1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (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 InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 static void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 static void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 static void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* used instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 static void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2771 static void UpdateGameDoorValues(void)
2773 UpdateGameControlValues();
2777 void DrawGameDoorValues(void)
2779 DisplayGameControlValues();
2784 =============================================================================
2786 -----------------------------------------------------------------------------
2787 initialize game engine due to level / tape version number
2788 =============================================================================
2791 static void InitGameEngine(void)
2793 int i, j, k, l, x, y;
2795 /* set game engine from tape file when re-playing, else from level file */
2796 game.engine_version = (tape.playing ? tape.engine_version :
2797 level.game_version);
2799 /* set single or multi-player game mode (needed for re-playing tapes) */
2800 game.team_mode = setup.team_mode;
2804 int num_players = 0;
2806 for (i = 0; i < MAX_PLAYERS; i++)
2807 if (tape.player_participates[i])
2810 /* multi-player tapes contain input data for more than one player */
2811 game.team_mode = (num_players > 1);
2814 /* ---------------------------------------------------------------------- */
2815 /* set flags for bugs and changes according to active game engine version */
2816 /* ---------------------------------------------------------------------- */
2819 Summary of bugfix/change:
2820 Fixed handling for custom elements that change when pushed by the player.
2822 Fixed/changed in version:
2826 Before 3.1.0, custom elements that "change when pushing" changed directly
2827 after the player started pushing them (until then handled in "DigField()").
2828 Since 3.1.0, these custom elements are not changed until the "pushing"
2829 move of the element is finished (now handled in "ContinueMoving()").
2831 Affected levels/tapes:
2832 The first condition is generally needed for all levels/tapes before version
2833 3.1.0, which might use the old behaviour before it was changed; known tapes
2834 that are affected are some tapes from the level set "Walpurgis Gardens" by
2836 The second condition is an exception from the above case and is needed for
2837 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2838 above (including some development versions of 3.1.0), but before it was
2839 known that this change would break tapes like the above and was fixed in
2840 3.1.1, so that the changed behaviour was active although the engine version
2841 while recording maybe was before 3.1.0. There is at least one tape that is
2842 affected by this exception, which is the tape for the one-level set "Bug
2843 Machine" by Juergen Bonhagen.
2846 game.use_change_when_pushing_bug =
2847 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2849 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2850 tape.game_version < VERSION_IDENT(3,1,1,0)));
2853 Summary of bugfix/change:
2854 Fixed handling for blocking the field the player leaves when moving.
2856 Fixed/changed in version:
2860 Before 3.1.1, when "block last field when moving" was enabled, the field
2861 the player is leaving when moving was blocked for the time of the move,
2862 and was directly unblocked afterwards. This resulted in the last field
2863 being blocked for exactly one less than the number of frames of one player
2864 move. Additionally, even when blocking was disabled, the last field was
2865 blocked for exactly one frame.
2866 Since 3.1.1, due to changes in player movement handling, the last field
2867 is not blocked at all when blocking is disabled. When blocking is enabled,
2868 the last field is blocked for exactly the number of frames of one player
2869 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2870 last field is blocked for exactly one more than the number of frames of
2873 Affected levels/tapes:
2874 (!!! yet to be determined -- probably many !!!)
2877 game.use_block_last_field_bug =
2878 (game.engine_version < VERSION_IDENT(3,1,1,0));
2880 game_em.use_single_button =
2881 (game.engine_version > VERSION_IDENT(4,0,0,2));
2883 game_em.use_snap_key_bug =
2884 (game.engine_version < VERSION_IDENT(4,0,1,0));
2886 /* ---------------------------------------------------------------------- */
2888 /* set maximal allowed number of custom element changes per game frame */
2889 game.max_num_changes_per_frame = 1;
2891 /* default scan direction: scan playfield from top/left to bottom/right */
2892 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2894 /* dynamically adjust element properties according to game engine version */
2895 InitElementPropertiesEngine(game.engine_version);
2898 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2899 printf(" tape version == %06d [%s] [file: %06d]\n",
2900 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2902 printf(" => game.engine_version == %06d\n", game.engine_version);
2905 /* ---------- initialize player's initial move delay --------------------- */
2907 /* dynamically adjust player properties according to level information */
2908 for (i = 0; i < MAX_PLAYERS; i++)
2909 game.initial_move_delay_value[i] =
2910 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2912 /* dynamically adjust player properties according to game engine version */
2913 for (i = 0; i < MAX_PLAYERS; i++)
2914 game.initial_move_delay[i] =
2915 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2916 game.initial_move_delay_value[i] : 0);
2918 /* ---------- initialize player's initial push delay --------------------- */
2920 /* dynamically adjust player properties according to game engine version */
2921 game.initial_push_delay_value =
2922 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2924 /* ---------- initialize changing elements ------------------------------- */
2926 /* initialize changing elements information */
2927 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2929 struct ElementInfo *ei = &element_info[i];
2931 /* this pointer might have been changed in the level editor */
2932 ei->change = &ei->change_page[0];
2934 if (!IS_CUSTOM_ELEMENT(i))
2936 ei->change->target_element = EL_EMPTY_SPACE;
2937 ei->change->delay_fixed = 0;
2938 ei->change->delay_random = 0;
2939 ei->change->delay_frames = 1;
2942 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2944 ei->has_change_event[j] = FALSE;
2946 ei->event_page_nr[j] = 0;
2947 ei->event_page[j] = &ei->change_page[0];
2951 /* add changing elements from pre-defined list */
2952 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2954 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2955 struct ElementInfo *ei = &element_info[ch_delay->element];
2957 ei->change->target_element = ch_delay->target_element;
2958 ei->change->delay_fixed = ch_delay->change_delay;
2960 ei->change->pre_change_function = ch_delay->pre_change_function;
2961 ei->change->change_function = ch_delay->change_function;
2962 ei->change->post_change_function = ch_delay->post_change_function;
2964 ei->change->can_change = TRUE;
2965 ei->change->can_change_or_has_action = TRUE;
2967 ei->has_change_event[CE_DELAY] = TRUE;
2969 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2970 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2973 /* ---------- initialize internal run-time variables --------------------- */
2975 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2977 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2979 for (j = 0; j < ei->num_change_pages; j++)
2981 ei->change_page[j].can_change_or_has_action =
2982 (ei->change_page[j].can_change |
2983 ei->change_page[j].has_action);
2987 /* add change events from custom element configuration */
2988 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2990 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2992 for (j = 0; j < ei->num_change_pages; j++)
2994 if (!ei->change_page[j].can_change_or_has_action)
2997 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2999 /* only add event page for the first page found with this event */
3000 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3002 ei->has_change_event[k] = TRUE;
3004 ei->event_page_nr[k] = j;
3005 ei->event_page[k] = &ei->change_page[j];
3011 /* ---------- initialize reference elements in change conditions --------- */
3013 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3015 int element = EL_CUSTOM_START + i;
3016 struct ElementInfo *ei = &element_info[element];
3018 for (j = 0; j < ei->num_change_pages; j++)
3020 int trigger_element = ei->change_page[j].initial_trigger_element;
3022 if (trigger_element >= EL_PREV_CE_8 &&
3023 trigger_element <= EL_NEXT_CE_8)
3024 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3026 ei->change_page[j].trigger_element = trigger_element;
3030 /* ---------- initialize run-time trigger player and element ------------- */
3032 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3034 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3036 for (j = 0; j < ei->num_change_pages; j++)
3038 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3039 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3040 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3041 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3042 ei->change_page[j].actual_trigger_ce_value = 0;
3043 ei->change_page[j].actual_trigger_ce_score = 0;
3047 /* ---------- initialize trigger events ---------------------------------- */
3049 /* initialize trigger events information */
3050 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3051 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3052 trigger_events[i][j] = FALSE;
3054 /* add trigger events from element change event properties */
3055 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3057 struct ElementInfo *ei = &element_info[i];
3059 for (j = 0; j < ei->num_change_pages; j++)
3061 if (!ei->change_page[j].can_change_or_has_action)
3064 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3066 int trigger_element = ei->change_page[j].trigger_element;
3068 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3070 if (ei->change_page[j].has_event[k])
3072 if (IS_GROUP_ELEMENT(trigger_element))
3074 struct ElementGroupInfo *group =
3075 element_info[trigger_element].group;
3077 for (l = 0; l < group->num_elements_resolved; l++)
3078 trigger_events[group->element_resolved[l]][k] = TRUE;
3080 else if (trigger_element == EL_ANY_ELEMENT)
3081 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3082 trigger_events[l][k] = TRUE;
3084 trigger_events[trigger_element][k] = TRUE;
3091 /* ---------- initialize push delay -------------------------------------- */
3093 /* initialize push delay values to default */
3094 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3096 if (!IS_CUSTOM_ELEMENT(i))
3098 /* set default push delay values (corrected since version 3.0.7-1) */
3099 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3101 element_info[i].push_delay_fixed = 2;
3102 element_info[i].push_delay_random = 8;
3106 element_info[i].push_delay_fixed = 8;
3107 element_info[i].push_delay_random = 8;
3112 /* set push delay value for certain elements from pre-defined list */
3113 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3115 int e = push_delay_list[i].element;
3117 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3118 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3121 /* set push delay value for Supaplex elements for newer engine versions */
3122 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3124 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3126 if (IS_SP_ELEMENT(i))
3128 /* set SP push delay to just enough to push under a falling zonk */
3129 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3131 element_info[i].push_delay_fixed = delay;
3132 element_info[i].push_delay_random = 0;
3137 /* ---------- initialize move stepsize ----------------------------------- */
3139 /* initialize move stepsize values to default */
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3141 if (!IS_CUSTOM_ELEMENT(i))
3142 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3144 /* set move stepsize value for certain elements from pre-defined list */
3145 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3147 int e = move_stepsize_list[i].element;
3149 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3152 /* ---------- initialize collect score ----------------------------------- */
3154 /* initialize collect score values for custom elements from initial value */
3155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3156 if (IS_CUSTOM_ELEMENT(i))
3157 element_info[i].collect_score = element_info[i].collect_score_initial;
3159 /* ---------- initialize collect count ----------------------------------- */
3161 /* initialize collect count values for non-custom elements */
3162 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3163 if (!IS_CUSTOM_ELEMENT(i))
3164 element_info[i].collect_count_initial = 0;
3166 /* add collect count values for all elements from pre-defined list */
3167 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3168 element_info[collect_count_list[i].element].collect_count_initial =
3169 collect_count_list[i].count;
3171 /* ---------- initialize access direction -------------------------------- */
3173 /* initialize access direction values to default (access from every side) */
3174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175 if (!IS_CUSTOM_ELEMENT(i))
3176 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3178 /* set access direction value for certain elements from pre-defined list */
3179 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3180 element_info[access_direction_list[i].element].access_direction =
3181 access_direction_list[i].direction;
3183 /* ---------- initialize explosion content ------------------------------- */
3184 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3186 if (IS_CUSTOM_ELEMENT(i))
3189 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3191 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3193 element_info[i].content.e[x][y] =
3194 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3195 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3196 i == EL_PLAYER_3 ? EL_EMERALD :
3197 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3198 i == EL_MOLE ? EL_EMERALD_RED :
3199 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3200 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3201 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3202 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3203 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3204 i == EL_WALL_EMERALD ? EL_EMERALD :
3205 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3206 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3207 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3208 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3209 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3210 i == EL_WALL_PEARL ? EL_PEARL :
3211 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3216 /* ---------- initialize recursion detection ------------------------------ */
3217 recursion_loop_depth = 0;
3218 recursion_loop_detected = FALSE;
3219 recursion_loop_element = EL_UNDEFINED;
3221 /* ---------- initialize graphics engine ---------------------------------- */
3222 game.scroll_delay_value =
3223 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3224 setup.scroll_delay ? setup.scroll_delay_value : 0);
3225 game.scroll_delay_value =
3226 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3228 /* ---------- initialize game engine snapshots ---------------------------- */
3229 for (i = 0; i < MAX_PLAYERS; i++)
3230 game.snapshot.last_action[i] = 0;
3231 game.snapshot.changed_action = FALSE;
3232 game.snapshot.collected_item = FALSE;
3233 game.snapshot.mode =
3234 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3235 SNAPSHOT_MODE_EVERY_STEP :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3237 SNAPSHOT_MODE_EVERY_MOVE :
3238 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3239 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3240 game.snapshot.save_snapshot = FALSE;
3242 /* ---------- initialize level time for Supaplex engine ------------------- */
3243 /* Supaplex levels with time limit currently unsupported -- should be added */
3244 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3248 static int get_num_special_action(int element, int action_first,
3251 int num_special_action = 0;
3254 for (i = action_first; i <= action_last; i++)
3256 boolean found = FALSE;
3258 for (j = 0; j < NUM_DIRECTIONS; j++)
3259 if (el_act_dir2img(element, i, j) !=
3260 el_act_dir2img(element, ACTION_DEFAULT, j))
3264 num_special_action++;
3269 return num_special_action;
3274 =============================================================================
3276 -----------------------------------------------------------------------------
3277 initialize and start new game
3278 =============================================================================
3281 #if DEBUG_INIT_PLAYER
3282 static void DebugPrintPlayerStatus(char *message)
3289 printf("%s:\n", message);
3291 for (i = 0; i < MAX_PLAYERS; i++)
3293 struct PlayerInfo *player = &stored_player[i];
3295 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3299 player->connected_locally,
3300 player->connected_network,
3303 if (local_player == player)
3304 printf(" (local player)");
3313 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3314 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3315 int fade_mask = REDRAW_FIELD;
3317 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3318 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3319 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3320 int initial_move_dir = MV_DOWN;
3323 // required here to update video display before fading (FIX THIS)
3324 DrawMaskedBorder(REDRAW_DOOR_2);
3326 if (!game.restart_level)
3327 CloseDoor(DOOR_CLOSE_1);
3329 SetGameStatus(GAME_MODE_PLAYING);
3331 if (level_editor_test_game)
3332 FadeSkipNextFadeIn();
3334 FadeSetEnterScreen();
3336 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3337 fade_mask = REDRAW_ALL;
3339 FadeLevelSoundsAndMusic();
3341 ExpireSoundLoops(TRUE);
3345 /* needed if different viewport properties defined for playing */
3346 ChangeViewportPropertiesIfNeeded();
3350 DrawCompleteVideoDisplay();
3352 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3355 InitGameControlValues();
3357 /* don't play tapes over network */
3358 network_playing = (network.enabled && !tape.playing);
3360 for (i = 0; i < MAX_PLAYERS; i++)
3362 struct PlayerInfo *player = &stored_player[i];
3364 player->index_nr = i;
3365 player->index_bit = (1 << i);
3366 player->element_nr = EL_PLAYER_1 + i;
3368 player->present = FALSE;
3369 player->active = FALSE;
3370 player->mapped = FALSE;
3372 player->killed = FALSE;
3373 player->reanimated = FALSE;
3376 player->effective_action = 0;
3377 player->programmed_action = 0;
3379 player->mouse_action.lx = 0;
3380 player->mouse_action.ly = 0;
3381 player->mouse_action.button = 0;
3382 player->mouse_action.button_hint = 0;
3384 player->effective_mouse_action.lx = 0;
3385 player->effective_mouse_action.ly = 0;
3386 player->effective_mouse_action.button = 0;
3387 player->effective_mouse_action.button_hint = 0;
3390 player->score_final = 0;
3392 player->health = MAX_HEALTH;
3393 player->health_final = MAX_HEALTH;
3395 player->gems_still_needed = level.gems_needed;
3396 player->sokobanfields_still_needed = 0;
3397 player->lights_still_needed = 0;
3398 player->players_still_needed = 0;
3399 player->friends_still_needed = 0;
3401 for (j = 0; j < MAX_NUM_KEYS; j++)
3402 player->key[j] = FALSE;
3404 player->num_white_keys = 0;
3406 player->dynabomb_count = 0;
3407 player->dynabomb_size = 1;
3408 player->dynabombs_left = 0;
3409 player->dynabomb_xl = FALSE;
3411 player->MovDir = initial_move_dir;
3414 player->GfxDir = initial_move_dir;
3415 player->GfxAction = ACTION_DEFAULT;
3417 player->StepFrame = 0;
3419 player->initial_element = player->element_nr;
3420 player->artwork_element =
3421 (level.use_artwork_element[i] ? level.artwork_element[i] :
3422 player->element_nr);
3423 player->use_murphy = FALSE;
3425 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3426 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3428 player->gravity = level.initial_player_gravity[i];
3430 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3432 player->actual_frame_counter = 0;
3434 player->step_counter = 0;
3436 player->last_move_dir = initial_move_dir;
3438 player->is_active = FALSE;
3440 player->is_waiting = FALSE;
3441 player->is_moving = FALSE;
3442 player->is_auto_moving = FALSE;
3443 player->is_digging = FALSE;
3444 player->is_snapping = FALSE;
3445 player->is_collecting = FALSE;
3446 player->is_pushing = FALSE;
3447 player->is_switching = FALSE;
3448 player->is_dropping = FALSE;
3449 player->is_dropping_pressed = FALSE;
3451 player->is_bored = FALSE;
3452 player->is_sleeping = FALSE;
3454 player->was_waiting = TRUE;
3455 player->was_moving = FALSE;
3456 player->was_snapping = FALSE;
3457 player->was_dropping = FALSE;
3459 player->force_dropping = FALSE;
3461 player->frame_counter_bored = -1;
3462 player->frame_counter_sleeping = -1;
3464 player->anim_delay_counter = 0;
3465 player->post_delay_counter = 0;
3467 player->dir_waiting = initial_move_dir;
3468 player->action_waiting = ACTION_DEFAULT;
3469 player->last_action_waiting = ACTION_DEFAULT;
3470 player->special_action_bored = ACTION_DEFAULT;
3471 player->special_action_sleeping = ACTION_DEFAULT;
3473 player->switch_x = -1;
3474 player->switch_y = -1;
3476 player->drop_x = -1;
3477 player->drop_y = -1;
3479 player->show_envelope = 0;
3481 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3483 player->push_delay = -1; /* initialized when pushing starts */
3484 player->push_delay_value = game.initial_push_delay_value;
3486 player->drop_delay = 0;
3487 player->drop_pressed_delay = 0;
3489 player->last_jx = -1;
3490 player->last_jy = -1;
3494 player->shield_normal_time_left = 0;
3495 player->shield_deadly_time_left = 0;
3497 player->inventory_infinite_element = EL_UNDEFINED;
3498 player->inventory_size = 0;
3500 if (level.use_initial_inventory[i])
3502 for (j = 0; j < level.initial_inventory_size[i]; j++)
3504 int element = level.initial_inventory_content[i][j];
3505 int collect_count = element_info[element].collect_count_initial;
3508 if (!IS_CUSTOM_ELEMENT(element))
3511 if (collect_count == 0)
3512 player->inventory_infinite_element = element;
3514 for (k = 0; k < collect_count; k++)
3515 if (player->inventory_size < MAX_INVENTORY_SIZE)
3516 player->inventory_element[player->inventory_size++] = element;
3520 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3521 SnapField(player, 0, 0);
3523 player->LevelSolved = FALSE;
3524 player->GameOver = FALSE;
3526 player->LevelSolved_GameWon = FALSE;
3527 player->LevelSolved_GameEnd = FALSE;
3528 player->LevelSolved_SaveTape = FALSE;
3529 player->LevelSolved_SaveScore = FALSE;
3531 player->LevelSolved_CountingTime = 0;
3532 player->LevelSolved_CountingScore = 0;
3533 player->LevelSolved_CountingHealth = 0;
3535 map_player_action[i] = i;
3538 network_player_action_received = FALSE;
3540 /* initial null action */
3541 if (network_playing)
3542 SendToServer_MovePlayer(MV_NONE);
3550 TimeLeft = level.time;
3553 ScreenMovDir = MV_NONE;
3557 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3559 AllPlayersGone = FALSE;
3561 game.panel.active = TRUE;
3563 game.no_time_limit = (level.time == 0);
3565 game.yamyam_content_nr = 0;
3566 game.robot_wheel_active = FALSE;
3567 game.magic_wall_active = FALSE;
3568 game.magic_wall_time_left = 0;
3569 game.light_time_left = 0;
3570 game.timegate_time_left = 0;
3571 game.switchgate_pos = 0;
3572 game.wind_direction = level.wind_direction_initial;
3574 game.lenses_time_left = 0;
3575 game.magnify_time_left = 0;
3577 game.ball_state = level.ball_state_initial;
3578 game.ball_content_nr = 0;
3580 game.explosions_delayed = TRUE;
3582 game.envelope_active = FALSE;
3584 for (i = 0; i < NUM_BELTS; i++)
3586 game.belt_dir[i] = MV_NONE;
3587 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3590 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3591 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3593 #if DEBUG_INIT_PLAYER
3594 DebugPrintPlayerStatus("Player status at level initialization");
3597 SCAN_PLAYFIELD(x, y)
3599 Feld[x][y] = Last[x][y] = level.field[x][y];
3600 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3601 ChangeDelay[x][y] = 0;
3602 ChangePage[x][y] = -1;
3603 CustomValue[x][y] = 0; /* initialized in InitField() */
3604 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3606 WasJustMoving[x][y] = 0;
3607 WasJustFalling[x][y] = 0;
3608 CheckCollision[x][y] = 0;
3609 CheckImpact[x][y] = 0;
3611 Pushed[x][y] = FALSE;
3613 ChangeCount[x][y] = 0;
3614 ChangeEvent[x][y] = -1;
3616 ExplodePhase[x][y] = 0;
3617 ExplodeDelay[x][y] = 0;
3618 ExplodeField[x][y] = EX_TYPE_NONE;
3620 RunnerVisit[x][y] = 0;
3621 PlayerVisit[x][y] = 0;
3624 GfxRandom[x][y] = INIT_GFX_RANDOM();
3625 GfxElement[x][y] = EL_UNDEFINED;
3626 GfxAction[x][y] = ACTION_DEFAULT;
3627 GfxDir[x][y] = MV_NONE;
3628 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3631 SCAN_PLAYFIELD(x, y)
3633 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3635 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3637 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3640 InitField(x, y, TRUE);
3642 ResetGfxAnimation(x, y);
3647 for (i = 0; i < MAX_PLAYERS; i++)
3649 struct PlayerInfo *player = &stored_player[i];
3651 /* set number of special actions for bored and sleeping animation */
3652 player->num_special_action_bored =
3653 get_num_special_action(player->artwork_element,
3654 ACTION_BORING_1, ACTION_BORING_LAST);
3655 player->num_special_action_sleeping =
3656 get_num_special_action(player->artwork_element,
3657 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3660 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3661 emulate_sb ? EMU_SOKOBAN :
3662 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3664 /* initialize type of slippery elements */
3665 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3667 if (!IS_CUSTOM_ELEMENT(i))
3669 /* default: elements slip down either to the left or right randomly */
3670 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3672 /* SP style elements prefer to slip down on the left side */
3673 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3674 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3676 /* BD style elements prefer to slip down on the left side */
3677 if (game.emulation == EMU_BOULDERDASH)
3678 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3682 /* initialize explosion and ignition delay */
3683 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3685 if (!IS_CUSTOM_ELEMENT(i))
3688 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3689 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3690 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3691 int last_phase = (num_phase + 1) * delay;
3692 int half_phase = (num_phase / 2) * delay;
