here... :-/ ) */
7711 CheckCollision[x][y] = 0;
7712 CheckImpact[x][y] = 0;
7716 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7718 if (MovDir[x][y] == MV_NONE)
7720 InitMovingField(x, y, MV_DOWN);
7721 started_moving = TRUE;
7724 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7726 if (WasJustFalling[x][y]) // prevent animation from being restarted
7727 MovDir[x][y] = MV_DOWN;
7729 InitMovingField(x, y, MV_DOWN);
7730 started_moving = TRUE;
7732 else if (element == EL_AMOEBA_DROP)
7734 Feld[x][y] = EL_AMOEBA_GROWING;
7735 Store[x][y] = EL_AMOEBA_WET;
7737 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7738 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7739 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7740 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7742 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7743 (IS_FREE(x - 1, y + 1) ||
7744 Feld[x - 1][y + 1] == EL_ACID));
7745 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7746 (IS_FREE(x + 1, y + 1) ||
7747 Feld[x + 1][y + 1] == EL_ACID));
7748 boolean can_fall_any = (can_fall_left || can_fall_right);
7749 boolean can_fall_both = (can_fall_left && can_fall_right);
7750 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7752 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7754 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7755 can_fall_right = FALSE;
7756 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7757 can_fall_left = FALSE;
7758 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7759 can_fall_right = FALSE;
7760 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7761 can_fall_left = FALSE;
7763 can_fall_any = (can_fall_left || can_fall_right);
7764 can_fall_both = FALSE;
7769 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7770 can_fall_right = FALSE; // slip down on left side
7772 can_fall_left = !(can_fall_right = RND(2));
7774 can_fall_both = FALSE;
7779 // if not determined otherwise, prefer left side for slipping down
7780 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7781 started_moving = TRUE;
7784 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7786 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7787 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7788 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7789 int belt_dir = game.belt_dir[belt_nr];
7791 if ((belt_dir == MV_LEFT && left_is_free) ||
7792 (belt_dir == MV_RIGHT && right_is_free))
7794 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7796 InitMovingField(x, y, belt_dir);
7797 started_moving = TRUE;
7799 Pushed[x][y] = TRUE;
7800 Pushed[nextx][y] = TRUE;
7802 GfxAction[x][y] = ACTION_DEFAULT;
7806 MovDir[x][y] = 0; // if element was moving, stop it
7811 // not "else if" because of elements that can fall and move (EL_SPRING)
7812 if (CAN_MOVE(element) && !started_moving)
7814 int move_pattern = element_info[element].move_pattern;
7817 Moving2Blocked(x, y, &newx, &newy);
7819 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7822 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7823 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7825 WasJustMoving[x][y] = 0;
7826 CheckCollision[x][y] = 0;
7828 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7830 if (Feld[x][y] != element) // element has changed
7834 if (!MovDelay[x][y]) // start new movement phase
7836 // all objects that can change their move direction after each step
7837 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7839 if (element != EL_YAMYAM &&
7840 element != EL_DARK_YAMYAM &&
7841 element != EL_PACMAN &&
7842 !(move_pattern & MV_ANY_DIRECTION) &&
7843 move_pattern != MV_TURNING_LEFT &&
7844 move_pattern != MV_TURNING_RIGHT &&
7845 move_pattern != MV_TURNING_LEFT_RIGHT &&
7846 move_pattern != MV_TURNING_RIGHT_LEFT &&
7847 move_pattern != MV_TURNING_RANDOM)
7851 if (MovDelay[x][y] && (element == EL_BUG ||
7852 element == EL_SPACESHIP ||
7853 element == EL_SP_SNIKSNAK ||
7854 element == EL_SP_ELECTRON ||
7855 element == EL_MOLE))
7856 TEST_DrawLevelField(x, y);
7860 if (MovDelay[x][y]) // wait some time before next movement
7864 if (element == EL_ROBOT ||
7865 element == EL_YAMYAM ||
7866 element == EL_DARK_YAMYAM)
7868 DrawLevelElementAnimationIfNeeded(x, y, element);
7869 PlayLevelSoundAction(x, y, ACTION_WAITING);
7871 else if (element == EL_SP_ELECTRON)
7872 DrawLevelElementAnimationIfNeeded(x, y, element);
7873 else if (element == EL_DRAGON)
7876 int dir = MovDir[x][y];
7877 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7878 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7879 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7880 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7881 dir == MV_UP ? IMG_FLAMES_1_UP :
7882 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7883 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7885 GfxAction[x][y] = ACTION_ATTACKING;
7887 if (IS_PLAYER(x, y))
7888 DrawPlayerField(x, y);
7890 TEST_DrawLevelField(x, y);
7892 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7894 for (i = 1; i <= 3; i++)
7896 int xx = x + i * dx;
7897 int yy = y + i * dy;
7898 int sx = SCREENX(xx);
7899 int sy = SCREENY(yy);
7900 int flame_graphic = graphic + (i - 1);
7902 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7907 int flamed = MovingOrBlocked2Element(xx, yy);
7909 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7912 RemoveMovingField(xx, yy);
7914 ChangeDelay[xx][yy] = 0;
7916 Feld[xx][yy] = EL_FLAMES;
7918 if (IN_SCR_FIELD(sx, sy))
7920 TEST_DrawLevelFieldCrumbled(xx, yy);
7921 DrawGraphic(sx, sy, flame_graphic, frame);
7926 if (Feld[xx][yy] == EL_FLAMES)
7927 Feld[xx][yy] = EL_EMPTY;
7928 TEST_DrawLevelField(xx, yy);
7933 if (MovDelay[x][y]) // element still has to wait some time
7935 PlayLevelSoundAction(x, y, ACTION_WAITING);
7941 // now make next step
7943 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7945 if (DONT_COLLIDE_WITH(element) &&
7946 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7947 !PLAYER_ENEMY_PROTECTED(newx, newy))
7949 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7954 else if (CAN_MOVE_INTO_ACID(element) &&
7955 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7956 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7957 (MovDir[x][y] == MV_DOWN ||
7958 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7960 SplashAcid(newx, newy);
7961 Store[x][y] = EL_ACID;
7963 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7965 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7966 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7967 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7968 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7971 TEST_DrawLevelField(x, y);
7973 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7974 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7975 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7977 game.friends_still_needed--;
7978 if (!game.friends_still_needed &&
7980 game.all_players_gone)
7985 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7987 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7988 TEST_DrawLevelField(newx, newy);
7990 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7992 else if (!IS_FREE(newx, newy))
7994 GfxAction[x][y] = ACTION_WAITING;
7996 if (IS_PLAYER(x, y))
7997 DrawPlayerField(x, y);
7999 TEST_DrawLevelField(x, y);
8004 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8006 if (IS_FOOD_PIG(Feld[newx][newy]))
8008 if (IS_MOVING(newx, newy))
8009 RemoveMovingField(newx, newy);
8012 Feld[newx][newy] = EL_EMPTY;
8013 TEST_DrawLevelField(newx, newy);
8016 PlayLevelSound(x, y, SND_PIG_DIGGING);
8018 else if (!IS_FREE(newx, newy))
8020 if (IS_PLAYER(x, y))
8021 DrawPlayerField(x, y);
8023 TEST_DrawLevelField(x, y);
8028 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8030 if (Store[x][y] != EL_EMPTY)
8032 boolean can_clone = FALSE;
8035 // check if element to clone is still there
8036 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8038 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8046 // cannot clone or target field not free anymore -- do not clone
8047 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8048 Store[x][y] = EL_EMPTY;
8051 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8053 if (IS_MV_DIAGONAL(MovDir[x][y]))
8055 int diagonal_move_dir = MovDir[x][y];
8056 int stored = Store[x][y];
8057 int change_delay = 8;
8060 // android is moving diagonally
8062 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8064 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8065 GfxElement[x][y] = EL_EMC_ANDROID;
8066 GfxAction[x][y] = ACTION_SHRINKING;
8067 GfxDir[x][y] = diagonal_move_dir;
8068 ChangeDelay[x][y] = change_delay;
8070 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8073 DrawLevelGraphicAnimation(x, y, graphic);
8074 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8076 if (Feld[newx][newy] == EL_ACID)
8078 SplashAcid(newx, newy);
8083 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8085 Store[newx][newy] = EL_EMC_ANDROID;
8086 GfxElement[newx][newy] = EL_EMC_ANDROID;
8087 GfxAction[newx][newy] = ACTION_GROWING;
8088 GfxDir[newx][newy] = diagonal_move_dir;
8089 ChangeDelay[newx][newy] = change_delay;
8091 graphic = el_act_dir2img(GfxElement[newx][newy],
8092 GfxAction[newx][newy], GfxDir[newx][newy]);
8094 DrawLevelGraphicAnimation(newx, newy, graphic);
8095 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8101 Feld[newx][newy] = EL_EMPTY;
8102 TEST_DrawLevelField(newx, newy);
8104 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8107 else if (!IS_FREE(newx, newy))
8112 else if (IS_CUSTOM_ELEMENT(element) &&
8113 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8115 if (!DigFieldByCE(newx, newy, element))
8118 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8120 RunnerVisit[x][y] = FrameCounter;
8121 PlayerVisit[x][y] /= 8; // expire player visit path
8124 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8126 if (!IS_FREE(newx, newy))
8128 if (IS_PLAYER(x, y))
8129 DrawPlayerField(x, y);
8131 TEST_DrawLevelField(x, y);
8137 boolean wanna_flame = !RND(10);
8138 int dx = newx - x, dy = newy - y;
8139 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8140 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8141 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8142 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8143 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8144 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8147 IS_CLASSIC_ENEMY(element1) ||
8148 IS_CLASSIC_ENEMY(element2)) &&
8149 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8150 element1 != EL_FLAMES && element2 != EL_FLAMES)
8152 ResetGfxAnimation(x, y);
8153 GfxAction[x][y] = ACTION_ATTACKING;
8155 if (IS_PLAYER(x, y))
8156 DrawPlayerField(x, y);
8158 TEST_DrawLevelField(x, y);
8160 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8162 MovDelay[x][y] = 50;
8164 Feld[newx][newy] = EL_FLAMES;
8165 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8166 Feld[newx1][newy1] = EL_FLAMES;
8167 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8168 Feld[newx2][newy2] = EL_FLAMES;
8174 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8175 Feld[newx][newy] == EL_DIAMOND)
8177 if (IS_MOVING(newx, newy))
8178 RemoveMovingField(newx, newy);
8181 Feld[newx][newy] = EL_EMPTY;
8182 TEST_DrawLevelField(newx, newy);
8185 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8187 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8188 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8190 if (AmoebaNr[newx][newy])
8192 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8193 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8194 Feld[newx][newy] == EL_BD_AMOEBA)
8195 AmoebaCnt[AmoebaNr[newx][newy]]--;
8198 if (IS_MOVING(newx, newy))
8200 RemoveMovingField(newx, newy);
8204 Feld[newx][newy] = EL_EMPTY;
8205 TEST_DrawLevelField(newx, newy);
8208 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8210 else if ((element == EL_PACMAN || element == EL_MOLE)
8211 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8213 if (AmoebaNr[newx][newy])
8215 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8216 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8217 Feld[newx][newy] == EL_BD_AMOEBA)
8218 AmoebaCnt[AmoebaNr[newx][newy]]--;
8221 if (element == EL_MOLE)
8223 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8224 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8226 ResetGfxAnimation(x, y);
8227 GfxAction[x][y] = ACTION_DIGGING;
8228 TEST_DrawLevelField(x, y);
8230 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8232 return; // wait for shrinking amoeba
8234 else // element == EL_PACMAN
8236 Feld[newx][newy] = EL_EMPTY;
8237 TEST_DrawLevelField(newx, newy);
8238 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8241 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8242 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8243 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8245 // wait for shrinking amoeba to completely disappear
8248 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8250 // object was running against a wall
8254 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8255 DrawLevelElementAnimation(x, y, element);
8257 if (DONT_TOUCH(element))
8258 TestIfBadThingTouchesPlayer(x, y);
8263 InitMovingField(x, y, MovDir[x][y]);
8265 PlayLevelSoundAction(x, y, ACTION_MOVING);
8269 ContinueMoving(x, y);
8272 void ContinueMoving(int x, int y)
8274 int element = Feld[x][y];
8275 struct ElementInfo *ei = &element_info[element];
8276 int direction = MovDir[x][y];
8277 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8278 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8279 int newx = x + dx, newy = y + dy;
8280 int stored = Store[x][y];
8281 int stored_new = Store[newx][newy];
8282 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8283 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8284 boolean last_line = (newy == lev_fieldy - 1);
8286 MovPos[x][y] += getElementMoveStepsize(x, y);
8288 if (pushed_by_player) // special case: moving object pushed by player
8289 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8291 if (ABS(MovPos[x][y]) < TILEX)
8293 TEST_DrawLevelField(x, y);
8295 return; // element is still moving
8298 // element reached destination field
8300 Feld[x][y] = EL_EMPTY;
8301 Feld[newx][newy] = element;
8302 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8304 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8306 element = Feld[newx][newy] = EL_ACID;
8308 else if (element == EL_MOLE)
8310 Feld[x][y] = EL_SAND;
8312 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8314 else if (element == EL_QUICKSAND_FILLING)
8316 element = Feld[newx][newy] = get_next_element(element);
8317 Store[newx][newy] = Store[x][y];
8319 else if (element == EL_QUICKSAND_EMPTYING)
8321 Feld[x][y] = get_next_element(element);
8322 element = Feld[newx][newy] = Store[x][y];
8324 else if (element == EL_QUICKSAND_FAST_FILLING)
8326 element = Feld[newx][newy] = get_next_element(element);
8327 Store[newx][newy] = Store[x][y];
8329 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8331 Feld[x][y] = get_next_element(element);
8332 element = Feld[newx][newy] = Store[x][y];
8334 else if (element == EL_MAGIC_WALL_FILLING)
8336 element = Feld[newx][newy] = get_next_element(element);
8337 if (!game.magic_wall_active)
8338 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8339 Store[newx][newy] = Store[x][y];
8341 else if (element == EL_MAGIC_WALL_EMPTYING)
8343 Feld[x][y] = get_next_element(element);
8344 if (!game.magic_wall_active)
8345 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8346 element = Feld[newx][newy] = Store[x][y];
8348 InitField(newx, newy, FALSE);
8350 else if (element == EL_BD_MAGIC_WALL_FILLING)
8352 element = Feld[newx][newy] = get_next_element(element);
8353 if (!game.magic_wall_active)
8354 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8355 Store[newx][newy] = Store[x][y];
8357 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8359 Feld[x][y] = get_next_element(element);
8360 if (!game.magic_wall_active)
8361 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8362 element = Feld[newx][newy] = Store[x][y];
8364 InitField(newx, newy, FALSE);
8366 else if (element == EL_DC_MAGIC_WALL_FILLING)
8368 element = Feld[newx][newy] = get_next_element(element);
8369 if (!game.magic_wall_active)
8370 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8371 Store[newx][newy] = Store[x][y];
8373 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8375 Feld[x][y] = get_next_element(element);
8376 if (!game.magic_wall_active)
8377 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8378 element = Feld[newx][newy] = Store[x][y];
8380 InitField(newx, newy, FALSE);
8382 else if (element == EL_AMOEBA_DROPPING)
8384 Feld[x][y] = get_next_element(element);
8385 element = Feld[newx][newy] = Store[x][y];
8387 else if (element == EL_SOKOBAN_OBJECT)
8390 Feld[x][y] = Back[x][y];
8392 if (Back[newx][newy])
8393 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8395 Back[x][y] = Back[newx][newy] = 0;
8398 Store[x][y] = EL_EMPTY;
8403 MovDelay[newx][newy] = 0;
8405 if (CAN_CHANGE_OR_HAS_ACTION(element))
8407 // copy element change control values to new field
8408 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8409 ChangePage[newx][newy] = ChangePage[x][y];
8410 ChangeCount[newx][newy] = ChangeCount[x][y];
8411 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8414 CustomValue[newx][newy] = CustomValue[x][y];
8416 ChangeDelay[x][y] = 0;
8417 ChangePage[x][y] = -1;
8418 ChangeCount[x][y] = 0;
8419 ChangeEvent[x][y] = -1;
8421 CustomValue[x][y] = 0;
8423 // copy animation control values to new field
8424 GfxFrame[newx][newy] = GfxFrame[x][y];
8425 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8426 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8427 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8429 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8431 // some elements can leave other elements behind after moving
8432 if (ei->move_leave_element != EL_EMPTY &&
8433 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8434 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8436 int move_leave_element = ei->move_leave_element;
8438 // this makes it possible to leave the removed element again
8439 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8440 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8442 Feld[x][y] = move_leave_element;
8444 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8445 MovDir[x][y] = direction;
8447 InitField(x, y, FALSE);
8449 if (GFX_CRUMBLED(Feld[x][y]))
8450 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8452 if (ELEM_IS_PLAYER(move_leave_element))
8453 RelocatePlayer(x, y, move_leave_element);
8456 // do this after checking for left-behind element
8457 ResetGfxAnimation(x, y); // reset animation values for old field
8459 if (!CAN_MOVE(element) ||
8460 (CAN_FALL(element) && direction == MV_DOWN &&
8461 (element == EL_SPRING ||
8462 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8463 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8464 GfxDir[x][y] = MovDir[newx][newy] = 0;
8466 TEST_DrawLevelField(x, y);
8467 TEST_DrawLevelField(newx, newy);
8469 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8471 // prevent pushed element from moving on in pushed direction
8472 if (pushed_by_player && CAN_MOVE(element) &&
8473 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8474 !(element_info[element].move_pattern & direction))
8475 TurnRound(newx, newy);
8477 // prevent elements on conveyor belt from moving on in last direction
8478 if (pushed_by_conveyor && CAN_FALL(element) &&
8479 direction & MV_HORIZONTAL)
8480 MovDir[newx][newy] = 0;
8482 if (!pushed_by_player)
8484 int nextx = newx + dx, nexty = newy + dy;
8485 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8487 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8489 if (CAN_FALL(element) && direction == MV_DOWN)
8490 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8492 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8493 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8495 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8496 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8499 if (DONT_TOUCH(element)) // object may be nasty to player or others
8501 TestIfBadThingTouchesPlayer(newx, newy);
8502 TestIfBadThingTouchesFriend(newx, newy);
8504 if (!IS_CUSTOM_ELEMENT(element))
8505 TestIfBadThingTouchesOtherBadThing(newx, newy);
8507 else if (element == EL_PENGUIN)
8508 TestIfFriendTouchesBadThing(newx, newy);
8510 if (DONT_GET_HIT_BY(element))
8512 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8515 // give the player one last chance (one more frame) to move away
8516 if (CAN_FALL(element) && direction == MV_DOWN &&
8517 (last_line || (!IS_FREE(x, newy + 1) &&
8518 (!IS_PLAYER(x, newy + 1) ||
8519 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8522 if (pushed_by_player && !game.use_change_when_pushing_bug)
8524 int push_side = MV_DIR_OPPOSITE(direction);
8525 struct PlayerInfo *player = PLAYERINFO(x, y);
8527 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8528 player->index_bit, push_side);
8529 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8530 player->index_bit, push_side);
8533 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8534 MovDelay[newx][newy] = 1;
8536 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8538 TestIfElementTouchesCustomElement(x, y); // empty or new element
8539 TestIfElementHitsCustomElement(newx, newy, direction);
8540 TestIfPlayerTouchesCustomElement(newx, newy);
8541 TestIfElementTouchesCustomElement(newx, newy);
8543 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8544 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8545 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8546 MV_DIR_OPPOSITE(direction));
8549 int AmoebeNachbarNr(int ax, int ay)