3694 element_info[i].explosion_delay = last_phase - 1;
3695 element_info[i].ignition_delay = half_phase;
3697 if (i == EL_BLACK_ORB)
3698 element_info[i].ignition_delay = 1;
3702 /* correct non-moving belts to start moving left */
3703 for (i = 0; i < NUM_BELTS; i++)
3704 if (game.belt_dir[i] == MV_NONE)
3705 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3707 #if USE_NEW_PLAYER_ASSIGNMENTS
3708 for (i = 0; i < MAX_PLAYERS; i++)
3710 stored_player[i].connected = FALSE;
3712 /* in network game mode, the local player might not be the first player */
3713 if (stored_player[i].connected_locally)
3714 local_player = &stored_player[i];
3717 if (!network.enabled)
3718 local_player->connected = TRUE;
3722 for (i = 0; i < MAX_PLAYERS; i++)
3723 stored_player[i].connected = tape.player_participates[i];
3725 else if (network.enabled)
3727 /* add team mode players connected over the network (needed for correct
3728 assignment of player figures from level to locally playing players) */
3730 for (i = 0; i < MAX_PLAYERS; i++)
3731 if (stored_player[i].connected_network)
3732 stored_player[i].connected = TRUE;
3734 else if (game.team_mode)
3736 /* try to guess locally connected team mode players (needed for correct
3737 assignment of player figures from level to locally playing players) */
3739 for (i = 0; i < MAX_PLAYERS; i++)
3740 if (setup.input[i].use_joystick ||
3741 setup.input[i].key.left != KSYM_UNDEFINED)
3742 stored_player[i].connected = TRUE;
3745 #if DEBUG_INIT_PLAYER
3746 DebugPrintPlayerStatus("Player status after level initialization");
3749 #if DEBUG_INIT_PLAYER
3751 printf("Reassigning players ...\n");
3754 /* check if any connected player was not found in playfield */
3755 for (i = 0; i < MAX_PLAYERS; i++)
3757 struct PlayerInfo *player = &stored_player[i];
3759 if (player->connected && !player->present)
3761 struct PlayerInfo *field_player = NULL;
3763 #if DEBUG_INIT_PLAYER
3765 printf("- looking for field player for player %d ...\n", i + 1);
3768 /* assign first free player found that is present in the playfield */
3770 /* first try: look for unmapped playfield player that is not connected */
3771 for (j = 0; j < MAX_PLAYERS; j++)
3772 if (field_player == NULL &&
3773 stored_player[j].present &&
3774 !stored_player[j].mapped &&
3775 !stored_player[j].connected)
3776 field_player = &stored_player[j];
3778 /* second try: look for *any* unmapped playfield player */
3779 for (j = 0; j < MAX_PLAYERS; j++)
3780 if (field_player == NULL &&
3781 stored_player[j].present &&
3782 !stored_player[j].mapped)
3783 field_player = &stored_player[j];
3785 if (field_player != NULL)
3787 int jx = field_player->jx, jy = field_player->jy;
3789 #if DEBUG_INIT_PLAYER
3791 printf("- found player %d\n", field_player->index_nr + 1);
3794 player->present = FALSE;
3795 player->active = FALSE;
3797 field_player->present = TRUE;
3798 field_player->active = TRUE;
3801 player->initial_element = field_player->initial_element;
3802 player->artwork_element = field_player->artwork_element;
3804 player->block_last_field = field_player->block_last_field;
3805 player->block_delay_adjustment = field_player->block_delay_adjustment;
3808 StorePlayer[jx][jy] = field_player->element_nr;
3810 field_player->jx = field_player->last_jx = jx;
3811 field_player->jy = field_player->last_jy = jy;
3813 if (local_player == player)
3814 local_player = field_player;
3816 map_player_action[field_player->index_nr] = i;
3818 field_player->mapped = TRUE;
3820 #if DEBUG_INIT_PLAYER
3822 printf("- map_player_action[%d] == %d\n",
3823 field_player->index_nr + 1, i + 1);
3828 if (player->connected && player->present)
3829 player->mapped = TRUE;
3832 #if DEBUG_INIT_PLAYER
3833 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3838 /* check if any connected player was not found in playfield */
3839 for (i = 0; i < MAX_PLAYERS; i++)
3841 struct PlayerInfo *player = &stored_player[i];
3843 if (player->connected && !player->present)
3845 for (j = 0; j < MAX_PLAYERS; j++)
3847 struct PlayerInfo *field_player = &stored_player[j];
3848 int jx = field_player->jx, jy = field_player->jy;
3850 /* assign first free player found that is present in the playfield */
3851 if (field_player->present && !field_player->connected)
3853 player->present = TRUE;
3854 player->active = TRUE;
3856 field_player->present = FALSE;
3857 field_player->active = FALSE;
3859 player->initial_element = field_player->initial_element;
3860 player->artwork_element = field_player->artwork_element;
3862 player->block_last_field = field_player->block_last_field;
3863 player->block_delay_adjustment = field_player->block_delay_adjustment;
3865 StorePlayer[jx][jy] = player->element_nr;
3867 player->jx = player->last_jx = jx;
3868 player->jy = player->last_jy = jy;
3878 printf("::: local_player->present == %d\n", local_player->present);
3881 /* set focus to local player for network games, else to all players */
3882 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3883 game.centered_player_nr_next = game.centered_player_nr;
3884 game.set_centered_player = FALSE;
3886 if (network_playing && tape.recording)
3888 /* store client dependent player focus when recording network games */
3889 tape.centered_player_nr_next = game.centered_player_nr_next;
3890 tape.set_centered_player = TRUE;
3895 /* when playing a tape, eliminate all players who do not participate */
3897 #if USE_NEW_PLAYER_ASSIGNMENTS
3899 if (!game.team_mode)
3901 for (i = 0; i < MAX_PLAYERS; i++)
3903 if (stored_player[i].active &&
3904 !tape.player_participates[map_player_action[i]])
3906 struct PlayerInfo *player = &stored_player[i];
3907 int jx = player->jx, jy = player->jy;
3909 #if DEBUG_INIT_PLAYER
3911 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3914 player->active = FALSE;
3915 StorePlayer[jx][jy] = 0;
3916 Feld[jx][jy] = EL_EMPTY;
3923 for (i = 0; i < MAX_PLAYERS; i++)
3925 if (stored_player[i].active &&
3926 !tape.player_participates[i])
3928 struct PlayerInfo *player = &stored_player[i];
3929 int jx = player->jx, jy = player->jy;
3931 player->active = FALSE;
3932 StorePlayer[jx][jy] = 0;
3933 Feld[jx][jy] = EL_EMPTY;
3938 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3940 /* when in single player mode, eliminate all but the local player */
3942 for (i = 0; i < MAX_PLAYERS; i++)
3944 struct PlayerInfo *player = &stored_player[i];
3946 if (player->active && player != local_player)
3948 int jx = player->jx, jy = player->jy;
3950 player->active = FALSE;
3951 player->present = FALSE;
3953 StorePlayer[jx][jy] = 0;
3954 Feld[jx][jy] = EL_EMPTY;
3959 for (i = 0; i < MAX_PLAYERS; i++)
3960 if (stored_player[i].active)
3961 local_player->players_still_needed++;
3963 if (level.solved_by_one_player)
3964 local_player->players_still_needed = 1;
3966 /* when recording the game, store which players take part in the game */
3969 #if USE_NEW_PLAYER_ASSIGNMENTS
3970 for (i = 0; i < MAX_PLAYERS; i++)
3971 if (stored_player[i].connected)
3972 tape.player_participates[i] = TRUE;
3974 for (i = 0; i < MAX_PLAYERS; i++)
3975 if (stored_player[i].active)
3976 tape.player_participates[i] = TRUE;
3980 #if DEBUG_INIT_PLAYER
3981 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3984 if (BorderElement == EL_EMPTY)
3987 SBX_Right = lev_fieldx - SCR_FIELDX;
3989 SBY_Lower = lev_fieldy - SCR_FIELDY;
3994 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3996 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3999 if (full_lev_fieldx <= SCR_FIELDX)
4000 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4001 if (full_lev_fieldy <= SCR_FIELDY)
4002 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4004 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4006 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4009 /* if local player not found, look for custom element that might create
4010 the player (make some assumptions about the right custom element) */
4011 if (!local_player->present)
4013 int start_x = 0, start_y = 0;
4014 int found_rating = 0;
4015 int found_element = EL_UNDEFINED;
4016 int player_nr = local_player->index_nr;
4018 SCAN_PLAYFIELD(x, y)
4020 int element = Feld[x][y];
4025 if (level.use_start_element[player_nr] &&
4026 level.start_element[player_nr] == element &&
4033 found_element = element;
4036 if (!IS_CUSTOM_ELEMENT(element))
4039 if (CAN_CHANGE(element))
4041 for (i = 0; i < element_info[element].num_change_pages; i++)
4043 /* check for player created from custom element as single target */
4044 content = element_info[element].change_page[i].target_element;
4045 is_player = ELEM_IS_PLAYER(content);
4047 if (is_player && (found_rating < 3 ||
4048 (found_rating == 3 && element < found_element)))
4054 found_element = element;
4059 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4061 /* check for player created from custom element as explosion content */
4062 content = element_info[element].content.e[xx][yy];
4063 is_player = ELEM_IS_PLAYER(content);
4065 if (is_player && (found_rating < 2 ||
4066 (found_rating == 2 && element < found_element)))
4068 start_x = x + xx - 1;
4069 start_y = y + yy - 1;
4072 found_element = element;
4075 if (!CAN_CHANGE(element))
4078 for (i = 0; i < element_info[element].num_change_pages; i++)
4080 /* check for player created from custom element as extended target */
4082 element_info[element].change_page[i].target_content.e[xx][yy];
4084 is_player = ELEM_IS_PLAYER(content);
4086 if (is_player && (found_rating < 1 ||
4087 (found_rating == 1 && element < found_element)))
4089 start_x = x + xx - 1;
4090 start_y = y + yy - 1;
4093 found_element = element;
4099 scroll_x = SCROLL_POSITION_X(start_x);
4100 scroll_y = SCROLL_POSITION_Y(start_y);
4104 scroll_x = SCROLL_POSITION_X(local_player->jx);
4105 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4108 /* !!! FIX THIS (START) !!! */
4109 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4111 InitGameEngine_EM();
4113 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4115 InitGameEngine_SP();
4117 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4119 InitGameEngine_MM();
4123 DrawLevel(REDRAW_FIELD);
4126 /* after drawing the level, correct some elements */
4127 if (game.timegate_time_left == 0)
4128 CloseAllOpenTimegates();
4131 /* blit playfield from scroll buffer to normal back buffer for fading in */
4132 BlitScreenToBitmap(backbuffer);
4133 /* !!! FIX THIS (END) !!! */
4135 DrawMaskedBorder(fade_mask);
4140 // full screen redraw is required at this point in the following cases:
4141 // - special editor door undrawn when game was started from level editor
4142 // - drawing area (playfield) was changed and has to be removed completely
4143 redraw_mask = REDRAW_ALL;
4147 if (!game.restart_level)
4149 /* copy default game door content to main double buffer */
4151 /* !!! CHECK AGAIN !!! */
4152 SetPanelBackground();
4153 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4154 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4157 SetPanelBackground();
4158 SetDrawBackgroundMask(REDRAW_DOOR_1);
4160 UpdateAndDisplayGameControlValues();
4162 if (!game.restart_level)
4168 CreateGameButtons();
4173 /* copy actual game door content to door double buffer for OpenDoor() */
4174 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4176 OpenDoor(DOOR_OPEN_ALL);
4178 KeyboardAutoRepeatOffUnlessAutoplay();
4180 #if DEBUG_INIT_PLAYER
4181 DebugPrintPlayerStatus("Player status (final)");
4190 if (!game.restart_level && !tape.playing)
4192 LevelStats_incPlayed(level_nr);
4194 SaveLevelSetup_SeriesInfo();
4197 game.restart_level = FALSE;
4198 game.restart_game_message = NULL;
4199 game.request_active = FALSE;
4201 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4202 InitGameActions_MM();
4204 SaveEngineSnapshotToListInitial();
4206 if (!game.restart_level)
4208 PlaySound(SND_GAME_STARTING);
4210 if (setup.sound_music)
4215 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4216 int actual_player_x, int actual_player_y)
4218 /* this is used for non-R'n'D game engines to update certain engine values */
4220 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4222 actual_player_x = correctLevelPosX_EM(actual_player_x);
4223 actual_player_y = correctLevelPosY_EM(actual_player_y);
4226 /* needed to determine if sounds are played within the visible screen area */
4227 scroll_x = actual_scroll_x;
4228 scroll_y = actual_scroll_y;
4230 /* needed to get player position for "follow finger" playing input method */
4231 local_player->jx = actual_player_x;
4232 local_player->jy = actual_player_y;
4235 void InitMovDir(int x, int y)
4237 int i, element = Feld[x][y];
4238 static int xy[4][2] =
4245 static int direction[3][4] =
4247 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4248 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4249 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4258 Feld[x][y] = EL_BUG;
4259 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4262 case EL_SPACESHIP_RIGHT:
4263 case EL_SPACESHIP_UP:
4264 case EL_SPACESHIP_LEFT:
4265 case EL_SPACESHIP_DOWN:
4266 Feld[x][y] = EL_SPACESHIP;
4267 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4270 case EL_BD_BUTTERFLY_RIGHT:
4271 case EL_BD_BUTTERFLY_UP:
4272 case EL_BD_BUTTERFLY_LEFT:
4273 case EL_BD_BUTTERFLY_DOWN:
4274 Feld[x][y] = EL_BD_BUTTERFLY;
4275 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4278 case EL_BD_FIREFLY_RIGHT:
4279 case EL_BD_FIREFLY_UP:
4280 case EL_BD_FIREFLY_LEFT:
4281 case EL_BD_FIREFLY_DOWN:
4282 Feld[x][y] = EL_BD_FIREFLY;
4283 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4286 case EL_PACMAN_RIGHT:
4288 case EL_PACMAN_LEFT:
4289 case EL_PACMAN_DOWN:
4290 Feld[x][y] = EL_PACMAN;
4291 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4294 case EL_YAMYAM_LEFT:
4295 case EL_YAMYAM_RIGHT:
4297 case EL_YAMYAM_DOWN:
4298 Feld[x][y] = EL_YAMYAM;
4299 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4302 case EL_SP_SNIKSNAK:
4303 MovDir[x][y] = MV_UP;
4306 case EL_SP_ELECTRON:
4307 MovDir[x][y] = MV_LEFT;
4314 Feld[x][y] = EL_MOLE;
4315 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4319 if (IS_CUSTOM_ELEMENT(element))
4321 struct ElementInfo *ei = &element_info[element];
4322 int move_direction_initial = ei->move_direction_initial;
4323 int move_pattern = ei->move_pattern;
4325 if (move_direction_initial == MV_START_PREVIOUS)
4327 if (MovDir[x][y] != MV_NONE)
4330 move_direction_initial = MV_START_AUTOMATIC;
4333 if (move_direction_initial == MV_START_RANDOM)
4334 MovDir[x][y] = 1 << RND(4);
4335 else if (move_direction_initial & MV_ANY_DIRECTION)
4336 MovDir[x][y] = move_direction_initial;
4337 else if (move_pattern == MV_ALL_DIRECTIONS ||
4338 move_pattern == MV_TURNING_LEFT ||
4339 move_pattern == MV_TURNING_RIGHT ||
4340 move_pattern == MV_TURNING_LEFT_RIGHT ||
4341 move_pattern == MV_TURNING_RIGHT_LEFT ||
4342 move_pattern == MV_TURNING_RANDOM)
4343 MovDir[x][y] = 1 << RND(4);
4344 else if (move_pattern == MV_HORIZONTAL)
4345 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4346 else if (move_pattern == MV_VERTICAL)
4347 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4348 else if (move_pattern & MV_ANY_DIRECTION)
4349 MovDir[x][y] = element_info[element].move_pattern;
4350 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4351 move_pattern == MV_ALONG_RIGHT_SIDE)
4353 /* use random direction as default start direction */
4354 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4355 MovDir[x][y] = 1 << RND(4);
4357 for (i = 0; i < NUM_DIRECTIONS; i++)
4359 int x1 = x + xy[i][0];
4360 int y1 = y + xy[i][1];
4362 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4364 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4365 MovDir[x][y] = direction[0][i];
4367 MovDir[x][y] = direction[1][i];
4376 MovDir[x][y] = 1 << RND(4);
4378 if (element != EL_BUG &&
4379 element != EL_SPACESHIP &&
4380 element != EL_BD_BUTTERFLY &&
4381 element != EL_BD_FIREFLY)
4384 for (i = 0; i < NUM_DIRECTIONS; i++)
4386 int x1 = x + xy[i][0];
4387 int y1 = y + xy[i][1];
4389 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4391 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4393 MovDir[x][y] = direction[0][i];
4396 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4397 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4399 MovDir[x][y] = direction[1][i];
4408 GfxDir[x][y] = MovDir[x][y];
4411 void InitAmoebaNr(int x, int y)
4414 int group_nr = AmoebeNachbarNr(x, y);
4418 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4420 if (AmoebaCnt[i] == 0)
4428 AmoebaNr[x][y] = group_nr;
4429 AmoebaCnt[group_nr]++;
4430 AmoebaCnt2[group_nr]++;
4433 static void PlayerWins(struct PlayerInfo *player)
4435 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4436 local_player->players_still_needed > 0)
4439 player->LevelSolved = TRUE;
4440 player->GameOver = TRUE;
4442 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4443 level.native_em_level->lev->score :
4444 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4447 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4448 MM_HEALTH(game_mm.laser_overload_value) :
4451 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4453 player->LevelSolved_CountingScore = player->score_final;
4454 player->LevelSolved_CountingHealth = player->health_final;
4459 static int time_count_steps;
4460 static int time, time_final;
4461 static int score, score_final;
4462 static int health, health_final;
4463 static int game_over_delay_1 = 0;
4464 static int game_over_delay_2 = 0;
4465 static int game_over_delay_3 = 0;
4466 int game_over_delay_value_1 = 50;
4467 int game_over_delay_value_2 = 25;
4468 int game_over_delay_value_3 = 50;
4470 if (!local_player->LevelSolved_GameWon)
4474 /* do not start end game actions before the player stops moving (to exit) */
4475 if (local_player->MovPos)
4478 local_player->LevelSolved_GameWon = TRUE;
4479 local_player->LevelSolved_SaveTape = tape.recording;
4480 local_player->LevelSolved_SaveScore = !tape.playing;
4484 LevelStats_incSolved(level_nr);
4486 SaveLevelSetup_SeriesInfo();
4489 if (tape.auto_play) /* tape might already be stopped here */
4490 tape.auto_play_level_solved = TRUE;
4494 game_over_delay_1 = 0;
4495 game_over_delay_2 = 0;
4496 game_over_delay_3 = game_over_delay_value_3;
4498 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4499 score = score_final = local_player->score_final;
4500 health = health_final = local_player->health_final;
4502 if (level.score[SC_TIME_BONUS] > 0)
4507 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4509 else if (game.no_time_limit && TimePlayed < 999)
4512 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4515 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4517 game_over_delay_1 = game_over_delay_value_1;
4519 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4522 score_final += health * level.score[SC_TIME_BONUS];
4524 game_over_delay_2 = game_over_delay_value_2;
4527 local_player->score_final = score_final;
4528 local_player->health_final = health_final;
4531 if (level_editor_test_game)
4534 score = score_final;
4536 local_player->LevelSolved_CountingTime = time;
4537 local_player->LevelSolved_CountingScore = score;
4539 game_panel_controls[GAME_PANEL_TIME].value = time;
4540 game_panel_controls[GAME_PANEL_SCORE].value = score;
4542 DisplayGameControlValues();
4545 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4547 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4549 /* close exit door after last player */
4550 if ((AllPlayersGone &&
4551 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4552 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4553 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4554 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4555 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4557 int element = Feld[ExitX][ExitY];
4559 Feld[ExitX][ExitY] =
4560 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4561 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4562 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4563 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4564 EL_EM_STEEL_EXIT_CLOSING);
4566 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4569 /* player disappears */
4570 DrawLevelField(ExitX, ExitY);
4573 for (i = 0; i < MAX_PLAYERS; i++)
4575 struct PlayerInfo *player = &stored_player[i];
4577 if (player->present)
4579 RemovePlayer(player);
4581 /* player disappears */
4582 DrawLevelField(player->jx, player->jy);
4587 PlaySound(SND_GAME_WINNING);
4590 if (game_over_delay_1 > 0)
4592 game_over_delay_1--;
4597 if (time != time_final)
4599 int time_to_go = ABS(time_final - time);
4600 int time_count_dir = (time < time_final ? +1 : -1);
4602 if (time_to_go < time_count_steps)
4603 time_count_steps = 1;
4605 time += time_count_steps * time_count_dir;
4606 score += time_count_steps * level.score[SC_TIME_BONUS];
4608 local_player->LevelSolved_CountingTime = time;
4609 local_player->LevelSolved_CountingScore = score;
4611 game_panel_controls[GAME_PANEL_TIME].value = time;
4612 game_panel_controls[GAME_PANEL_SCORE].value = score;
4614 DisplayGameControlValues();
4616 if (time == time_final)
4617 StopSound(SND_GAME_LEVELTIME_BONUS);
4618 else if (setup.sound_loops)
4619 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4621 PlaySound(SND_GAME_LEVELTIME_BONUS);
4626 if (game_over_delay_2 > 0)
4628 game_over_delay_2--;
4633 if (health != health_final)
4635 int health_count_dir = (health < health_final ? +1 : -1);
4637 health += health_count_dir;
4638 score += level.score[SC_TIME_BONUS];
4640 local_player->LevelSolved_CountingHealth = health;
4641 local_player->LevelSolved_CountingScore = score;
4643 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4644 game_panel_controls[GAME_PANEL_SCORE].value = score;
4646 DisplayGameControlValues();
4648 if (health == health_final)
4649 StopSound(SND_GAME_LEVELTIME_BONUS);
4650 else if (setup.sound_loops)
4651 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4653 PlaySound(SND_GAME_LEVELTIME_BONUS);
4658 game.panel.active = FALSE;
4660 if (game_over_delay_3 > 0)
4662 game_over_delay_3--;
4672 /* used instead of "level_nr" (needed for network games) */
4673 int last_level_nr = levelset.level_nr;
4676 local_player->LevelSolved_GameEnd = TRUE;
4678 if (local_player->LevelSolved_SaveTape)
4680 /* make sure that request dialog to save tape does not open door again */
4681 if (!global.use_envelope_request)
4682 CloseDoor(DOOR_CLOSE_1);
4684 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4687 /* if no tape is to be saved, close both doors simultaneously */
4688 CloseDoor(DOOR_CLOSE_ALL);
4690 if (level_editor_test_game)
4692 SetGameStatus(GAME_MODE_MAIN);
4699 if (!local_player->LevelSolved_SaveScore)
4701 SetGameStatus(GAME_MODE_MAIN);
4708 if (level_nr == leveldir_current->handicap_level)
4710 leveldir_current->handicap_level++;
4712 SaveLevelSetup_SeriesInfo();
4715 if (setup.increment_levels &&
4716 level_nr < leveldir_current->last_level &&
4719 level_nr++; /* advance to next level */
4720 TapeErase(); /* start with empty tape */
4722 if (setup.auto_play_next_level)
4724 LoadLevel(level_nr);
4726 SaveLevelSetup_SeriesInfo();
4730 hi_pos = NewHiScore(last_level_nr);
4732 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4734 SetGameStatus(GAME_MODE_SCORES);
4736 DrawHallOfFame(last_level_nr, hi_pos);
4738 else if (setup.auto_play_next_level && setup.increment_levels &&
4739 last_level_nr < leveldir_current->last_level &&
4742 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4746 SetGameStatus(GAME_MODE_MAIN);
4752 int NewHiScore(int level_nr)
4756 boolean one_score_entry_per_name = !program.many_scores_per_name;
4758 LoadScore(level_nr);
4760 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4761 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4764 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4766 if (local_player->score_final > highscore[k].Score)
4768 /* player has made it to the hall of fame */
4770 if (k < MAX_SCORE_ENTRIES - 1)
4772 int m = MAX_SCORE_ENTRIES - 1;
4774 if (one_score_entry_per_name)
4776 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4777 if (strEqual(setup.player_name, highscore[l].Name))
4780 if (m == k) /* player's new highscore overwrites his old one */
4784 for (l = m; l > k; l--)
4786 strcpy(highscore[l].Name, highscore[l - 1].Name);
4787 highscore[l].Score = highscore[l - 1].Score;
4793 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4794 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4795 highscore[k].Score = local_player->score_final;
4800 else if (one_score_entry_per_name &&
4801 !strncmp(setup.player_name, highscore[k].Name,
4802 MAX_PLAYER_NAME_LEN))
4803 break; /* player already there with a higher score */
4807 SaveScore(level_nr);
4812 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4814 int element = Feld[x][y];
4815 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4816 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4817 int horiz_move = (dx != 0);
4818 int sign = (horiz_move ? dx : dy);
4819 int step = sign * element_info[element].move_stepsize;
4821 /* special values for move stepsize for spring and things on conveyor belt */
4824 if (CAN_FALL(element) &&
4825 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4826 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4827 else if (element == EL_SPRING)
4828 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4834 inline static int getElementMoveStepsize(int x, int y)
4836 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4839 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4841 if (player->GfxAction != action || player->GfxDir != dir)
4843 player->GfxAction = action;
4844 player->GfxDir = dir;
4846 player->StepFrame = 0;
4850 static void ResetGfxFrame(int x, int y)
4852 // profiling showed that "autotest" spends 10~20% of its time in this function
4853 if (DrawingDeactivatedField())
4856 int element = Feld[x][y];
4857 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4859 if (graphic_info[graphic].anim_global_sync)
4860 GfxFrame[x][y] = FrameCounter;
4861 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4862 GfxFrame[x][y] = CustomValue[x][y];
4863 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4864 GfxFrame[x][y] = element_info[element].collect_score;
4865 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4866 GfxFrame[x][y] = ChangeDelay[x][y];
4869 static void ResetGfxAnimation(int x, int y)
4871 GfxAction[x][y] = ACTION_DEFAULT;
4872 GfxDir[x][y] = MovDir[x][y];
4875 ResetGfxFrame(x, y);
4878 static void ResetRandomAnimationValue(int x, int y)
4880 GfxRandom[x][y] = INIT_GFX_RANDOM();
4883 static void InitMovingField(int x, int y, int direction)
4885 int element = Feld[x][y];
4886 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4887 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4890 boolean is_moving_before, is_moving_after;
4892 /* check if element was/is moving or being moved before/after mode change */
4893 is_moving_before = (WasJustMoving[x][y] != 0);
4894 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4896 /* reset animation only for moving elements which change direction of moving
4897 or which just started or stopped moving
4898 (else CEs with property "can move" / "not moving" are reset each frame) */
4899 if (is_moving_before != is_moving_after ||
4900 direction != MovDir[x][y])
4901 ResetGfxAnimation(x, y);
4903 MovDir[x][y] = direction;
4904 GfxDir[x][y] = direction;
4906 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4907 direction == MV_DOWN && CAN_FALL(element) ?