8552 int element = Feld[ax][ay];
8554 static int xy[4][2] =
8562 for (i = 0; i < NUM_DIRECTIONS; i++)
8564 int x = ax + xy[i][0];
8565 int y = ay + xy[i][1];
8567 if (!IN_LEV_FIELD(x, y))
8570 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8571 group_nr = AmoebaNr[x][y];
8577 static void AmoebenVereinigen(int ax, int ay)
8579 int i, x, y, xx, yy;
8580 int new_group_nr = AmoebaNr[ax][ay];
8581 static int xy[4][2] =
8589 if (new_group_nr == 0)
8592 for (i = 0; i < NUM_DIRECTIONS; i++)
8597 if (!IN_LEV_FIELD(x, y))
8600 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8601 Feld[x][y] == EL_BD_AMOEBA ||
8602 Feld[x][y] == EL_AMOEBA_DEAD) &&
8603 AmoebaNr[x][y] != new_group_nr)
8605 int old_group_nr = AmoebaNr[x][y];
8607 if (old_group_nr == 0)
8610 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8611 AmoebaCnt[old_group_nr] = 0;
8612 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8613 AmoebaCnt2[old_group_nr] = 0;
8615 SCAN_PLAYFIELD(xx, yy)
8617 if (AmoebaNr[xx][yy] == old_group_nr)
8618 AmoebaNr[xx][yy] = new_group_nr;
8624 void AmoebeUmwandeln(int ax, int ay)
8628 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8630 int group_nr = AmoebaNr[ax][ay];
8635 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8636 printf("AmoebeUmwandeln(): This should never happen!\n");
8641 SCAN_PLAYFIELD(x, y)
8643 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8646 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8650 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8651 SND_AMOEBA_TURNING_TO_GEM :
8652 SND_AMOEBA_TURNING_TO_ROCK));
8657 static int xy[4][2] =
8665 for (i = 0; i < NUM_DIRECTIONS; i++)
8670 if (!IN_LEV_FIELD(x, y))
8673 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8675 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8676 SND_AMOEBA_TURNING_TO_GEM :
8677 SND_AMOEBA_TURNING_TO_ROCK));
8684 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8687 int group_nr = AmoebaNr[ax][ay];
8688 boolean done = FALSE;
8693 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8694 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8699 SCAN_PLAYFIELD(x, y)
8701 if (AmoebaNr[x][y] == group_nr &&
8702 (Feld[x][y] == EL_AMOEBA_DEAD ||
8703 Feld[x][y] == EL_BD_AMOEBA ||
8704 Feld[x][y] == EL_AMOEBA_GROWING))
8707 Feld[x][y] = new_element;
8708 InitField(x, y, FALSE);
8709 TEST_DrawLevelField(x, y);
8715 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8716 SND_BD_AMOEBA_TURNING_TO_ROCK :
8717 SND_BD_AMOEBA_TURNING_TO_GEM));
8720 static void AmoebeWaechst(int x, int y)
8722 static unsigned int sound_delay = 0;
8723 static unsigned int sound_delay_value = 0;
8725 if (!MovDelay[x][y]) // start new growing cycle
8729 if (DelayReached(&sound_delay, sound_delay_value))
8731 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8732 sound_delay_value = 30;
8736 if (MovDelay[x][y]) // wait some time before growing bigger
8739 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8741 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8742 6 - MovDelay[x][y]);
8744 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8747 if (!MovDelay[x][y])
8749 Feld[x][y] = Store[x][y];
8751 TEST_DrawLevelField(x, y);
8756 static void AmoebaDisappearing(int x, int y)
8758 static unsigned int sound_delay = 0;
8759 static unsigned int sound_delay_value = 0;
8761 if (!MovDelay[x][y]) // start new shrinking cycle
8765 if (DelayReached(&sound_delay, sound_delay_value))
8766 sound_delay_value = 30;
8769 if (MovDelay[x][y]) // wait some time before shrinking
8772 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8774 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8775 6 - MovDelay[x][y]);
8777 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8780 if (!MovDelay[x][y])
8782 Feld[x][y] = EL_EMPTY;
8783 TEST_DrawLevelField(x, y);
8785 // don't let mole enter this field in this cycle;
8786 // (give priority to objects falling to this field from above)
8792 static void AmoebeAbleger(int ax, int ay)
8795 int element = Feld[ax][ay];
8796 int graphic = el2img(element);
8797 int newax = ax, neway = ay;
8798 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8799 static int xy[4][2] =
8807 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8809 Feld[ax][ay] = EL_AMOEBA_DEAD;
8810 TEST_DrawLevelField(ax, ay);
8814 if (IS_ANIMATED(graphic))
8815 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8817 if (!MovDelay[ax][ay]) // start making new amoeba field
8818 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8820 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8823 if (MovDelay[ax][ay])
8827 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8830 int x = ax + xy[start][0];
8831 int y = ay + xy[start][1];
8833 if (!IN_LEV_FIELD(x, y))
8836 if (IS_FREE(x, y) ||
8837 CAN_GROW_INTO(Feld[x][y]) ||
8838 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8839 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8845 if (newax == ax && neway == ay)
8848 else // normal or "filled" (BD style) amoeba
8851 boolean waiting_for_player = FALSE;
8853 for (i = 0; i < NUM_DIRECTIONS; i++)
8855 int j = (start + i) % 4;
8856 int x = ax + xy[j][0];
8857 int y = ay + xy[j][1];
8859 if (!IN_LEV_FIELD(x, y))
8862 if (IS_FREE(x, y) ||
8863 CAN_GROW_INTO(Feld[x][y]) ||
8864 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8865 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8871 else if (IS_PLAYER(x, y))
8872 waiting_for_player = TRUE;
8875 if (newax == ax && neway == ay) // amoeba cannot grow
8877 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8879 Feld[ax][ay] = EL_AMOEBA_DEAD;
8880 TEST_DrawLevelField(ax, ay);
8881 AmoebaCnt[AmoebaNr[ax][ay]]--;
8883 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8885 if (element == EL_AMOEBA_FULL)
8886 AmoebeUmwandeln(ax, ay);
8887 else if (element == EL_BD_AMOEBA)
8888 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8893 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8895 // amoeba gets larger by growing in some direction
8897 int new_group_nr = AmoebaNr[ax][ay];
8900 if (new_group_nr == 0)
8902 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8903 printf("AmoebeAbleger(): This should never happen!\n");
8908 AmoebaNr[newax][neway] = new_group_nr;
8909 AmoebaCnt[new_group_nr]++;
8910 AmoebaCnt2[new_group_nr]++;
8912 // if amoeba touches other amoeba(s) after growing, unify them
8913 AmoebenVereinigen(newax, neway);
8915 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8917 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8923 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8924 (neway == lev_fieldy - 1 && newax != ax))
8926 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8927 Store[newax][neway] = element;
8929 else if (neway == ay || element == EL_EMC_DRIPPER)
8931 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8933 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8937 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8938 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8939 Store[ax][ay] = EL_AMOEBA_DROP;
8940 ContinueMoving(ax, ay);
8944 TEST_DrawLevelField(newax, neway);
8947 static void Life(int ax, int ay)
8951 int element = Feld[ax][ay];
8952 int graphic = el2img(element);
8953 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8955 boolean changed = FALSE;
8957 if (IS_ANIMATED(graphic))
8958 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8963 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8964 MovDelay[ax][ay] = life_time;
8966 if (MovDelay[ax][ay]) // wait some time before next cycle
8969 if (MovDelay[ax][ay])
8973 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8975 int xx = ax+x1, yy = ay+y1;
8976 int old_element = Feld[xx][yy];
8977 int num_neighbours = 0;
8979 if (!IN_LEV_FIELD(xx, yy))
8982 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8984 int x = xx+x2, y = yy+y2;
8986 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8989 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8990 boolean is_neighbour = FALSE;
8992 if (level.use_life_bugs)
8994 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8995 (IS_FREE(x, y) && Stop[x][y]));
8998 (Last[x][y] == element || is_player_cell);
9004 boolean is_free = FALSE;
9006 if (level.use_life_bugs)
9007 is_free = (IS_FREE(xx, yy));
9009 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9011 if (xx == ax && yy == ay) // field in the middle
9013 if (num_neighbours < life_parameter[0] ||
9014 num_neighbours > life_parameter[1])
9016 Feld[xx][yy] = EL_EMPTY;
9017 if (Feld[xx][yy] != old_element)
9018 TEST_DrawLevelField(xx, yy);
9019 Stop[xx][yy] = TRUE;
9023 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9024 { // free border field
9025 if (num_neighbours >= life_parameter[2] &&
9026 num_neighbours <= life_parameter[3])
9028 Feld[xx][yy] = element;
9029 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9030 if (Feld[xx][yy] != old_element)
9031 TEST_DrawLevelField(xx, yy);
9032 Stop[xx][yy] = TRUE;
9039 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9040 SND_GAME_OF_LIFE_GROWING);
9043 static void InitRobotWheel(int x, int y)
9045 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9048 static void RunRobotWheel(int x, int y)
9050 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9053 static void StopRobotWheel(int x, int y)
9055 if (game.robot_wheel_x == x &&
9056 game.robot_wheel_y == y)
9058 game.robot_wheel_x = -1;
9059 game.robot_wheel_y = -1;
9060 game.robot_wheel_active = FALSE;
9064 static void InitTimegateWheel(int x, int y)
9066 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9069 static void RunTimegateWheel(int x, int y)
9071 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9074 static void InitMagicBallDelay(int x, int y)
9076 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9079 static void ActivateMagicBall(int bx, int by)
9083 if (level.ball_random)
9085 int pos_border = RND(8); // select one of the eight border elements
9086 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9087 int xx = pos_content % 3;
9088 int yy = pos_content / 3;
9093 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9094 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9098 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9100 int xx = x - bx + 1;
9101 int yy = y - by + 1;
9103 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9104 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9108 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9111 static void CheckExit(int x, int y)
9113 if (game.gems_still_needed > 0 ||
9114 game.sokoban_fields_still_needed > 0 ||
9115 game.sokoban_objects_still_needed > 0 ||
9116 game.lights_still_needed > 0)
9118 int element = Feld[x][y];
9119 int graphic = el2img(element);
9121 if (IS_ANIMATED(graphic))
9122 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9127 // do not re-open exit door closed after last player
9128 if (game.all_players_gone)
9131 Feld[x][y] = EL_EXIT_OPENING;
9133 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9136 static void CheckExitEM(int x, int y)
9138 if (game.gems_still_needed > 0 ||
9139 game.sokoban_fields_still_needed > 0 ||
9140 game.sokoban_objects_still_needed > 0 ||
9141 game.lights_still_needed > 0)
9143 int element = Feld[x][y];
9144 int graphic = el2img(element);
9146 if (IS_ANIMATED(graphic))
9147 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9152 // do not re-open exit door closed after last player
9153 if (game.all_players_gone)
9156 Feld[x][y] = EL_EM_EXIT_OPENING;
9158 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9161 static void CheckExitSteel(int x, int y)
9163 if (game.gems_still_needed > 0 ||
9164 game.sokoban_fields_still_needed > 0 ||
9165 game.sokoban_objects_still_needed > 0 ||
9166 game.lights_still_needed > 0)
9168 int element = Feld[x][y];
9169 int graphic = el2img(element);
9171 if (IS_ANIMATED(graphic))
9172 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9177 // do not re-open exit door closed after last player
9178 if (game.all_players_gone)
9181 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9183 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9186 static void CheckExitSteelEM(int x, int y)
9188 if (game.gems_still_needed > 0 ||
9189 game.sokoban_fields_still_needed > 0 ||
9190 game.sokoban_objects_still_needed > 0 ||
9191 game.lights_still_needed > 0)
9193 int element = Feld[x][y];
9194 int graphic = el2img(element);
9196 if (IS_ANIMATED(graphic))
9197 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9202 // do not re-open exit door closed after last player
9203 if (game.all_players_gone)
9206 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9208 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9211 static void CheckExitSP(int x, int y)
9213 if (game.gems_still_needed > 0)
9215 int element = Feld[x][y];
9216 int graphic = el2img(element);
9218 if (IS_ANIMATED(graphic))
9219 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9224 // do not re-open exit door closed after last player
9225 if (game.all_players_gone)
9228 Feld[x][y] = EL_SP_EXIT_OPENING;
9230 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9233 static void CloseAllOpenTimegates(void)
9237 SCAN_PLAYFIELD(x, y)
9239 int element = Feld[x][y];
9241 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9243 Feld[x][y] = EL_TIMEGATE_CLOSING;
9245 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9250 static void DrawTwinkleOnField(int x, int y)
9252 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9255 if (Feld[x][y] == EL_BD_DIAMOND)
9258 if (MovDelay[x][y] == 0) // next animation frame
9259 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9261 if (MovDelay[x][y] != 0) // wait some time before next frame
9265 DrawLevelElementAnimation(x, y, Feld[x][y]);
9267 if (MovDelay[x][y] != 0)
9269 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9270 10 - MovDelay[x][y]);
9272 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9277 static void MauerWaechst(int x, int y)
9281 if (!MovDelay[x][y]) // next animation frame
9282 MovDelay[x][y] = 3 * delay;
9284 if (MovDelay[x][y]) // wait some time before next frame
9288 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9290 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9291 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9293 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9296 if (!MovDelay[x][y])
9298 if (MovDir[x][y] == MV_LEFT)
9300 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9301 TEST_DrawLevelField(x - 1, y);
9303 else if (MovDir[x][y] == MV_RIGHT)
9305 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9306 TEST_DrawLevelField(x + 1, y);
9308 else if (MovDir[x][y] == MV_UP)
9310 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9311 TEST_DrawLevelField(x, y - 1);
9315 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9316 TEST_DrawLevelField(x, y + 1);
9319 Feld[x][y] = Store[x][y];
9321 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9322 TEST_DrawLevelField(x, y);
9327 static void MauerAbleger(int ax, int ay)
9329 int element = Feld[ax][ay];
9330 int graphic = el2img(element);
9331 boolean oben_frei = FALSE, unten_frei = FALSE;
9332 boolean links_frei = FALSE, rechts_frei = FALSE;
9333 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9334 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9335 boolean new_wall = FALSE;
9337 if (IS_ANIMATED(graphic))
9338 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9340 if (!MovDelay[ax][ay]) // start building new wall
9341 MovDelay[ax][ay] = 6;
9343 if (MovDelay[ax][ay]) // wait some time before building new wall
9346 if (MovDelay[ax][ay])
9350 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9352 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9354 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9356 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9359 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9360 element == EL_EXPANDABLE_WALL_ANY)
9364 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9365 Store[ax][ay-1] = element;
9366 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9367 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9368 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9369 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9374 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9375 Store[ax][ay+1] = element;
9376 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9377 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9378 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9379 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9384 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9385 element == EL_EXPANDABLE_WALL_ANY ||
9386 element == EL_EXPANDABLE_WALL ||
9387 element == EL_BD_EXPANDABLE_WALL)
9391 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9392 Store[ax-1][ay] = element;
9393 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9394 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9395 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9396 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9402 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9403 Store[ax+1][ay] = element;
9404 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9405 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9406 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9407 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9412 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9413 TEST_DrawLevelField(ax, ay);
9415 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9417 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9418 unten_massiv = TRUE;
9419 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9420 links_massiv = TRUE;
9421 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9422 rechts_massiv = TRUE;
9424 if (((oben_massiv && unten_massiv) ||
9425 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9426 element == EL_EXPANDABLE_WALL) &&
9427 ((links_massiv && rechts_massiv) ||
9428 element == EL_EXPANDABLE_WALL_VERTICAL))
9429 Feld[ax][ay] = EL_WALL;
9432 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9435 static void MauerAblegerStahl(int ax, int ay)
9437 int element = Feld[ax][ay];
9438 int graphic = el2img(element);
9439 boolean oben_frei = FALSE, unten_frei = FALSE;
9440 boolean links_frei = FALSE, rechts_frei = FALSE;
9441 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9442 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9443 boolean new_wall = FALSE;
9445 if (IS_ANIMATED(graphic))
9446 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9448 if (!MovDelay[ax][ay]) // start building new wall
9449 MovDelay[ax][ay] = 6;
9451 if (MovDelay[ax][ay]) // wait some time before building new wall
9454 if (MovDelay[ax][ay])
9458 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9460 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9462 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9464 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9467 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9468 element == EL_EXPANDABLE_STEELWALL_ANY)
9472 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9473 Store[ax][ay-1] = element;
9474 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9475 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9476 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9477 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9482 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9483 Store[ax][ay+1] = element;
9484 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9485 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9486 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9487 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9492 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9493 element == EL_EXPANDABLE_STEELWALL_ANY)
9497 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9498 Store[ax-1][ay] = element;
9499 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9500 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9501 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9502 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9508 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9509 Store[ax+1][ay] = element;
9510 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9511 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9512 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9513 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9518 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9520 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9521 unten_massiv = TRUE;
9522 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9523 links_massiv = TRUE;
9524 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9525 rechts_massiv = TRUE;
9527 if (((oben_massiv && unten_massiv) ||
9528 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9529 ((links_massiv && rechts_massiv) ||
9530 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9531 Feld[ax][ay] = EL_STEELWALL;
9534 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9537 static void CheckForDragon(int x, int y)
9540 boolean dragon_found = FALSE;
9541 static int xy[4][2] =
9549 for (i = 0; i < NUM_DIRECTIONS; i++)
9551 for (j = 0; j < 4; j++)
9553 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9555 if (IN_LEV_FIELD(xx, yy) &&
9556 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9558 if (Feld[xx][yy] == EL_DRAGON)
9559 dragon_found = TRUE;
9568 for (i = 0; i < NUM_DIRECTIONS; i++)
9570 for (j = 0; j < 3; j++)
9572 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9574 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9576 Feld[xx][yy] = EL_EMPTY;
9577 TEST_DrawLevelField(xx, yy);
9586 static void InitBuggyBase(int x, int y)
9588 int element = Feld[x][y];
9589 int activating_delay = FRAMES_PER_SECOND / 4;
9592 (element == EL_SP_BUGGY_BASE ?
9593 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9594 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9596 element == EL_SP_BUGGY_BASE_ACTIVE ?