4908 ACTION_FALLING : ACTION_MOVING);
4910 /* this is needed for CEs with property "can move" / "not moving" */
4912 if (is_moving_after)
4914 if (Feld[newx][newy] == EL_EMPTY)
4915 Feld[newx][newy] = EL_BLOCKED;
4917 MovDir[newx][newy] = MovDir[x][y];
4919 CustomValue[newx][newy] = CustomValue[x][y];
4921 GfxFrame[newx][newy] = GfxFrame[x][y];
4922 GfxRandom[newx][newy] = GfxRandom[x][y];
4923 GfxAction[newx][newy] = GfxAction[x][y];
4924 GfxDir[newx][newy] = GfxDir[x][y];
4928 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4930 int direction = MovDir[x][y];
4931 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4932 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4938 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4940 int oldx = x, oldy = y;
4941 int direction = MovDir[x][y];
4943 if (direction == MV_LEFT)
4945 else if (direction == MV_RIGHT)
4947 else if (direction == MV_UP)
4949 else if (direction == MV_DOWN)
4952 *comes_from_x = oldx;
4953 *comes_from_y = oldy;
4956 static int MovingOrBlocked2Element(int x, int y)
4958 int element = Feld[x][y];
4960 if (element == EL_BLOCKED)
4964 Blocked2Moving(x, y, &oldx, &oldy);
4965 return Feld[oldx][oldy];
4971 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4973 /* like MovingOrBlocked2Element(), but if element is moving
4974 and (x,y) is the field the moving element is just leaving,
4975 return EL_BLOCKED instead of the element value */
4976 int element = Feld[x][y];
4978 if (IS_MOVING(x, y))
4980 if (element == EL_BLOCKED)
4984 Blocked2Moving(x, y, &oldx, &oldy);
4985 return Feld[oldx][oldy];
4994 static void RemoveField(int x, int y)
4996 Feld[x][y] = EL_EMPTY;
5002 CustomValue[x][y] = 0;
5005 ChangeDelay[x][y] = 0;
5006 ChangePage[x][y] = -1;
5007 Pushed[x][y] = FALSE;
5009 GfxElement[x][y] = EL_UNDEFINED;
5010 GfxAction[x][y] = ACTION_DEFAULT;
5011 GfxDir[x][y] = MV_NONE;
5014 static void RemoveMovingField(int x, int y)
5016 int oldx = x, oldy = y, newx = x, newy = y;
5017 int element = Feld[x][y];
5018 int next_element = EL_UNDEFINED;
5020 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5023 if (IS_MOVING(x, y))
5025 Moving2Blocked(x, y, &newx, &newy);
5027 if (Feld[newx][newy] != EL_BLOCKED)
5029 /* element is moving, but target field is not free (blocked), but
5030 already occupied by something different (example: acid pool);
5031 in this case, only remove the moving field, but not the target */
5033 RemoveField(oldx, oldy);
5035 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5037 TEST_DrawLevelField(oldx, oldy);
5042 else if (element == EL_BLOCKED)
5044 Blocked2Moving(x, y, &oldx, &oldy);
5045 if (!IS_MOVING(oldx, oldy))
5049 if (element == EL_BLOCKED &&
5050 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5051 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5052 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5053 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5054 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5055 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5056 next_element = get_next_element(Feld[oldx][oldy]);
5058 RemoveField(oldx, oldy);
5059 RemoveField(newx, newy);
5061 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5063 if (next_element != EL_UNDEFINED)
5064 Feld[oldx][oldy] = next_element;
5066 TEST_DrawLevelField(oldx, oldy);
5067 TEST_DrawLevelField(newx, newy);
5070 void DrawDynamite(int x, int y)
5072 int sx = SCREENX(x), sy = SCREENY(y);
5073 int graphic = el2img(Feld[x][y]);
5076 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5079 if (IS_WALKABLE_INSIDE(Back[x][y]))
5083 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5084 else if (Store[x][y])
5085 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5087 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5089 if (Back[x][y] || Store[x][y])
5090 DrawGraphicThruMask(sx, sy, graphic, frame);
5092 DrawGraphic(sx, sy, graphic, frame);
5095 static void CheckDynamite(int x, int y)
5097 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5101 if (MovDelay[x][y] != 0)
5104 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5110 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5115 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5117 boolean num_checked_players = 0;
5120 for (i = 0; i < MAX_PLAYERS; i++)
5122 if (stored_player[i].active)
5124 int sx = stored_player[i].jx;
5125 int sy = stored_player[i].jy;
5127 if (num_checked_players == 0)
5134 *sx1 = MIN(*sx1, sx);
5135 *sy1 = MIN(*sy1, sy);
5136 *sx2 = MAX(*sx2, sx);
5137 *sy2 = MAX(*sy2, sy);
5140 num_checked_players++;
5145 static boolean checkIfAllPlayersFitToScreen_RND(void)
5147 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5149 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5151 return (sx2 - sx1 < SCR_FIELDX &&
5152 sy2 - sy1 < SCR_FIELDY);
5155 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5157 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5159 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5161 *sx = (sx1 + sx2) / 2;
5162 *sy = (sy1 + sy2) / 2;
5165 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5166 boolean center_screen, boolean quick_relocation)
5168 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5169 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5170 boolean no_delay = (tape.warp_forward);
5171 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5172 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5173 int new_scroll_x, new_scroll_y;
5175 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5177 /* case 1: quick relocation inside visible screen (without scrolling) */
5184 if (!level.shifted_relocation || center_screen)
5186 /* relocation _with_ centering of screen */
5188 new_scroll_x = SCROLL_POSITION_X(x);
5189 new_scroll_y = SCROLL_POSITION_Y(y);
5193 /* relocation _without_ centering of screen */
5195 int center_scroll_x = SCROLL_POSITION_X(old_x);
5196 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5197 int offset_x = x + (scroll_x - center_scroll_x);
5198 int offset_y = y + (scroll_y - center_scroll_y);
5200 /* for new screen position, apply previous offset to center position */
5201 new_scroll_x = SCROLL_POSITION_X(offset_x);
5202 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5205 if (quick_relocation)
5207 /* case 2: quick relocation (redraw without visible scrolling) */
5209 scroll_x = new_scroll_x;
5210 scroll_y = new_scroll_y;
5217 /* case 3: visible relocation (with scrolling to new position) */
5219 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5221 SetVideoFrameDelay(wait_delay_value);
5223 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5226 int fx = FX, fy = FY;
5228 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5229 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5231 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5237 fx += dx * TILEX / 2;
5238 fy += dy * TILEY / 2;
5240 ScrollLevel(dx, dy);
5243 /* scroll in two steps of half tile size to make things smoother */
5244 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5246 /* scroll second step to align at full tile size */
5247 BlitScreenToBitmap(window);
5253 SetVideoFrameDelay(frame_delay_value_old);
5256 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5258 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5259 int player_nr = GET_PLAYER_NR(el_player);
5260 struct PlayerInfo *player = &stored_player[player_nr];
5261 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5262 boolean no_delay = (tape.warp_forward);
5263 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5264 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5265 int old_jx = player->jx;
5266 int old_jy = player->jy;
5267 int old_element = Feld[old_jx][old_jy];
5268 int element = Feld[jx][jy];
5269 boolean player_relocated = (old_jx != jx || old_jy != jy);
5271 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5272 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5273 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5274 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5275 int leave_side_horiz = move_dir_horiz;
5276 int leave_side_vert = move_dir_vert;
5277 int enter_side = enter_side_horiz | enter_side_vert;
5278 int leave_side = leave_side_horiz | leave_side_vert;
5280 if (player->GameOver) /* do not reanimate dead player */
5283 if (!player_relocated) /* no need to relocate the player */
5286 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5288 RemoveField(jx, jy); /* temporarily remove newly placed player */
5289 DrawLevelField(jx, jy);
5292 if (player->present)
5294 while (player->MovPos)
5296 ScrollPlayer(player, SCROLL_GO_ON);
5297 ScrollScreen(NULL, SCROLL_GO_ON);
5299 AdvanceFrameAndPlayerCounters(player->index_nr);
5303 BackToFront_WithFrameDelay(wait_delay_value);
5306 DrawPlayer(player); /* needed here only to cleanup last field */
5307 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5309 player->is_moving = FALSE;
5312 if (IS_CUSTOM_ELEMENT(old_element))
5313 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5315 player->index_bit, leave_side);
5317 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5319 player->index_bit, leave_side);
5321 Feld[jx][jy] = el_player;
5322 InitPlayerField(jx, jy, el_player, TRUE);
5324 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5325 possible that the relocation target field did not contain a player element,
5326 but a walkable element, to which the new player was relocated -- in this
5327 case, restore that (already initialized!) element on the player field */
5328 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5330 Feld[jx][jy] = element; /* restore previously existing element */
5333 /* only visually relocate centered player */
5334 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5335 FALSE, level.instant_relocation);
5337 TestIfPlayerTouchesBadThing(jx, jy);
5338 TestIfPlayerTouchesCustomElement(jx, jy);
5340 if (IS_CUSTOM_ELEMENT(element))
5341 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5342 player->index_bit, enter_side);
5344 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5345 player->index_bit, enter_side);
5347 if (player->is_switching)
5349 /* ensure that relocation while still switching an element does not cause
5350 a new element to be treated as also switched directly after relocation
5351 (this is important for teleporter switches that teleport the player to
5352 a place where another teleporter switch is in the same direction, which
5353 would then incorrectly be treated as immediately switched before the
5354 direction key that caused the switch was released) */
5356 player->switch_x += jx - old_jx;
5357 player->switch_y += jy - old_jy;
5361 static void Explode(int ex, int ey, int phase, int mode)
5367 /* !!! eliminate this variable !!! */
5368 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5370 if (game.explosions_delayed)
5372 ExplodeField[ex][ey] = mode;
5376 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5378 int center_element = Feld[ex][ey];
5379 int artwork_element, explosion_element; /* set these values later */
5381 /* remove things displayed in background while burning dynamite */
5382 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5385 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5387 /* put moving element to center field (and let it explode there) */
5388 center_element = MovingOrBlocked2Element(ex, ey);
5389 RemoveMovingField(ex, ey);
5390 Feld[ex][ey] = center_element;
5393 /* now "center_element" is finally determined -- set related values now */
5394 artwork_element = center_element; /* for custom player artwork */
5395 explosion_element = center_element; /* for custom player artwork */
5397 if (IS_PLAYER(ex, ey))
5399 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5401 artwork_element = stored_player[player_nr].artwork_element;
5403 if (level.use_explosion_element[player_nr])
5405 explosion_element = level.explosion_element[player_nr];
5406 artwork_element = explosion_element;
5410 if (mode == EX_TYPE_NORMAL ||
5411 mode == EX_TYPE_CENTER ||
5412 mode == EX_TYPE_CROSS)
5413 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5415 last_phase = element_info[explosion_element].explosion_delay + 1;
5417 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5419 int xx = x - ex + 1;
5420 int yy = y - ey + 1;
5423 if (!IN_LEV_FIELD(x, y) ||
5424 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5425 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5428 element = Feld[x][y];
5430 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5432 element = MovingOrBlocked2Element(x, y);
5434 if (!IS_EXPLOSION_PROOF(element))
5435 RemoveMovingField(x, y);
5438 /* indestructible elements can only explode in center (but not flames) */
5439 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5440 mode == EX_TYPE_BORDER)) ||
5441 element == EL_FLAMES)
5444 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5445 behaviour, for example when touching a yamyam that explodes to rocks
5446 with active deadly shield, a rock is created under the player !!! */
5447 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5449 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5450 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5451 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5453 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5456 if (IS_ACTIVE_BOMB(element))
5458 /* re-activate things under the bomb like gate or penguin */
5459 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5466 /* save walkable background elements while explosion on same tile */
5467 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5468 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5469 Back[x][y] = element;
5471 /* ignite explodable elements reached by other explosion */
5472 if (element == EL_EXPLOSION)
5473 element = Store2[x][y];
5475 if (AmoebaNr[x][y] &&
5476 (element == EL_AMOEBA_FULL ||
5477 element == EL_BD_AMOEBA ||
5478 element == EL_AMOEBA_GROWING))
5480 AmoebaCnt[AmoebaNr[x][y]]--;
5481 AmoebaCnt2[AmoebaNr[x][y]]--;
5486 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5488 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5490 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5492 if (PLAYERINFO(ex, ey)->use_murphy)
5493 Store[x][y] = EL_EMPTY;
5496 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5497 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5498 else if (ELEM_IS_PLAYER(center_element))
5499 Store[x][y] = EL_EMPTY;
5500 else if (center_element == EL_YAMYAM)
5501 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5502 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5503 Store[x][y] = element_info[center_element].content.e[xx][yy];
5505 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5506 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5507 otherwise) -- FIX THIS !!! */
5508 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5509 Store[x][y] = element_info[element].content.e[1][1];
5511 else if (!CAN_EXPLODE(element))
5512 Store[x][y] = element_info[element].content.e[1][1];
5515 Store[x][y] = EL_EMPTY;
5517 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5518 center_element == EL_AMOEBA_TO_DIAMOND)
5519 Store2[x][y] = element;
5521 Feld[x][y] = EL_EXPLOSION;
5522 GfxElement[x][y] = artwork_element;
5524 ExplodePhase[x][y] = 1;
5525 ExplodeDelay[x][y] = last_phase;
5530 if (center_element == EL_YAMYAM)
5531 game.yamyam_content_nr =
5532 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5544 GfxFrame[x][y] = 0; /* restart explosion animation */
5546 last_phase = ExplodeDelay[x][y];
5548 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5550 /* this can happen if the player leaves an explosion just in time */
5551 if (GfxElement[x][y] == EL_UNDEFINED)
5552 GfxElement[x][y] = EL_EMPTY;
5554 border_element = Store2[x][y];
5555 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5556 border_element = StorePlayer[x][y];
5558 if (phase == element_info[border_element].ignition_delay ||
5559 phase == last_phase)
5561 boolean border_explosion = FALSE;
5563 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5564 !PLAYER_EXPLOSION_PROTECTED(x, y))
5566 KillPlayerUnlessExplosionProtected(x, y);
5567 border_explosion = TRUE;
5569 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5571 Feld[x][y] = Store2[x][y];
5574 border_explosion = TRUE;
5576 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5578 AmoebeUmwandeln(x, y);
5580 border_explosion = TRUE;
5583 /* if an element just explodes due to another explosion (chain-reaction),
5584 do not immediately end the new explosion when it was the last frame of
5585 the explosion (as it would be done in the following "if"-statement!) */
5586 if (border_explosion && phase == last_phase)
5590 if (phase == last_phase)
5594 element = Feld[x][y] = Store[x][y];
5595 Store[x][y] = Store2[x][y] = 0;
5596 GfxElement[x][y] = EL_UNDEFINED;
5598 /* player can escape from explosions and might therefore be still alive */
5599 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5600 element <= EL_PLAYER_IS_EXPLODING_4)
5602 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5603 int explosion_element = EL_PLAYER_1 + player_nr;
5604 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5605 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5607 if (level.use_explosion_element[player_nr])
5608 explosion_element = level.explosion_element[player_nr];
5610 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5611 element_info[explosion_element].content.e[xx][yy]);
5614 /* restore probably existing indestructible background element */
5615 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5616 element = Feld[x][y] = Back[x][y];
5619 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5620 GfxDir[x][y] = MV_NONE;
5621 ChangeDelay[x][y] = 0;
5622 ChangePage[x][y] = -1;
5624 CustomValue[x][y] = 0;
5626 InitField_WithBug2(x, y, FALSE);
5628 TEST_DrawLevelField(x, y);
5630 TestIfElementTouchesCustomElement(x, y);
5632 if (GFX_CRUMBLED(element))
5633 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5635 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5636 StorePlayer[x][y] = 0;
5638 if (ELEM_IS_PLAYER(element))
5639 RelocatePlayer(x, y, element);
5641 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5643 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5644 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5647 TEST_DrawLevelFieldCrumbled(x, y);
5649 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5651 DrawLevelElement(x, y, Back[x][y]);
5652 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5654 else if (IS_WALKABLE_UNDER(Back[x][y]))
5656 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5657 DrawLevelElementThruMask(x, y, Back[x][y]);
5659 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5660 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5664 static void DynaExplode(int ex, int ey)
5667 int dynabomb_element = Feld[ex][ey];
5668 int dynabomb_size = 1;
5669 boolean dynabomb_xl = FALSE;
5670 struct PlayerInfo *player;
5671 static int xy[4][2] =
5679 if (IS_ACTIVE_BOMB(dynabomb_element))
5681 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5682 dynabomb_size = player->dynabomb_size;
5683 dynabomb_xl = player->dynabomb_xl;
5684 player->dynabombs_left++;
5687 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5689 for (i = 0; i < NUM_DIRECTIONS; i++)
5691 for (j = 1; j <= dynabomb_size; j++)
5693 int x = ex + j * xy[i][0];
5694 int y = ey + j * xy[i][1];
5697 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5700 element = Feld[x][y];
5702 /* do not restart explosions of fields with active bombs */
5703 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5706 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5708 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5709 !IS_DIGGABLE(element) && !dynabomb_xl)
5715 void Bang(int x, int y)
5717 int element = MovingOrBlocked2Element(x, y);
5718 int explosion_type = EX_TYPE_NORMAL;
5720 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5722 struct PlayerInfo *player = PLAYERINFO(x, y);
5724 element = Feld[x][y] = player->initial_element;
5726 if (level.use_explosion_element[player->index_nr])
5728 int explosion_element = level.explosion_element[player->index_nr];
5730 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5731 explosion_type = EX_TYPE_CROSS;
5732 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5733 explosion_type = EX_TYPE_CENTER;
5741 case EL_BD_BUTTERFLY:
5744 case EL_DARK_YAMYAM:
5748 RaiseScoreElement(element);
5751 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5752 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5753 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5754 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5755 case EL_DYNABOMB_INCREASE_NUMBER:
5756 case EL_DYNABOMB_INCREASE_SIZE:
5757 case EL_DYNABOMB_INCREASE_POWER:
5758 explosion_type = EX_TYPE_DYNA;
5761 case EL_DC_LANDMINE:
5762 explosion_type = EX_TYPE_CENTER;
5767 case EL_LAMP_ACTIVE:
5768 case EL_AMOEBA_TO_DIAMOND:
5769 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5770 explosion_type = EX_TYPE_CENTER;
5774 if (element_info[element].explosion_type == EXPLODES_CROSS)
5775 explosion_type = EX_TYPE_CROSS;
5776 else if (element_info[element].explosion_type == EXPLODES_1X1)
5777 explosion_type = EX_TYPE_CENTER;
5781 if (explosion_type == EX_TYPE_DYNA)
5784 Explode(x, y, EX_PHASE_START, explosion_type);
5786 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5789 static void SplashAcid(int x, int y)
5791 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5792 (!IN_LEV_FIELD(x - 1, y - 2) ||
5793 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5794 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5796 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5797 (!IN_LEV_FIELD(x + 1, y - 2) ||
5798 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5799 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5801 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5804 static void InitBeltMovement(void)
5806 static int belt_base_element[4] =
5808 EL_CONVEYOR_BELT_1_LEFT,
5809 EL_CONVEYOR_BELT_2_LEFT,
5810 EL_CONVEYOR_BELT_3_LEFT,
5811 EL_CONVEYOR_BELT_4_LEFT
5813 static int belt_base_active_element[4] =
5815 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5816 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5817 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5818 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5823 /* set frame order for belt animation graphic according to belt direction */
5824 for (i = 0; i < NUM_BELTS; i++)
5828 for (j = 0; j < NUM_BELT_PARTS; j++)
5830 int element = belt_base_active_element[belt_nr] + j;
5831 int graphic_1 = el2img(element);
5832 int graphic_2 = el2panelimg(element);
5834 if (game.belt_dir[i] == MV_LEFT)
5836 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5837 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5841 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5842 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5847 SCAN_PLAYFIELD(x, y)
5849 int element = Feld[x][y];
5851 for (i = 0; i < NUM_BELTS; i++)
5853 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5855 int e_belt_nr = getBeltNrFromBeltElement(element);
5858 if (e_belt_nr == belt_nr)
5860 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5862 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5869 static void ToggleBeltSwitch(int x, int y)
5871 static int belt_base_element[4] =
5873 EL_CONVEYOR_BELT_1_LEFT,
5874 EL_CONVEYOR_BELT_2_LEFT,
5875 EL_CONVEYOR_BELT_3_LEFT,
5876 EL_CONVEYOR_BELT_4_LEFT
5878 static int belt_base_active_element[4] =
5880 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5881 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5882 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5883 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5885 static int belt_base_switch_element[4] =
5887 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5888 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5889 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5890 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5892 static int belt_move_dir[4] =
5900 int element = Feld[x][y];
5901 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5902 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5903 int belt_dir = belt_move_dir[belt_dir_nr];
5906 if (!IS_BELT_SWITCH(element))
5909 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5910 game.belt_dir[belt_nr] = belt_dir;
5912 if (belt_dir_nr == 3)
5915 /* set frame order for belt animation graphic according to belt direction */
5916 for (i = 0; i < NUM_BELT_PARTS; i++)
5918 int element = belt_base_active_element[belt_nr] + i;
5919 int graphic_1 = el2img(element);
5920 int graphic_2 = el2panelimg(element);
5922 if (belt_dir == MV_LEFT)
5924 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5925 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5929 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5930 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5934 SCAN_PLAYFIELD(xx, yy)
5936 int element = Feld[xx][yy];
5938 if (IS_BELT_SWITCH(element))
5940 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5942 if (e_belt_nr == belt_nr)
5944 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5945 TEST_DrawLevelField(xx, yy);
5948 else if (IS_BELT(element) && belt_dir != MV_NONE)
5950 int e_belt_nr = getBeltNrFromBeltElement(element);
5952 if (e_belt_nr == belt_nr)
5954 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5956 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5957 TEST_DrawLevelField(xx, yy);
5960 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5962 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5964 if (e_belt_nr == belt_nr)
5966 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5968 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5969 TEST_DrawLevelField(xx, yy);
5975 static void ToggleSwitchgateSwitch(int x, int y)
5979 game.switchgate_pos = !game.switchgate_pos;
5981 SCAN_PLAYFIELD(xx, yy)
5983 int element = Feld[xx][yy];
5985 if (element == EL_SWITCHGATE_SWITCH_UP)
5987 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5988 TEST_DrawLevelField(xx, yy);
5990 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5992 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5993 TEST_DrawLevelField(xx, yy);
5995 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5997 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5998 TEST_DrawLevelField(xx, yy);
6000 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6002 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6003 TEST_DrawLevelField(xx, yy);
6005 else if (element == EL_SWITCHGATE_OPEN ||
6006 element == EL_SWITCHGATE_OPENING)
6008 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6010 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6012 else if (element == EL_SWITCHGATE_CLOSED ||
6013 element == EL_SWITCHGATE_CLOSING)
6015 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6017 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6022 static int getInvisibleActiveFromInvisibleElement(int element)
6024 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6025 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6026 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6030 static int getInvisibleFromInvisibleActiveElement(int element)
6032 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6033 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6034 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6038 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6042 SCAN_PLAYFIELD(x, y)
6044 int element = Feld[x][y];
6046 if (element == EL_LIGHT_SWITCH &&
6047 game.light_time_left > 0)
6049 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6050 TEST_DrawLevelField(x, y);
6052 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6053 game.light_time_left == 0)
6055 Feld[x][y] = EL_LIGHT_SWITCH;
6056 TEST_DrawLevelField(x, y);
6058 else if (element == EL_EMC_DRIPPER &&
6059 game.light_time_left > 0)
6061 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6062 TEST_DrawLevelField(x, y);
6064 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6065 game.light_time_left == 0)
6067 Feld[x][y] = EL_EMC_DRIPPER;
6068 TEST_DrawLevelField(x, y);
6070 else if (element == EL_INVISIBLE_STEELWALL ||
6071 element == EL_INVISIBLE_WALL ||
6072 element == EL_INVISIBLE_SAND)
6074 if (game.light_time_left > 0)
6075 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6077 TEST_DrawLevelField(x, y);
6079 /* uncrumble neighbour fields, if needed */
6080 if (element == EL_INVISIBLE_SAND)
6081 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6083 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6084 element == EL_INVISIBLE_WALL_ACTIVE ||
6085 element == EL_INVISIBLE_SAND_ACTIVE)
6087 if (game.light_time_left == 0)
6088 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6090 TEST_DrawLevelField(x, y);
6092 /* re-crumble neighbour fields, if needed */
6093 if (element == EL_INVISIBLE_SAND)
6094 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6099 static void RedrawAllInvisibleElementsForLenses(void)
6103 SCAN_PLAYFIELD(x, y)
6105 int element = Feld[x][y];
6107 if (element == EL_EMC_DRIPPER &&
6108 game.lenses_time_left > 0)
6110 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6111 TEST_DrawLevelField(x, y);
6113 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6114 game.lenses_time_left == 0)
6116 Feld[x][y] = EL_EMC_DRIPPER;
6117 TEST_DrawLevelField(x, y);
6119 else if (element == EL_INVISIBLE_STEELWALL ||
6120 element == EL_INVISIBLE_WALL ||
6121 element == EL_INVISIBLE_SAND)
6123 if (game.lenses_time_left > 0)
6124 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6126 TEST_DrawLevelField(x, y);
6128 /* uncrumble neighbour fields, if needed */
6129 if (element == EL_INVISIBLE_SAND)
6130 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6132 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6133 element == EL_INVISIBLE_WALL_ACTIVE ||
6134 element == EL_INVISIBLE_SAND_ACTIVE)
6136 if (game.lenses_time_left == 0)
6137 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6139 TEST_DrawLevelField(x, y);
6141 /* re-crumble neighbour fields, if needed */
6142 if (element == EL_INVISIBLE_SAND)
6143 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6148 static void RedrawAllInvisibleElementsForMagnifier(void)
6152 SCAN_PLAYFIELD(x, y)
6154 int element = Feld[x][y];
6156 if (element == EL_EMC_FAKE_GRASS &&
6157 game.magnify_time_left > 0)
6159 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6160 TEST_DrawLevelField(x, y);
6162 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6163 game.magnify_time_left == 0)
6165 Feld[x][y] = EL_EMC_FAKE_GRASS;
6166 TEST_DrawLevelField(x, y);
6168 else if (IS_GATE_GRAY(element) &&
6169 game.magnify_time_left > 0)
6171 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6172 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6173 IS_EM_GATE_GRAY(element) ?