9597 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9600 static void WarnBuggyBase(int x, int y)
9603 static int xy[4][2] =
9611 for (i = 0; i < NUM_DIRECTIONS; i++)
9613 int xx = x + xy[i][0];
9614 int yy = y + xy[i][1];
9616 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9618 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9625 static void InitTrap(int x, int y)
9627 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9630 static void ActivateTrap(int x, int y)
9632 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9635 static void ChangeActiveTrap(int x, int y)
9637 int graphic = IMG_TRAP_ACTIVE;
9639 // if new animation frame was drawn, correct crumbled sand border
9640 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9641 TEST_DrawLevelFieldCrumbled(x, y);
9644 static int getSpecialActionElement(int element, int number, int base_element)
9646 return (element != EL_EMPTY ? element :
9647 number != -1 ? base_element + number - 1 :
9651 static int getModifiedActionNumber(int value_old, int operator, int operand,
9652 int value_min, int value_max)
9654 int value_new = (operator == CA_MODE_SET ? operand :
9655 operator == CA_MODE_ADD ? value_old + operand :
9656 operator == CA_MODE_SUBTRACT ? value_old - operand :
9657 operator == CA_MODE_MULTIPLY ? value_old * operand :
9658 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9659 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9662 return (value_new < value_min ? value_min :
9663 value_new > value_max ? value_max :
9667 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9669 struct ElementInfo *ei = &element_info[element];
9670 struct ElementChangeInfo *change = &ei->change_page[page];
9671 int target_element = change->target_element;
9672 int action_type = change->action_type;
9673 int action_mode = change->action_mode;
9674 int action_arg = change->action_arg;
9675 int action_element = change->action_element;
9678 if (!change->has_action)
9681 // ---------- determine action paramater values -----------------------------
9683 int level_time_value =
9684 (level.time > 0 ? TimeLeft :
9687 int action_arg_element_raw =
9688 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9689 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9690 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9691 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9692 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9693 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9694 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9696 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9698 int action_arg_direction =
9699 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9700 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9701 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9702 change->actual_trigger_side :
9703 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9704 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9707 int action_arg_number_min =
9708 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9711 int action_arg_number_max =
9712 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9713 action_type == CA_SET_LEVEL_GEMS ? 999 :
9714 action_type == CA_SET_LEVEL_TIME ? 9999 :
9715 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9716 action_type == CA_SET_CE_VALUE ? 9999 :
9717 action_type == CA_SET_CE_SCORE ? 9999 :
9720 int action_arg_number_reset =
9721 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9722 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9723 action_type == CA_SET_LEVEL_TIME ? level.time :
9724 action_type == CA_SET_LEVEL_SCORE ? 0 :
9725 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9726 action_type == CA_SET_CE_SCORE ? 0 :
9729 int action_arg_number =
9730 (action_arg <= CA_ARG_MAX ? action_arg :
9731 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9732 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9733 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9734 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9735 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9736 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9737 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9738 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9739 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9740 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9741 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9742 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9743 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9744 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9745 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9746 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9747 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9748 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9749 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9750 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9751 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9754 int action_arg_number_old =
9755 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9756 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9757 action_type == CA_SET_LEVEL_SCORE ? game.score :
9758 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9759 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9762 int action_arg_number_new =
9763 getModifiedActionNumber(action_arg_number_old,
9764 action_mode, action_arg_number,
9765 action_arg_number_min, action_arg_number_max);
9767 int trigger_player_bits =
9768 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9769 change->actual_trigger_player_bits : change->trigger_player);
9771 int action_arg_player_bits =
9772 (action_arg >= CA_ARG_PLAYER_1 &&
9773 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9774 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9775 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9778 // ---------- execute action -----------------------------------------------
9780 switch (action_type)
9787 // ---------- level actions ----------------------------------------------
9789 case CA_RESTART_LEVEL:
9791 game.restart_level = TRUE;
9796 case CA_SHOW_ENVELOPE:
9798 int element = getSpecialActionElement(action_arg_element,
9799 action_arg_number, EL_ENVELOPE_1);
9801 if (IS_ENVELOPE(element))
9802 local_player->show_envelope = element;
9807 case CA_SET_LEVEL_TIME:
9809 if (level.time > 0) // only modify limited time value
9811 TimeLeft = action_arg_number_new;
9813 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9815 DisplayGameControlValues();
9817 if (!TimeLeft && setup.time_limit)
9818 for (i = 0; i < MAX_PLAYERS; i++)
9819 KillPlayer(&stored_player[i]);
9825 case CA_SET_LEVEL_SCORE:
9827 game.score = action_arg_number_new;
9829 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9831 DisplayGameControlValues();
9836 case CA_SET_LEVEL_GEMS:
9838 game.gems_still_needed = action_arg_number_new;
9840 game.snapshot.collected_item = TRUE;
9842 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9844 DisplayGameControlValues();
9849 case CA_SET_LEVEL_WIND:
9851 game.wind_direction = action_arg_direction;
9856 case CA_SET_LEVEL_RANDOM_SEED:
9858 // ensure that setting a new random seed while playing is predictable
9859 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9864 // ---------- player actions ---------------------------------------------
9866 case CA_MOVE_PLAYER:
9868 // automatically move to the next field in specified direction
9869 for (i = 0; i < MAX_PLAYERS; i++)
9870 if (trigger_player_bits & (1 << i))
9871 stored_player[i].programmed_action = action_arg_direction;
9876 case CA_EXIT_PLAYER:
9878 for (i = 0; i < MAX_PLAYERS; i++)
9879 if (action_arg_player_bits & (1 << i))
9880 ExitPlayer(&stored_player[i]);
9882 if (game.players_still_needed == 0)
9888 case CA_KILL_PLAYER:
9890 for (i = 0; i < MAX_PLAYERS; i++)
9891 if (action_arg_player_bits & (1 << i))
9892 KillPlayer(&stored_player[i]);
9897 case CA_SET_PLAYER_KEYS:
9899 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9900 int element = getSpecialActionElement(action_arg_element,
9901 action_arg_number, EL_KEY_1);
9903 if (IS_KEY(element))
9905 for (i = 0; i < MAX_PLAYERS; i++)
9907 if (trigger_player_bits & (1 << i))
9909 stored_player[i].key[KEY_NR(element)] = key_state;
9911 DrawGameDoorValues();
9919 case CA_SET_PLAYER_SPEED:
9921 for (i = 0; i < MAX_PLAYERS; i++)
9923 if (trigger_player_bits & (1 << i))
9925 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9927 if (action_arg == CA_ARG_SPEED_FASTER &&
9928 stored_player[i].cannot_move)
9930 action_arg_number = STEPSIZE_VERY_SLOW;
9932 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9933 action_arg == CA_ARG_SPEED_FASTER)
9935 action_arg_number = 2;
9936 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9939 else if (action_arg == CA_ARG_NUMBER_RESET)
9941 action_arg_number = level.initial_player_stepsize[i];
9945 getModifiedActionNumber(move_stepsize,
9948 action_arg_number_min,
9949 action_arg_number_max);
9951 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9958 case CA_SET_PLAYER_SHIELD:
9960 for (i = 0; i < MAX_PLAYERS; i++)
9962 if (trigger_player_bits & (1 << i))
9964 if (action_arg == CA_ARG_SHIELD_OFF)
9966 stored_player[i].shield_normal_time_left = 0;
9967 stored_player[i].shield_deadly_time_left = 0;
9969 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9971 stored_player[i].shield_normal_time_left = 999999;
9973 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9975 stored_player[i].shield_normal_time_left = 999999;
9976 stored_player[i].shield_deadly_time_left = 999999;
9984 case CA_SET_PLAYER_GRAVITY:
9986 for (i = 0; i < MAX_PLAYERS; i++)
9988 if (trigger_player_bits & (1 << i))
9990 stored_player[i].gravity =
9991 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9992 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9993 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9994 stored_player[i].gravity);
10001 case CA_SET_PLAYER_ARTWORK:
10003 for (i = 0; i < MAX_PLAYERS; i++)
10005 if (trigger_player_bits & (1 << i))
10007 int artwork_element = action_arg_element;
10009 if (action_arg == CA_ARG_ELEMENT_RESET)
10011 (level.use_artwork_element[i] ? level.artwork_element[i] :
10012 stored_player[i].element_nr);
10014 if (stored_player[i].artwork_element != artwork_element)
10015 stored_player[i].Frame = 0;
10017 stored_player[i].artwork_element = artwork_element;
10019 SetPlayerWaiting(&stored_player[i], FALSE);
10021 // set number of special actions for bored and sleeping animation
10022 stored_player[i].num_special_action_bored =
10023 get_num_special_action(artwork_element,
10024 ACTION_BORING_1, ACTION_BORING_LAST);
10025 stored_player[i].num_special_action_sleeping =
10026 get_num_special_action(artwork_element,
10027 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10034 case CA_SET_PLAYER_INVENTORY:
10036 for (i = 0; i < MAX_PLAYERS; i++)
10038 struct PlayerInfo *player = &stored_player[i];
10041 if (trigger_player_bits & (1 << i))
10043 int inventory_element = action_arg_element;
10045 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10046 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10047 action_arg == CA_ARG_ELEMENT_ACTION)
10049 int element = inventory_element;
10050 int collect_count = element_info[element].collect_count_initial;
10052 if (!IS_CUSTOM_ELEMENT(element))
10055 if (collect_count == 0)
10056 player->inventory_infinite_element = element;
10058 for (k = 0; k < collect_count; k++)
10059 if (player->inventory_size < MAX_INVENTORY_SIZE)
10060 player->inventory_element[player->inventory_size++] =
10063 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10064 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10065 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10067 if (player->inventory_infinite_element != EL_UNDEFINED &&
10068 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10069 action_arg_element_raw))
10070 player->inventory_infinite_element = EL_UNDEFINED;
10072 for (k = 0, j = 0; j < player->inventory_size; j++)
10074 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10075 action_arg_element_raw))
10076 player->inventory_element[k++] = player->inventory_element[j];
10079 player->inventory_size = k;
10081 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10083 if (player->inventory_size > 0)
10085 for (j = 0; j < player->inventory_size - 1; j++)
10086 player->inventory_element[j] = player->inventory_element[j + 1];
10088 player->inventory_size--;
10091 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10093 if (player->inventory_size > 0)
10094 player->inventory_size--;
10096 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10098 player->inventory_infinite_element = EL_UNDEFINED;
10099 player->inventory_size = 0;
10101 else if (action_arg == CA_ARG_INVENTORY_RESET)
10103 player->inventory_infinite_element = EL_UNDEFINED;
10104 player->inventory_size = 0;
10106 if (level.use_initial_inventory[i])
10108 for (j = 0; j < level.initial_inventory_size[i]; j++)
10110 int element = level.initial_inventory_content[i][j];
10111 int collect_count = element_info[element].collect_count_initial;
10113 if (!IS_CUSTOM_ELEMENT(element))
10116 if (collect_count == 0)
10117 player->inventory_infinite_element = element;
10119 for (k = 0; k < collect_count; k++)
10120 if (player->inventory_size < MAX_INVENTORY_SIZE)
10121 player->inventory_element[player->inventory_size++] =
10132 // ---------- CE actions -------------------------------------------------
10134 case CA_SET_CE_VALUE:
10136 int last_ce_value = CustomValue[x][y];
10138 CustomValue[x][y] = action_arg_number_new;
10140 if (CustomValue[x][y] != last_ce_value)
10142 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10143 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10145 if (CustomValue[x][y] == 0)
10147 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10148 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10155 case CA_SET_CE_SCORE:
10157 int last_ce_score = ei->collect_score;
10159 ei->collect_score = action_arg_number_new;
10161 if (ei->collect_score != last_ce_score)
10163 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10164 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10166 if (ei->collect_score == 0)
10170 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10171 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10174 This is a very special case that seems to be a mixture between
10175 CheckElementChange() and CheckTriggeredElementChange(): while
10176 the first one only affects single elements that are triggered
10177 directly, the second one affects multiple elements in the playfield
10178 that are triggered indirectly by another element. This is a third
10179 case: Changing the CE score always affects multiple identical CEs,
10180 so every affected CE must be checked, not only the single CE for
10181 which the CE score was changed in the first place (as every instance
10182 of that CE shares the same CE score, and therefore also can change)!
10184 SCAN_PLAYFIELD(xx, yy)
10186 if (Feld[xx][yy] == element)
10187 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10188 CE_SCORE_GETS_ZERO);
10196 case CA_SET_CE_ARTWORK:
10198 int artwork_element = action_arg_element;
10199 boolean reset_frame = FALSE;
10202 if (action_arg == CA_ARG_ELEMENT_RESET)
10203 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10206 if (ei->gfx_element != artwork_element)
10207 reset_frame = TRUE;
10209 ei->gfx_element = artwork_element;
10211 SCAN_PLAYFIELD(xx, yy)
10213 if (Feld[xx][yy] == element)
10217 ResetGfxAnimation(xx, yy);
10218 ResetRandomAnimationValue(xx, yy);
10221 TEST_DrawLevelField(xx, yy);
10228 // ---------- engine actions ---------------------------------------------
10230 case CA_SET_ENGINE_SCAN_MODE:
10232 InitPlayfieldScanMode(action_arg);
10242 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10244 int old_element = Feld[x][y];
10245 int new_element = GetElementFromGroupElement(element);
10246 int previous_move_direction = MovDir[x][y];
10247 int last_ce_value = CustomValue[x][y];
10248 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10249 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10250 boolean add_player_onto_element = (new_element_is_player &&
10251 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10252 IS_WALKABLE(old_element));
10254 if (!add_player_onto_element)
10256 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10257 RemoveMovingField(x, y);
10261 Feld[x][y] = new_element;
10263 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10264 MovDir[x][y] = previous_move_direction;
10266 if (element_info[new_element].use_last_ce_value)
10267 CustomValue[x][y] = last_ce_value;
10269 InitField_WithBug1(x, y, FALSE);
10271 new_element = Feld[x][y]; // element may have changed
10273 ResetGfxAnimation(x, y);
10274 ResetRandomAnimationValue(x, y);
10276 TEST_DrawLevelField(x, y);
10278 if (GFX_CRUMBLED(new_element))
10279 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10282 // check if element under the player changes from accessible to unaccessible
10283 // (needed for special case of dropping element which then changes)
10284 // (must be checked after creating new element for walkable group elements)
10285 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10286 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10293 // "ChangeCount" not set yet to allow "entered by player" change one time
10294 if (new_element_is_player)
10295 RelocatePlayer(x, y, new_element);
10298 ChangeCount[x][y]++; // count number of changes in the same frame
10300 TestIfBadThingTouchesPlayer(x, y);
10301 TestIfPlayerTouchesCustomElement(x, y);
10302 TestIfElementTouchesCustomElement(x, y);
10305 static void CreateField(int x, int y, int element)
10307 CreateFieldExt(x, y, element, FALSE);
10310 static void CreateElementFromChange(int x, int y, int element)
10312 element = GET_VALID_RUNTIME_ELEMENT(element);
10314 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10316 int old_element = Feld[x][y];
10318 // prevent changed element from moving in same engine frame
10319 // unless both old and new element can either fall or move
10320 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10321 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10325 CreateFieldExt(x, y, element, TRUE);
10328 static boolean ChangeElement(int x, int y, int element, int page)
10330 struct ElementInfo *ei = &element_info[element];
10331 struct ElementChangeInfo *change = &ei->change_page[page];
10332 int ce_value = CustomValue[x][y];
10333 int ce_score = ei->collect_score;
10334 int target_element;
10335 int old_element = Feld[x][y];
10337 // always use default change event to prevent running into a loop
10338 if (ChangeEvent[x][y] == -1)
10339 ChangeEvent[x][y] = CE_DELAY;
10341 if (ChangeEvent[x][y] == CE_DELAY)
10343 // reset actual trigger element, trigger player and action element
10344 change->actual_trigger_element = EL_EMPTY;
10345 change->actual_trigger_player = EL_EMPTY;
10346 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10347 change->actual_trigger_side = CH_SIDE_NONE;
10348 change->actual_trigger_ce_value = 0;
10349 change->actual_trigger_ce_score = 0;
10352 // do not change elements more than a specified maximum number of changes
10353 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10356 ChangeCount[x][y]++; // count number of changes in the same frame
10358 if (change->explode)
10365 if (change->use_target_content)
10367 boolean complete_replace = TRUE;
10368 boolean can_replace[3][3];
10371 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10374 boolean is_walkable;
10375 boolean is_diggable;
10376 boolean is_collectible;
10377 boolean is_removable;
10378 boolean is_destructible;
10379 int ex = x + xx - 1;
10380 int ey = y + yy - 1;
10381 int content_element = change->target_content.e[xx][yy];
10384 can_replace[xx][yy] = TRUE;
10386 if (ex == x && ey == y) // do not check changing element itself
10389 if (content_element == EL_EMPTY_SPACE)
10391 can_replace[xx][yy] = FALSE; // do not replace border with space
10396 if (!IN_LEV_FIELD(ex, ey))
10398 can_replace[xx][yy] = FALSE;
10399 complete_replace = FALSE;
10406 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10407 e = MovingOrBlocked2Element(ex, ey);
10409 is_empty = (IS_FREE(ex, ey) ||
10410 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10412 is_walkable = (is_empty || IS_WALKABLE(e));
10413 is_diggable = (is_empty || IS_DIGGABLE(e));
10414 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10415 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10416 is_removable = (is_diggable || is_collectible);
10418 can_replace[xx][yy] =
10419 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10420 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10421 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10422 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10423 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10424 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10425 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10427 if (!can_replace[xx][yy])
10428 complete_replace = FALSE;
10431 if (!change->only_if_complete || complete_replace)
10433 boolean something_has_changed = FALSE;
10435 if (change->only_if_complete && change->use_random_replace &&
10436 RND(100) < change->random_percentage)
10439 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10441 int ex = x + xx - 1;
10442 int ey = y + yy - 1;
10443 int content_element;
10445 if (can_replace[xx][yy] && (!change->use_random_replace ||
10446 RND(100) < change->random_percentage))
10448 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10449 RemoveMovingField(ex, ey);
10451 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10453 content_element = change->target_content.e[xx][yy];
10454 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10455 ce_value, ce_score);
10457 CreateElementFromChange(ex, ey, target_element);
10459 something_has_changed = TRUE;
10461 // for symmetry reasons, freeze newly created border elements
10462 if (ex != x || ey != y)
10463 Stop[ex][ey] = TRUE; // no more moving in this frame
10467 if (something_has_changed)
10469 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10470 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10476 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10477 ce_value, ce_score);
10479 if (element == EL_DIAGONAL_GROWING ||
10480 element == EL_DIAGONAL_SHRINKING)
10482 target_element = Store[x][y];
10484 Store[x][y] = EL_EMPTY;
10487 CreateElementFromChange(x, y, target_element);
10489 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10490 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10493 // this uses direct change before indirect change
10494 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10499 static void HandleElementChange(int x, int y, int page)
10501 int element = MovingOrBlocked2Element(x, y);
10502 struct ElementInfo *ei = &element_info[element];
10503 struct ElementChangeInfo *change = &ei->change_page[page];
10504 boolean handle_action_before_change = FALSE;
10507 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10508 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10511 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10512 x, y, element, element_info[element].token_name);
10513 printf("HandleElementChange(): This should never happen!\n");
10518 // this can happen with classic bombs on walkable, changing elements
10519 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10524 if (ChangeDelay[x][y] == 0) // initialize element change
10526 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10528 if (change->can_change)
10530 // !!! not clear why graphic animation should be reset at all here !!!
10531 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10532 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10535 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10537 When using an animation frame delay of 1 (this only happens with
10538 "sp_zonk.moving.left/right" in the classic graphics), the default
10539 (non-moving) animation shows wrong animation frames (while the
10540 moving animation, like "sp_zonk.moving.left/right", is correct,
10541 so this graphical bug never shows up with the classic graphics).
10542 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10543 be drawn instead of the correct frames 0,1,2,3. This is caused by
10544 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10545 an element change: First when the change delay ("ChangeDelay[][]")
10546 counter has reached zero after decrementing, then a second time in
10547 the next frame (after "GfxFrame[][]" was already incremented) when
10548 "ChangeDelay[][]" is reset to the initial delay value again.
10550 This causes frame 0 to be drawn twice, while the last frame won't
10551 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10553 As some animations may already be cleverly designed around this bug
10554 (at least the "Snake Bite" snake tail animation does this), it cannot
10555 simply be fixed here without breaking such existing animations.
10556 Unfortunately, it cannot easily be detected if a graphics set was
10557 designed "before" or "after" the bug was fixed. As a workaround,
10558 a new graphics set option "game.graphics_engine_version" was added
10559 to be able to specify the game's major release version for which the
10560 graphics set was designed, which can then be used to decide if the
10561 bugfix should be used (version 4 and above) or not (version 3 or
10562 below, or if no version was specified at all, as with old sets).
10564 (The wrong/fixed animation frames can be tested with the test level set
10565 "test_gfxframe" and level "000", which contains a specially prepared
10566 custom element at level position (x/y) == (11/9) which uses the zonk
10567 animation mentioned above. Using "game.graphics_engine_version: 4"
10568 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10569 This can also be seen from the debug output for this test element.)