6174 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6175 IS_EMC_GATE_GRAY(element) ?
6176 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6177 IS_DC_GATE_GRAY(element) ?
6178 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6180 TEST_DrawLevelField(x, y);
6182 else if (IS_GATE_GRAY_ACTIVE(element) &&
6183 game.magnify_time_left == 0)
6185 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6186 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6187 IS_EM_GATE_GRAY_ACTIVE(element) ?
6188 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6189 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6190 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6191 IS_DC_GATE_GRAY_ACTIVE(element) ?
6192 EL_DC_GATE_WHITE_GRAY :
6194 TEST_DrawLevelField(x, y);
6199 static void ToggleLightSwitch(int x, int y)
6201 int element = Feld[x][y];
6203 game.light_time_left =
6204 (element == EL_LIGHT_SWITCH ?
6205 level.time_light * FRAMES_PER_SECOND : 0);
6207 RedrawAllLightSwitchesAndInvisibleElements();
6210 static void ActivateTimegateSwitch(int x, int y)
6214 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6216 SCAN_PLAYFIELD(xx, yy)
6218 int element = Feld[xx][yy];
6220 if (element == EL_TIMEGATE_CLOSED ||
6221 element == EL_TIMEGATE_CLOSING)
6223 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6224 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6228 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6230 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6231 TEST_DrawLevelField(xx, yy);
6237 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6238 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6241 static void Impact(int x, int y)
6243 boolean last_line = (y == lev_fieldy - 1);
6244 boolean object_hit = FALSE;
6245 boolean impact = (last_line || object_hit);
6246 int element = Feld[x][y];
6247 int smashed = EL_STEELWALL;
6249 if (!last_line) /* check if element below was hit */
6251 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6254 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6255 MovDir[x][y + 1] != MV_DOWN ||
6256 MovPos[x][y + 1] <= TILEY / 2));
6258 /* do not smash moving elements that left the smashed field in time */
6259 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6260 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6263 #if USE_QUICKSAND_IMPACT_BUGFIX
6264 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6266 RemoveMovingField(x, y + 1);
6267 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6268 Feld[x][y + 2] = EL_ROCK;
6269 TEST_DrawLevelField(x, y + 2);
6274 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6276 RemoveMovingField(x, y + 1);
6277 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6278 Feld[x][y + 2] = EL_ROCK;
6279 TEST_DrawLevelField(x, y + 2);
6286 smashed = MovingOrBlocked2Element(x, y + 1);
6288 impact = (last_line || object_hit);
6291 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6293 SplashAcid(x, y + 1);
6297 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6298 /* only reset graphic animation if graphic really changes after impact */
6300 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6302 ResetGfxAnimation(x, y);
6303 TEST_DrawLevelField(x, y);
6306 if (impact && CAN_EXPLODE_IMPACT(element))
6311 else if (impact && element == EL_PEARL &&
6312 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6314 ResetGfxAnimation(x, y);
6316 Feld[x][y] = EL_PEARL_BREAKING;
6317 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6320 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6322 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6327 if (impact && element == EL_AMOEBA_DROP)
6329 if (object_hit && IS_PLAYER(x, y + 1))
6330 KillPlayerUnlessEnemyProtected(x, y + 1);
6331 else if (object_hit && smashed == EL_PENGUIN)
6335 Feld[x][y] = EL_AMOEBA_GROWING;
6336 Store[x][y] = EL_AMOEBA_WET;
6338 ResetRandomAnimationValue(x, y);
6343 if (object_hit) /* check which object was hit */
6345 if ((CAN_PASS_MAGIC_WALL(element) &&
6346 (smashed == EL_MAGIC_WALL ||
6347 smashed == EL_BD_MAGIC_WALL)) ||
6348 (CAN_PASS_DC_MAGIC_WALL(element) &&
6349 smashed == EL_DC_MAGIC_WALL))
6352 int activated_magic_wall =
6353 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6354 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6355 EL_DC_MAGIC_WALL_ACTIVE);
6357 /* activate magic wall / mill */
6358 SCAN_PLAYFIELD(xx, yy)
6360 if (Feld[xx][yy] == smashed)
6361 Feld[xx][yy] = activated_magic_wall;
6364 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6365 game.magic_wall_active = TRUE;
6367 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6368 SND_MAGIC_WALL_ACTIVATING :
6369 smashed == EL_BD_MAGIC_WALL ?
6370 SND_BD_MAGIC_WALL_ACTIVATING :
6371 SND_DC_MAGIC_WALL_ACTIVATING));
6374 if (IS_PLAYER(x, y + 1))
6376 if (CAN_SMASH_PLAYER(element))
6378 KillPlayerUnlessEnemyProtected(x, y + 1);
6382 else if (smashed == EL_PENGUIN)
6384 if (CAN_SMASH_PLAYER(element))
6390 else if (element == EL_BD_DIAMOND)
6392 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6398 else if (((element == EL_SP_INFOTRON ||
6399 element == EL_SP_ZONK) &&
6400 (smashed == EL_SP_SNIKSNAK ||
6401 smashed == EL_SP_ELECTRON ||
6402 smashed == EL_SP_DISK_ORANGE)) ||
6403 (element == EL_SP_INFOTRON &&
6404 smashed == EL_SP_DISK_YELLOW))
6409 else if (CAN_SMASH_EVERYTHING(element))
6411 if (IS_CLASSIC_ENEMY(smashed) ||
6412 CAN_EXPLODE_SMASHED(smashed))
6417 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6419 if (smashed == EL_LAMP ||
6420 smashed == EL_LAMP_ACTIVE)
6425 else if (smashed == EL_NUT)
6427 Feld[x][y + 1] = EL_NUT_BREAKING;
6428 PlayLevelSound(x, y, SND_NUT_BREAKING);
6429 RaiseScoreElement(EL_NUT);
6432 else if (smashed == EL_PEARL)
6434 ResetGfxAnimation(x, y);
6436 Feld[x][y + 1] = EL_PEARL_BREAKING;
6437 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6440 else if (smashed == EL_DIAMOND)
6442 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6443 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6446 else if (IS_BELT_SWITCH(smashed))
6448 ToggleBeltSwitch(x, y + 1);
6450 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6451 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6452 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6453 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6455 ToggleSwitchgateSwitch(x, y + 1);
6457 else if (smashed == EL_LIGHT_SWITCH ||
6458 smashed == EL_LIGHT_SWITCH_ACTIVE)
6460 ToggleLightSwitch(x, y + 1);
6464 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6466 CheckElementChangeBySide(x, y + 1, smashed, element,
6467 CE_SWITCHED, CH_SIDE_TOP);
6468 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6474 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6479 /* play sound of magic wall / mill */
6481 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6482 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6483 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6485 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6486 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6487 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6488 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6489 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6490 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6495 /* play sound of object that hits the ground */
6496 if (last_line || object_hit)
6497 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6500 inline static void TurnRoundExt(int x, int y)
6512 { 0, 0 }, { 0, 0 }, { 0, 0 },
6517 int left, right, back;
6521 { MV_DOWN, MV_UP, MV_RIGHT },
6522 { MV_UP, MV_DOWN, MV_LEFT },
6524 { MV_LEFT, MV_RIGHT, MV_DOWN },
6528 { MV_RIGHT, MV_LEFT, MV_UP }
6531 int element = Feld[x][y];
6532 int move_pattern = element_info[element].move_pattern;
6534 int old_move_dir = MovDir[x][y];
6535 int left_dir = turn[old_move_dir].left;
6536 int right_dir = turn[old_move_dir].right;
6537 int back_dir = turn[old_move_dir].back;
6539 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6540 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6541 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6542 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6544 int left_x = x + left_dx, left_y = y + left_dy;
6545 int right_x = x + right_dx, right_y = y + right_dy;
6546 int move_x = x + move_dx, move_y = y + move_dy;
6550 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6552 TestIfBadThingTouchesOtherBadThing(x, y);
6554 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6555 MovDir[x][y] = right_dir;
6556 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6557 MovDir[x][y] = left_dir;
6559 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6561 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6564 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6566 TestIfBadThingTouchesOtherBadThing(x, y);
6568 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6569 MovDir[x][y] = left_dir;
6570 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6571 MovDir[x][y] = right_dir;
6573 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6575 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6578 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6580 TestIfBadThingTouchesOtherBadThing(x, y);
6582 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6583 MovDir[x][y] = left_dir;
6584 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6585 MovDir[x][y] = right_dir;
6587 if (MovDir[x][y] != old_move_dir)
6590 else if (element == EL_YAMYAM)
6592 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6593 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6595 if (can_turn_left && can_turn_right)
6596 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6597 else if (can_turn_left)
6598 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6599 else if (can_turn_right)
6600 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6602 MovDir[x][y] = back_dir;
6604 MovDelay[x][y] = 16 + 16 * RND(3);
6606 else if (element == EL_DARK_YAMYAM)
6608 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6610 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6613 if (can_turn_left && can_turn_right)
6614 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6615 else if (can_turn_left)
6616 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6617 else if (can_turn_right)
6618 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6620 MovDir[x][y] = back_dir;
6622 MovDelay[x][y] = 16 + 16 * RND(3);
6624 else if (element == EL_PACMAN)
6626 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6627 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6629 if (can_turn_left && can_turn_right)
6630 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6631 else if (can_turn_left)
6632 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6633 else if (can_turn_right)
6634 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6636 MovDir[x][y] = back_dir;
6638 MovDelay[x][y] = 6 + RND(40);
6640 else if (element == EL_PIG)
6642 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6643 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6644 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6645 boolean should_turn_left, should_turn_right, should_move_on;
6647 int rnd = RND(rnd_value);
6649 should_turn_left = (can_turn_left &&
6651 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6652 y + back_dy + left_dy)));
6653 should_turn_right = (can_turn_right &&
6655 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6656 y + back_dy + right_dy)));
6657 should_move_on = (can_move_on &&
6660 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6661 y + move_dy + left_dy) ||
6662 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6663 y + move_dy + right_dy)));
6665 if (should_turn_left || should_turn_right || should_move_on)
6667 if (should_turn_left && should_turn_right && should_move_on)
6668 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6669 rnd < 2 * rnd_value / 3 ? right_dir :
6671 else if (should_turn_left && should_turn_right)
6672 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6673 else if (should_turn_left && should_move_on)
6674 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6675 else if (should_turn_right && should_move_on)
6676 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6677 else if (should_turn_left)
6678 MovDir[x][y] = left_dir;
6679 else if (should_turn_right)
6680 MovDir[x][y] = right_dir;
6681 else if (should_move_on)
6682 MovDir[x][y] = old_move_dir;
6684 else if (can_move_on && rnd > rnd_value / 8)
6685 MovDir[x][y] = old_move_dir;
6686 else if (can_turn_left && can_turn_right)
6687 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6688 else if (can_turn_left && rnd > rnd_value / 8)
6689 MovDir[x][y] = left_dir;
6690 else if (can_turn_right && rnd > rnd_value/8)
6691 MovDir[x][y] = right_dir;
6693 MovDir[x][y] = back_dir;
6695 xx = x + move_xy[MovDir[x][y]].dx;
6696 yy = y + move_xy[MovDir[x][y]].dy;
6698 if (!IN_LEV_FIELD(xx, yy) ||
6699 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6700 MovDir[x][y] = old_move_dir;
6704 else if (element == EL_DRAGON)
6706 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6707 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6708 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6710 int rnd = RND(rnd_value);
6712 if (can_move_on && rnd > rnd_value / 8)
6713 MovDir[x][y] = old_move_dir;
6714 else if (can_turn_left && can_turn_right)
6715 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6716 else if (can_turn_left && rnd > rnd_value / 8)
6717 MovDir[x][y] = left_dir;
6718 else if (can_turn_right && rnd > rnd_value / 8)
6719 MovDir[x][y] = right_dir;
6721 MovDir[x][y] = back_dir;
6723 xx = x + move_xy[MovDir[x][y]].dx;
6724 yy = y + move_xy[MovDir[x][y]].dy;
6726 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6727 MovDir[x][y] = old_move_dir;
6731 else if (element == EL_MOLE)
6733 boolean can_move_on =
6734 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6735 IS_AMOEBOID(Feld[move_x][move_y]) ||
6736 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6739 boolean can_turn_left =
6740 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6741 IS_AMOEBOID(Feld[left_x][left_y])));
6743 boolean can_turn_right =
6744 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6745 IS_AMOEBOID(Feld[right_x][right_y])));
6747 if (can_turn_left && can_turn_right)
6748 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6749 else if (can_turn_left)
6750 MovDir[x][y] = left_dir;
6752 MovDir[x][y] = right_dir;
6755 if (MovDir[x][y] != old_move_dir)
6758 else if (element == EL_BALLOON)
6760 MovDir[x][y] = game.wind_direction;
6763 else if (element == EL_SPRING)
6765 if (MovDir[x][y] & MV_HORIZONTAL)
6767 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6768 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6770 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6771 ResetGfxAnimation(move_x, move_y);
6772 TEST_DrawLevelField(move_x, move_y);
6774 MovDir[x][y] = back_dir;
6776 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6777 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6778 MovDir[x][y] = MV_NONE;
6783 else if (element == EL_ROBOT ||
6784 element == EL_SATELLITE ||
6785 element == EL_PENGUIN ||
6786 element == EL_EMC_ANDROID)
6788 int attr_x = -1, attr_y = -1;
6799 for (i = 0; i < MAX_PLAYERS; i++)
6801 struct PlayerInfo *player = &stored_player[i];
6802 int jx = player->jx, jy = player->jy;
6804 if (!player->active)
6808 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6816 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6817 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6818 game.engine_version < VERSION_IDENT(3,1,0,0)))
6824 if (element == EL_PENGUIN)
6827 static int xy[4][2] =
6835 for (i = 0; i < NUM_DIRECTIONS; i++)
6837 int ex = x + xy[i][0];
6838 int ey = y + xy[i][1];
6840 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6841 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6842 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6843 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6852 MovDir[x][y] = MV_NONE;
6854 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6855 else if (attr_x > x)
6856 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6858 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6859 else if (attr_y > y)
6860 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6862 if (element == EL_ROBOT)
6866 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6867 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6868 Moving2Blocked(x, y, &newx, &newy);
6870 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6871 MovDelay[x][y] = 8 + 8 * !RND(3);
6873 MovDelay[x][y] = 16;
6875 else if (element == EL_PENGUIN)
6881 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6883 boolean first_horiz = RND(2);
6884 int new_move_dir = MovDir[x][y];
6887 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6888 Moving2Blocked(x, y, &newx, &newy);
6890 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6894 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6895 Moving2Blocked(x, y, &newx, &newy);
6897 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6900 MovDir[x][y] = old_move_dir;
6904 else if (element == EL_SATELLITE)
6910 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6912 boolean first_horiz = RND(2);
6913 int new_move_dir = MovDir[x][y];
6916 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6917 Moving2Blocked(x, y, &newx, &newy);
6919 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6923 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6924 Moving2Blocked(x, y, &newx, &newy);
6926 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6929 MovDir[x][y] = old_move_dir;
6933 else if (element == EL_EMC_ANDROID)
6935 static int check_pos[16] =
6937 -1, /* 0 => (invalid) */
6938 7, /* 1 => MV_LEFT */
6939 3, /* 2 => MV_RIGHT */
6940 -1, /* 3 => (invalid) */
6942 0, /* 5 => MV_LEFT | MV_UP */
6943 2, /* 6 => MV_RIGHT | MV_UP */
6944 -1, /* 7 => (invalid) */
6945 5, /* 8 => MV_DOWN */
6946 6, /* 9 => MV_LEFT | MV_DOWN */
6947 4, /* 10 => MV_RIGHT | MV_DOWN */
6948 -1, /* 11 => (invalid) */
6949 -1, /* 12 => (invalid) */
6950 -1, /* 13 => (invalid) */
6951 -1, /* 14 => (invalid) */
6952 -1, /* 15 => (invalid) */
6960 { -1, -1, MV_LEFT | MV_UP },
6962 { +1, -1, MV_RIGHT | MV_UP },
6963 { +1, 0, MV_RIGHT },
6964 { +1, +1, MV_RIGHT | MV_DOWN },
6966 { -1, +1, MV_LEFT | MV_DOWN },
6969 int start_pos, check_order;
6970 boolean can_clone = FALSE;
6973 /* check if there is any free field around current position */
6974 for (i = 0; i < 8; i++)
6976 int newx = x + check_xy[i].dx;
6977 int newy = y + check_xy[i].dy;
6979 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6987 if (can_clone) /* randomly find an element to clone */
6991 start_pos = check_pos[RND(8)];
6992 check_order = (RND(2) ? -1 : +1);
6994 for (i = 0; i < 8; i++)
6996 int pos_raw = start_pos + i * check_order;
6997 int pos = (pos_raw + 8) % 8;
6998 int newx = x + check_xy[pos].dx;
6999 int newy = y + check_xy[pos].dy;
7001 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7003 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7004 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7006 Store[x][y] = Feld[newx][newy];
7015 if (can_clone) /* randomly find a direction to move */
7019 start_pos = check_pos[RND(8)];
7020 check_order = (RND(2) ? -1 : +1);
7022 for (i = 0; i < 8; i++)
7024 int pos_raw = start_pos + i * check_order;
7025 int pos = (pos_raw + 8) % 8;
7026 int newx = x + check_xy[pos].dx;
7027 int newy = y + check_xy[pos].dy;
7028 int new_move_dir = check_xy[pos].dir;
7030 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7032 MovDir[x][y] = new_move_dir;
7033 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7042 if (can_clone) /* cloning and moving successful */
7045 /* cannot clone -- try to move towards player */
7047 start_pos = check_pos[MovDir[x][y] & 0x0f];
7048 check_order = (RND(2) ? -1 : +1);
7050 for (i = 0; i < 3; i++)
7052 /* first check start_pos, then previous/next or (next/previous) pos */
7053 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7054 int pos = (pos_raw + 8) % 8;
7055 int newx = x + check_xy[pos].dx;
7056 int newy = y + check_xy[pos].dy;
7057 int new_move_dir = check_xy[pos].dir;
7059 if (IS_PLAYER(newx, newy))
7062 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7064 MovDir[x][y] = new_move_dir;
7065 MovDelay[x][y] = level.android_move_time * 8 + 1;
7072 else if (move_pattern == MV_TURNING_LEFT ||
7073 move_pattern == MV_TURNING_RIGHT ||
7074 move_pattern == MV_TURNING_LEFT_RIGHT ||
7075 move_pattern == MV_TURNING_RIGHT_LEFT ||
7076 move_pattern == MV_TURNING_RANDOM ||
7077 move_pattern == MV_ALL_DIRECTIONS)
7079 boolean can_turn_left =
7080 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7081 boolean can_turn_right =
7082 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7084 if (element_info[element].move_stepsize == 0) /* "not moving" */
7087 if (move_pattern == MV_TURNING_LEFT)
7088 MovDir[x][y] = left_dir;
7089 else if (move_pattern == MV_TURNING_RIGHT)
7090 MovDir[x][y] = right_dir;
7091 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7092 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7093 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7094 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7095 else if (move_pattern == MV_TURNING_RANDOM)
7096 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7097 can_turn_right && !can_turn_left ? right_dir :
7098 RND(2) ? left_dir : right_dir);
7099 else if (can_turn_left && can_turn_right)
7100 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7101 else if (can_turn_left)
7102 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7103 else if (can_turn_right)
7104 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7106 MovDir[x][y] = back_dir;
7108 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7110 else if (move_pattern == MV_HORIZONTAL ||
7111 move_pattern == MV_VERTICAL)
7113 if (move_pattern & old_move_dir)
7114 MovDir[x][y] = back_dir;
7115 else if (move_pattern == MV_HORIZONTAL)
7116 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7117 else if (move_pattern == MV_VERTICAL)
7118 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7120 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7122 else if (move_pattern & MV_ANY_DIRECTION)
7124 MovDir[x][y] = move_pattern;
7125 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7127 else if (move_pattern & MV_WIND_DIRECTION)
7129 MovDir[x][y] = game.wind_direction;
7130 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7132 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7134 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7135 MovDir[x][y] = left_dir;
7136 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7137 MovDir[x][y] = right_dir;
7139 if (MovDir[x][y] != old_move_dir)
7140 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7142 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7144 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7145 MovDir[x][y] = right_dir;
7146 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7147 MovDir[x][y] = left_dir;
7149 if (MovDir[x][y] != old_move_dir)
7150 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7152 else if (move_pattern == MV_TOWARDS_PLAYER ||
7153 move_pattern == MV_AWAY_FROM_PLAYER)
7155 int attr_x = -1, attr_y = -1;
7157 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7168 for (i = 0; i < MAX_PLAYERS; i++)
7170 struct PlayerInfo *player = &stored_player[i];
7171 int jx = player->jx, jy = player->jy;
7173 if (!player->active)
7177 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7185 MovDir[x][y] = MV_NONE;
7187 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7188 else if (attr_x > x)
7189 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7191 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7192 else if (attr_y > y)
7193 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7195 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7197 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7199 boolean first_horiz = RND(2);
7200 int new_move_dir = MovDir[x][y];
7202 if (element_info[element].move_stepsize == 0) /* "not moving" */
7204 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7205 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7211 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7212 Moving2Blocked(x, y, &newx, &newy);
7214 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7218 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7219 Moving2Blocked(x, y, &newx, &newy);
7221 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7224 MovDir[x][y] = old_move_dir;
7227 else if (move_pattern == MV_WHEN_PUSHED ||
7228 move_pattern == MV_WHEN_DROPPED)
7230 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7231 MovDir[x][y] = MV_NONE;
7235 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7237 static int test_xy[7][2] =
7247 static int test_dir[7] =
7257 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7258 int move_preference = -1000000; /* start with very low preference */
7259 int new_move_dir = MV_NONE;
7260 int start_test = RND(4);
7263 for (i = 0; i < NUM_DIRECTIONS; i++)
7265 int move_dir = test_dir[start_test + i];
7266 int move_dir_preference;
7268 xx = x + test_xy[start_test + i][0];
7269 yy = y + test_xy[start_test + i][1];
7271 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7272 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7274 new_move_dir = move_dir;
7279 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7282 move_dir_preference = -1 * RunnerVisit[xx][yy];
7283 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7284 move_dir_preference = PlayerVisit[xx][yy];
7286 if (move_dir_preference > move_preference)
7288 /* prefer field that has not been visited for the longest time */
7289 move_preference = move_dir_preference;
7290 new_move_dir = move_dir;