10572 // when a custom element is about to change (for example by change delay),
10573 // do not reset graphic animation when the custom element is moving
10574 if (game.graphics_engine_version < 4 &&
10577 ResetGfxAnimation(x, y);
10578 ResetRandomAnimationValue(x, y);
10581 if (change->pre_change_function)
10582 change->pre_change_function(x, y);
10586 ChangeDelay[x][y]--;
10588 if (ChangeDelay[x][y] != 0) // continue element change
10590 if (change->can_change)
10592 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10594 if (IS_ANIMATED(graphic))
10595 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10597 if (change->change_function)
10598 change->change_function(x, y);
10601 else // finish element change
10603 if (ChangePage[x][y] != -1) // remember page from delayed change
10605 page = ChangePage[x][y];
10606 ChangePage[x][y] = -1;
10608 change = &ei->change_page[page];
10611 if (IS_MOVING(x, y)) // never change a running system ;-)
10613 ChangeDelay[x][y] = 1; // try change after next move step
10614 ChangePage[x][y] = page; // remember page to use for change
10619 // special case: set new level random seed before changing element
10620 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10621 handle_action_before_change = TRUE;
10623 if (change->has_action && handle_action_before_change)
10624 ExecuteCustomElementAction(x, y, element, page);
10626 if (change->can_change)
10628 if (ChangeElement(x, y, element, page))
10630 if (change->post_change_function)
10631 change->post_change_function(x, y);
10635 if (change->has_action && !handle_action_before_change)
10636 ExecuteCustomElementAction(x, y, element, page);
10640 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10641 int trigger_element,
10643 int trigger_player,
10647 boolean change_done_any = FALSE;
10648 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10651 if (!(trigger_events[trigger_element][trigger_event]))
10654 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10656 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10658 int element = EL_CUSTOM_START + i;
10659 boolean change_done = FALSE;
10662 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10663 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10666 for (p = 0; p < element_info[element].num_change_pages; p++)
10668 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10670 if (change->can_change_or_has_action &&
10671 change->has_event[trigger_event] &&
10672 change->trigger_side & trigger_side &&
10673 change->trigger_player & trigger_player &&
10674 change->trigger_page & trigger_page_bits &&
10675 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10677 change->actual_trigger_element = trigger_element;
10678 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10679 change->actual_trigger_player_bits = trigger_player;
10680 change->actual_trigger_side = trigger_side;
10681 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10682 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10684 if ((change->can_change && !change_done) || change->has_action)
10688 SCAN_PLAYFIELD(x, y)
10690 if (Feld[x][y] == element)
10692 if (change->can_change && !change_done)
10694 // if element already changed in this frame, not only prevent
10695 // another element change (checked in ChangeElement()), but
10696 // also prevent additional element actions for this element
10698 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10699 !level.use_action_after_change_bug)
10702 ChangeDelay[x][y] = 1;
10703 ChangeEvent[x][y] = trigger_event;
10705 HandleElementChange(x, y, p);
10707 else if (change->has_action)
10709 // if element already changed in this frame, not only prevent
10710 // another element change (checked in ChangeElement()), but
10711 // also prevent additional element actions for this element
10713 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10714 !level.use_action_after_change_bug)
10717 ExecuteCustomElementAction(x, y, element, p);
10718 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10723 if (change->can_change)
10725 change_done = TRUE;
10726 change_done_any = TRUE;
10733 RECURSION_LOOP_DETECTION_END();
10735 return change_done_any;
10738 static boolean CheckElementChangeExt(int x, int y,
10740 int trigger_element,
10742 int trigger_player,
10745 boolean change_done = FALSE;
10748 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10749 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10752 if (Feld[x][y] == EL_BLOCKED)
10754 Blocked2Moving(x, y, &x, &y);
10755 element = Feld[x][y];
10758 // check if element has already changed or is about to change after moving
10759 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10760 Feld[x][y] != element) ||
10762 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10763 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10764 ChangePage[x][y] != -1)))
10767 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10769 for (p = 0; p < element_info[element].num_change_pages; p++)
10771 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10773 /* check trigger element for all events where the element that is checked
10774 for changing interacts with a directly adjacent element -- this is
10775 different to element changes that affect other elements to change on the
10776 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10777 boolean check_trigger_element =
10778 (trigger_event == CE_TOUCHING_X ||
10779 trigger_event == CE_HITTING_X ||
10780 trigger_event == CE_HIT_BY_X ||
10781 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10783 if (change->can_change_or_has_action &&
10784 change->has_event[trigger_event] &&
10785 change->trigger_side & trigger_side &&
10786 change->trigger_player & trigger_player &&
10787 (!check_trigger_element ||
10788 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10790 change->actual_trigger_element = trigger_element;
10791 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10792 change->actual_trigger_player_bits = trigger_player;
10793 change->actual_trigger_side = trigger_side;
10794 change->actual_trigger_ce_value = CustomValue[x][y];
10795 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10797 // special case: trigger element not at (x,y) position for some events
10798 if (check_trigger_element)
10810 { 0, 0 }, { 0, 0 }, { 0, 0 },
10814 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10815 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10817 change->actual_trigger_ce_value = CustomValue[xx][yy];
10818 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10821 if (change->can_change && !change_done)
10823 ChangeDelay[x][y] = 1;
10824 ChangeEvent[x][y] = trigger_event;
10826 HandleElementChange(x, y, p);
10828 change_done = TRUE;
10830 else if (change->has_action)
10832 ExecuteCustomElementAction(x, y, element, p);
10833 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10838 RECURSION_LOOP_DETECTION_END();
10840 return change_done;
10843 static void PlayPlayerSound(struct PlayerInfo *player)
10845 int jx = player->jx, jy = player->jy;
10846 int sound_element = player->artwork_element;
10847 int last_action = player->last_action_waiting;
10848 int action = player->action_waiting;
10850 if (player->is_waiting)
10852 if (action != last_action)
10853 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10855 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10859 if (action != last_action)
10860 StopSound(element_info[sound_element].sound[last_action]);
10862 if (last_action == ACTION_SLEEPING)
10863 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10867 static void PlayAllPlayersSound(void)
10871 for (i = 0; i < MAX_PLAYERS; i++)
10872 if (stored_player[i].active)
10873 PlayPlayerSound(&stored_player[i]);
10876 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10878 boolean last_waiting = player->is_waiting;
10879 int move_dir = player->MovDir;
10881 player->dir_waiting = move_dir;
10882 player->last_action_waiting = player->action_waiting;
10886 if (!last_waiting) // not waiting -> waiting
10888 player->is_waiting = TRUE;
10890 player->frame_counter_bored =
10892 game.player_boring_delay_fixed +
10893 GetSimpleRandom(game.player_boring_delay_random);
10894 player->frame_counter_sleeping =
10896 game.player_sleeping_delay_fixed +
10897 GetSimpleRandom(game.player_sleeping_delay_random);
10899 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10902 if (game.player_sleeping_delay_fixed +
10903 game.player_sleeping_delay_random > 0 &&
10904 player->anim_delay_counter == 0 &&
10905 player->post_delay_counter == 0 &&
10906 FrameCounter >= player->frame_counter_sleeping)
10907 player->is_sleeping = TRUE;
10908 else if (game.player_boring_delay_fixed +
10909 game.player_boring_delay_random > 0 &&
10910 FrameCounter >= player->frame_counter_bored)
10911 player->is_bored = TRUE;
10913 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10914 player->is_bored ? ACTION_BORING :
10917 if (player->is_sleeping && player->use_murphy)
10919 // special case for sleeping Murphy when leaning against non-free tile
10921 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10922 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10923 !IS_MOVING(player->jx - 1, player->jy)))
10924 move_dir = MV_LEFT;
10925 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10926 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10927 !IS_MOVING(player->jx + 1, player->jy)))
10928 move_dir = MV_RIGHT;
10930 player->is_sleeping = FALSE;
10932 player->dir_waiting = move_dir;
10935 if (player->is_sleeping)
10937 if (player->num_special_action_sleeping > 0)
10939 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10941 int last_special_action = player->special_action_sleeping;
10942 int num_special_action = player->num_special_action_sleeping;
10943 int special_action =
10944 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10945 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10946 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10947 last_special_action + 1 : ACTION_SLEEPING);
10948 int special_graphic =
10949 el_act_dir2img(player->artwork_element, special_action, move_dir);
10951 player->anim_delay_counter =
10952 graphic_info[special_graphic].anim_delay_fixed +
10953 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10954 player->post_delay_counter =
10955 graphic_info[special_graphic].post_delay_fixed +
10956 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10958 player->special_action_sleeping = special_action;
10961 if (player->anim_delay_counter > 0)
10963 player->action_waiting = player->special_action_sleeping;
10964 player->anim_delay_counter--;
10966 else if (player->post_delay_counter > 0)
10968 player->post_delay_counter--;
10972 else if (player->is_bored)
10974 if (player->num_special_action_bored > 0)
10976 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10978 int special_action =
10979 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10980 int special_graphic =
10981 el_act_dir2img(player->artwork_element, special_action, move_dir);
10983 player->anim_delay_counter =
10984 graphic_info[special_graphic].anim_delay_fixed +
10985 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10986 player->post_delay_counter =
10987 graphic_info[special_graphic].post_delay_fixed +
10988 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10990 player->special_action_bored = special_action;
10993 if (player->anim_delay_counter > 0)
10995 player->action_waiting = player->special_action_bored;
10996 player->anim_delay_counter--;
10998 else if (player->post_delay_counter > 0)
11000 player->post_delay_counter--;
11005 else if (last_waiting) // waiting -> not waiting
11007 player->is_waiting = FALSE;
11008 player->is_bored = FALSE;
11009 player->is_sleeping = FALSE;
11011 player->frame_counter_bored = -1;
11012 player->frame_counter_sleeping = -1;
11014 player->anim_delay_counter = 0;
11015 player->post_delay_counter = 0;
11017 player->dir_waiting = player->MovDir;
11018 player->action_waiting = ACTION_DEFAULT;
11020 player->special_action_bored = ACTION_DEFAULT;
11021 player->special_action_sleeping = ACTION_DEFAULT;
11025 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11027 if ((!player->is_moving && player->was_moving) ||
11028 (player->MovPos == 0 && player->was_moving) ||
11029 (player->is_snapping && !player->was_snapping) ||
11030 (player->is_dropping && !player->was_dropping))
11032 if (!CheckSaveEngineSnapshotToList())
11035 player->was_moving = FALSE;
11036 player->was_snapping = TRUE;
11037 player->was_dropping = TRUE;
11041 if (player->is_moving)
11042 player->was_moving = TRUE;
11044 if (!player->is_snapping)
11045 player->was_snapping = FALSE;
11047 if (!player->is_dropping)
11048 player->was_dropping = FALSE;
11052 static void CheckSingleStepMode(struct PlayerInfo *player)
11054 if (tape.single_step && tape.recording && !tape.pausing)
11056 /* as it is called "single step mode", just return to pause mode when the
11057 player stopped moving after one tile (or never starts moving at all) */
11058 if (!player->is_moving &&
11059 !player->is_pushing &&
11060 !player->is_dropping_pressed)
11061 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11064 CheckSaveEngineSnapshot(player);
11067 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11069 int left = player_action & JOY_LEFT;
11070 int right = player_action & JOY_RIGHT;
11071 int up = player_action & JOY_UP;
11072 int down = player_action & JOY_DOWN;
11073 int button1 = player_action & JOY_BUTTON_1;
11074 int button2 = player_action & JOY_BUTTON_2;
11075 int dx = (left ? -1 : right ? 1 : 0);
11076 int dy = (up ? -1 : down ? 1 : 0);
11078 if (!player->active || tape.pausing)
11084 SnapField(player, dx, dy);
11088 DropElement(player);
11090 MovePlayer(player, dx, dy);
11093 CheckSingleStepMode(player);
11095 SetPlayerWaiting(player, FALSE);
11097 return player_action;
11101 // no actions for this player (no input at player's configured device)
11103 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11104 SnapField(player, 0, 0);
11105 CheckGravityMovementWhenNotMoving(player);
11107 if (player->MovPos == 0)
11108 SetPlayerWaiting(player, TRUE);
11110 if (player->MovPos == 0) // needed for tape.playing
11111 player->is_moving = FALSE;
11113 player->is_dropping = FALSE;
11114 player->is_dropping_pressed = FALSE;
11115 player->drop_pressed_delay = 0;
11117 CheckSingleStepMode(player);
11123 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11126 if (!tape.use_mouse)
11129 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11130 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11131 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11134 static void SetTapeActionFromMouseAction(byte *tape_action,
11135 struct MouseActionInfo *mouse_action)
11137 if (!tape.use_mouse)
11140 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11141 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11142 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11145 static void CheckLevelSolved(void)
11147 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11149 if (game_em.level_solved &&
11150 !game_em.game_over) // game won
11154 game_em.game_over = TRUE;
11156 game.all_players_gone = TRUE;
11159 if (game_em.game_over) // game lost
11160 game.all_players_gone = TRUE;
11162 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11164 if (game_sp.level_solved &&
11165 !game_sp.game_over) // game won
11169 game_sp.game_over = TRUE;
11171 game.all_players_gone = TRUE;
11174 if (game_sp.game_over) // game lost
11175 game.all_players_gone = TRUE;
11177 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11179 if (game_mm.level_solved &&
11180 !game_mm.game_over) // game won
11184 game_mm.game_over = TRUE;
11186 game.all_players_gone = TRUE;
11189 if (game_mm.game_over) // game lost
11190 game.all_players_gone = TRUE;
11194 static void CheckLevelTime(void)
11198 if (TimeFrames >= FRAMES_PER_SECOND)
11203 for (i = 0; i < MAX_PLAYERS; i++)
11205 struct PlayerInfo *player = &stored_player[i];
11207 if (SHIELD_ON(player))
11209 player->shield_normal_time_left--;
11211 if (player->shield_deadly_time_left > 0)
11212 player->shield_deadly_time_left--;
11216 if (!game.LevelSolved && !level.use_step_counter)
11224 if (TimeLeft <= 10 && setup.time_limit)
11225 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11227 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11228 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11230 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11232 if (!TimeLeft && setup.time_limit)
11234 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11235 level.native_em_level->lev->killed_out_of_time = TRUE;
11237 for (i = 0; i < MAX_PLAYERS; i++)
11238 KillPlayer(&stored_player[i]);
11241 else if (game.no_time_limit && !game.all_players_gone)
11243 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11246 level.native_em_level->lev->time =
11247 (game.no_time_limit ? TimePlayed : TimeLeft);
11250 if (tape.recording || tape.playing)
11251 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11254 if (tape.recording || tape.playing)
11255 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11257 UpdateAndDisplayGameControlValues();
11260 void AdvanceFrameAndPlayerCounters(int player_nr)
11264 // advance frame counters (global frame counter and time frame counter)
11268 // advance player counters (counters for move delay, move animation etc.)
11269 for (i = 0; i < MAX_PLAYERS; i++)
11271 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11272 int move_delay_value = stored_player[i].move_delay_value;
11273 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11275 if (!advance_player_counters) // not all players may be affected
11278 if (move_frames == 0) // less than one move per game frame
11280 int stepsize = TILEX / move_delay_value;
11281 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11282 int count = (stored_player[i].is_moving ?
11283 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11285 if (count % delay == 0)
11289 stored_player[i].Frame += move_frames;
11291 if (stored_player[i].MovPos != 0)
11292 stored_player[i].StepFrame += move_frames;
11294 if (stored_player[i].move_delay > 0)
11295 stored_player[i].move_delay--;
11297 // due to bugs in previous versions, counter must count up, not down
11298 if (stored_player[i].push_delay != -1)
11299 stored_player[i].push_delay++;
11301 if (stored_player[i].drop_delay > 0)
11302 stored_player[i].drop_delay--;
11304 if (stored_player[i].is_dropping_pressed)
11305 stored_player[i].drop_pressed_delay++;
11309 void StartGameActions(boolean init_network_game, boolean record_tape,
11312 unsigned int new_random_seed = InitRND(random_seed);
11315 TapeStartRecording(new_random_seed);
11317 if (init_network_game)
11319 SendToServer_LevelFile();
11320 SendToServer_StartPlaying();
11328 static void GameActionsExt(void)
11331 static unsigned int game_frame_delay = 0;
11333 unsigned int game_frame_delay_value;
11334 byte *recorded_player_action;
11335 byte summarized_player_action = 0;
11336 byte tape_action[MAX_PLAYERS];
11339 // detect endless loops, caused by custom element programming
11340 if (recursion_loop_detected && recursion_loop_depth == 0)
11342 char *message = getStringCat3("Internal Error! Element ",
11343 EL_NAME(recursion_loop_element),
11344 " caused endless loop! Quit the game?");
11346 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11347 EL_NAME(recursion_loop_element));
11349 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11351 recursion_loop_detected = FALSE; // if game should be continued
11358 if (game.restart_level)
11359 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11361 CheckLevelSolved();
11363 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11366 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11369 if (game_status != GAME_MODE_PLAYING) // status might have changed
11372 game_frame_delay_value =
11373 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11375 if (tape.playing && tape.warp_forward && !tape.pausing)
11376 game_frame_delay_value = 0;
11378 SetVideoFrameDelay(game_frame_delay_value);
11380 // (de)activate virtual buttons depending on current game status
11381 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11383 if (game.all_players_gone) // if no players there to be controlled anymore
11384 SetOverlayActive(FALSE);
11385 else if (!tape.playing) // if game continues after tape stopped playing
11386 SetOverlayActive(TRUE);
11391 // ---------- main game synchronization point ----------
11393 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11395 printf("::: skip == %d\n", skip);
11398 // ---------- main game synchronization point ----------
11400 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11404 if (network_playing && !network_player_action_received)
11406 // try to get network player actions in time
11408 // last chance to get network player actions without main loop delay
11409 HandleNetworking();
11411 // game was quit by network peer
11412 if (game_status != GAME_MODE_PLAYING)
11415 // check if network player actions still missing and game still running
11416 if (!network_player_action_received && !checkGameEnded())
11417 return; // failed to get network player actions in time
11419 // do not yet reset "network_player_action_received" (for tape.pausing)
11425 // at this point we know that we really continue executing the game
11427 network_player_action_received = FALSE;
11429 // when playing tape, read previously recorded player input from tape data
11430 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11432 local_player->effective_mouse_action = local_player->mouse_action;
11434 if (recorded_player_action != NULL)
11435 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11436 recorded_player_action);
11438 // TapePlayAction() may return NULL when toggling to "pause before death"
11442 if (tape.set_centered_player)
11444 game.centered_player_nr_next = tape.centered_player_nr_next;
11445 game.set_centered_player = TRUE;
11448 for (i = 0; i < MAX_PLAYERS; i++)
11450 summarized_player_action |= stored_player[i].action;
11452 if (!network_playing && (game.team_mode || tape.playing))
11453 stored_player[i].effective_action = stored_player[i].action;
11456 if (network_playing && !checkGameEnded())
11457 SendToServer_MovePlayer(summarized_player_action);
11459 // summarize all actions at local players mapped input device position
11460 // (this allows using different input devices in single player mode)
11461 if (!network.enabled && !game.team_mode)
11462 stored_player[map_player_action[local_player->index_nr]].effective_action =
11463 summarized_player_action;
11465 if (tape.recording &&
11467 setup.input_on_focus &&
11468 game.centered_player_nr != -1)
11470 for (i = 0; i < MAX_PLAYERS; i++)
11471 stored_player[i].effective_action =
11472 (i == game.centered_player_nr ? summarized_player_action : 0);
11475 if (recorded_player_action != NULL)
11476 for (i = 0; i < MAX_PLAYERS; i++)
11477 stored_player[i].effective_action = recorded_player_action[i];
11479 for (i = 0; i < MAX_PLAYERS; i++)
11481 tape_action[i] = stored_player[i].effective_action;
11483 /* (this may happen in the RND game engine if a player was not present on
11484 the playfield on level start, but appeared later from a custom element */
11485 if (setup.team_mode &&
11488 !tape.player_participates[i])
11489 tape.player_participates[i] = TRUE;
11492 SetTapeActionFromMouseAction(tape_action,
11493 &local_player->effective_mouse_action);
11495 // only record actions from input devices, but not programmed actions
11496 if (tape.recording)
11497 TapeRecordAction(tape_action);
11499 // remember if game was played (especially after tape stopped playing)
11500 if (!tape.playing && summarized_player_action)
11501 game.GamePlayed = TRUE;
11503 #if USE_NEW_PLAYER_ASSIGNMENTS
11504 // !!! also map player actions in single player mode !!!
11505 // if (game.team_mode)
11508 byte mapped_action[MAX_PLAYERS];
11510 #if DEBUG_PLAYER_ACTIONS
11512 for (i = 0; i < MAX_PLAYERS; i++)
11513 printf(" %d, ", stored_player[i].effective_action);
11516 for (i = 0; i < MAX_PLAYERS; i++)
11517 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11519 for (i = 0; i < MAX_PLAYERS; i++)
11520 stored_player[i].effective_action = mapped_action[i];
11522 #if DEBUG_PLAYER_ACTIONS
11524 for (i = 0; i < MAX_PLAYERS; i++)
11525 printf(" %d, ", stored_player[i].effective_action);
11529 #if DEBUG_PLAYER_ACTIONS
11533 for (i = 0; i < MAX_PLAYERS; i++)
11534 printf(" %d, ", stored_player[i].effective_action);
11540 for (i = 0; i < MAX_PLAYERS; i++)
11542 // allow engine snapshot in case of changed movement attempt
11543 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11544 (stored_player[i].effective_action & KEY_MOTION))
11545 game.snapshot.changed_action = TRUE;
11547 // allow engine snapshot in case of snapping/dropping attempt
11548 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11549 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11550 game.snapshot.changed_action = TRUE;
11552 game.snapshot.last_action[i] = stored_player[i].effective_action;
11555 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11557 GameActions_EM_Main();
11559 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11561 GameActions_SP_Main();
11563 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11565 GameActions_MM_Main();
11569 GameActions_RND_Main();
11572 BlitScreenToBitmap(backbuffer);
11574 CheckLevelSolved();
11577 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11579 if (global.show_frames_per_second)
11581 static unsigned int fps_counter = 0;
11582 static int fps_frames = 0;
11583 unsigned int fps_delay_ms = Counter() - fps_counter;
11587 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11589 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11592 fps_counter = Counter();
11594 // always draw FPS to screen after FPS value was updated
11595 redraw_mask |= REDRAW_FPS;
11598 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11599 if (GetDrawDeactivationMask() == REDRAW_NONE)
11600 redraw_mask |= REDRAW_FPS;
11604 static void GameActions_CheckSaveEngineSnapshot(void)
11606 if (!game.snapshot.save_snapshot)
11609 // clear flag for saving snapshot _before_ saving snapshot
11610 game.snapshot.save_snapshot = FALSE;
11612 SaveEngineSnapshotToList();
11615 void GameActions(void)
11619 GameActions_CheckSaveEngineSnapshot();
11622 void GameActions_EM_Main(void)
11624 byte effective_action[MAX_PLAYERS];
11625 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11628 for (i = 0; i < MAX_PLAYERS; i++)
11629 effective_action[i] = stored_player[i].effective_action;
11631 GameActions_EM(effective_action, warp_mode);
11634 void GameActions_SP_Main(void)
11636 byte effective_action[MAX_PLAYERS];
11637 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11640 for (i = 0; i < MAX_PLAYERS; i++)
11641 effective_action[i] = stored_player[i].effective_action;
11643 GameActions_SP(effective_action, warp_mode);
11645 for (i = 0; i < MAX_PLAYERS; i++)
11647 if (stored_player[i].force_dropping)
11648 stored_player[i].action |= KEY_BUTTON_DROP;
11650 stored_player[i].force_dropping = FALSE;
11654 void GameActions_MM_Main(void)
11656 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11658 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11661 void GameActions_RND_Main(void)
11666 void GameActions_RND(void)
11668 int magic_wall_x = 0, magic_wall_y = 0;
11669 int i, x, y, element, graphic, last_gfx_frame;
11671 InitPlayfieldScanModeVars();
11673 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11675 SCAN_PLAYFIELD(x, y)
11677 ChangeCount[x][y] = 0;
11678 ChangeEvent[x][y] = -1;
11682 if (game.set_centered_player)
11684 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11686 // switching to "all players" only possible if all players fit to screen
11687 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11689 game.centered_player_nr_next = game.centered_player_nr;
11690 game.set_centered_player = FALSE;
11693 // do not switch focus to non-existing (or non-active) player
11694 if (game.centered_player_nr_next >= 0 &&
11695 !stored_player[game.centered_player_nr_next].active)
11697 game.centered_player_nr_next = game.centered_player_nr;
11698 game.set_centered_player = FALSE;
11702 if (game.set_centered_player &&
11703 ScreenMovPos == 0) // screen currently aligned at tile position
11707 if (game.centered_player_nr_next == -1)
11709 setScreenCenteredToAllPlayers(&sx, &sy);
11713 sx = stored_player[game.centered_player_nr_next].jx;
11714 sy = stored_player[game.centered_player_nr_next].jy;
11717 game.centered_player_nr = game.centered_player_nr_next;
11718 game.set_centered_player = FALSE;
11720 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11721 DrawGameDoorValues();
11724 for (i = 0; i < MAX_PLAYERS; i++)
11726 int actual_player_action = stored_player[i].effective_action;
11729 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11730 - rnd_equinox_tetrachloride 048
11731 - rnd_equinox_tetrachloride_ii 096
11732 - rnd_emanuel_schmieg 002
11733 - doctor_sloan_ww 001, 020
11735 if (stored_player[i].MovPos == 0)
11736 CheckGravityMovement(&stored_player[i]);
11739 // overwrite programmed action with tape action
11740 if (stored_player[i].programmed_action)
11741 actual_player_action = stored_player[i].programmed_action;
11743 PlayerActions(&stored_player[i], actual_player_action);
11745 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11748 ScrollScreen(NULL, SCROLL_GO_ON);
11750 /* for backwards compatibility, the following code emulates a fixed bug that