7292 else if (move_dir_preference == move_preference &&
7293 move_dir == old_move_dir)
7295 /* prefer last direction when all directions are preferred equally */
7296 move_preference = move_dir_preference;
7297 new_move_dir = move_dir;
7301 MovDir[x][y] = new_move_dir;
7302 if (old_move_dir != new_move_dir)
7303 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7307 static void TurnRound(int x, int y)
7309 int direction = MovDir[x][y];
7313 GfxDir[x][y] = MovDir[x][y];
7315 if (direction != MovDir[x][y])
7319 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7321 ResetGfxFrame(x, y);
7324 static boolean JustBeingPushed(int x, int y)
7328 for (i = 0; i < MAX_PLAYERS; i++)
7330 struct PlayerInfo *player = &stored_player[i];
7332 if (player->active && player->is_pushing && player->MovPos)
7334 int next_jx = player->jx + (player->jx - player->last_jx);
7335 int next_jy = player->jy + (player->jy - player->last_jy);
7337 if (x == next_jx && y == next_jy)
7345 static void StartMoving(int x, int y)
7347 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7348 int element = Feld[x][y];
7353 if (MovDelay[x][y] == 0)
7354 GfxAction[x][y] = ACTION_DEFAULT;
7356 if (CAN_FALL(element) && y < lev_fieldy - 1)
7358 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7359 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7360 if (JustBeingPushed(x, y))
7363 if (element == EL_QUICKSAND_FULL)
7365 if (IS_FREE(x, y + 1))
7367 InitMovingField(x, y, MV_DOWN);
7368 started_moving = TRUE;
7370 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7371 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7372 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7373 Store[x][y] = EL_ROCK;
7375 Store[x][y] = EL_ROCK;
7378 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7380 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7382 if (!MovDelay[x][y])
7384 MovDelay[x][y] = TILEY + 1;
7386 ResetGfxAnimation(x, y);
7387 ResetGfxAnimation(x, y + 1);
7392 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7393 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7400 Feld[x][y] = EL_QUICKSAND_EMPTY;
7401 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7402 Store[x][y + 1] = Store[x][y];
7405 PlayLevelSoundAction(x, y, ACTION_FILLING);
7407 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7409 if (!MovDelay[x][y])
7411 MovDelay[x][y] = TILEY + 1;
7413 ResetGfxAnimation(x, y);
7414 ResetGfxAnimation(x, y + 1);
7419 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7420 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7427 Feld[x][y] = EL_QUICKSAND_EMPTY;
7428 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7429 Store[x][y + 1] = Store[x][y];
7432 PlayLevelSoundAction(x, y, ACTION_FILLING);
7435 else if (element == EL_QUICKSAND_FAST_FULL)
7437 if (IS_FREE(x, y + 1))
7439 InitMovingField(x, y, MV_DOWN);
7440 started_moving = TRUE;
7442 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7443 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7444 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7445 Store[x][y] = EL_ROCK;
7447 Store[x][y] = EL_ROCK;
7450 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7452 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7454 if (!MovDelay[x][y])
7456 MovDelay[x][y] = TILEY + 1;
7458 ResetGfxAnimation(x, y);
7459 ResetGfxAnimation(x, y + 1);
7464 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7465 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7472 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7473 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7474 Store[x][y + 1] = Store[x][y];
7477 PlayLevelSoundAction(x, y, ACTION_FILLING);
7479 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7481 if (!MovDelay[x][y])
7483 MovDelay[x][y] = TILEY + 1;
7485 ResetGfxAnimation(x, y);
7486 ResetGfxAnimation(x, y + 1);
7491 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7492 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7499 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7500 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7501 Store[x][y + 1] = Store[x][y];
7504 PlayLevelSoundAction(x, y, ACTION_FILLING);
7507 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7508 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7510 InitMovingField(x, y, MV_DOWN);
7511 started_moving = TRUE;
7513 Feld[x][y] = EL_QUICKSAND_FILLING;
7514 Store[x][y] = element;
7516 PlayLevelSoundAction(x, y, ACTION_FILLING);
7518 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7519 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7521 InitMovingField(x, y, MV_DOWN);
7522 started_moving = TRUE;
7524 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7525 Store[x][y] = element;
7527 PlayLevelSoundAction(x, y, ACTION_FILLING);
7529 else if (element == EL_MAGIC_WALL_FULL)
7531 if (IS_FREE(x, y + 1))
7533 InitMovingField(x, y, MV_DOWN);
7534 started_moving = TRUE;
7536 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7537 Store[x][y] = EL_CHANGED(Store[x][y]);
7539 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7541 if (!MovDelay[x][y])
7542 MovDelay[x][y] = TILEY / 4 + 1;
7551 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7552 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7553 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7557 else if (element == EL_BD_MAGIC_WALL_FULL)
7559 if (IS_FREE(x, y + 1))
7561 InitMovingField(x, y, MV_DOWN);
7562 started_moving = TRUE;
7564 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7565 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7567 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7569 if (!MovDelay[x][y])
7570 MovDelay[x][y] = TILEY / 4 + 1;
7579 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7580 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7581 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7585 else if (element == EL_DC_MAGIC_WALL_FULL)
7587 if (IS_FREE(x, y + 1))
7589 InitMovingField(x, y, MV_DOWN);
7590 started_moving = TRUE;
7592 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7593 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7595 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7597 if (!MovDelay[x][y])
7598 MovDelay[x][y] = TILEY / 4 + 1;
7607 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7608 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7609 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7613 else if ((CAN_PASS_MAGIC_WALL(element) &&
7614 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7615 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7616 (CAN_PASS_DC_MAGIC_WALL(element) &&
7617 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7620 InitMovingField(x, y, MV_DOWN);
7621 started_moving = TRUE;
7624 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7625 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7626 EL_DC_MAGIC_WALL_FILLING);
7627 Store[x][y] = element;
7629 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7631 SplashAcid(x, y + 1);
7633 InitMovingField(x, y, MV_DOWN);
7634 started_moving = TRUE;
7636 Store[x][y] = EL_ACID;
7639 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7640 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7641 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7642 CAN_FALL(element) && WasJustFalling[x][y] &&
7643 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7645 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7646 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7647 (Feld[x][y + 1] == EL_BLOCKED)))
7649 /* this is needed for a special case not covered by calling "Impact()"
7650 from "ContinueMoving()": if an element moves to a tile directly below
7651 another element which was just falling on that tile (which was empty
7652 in the previous frame), the falling element above would just stop
7653 instead of smashing the element below (in previous version, the above
7654 element was just checked for "moving" instead of "falling", resulting
7655 in incorrect smashes caused by horizontal movement of the above
7656 element; also, the case of the player being the element to smash was
7657 simply not covered here... :-/ ) */
7659 CheckCollision[x][y] = 0;
7660 CheckImpact[x][y] = 0;
7664 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7666 if (MovDir[x][y] == MV_NONE)
7668 InitMovingField(x, y, MV_DOWN);
7669 started_moving = TRUE;
7672 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7674 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7675 MovDir[x][y] = MV_DOWN;
7677 InitMovingField(x, y, MV_DOWN);
7678 started_moving = TRUE;
7680 else if (element == EL_AMOEBA_DROP)
7682 Feld[x][y] = EL_AMOEBA_GROWING;
7683 Store[x][y] = EL_AMOEBA_WET;
7685 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7686 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7687 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7688 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7690 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7691 (IS_FREE(x - 1, y + 1) ||
7692 Feld[x - 1][y + 1] == EL_ACID));
7693 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7694 (IS_FREE(x + 1, y + 1) ||
7695 Feld[x + 1][y + 1] == EL_ACID));
7696 boolean can_fall_any = (can_fall_left || can_fall_right);
7697 boolean can_fall_both = (can_fall_left && can_fall_right);
7698 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7700 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7702 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7703 can_fall_right = FALSE;
7704 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7705 can_fall_left = FALSE;
7706 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7707 can_fall_right = FALSE;
7708 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7709 can_fall_left = FALSE;
7711 can_fall_any = (can_fall_left || can_fall_right);
7712 can_fall_both = FALSE;
7717 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7718 can_fall_right = FALSE; /* slip down on left side */
7720 can_fall_left = !(can_fall_right = RND(2));
7722 can_fall_both = FALSE;
7727 /* if not determined otherwise, prefer left side for slipping down */
7728 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7729 started_moving = TRUE;
7732 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7734 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7735 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7736 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7737 int belt_dir = game.belt_dir[belt_nr];
7739 if ((belt_dir == MV_LEFT && left_is_free) ||
7740 (belt_dir == MV_RIGHT && right_is_free))
7742 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7744 InitMovingField(x, y, belt_dir);
7745 started_moving = TRUE;
7747 Pushed[x][y] = TRUE;
7748 Pushed[nextx][y] = TRUE;
7750 GfxAction[x][y] = ACTION_DEFAULT;
7754 MovDir[x][y] = 0; /* if element was moving, stop it */
7759 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7760 if (CAN_MOVE(element) && !started_moving)
7762 int move_pattern = element_info[element].move_pattern;
7765 Moving2Blocked(x, y, &newx, &newy);
7767 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7770 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7771 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7773 WasJustMoving[x][y] = 0;
7774 CheckCollision[x][y] = 0;
7776 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7778 if (Feld[x][y] != element) /* element has changed */
7782 if (!MovDelay[x][y]) /* start new movement phase */
7784 /* all objects that can change their move direction after each step
7785 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7787 if (element != EL_YAMYAM &&
7788 element != EL_DARK_YAMYAM &&
7789 element != EL_PACMAN &&
7790 !(move_pattern & MV_ANY_DIRECTION) &&
7791 move_pattern != MV_TURNING_LEFT &&
7792 move_pattern != MV_TURNING_RIGHT &&
7793 move_pattern != MV_TURNING_LEFT_RIGHT &&
7794 move_pattern != MV_TURNING_RIGHT_LEFT &&
7795 move_pattern != MV_TURNING_RANDOM)
7799 if (MovDelay[x][y] && (element == EL_BUG ||
7800 element == EL_SPACESHIP ||
7801 element == EL_SP_SNIKSNAK ||
7802 element == EL_SP_ELECTRON ||
7803 element == EL_MOLE))
7804 TEST_DrawLevelField(x, y);
7808 if (MovDelay[x][y]) /* wait some time before next movement */
7812 if (element == EL_ROBOT ||
7813 element == EL_YAMYAM ||
7814 element == EL_DARK_YAMYAM)
7816 DrawLevelElementAnimationIfNeeded(x, y, element);
7817 PlayLevelSoundAction(x, y, ACTION_WAITING);
7819 else if (element == EL_SP_ELECTRON)
7820 DrawLevelElementAnimationIfNeeded(x, y, element);
7821 else if (element == EL_DRAGON)
7824 int dir = MovDir[x][y];
7825 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7826 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7827 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7828 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7829 dir == MV_UP ? IMG_FLAMES_1_UP :
7830 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7831 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7833 GfxAction[x][y] = ACTION_ATTACKING;
7835 if (IS_PLAYER(x, y))
7836 DrawPlayerField(x, y);
7838 TEST_DrawLevelField(x, y);
7840 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7842 for (i = 1; i <= 3; i++)
7844 int xx = x + i * dx;
7845 int yy = y + i * dy;
7846 int sx = SCREENX(xx);
7847 int sy = SCREENY(yy);
7848 int flame_graphic = graphic + (i - 1);
7850 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7855 int flamed = MovingOrBlocked2Element(xx, yy);
7857 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7860 RemoveMovingField(xx, yy);
7862 ChangeDelay[xx][yy] = 0;
7864 Feld[xx][yy] = EL_FLAMES;
7866 if (IN_SCR_FIELD(sx, sy))
7868 TEST_DrawLevelFieldCrumbled(xx, yy);
7869 DrawGraphic(sx, sy, flame_graphic, frame);
7874 if (Feld[xx][yy] == EL_FLAMES)
7875 Feld[xx][yy] = EL_EMPTY;
7876 TEST_DrawLevelField(xx, yy);
7881 if (MovDelay[x][y]) /* element still has to wait some time */
7883 PlayLevelSoundAction(x, y, ACTION_WAITING);
7889 /* now make next step */
7891 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7893 if (DONT_COLLIDE_WITH(element) &&
7894 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7895 !PLAYER_ENEMY_PROTECTED(newx, newy))
7897 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7902 else if (CAN_MOVE_INTO_ACID(element) &&
7903 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7904 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7905 (MovDir[x][y] == MV_DOWN ||
7906 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7908 SplashAcid(newx, newy);
7909 Store[x][y] = EL_ACID;
7911 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7913 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7914 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7915 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7916 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7919 TEST_DrawLevelField(x, y);
7921 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7922 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7923 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7925 local_player->friends_still_needed--;
7926 if (!local_player->friends_still_needed &&
7927 !local_player->GameOver && AllPlayersGone)
7928 PlayerWins(local_player);
7932 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7934 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7935 TEST_DrawLevelField(newx, newy);
7937 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7939 else if (!IS_FREE(newx, newy))
7941 GfxAction[x][y] = ACTION_WAITING;
7943 if (IS_PLAYER(x, y))
7944 DrawPlayerField(x, y);
7946 TEST_DrawLevelField(x, y);
7951 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7953 if (IS_FOOD_PIG(Feld[newx][newy]))
7955 if (IS_MOVING(newx, newy))
7956 RemoveMovingField(newx, newy);
7959 Feld[newx][newy] = EL_EMPTY;
7960 TEST_DrawLevelField(newx, newy);
7963 PlayLevelSound(x, y, SND_PIG_DIGGING);
7965 else if (!IS_FREE(newx, newy))
7967 if (IS_PLAYER(x, y))
7968 DrawPlayerField(x, y);
7970 TEST_DrawLevelField(x, y);
7975 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7977 if (Store[x][y] != EL_EMPTY)
7979 boolean can_clone = FALSE;
7982 /* check if element to clone is still there */
7983 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7985 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7993 /* cannot clone or target field not free anymore -- do not clone */
7994 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7995 Store[x][y] = EL_EMPTY;
7998 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8000 if (IS_MV_DIAGONAL(MovDir[x][y]))
8002 int diagonal_move_dir = MovDir[x][y];
8003 int stored = Store[x][y];
8004 int change_delay = 8;
8007 /* android is moving diagonally */
8009 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8011 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8012 GfxElement[x][y] = EL_EMC_ANDROID;
8013 GfxAction[x][y] = ACTION_SHRINKING;
8014 GfxDir[x][y] = diagonal_move_dir;
8015 ChangeDelay[x][y] = change_delay;
8017 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8020 DrawLevelGraphicAnimation(x, y, graphic);
8021 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8023 if (Feld[newx][newy] == EL_ACID)
8025 SplashAcid(newx, newy);
8030 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8032 Store[newx][newy] = EL_EMC_ANDROID;
8033 GfxElement[newx][newy] = EL_EMC_ANDROID;
8034 GfxAction[newx][newy] = ACTION_GROWING;
8035 GfxDir[newx][newy] = diagonal_move_dir;
8036 ChangeDelay[newx][newy] = change_delay;
8038 graphic = el_act_dir2img(GfxElement[newx][newy],
8039 GfxAction[newx][newy], GfxDir[newx][newy]);
8041 DrawLevelGraphicAnimation(newx, newy, graphic);
8042 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8048 Feld[newx][newy] = EL_EMPTY;
8049 TEST_DrawLevelField(newx, newy);
8051 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8054 else if (!IS_FREE(newx, newy))
8059 else if (IS_CUSTOM_ELEMENT(element) &&
8060 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8062 if (!DigFieldByCE(newx, newy, element))
8065 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8067 RunnerVisit[x][y] = FrameCounter;
8068 PlayerVisit[x][y] /= 8; /* expire player visit path */
8071 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8073 if (!IS_FREE(newx, newy))
8075 if (IS_PLAYER(x, y))
8076 DrawPlayerField(x, y);
8078 TEST_DrawLevelField(x, y);
8084 boolean wanna_flame = !RND(10);
8085 int dx = newx - x, dy = newy - y;
8086 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8087 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8088 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8089 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8090 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8091 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8094 IS_CLASSIC_ENEMY(element1) ||
8095 IS_CLASSIC_ENEMY(element2)) &&
8096 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8097 element1 != EL_FLAMES && element2 != EL_FLAMES)
8099 ResetGfxAnimation(x, y);
8100 GfxAction[x][y] = ACTION_ATTACKING;
8102 if (IS_PLAYER(x, y))
8103 DrawPlayerField(x, y);
8105 TEST_DrawLevelField(x, y);
8107 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8109 MovDelay[x][y] = 50;
8111 Feld[newx][newy] = EL_FLAMES;
8112 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8113 Feld[newx1][newy1] = EL_FLAMES;
8114 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8115 Feld[newx2][newy2] = EL_FLAMES;
8121 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8122 Feld[newx][newy] == EL_DIAMOND)
8124 if (IS_MOVING(newx, newy))
8125 RemoveMovingField(newx, newy);
8128 Feld[newx][newy] = EL_EMPTY;
8129 TEST_DrawLevelField(newx, newy);
8132 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8134 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8135 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8137 if (AmoebaNr[newx][newy])
8139 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8140 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8141 Feld[newx][newy] == EL_BD_AMOEBA)
8142 AmoebaCnt[AmoebaNr[newx][newy]]--;
8145 if (IS_MOVING(newx, newy))
8147 RemoveMovingField(newx, newy);
8151 Feld[newx][newy] = EL_EMPTY;
8152 TEST_DrawLevelField(newx, newy);
8155 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8157 else if ((element == EL_PACMAN || element == EL_MOLE)
8158 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8160 if (AmoebaNr[newx][newy])
8162 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8163 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8164 Feld[newx][newy] == EL_BD_AMOEBA)
8165 AmoebaCnt[AmoebaNr[newx][newy]]--;
8168 if (element == EL_MOLE)
8170 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8171 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8173 ResetGfxAnimation(x, y);
8174 GfxAction[x][y] = ACTION_DIGGING;
8175 TEST_DrawLevelField(x, y);
8177 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8179 return; /* wait for shrinking amoeba */
8181 else /* element == EL_PACMAN */
8183 Feld[newx][newy] = EL_EMPTY;
8184 TEST_DrawLevelField(newx, newy);
8185 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8188 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8189 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8190 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8192 /* wait for shrinking amoeba to completely disappear */
8195 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8197 /* object was running against a wall */
8201 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8202 DrawLevelElementAnimation(x, y, element);
8204 if (DONT_TOUCH(element))
8205 TestIfBadThingTouchesPlayer(x, y);
8210 InitMovingField(x, y, MovDir[x][y]);
8212 PlayLevelSoundAction(x, y, ACTION_MOVING);
8216 ContinueMoving(x, y);
8219 void ContinueMoving(int x, int y)
8221 int element = Feld[x][y];
8222 struct ElementInfo *ei = &element_info[element];
8223 int direction = MovDir[x][y];
8224 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8225 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8226 int newx = x + dx, newy = y + dy;
8227 int stored = Store[x][y];
8228 int stored_new = Store[newx][newy];
8229 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8230 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8231 boolean last_line = (newy == lev_fieldy - 1);
8233 MovPos[x][y] += getElementMoveStepsize(x, y);
8235 if (pushed_by_player) /* special case: moving object pushed by player */
8236 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8238 if (ABS(MovPos[x][y]) < TILEX)
8240 TEST_DrawLevelField(x, y);
8242 return; /* element is still moving */
8245 /* element reached destination field */
8247 Feld[x][y] = EL_EMPTY;
8248 Feld[newx][newy] = element;
8249 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8251 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8253 element = Feld[newx][newy] = EL_ACID;
8255 else if (element == EL_MOLE)
8257 Feld[x][y] = EL_SAND;
8259 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8261 else if (element == EL_QUICKSAND_FILLING)
8263 element = Feld[newx][newy] = get_next_element(element);
8264 Store[newx][newy] = Store[x][y];
8266 else if (element == EL_QUICKSAND_EMPTYING)
8268 Feld[x][y] = get_next_element(element);
8269 element = Feld[newx][newy] = Store[x][y];
8271 else if (element == EL_QUICKSAND_FAST_FILLING)
8273 element = Feld[newx][newy] = get_next_element(element);
8274 Store[newx][newy] = Store[x][y];
8276 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8278 Feld[x][y] = get_next_element(element);
8279 element = Feld[newx][newy] = Store[x][y];
8281 else if (element == EL_MAGIC_WALL_FILLING)
8283 element = Feld[newx][newy] = get_next_element(element);
8284 if (!game.magic_wall_active)
8285 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8286 Store[newx][newy] = Store[x][y];
8288 else if (element == EL_MAGIC_WALL_EMPTYING)
8290 Feld[x][y] = get_next_element(element);
8291 if (!game.magic_wall_active)
8292 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8293 element = Feld[newx][newy] = Store[x][y];
8295 InitField(newx, newy, FALSE);
8297 else if (element == EL_BD_MAGIC_WALL_FILLING)
8299 element = Feld[newx][newy] = get_next_element(element);
8300 if (!game.magic_wall_active)
8301 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8302 Store[newx][newy] = Store[x][y];
8304 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8306 Feld[x][y] = get_next_element(element);
8307 if (!game.magic_wall_active)
8308 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8309 element = Feld[newx][newy] = Store[x][y];
8311 InitField(newx, newy, FALSE);
8313 else if (element == EL_DC_MAGIC_WALL_FILLING)
8315 element = Feld[newx][newy] = get_next_element(element);
8316 if (!game.magic_wall_active)
8317 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8318 Store[newx][newy] = Store[x][y];
8320 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8322 Feld[x][y] = get_next_element(element);
8323 if (!game.magic_wall_active)
8324 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8325 element = Feld[newx][newy] = Store[x][y];
8327 InitField(newx, newy, FALSE);
8329 else if (element == EL_AMOEBA_DROPPING)
8331 Feld[x][y] = get_next_element(element);
8332 element = Feld[newx][newy] = Store[x][y];
8334 else if (element == EL_SOKOBAN_OBJECT)
8337 Feld[x][y] = Back[x][y];
8339 if (Back[newx][newy])
8340 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8342 Back[x][y] = Back[newx][newy] = 0;
8345 Store[x][y] = EL_EMPTY;
8350 MovDelay[newx][newy] = 0;
8352 if (CAN_CHANGE_OR_HAS_ACTION(element))
8354 /* copy element change control values to new field */
8355 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8356 ChangePage[newx][newy] = ChangePage[x][y];
8357 ChangeCount[newx][newy] = ChangeCount[x][y];
8358 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8361 CustomValue[newx][newy] = CustomValue[x][y];
8363 ChangeDelay[x][y] = 0;
8364 ChangePage[x][y] = -1;
8365 ChangeCount[x][y] = 0;
8366 ChangeEvent[x][y] = -1;
8368 CustomValue[x][y] = 0;
8370 /* copy animation control values to new field */