11751 occured when pushing elements (causing elements that just made their last
11752 pushing step to already (if possible) make their first falling step in the
11753 same game frame, which is bad); this code is also needed to use the famous
11754 "spring push bug" which is used in older levels and might be wanted to be
11755 used also in newer levels, but in this case the buggy pushing code is only
11756 affecting the "spring" element and no other elements */
11758 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11760 for (i = 0; i < MAX_PLAYERS; i++)
11762 struct PlayerInfo *player = &stored_player[i];
11763 int x = player->jx;
11764 int y = player->jy;
11766 if (player->active && player->is_pushing && player->is_moving &&
11768 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11769 Feld[x][y] == EL_SPRING))
11771 ContinueMoving(x, y);
11773 // continue moving after pushing (this is actually a bug)
11774 if (!IS_MOVING(x, y))
11775 Stop[x][y] = FALSE;
11780 SCAN_PLAYFIELD(x, y)
11782 Last[x][y] = Feld[x][y];
11784 ChangeCount[x][y] = 0;
11785 ChangeEvent[x][y] = -1;
11787 // this must be handled before main playfield loop
11788 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11791 if (MovDelay[x][y] <= 0)
11795 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11798 if (MovDelay[x][y] <= 0)
11801 TEST_DrawLevelField(x, y);
11803 TestIfElementTouchesCustomElement(x, y); // for empty space
11808 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11810 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11811 printf("GameActions(): This should never happen!\n");
11813 ChangePage[x][y] = -1;
11817 Stop[x][y] = FALSE;
11818 if (WasJustMoving[x][y] > 0)
11819 WasJustMoving[x][y]--;
11820 if (WasJustFalling[x][y] > 0)
11821 WasJustFalling[x][y]--;
11822 if (CheckCollision[x][y] > 0)
11823 CheckCollision[x][y]--;
11824 if (CheckImpact[x][y] > 0)
11825 CheckImpact[x][y]--;
11829 /* reset finished pushing action (not done in ContinueMoving() to allow
11830 continuous pushing animation for elements with zero push delay) */
11831 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11833 ResetGfxAnimation(x, y);
11834 TEST_DrawLevelField(x, y);
11838 if (IS_BLOCKED(x, y))
11842 Blocked2Moving(x, y, &oldx, &oldy);
11843 if (!IS_MOVING(oldx, oldy))
11845 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11846 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11847 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11848 printf("GameActions(): This should never happen!\n");
11854 SCAN_PLAYFIELD(x, y)
11856 element = Feld[x][y];
11857 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11858 last_gfx_frame = GfxFrame[x][y];
11860 ResetGfxFrame(x, y);
11862 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11863 DrawLevelGraphicAnimation(x, y, graphic);
11865 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11866 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11867 ResetRandomAnimationValue(x, y);
11869 SetRandomAnimationValue(x, y);
11871 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11873 if (IS_INACTIVE(element))
11875 if (IS_ANIMATED(graphic))
11876 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11881 // this may take place after moving, so 'element' may have changed
11882 if (IS_CHANGING(x, y) &&
11883 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11885 int page = element_info[element].event_page_nr[CE_DELAY];
11887 HandleElementChange(x, y, page);
11889 element = Feld[x][y];
11890 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11893 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11897 element = Feld[x][y];
11898 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11900 if (IS_ANIMATED(graphic) &&
11901 !IS_MOVING(x, y) &&
11903 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11905 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11906 TEST_DrawTwinkleOnField(x, y);
11908 else if (element == EL_ACID)
11911 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11913 else if ((element == EL_EXIT_OPEN ||
11914 element == EL_EM_EXIT_OPEN ||
11915 element == EL_SP_EXIT_OPEN ||
11916 element == EL_STEEL_EXIT_OPEN ||
11917 element == EL_EM_STEEL_EXIT_OPEN ||
11918 element == EL_SP_TERMINAL ||
11919 element == EL_SP_TERMINAL_ACTIVE ||
11920 element == EL_EXTRA_TIME ||
11921 element == EL_SHIELD_NORMAL ||
11922 element == EL_SHIELD_DEADLY) &&
11923 IS_ANIMATED(graphic))
11924 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11925 else if (IS_MOVING(x, y))
11926 ContinueMoving(x, y);
11927 else if (IS_ACTIVE_BOMB(element))
11928 CheckDynamite(x, y);
11929 else if (element == EL_AMOEBA_GROWING)
11930 AmoebeWaechst(x, y);
11931 else if (element == EL_AMOEBA_SHRINKING)
11932 AmoebaDisappearing(x, y);
11934 #if !USE_NEW_AMOEBA_CODE
11935 else if (IS_AMOEBALIVE(element))
11936 AmoebeAbleger(x, y);
11939 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11941 else if (element == EL_EXIT_CLOSED)
11943 else if (element == EL_EM_EXIT_CLOSED)
11945 else if (element == EL_STEEL_EXIT_CLOSED)
11946 CheckExitSteel(x, y);
11947 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11948 CheckExitSteelEM(x, y);
11949 else if (element == EL_SP_EXIT_CLOSED)
11951 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11952 element == EL_EXPANDABLE_STEELWALL_GROWING)
11953 MauerWaechst(x, y);
11954 else if (element == EL_EXPANDABLE_WALL ||
11955 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11956 element == EL_EXPANDABLE_WALL_VERTICAL ||
11957 element == EL_EXPANDABLE_WALL_ANY ||
11958 element == EL_BD_EXPANDABLE_WALL)
11959 MauerAbleger(x, y);
11960 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11961 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11962 element == EL_EXPANDABLE_STEELWALL_ANY)
11963 MauerAblegerStahl(x, y);
11964 else if (element == EL_FLAMES)
11965 CheckForDragon(x, y);
11966 else if (element == EL_EXPLOSION)
11967 ; // drawing of correct explosion animation is handled separately
11968 else if (element == EL_ELEMENT_SNAPPING ||
11969 element == EL_DIAGONAL_SHRINKING ||
11970 element == EL_DIAGONAL_GROWING)
11972 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11974 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11976 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11977 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11979 if (IS_BELT_ACTIVE(element))
11980 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11982 if (game.magic_wall_active)
11984 int jx = local_player->jx, jy = local_player->jy;
11986 // play the element sound at the position nearest to the player
11987 if ((element == EL_MAGIC_WALL_FULL ||
11988 element == EL_MAGIC_WALL_ACTIVE ||
11989 element == EL_MAGIC_WALL_EMPTYING ||
11990 element == EL_BD_MAGIC_WALL_FULL ||
11991 element == EL_BD_MAGIC_WALL_ACTIVE ||
11992 element == EL_BD_MAGIC_WALL_EMPTYING ||
11993 element == EL_DC_MAGIC_WALL_FULL ||
11994 element == EL_DC_MAGIC_WALL_ACTIVE ||
11995 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11996 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
12004 #if USE_NEW_AMOEBA_CODE
12005 // new experimental amoeba growth stuff
12006 if (!(FrameCounter % 8))
12008 static unsigned int random = 1684108901;
12010 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12012 x = RND(lev_fieldx);
12013 y = RND(lev_fieldy);
12014 element = Feld[x][y];
12016 if (!IS_PLAYER(x,y) &&
12017 (element == EL_EMPTY ||
12018 CAN_GROW_INTO(element) ||
12019 element == EL_QUICKSAND_EMPTY ||
12020 element == EL_QUICKSAND_FAST_EMPTY ||
12021 element == EL_ACID_SPLASH_LEFT ||
12022 element == EL_ACID_SPLASH_RIGHT))
12024 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12025 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12026 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12027 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12028 Feld[x][y] = EL_AMOEBA_DROP;
12031 random = random * 129 + 1;
12036 game.explosions_delayed = FALSE;
12038 SCAN_PLAYFIELD(x, y)
12040 element = Feld[x][y];
12042 if (ExplodeField[x][y])
12043 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12044 else if (element == EL_EXPLOSION)
12045 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12047 ExplodeField[x][y] = EX_TYPE_NONE;
12050 game.explosions_delayed = TRUE;
12052 if (game.magic_wall_active)
12054 if (!(game.magic_wall_time_left % 4))
12056 int element = Feld[magic_wall_x][magic_wall_y];
12058 if (element == EL_BD_MAGIC_WALL_FULL ||
12059 element == EL_BD_MAGIC_WALL_ACTIVE ||
12060 element == EL_BD_MAGIC_WALL_EMPTYING)
12061 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12062 else if (element == EL_DC_MAGIC_WALL_FULL ||
12063 element == EL_DC_MAGIC_WALL_ACTIVE ||
12064 element == EL_DC_MAGIC_WALL_EMPTYING)
12065 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12067 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12070 if (game.magic_wall_time_left > 0)
12072 game.magic_wall_time_left--;
12074 if (!game.magic_wall_time_left)
12076 SCAN_PLAYFIELD(x, y)
12078 element = Feld[x][y];
12080 if (element == EL_MAGIC_WALL_ACTIVE ||
12081 element == EL_MAGIC_WALL_FULL)
12083 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12084 TEST_DrawLevelField(x, y);
12086 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12087 element == EL_BD_MAGIC_WALL_FULL)
12089 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12090 TEST_DrawLevelField(x, y);
12092 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12093 element == EL_DC_MAGIC_WALL_FULL)
12095 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12096 TEST_DrawLevelField(x, y);
12100 game.magic_wall_active = FALSE;
12105 if (game.light_time_left > 0)
12107 game.light_time_left--;
12109 if (game.light_time_left == 0)
12110 RedrawAllLightSwitchesAndInvisibleElements();
12113 if (game.timegate_time_left > 0)
12115 game.timegate_time_left--;
12117 if (game.timegate_time_left == 0)
12118 CloseAllOpenTimegates();
12121 if (game.lenses_time_left > 0)
12123 game.lenses_time_left--;
12125 if (game.lenses_time_left == 0)
12126 RedrawAllInvisibleElementsForLenses();
12129 if (game.magnify_time_left > 0)
12131 game.magnify_time_left--;
12133 if (game.magnify_time_left == 0)
12134 RedrawAllInvisibleElementsForMagnifier();
12137 for (i = 0; i < MAX_PLAYERS; i++)
12139 struct PlayerInfo *player = &stored_player[i];
12141 if (SHIELD_ON(player))
12143 if (player->shield_deadly_time_left)
12144 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12145 else if (player->shield_normal_time_left)
12146 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12150 #if USE_DELAYED_GFX_REDRAW
12151 SCAN_PLAYFIELD(x, y)
12153 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12155 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12156 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12158 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12159 DrawLevelField(x, y);
12161 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12162 DrawLevelFieldCrumbled(x, y);
12164 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12165 DrawLevelFieldCrumbledNeighbours(x, y);
12167 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12168 DrawTwinkleOnField(x, y);
12171 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12176 PlayAllPlayersSound();
12178 if (local_player->show_envelope != 0 && (!local_player->active ||
12179 local_player->MovPos == 0))
12181 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12183 local_player->show_envelope = 0;
12186 // use random number generator in every frame to make it less predictable
12187 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12191 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12193 int min_x = x, min_y = y, max_x = x, max_y = y;
12196 for (i = 0; i < MAX_PLAYERS; i++)
12198 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12200 if (!stored_player[i].active || &stored_player[i] == player)
12203 min_x = MIN(min_x, jx);
12204 min_y = MIN(min_y, jy);
12205 max_x = MAX(max_x, jx);
12206 max_y = MAX(max_y, jy);
12209 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12212 static boolean AllPlayersInVisibleScreen(void)
12216 for (i = 0; i < MAX_PLAYERS; i++)
12218 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12220 if (!stored_player[i].active)
12223 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12230 void ScrollLevel(int dx, int dy)
12232 int scroll_offset = 2 * TILEX_VAR;
12235 BlitBitmap(drawto_field, drawto_field,
12236 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12237 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12238 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12239 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12240 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12241 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12245 x = (dx == 1 ? BX1 : BX2);
12246 for (y = BY1; y <= BY2; y++)
12247 DrawScreenField(x, y);
12252 y = (dy == 1 ? BY1 : BY2);
12253 for (x = BX1; x <= BX2; x++)
12254 DrawScreenField(x, y);
12257 redraw_mask |= REDRAW_FIELD;
12260 static boolean canFallDown(struct PlayerInfo *player)
12262 int jx = player->jx, jy = player->jy;
12264 return (IN_LEV_FIELD(jx, jy + 1) &&
12265 (IS_FREE(jx, jy + 1) ||
12266 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12267 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12268 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12271 static boolean canPassField(int x, int y, int move_dir)
12273 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12274 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12275 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12276 int nextx = x + dx;
12277 int nexty = y + dy;
12278 int element = Feld[x][y];
12280 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12281 !CAN_MOVE(element) &&
12282 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12283 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12284 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12287 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12289 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12290 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12291 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12295 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12296 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12297 (IS_DIGGABLE(Feld[newx][newy]) ||
12298 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12299 canPassField(newx, newy, move_dir)));
12302 static void CheckGravityMovement(struct PlayerInfo *player)
12304 if (player->gravity && !player->programmed_action)
12306 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12307 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12308 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12309 int jx = player->jx, jy = player->jy;
12310 boolean player_is_moving_to_valid_field =
12311 (!player_is_snapping &&
12312 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12313 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12314 boolean player_can_fall_down = canFallDown(player);
12316 if (player_can_fall_down &&
12317 !player_is_moving_to_valid_field)
12318 player->programmed_action = MV_DOWN;
12322 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12324 return CheckGravityMovement(player);
12326 if (player->gravity && !player->programmed_action)
12328 int jx = player->jx, jy = player->jy;
12329 boolean field_under_player_is_free =
12330 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12331 boolean player_is_standing_on_valid_field =
12332 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12333 (IS_WALKABLE(Feld[jx][jy]) &&
12334 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12336 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12337 player->programmed_action = MV_DOWN;
12342 MovePlayerOneStep()
12343 -----------------------------------------------------------------------------
12344 dx, dy: direction (non-diagonal) to try to move the player to
12345 real_dx, real_dy: direction as read from input device (can be diagonal)
12348 boolean MovePlayerOneStep(struct PlayerInfo *player,
12349 int dx, int dy, int real_dx, int real_dy)
12351 int jx = player->jx, jy = player->jy;
12352 int new_jx = jx + dx, new_jy = jy + dy;
12354 boolean player_can_move = !player->cannot_move;
12356 if (!player->active || (!dx && !dy))
12357 return MP_NO_ACTION;
12359 player->MovDir = (dx < 0 ? MV_LEFT :
12360 dx > 0 ? MV_RIGHT :
12362 dy > 0 ? MV_DOWN : MV_NONE);
12364 if (!IN_LEV_FIELD(new_jx, new_jy))
12365 return MP_NO_ACTION;
12367 if (!player_can_move)
12369 if (player->MovPos == 0)
12371 player->is_moving = FALSE;
12372 player->is_digging = FALSE;
12373 player->is_collecting = FALSE;
12374 player->is_snapping = FALSE;
12375 player->is_pushing = FALSE;
12379 if (!network.enabled && game.centered_player_nr == -1 &&
12380 !AllPlayersInSight(player, new_jx, new_jy))
12381 return MP_NO_ACTION;
12383 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12384 if (can_move != MP_MOVING)
12387 // check if DigField() has caused relocation of the player
12388 if (player->jx != jx || player->jy != jy)
12389 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12391 StorePlayer[jx][jy] = 0;
12392 player->last_jx = jx;
12393 player->last_jy = jy;
12394 player->jx = new_jx;
12395 player->jy = new_jy;
12396 StorePlayer[new_jx][new_jy] = player->element_nr;
12398 if (player->move_delay_value_next != -1)
12400 player->move_delay_value = player->move_delay_value_next;
12401 player->move_delay_value_next = -1;
12405 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12407 player->step_counter++;
12409 PlayerVisit[jx][jy] = FrameCounter;
12411 player->is_moving = TRUE;
12414 // should better be called in MovePlayer(), but this breaks some tapes
12415 ScrollPlayer(player, SCROLL_INIT);
12421 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12423 int jx = player->jx, jy = player->jy;
12424 int old_jx = jx, old_jy = jy;
12425 int moved = MP_NO_ACTION;
12427 if (!player->active)
12432 if (player->MovPos == 0)
12434 player->is_moving = FALSE;
12435 player->is_digging = FALSE;
12436 player->is_collecting = FALSE;
12437 player->is_snapping = FALSE;
12438 player->is_pushing = FALSE;
12444 if (player->move_delay > 0)
12447 player->move_delay = -1; // set to "uninitialized" value
12449 // store if player is automatically moved to next field
12450 player->is_auto_moving = (player->programmed_action != MV_NONE);
12452 // remove the last programmed player action
12453 player->programmed_action = 0;
12455 if (player->MovPos)
12457 // should only happen if pre-1.2 tape recordings are played
12458 // this is only for backward compatibility
12460 int original_move_delay_value = player->move_delay_value;
12463 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12467 // scroll remaining steps with finest movement resolution
12468 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12470 while (player->MovPos)
12472 ScrollPlayer(player, SCROLL_GO_ON);
12473 ScrollScreen(NULL, SCROLL_GO_ON);
12475 AdvanceFrameAndPlayerCounters(player->index_nr);
12478 BackToFront_WithFrameDelay(0);
12481 player->move_delay_value = original_move_delay_value;
12484 player->is_active = FALSE;
12486 if (player->last_move_dir & MV_HORIZONTAL)
12488 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12489 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12493 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12494 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12497 if (!moved && !player->is_active)
12499 player->is_moving = FALSE;
12500 player->is_digging = FALSE;
12501 player->is_collecting = FALSE;
12502 player->is_snapping = FALSE;
12503 player->is_pushing = FALSE;
12509 if (moved & MP_MOVING && !ScreenMovPos &&
12510 (player->index_nr == game.centered_player_nr ||
12511 game.centered_player_nr == -1))
12513 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12514 int offset = game.scroll_delay_value;
12516 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12518 // actual player has left the screen -- scroll in that direction
12519 if (jx != old_jx) // player has moved horizontally
12520 scroll_x += (jx - old_jx);
12521 else // player has moved vertically
12522 scroll_y += (jy - old_jy);
12526 if (jx != old_jx) // player has moved horizontally
12528 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12529 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12530 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12532 // don't scroll over playfield boundaries
12533 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12534 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12536 // don't scroll more than one field at a time
12537 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12539 // don't scroll against the player's moving direction
12540 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12541 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12542 scroll_x = old_scroll_x;
12544 else // player has moved vertically
12546 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12547 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12548 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12550 // don't scroll over playfield boundaries
12551 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12552 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12554 // don't scroll more than one field at a time
12555 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12557 // don't scroll against the player's moving direction
12558 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12559 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12560 scroll_y = old_scroll_y;
12564 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12566 if (!network.enabled && game.centered_player_nr == -1 &&
12567 !AllPlayersInVisibleScreen())
12569 scroll_x = old_scroll_x;
12570 scroll_y = old_scroll_y;
12574 ScrollScreen(player, SCROLL_INIT);
12575 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12580 player->StepFrame = 0;
12582 if (moved & MP_MOVING)
12584 if (old_jx != jx && old_jy == jy)
12585 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12586 else if (old_jx == jx && old_jy != jy)
12587 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12589 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12591 player->last_move_dir = player->MovDir;
12592 player->is_moving = TRUE;
12593 player->is_snapping = FALSE;
12594 player->is_switching = FALSE;
12595 player->is_dropping = FALSE;
12596 player->is_dropping_pressed = FALSE;
12597 player->drop_pressed_delay = 0;
12600 // should better be called here than above, but this breaks some tapes
12601 ScrollPlayer(player, SCROLL_INIT);
12606 CheckGravityMovementWhenNotMoving(player);
12608 player->is_moving = FALSE;
12610 /* at this point, the player is allowed to move, but cannot move right now
12611 (e.g. because of something blocking the way) -- ensure that the player
12612 is also allowed to move in the next frame (in old versions before 3.1.1,
12613 the player was forced to wait again for eight frames before next try) */
12615 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12616 player->move_delay = 0; // allow direct movement in the next frame
12619 if (player->move_delay == -1) // not yet initialized by DigField()
12620 player->move_delay = player->move_delay_value;
12622 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12624 TestIfPlayerTouchesBadThing(jx, jy);
12625 TestIfPlayerTouchesCustomElement(jx, jy);
12628 if (!player->active)
12629 RemovePlayer(player);
12634 void ScrollPlayer(struct PlayerInfo *player, int mode)
12636 int jx = player->jx, jy = player->jy;
12637 int last_jx = player->last_jx, last_jy = player->last_jy;
12638 int move_stepsize = TILEX / player->move_delay_value;
12640 if (!player->active)
12643 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12646 if (mode == SCROLL_INIT)
12648 player->actual_frame_counter = FrameCounter;
12649 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12651 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12652 Feld[last_jx][last_jy] == EL_EMPTY)
12654 int last_field_block_delay = 0; // start with no blocking at all
12655 int block_delay_adjustment = player->block_delay_adjustment;
12657 // if player blocks last field, add delay for exactly one move
12658 if (player->block_last_field)
12660 last_field_block_delay += player->move_delay_value;
12662 // when blocking enabled, prevent moving up despite gravity
12663 if (player->gravity && player->MovDir == MV_UP)
12664 block_delay_adjustment = -1;
12667 // add block delay adjustment (also possible when not blocking)
12668 last_field_block_delay += block_delay_adjustment;
12670 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12671 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12674 if (player->MovPos != 0) // player has not yet reached destination
12677 else if (!FrameReached(&player->actual_frame_counter, 1))
12680 if (player->MovPos != 0)
12682 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12683 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12685 // before DrawPlayer() to draw correct player graphic for this case
12686 if (player->MovPos == 0)
12687 CheckGravityMovement(player);
12690 if (player->MovPos == 0) // player reached destination field
12692 if (player->move_delay_reset_counter > 0)
12694 player->move_delay_reset_counter--;
12696 if (player->move_delay_reset_counter == 0)
12698 // continue with normal speed after quickly moving through gate
12699 HALVE_PLAYER_SPEED(player);
12701 // be able to make the next move without delay
12702 player->move_delay = 0;
12706 player->last_jx = jx;
12707 player->last_jy = jy;
12709 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12710 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12711 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12712 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12713 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12714 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12715 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12716 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12718 ExitPlayer(player);
12720 if (game.players_still_needed == 0 &&
12721 (game.friends_still_needed == 0 ||
12722 IS_SP_ELEMENT(Feld[jx][jy])))
12726 // this breaks one level: "machine", level 000
12728 int move_direction = player->MovDir;
12729 int enter_side = MV_DIR_OPPOSITE(move_direction);
12730 int leave_side = move_direction;
12731 int old_jx = last_jx;
12732 int old_jy = last_jy;
12733 int old_element = Feld[old_jx][old_jy];
12734 int new_element = Feld[jx][jy];
12736 if (IS_CUSTOM_ELEMENT(old_element))
12737 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12739 player->index_bit, leave_side);
12741 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12742 CE_PLAYER_LEAVES_X,
12743 player->index_bit, leave_side);
12745 if (IS_CUSTOM_ELEMENT(new_element))
12746 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12747 player->index_bit, enter_side);
12749 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12750 CE_PLAYER_ENTERS_X,
12751 player->index_bit, enter_side);
12753 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12754 CE_MOVE_OF_X, move_direction);
12757 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12759 TestIfPlayerTouchesBadThing(jx, jy);
12760 TestIfPlayerTouchesCustomElement(jx, jy);
12762 /* needed because pushed element has not yet reached its destination,
12763 so it would trigger a change event at its previous field location */
12764 if (!player->is_pushing)
12765 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12767 if (!player->active)
12768 RemovePlayer(player);
12771 if (!game.LevelSolved && level.use_step_counter)
12781 if (TimeLeft <= 10 && setup.time_limit)
12782 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12784 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12786 DisplayGameControlValues();
12788 if (!TimeLeft && setup.time_limit)
12789 for (i = 0; i < MAX_PLAYERS; i++)
12790 KillPlayer(&stored_player[i]);
12792 else if (game.no_time_limit && !game.all_players_gone)
12794 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12796 DisplayGameControlValues();
12800 if (tape.single_step && tape.recording && !tape.pausing &&
12801 !player->programmed_action)
12802 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12804 if (!player->programmed_action)
12805 CheckSaveEngineSnapshot(player);
12809 void ScrollScreen(struct PlayerInfo *player, int mode)
12811 static unsigned int screen_frame_counter = 0;
12813 if (mode == SCROLL_INIT)
12815 // set scrolling step size according to actual player's moving speed
12816 ScrollStepSize = TILEX / player->move_delay_value;
12818 screen_frame_counter = FrameCounter;
12819 ScreenMovDir = player->MovDir;
12820 ScreenMovPos = player->MovPos;
12821 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12824 else if (!FrameReached(&screen_frame_counter, 1))
12829 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12830 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12831 redraw_mask |= REDRAW_FIELD;
12834 ScreenMovDir = MV_NONE;
12837 void TestIfPlayerTouchesCustomElement(int x, int y)
12839 static int xy[4][2] =
12846 static int trigger_sides[4][2] =
12848 // center side border side
12849 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12850 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12851 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12852 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12854 static int touch_dir[4] =
12856 MV_LEFT | MV_RIGHT,
12861 int center_element = Feld[x][y]; // should always be non-moving!