8371 GfxFrame[newx][newy] = GfxFrame[x][y];
8372 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8373 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8374 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8376 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8378 /* some elements can leave other elements behind after moving */
8379 if (ei->move_leave_element != EL_EMPTY &&
8380 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8381 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8383 int move_leave_element = ei->move_leave_element;
8385 /* this makes it possible to leave the removed element again */
8386 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8387 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8389 Feld[x][y] = move_leave_element;
8391 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8392 MovDir[x][y] = direction;
8394 InitField(x, y, FALSE);
8396 if (GFX_CRUMBLED(Feld[x][y]))
8397 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8399 if (ELEM_IS_PLAYER(move_leave_element))
8400 RelocatePlayer(x, y, move_leave_element);
8403 /* do this after checking for left-behind element */
8404 ResetGfxAnimation(x, y); /* reset animation values for old field */
8406 if (!CAN_MOVE(element) ||
8407 (CAN_FALL(element) && direction == MV_DOWN &&
8408 (element == EL_SPRING ||
8409 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8410 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8411 GfxDir[x][y] = MovDir[newx][newy] = 0;
8413 TEST_DrawLevelField(x, y);
8414 TEST_DrawLevelField(newx, newy);
8416 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8418 /* prevent pushed element from moving on in pushed direction */
8419 if (pushed_by_player && CAN_MOVE(element) &&
8420 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8421 !(element_info[element].move_pattern & direction))
8422 TurnRound(newx, newy);
8424 /* prevent elements on conveyor belt from moving on in last direction */
8425 if (pushed_by_conveyor && CAN_FALL(element) &&
8426 direction & MV_HORIZONTAL)
8427 MovDir[newx][newy] = 0;
8429 if (!pushed_by_player)
8431 int nextx = newx + dx, nexty = newy + dy;
8432 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8434 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8436 if (CAN_FALL(element) && direction == MV_DOWN)
8437 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8439 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8440 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8442 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8443 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8446 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8448 TestIfBadThingTouchesPlayer(newx, newy);
8449 TestIfBadThingTouchesFriend(newx, newy);
8451 if (!IS_CUSTOM_ELEMENT(element))
8452 TestIfBadThingTouchesOtherBadThing(newx, newy);
8454 else if (element == EL_PENGUIN)
8455 TestIfFriendTouchesBadThing(newx, newy);
8457 if (DONT_GET_HIT_BY(element))
8459 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8462 /* give the player one last chance (one more frame) to move away */
8463 if (CAN_FALL(element) && direction == MV_DOWN &&
8464 (last_line || (!IS_FREE(x, newy + 1) &&
8465 (!IS_PLAYER(x, newy + 1) ||
8466 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8469 if (pushed_by_player && !game.use_change_when_pushing_bug)
8471 int push_side = MV_DIR_OPPOSITE(direction);
8472 struct PlayerInfo *player = PLAYERINFO(x, y);
8474 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8475 player->index_bit, push_side);
8476 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8477 player->index_bit, push_side);
8480 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8481 MovDelay[newx][newy] = 1;
8483 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8485 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8486 TestIfElementHitsCustomElement(newx, newy, direction);
8487 TestIfPlayerTouchesCustomElement(newx, newy);
8488 TestIfElementTouchesCustomElement(newx, newy);
8490 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8491 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8492 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8493 MV_DIR_OPPOSITE(direction));
8496 int AmoebeNachbarNr(int ax, int ay)
8499 int element = Feld[ax][ay];
8501 static int xy[4][2] =
8509 for (i = 0; i < NUM_DIRECTIONS; i++)
8511 int x = ax + xy[i][0];
8512 int y = ay + xy[i][1];
8514 if (!IN_LEV_FIELD(x, y))
8517 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8518 group_nr = AmoebaNr[x][y];
8524 static void AmoebenVereinigen(int ax, int ay)
8526 int i, x, y, xx, yy;
8527 int new_group_nr = AmoebaNr[ax][ay];
8528 static int xy[4][2] =
8536 if (new_group_nr == 0)
8539 for (i = 0; i < NUM_DIRECTIONS; i++)
8544 if (!IN_LEV_FIELD(x, y))
8547 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8548 Feld[x][y] == EL_BD_AMOEBA ||
8549 Feld[x][y] == EL_AMOEBA_DEAD) &&
8550 AmoebaNr[x][y] != new_group_nr)
8552 int old_group_nr = AmoebaNr[x][y];
8554 if (old_group_nr == 0)
8557 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8558 AmoebaCnt[old_group_nr] = 0;
8559 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8560 AmoebaCnt2[old_group_nr] = 0;
8562 SCAN_PLAYFIELD(xx, yy)
8564 if (AmoebaNr[xx][yy] == old_group_nr)
8565 AmoebaNr[xx][yy] = new_group_nr;
8571 void AmoebeUmwandeln(int ax, int ay)
8575 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8577 int group_nr = AmoebaNr[ax][ay];
8582 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8583 printf("AmoebeUmwandeln(): This should never happen!\n");
8588 SCAN_PLAYFIELD(x, y)
8590 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8593 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8597 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8598 SND_AMOEBA_TURNING_TO_GEM :
8599 SND_AMOEBA_TURNING_TO_ROCK));
8604 static int xy[4][2] =
8612 for (i = 0; i < NUM_DIRECTIONS; i++)
8617 if (!IN_LEV_FIELD(x, y))
8620 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8622 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8623 SND_AMOEBA_TURNING_TO_GEM :
8624 SND_AMOEBA_TURNING_TO_ROCK));
8631 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8634 int group_nr = AmoebaNr[ax][ay];
8635 boolean done = FALSE;
8640 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8641 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8646 SCAN_PLAYFIELD(x, y)
8648 if (AmoebaNr[x][y] == group_nr &&
8649 (Feld[x][y] == EL_AMOEBA_DEAD ||
8650 Feld[x][y] == EL_BD_AMOEBA ||
8651 Feld[x][y] == EL_AMOEBA_GROWING))
8654 Feld[x][y] = new_element;
8655 InitField(x, y, FALSE);
8656 TEST_DrawLevelField(x, y);
8662 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8663 SND_BD_AMOEBA_TURNING_TO_ROCK :
8664 SND_BD_AMOEBA_TURNING_TO_GEM));
8667 static void AmoebeWaechst(int x, int y)
8669 static unsigned int sound_delay = 0;
8670 static unsigned int sound_delay_value = 0;
8672 if (!MovDelay[x][y]) /* start new growing cycle */
8676 if (DelayReached(&sound_delay, sound_delay_value))
8678 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8679 sound_delay_value = 30;
8683 if (MovDelay[x][y]) /* wait some time before growing bigger */
8686 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8688 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8689 6 - MovDelay[x][y]);
8691 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8694 if (!MovDelay[x][y])
8696 Feld[x][y] = Store[x][y];
8698 TEST_DrawLevelField(x, y);
8703 static void AmoebaDisappearing(int x, int y)
8705 static unsigned int sound_delay = 0;
8706 static unsigned int sound_delay_value = 0;
8708 if (!MovDelay[x][y]) /* start new shrinking cycle */
8712 if (DelayReached(&sound_delay, sound_delay_value))
8713 sound_delay_value = 30;
8716 if (MovDelay[x][y]) /* wait some time before shrinking */
8719 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8721 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8722 6 - MovDelay[x][y]);
8724 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8727 if (!MovDelay[x][y])
8729 Feld[x][y] = EL_EMPTY;
8730 TEST_DrawLevelField(x, y);
8732 /* don't let mole enter this field in this cycle;
8733 (give priority to objects falling to this field from above) */
8739 static void AmoebeAbleger(int ax, int ay)
8742 int element = Feld[ax][ay];
8743 int graphic = el2img(element);
8744 int newax = ax, neway = ay;
8745 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8746 static int xy[4][2] =
8754 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8756 Feld[ax][ay] = EL_AMOEBA_DEAD;
8757 TEST_DrawLevelField(ax, ay);
8761 if (IS_ANIMATED(graphic))
8762 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8764 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8765 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8767 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8770 if (MovDelay[ax][ay])
8774 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8777 int x = ax + xy[start][0];
8778 int y = ay + xy[start][1];
8780 if (!IN_LEV_FIELD(x, y))
8783 if (IS_FREE(x, y) ||
8784 CAN_GROW_INTO(Feld[x][y]) ||
8785 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8786 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8792 if (newax == ax && neway == ay)
8795 else /* normal or "filled" (BD style) amoeba */
8798 boolean waiting_for_player = FALSE;
8800 for (i = 0; i < NUM_DIRECTIONS; i++)
8802 int j = (start + i) % 4;
8803 int x = ax + xy[j][0];
8804 int y = ay + xy[j][1];
8806 if (!IN_LEV_FIELD(x, y))
8809 if (IS_FREE(x, y) ||
8810 CAN_GROW_INTO(Feld[x][y]) ||
8811 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8812 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8818 else if (IS_PLAYER(x, y))
8819 waiting_for_player = TRUE;
8822 if (newax == ax && neway == ay) /* amoeba cannot grow */
8824 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8826 Feld[ax][ay] = EL_AMOEBA_DEAD;
8827 TEST_DrawLevelField(ax, ay);
8828 AmoebaCnt[AmoebaNr[ax][ay]]--;
8830 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8832 if (element == EL_AMOEBA_FULL)
8833 AmoebeUmwandeln(ax, ay);
8834 else if (element == EL_BD_AMOEBA)
8835 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8840 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8842 /* amoeba gets larger by growing in some direction */
8844 int new_group_nr = AmoebaNr[ax][ay];
8847 if (new_group_nr == 0)
8849 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8850 printf("AmoebeAbleger(): This should never happen!\n");
8855 AmoebaNr[newax][neway] = new_group_nr;
8856 AmoebaCnt[new_group_nr]++;
8857 AmoebaCnt2[new_group_nr]++;
8859 /* if amoeba touches other amoeba(s) after growing, unify them */
8860 AmoebenVereinigen(newax, neway);
8862 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8864 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8870 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8871 (neway == lev_fieldy - 1 && newax != ax))
8873 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8874 Store[newax][neway] = element;
8876 else if (neway == ay || element == EL_EMC_DRIPPER)
8878 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8880 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8884 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8885 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8886 Store[ax][ay] = EL_AMOEBA_DROP;
8887 ContinueMoving(ax, ay);
8891 TEST_DrawLevelField(newax, neway);
8894 static void Life(int ax, int ay)
8898 int element = Feld[ax][ay];
8899 int graphic = el2img(element);
8900 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8902 boolean changed = FALSE;
8904 if (IS_ANIMATED(graphic))
8905 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8910 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8911 MovDelay[ax][ay] = life_time;
8913 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8916 if (MovDelay[ax][ay])
8920 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8922 int xx = ax+x1, yy = ay+y1;
8923 int old_element = Feld[xx][yy];
8924 int num_neighbours = 0;
8926 if (!IN_LEV_FIELD(xx, yy))
8929 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8931 int x = xx+x2, y = yy+y2;
8933 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8936 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8937 boolean is_neighbour = FALSE;
8939 if (level.use_life_bugs)
8941 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8942 (IS_FREE(x, y) && Stop[x][y]));
8945 (Last[x][y] == element || is_player_cell);
8951 boolean is_free = FALSE;
8953 if (level.use_life_bugs)
8954 is_free = (IS_FREE(xx, yy));
8956 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8958 if (xx == ax && yy == ay) /* field in the middle */
8960 if (num_neighbours < life_parameter[0] ||
8961 num_neighbours > life_parameter[1])
8963 Feld[xx][yy] = EL_EMPTY;
8964 if (Feld[xx][yy] != old_element)
8965 TEST_DrawLevelField(xx, yy);
8966 Stop[xx][yy] = TRUE;
8970 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8971 { /* free border field */
8972 if (num_neighbours >= life_parameter[2] &&
8973 num_neighbours <= life_parameter[3])
8975 Feld[xx][yy] = element;
8976 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8977 if (Feld[xx][yy] != old_element)
8978 TEST_DrawLevelField(xx, yy);
8979 Stop[xx][yy] = TRUE;
8986 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8987 SND_GAME_OF_LIFE_GROWING);
8990 static void InitRobotWheel(int x, int y)
8992 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8995 static void RunRobotWheel(int x, int y)
8997 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9000 static void StopRobotWheel(int x, int y)
9002 if (ZX == x && ZY == y)
9006 game.robot_wheel_active = FALSE;
9010 static void InitTimegateWheel(int x, int y)
9012 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9015 static void RunTimegateWheel(int x, int y)
9017 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9020 static void InitMagicBallDelay(int x, int y)
9022 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9025 static void ActivateMagicBall(int bx, int by)
9029 if (level.ball_random)
9031 int pos_border = RND(8); /* select one of the eight border elements */
9032 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9033 int xx = pos_content % 3;
9034 int yy = pos_content / 3;
9039 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9040 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9044 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9046 int xx = x - bx + 1;
9047 int yy = y - by + 1;
9049 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9050 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9054 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9057 static void CheckExit(int x, int y)
9059 if (local_player->gems_still_needed > 0 ||
9060 local_player->sokobanfields_still_needed > 0 ||
9061 local_player->lights_still_needed > 0)
9063 int element = Feld[x][y];
9064 int graphic = el2img(element);
9066 if (IS_ANIMATED(graphic))
9067 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9072 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9075 Feld[x][y] = EL_EXIT_OPENING;
9077 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9080 static void CheckExitEM(int x, int y)
9082 if (local_player->gems_still_needed > 0 ||
9083 local_player->sokobanfields_still_needed > 0 ||
9084 local_player->lights_still_needed > 0)
9086 int element = Feld[x][y];
9087 int graphic = el2img(element);
9089 if (IS_ANIMATED(graphic))
9090 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9095 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9098 Feld[x][y] = EL_EM_EXIT_OPENING;
9100 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9103 static void CheckExitSteel(int x, int y)
9105 if (local_player->gems_still_needed > 0 ||
9106 local_player->sokobanfields_still_needed > 0 ||
9107 local_player->lights_still_needed > 0)
9109 int element = Feld[x][y];
9110 int graphic = el2img(element);
9112 if (IS_ANIMATED(graphic))
9113 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9118 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9121 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9123 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9126 static void CheckExitSteelEM(int x, int y)
9128 if (local_player->gems_still_needed > 0 ||
9129 local_player->sokobanfields_still_needed > 0 ||
9130 local_player->lights_still_needed > 0)
9132 int element = Feld[x][y];
9133 int graphic = el2img(element);
9135 if (IS_ANIMATED(graphic))
9136 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9141 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9144 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9146 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9149 static void CheckExitSP(int x, int y)
9151 if (local_player->gems_still_needed > 0)
9153 int element = Feld[x][y];
9154 int graphic = el2img(element);
9156 if (IS_ANIMATED(graphic))
9157 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9162 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9165 Feld[x][y] = EL_SP_EXIT_OPENING;
9167 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9170 static void CloseAllOpenTimegates(void)
9174 SCAN_PLAYFIELD(x, y)
9176 int element = Feld[x][y];
9178 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9180 Feld[x][y] = EL_TIMEGATE_CLOSING;
9182 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9187 static void DrawTwinkleOnField(int x, int y)
9189 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9192 if (Feld[x][y] == EL_BD_DIAMOND)
9195 if (MovDelay[x][y] == 0) /* next animation frame */
9196 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9198 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9202 DrawLevelElementAnimation(x, y, Feld[x][y]);
9204 if (MovDelay[x][y] != 0)
9206 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9207 10 - MovDelay[x][y]);
9209 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9214 static void MauerWaechst(int x, int y)
9218 if (!MovDelay[x][y]) /* next animation frame */
9219 MovDelay[x][y] = 3 * delay;
9221 if (MovDelay[x][y]) /* wait some time before next frame */
9225 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9227 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9228 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9230 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9233 if (!MovDelay[x][y])
9235 if (MovDir[x][y] == MV_LEFT)
9237 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9238 TEST_DrawLevelField(x - 1, y);
9240 else if (MovDir[x][y] == MV_RIGHT)
9242 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9243 TEST_DrawLevelField(x + 1, y);
9245 else if (MovDir[x][y] == MV_UP)
9247 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9248 TEST_DrawLevelField(x, y - 1);
9252 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9253 TEST_DrawLevelField(x, y + 1);
9256 Feld[x][y] = Store[x][y];
9258 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9259 TEST_DrawLevelField(x, y);
9264 static void MauerAbleger(int ax, int ay)
9266 int element = Feld[ax][ay];
9267 int graphic = el2img(element);
9268 boolean oben_frei = FALSE, unten_frei = FALSE;
9269 boolean links_frei = FALSE, rechts_frei = FALSE;
9270 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9271 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9272 boolean new_wall = FALSE;
9274 if (IS_ANIMATED(graphic))
9275 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9277 if (!MovDelay[ax][ay]) /* start building new wall */
9278 MovDelay[ax][ay] = 6;
9280 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9283 if (MovDelay[ax][ay])
9287 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9289 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9291 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9293 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9296 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9297 element == EL_EXPANDABLE_WALL_ANY)
9301 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9302 Store[ax][ay-1] = element;
9303 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9304 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9305 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9306 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9311 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9312 Store[ax][ay+1] = element;
9313 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9314 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9315 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9316 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9321 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9322 element == EL_EXPANDABLE_WALL_ANY ||
9323 element == EL_EXPANDABLE_WALL ||
9324 element == EL_BD_EXPANDABLE_WALL)
9328 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9329 Store[ax-1][ay] = element;
9330 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9331 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9332 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9333 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9339 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9340 Store[ax+1][ay] = element;
9341 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9342 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9343 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9344 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9349 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9350 TEST_DrawLevelField(ax, ay);
9352 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9354 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9355 unten_massiv = TRUE;
9356 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9357 links_massiv = TRUE;
9358 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9359 rechts_massiv = TRUE;
9361 if (((oben_massiv && unten_massiv) ||
9362 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9363 element == EL_EXPANDABLE_WALL) &&
9364 ((links_massiv && rechts_massiv) ||
9365 element == EL_EXPANDABLE_WALL_VERTICAL))
9366 Feld[ax][ay] = EL_WALL;
9369 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9372 static void MauerAblegerStahl(int ax, int ay)
9374 int element = Feld[ax][ay];
9375 int graphic = el2img(element);
9376 boolean oben_frei = FALSE, unten_frei = FALSE;
9377 boolean links_frei = FALSE, rechts_frei = FALSE;
9378 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9379 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9380 boolean new_wall = FALSE;
9382 if (IS_ANIMATED(graphic))
9383 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9385 if (!MovDelay[ax][ay]) /* start building new wall */
9386 MovDelay[ax][ay] = 6;
9388 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9391 if (MovDelay[ax][ay])
9395 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9397 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9399 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9401 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9404 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9405 element == EL_EXPANDABLE_STEELWALL_ANY)
9409 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9410 Store[ax][ay-1] = element;
9411 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9412 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9413 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9414 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9419 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9420 Store[ax][ay+1] = element;
9421 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9422 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9423 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9424 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9429 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9430 element == EL_EXPANDABLE_STEELWALL_ANY)
9434 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9435 Store[ax-1][ay] = element;
9436 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9437 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9438 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9439 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9445 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9446 Store[ax+1][ay] = element;
9447 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9448 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9449 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9450 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9455 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9457 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9458 unten_massiv = TRUE;
9459 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9460 links_massiv = TRUE;
9461 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9462 rechts_massiv = TRUE;
9464 if (((oben_massiv && unten_massiv) ||
9465 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9466 ((links_massiv && rechts_massiv) ||
9467 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9468 Feld[ax][ay] = EL_STEELWALL;
9471 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9474 static void CheckForDragon(int x, int y)
9477 boolean dragon_found = FALSE;
9478 static int xy[4][2] =
9486 for (i = 0; i < NUM_DIRECTIONS; i++)
9488 for (j = 0; j < 4; j++)
9490 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9492 if (IN_LEV_FIELD(xx, yy) &&
9493 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9495 if (Feld[xx][yy] == EL_DRAGON)
9496 dragon_found = TRUE;
9505 for (i = 0; i < NUM_DIRECTIONS; i++)
9507 for (j = 0; j < 3; j++)
9509 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9511 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9513 Feld[xx][yy] = EL_EMPTY;
9514 TEST_DrawLevelField(xx, yy);
9523 static void InitBuggyBase(int x, int y)
9525 int element = Feld[x][y];
9526 int activating_delay = FRAMES_PER_SECOND / 4;
9529 (element == EL_SP_BUGGY_BASE ?
9530 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9531 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9533 element == EL_SP_BUGGY_BASE_ACTIVE ?