12864 for (i = 0; i < NUM_DIRECTIONS; i++)
12866 int xx = x + xy[i][0];
12867 int yy = y + xy[i][1];
12868 int center_side = trigger_sides[i][0];
12869 int border_side = trigger_sides[i][1];
12870 int border_element;
12872 if (!IN_LEV_FIELD(xx, yy))
12875 if (IS_PLAYER(x, y)) // player found at center element
12877 struct PlayerInfo *player = PLAYERINFO(x, y);
12879 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12880 border_element = Feld[xx][yy]; // may be moving!
12881 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12882 border_element = Feld[xx][yy];
12883 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12884 border_element = MovingOrBlocked2Element(xx, yy);
12886 continue; // center and border element do not touch
12888 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12889 player->index_bit, border_side);
12890 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12891 CE_PLAYER_TOUCHES_X,
12892 player->index_bit, border_side);
12895 /* use player element that is initially defined in the level playfield,
12896 not the player element that corresponds to the runtime player number
12897 (example: a level that contains EL_PLAYER_3 as the only player would
12898 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12899 int player_element = PLAYERINFO(x, y)->initial_element;
12901 CheckElementChangeBySide(xx, yy, border_element, player_element,
12902 CE_TOUCHING_X, border_side);
12905 else if (IS_PLAYER(xx, yy)) // player found at border element
12907 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12909 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12911 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12912 continue; // center and border element do not touch
12915 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12916 player->index_bit, center_side);
12917 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12918 CE_PLAYER_TOUCHES_X,
12919 player->index_bit, center_side);
12922 /* use player element that is initially defined in the level playfield,
12923 not the player element that corresponds to the runtime player number
12924 (example: a level that contains EL_PLAYER_3 as the only player would
12925 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12926 int player_element = PLAYERINFO(xx, yy)->initial_element;
12928 CheckElementChangeBySide(x, y, center_element, player_element,
12929 CE_TOUCHING_X, center_side);
12937 void TestIfElementTouchesCustomElement(int x, int y)
12939 static int xy[4][2] =
12946 static int trigger_sides[4][2] =
12948 // center side border side
12949 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12950 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12951 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12952 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12954 static int touch_dir[4] =
12956 MV_LEFT | MV_RIGHT,
12961 boolean change_center_element = FALSE;
12962 int center_element = Feld[x][y]; // should always be non-moving!
12963 int border_element_old[NUM_DIRECTIONS];
12966 for (i = 0; i < NUM_DIRECTIONS; i++)
12968 int xx = x + xy[i][0];
12969 int yy = y + xy[i][1];
12970 int border_element;
12972 border_element_old[i] = -1;
12974 if (!IN_LEV_FIELD(xx, yy))
12977 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12978 border_element = Feld[xx][yy]; // may be moving!
12979 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12980 border_element = Feld[xx][yy];
12981 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12982 border_element = MovingOrBlocked2Element(xx, yy);
12984 continue; // center and border element do not touch
12986 border_element_old[i] = border_element;
12989 for (i = 0; i < NUM_DIRECTIONS; i++)
12991 int xx = x + xy[i][0];
12992 int yy = y + xy[i][1];
12993 int center_side = trigger_sides[i][0];
12994 int border_element = border_element_old[i];
12996 if (border_element == -1)
12999 // check for change of border element
13000 CheckElementChangeBySide(xx, yy, border_element, center_element,
13001 CE_TOUCHING_X, center_side);
13003 // (center element cannot be player, so we dont have to check this here)
13006 for (i = 0; i < NUM_DIRECTIONS; i++)
13008 int xx = x + xy[i][0];
13009 int yy = y + xy[i][1];
13010 int border_side = trigger_sides[i][1];
13011 int border_element = border_element_old[i];
13013 if (border_element == -1)
13016 // check for change of center element (but change it only once)
13017 if (!change_center_element)
13018 change_center_element =
13019 CheckElementChangeBySide(x, y, center_element, border_element,
13020 CE_TOUCHING_X, border_side);
13022 if (IS_PLAYER(xx, yy))
13024 /* use player element that is initially defined in the level playfield,
13025 not the player element that corresponds to the runtime player number
13026 (example: a level that contains EL_PLAYER_3 as the only player would
13027 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13028 int player_element = PLAYERINFO(xx, yy)->initial_element;
13030 CheckElementChangeBySide(x, y, center_element, player_element,
13031 CE_TOUCHING_X, border_side);
13036 void TestIfElementHitsCustomElement(int x, int y, int direction)
13038 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13039 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13040 int hitx = x + dx, hity = y + dy;
13041 int hitting_element = Feld[x][y];
13042 int touched_element;
13044 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13047 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13048 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13050 if (IN_LEV_FIELD(hitx, hity))
13052 int opposite_direction = MV_DIR_OPPOSITE(direction);
13053 int hitting_side = direction;
13054 int touched_side = opposite_direction;
13055 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13056 MovDir[hitx][hity] != direction ||
13057 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13063 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13064 CE_HITTING_X, touched_side);
13066 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13067 CE_HIT_BY_X, hitting_side);
13069 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13070 CE_HIT_BY_SOMETHING, opposite_direction);
13072 if (IS_PLAYER(hitx, hity))
13074 /* use player element that is initially defined in the level playfield,
13075 not the player element that corresponds to the runtime player number
13076 (example: a level that contains EL_PLAYER_3 as the only player would
13077 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13078 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13080 CheckElementChangeBySide(x, y, hitting_element, player_element,
13081 CE_HITTING_X, touched_side);
13086 // "hitting something" is also true when hitting the playfield border
13087 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13088 CE_HITTING_SOMETHING, direction);
13091 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13093 int i, kill_x = -1, kill_y = -1;
13095 int bad_element = -1;
13096 static int test_xy[4][2] =
13103 static int test_dir[4] =
13111 for (i = 0; i < NUM_DIRECTIONS; i++)
13113 int test_x, test_y, test_move_dir, test_element;
13115 test_x = good_x + test_xy[i][0];
13116 test_y = good_y + test_xy[i][1];
13118 if (!IN_LEV_FIELD(test_x, test_y))
13122 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13124 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13126 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13127 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13129 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13130 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13134 bad_element = test_element;
13140 if (kill_x != -1 || kill_y != -1)
13142 if (IS_PLAYER(good_x, good_y))
13144 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13146 if (player->shield_deadly_time_left > 0 &&
13147 !IS_INDESTRUCTIBLE(bad_element))
13148 Bang(kill_x, kill_y);
13149 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13150 KillPlayer(player);
13153 Bang(good_x, good_y);
13157 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13159 int i, kill_x = -1, kill_y = -1;
13160 int bad_element = Feld[bad_x][bad_y];
13161 static int test_xy[4][2] =
13168 static int touch_dir[4] =
13170 MV_LEFT | MV_RIGHT,
13175 static int test_dir[4] =
13183 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13186 for (i = 0; i < NUM_DIRECTIONS; i++)
13188 int test_x, test_y, test_move_dir, test_element;
13190 test_x = bad_x + test_xy[i][0];
13191 test_y = bad_y + test_xy[i][1];
13193 if (!IN_LEV_FIELD(test_x, test_y))
13197 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13199 test_element = Feld[test_x][test_y];
13201 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13202 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13204 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13205 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13207 // good thing is player or penguin that does not move away
13208 if (IS_PLAYER(test_x, test_y))
13210 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13212 if (bad_element == EL_ROBOT && player->is_moving)
13213 continue; // robot does not kill player if he is moving
13215 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13217 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13218 continue; // center and border element do not touch
13226 else if (test_element == EL_PENGUIN)
13236 if (kill_x != -1 || kill_y != -1)
13238 if (IS_PLAYER(kill_x, kill_y))
13240 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13242 if (player->shield_deadly_time_left > 0 &&
13243 !IS_INDESTRUCTIBLE(bad_element))
13244 Bang(bad_x, bad_y);
13245 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13246 KillPlayer(player);
13249 Bang(kill_x, kill_y);
13253 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13255 int bad_element = Feld[bad_x][bad_y];
13256 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13257 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13258 int test_x = bad_x + dx, test_y = bad_y + dy;
13259 int test_move_dir, test_element;
13260 int kill_x = -1, kill_y = -1;
13262 if (!IN_LEV_FIELD(test_x, test_y))
13266 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13268 test_element = Feld[test_x][test_y];
13270 if (test_move_dir != bad_move_dir)
13272 // good thing can be player or penguin that does not move away
13273 if (IS_PLAYER(test_x, test_y))
13275 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13277 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13278 player as being hit when he is moving towards the bad thing, because
13279 the "get hit by" condition would be lost after the player stops) */
13280 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13281 return; // player moves away from bad thing
13286 else if (test_element == EL_PENGUIN)
13293 if (kill_x != -1 || kill_y != -1)
13295 if (IS_PLAYER(kill_x, kill_y))
13297 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13299 if (player->shield_deadly_time_left > 0 &&
13300 !IS_INDESTRUCTIBLE(bad_element))
13301 Bang(bad_x, bad_y);
13302 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13303 KillPlayer(player);
13306 Bang(kill_x, kill_y);
13310 void TestIfPlayerTouchesBadThing(int x, int y)
13312 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13315 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13317 TestIfGoodThingHitsBadThing(x, y, move_dir);
13320 void TestIfBadThingTouchesPlayer(int x, int y)
13322 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13325 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13327 TestIfBadThingHitsGoodThing(x, y, move_dir);
13330 void TestIfFriendTouchesBadThing(int x, int y)
13332 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13335 void TestIfBadThingTouchesFriend(int x, int y)
13337 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13340 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13342 int i, kill_x = bad_x, kill_y = bad_y;
13343 static int xy[4][2] =
13351 for (i = 0; i < NUM_DIRECTIONS; i++)
13355 x = bad_x + xy[i][0];
13356 y = bad_y + xy[i][1];
13357 if (!IN_LEV_FIELD(x, y))
13360 element = Feld[x][y];
13361 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13362 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13370 if (kill_x != bad_x || kill_y != bad_y)
13371 Bang(bad_x, bad_y);
13374 void KillPlayer(struct PlayerInfo *player)
13376 int jx = player->jx, jy = player->jy;
13378 if (!player->active)
13382 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13383 player->killed, player->active, player->reanimated);
13386 /* the following code was introduced to prevent an infinite loop when calling
13388 -> CheckTriggeredElementChangeExt()
13389 -> ExecuteCustomElementAction()
13391 -> (infinitely repeating the above sequence of function calls)
13392 which occurs when killing the player while having a CE with the setting
13393 "kill player X when explosion of <player X>"; the solution using a new
13394 field "player->killed" was chosen for backwards compatibility, although
13395 clever use of the fields "player->active" etc. would probably also work */
13397 if (player->killed)
13401 player->killed = TRUE;
13403 // remove accessible field at the player's position
13404 Feld[jx][jy] = EL_EMPTY;
13406 // deactivate shield (else Bang()/Explode() would not work right)
13407 player->shield_normal_time_left = 0;
13408 player->shield_deadly_time_left = 0;
13411 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13412 player->killed, player->active, player->reanimated);
13418 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13419 player->killed, player->active, player->reanimated);
13422 if (player->reanimated) // killed player may have been reanimated
13423 player->killed = player->reanimated = FALSE;
13425 BuryPlayer(player);
13428 static void KillPlayerUnlessEnemyProtected(int x, int y)
13430 if (!PLAYER_ENEMY_PROTECTED(x, y))
13431 KillPlayer(PLAYERINFO(x, y));
13434 static void KillPlayerUnlessExplosionProtected(int x, int y)
13436 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13437 KillPlayer(PLAYERINFO(x, y));
13440 void BuryPlayer(struct PlayerInfo *player)
13442 int jx = player->jx, jy = player->jy;
13444 if (!player->active)
13447 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13448 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13450 RemovePlayer(player);
13452 player->buried = TRUE;
13454 if (game.all_players_gone)
13455 game.GameOver = TRUE;
13458 void RemovePlayer(struct PlayerInfo *player)
13460 int jx = player->jx, jy = player->jy;
13461 int i, found = FALSE;
13463 player->present = FALSE;
13464 player->active = FALSE;
13466 // required for some CE actions (even if the player is not active anymore)
13467 player->MovPos = 0;
13469 if (!ExplodeField[jx][jy])
13470 StorePlayer[jx][jy] = 0;
13472 if (player->is_moving)
13473 TEST_DrawLevelField(player->last_jx, player->last_jy);
13475 for (i = 0; i < MAX_PLAYERS; i++)
13476 if (stored_player[i].active)
13481 game.all_players_gone = TRUE;
13482 game.GameOver = TRUE;
13485 game.exit_x = game.robot_wheel_x = jx;
13486 game.exit_y = game.robot_wheel_y = jy;
13489 void ExitPlayer(struct PlayerInfo *player)
13491 DrawPlayer(player); // needed here only to cleanup last field
13492 RemovePlayer(player);
13494 if (game.players_still_needed > 0)
13495 game.players_still_needed--;
13498 static void setFieldForSnapping(int x, int y, int element, int direction)
13500 struct ElementInfo *ei = &element_info[element];
13501 int direction_bit = MV_DIR_TO_BIT(direction);
13502 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13503 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13504 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13506 Feld[x][y] = EL_ELEMENT_SNAPPING;
13507 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13509 ResetGfxAnimation(x, y);
13511 GfxElement[x][y] = element;
13512 GfxAction[x][y] = action;
13513 GfxDir[x][y] = direction;
13514 GfxFrame[x][y] = -1;
13518 =============================================================================
13519 checkDiagonalPushing()
13520 -----------------------------------------------------------------------------
13521 check if diagonal input device direction results in pushing of object
13522 (by checking if the alternative direction is walkable, diggable, ...)
13523 =============================================================================
13526 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13527 int x, int y, int real_dx, int real_dy)
13529 int jx, jy, dx, dy, xx, yy;
13531 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13534 // diagonal direction: check alternative direction
13539 xx = jx + (dx == 0 ? real_dx : 0);
13540 yy = jy + (dy == 0 ? real_dy : 0);
13542 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13546 =============================================================================
13548 -----------------------------------------------------------------------------
13549 x, y: field next to player (non-diagonal) to try to dig to
13550 real_dx, real_dy: direction as read from input device (can be diagonal)
13551 =============================================================================
13554 static int DigField(struct PlayerInfo *player,
13555 int oldx, int oldy, int x, int y,
13556 int real_dx, int real_dy, int mode)
13558 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13559 boolean player_was_pushing = player->is_pushing;
13560 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13561 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13562 int jx = oldx, jy = oldy;
13563 int dx = x - jx, dy = y - jy;
13564 int nextx = x + dx, nexty = y + dy;
13565 int move_direction = (dx == -1 ? MV_LEFT :
13566 dx == +1 ? MV_RIGHT :
13568 dy == +1 ? MV_DOWN : MV_NONE);
13569 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13570 int dig_side = MV_DIR_OPPOSITE(move_direction);
13571 int old_element = Feld[jx][jy];
13572 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13575 if (is_player) // function can also be called by EL_PENGUIN
13577 if (player->MovPos == 0)
13579 player->is_digging = FALSE;
13580 player->is_collecting = FALSE;
13583 if (player->MovPos == 0) // last pushing move finished
13584 player->is_pushing = FALSE;
13586 if (mode == DF_NO_PUSH) // player just stopped pushing
13588 player->is_switching = FALSE;
13589 player->push_delay = -1;
13591 return MP_NO_ACTION;
13595 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13596 old_element = Back[jx][jy];
13598 // in case of element dropped at player position, check background
13599 else if (Back[jx][jy] != EL_EMPTY &&
13600 game.engine_version >= VERSION_IDENT(2,2,0,0))
13601 old_element = Back[jx][jy];
13603 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13604 return MP_NO_ACTION; // field has no opening in this direction
13606 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13607 return MP_NO_ACTION; // field has no opening in this direction
13609 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13613 Feld[jx][jy] = player->artwork_element;
13614 InitMovingField(jx, jy, MV_DOWN);
13615 Store[jx][jy] = EL_ACID;
13616 ContinueMoving(jx, jy);
13617 BuryPlayer(player);
13619 return MP_DONT_RUN_INTO;
13622 if (player_can_move && DONT_RUN_INTO(element))
13624 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13626 return MP_DONT_RUN_INTO;
13629 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13630 return MP_NO_ACTION;
13632 collect_count = element_info[element].collect_count_initial;
13634 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13635 return MP_NO_ACTION;
13637 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13638 player_can_move = player_can_move_or_snap;
13640 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13641 game.engine_version >= VERSION_IDENT(2,2,0,0))
13643 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13644 player->index_bit, dig_side);
13645 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13646 player->index_bit, dig_side);
13648 if (element == EL_DC_LANDMINE)
13651 if (Feld[x][y] != element) // field changed by snapping
13654 return MP_NO_ACTION;
13657 if (player->gravity && is_player && !player->is_auto_moving &&
13658 canFallDown(player) && move_direction != MV_DOWN &&
13659 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13660 return MP_NO_ACTION; // player cannot walk here due to gravity
13662 if (player_can_move &&
13663 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13665 int sound_element = SND_ELEMENT(element);
13666 int sound_action = ACTION_WALKING;
13668 if (IS_RND_GATE(element))
13670 if (!player->key[RND_GATE_NR(element)])
13671 return MP_NO_ACTION;
13673 else if (IS_RND_GATE_GRAY(element))
13675 if (!player->key[RND_GATE_GRAY_NR(element)])
13676 return MP_NO_ACTION;
13678 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13680 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13681 return MP_NO_ACTION;
13683 else if (element == EL_EXIT_OPEN ||
13684 element == EL_EM_EXIT_OPEN ||
13685 element == EL_EM_EXIT_OPENING ||
13686 element == EL_STEEL_EXIT_OPEN ||
13687 element == EL_EM_STEEL_EXIT_OPEN ||
13688 element == EL_EM_STEEL_EXIT_OPENING ||
13689 element == EL_SP_EXIT_OPEN ||
13690 element == EL_SP_EXIT_OPENING)
13692 sound_action = ACTION_PASSING; // player is passing exit
13694 else if (element == EL_EMPTY)
13696 sound_action = ACTION_MOVING; // nothing to walk on
13699 // play sound from background or player, whatever is available
13700 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13701 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13703 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13705 else if (player_can_move &&
13706 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13708 if (!ACCESS_FROM(element, opposite_direction))
13709 return MP_NO_ACTION; // field not accessible from this direction
13711 if (CAN_MOVE(element)) // only fixed elements can be passed!