9534 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9537 static void WarnBuggyBase(int x, int y)
9540 static int xy[4][2] =
9548 for (i = 0; i < NUM_DIRECTIONS; i++)
9550 int xx = x + xy[i][0];
9551 int yy = y + xy[i][1];
9553 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9555 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9562 static void InitTrap(int x, int y)
9564 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9567 static void ActivateTrap(int x, int y)
9569 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9572 static void ChangeActiveTrap(int x, int y)
9574 int graphic = IMG_TRAP_ACTIVE;
9576 /* if new animation frame was drawn, correct crumbled sand border */
9577 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9578 TEST_DrawLevelFieldCrumbled(x, y);
9581 static int getSpecialActionElement(int element, int number, int base_element)
9583 return (element != EL_EMPTY ? element :
9584 number != -1 ? base_element + number - 1 :
9588 static int getModifiedActionNumber(int value_old, int operator, int operand,
9589 int value_min, int value_max)
9591 int value_new = (operator == CA_MODE_SET ? operand :
9592 operator == CA_MODE_ADD ? value_old + operand :
9593 operator == CA_MODE_SUBTRACT ? value_old - operand :
9594 operator == CA_MODE_MULTIPLY ? value_old * operand :
9595 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9596 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9599 return (value_new < value_min ? value_min :
9600 value_new > value_max ? value_max :
9604 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9606 struct ElementInfo *ei = &element_info[element];
9607 struct ElementChangeInfo *change = &ei->change_page[page];
9608 int target_element = change->target_element;
9609 int action_type = change->action_type;
9610 int action_mode = change->action_mode;
9611 int action_arg = change->action_arg;
9612 int action_element = change->action_element;
9615 if (!change->has_action)
9618 /* ---------- determine action paramater values -------------------------- */
9620 int level_time_value =
9621 (level.time > 0 ? TimeLeft :
9624 int action_arg_element_raw =
9625 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9626 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9627 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9628 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9629 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9630 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9631 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9633 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9635 int action_arg_direction =
9636 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9637 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9638 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9639 change->actual_trigger_side :
9640 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9641 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9644 int action_arg_number_min =
9645 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9648 int action_arg_number_max =
9649 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9650 action_type == CA_SET_LEVEL_GEMS ? 999 :
9651 action_type == CA_SET_LEVEL_TIME ? 9999 :
9652 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9653 action_type == CA_SET_CE_VALUE ? 9999 :
9654 action_type == CA_SET_CE_SCORE ? 9999 :
9657 int action_arg_number_reset =
9658 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9659 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9660 action_type == CA_SET_LEVEL_TIME ? level.time :
9661 action_type == CA_SET_LEVEL_SCORE ? 0 :
9662 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9663 action_type == CA_SET_CE_SCORE ? 0 :
9666 int action_arg_number =
9667 (action_arg <= CA_ARG_MAX ? action_arg :
9668 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9669 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9670 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9671 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9672 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9673 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9674 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9675 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9676 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9677 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9678 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9679 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9680 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9681 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9682 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9683 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9684 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9685 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9686 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9687 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9688 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9691 int action_arg_number_old =
9692 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9693 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9694 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9695 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9696 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9699 int action_arg_number_new =
9700 getModifiedActionNumber(action_arg_number_old,
9701 action_mode, action_arg_number,
9702 action_arg_number_min, action_arg_number_max);
9704 int trigger_player_bits =
9705 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9706 change->actual_trigger_player_bits : change->trigger_player);
9708 int action_arg_player_bits =
9709 (action_arg >= CA_ARG_PLAYER_1 &&
9710 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9711 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9712 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9715 /* ---------- execute action -------------------------------------------- */
9717 switch (action_type)
9724 /* ---------- level actions ------------------------------------------- */
9726 case CA_RESTART_LEVEL:
9728 game.restart_level = TRUE;
9733 case CA_SHOW_ENVELOPE:
9735 int element = getSpecialActionElement(action_arg_element,
9736 action_arg_number, EL_ENVELOPE_1);
9738 if (IS_ENVELOPE(element))
9739 local_player->show_envelope = element;
9744 case CA_SET_LEVEL_TIME:
9746 if (level.time > 0) /* only modify limited time value */
9748 TimeLeft = action_arg_number_new;
9750 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9752 DisplayGameControlValues();
9754 if (!TimeLeft && setup.time_limit)
9755 for (i = 0; i < MAX_PLAYERS; i++)
9756 KillPlayer(&stored_player[i]);
9762 case CA_SET_LEVEL_SCORE:
9764 local_player->score = action_arg_number_new;
9766 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9768 DisplayGameControlValues();
9773 case CA_SET_LEVEL_GEMS:
9775 local_player->gems_still_needed = action_arg_number_new;
9777 game.snapshot.collected_item = TRUE;
9779 game_panel_controls[GAME_PANEL_GEMS].value =
9780 local_player->gems_still_needed;
9782 DisplayGameControlValues();
9787 case CA_SET_LEVEL_WIND:
9789 game.wind_direction = action_arg_direction;
9794 case CA_SET_LEVEL_RANDOM_SEED:
9796 /* ensure that setting a new random seed while playing is predictable */
9797 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9802 /* ---------- player actions ------------------------------------------ */
9804 case CA_MOVE_PLAYER:
9806 /* automatically move to the next field in specified direction */
9807 for (i = 0; i < MAX_PLAYERS; i++)
9808 if (trigger_player_bits & (1 << i))
9809 stored_player[i].programmed_action = action_arg_direction;
9814 case CA_EXIT_PLAYER:
9816 for (i = 0; i < MAX_PLAYERS; i++)
9817 if (action_arg_player_bits & (1 << i))
9818 ExitPlayer(&stored_player[i]);
9821 PlayerWins(local_player);
9826 case CA_KILL_PLAYER:
9828 for (i = 0; i < MAX_PLAYERS; i++)
9829 if (action_arg_player_bits & (1 << i))
9830 KillPlayer(&stored_player[i]);
9835 case CA_SET_PLAYER_KEYS:
9837 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9838 int element = getSpecialActionElement(action_arg_element,
9839 action_arg_number, EL_KEY_1);
9841 if (IS_KEY(element))
9843 for (i = 0; i < MAX_PLAYERS; i++)
9845 if (trigger_player_bits & (1 << i))
9847 stored_player[i].key[KEY_NR(element)] = key_state;
9849 DrawGameDoorValues();
9857 case CA_SET_PLAYER_SPEED:
9859 for (i = 0; i < MAX_PLAYERS; i++)
9861 if (trigger_player_bits & (1 << i))
9863 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9865 if (action_arg == CA_ARG_SPEED_FASTER &&
9866 stored_player[i].cannot_move)
9868 action_arg_number = STEPSIZE_VERY_SLOW;
9870 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9871 action_arg == CA_ARG_SPEED_FASTER)
9873 action_arg_number = 2;
9874 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9877 else if (action_arg == CA_ARG_NUMBER_RESET)
9879 action_arg_number = level.initial_player_stepsize[i];
9883 getModifiedActionNumber(move_stepsize,
9886 action_arg_number_min,
9887 action_arg_number_max);
9889 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9896 case CA_SET_PLAYER_SHIELD:
9898 for (i = 0; i < MAX_PLAYERS; i++)
9900 if (trigger_player_bits & (1 << i))
9902 if (action_arg == CA_ARG_SHIELD_OFF)
9904 stored_player[i].shield_normal_time_left = 0;
9905 stored_player[i].shield_deadly_time_left = 0;
9907 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9909 stored_player[i].shield_normal_time_left = 999999;
9911 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9913 stored_player[i].shield_normal_time_left = 999999;
9914 stored_player[i].shield_deadly_time_left = 999999;
9922 case CA_SET_PLAYER_GRAVITY:
9924 for (i = 0; i < MAX_PLAYERS; i++)
9926 if (trigger_player_bits & (1 << i))
9928 stored_player[i].gravity =
9929 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9930 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9931 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9932 stored_player[i].gravity);
9939 case CA_SET_PLAYER_ARTWORK:
9941 for (i = 0; i < MAX_PLAYERS; i++)
9943 if (trigger_player_bits & (1 << i))
9945 int artwork_element = action_arg_element;
9947 if (action_arg == CA_ARG_ELEMENT_RESET)
9949 (level.use_artwork_element[i] ? level.artwork_element[i] :
9950 stored_player[i].element_nr);
9952 if (stored_player[i].artwork_element != artwork_element)
9953 stored_player[i].Frame = 0;
9955 stored_player[i].artwork_element = artwork_element;
9957 SetPlayerWaiting(&stored_player[i], FALSE);
9959 /* set number of special actions for bored and sleeping animation */
9960 stored_player[i].num_special_action_bored =
9961 get_num_special_action(artwork_element,
9962 ACTION_BORING_1, ACTION_BORING_LAST);
9963 stored_player[i].num_special_action_sleeping =
9964 get_num_special_action(artwork_element,
9965 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9972 case CA_SET_PLAYER_INVENTORY:
9974 for (i = 0; i < MAX_PLAYERS; i++)
9976 struct PlayerInfo *player = &stored_player[i];
9979 if (trigger_player_bits & (1 << i))
9981 int inventory_element = action_arg_element;
9983 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9984 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9985 action_arg == CA_ARG_ELEMENT_ACTION)
9987 int element = inventory_element;
9988 int collect_count = element_info[element].collect_count_initial;
9990 if (!IS_CUSTOM_ELEMENT(element))
9993 if (collect_count == 0)
9994 player->inventory_infinite_element = element;
9996 for (k = 0; k < collect_count; k++)
9997 if (player->inventory_size < MAX_INVENTORY_SIZE)
9998 player->inventory_element[player->inventory_size++] =
10001 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10002 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10003 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10005 if (player->inventory_infinite_element != EL_UNDEFINED &&
10006 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10007 action_arg_element_raw))
10008 player->inventory_infinite_element = EL_UNDEFINED;
10010 for (k = 0, j = 0; j < player->inventory_size; j++)
10012 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10013 action_arg_element_raw))
10014 player->inventory_element[k++] = player->inventory_element[j];
10017 player->inventory_size = k;
10019 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10021 if (player->inventory_size > 0)
10023 for (j = 0; j < player->inventory_size - 1; j++)
10024 player->inventory_element[j] = player->inventory_element[j + 1];
10026 player->inventory_size--;
10029 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10031 if (player->inventory_size > 0)
10032 player->inventory_size--;
10034 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10036 player->inventory_infinite_element = EL_UNDEFINED;
10037 player->inventory_size = 0;
10039 else if (action_arg == CA_ARG_INVENTORY_RESET)
10041 player->inventory_infinite_element = EL_UNDEFINED;
10042 player->inventory_size = 0;
10044 if (level.use_initial_inventory[i])
10046 for (j = 0; j < level.initial_inventory_size[i]; j++)
10048 int element = level.initial_inventory_content[i][j];
10049 int collect_count = element_info[element].collect_count_initial;
10051 if (!IS_CUSTOM_ELEMENT(element))
10054 if (collect_count == 0)
10055 player->inventory_infinite_element = element;
10057 for (k = 0; k < collect_count; k++)
10058 if (player->inventory_size < MAX_INVENTORY_SIZE)
10059 player->inventory_element[player->inventory_size++] =
10070 /* ---------- CE actions ---------------------------------------------- */
10072 case CA_SET_CE_VALUE:
10074 int last_ce_value = CustomValue[x][y];
10076 CustomValue[x][y] = action_arg_number_new;
10078 if (CustomValue[x][y] != last_ce_value)
10080 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10081 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10083 if (CustomValue[x][y] == 0)
10085 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10086 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10093 case CA_SET_CE_SCORE:
10095 int last_ce_score = ei->collect_score;
10097 ei->collect_score = action_arg_number_new;
10099 if (ei->collect_score != last_ce_score)
10101 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10102 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10104 if (ei->collect_score == 0)
10108 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10109 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10112 This is a very special case that seems to be a mixture between
10113 CheckElementChange() and CheckTriggeredElementChange(): while
10114 the first one only affects single elements that are triggered
10115 directly, the second one affects multiple elements in the playfield
10116 that are triggered indirectly by another element. This is a third
10117 case: Changing the CE score always affects multiple identical CEs,
10118 so every affected CE must be checked, not only the single CE for
10119 which the CE score was changed in the first place (as every instance
10120 of that CE shares the same CE score, and therefore also can change)!
10122 SCAN_PLAYFIELD(xx, yy)
10124 if (Feld[xx][yy] == element)
10125 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10126 CE_SCORE_GETS_ZERO);
10134 case CA_SET_CE_ARTWORK:
10136 int artwork_element = action_arg_element;
10137 boolean reset_frame = FALSE;
10140 if (action_arg == CA_ARG_ELEMENT_RESET)
10141 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10144 if (ei->gfx_element != artwork_element)
10145 reset_frame = TRUE;
10147 ei->gfx_element = artwork_element;
10149 SCAN_PLAYFIELD(xx, yy)
10151 if (Feld[xx][yy] == element)
10155 ResetGfxAnimation(xx, yy);
10156 ResetRandomAnimationValue(xx, yy);
10159 TEST_DrawLevelField(xx, yy);
10166 /* ---------- engine actions ------------------------------------------ */
10168 case CA_SET_ENGINE_SCAN_MODE:
10170 InitPlayfieldScanMode(action_arg);
10180 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10182 int old_element = Feld[x][y];
10183 int new_element = GetElementFromGroupElement(element);
10184 int previous_move_direction = MovDir[x][y];
10185 int last_ce_value = CustomValue[x][y];
10186 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10187 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10188 boolean add_player_onto_element = (new_element_is_player &&
10189 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10190 IS_WALKABLE(old_element));
10192 if (!add_player_onto_element)
10194 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10195 RemoveMovingField(x, y);
10199 Feld[x][y] = new_element;
10201 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10202 MovDir[x][y] = previous_move_direction;
10204 if (element_info[new_element].use_last_ce_value)
10205 CustomValue[x][y] = last_ce_value;
10207 InitField_WithBug1(x, y, FALSE);
10209 new_element = Feld[x][y]; /* element may have changed */
10211 ResetGfxAnimation(x, y);
10212 ResetRandomAnimationValue(x, y);
10214 TEST_DrawLevelField(x, y);
10216 if (GFX_CRUMBLED(new_element))
10217 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10220 /* check if element under the player changes from accessible to unaccessible
10221 (needed for special case of dropping element which then changes) */
10222 /* (must be checked after creating new element for walkable group elements) */
10223 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10224 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10231 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10232 if (new_element_is_player)
10233 RelocatePlayer(x, y, new_element);
10236 ChangeCount[x][y]++; /* count number of changes in the same frame */
10238 TestIfBadThingTouchesPlayer(x, y);
10239 TestIfPlayerTouchesCustomElement(x, y);
10240 TestIfElementTouchesCustomElement(x, y);
10243 static void CreateField(int x, int y, int element)
10245 CreateFieldExt(x, y, element, FALSE);
10248 static void CreateElementFromChange(int x, int y, int element)
10250 element = GET_VALID_RUNTIME_ELEMENT(element);
10252 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10254 int old_element = Feld[x][y];
10256 /* prevent changed element from moving in same engine frame
10257 unless both old and new element can either fall or move */
10258 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10259 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10263 CreateFieldExt(x, y, element, TRUE);
10266 static boolean ChangeElement(int x, int y, int element, int page)
10268 struct ElementInfo *ei = &element_info[element];
10269 struct ElementChangeInfo *change = &ei->change_page[page];
10270 int ce_value = CustomValue[x][y];
10271 int ce_score = ei->collect_score;
10272 int target_element;
10273 int old_element = Feld[x][y];
10275 /* always use default change event to prevent running into a loop */
10276 if (ChangeEvent[x][y] == -1)
10277 ChangeEvent[x][y] = CE_DELAY;
10279 if (ChangeEvent[x][y] == CE_DELAY)
10281 /* reset actual trigger element, trigger player and action element */
10282 change->actual_trigger_element = EL_EMPTY;
10283 change->actual_trigger_player = EL_EMPTY;
10284 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10285 change->actual_trigger_side = CH_SIDE_NONE;
10286 change->actual_trigger_ce_value = 0;
10287 change->actual_trigger_ce_score = 0;
10290 /* do not change elements more than a specified maximum number of changes */
10291 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10294 ChangeCount[x][y]++; /* count number of changes in the same frame */
10296 if (change->explode)
10303 if (change->use_target_content)
10305 boolean complete_replace = TRUE;
10306 boolean can_replace[3][3];
10309 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10312 boolean is_walkable;
10313 boolean is_diggable;
10314 boolean is_collectible;
10315 boolean is_removable;
10316 boolean is_destructible;
10317 int ex = x + xx - 1;
10318 int ey = y + yy - 1;
10319 int content_element = change->target_content.e[xx][yy];
10322 can_replace[xx][yy] = TRUE;
10324 if (ex == x && ey == y) /* do not check changing element itself */
10327 if (content_element == EL_EMPTY_SPACE)
10329 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10334 if (!IN_LEV_FIELD(ex, ey))
10336 can_replace[xx][yy] = FALSE;
10337 complete_replace = FALSE;
10344 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10345 e = MovingOrBlocked2Element(ex, ey);
10347 is_empty = (IS_FREE(ex, ey) ||
10348 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10350 is_walkable = (is_empty || IS_WALKABLE(e));
10351 is_diggable = (is_empty || IS_DIGGABLE(e));
10352 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10353 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10354 is_removable = (is_diggable || is_collectible);
10356 can_replace[xx][yy] =
10357 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10358 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10359 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10360 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10361 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10362 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10363 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10365 if (!can_replace[xx][yy])
10366 complete_replace = FALSE;
10369 if (!change->only_if_complete || complete_replace)
10371 boolean something_has_changed = FALSE;
10373 if (change->only_if_complete && change->use_random_replace &&
10374 RND(100) < change->random_percentage)
10377 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10379 int ex = x + xx - 1;
10380 int ey = y + yy - 1;
10381 int content_element;
10383 if (can_replace[xx][yy] && (!change->use_random_replace ||
10384 RND(100) < change->random_percentage))
10386 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10387 RemoveMovingField(ex, ey);
10389 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10391 content_element = change->target_content.e[xx][yy];
10392 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10393 ce_value, ce_score);
10395 CreateElementFromChange(ex, ey, target_element);
10397 something_has_changed = TRUE;
10399 /* for symmetry reasons, freeze newly created border elements */
10400 if (ex != x || ey != y)
10401 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10405 if (something_has_changed)
10407 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10408 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10414 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10415 ce_value, ce_score);
10417 if (element == EL_DIAGONAL_GROWING ||
10418 element == EL_DIAGONAL_SHRINKING)
10420 target_element = Store[x][y];
10422 Store[x][y] = EL_EMPTY;
10425 CreateElementFromChange(x, y, target_element);
10427 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10428 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10431 /* this uses direct change before indirect change */
10432 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10437 static void HandleElementChange(int x, int y, int page)
10439 int element = MovingOrBlocked2Element(x, y);
10440 struct ElementInfo *ei = &element_info[element];
10441 struct ElementChangeInfo *change = &ei->change_page[page];
10442 boolean handle_action_before_change = FALSE;
10445 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10446 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10449 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10450 x, y, element, element_info[element].token_name);
10451 printf("HandleElementChange(): This should never happen!\n");
10456 /* this can happen with classic bombs on walkable, changing elements */
10457 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10462 if (ChangeDelay[x][y] == 0) /* initialize element change */
10464 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10466 if (change->can_change)
10468 /* !!! not clear why graphic animation should be reset at all here !!! */
10469 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10470 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10473 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10475 When using an animation frame delay of 1 (this only happens with
10476 "sp_zonk.moving.left/right" in the classic graphics), the default
10477 (non-moving) animation shows wrong animation frames (while the
10478 moving animation, like "sp_zonk.moving.left/right", is correct,
10479 so this graphical bug never shows up with the classic graphics).
10480 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10481 be drawn instead of the correct frames 0,1,2,3. This is caused by
10482 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10483 an element change: First when the change delay ("ChangeDelay[][]")
10484 counter has reached zero after decrementing, then a second time in
10485 the next frame (after "GfxFrame[][]" was already incremented) when
10486 "ChangeDelay[][]" is reset to the initial delay value again.
10488 This causes frame 0 to be drawn twice, while the last frame won't
10489 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10491 As some animations may already be cleverly designed around this bug
10492 (at least the "Snake Bite" snake tail animation does this), it cannot
10493 simply be fixed here without breaking such existing animations.
10494 Unfortunately, it cannot easily be detected if a graphics set was
10495 designed "before" or "after" the bug was fixed. As a workaround,
10496 a new graphics set option "game.graphics_engine_version" was added
10497 to be able to specify the game's major release version for which the
10498 graphics set was designed, which can then be used to decide if the
10499 bugfix should be used (version 4 and above) or not (version 3 or
10500 below, or if no version was specified at all, as with old sets).
10502 (The wrong/fixed animation frames can be tested with the test level set
10503 "test_gfxframe" and level "000", which contains a specially prepared
10504 custom element at level position (x/y) == (11/9) which uses the zonk
10505 animation mentioned above. Using "game.graphics_engine_version: 4"
10506 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10507 This can also be seen from the debug output for this test element.)