13712 return MP_NO_ACTION;
13714 if (IS_EM_GATE(element))
13716 if (!player->key[EM_GATE_NR(element)])
13717 return MP_NO_ACTION;
13719 else if (IS_EM_GATE_GRAY(element))
13721 if (!player->key[EM_GATE_GRAY_NR(element)])
13722 return MP_NO_ACTION;
13724 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13726 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13727 return MP_NO_ACTION;
13729 else if (IS_EMC_GATE(element))
13731 if (!player->key[EMC_GATE_NR(element)])
13732 return MP_NO_ACTION;
13734 else if (IS_EMC_GATE_GRAY(element))
13736 if (!player->key[EMC_GATE_GRAY_NR(element)])
13737 return MP_NO_ACTION;
13739 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13741 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13742 return MP_NO_ACTION;
13744 else if (element == EL_DC_GATE_WHITE ||
13745 element == EL_DC_GATE_WHITE_GRAY ||
13746 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13748 if (player->num_white_keys == 0)
13749 return MP_NO_ACTION;
13751 player->num_white_keys--;
13753 else if (IS_SP_PORT(element))
13755 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13756 element == EL_SP_GRAVITY_PORT_RIGHT ||
13757 element == EL_SP_GRAVITY_PORT_UP ||
13758 element == EL_SP_GRAVITY_PORT_DOWN)
13759 player->gravity = !player->gravity;
13760 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13761 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13762 element == EL_SP_GRAVITY_ON_PORT_UP ||
13763 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13764 player->gravity = TRUE;
13765 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13766 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13767 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13768 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13769 player->gravity = FALSE;
13772 // automatically move to the next field with double speed
13773 player->programmed_action = move_direction;
13775 if (player->move_delay_reset_counter == 0)
13777 player->move_delay_reset_counter = 2; // two double speed steps
13779 DOUBLE_PLAYER_SPEED(player);
13782 PlayLevelSoundAction(x, y, ACTION_PASSING);
13784 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13788 if (mode != DF_SNAP)
13790 GfxElement[x][y] = GFX_ELEMENT(element);
13791 player->is_digging = TRUE;
13794 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13796 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13797 player->index_bit, dig_side);
13799 if (mode == DF_SNAP)
13801 if (level.block_snap_field)
13802 setFieldForSnapping(x, y, element, move_direction);
13804 TestIfElementTouchesCustomElement(x, y); // for empty space
13806 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13807 player->index_bit, dig_side);
13810 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13814 if (is_player && mode != DF_SNAP)
13816 GfxElement[x][y] = element;
13817 player->is_collecting = TRUE;
13820 if (element == EL_SPEED_PILL)
13822 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13824 else if (element == EL_EXTRA_TIME && level.time > 0)
13826 TimeLeft += level.extra_time;
13828 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13830 DisplayGameControlValues();
13832 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13834 player->shield_normal_time_left += level.shield_normal_time;
13835 if (element == EL_SHIELD_DEADLY)
13836 player->shield_deadly_time_left += level.shield_deadly_time;
13838 else if (element == EL_DYNAMITE ||
13839 element == EL_EM_DYNAMITE ||
13840 element == EL_SP_DISK_RED)
13842 if (player->inventory_size < MAX_INVENTORY_SIZE)
13843 player->inventory_element[player->inventory_size++] = element;
13845 DrawGameDoorValues();
13847 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13849 player->dynabomb_count++;
13850 player->dynabombs_left++;
13852 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13854 player->dynabomb_size++;
13856 else if (element == EL_DYNABOMB_INCREASE_POWER)
13858 player->dynabomb_xl = TRUE;
13860 else if (IS_KEY(element))
13862 player->key[KEY_NR(element)] = TRUE;
13864 DrawGameDoorValues();
13866 else if (element == EL_DC_KEY_WHITE)
13868 player->num_white_keys++;
13870 // display white keys?
13871 // DrawGameDoorValues();
13873 else if (IS_ENVELOPE(element))
13875 player->show_envelope = element;
13877 else if (element == EL_EMC_LENSES)
13879 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13881 RedrawAllInvisibleElementsForLenses();
13883 else if (element == EL_EMC_MAGNIFIER)
13885 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13887 RedrawAllInvisibleElementsForMagnifier();
13889 else if (IS_DROPPABLE(element) ||
13890 IS_THROWABLE(element)) // can be collected and dropped
13894 if (collect_count == 0)
13895 player->inventory_infinite_element = element;
13897 for (i = 0; i < collect_count; i++)
13898 if (player->inventory_size < MAX_INVENTORY_SIZE)
13899 player->inventory_element[player->inventory_size++] = element;
13901 DrawGameDoorValues();
13903 else if (collect_count > 0)
13905 game.gems_still_needed -= collect_count;
13906 if (game.gems_still_needed < 0)
13907 game.gems_still_needed = 0;
13909 game.snapshot.collected_item = TRUE;
13911 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13913 DisplayGameControlValues();
13916 RaiseScoreElement(element);
13917 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13920 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13921 player->index_bit, dig_side);
13923 if (mode == DF_SNAP)
13925 if (level.block_snap_field)
13926 setFieldForSnapping(x, y, element, move_direction);
13928 TestIfElementTouchesCustomElement(x, y); // for empty space
13930 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13931 player->index_bit, dig_side);
13934 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13936 if (mode == DF_SNAP && element != EL_BD_ROCK)
13937 return MP_NO_ACTION;
13939 if (CAN_FALL(element) && dy)
13940 return MP_NO_ACTION;
13942 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13943 !(element == EL_SPRING && level.use_spring_bug))
13944 return MP_NO_ACTION;
13946 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13947 ((move_direction & MV_VERTICAL &&
13948 ((element_info[element].move_pattern & MV_LEFT &&
13949 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13950 (element_info[element].move_pattern & MV_RIGHT &&
13951 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13952 (move_direction & MV_HORIZONTAL &&
13953 ((element_info[element].move_pattern & MV_UP &&
13954 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13955 (element_info[element].move_pattern & MV_DOWN &&
13956 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13957 return MP_NO_ACTION;
13959 // do not push elements already moving away faster than player
13960 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13961 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13962 return MP_NO_ACTION;
13964 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13966 if (player->push_delay_value == -1 || !player_was_pushing)
13967 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13969 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13971 if (player->push_delay_value == -1)
13972 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13974 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13976 if (!player->is_pushing)
13977 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13980 player->is_pushing = TRUE;
13981 player->is_active = TRUE;
13983 if (!(IN_LEV_FIELD(nextx, nexty) &&
13984 (IS_FREE(nextx, nexty) ||
13985 (IS_SB_ELEMENT(element) &&
13986 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13987 (IS_CUSTOM_ELEMENT(element) &&
13988 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13989 return MP_NO_ACTION;
13991 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13992 return MP_NO_ACTION;
13994 if (player->push_delay == -1) // new pushing; restart delay
13995 player->push_delay = 0;
13997 if (player->push_delay < player->push_delay_value &&
13998 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13999 element != EL_SPRING && element != EL_BALLOON)
14001 // make sure that there is no move delay before next try to push
14002 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14003 player->move_delay = 0;
14005 return MP_NO_ACTION;
14008 if (IS_CUSTOM_ELEMENT(element) &&
14009 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14011 if (!DigFieldByCE(nextx, nexty, element))
14012 return MP_NO_ACTION;
14015 if (IS_SB_ELEMENT(element))
14017 boolean sokoban_task_solved = FALSE;
14019 if (element == EL_SOKOBAN_FIELD_FULL)
14021 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14023 IncrementSokobanFieldsNeeded();
14024 IncrementSokobanObjectsNeeded();
14027 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14029 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14031 DecrementSokobanFieldsNeeded();
14032 DecrementSokobanObjectsNeeded();
14034 // sokoban object was pushed from empty field to sokoban field
14035 if (Back[x][y] == EL_EMPTY)
14036 sokoban_task_solved = TRUE;
14039 Feld[x][y] = EL_SOKOBAN_OBJECT;
14041 if (Back[x][y] == Back[nextx][nexty])
14042 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14043 else if (Back[x][y] != 0)
14044 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14047 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14050 if (sokoban_task_solved &&
14051 game.sokoban_fields_still_needed == 0 &&
14052 game.sokoban_objects_still_needed == 0 &&
14053 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14055 game.players_still_needed = 0;
14059 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14063 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14065 InitMovingField(x, y, move_direction);
14066 GfxAction[x][y] = ACTION_PUSHING;
14068 if (mode == DF_SNAP)
14069 ContinueMoving(x, y);
14071 MovPos[x][y] = (dx != 0 ? dx : dy);
14073 Pushed[x][y] = TRUE;
14074 Pushed[nextx][nexty] = TRUE;
14076 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14077 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14079 player->push_delay_value = -1; // get new value later
14081 // check for element change _after_ element has been pushed
14082 if (game.use_change_when_pushing_bug)
14084 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14085 player->index_bit, dig_side);
14086 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14087 player->index_bit, dig_side);
14090 else if (IS_SWITCHABLE(element))
14092 if (PLAYER_SWITCHING(player, x, y))
14094 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14095 player->index_bit, dig_side);
14100 player->is_switching = TRUE;
14101 player->switch_x = x;
14102 player->switch_y = y;
14104 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14106 if (element == EL_ROBOT_WHEEL)
14108 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14110 game.robot_wheel_x = x;
14111 game.robot_wheel_y = y;
14112 game.robot_wheel_active = TRUE;
14114 TEST_DrawLevelField(x, y);
14116 else if (element == EL_SP_TERMINAL)
14120 SCAN_PLAYFIELD(xx, yy)
14122 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14126 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14128 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14130 ResetGfxAnimation(xx, yy);
14131 TEST_DrawLevelField(xx, yy);
14135 else if (IS_BELT_SWITCH(element))
14137 ToggleBeltSwitch(x, y);
14139 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14140 element == EL_SWITCHGATE_SWITCH_DOWN ||
14141 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14142 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14144 ToggleSwitchgateSwitch(x, y);
14146 else if (element == EL_LIGHT_SWITCH ||
14147 element == EL_LIGHT_SWITCH_ACTIVE)
14149 ToggleLightSwitch(x, y);
14151 else if (element == EL_TIMEGATE_SWITCH ||
14152 element == EL_DC_TIMEGATE_SWITCH)
14154 ActivateTimegateSwitch(x, y);
14156 else if (element == EL_BALLOON_SWITCH_LEFT ||
14157 element == EL_BALLOON_SWITCH_RIGHT ||
14158 element == EL_BALLOON_SWITCH_UP ||
14159 element == EL_BALLOON_SWITCH_DOWN ||
14160 element == EL_BALLOON_SWITCH_NONE ||
14161 element == EL_BALLOON_SWITCH_ANY)
14163 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14164 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14165 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14166 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14167 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14170 else if (element == EL_LAMP)
14172 Feld[x][y] = EL_LAMP_ACTIVE;
14173 game.lights_still_needed--;
14175 ResetGfxAnimation(x, y);
14176 TEST_DrawLevelField(x, y);
14178 else if (element == EL_TIME_ORB_FULL)
14180 Feld[x][y] = EL_TIME_ORB_EMPTY;
14182 if (level.time > 0 || level.use_time_orb_bug)
14184 TimeLeft += level.time_orb_time;
14185 game.no_time_limit = FALSE;
14187 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14189 DisplayGameControlValues();
14192 ResetGfxAnimation(x, y);
14193 TEST_DrawLevelField(x, y);
14195 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14196 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14200 game.ball_state = !game.ball_state;
14202 SCAN_PLAYFIELD(xx, yy)
14204 int e = Feld[xx][yy];
14206 if (game.ball_state)
14208 if (e == EL_EMC_MAGIC_BALL)
14209 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14210 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14211 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14215 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14216 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14217 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14218 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14223 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14224 player->index_bit, dig_side);
14226 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14227 player->index_bit, dig_side);
14229 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14230 player->index_bit, dig_side);
14236 if (!PLAYER_SWITCHING(player, x, y))
14238 player->is_switching = TRUE;
14239 player->switch_x = x;
14240 player->switch_y = y;
14242 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14243 player->index_bit, dig_side);
14244 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14245 player->index_bit, dig_side);
14247 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14248 player->index_bit, dig_side);
14249 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14250 player->index_bit, dig_side);
14253 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14254 player->index_bit, dig_side);
14255 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14256 player->index_bit, dig_side);
14258 return MP_NO_ACTION;
14261 player->push_delay = -1;
14263 if (is_player) // function can also be called by EL_PENGUIN
14265 if (Feld[x][y] != element) // really digged/collected something
14267 player->is_collecting = !player->is_digging;
14268 player->is_active = TRUE;
14275 static boolean DigFieldByCE(int x, int y, int digging_element)
14277 int element = Feld[x][y];
14279 if (!IS_FREE(x, y))
14281 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14282 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14285 // no element can dig solid indestructible elements
14286 if (IS_INDESTRUCTIBLE(element) &&
14287 !IS_DIGGABLE(element) &&
14288 !IS_COLLECTIBLE(element))
14291 if (AmoebaNr[x][y] &&
14292 (element == EL_AMOEBA_FULL ||
14293 element == EL_BD_AMOEBA ||
14294 element == EL_AMOEBA_GROWING))
14296 AmoebaCnt[AmoebaNr[x][y]]--;
14297 AmoebaCnt2[AmoebaNr[x][y]]--;
14300 if (IS_MOVING(x, y))
14301 RemoveMovingField(x, y);
14305 TEST_DrawLevelField(x, y);
14308 // if digged element was about to explode, prevent the explosion
14309 ExplodeField[x][y] = EX_TYPE_NONE;
14311 PlayLevelSoundAction(x, y, action);
14314 Store[x][y] = EL_EMPTY;
14316 // this makes it possible to leave the removed element again
14317 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14318 Store[x][y] = element;
14323 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14325 int jx = player->jx, jy = player->jy;
14326 int x = jx + dx, y = jy + dy;
14327 int snap_direction = (dx == -1 ? MV_LEFT :
14328 dx == +1 ? MV_RIGHT :
14330 dy == +1 ? MV_DOWN : MV_NONE);
14331 boolean can_continue_snapping = (level.continuous_snapping &&
14332 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14334 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14337 if (!player->active || !IN_LEV_FIELD(x, y))
14345 if (player->MovPos == 0)
14346 player->is_pushing = FALSE;
14348 player->is_snapping = FALSE;
14350 if (player->MovPos == 0)
14352 player->is_moving = FALSE;
14353 player->is_digging = FALSE;
14354 player->is_collecting = FALSE;
14360 // prevent snapping with already pressed snap key when not allowed
14361 if (player->is_snapping && !can_continue_snapping)
14364 player->MovDir = snap_direction;
14366 if (player->MovPos == 0)
14368 player->is_moving = FALSE;
14369 player->is_digging = FALSE;
14370 player->is_collecting = FALSE;
14373 player->is_dropping = FALSE;
14374 player->is_dropping_pressed = FALSE;
14375 player->drop_pressed_delay = 0;
14377 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14380 player->is_snapping = TRUE;
14381 player->is_active = TRUE;
14383 if (player->MovPos == 0)
14385 player->is_moving = FALSE;
14386 player->is_digging = FALSE;
14387 player->is_collecting = FALSE;
14390 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14391 TEST_DrawLevelField(player->last_jx, player->last_jy);
14393 TEST_DrawLevelField(x, y);
14398 static boolean DropElement(struct PlayerInfo *player)
14400 int old_element, new_element;
14401 int dropx = player->jx, dropy = player->jy;
14402 int drop_direction = player->MovDir;
14403 int drop_side = drop_direction;
14404 int drop_element = get_next_dropped_element(player);
14406 /* do not drop an element on top of another element; when holding drop key
14407 pressed without moving, dropped element must move away before the next
14408 element can be dropped (this is especially important if the next element
14409 is dynamite, which can be placed on background for historical reasons) */
14410 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14413 if (IS_THROWABLE(drop_element))
14415 dropx += GET_DX_FROM_DIR(drop_direction);
14416 dropy += GET_DY_FROM_DIR(drop_direction);
14418 if (!IN_LEV_FIELD(dropx, dropy))
14422 old_element = Feld[dropx][dropy]; // old element at dropping position
14423 new_element = drop_element; // default: no change when dropping
14425 // check if player is active, not moving and ready to drop
14426 if (!player->active || player->MovPos || player->drop_delay > 0)
14429 // check if player has anything that can be dropped
14430 if (new_element == EL_UNDEFINED)
14433 // only set if player has anything that can be dropped
14434 player->is_dropping_pressed = TRUE;
14436 // check if drop key was pressed long enough for EM style dynamite
14437 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14440 // check if anything can be dropped at the current position
14441 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14444 // collected custom elements can only be dropped on empty fields
14445 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14448 if (old_element != EL_EMPTY)
14449 Back[dropx][dropy] = old_element; // store old element on this field
14451 ResetGfxAnimation(dropx, dropy);
14452 ResetRandomAnimationValue(dropx, dropy);
14454 if (player->inventory_size > 0 ||
14455 player->inventory_infinite_element != EL_UNDEFINED)
14457 if (player->inventory_size > 0)
14459 player->inventory_size--;
14461 DrawGameDoorValues();
14463 if (new_element == EL_DYNAMITE)
14464 new_element = EL_DYNAMITE_ACTIVE;
14465 else if (new_element == EL_EM_DYNAMITE)
14466 new_element = EL_EM_DYNAMITE_ACTIVE;
14467 else if (new_element == EL_SP_DISK_RED)
14468 new_element = EL_SP_DISK_RED_ACTIVE;
14471 Feld[dropx][dropy] = new_element;
14473 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14474 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14475 el2img(Feld[dropx][dropy]), 0);
14477 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14479 // needed if previous element just changed to "empty" in the last frame
14480 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14482 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14483 player->index_bit, drop_side);
14484 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14486 player->index_bit, drop_side);
14488 TestIfElementTouchesCustomElement(dropx, dropy);
14490 else // player is dropping a dyna bomb
14492 player->dynabombs_left--;
14494 Feld[dropx][dropy] = new_element;
14496 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14497 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14498 el2img(Feld[dropx][dropy]), 0);
14500 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14503 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14504 InitField_WithBug1(dropx, dropy, FALSE);
14506 new_element = Feld[dropx][dropy]; // element might have changed
14508 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14509 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14511 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14512 MovDir[dropx][dropy] = drop_direction;
14514 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14516 // do not cause impact style collision by dropping elements that can fall
14517 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14520 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14521 player->is_dropping = TRUE;
14523 player->drop_pressed_delay = 0;
14524 player->is_dropping_pressed = FALSE;
14526 player->drop_x = dropx;
14527 player->drop_y = dropy;
14532 // ----------------------------------------------------------------------------
14533 // game sound playing functions
14534 // ----------------------------------------------------------------------------
14536 static int *loop_sound_frame = NULL;
14537 static int *loop_sound_volume = NULL;
14539 void InitPlayLevelSound(void)
14541 int num_sounds = getSoundListSize();
14543 checked_free(loop_sound_frame);
14544 checked_free(loop_sound_volume);
14546 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14547 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14550 static void PlayLevelSound(int x, int y, int nr)
14552 int sx = SCREENX(x), sy = SCREENY(y);
14553 int volume, stereo_position;
14554 int max_distance = 8;
14555 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14557 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14558 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14561 if (!IN_LEV_FIELD(x, y) ||
14562 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14563 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14566 volume = SOUND_MAX_VOLUME;
14568 if (!IN_SCR_FIELD(sx, sy))
14570 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14571 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14573 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14576 stereo_position = (SOUND_MAX_LEFT +
14577 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14578 (SCR_FIELDX + 2 * max_distance));
14580 if (IS_LOOP_SOUND(nr))
14582 /* This assures that quieter loop sounds do not overwrite louder ones,
14583 while restarting sound volume comparison with each new game frame. */
14585 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14588 loop_sound_volume[nr] = volume;
14589 loop_sound_frame[nr] = FrameCounter;
14592 PlaySoundExt(nr, volume, stereo_position, type);
14595 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14597 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14598 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14599 y < LEVELY(BY1) ? LEVELY(BY1) :
14600 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14604 static void PlayLevelSoundAction(int x, int y, int action)
14606 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14609 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14611 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14613 if (sound_effect != SND_UNDEFINED)
14614 PlayLevelSound(x, y, sound_effect);
14617 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14620 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14622 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14623 PlayLevelSound(x, y, sound_effect);
14626 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14628 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14630 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14631 PlayLevelSound(x, y, sound_effect);
14634 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14636 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14638 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14639 StopSound(sound_effect);
14642 static int getLevelMusicNr(void)
14644 if (levelset.music[level_nr] != MUS_UNDEFINED)
14645 return levelset.music[level_nr]; // from config file
14647 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14650 static void FadeLevelSounds(void)
14655 static void FadeLevelMusic(void)
14657 int music_nr = getLevelMusicNr();
14658 char *curr_music = getCurrentlyPlayingMusicFilename();
14659 char *next_music = getMusicInfoEntryFilename(music_nr);
14661 if (!strEqual(curr_music, next_music))
14665 void FadeLevelSoundsAndMusic(void)
14671 static void PlayLevelMusic(void)
14673 int music_nr = getLevelMusicNr();
14674 char *curr_music = getCurrentlyPlayingMusicFilename();
14675 char *next_music = getMusicInfoEntryFilename(music_nr);
14677 if (!strEqual(curr_music, next_music))
14678 PlayMusicLoop(music_nr);
14681 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14683 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14684 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14685 int x = xx - 1 - offset;
14686 int y = yy - 1 - offset;
14691 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14695 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14699 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14703 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14707 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14711 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14715 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14718 case SAMPLE_android_clone:
14719 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14722 case SAMPLE_android_move:
14723 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14726 case SAMPLE_spring:
14727 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14735 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14738 case SAMPLE_eater_eat:
14739 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14743 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14746 case SAMPLE_collect:
14747 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14750 case SAMPLE_diamond:
14751 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14754 case SAMPLE_squash:
14755 // !!! CHECK THIS !!!
14757 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14759 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14763 case SAMPLE_wonderfall:
14764 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14768 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14772 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14776 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14780 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14784 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14788 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14791 case SAMPLE_wonder:
14792 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14796 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14799 case SAMPLE_exit_open:
14800 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14803 case SAMPLE_exit_leave:
14804 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14807 case SAMPLE_dynamite:
14808 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14812 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14816 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14820 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14824 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14828 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14832 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14836 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14841 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14843 int element = map_element_SP_to_RND(element_sp);
14844 int action = map_action_SP_to_RND(action_sp);
14845 int offset = (setup.sp_show_border_elements ? 0 : 1);
14846 int x = xx - offset;
14847 int y = yy - offset;
14849 PlayLevelSoundElementAction(x, y, element, action);
14852 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14854 int element = map_element_MM_to_RND(element_mm);
14855 int action = map_action_MM_to_RND(action_mm);
14857 int x = xx - offset;
14858 int y = yy - offset;
14860 if (!IS_MM_ELEMENT(element))
14861 element = EL_MM_DEFAULT;
14863 PlayLevelSoundElementAction(x, y, element, action);
14866 void PlaySound_MM(int sound_mm)
14868 int sound = map_sound_MM_to_RND(sound_mm);
14870 if (sound == SND_UNDEFINED)
14876 void PlaySoundLoop_MM(int sound_mm)
14878 int sound = map_sound_MM_to_RND(sound_mm);
14880 if (sound == SND_UNDEFINED)
14883 PlaySoundLoop(sound);
14886 void StopSound_MM(int sound_mm)
14888 int sound = map_sound_MM_to_RND(sound_mm);
14890 if (sound == SND_UNDEFINED)
14896 void RaiseScore(int value)
14898 game.score += value;
14900 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14902 DisplayGameControlValues();
14905 void RaiseScoreElement(int element)
14910 case EL_BD_DIAMOND:
14911 case EL_EMERALD_YELLOW:
14912 case EL_EMERALD_RED:
14913 case EL_EMERALD_PURPLE:
14914 case EL_SP_INFOTRON:
14915 RaiseScore(level.score[SC_EMERALD]);
14918 RaiseScore(level.score[SC_DIAMOND]);
14921 RaiseScore(level.score[SC_CRYSTAL]);
14924 RaiseScore(level.score[SC_PEARL]);
14927 case EL_BD_BUTTERFLY:
14928 case EL_SP_ELECTRON:
14929 RaiseScore(level.score[SC_BUG]);
14932 case EL_BD_FIREFLY:
14933 case EL_SP_SNIKSNAK:
14934 RaiseScore(level.score[SC_SPACESHIP]);
14937 case EL_DARK_YAMYAM:
14938 RaiseScore(level.score[SC_YAMYAM]);
14941 RaiseScore(level.score[SC_ROBOT]);
14944 RaiseScore(level.score[SC_PACMAN]);
14947 RaiseScore(level.score[SC_NUT]);
14950 case EL_EM_DYNAMITE:
14951 case EL_SP_DISK_RED:
14952 case EL_DYNABOMB_INCREASE_NUMBER:
14953 case EL_DYNABOMB_INCREASE_SIZE:
14954 case EL_DYNABOMB_INCREASE_POWER:
14955 RaiseScore(level.score[SC_DYNAMITE]);
14957 case EL_SHIELD_NORMAL:
14958 case EL_SHIELD_DEADLY:
14959 RaiseScore(level.score[SC_SHIELD]);
14961 case EL_EXTRA_TIME:
14962 RaiseScore(level.extra_time_score);
14976 case EL_DC_KEY_WHITE:
14977 RaiseScore(level.score[SC_KEY]);
14980 RaiseScore(element_info[element].collect_score);
14985 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14987 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14989 // closing door required in case of envelope style request dialogs
14992 // prevent short reactivation of overlay buttons while closing door
14993 SetOverlayActive(FALSE);
14995 CloseDoor(DOOR_CLOSE_1);
14998 if (network.enabled)
14999 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15003 FadeSkipNextFadeIn();
15005 SetGameStatus(GAME_MODE_MAIN);
15010 else // continue playing the game
15012 if (tape.playing && tape.deactivate_display)
15013 TapeDeactivateDisplayOff(TRUE);
15015 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15017 if (tape.playing && tape.deactivate_display)
15018 TapeDeactivateDisplayOn();
15022 void RequestQuitGame(boolean ask_if_really_quit)
15024 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15025 boolean skip_request = game.all_players_gone || quick_quit;
15027 RequestQuitGameExt(skip_request, quick_quit,
15028 "Do you really want to quit the game?");
15031 void RequestRestartGame(char *message)
15033 game.restart_game_message = NULL;
15035 boolean has_started_game = hasStartedNetworkGame();
15036 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15038 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15040 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15044 SetGameStatus(GAME_MODE_MAIN);
15050 void CheckGameOver(void)
15052 static boolean last_game_over = FALSE;
15053 static int game_over_delay = 0;
15054 int game_over_delay_value = 50;
15055 boolean game_over = checkGameFailed();
15057 // do not handle game over if request dialog is already active
15058 if (game.request_active)
15061 // do not ask to play again if game was never actually played
15062 if (!game.GamePlayed)
15067 last_game_over = FALSE;
15068 game_over_delay = game_over_delay_value;
15073 if (game_over_delay > 0)
15080 if (last_game_over != game_over)
15081 game.restart_game_message = (hasStartedNetworkGame() ?
15082 "Game over! Play it again?" :
15085 last_game_over = game_over;
15088 boolean checkGameSolved(void)
15090 // set for all game engines if level was solved
15091 return game.LevelSolved_GameEnd;
15094 boolean checkGameFailed(void)
15096 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15097 return (game_em.game_over && !game_em.level_solved);
15098 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15099 return (game_sp.game_over && !game_sp.level_solved);
15100 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15101 return (game_mm.game_over && !game_mm.level_solved);
15102 else // GAME_ENGINE_TYPE_RND
15103 return (game.GameOver && !game.LevelSolved);
15106 boolean checkGameEnded(void)
15108 return (checkGameSolved() || checkGameFailed());
15112 // ----------------------------------------------------------------------------
15113 // random generator functions
15114 // ----------------------------------------------------------------------------
15116 unsigned int InitEngineRandom_RND(int seed)
15118 game.num_random_calls = 0;
15120 return InitEngineRandom(seed);
15123 unsigned int RND(int max)
15127 game.num_random_calls++;
15129 return GetEngineRandom(max);
15136 // ----------------------------------------------------------------------------
15137 // game engine snapshot handling functions
15138 // ----------------------------------------------------------------------------
15140 struct EngineSnapshotInfo
15142 // runtime values for custom element collect score
15143 int collect_score[NUM_CUSTOM_ELEMENTS];
15145 // runtime values for group element choice position
15146 int choice_pos[NUM_GROUP_ELEMENTS];
15148 // runtime values for belt position animations
15149 int belt_graphic[4][NUM_BELT_PARTS];
15150 int belt_anim_mode[4][NUM_BELT_PARTS];
15153 static struct EngineSnapshotInfo engine_snapshot_rnd;
15154 static char *snapshot_level_identifier = NULL;
15155 static int snapshot_level_nr = -1;
15157 static void SaveEngineSnapshotValues_RND(void)
15159 static int belt_base_active_element[4] =
15161 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15162 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15163 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15164 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15168 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15170 int element = EL_CUSTOM_START + i;
15172 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15175 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15177 int element = EL_GROUP_START + i;
15179 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15182 for (i = 0; i < 4; i++)
15184 for (j = 0; j < NUM_BELT_PARTS; j++)
15186 int element = belt_base_active_element[i] + j;
15187 int graphic = el2img(element);
15188 int anim_mode = graphic_info[graphic].anim_mode;
15190 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15191 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15196 static void LoadEngineSnapshotValues_RND(void)
15198 unsigned int num_random_calls = game.num_random_calls;
15201 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15203 int element = EL_CUSTOM_START + i;
15205 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15208 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15210 int element = EL_GROUP_START + i;
15212 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15215 for (i = 0; i < 4; i++)
15217 for (j = 0; j < NUM_BELT_PARTS; j++)
15219 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15220 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15222 graphic_info[graphic].anim_mode = anim_mode;
15226 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15228 InitRND(tape.random_seed);
15229 for (i = 0; i < num_random_calls; i++)
15233 if (game.num_random_calls != num_random_calls)
15235 Error(ERR_INFO, "number of random calls out of sync");
15236 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15237 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15238 Error(ERR_EXIT, "this should not happen -- please debug");
15242 void FreeEngineSnapshotSingle(void)
15244 FreeSnapshotSingle();
15246 setString(&snapshot_level_identifier, NULL);
15247 snapshot_level_nr = -1;
15250 void FreeEngineSnapshotList(void)
15252 FreeSnapshotList();
15255 static ListNode *SaveEngineSnapshotBuffers(void)
15257 ListNode *buffers = NULL;
15259 // copy some special values to a structure better suited for the snapshot
15261 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15262 SaveEngineSnapshotValues_RND();
15263 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15264 SaveEngineSnapshotValues_EM();
15265 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15266 SaveEngineSnapshotValues_SP(&buffers);
15267 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15268 SaveEngineSnapshotValues_MM(&buffers);
15270 // save values stored in special snapshot structure
15272 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15273 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15274 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15275 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15276 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15277 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15278 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15279 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15281 // save further RND engine values
15283 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15284 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15285 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15287 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15288 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15289 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15290 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15291 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15293 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15294 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15295 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15297 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15299 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15300 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15302 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15303 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15304 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15305 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15306 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15307 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15308 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15309 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15310 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15311 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15312 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15313 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15314 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15315 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15316 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15317 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15318 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15319 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15321 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15322 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15324 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15325 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15326 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15328 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15329 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15331 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15332 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15333 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15334 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15335 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15337 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15338 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15341 ListNode *node = engine_snapshot_list_rnd;
15344 while (node != NULL)
15346 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15351 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15357 void SaveEngineSnapshotSingle(void)
15359 ListNode *buffers = SaveEngineSnapshotBuffers();
15361 // finally save all snapshot buffers to single snapshot
15362 SaveSnapshotSingle(buffers);
15364 // save level identification information
15365 setString(&snapshot_level_identifier, leveldir_current->identifier);
15366 snapshot_level_nr = level_nr;
15369 boolean CheckSaveEngineSnapshotToList(void)
15371 boolean save_snapshot =
15372 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15373 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15374 game.snapshot.changed_action) ||
15375 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15376 game.snapshot.collected_item));
15378 game.snapshot.changed_action = FALSE;
15379 game.snapshot.collected_item = FALSE;
15380 game.snapshot.save_snapshot = save_snapshot;
15382 return save_snapshot;
15385 void SaveEngineSnapshotToList(void)
15387 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15391 ListNode *buffers = SaveEngineSnapshotBuffers();
15393 // finally save all snapshot buffers to snapshot list
15394 SaveSnapshotToList(buffers);
15397 void SaveEngineSnapshotToListInitial(void)
15399 FreeEngineSnapshotList();
15401 SaveEngineSnapshotToList();
15404 static void LoadEngineSnapshotValues(void)
15406 // restore special values from snapshot structure
15408 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15409 LoadEngineSnapshotValues_RND();
15410 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15411 LoadEngineSnapshotValues_EM();
15412 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15413 LoadEngineSnapshotValues_SP();
15414 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15415 LoadEngineSnapshotValues_MM();
15418 void LoadEngineSnapshotSingle(void)
15420 LoadSnapshotSingle();
15422 LoadEngineSnapshotValues();
15425 static void LoadEngineSnapshot_Undo(int steps)
15427 LoadSnapshotFromList_Older(steps);
15429 LoadEngineSnapshotValues();
15432 static void LoadEngineSnapshot_Redo(int steps)
15434 LoadSnapshotFromList_Newer(steps);
15436 LoadEngineSnapshotValues();
15439 boolean CheckEngineSnapshotSingle(void)
15441 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15442 snapshot_level_nr == level_nr);
15445 boolean CheckEngineSnapshotList(void)
15447 return CheckSnapshotList();
15451 // ---------- new game button stuff -------------------------------------------
15458 boolean *setup_value;
15459 boolean allowed_on_tape;
15461 } gamebutton_info[NUM_GAME_BUTTONS] =
15464 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15465 GAME_CTRL_ID_STOP, NULL,
15469 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15470 GAME_CTRL_ID_PAUSE, NULL,
15474 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15475 GAME_CTRL_ID_PLAY, NULL,
15479 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15480 GAME_CTRL_ID_UNDO, NULL,
15484 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15485 GAME_CTRL_ID_REDO, NULL,
15489 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15490 GAME_CTRL_ID_SAVE, NULL,
15494 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15495 GAME_CTRL_ID_PAUSE2, NULL,
15499 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15500 GAME_CTRL_ID_LOAD, NULL,
15504 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15505 GAME_CTRL_ID_PANEL_STOP, NULL,
15509 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15510 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15511 FALSE, "pause game"
15514 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15515 GAME_CTRL_ID_PANEL_PLAY, NULL,
15519 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15520 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15521 TRUE, "background music on/off"
15524 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15525 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15526 TRUE, "sound loops on/off"
15529 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15530 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15531 TRUE, "normal sounds on/off"
15534 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15535 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15536 FALSE, "background music on/off"
15539 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15540 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15541 FALSE, "sound loops on/off"
15544 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15545 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15546 FALSE, "normal sounds on/off"
15550 void CreateGameButtons(void)
15554 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15556 int graphic = gamebutton_info[i].graphic;
15557 struct GraphicInfo *gfx = &graphic_info[graphic];
15558 struct XY *pos = gamebutton_info[i].pos;
15559 struct GadgetInfo *gi;
15562 unsigned int event_mask;
15563 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15564 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15565 int base_x = (on_tape ? VX : DX);
15566 int base_y = (on_tape ? VY : DY);
15567 int gd_x = gfx->src_x;
15568 int gd_y = gfx->src_y;
15569 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15570 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15571 int gd_xa = gfx->src_x + gfx->active_xoffset;
15572 int gd_ya = gfx->src_y + gfx->active_yoffset;
15573 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15574 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15577 if (gfx->bitmap == NULL)
15579 game_gadget[id] = NULL;
15584 if (id == GAME_CTRL_ID_STOP ||
15585 id == GAME_CTRL_ID_PANEL_STOP ||
15586 id == GAME_CTRL_ID_PLAY ||
15587 id == GAME_CTRL_ID_PANEL_PLAY ||
15588 id == GAME_CTRL_ID_SAVE ||
15589 id == GAME_CTRL_ID_LOAD)
15591 button_type = GD_TYPE_NORMAL_BUTTON;
15593 event_mask = GD_EVENT_RELEASED;
15595 else if (id == GAME_CTRL_ID_UNDO ||
15596 id == GAME_CTRL_ID_REDO)
15598 button_type = GD_TYPE_NORMAL_BUTTON;
15600 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15604 button_type = GD_TYPE_CHECK_BUTTON;
15605 checked = (gamebutton_info[i].setup_value != NULL ?
15606 *gamebutton_info[i].setup_value : FALSE);
15607 event_mask = GD_EVENT_PRESSED;
15610 gi = CreateGadget(GDI_CUSTOM_ID, id,
15611 GDI_IMAGE_ID, graphic,
15612 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15613 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15614 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15615 GDI_WIDTH, gfx->width,
15616 GDI_HEIGHT, gfx->height,
15617 GDI_TYPE, button_type,
15618 GDI_STATE, GD_BUTTON_UNPRESSED,
15619 GDI_CHECKED, checked,
15620 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15621 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15622 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15623 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15624 GDI_DIRECT_DRAW, FALSE,
15625 GDI_EVENT_MASK, event_mask,
15626 GDI_CALLBACK_ACTION, HandleGameButtons,
15630 Error(ERR_EXIT, "cannot create gadget");
15632 game_gadget[id] = gi;
15636 void FreeGameButtons(void)
15640 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15641 FreeGadget(game_gadget[i]);
15644 static void UnmapGameButtonsAtSamePosition(int id)
15648 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15650 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15651 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15652 UnmapGadget(game_gadget[i]);
15655 static void UnmapGameButtonsAtSamePosition_All(void)
15657 if (setup.show_snapshot_buttons)
15659 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15660 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15661 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15665 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15666 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15667 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15669 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15670 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15671 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15675 static void MapGameButtonsAtSamePosition(int id)
15679 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15681 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15682 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15683 MapGadget(game_gadget[i]);
15685 UnmapGameButtonsAtSamePosition_All();
15688 void MapUndoRedoButtons(void)
15690 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15691 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15693 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15694 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15696 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15699 void UnmapUndoRedoButtons(void)
15701 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15702 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15704 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15705 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15707 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15710 static void MapGameButtonsExt(boolean on_tape)
15714 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15715 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15716 i != GAME_CTRL_ID_UNDO &&
15717 i != GAME_CTRL_ID_REDO)
15718 MapGadget(game_gadget[i]);
15720 UnmapGameButtonsAtSamePosition_All();
15722 RedrawGameButtons();
15725 static void UnmapGameButtonsExt(boolean on_tape)
15729 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15730 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15731 UnmapGadget(game_gadget[i]);
15734 static void RedrawGameButtonsExt(boolean on_tape)
15738 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15739 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15740 RedrawGadget(game_gadget[i]);
15742 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15743 redraw_mask &= ~REDRAW_ALL;
15746 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15751 gi->checked = state;
15754 static void RedrawSoundButtonGadget(int id)
15756 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15757 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15758 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15759 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15760 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15761 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15764 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15765 RedrawGadget(game_gadget[id2]);
15768 void MapGameButtons(void)
15770 MapGameButtonsExt(FALSE);
15773 void UnmapGameButtons(void)
15775 UnmapGameButtonsExt(FALSE);
15778 void RedrawGameButtons(void)
15780 RedrawGameButtonsExt(FALSE);
15783 void MapGameButtonsOnTape(void)
15785 MapGameButtonsExt(TRUE);
15788 void UnmapGameButtonsOnTape(void)
15790 UnmapGameButtonsExt(TRUE);
15793 void RedrawGameButtonsOnTape(void)
15795 RedrawGameButtonsExt(TRUE);
15798 static void GameUndoRedoExt(void)
15800 ClearPlayerAction();
15802 tape.pausing = TRUE;
15805 UpdateAndDisplayGameControlValues();
15807 DrawCompleteVideoDisplay();
15808 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15809 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15810 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15815 static void GameUndo(int steps)
15817 if (!CheckEngineSnapshotList())
15820 LoadEngineSnapshot_Undo(steps);
15825 static void GameRedo(int steps)
15827 if (!CheckEngineSnapshotList())
15830 LoadEngineSnapshot_Redo(steps);
15835 static void HandleGameButtonsExt(int id, int button)
15837 static boolean game_undo_executed = FALSE;
15838 int steps = BUTTON_STEPSIZE(button);
15839 boolean handle_game_buttons =
15840 (game_status == GAME_MODE_PLAYING ||
15841 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15843 if (!handle_game_buttons)
15848 case GAME_CTRL_ID_STOP:
15849 case GAME_CTRL_ID_PANEL_STOP:
15850 if (game_status == GAME_MODE_MAIN)
15856 RequestQuitGame(TRUE);
15860 case GAME_CTRL_ID_PAUSE:
15861 case GAME_CTRL_ID_PAUSE2:
15862 case GAME_CTRL_ID_PANEL_PAUSE:
15863 if (network.enabled && game_status == GAME_MODE_PLAYING)
15866 SendToServer_ContinuePlaying();
15868 SendToServer_PausePlaying();
15871 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15873 game_undo_executed = FALSE;
15877 case GAME_CTRL_ID_PLAY:
15878 case GAME_CTRL_ID_PANEL_PLAY:
15879 if (game_status == GAME_MODE_MAIN)
15881 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15883 else if (tape.pausing)
15885 if (network.enabled)
15886 SendToServer_ContinuePlaying();
15888 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15892 case GAME_CTRL_ID_UNDO:
15893 // Important: When using "save snapshot when collecting an item" mode,
15894 // load last (current) snapshot for first "undo" after pressing "pause"
15895 // (else the last-but-one snapshot would be loaded, because the snapshot
15896 // pointer already points to the last snapshot when pressing "pause",
15897 // which is fine for "every step/move" mode, but not for "every collect")
15898 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15899 !game_undo_executed)
15902 game_undo_executed = TRUE;
15907 case GAME_CTRL_ID_REDO:
15911 case GAME_CTRL_ID_SAVE:
15915 case GAME_CTRL_ID_LOAD:
15919 case SOUND_CTRL_ID_MUSIC:
15920 case SOUND_CTRL_ID_PANEL_MUSIC:
15921 if (setup.sound_music)
15923 setup.sound_music = FALSE;
15927 else if (audio.music_available)
15929 setup.sound = setup.sound_music = TRUE;
15931 SetAudioMode(setup.sound);
15933 if (game_status == GAME_MODE_PLAYING)
15937 RedrawSoundButtonGadget(id);
15941 case SOUND_CTRL_ID_LOOPS:
15942 case SOUND_CTRL_ID_PANEL_LOOPS:
15943 if (setup.sound_loops)
15944 setup.sound_loops = FALSE;
15945 else if (audio.loops_available)
15947 setup.sound = setup.sound_loops = TRUE;
15949 SetAudioMode(setup.sound);
15952 RedrawSoundButtonGadget(id);
15956 case SOUND_CTRL_ID_SIMPLE:
15957 case SOUND_CTRL_ID_PANEL_SIMPLE:
15958 if (setup.sound_simple)
15959 setup.sound_simple = FALSE;
15960 else if (audio.sound_available)
15962 setup.sound = setup.sound_simple = TRUE;
15964 SetAudioMode(setup.sound);
15967 RedrawSoundButtonGadget(id);
15976 static void HandleGameButtons(struct GadgetInfo *gi)
15978 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15981 void HandleSoundButtonKeys(Key key)
15983 if (key == setup.shortcut.sound_simple)
15984 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15985 else if (key == setup.shortcut.sound_loops)
15986 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15987 else if (key == setup.shortcut.sound_music)
15988 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);