10510 /* when a custom element is about to change (for example by change delay),
10511 do not reset graphic animation when the custom element is moving */
10512 if (game.graphics_engine_version < 4 &&
10515 ResetGfxAnimation(x, y);
10516 ResetRandomAnimationValue(x, y);
10519 if (change->pre_change_function)
10520 change->pre_change_function(x, y);
10524 ChangeDelay[x][y]--;
10526 if (ChangeDelay[x][y] != 0) /* continue element change */
10528 if (change->can_change)
10530 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10532 if (IS_ANIMATED(graphic))
10533 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10535 if (change->change_function)
10536 change->change_function(x, y);
10539 else /* finish element change */
10541 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10543 page = ChangePage[x][y];
10544 ChangePage[x][y] = -1;
10546 change = &ei->change_page[page];
10549 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10551 ChangeDelay[x][y] = 1; /* try change after next move step */
10552 ChangePage[x][y] = page; /* remember page to use for change */
10557 /* special case: set new level random seed before changing element */
10558 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10559 handle_action_before_change = TRUE;
10561 if (change->has_action && handle_action_before_change)
10562 ExecuteCustomElementAction(x, y, element, page);
10564 if (change->can_change)
10566 if (ChangeElement(x, y, element, page))
10568 if (change->post_change_function)
10569 change->post_change_function(x, y);
10573 if (change->has_action && !handle_action_before_change)
10574 ExecuteCustomElementAction(x, y, element, page);
10578 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10579 int trigger_element,
10581 int trigger_player,
10585 boolean change_done_any = FALSE;
10586 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10589 if (!(trigger_events[trigger_element][trigger_event]))
10592 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10594 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10596 int element = EL_CUSTOM_START + i;
10597 boolean change_done = FALSE;
10600 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10601 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10604 for (p = 0; p < element_info[element].num_change_pages; p++)
10606 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10608 if (change->can_change_or_has_action &&
10609 change->has_event[trigger_event] &&
10610 change->trigger_side & trigger_side &&
10611 change->trigger_player & trigger_player &&
10612 change->trigger_page & trigger_page_bits &&
10613 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10615 change->actual_trigger_element = trigger_element;
10616 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10617 change->actual_trigger_player_bits = trigger_player;
10618 change->actual_trigger_side = trigger_side;
10619 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10620 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10622 if ((change->can_change && !change_done) || change->has_action)
10626 SCAN_PLAYFIELD(x, y)
10628 if (Feld[x][y] == element)
10630 if (change->can_change && !change_done)
10632 /* if element already changed in this frame, not only prevent
10633 another element change (checked in ChangeElement()), but
10634 also prevent additional element actions for this element */
10636 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10637 !level.use_action_after_change_bug)
10640 ChangeDelay[x][y] = 1;
10641 ChangeEvent[x][y] = trigger_event;
10643 HandleElementChange(x, y, p);
10645 else if (change->has_action)
10647 /* if element already changed in this frame, not only prevent
10648 another element change (checked in ChangeElement()), but
10649 also prevent additional element actions for this element */
10651 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10652 !level.use_action_after_change_bug)
10655 ExecuteCustomElementAction(x, y, element, p);
10656 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10661 if (change->can_change)
10663 change_done = TRUE;
10664 change_done_any = TRUE;
10671 RECURSION_LOOP_DETECTION_END();
10673 return change_done_any;
10676 static boolean CheckElementChangeExt(int x, int y,
10678 int trigger_element,
10680 int trigger_player,
10683 boolean change_done = FALSE;
10686 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10687 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10690 if (Feld[x][y] == EL_BLOCKED)
10692 Blocked2Moving(x, y, &x, &y);
10693 element = Feld[x][y];
10696 /* check if element has already changed or is about to change after moving */
10697 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10698 Feld[x][y] != element) ||
10700 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10701 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10702 ChangePage[x][y] != -1)))
10705 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10707 for (p = 0; p < element_info[element].num_change_pages; p++)
10709 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10711 /* check trigger element for all events where the element that is checked
10712 for changing interacts with a directly adjacent element -- this is
10713 different to element changes that affect other elements to change on the
10714 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10715 boolean check_trigger_element =
10716 (trigger_event == CE_TOUCHING_X ||
10717 trigger_event == CE_HITTING_X ||
10718 trigger_event == CE_HIT_BY_X ||
10719 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10721 if (change->can_change_or_has_action &&
10722 change->has_event[trigger_event] &&
10723 change->trigger_side & trigger_side &&
10724 change->trigger_player & trigger_player &&
10725 (!check_trigger_element ||
10726 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10728 change->actual_trigger_element = trigger_element;
10729 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10730 change->actual_trigger_player_bits = trigger_player;
10731 change->actual_trigger_side = trigger_side;
10732 change->actual_trigger_ce_value = CustomValue[x][y];
10733 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10735 /* special case: trigger element not at (x,y) position for some events */
10736 if (check_trigger_element)
10748 { 0, 0 }, { 0, 0 }, { 0, 0 },
10752 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10753 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10755 change->actual_trigger_ce_value = CustomValue[xx][yy];
10756 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10759 if (change->can_change && !change_done)
10761 ChangeDelay[x][y] = 1;
10762 ChangeEvent[x][y] = trigger_event;
10764 HandleElementChange(x, y, p);
10766 change_done = TRUE;
10768 else if (change->has_action)
10770 ExecuteCustomElementAction(x, y, element, p);
10771 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10776 RECURSION_LOOP_DETECTION_END();
10778 return change_done;
10781 static void PlayPlayerSound(struct PlayerInfo *player)
10783 int jx = player->jx, jy = player->jy;
10784 int sound_element = player->artwork_element;
10785 int last_action = player->last_action_waiting;
10786 int action = player->action_waiting;
10788 if (player->is_waiting)
10790 if (action != last_action)
10791 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10793 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10797 if (action != last_action)
10798 StopSound(element_info[sound_element].sound[last_action]);
10800 if (last_action == ACTION_SLEEPING)
10801 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10805 static void PlayAllPlayersSound(void)
10809 for (i = 0; i < MAX_PLAYERS; i++)
10810 if (stored_player[i].active)
10811 PlayPlayerSound(&stored_player[i]);
10814 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10816 boolean last_waiting = player->is_waiting;
10817 int move_dir = player->MovDir;
10819 player->dir_waiting = move_dir;
10820 player->last_action_waiting = player->action_waiting;
10824 if (!last_waiting) /* not waiting -> waiting */
10826 player->is_waiting = TRUE;
10828 player->frame_counter_bored =
10830 game.player_boring_delay_fixed +
10831 GetSimpleRandom(game.player_boring_delay_random);
10832 player->frame_counter_sleeping =
10834 game.player_sleeping_delay_fixed +
10835 GetSimpleRandom(game.player_sleeping_delay_random);
10837 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10840 if (game.player_sleeping_delay_fixed +
10841 game.player_sleeping_delay_random > 0 &&
10842 player->anim_delay_counter == 0 &&
10843 player->post_delay_counter == 0 &&
10844 FrameCounter >= player->frame_counter_sleeping)
10845 player->is_sleeping = TRUE;
10846 else if (game.player_boring_delay_fixed +
10847 game.player_boring_delay_random > 0 &&
10848 FrameCounter >= player->frame_counter_bored)
10849 player->is_bored = TRUE;
10851 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10852 player->is_bored ? ACTION_BORING :
10855 if (player->is_sleeping && player->use_murphy)
10857 /* special case for sleeping Murphy when leaning against non-free tile */
10859 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10860 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10861 !IS_MOVING(player->jx - 1, player->jy)))
10862 move_dir = MV_LEFT;
10863 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10864 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10865 !IS_MOVING(player->jx + 1, player->jy)))
10866 move_dir = MV_RIGHT;
10868 player->is_sleeping = FALSE;
10870 player->dir_waiting = move_dir;
10873 if (player->is_sleeping)
10875 if (player->num_special_action_sleeping > 0)
10877 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10879 int last_special_action = player->special_action_sleeping;
10880 int num_special_action = player->num_special_action_sleeping;
10881 int special_action =
10882 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10883 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10884 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10885 last_special_action + 1 : ACTION_SLEEPING);
10886 int special_graphic =
10887 el_act_dir2img(player->artwork_element, special_action, move_dir);
10889 player->anim_delay_counter =
10890 graphic_info[special_graphic].anim_delay_fixed +
10891 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10892 player->post_delay_counter =
10893 graphic_info[special_graphic].post_delay_fixed +
10894 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10896 player->special_action_sleeping = special_action;
10899 if (player->anim_delay_counter > 0)
10901 player->action_waiting = player->special_action_sleeping;
10902 player->anim_delay_counter--;
10904 else if (player->post_delay_counter > 0)
10906 player->post_delay_counter--;
10910 else if (player->is_bored)
10912 if (player->num_special_action_bored > 0)
10914 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10916 int special_action =
10917 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10918 int special_graphic =
10919 el_act_dir2img(player->artwork_element, special_action, move_dir);
10921 player->anim_delay_counter =
10922 graphic_info[special_graphic].anim_delay_fixed +
10923 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10924 player->post_delay_counter =
10925 graphic_info[special_graphic].post_delay_fixed +
10926 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10928 player->special_action_bored = special_action;
10931 if (player->anim_delay_counter > 0)
10933 player->action_waiting = player->special_action_bored;
10934 player->anim_delay_counter--;
10936 else if (player->post_delay_counter > 0)
10938 player->post_delay_counter--;
10943 else if (last_waiting) /* waiting -> not waiting */
10945 player->is_waiting = FALSE;
10946 player->is_bored = FALSE;
10947 player->is_sleeping = FALSE;
10949 player->frame_counter_bored = -1;
10950 player->frame_counter_sleeping = -1;
10952 player->anim_delay_counter = 0;
10953 player->post_delay_counter = 0;
10955 player->dir_waiting = player->MovDir;
10956 player->action_waiting = ACTION_DEFAULT;
10958 player->special_action_bored = ACTION_DEFAULT;
10959 player->special_action_sleeping = ACTION_DEFAULT;
10963 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10965 if ((!player->is_moving && player->was_moving) ||
10966 (player->MovPos == 0 && player->was_moving) ||
10967 (player->is_snapping && !player->was_snapping) ||
10968 (player->is_dropping && !player->was_dropping))
10970 if (!CheckSaveEngineSnapshotToList())
10973 player->was_moving = FALSE;
10974 player->was_snapping = TRUE;
10975 player->was_dropping = TRUE;
10979 if (player->is_moving)
10980 player->was_moving = TRUE;
10982 if (!player->is_snapping)
10983 player->was_snapping = FALSE;
10985 if (!player->is_dropping)
10986 player->was_dropping = FALSE;
10990 static void CheckSingleStepMode(struct PlayerInfo *player)
10992 if (tape.single_step && tape.recording && !tape.pausing)
10994 /* as it is called "single step mode", just return to pause mode when the
10995 player stopped moving after one tile (or never starts moving at all) */
10996 if (!player->is_moving &&
10997 !player->is_pushing &&
10998 !player->is_dropping_pressed)
11000 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11001 SnapField(player, 0, 0); /* stop snapping */
11005 CheckSaveEngineSnapshot(player);
11008 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11010 int left = player_action & JOY_LEFT;
11011 int right = player_action & JOY_RIGHT;
11012 int up = player_action & JOY_UP;
11013 int down = player_action & JOY_DOWN;
11014 int button1 = player_action & JOY_BUTTON_1;
11015 int button2 = player_action & JOY_BUTTON_2;
11016 int dx = (left ? -1 : right ? 1 : 0);
11017 int dy = (up ? -1 : down ? 1 : 0);
11019 if (!player->active || tape.pausing)
11025 SnapField(player, dx, dy);
11029 DropElement(player);
11031 MovePlayer(player, dx, dy);
11034 CheckSingleStepMode(player);
11036 SetPlayerWaiting(player, FALSE);
11038 return player_action;
11042 /* no actions for this player (no input at player's configured device) */
11044 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11045 SnapField(player, 0, 0);
11046 CheckGravityMovementWhenNotMoving(player);
11048 if (player->MovPos == 0)
11049 SetPlayerWaiting(player, TRUE);
11051 if (player->MovPos == 0) /* needed for tape.playing */
11052 player->is_moving = FALSE;
11054 player->is_dropping = FALSE;
11055 player->is_dropping_pressed = FALSE;
11056 player->drop_pressed_delay = 0;
11058 CheckSingleStepMode(player);
11064 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11067 if (!tape.use_mouse)
11070 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11071 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11072 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11075 static void SetTapeActionFromMouseAction(byte *tape_action,
11076 struct MouseActionInfo *mouse_action)
11078 if (!tape.use_mouse)
11081 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11082 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11083 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11086 static void CheckLevelSolved(void)
11088 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11090 if (level.native_em_level->lev->home == 0) /* all players at home */
11092 PlayerWins(local_player);
11094 AllPlayersGone = TRUE;
11096 level.native_em_level->lev->home = -1;
11099 if (level.native_em_level->ply[0]->alive == 0 &&
11100 level.native_em_level->ply[1]->alive == 0 &&
11101 level.native_em_level->ply[2]->alive == 0 &&
11102 level.native_em_level->ply[3]->alive == 0) /* all dead */
11103 AllPlayersGone = TRUE;
11105 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11107 if (game_sp.LevelSolved &&
11108 !game_sp.GameOver) /* game won */
11110 PlayerWins(local_player);
11112 game_sp.GameOver = TRUE;
11114 AllPlayersGone = TRUE;
11117 if (game_sp.GameOver) /* game lost */
11118 AllPlayersGone = TRUE;
11120 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11122 if (game_mm.level_solved &&
11123 !game_mm.game_over) /* game won */
11125 PlayerWins(local_player);
11127 game_mm.game_over = TRUE;
11129 AllPlayersGone = TRUE;
11132 if (game_mm.game_over) /* game lost */
11133 AllPlayersGone = TRUE;
11137 static void CheckLevelTime(void)
11141 if (TimeFrames >= FRAMES_PER_SECOND)
11146 for (i = 0; i < MAX_PLAYERS; i++)
11148 struct PlayerInfo *player = &stored_player[i];
11150 if (SHIELD_ON(player))
11152 player->shield_normal_time_left--;
11154 if (player->shield_deadly_time_left > 0)
11155 player->shield_deadly_time_left--;
11159 if (!local_player->LevelSolved && !level.use_step_counter)
11167 if (TimeLeft <= 10 && setup.time_limit)
11168 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11170 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11171 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11173 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11175 if (!TimeLeft && setup.time_limit)
11177 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11178 level.native_em_level->lev->killed_out_of_time = TRUE;
11180 for (i = 0; i < MAX_PLAYERS; i++)
11181 KillPlayer(&stored_player[i]);
11184 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11186 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11189 level.native_em_level->lev->time =
11190 (game.no_time_limit ? TimePlayed : TimeLeft);
11193 if (tape.recording || tape.playing)
11194 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11197 if (tape.recording || tape.playing)
11198 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11200 UpdateAndDisplayGameControlValues();
11203 void AdvanceFrameAndPlayerCounters(int player_nr)
11207 /* advance frame counters (global frame counter and time frame counter) */
11211 /* advance player counters (counters for move delay, move animation etc.) */
11212 for (i = 0; i < MAX_PLAYERS; i++)
11214 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11215 int move_delay_value = stored_player[i].move_delay_value;
11216 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11218 if (!advance_player_counters) /* not all players may be affected */
11221 if (move_frames == 0) /* less than one move per game frame */
11223 int stepsize = TILEX / move_delay_value;
11224 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11225 int count = (stored_player[i].is_moving ?
11226 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11228 if (count % delay == 0)
11232 stored_player[i].Frame += move_frames;
11234 if (stored_player[i].MovPos != 0)
11235 stored_player[i].StepFrame += move_frames;
11237 if (stored_player[i].move_delay > 0)
11238 stored_player[i].move_delay--;
11240 /* due to bugs in previous versions, counter must count up, not down */
11241 if (stored_player[i].push_delay != -1)
11242 stored_player[i].push_delay++;
11244 if (stored_player[i].drop_delay > 0)
11245 stored_player[i].drop_delay--;
11247 if (stored_player[i].is_dropping_pressed)
11248 stored_player[i].drop_pressed_delay++;
11252 void StartGameActions(boolean init_network_game, boolean record_tape,
11255 unsigned int new_random_seed = InitRND(random_seed);
11258 TapeStartRecording(new_random_seed);
11260 if (init_network_game)
11262 SendToServer_LevelFile();
11263 SendToServer_StartPlaying();
11271 static void GameActionsExt(void)
11274 static unsigned int game_frame_delay = 0;
11276 unsigned int game_frame_delay_value;
11277 byte *recorded_player_action;
11278 byte summarized_player_action = 0;
11279 byte tape_action[MAX_PLAYERS];
11282 /* detect endless loops, caused by custom element programming */
11283 if (recursion_loop_detected && recursion_loop_depth == 0)
11285 char *message = getStringCat3("Internal Error! Element ",
11286 EL_NAME(recursion_loop_element),
11287 " caused endless loop! Quit the game?");
11289 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11290 EL_NAME(recursion_loop_element));
11292 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11294 recursion_loop_detected = FALSE; /* if game should be continued */
11301 if (game.restart_level)
11302 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11304 CheckLevelSolved();
11306 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11309 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11312 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11315 game_frame_delay_value =
11316 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11318 if (tape.playing && tape.warp_forward && !tape.pausing)
11319 game_frame_delay_value = 0;
11321 SetVideoFrameDelay(game_frame_delay_value);
11325 /* ---------- main game synchronization point ---------- */
11327 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11329 printf("::: skip == %d\n", skip);
11332 /* ---------- main game synchronization point ---------- */
11334 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11338 if (network_playing && !network_player_action_received)
11340 /* try to get network player actions in time */
11342 /* last chance to get network player actions without main loop delay */
11343 HandleNetworking();
11345 /* game was quit by network peer */
11346 if (game_status != GAME_MODE_PLAYING)
11349 /* check if network player actions still missing and game still running */
11350 if (!network_player_action_received && !checkGameEnded())
11351 return; /* failed to get network player actions in time */
11353 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11359 /* at this point we know that we really continue executing the game */
11361 network_player_action_received = FALSE;
11363 /* when playing tape, read previously recorded player input from tape data */
11364 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11366 local_player->effective_mouse_action = local_player->mouse_action;
11368 if (recorded_player_action != NULL)
11369 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11370 recorded_player_action);
11372 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11376 if (tape.set_centered_player)
11378 game.centered_player_nr_next = tape.centered_player_nr_next;
11379 game.set_centered_player = TRUE;
11382 for (i = 0; i < MAX_PLAYERS; i++)
11384 summarized_player_action |= stored_player[i].action;
11386 if (!network_playing && (game.team_mode || tape.playing))
11387 stored_player[i].effective_action = stored_player[i].action;
11390 if (network_playing && !checkGameEnded())
11391 SendToServer_MovePlayer(summarized_player_action);
11393 // summarize all actions at local players mapped input device position
11394 // (this allows using different input devices in single player mode)
11395 if (!network.enabled && !game.team_mode)
11396 stored_player[map_player_action[local_player->index_nr]].effective_action =
11397 summarized_player_action;
11399 if (tape.recording &&
11401 setup.input_on_focus &&
11402 game.centered_player_nr != -1)
11404 for (i = 0; i < MAX_PLAYERS; i++)
11405 stored_player[i].effective_action =
11406 (i == game.centered_player_nr ? summarized_player_action : 0);
11409 if (recorded_player_action != NULL)
11410 for (i = 0; i < MAX_PLAYERS; i++)
11411 stored_player[i].effective_action = recorded_player_action[i];
11413 for (i = 0; i < MAX_PLAYERS; i++)
11415 tape_action[i] = stored_player[i].effective_action;
11417 /* (this may happen in the RND game engine if a player was not present on
11418 the playfield on level start, but appeared later from a custom element */
11419 if (setup.team_mode &&
11422 !tape.player_participates[i])
11423 tape.player_participates[i] = TRUE;
11426 SetTapeActionFromMouseAction(tape_action,
11427 &local_player->effective_mouse_action);
11429 /* only record actions from input devices, but not programmed actions */
11430 if (tape.recording)
11431 TapeRecordAction(tape_action);
11433 #if USE_NEW_PLAYER_ASSIGNMENTS
11434 // !!! also map player actions in single player mode !!!
11435 // if (game.team_mode)
11438 byte mapped_action[MAX_PLAYERS];
11440 #if DEBUG_PLAYER_ACTIONS
11442 for (i = 0; i < MAX_PLAYERS; i++)
11443 printf(" %d, ", stored_player[i].effective_action);
11446 for (i = 0; i < MAX_PLAYERS; i++)
11447 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11449 for (i = 0; i < MAX_PLAYERS; i++)
11450 stored_player[i].effective_action = mapped_action[i];
11452 #if DEBUG_PLAYER_ACTIONS
11454 for (i = 0; i < MAX_PLAYERS; i++)
11455 printf(" %d, ", stored_player[i].effective_action);
11459 #if DEBUG_PLAYER_ACTIONS
11463 for (i = 0; i < MAX_PLAYERS; i++)
11464 printf(" %d, ", stored_player[i].effective_action);
11470 for (i = 0; i < MAX_PLAYERS; i++)
11472 // allow engine snapshot in case of changed movement attempt
11473 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11474 (stored_player[i].effective_action & KEY_MOTION))
11475 game.snapshot.changed_action = TRUE;
11477 // allow engine snapshot in case of snapping/dropping attempt
11478 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11479 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11480 game.snapshot.changed_action = TRUE;
11482 game.snapshot.last_action[i] = stored_player[i].effective_action;
11485 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11487 GameActions_EM_Main();
11489 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11491 GameActions_SP_Main();
11493 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11495 GameActions_MM_Main();
11499 GameActions_RND_Main();
11502 BlitScreenToBitmap(backbuffer);
11504 CheckLevelSolved();
11507 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11509 if (global.show_frames_per_second)
11511 static unsigned int fps_counter = 0;
11512 static int fps_frames = 0;
11513 unsigned int fps_delay_ms = Counter() - fps_counter;
11517 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11519 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11522 fps_counter = Counter();
11524 /* always draw FPS to screen after FPS value was updated */
11525 redraw_mask |= REDRAW_FPS;
11528 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11529 if (GetDrawDeactivationMask() == REDRAW_NONE)
11530 redraw_mask |= REDRAW_FPS;
11534 static void GameActions_CheckSaveEngineSnapshot(void)
11536 if (!game.snapshot.save_snapshot)
11539 // clear flag for saving snapshot _before_ saving snapshot
11540 game.snapshot.save_snapshot = FALSE;
11542 SaveEngineSnapshotToList();
11545 void GameActions(void)
11549 GameActions_CheckSaveEngineSnapshot();
11552 void GameActions_EM_Main(void)
11554 byte effective_action[MAX_PLAYERS];
11555 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11558 for (i = 0; i < MAX_PLAYERS; i++)
11559 effective_action[i] = stored_player[i].effective_action;
11561 GameActions_EM(effective_action, warp_mode);
11564 void GameActions_SP_Main(void)
11566 byte effective_action[MAX_PLAYERS];
11567 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11570 for (i = 0; i < MAX_PLAYERS; i++)
11571 effective_action[i] = stored_player[i].effective_action;
11573 GameActions_SP(effective_action, warp_mode);
11575 for (i = 0; i < MAX_PLAYERS; i++)
11577 if (stored_player[i].force_dropping)
11578 stored_player[i].action |= KEY_BUTTON_DROP;
11580 stored_player[i].force_dropping = FALSE;
11584 void GameActions_MM_Main(void)
11586 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11588 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11591 void GameActions_RND_Main(void)
11596 void GameActions_RND(void)
11598 int magic_wall_x = 0, magic_wall_y = 0;
11599 int i, x, y, element, graphic, last_gfx_frame;
11601 InitPlayfieldScanModeVars();
11603 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11605 SCAN_PLAYFIELD(x, y)
11607 ChangeCount[x][y] = 0;
11608 ChangeEvent[x][y] = -1;
11612 if (game.set_centered_player)
11614 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11616 /* switching to "all players" only possible if all players fit to screen */
11617 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11619 game.centered_player_nr_next = game.centered_player_nr;
11620 game.set_centered_player = FALSE;
11623 /* do not switch focus to non-existing (or non-active) player */
11624 if (game.centered_player_nr_next >= 0 &&
11625 !stored_player[game.centered_player_nr_next].active)
11627 game.centered_player_nr_next = game.centered_player_nr;
11628 game.set_centered_player = FALSE;
11632 if (game.set_centered_player &&
11633 ScreenMovPos == 0) /* screen currently aligned at tile position */
11637 if (game.centered_player_nr_next == -1)
11639 setScreenCenteredToAllPlayers(&sx, &sy);
11643 sx = stored_player[game.centered_player_nr_next].jx;
11644 sy = stored_player[game.centered_player_nr_next].jy;
11647 game.centered_player_nr = game.centered_player_nr_next;
11648 game.set_centered_player = FALSE;
11650 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11651 DrawGameDoorValues();
11654 for (i = 0; i < MAX_PLAYERS; i++)
11656 int actual_player_action = stored_player[i].effective_action;
11659 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11660 - rnd_equinox_tetrachloride 048
11661 - rnd_equinox_tetrachloride_ii 096
11662 - rnd_emanuel_schmieg 002
11663 - doctor_sloan_ww 001, 020
11665 if (stored_player[i].MovPos == 0)
11666 CheckGravityMovement(&stored_player[i]);
11669 /* overwrite programmed action with tape action */
11670 if (stored_player[i].programmed_action)
11671 actual_player_action = stored_player[i].programmed_action;
11673 PlayerActions(&stored_player[i], actual_player_action);
11675 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11678 ScrollScreen(NULL, SCROLL_GO_ON);
11680 /* for backwards compatibility, the following code emulates a fixed bug that
11681 occured when pushing elements (causing elements that just made their last
11682 pushing step to already (if possible) make their first falling step in the
11683 same game frame, which is bad); this code is also needed to use the famous
11684 "spring push bug" which is used in older levels and might be wanted to be
11685 used also in newer levels, but in this case the buggy pushing code is only
11686 affecting the "spring" element and no other elements */
11688 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11690 for (i = 0; i < MAX_PLAYERS; i++)
11692 struct PlayerInfo *player = &stored_player[i];
11693 int x = player->jx;
11694 int y = player->jy;
11696 if (player->active && player->is_pushing && player->is_moving &&
11698 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11699 Feld[x][y] == EL_SPRING))
11701 ContinueMoving(x, y);
11703 /* continue moving after pushing (this is actually a bug) */
11704 if (!IS_MOVING(x, y))
11705 Stop[x][y] = FALSE;
11710 SCAN_PLAYFIELD(x, y)
11712 Last[x][y] = Feld[x][y];
11714 ChangeCount[x][y] = 0;
11715 ChangeEvent[x][y] = -1;
11717 /* this must be handled before main playfield loop */
11718 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11721 if (MovDelay[x][y] <= 0)
11725 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11728 if (MovDelay[x][y] <= 0)
11731 TEST_DrawLevelField(x, y);
11733 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11738 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11740 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11741 printf("GameActions(): This should never happen!\n");
11743 ChangePage[x][y] = -1;
11747 Stop[x][y] = FALSE;
11748 if (WasJustMoving[x][y] > 0)
11749 WasJustMoving[x][y]--;
11750 if (WasJustFalling[x][y] > 0)
11751 WasJustFalling[x][y]--;
11752 if (CheckCollision[x][y] > 0)
11753 CheckCollision[x][y]--;
11754 if (CheckImpact[x][y] > 0)
11755 CheckImpact[x][y]--;
11759 /* reset finished pushing action (not done in ContinueMoving() to allow
11760 continuous pushing animation for elements with zero push delay) */
11761 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11763 ResetGfxAnimation(x, y);
11764 TEST_DrawLevelField(x, y);
11768 if (IS_BLOCKED(x, y))
11772 Blocked2Moving(x, y, &oldx, &oldy);
11773 if (!IS_MOVING(oldx, oldy))
11775 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11776 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11777 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11778 printf("GameActions(): This should never happen!\n");
11784 SCAN_PLAYFIELD(x, y)
11786 element = Feld[x][y];
11787 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11788 last_gfx_frame = GfxFrame[x][y];
11790 ResetGfxFrame(x, y);
11792 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11793 DrawLevelGraphicAnimation(x, y, graphic);
11795 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11796 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11797 ResetRandomAnimationValue(x, y);
11799 SetRandomAnimationValue(x, y);
11801 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11803 if (IS_INACTIVE(element))
11805 if (IS_ANIMATED(graphic))
11806 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11811 /* this may take place after moving, so 'element' may have changed */
11812 if (IS_CHANGING(x, y) &&
11813 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11815 int page = element_info[element].event_page_nr[CE_DELAY];
11817 HandleElementChange(x, y, page);
11819 element = Feld[x][y];
11820 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11823 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11827 element = Feld[x][y];
11828 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11830 if (IS_ANIMATED(graphic) &&
11831 !IS_MOVING(x, y) &&
11833 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11835 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11836 TEST_DrawTwinkleOnField(x, y);
11838 else if (element == EL_ACID)
11841 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11843 else if ((element == EL_EXIT_OPEN ||
11844 element == EL_EM_EXIT_OPEN ||
11845 element == EL_SP_EXIT_OPEN ||
11846 element == EL_STEEL_EXIT_OPEN ||
11847 element == EL_EM_STEEL_EXIT_OPEN ||
11848 element == EL_SP_TERMINAL ||
11849 element == EL_SP_TERMINAL_ACTIVE ||
11850 element == EL_EXTRA_TIME ||
11851 element == EL_SHIELD_NORMAL ||
11852 element == EL_SHIELD_DEADLY) &&
11853 IS_ANIMATED(graphic))
11854 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11855 else if (IS_MOVING(x, y))
11856 ContinueMoving(x, y);
11857 else if (IS_ACTIVE_BOMB(element))
11858 CheckDynamite(x, y);
11859 else if (element == EL_AMOEBA_GROWING)
11860 AmoebeWaechst(x, y);
11861 else if (element == EL_AMOEBA_SHRINKING)
11862 AmoebaDisappearing(x, y);
11864 #if !USE_NEW_AMOEBA_CODE
11865 else if (IS_AMOEBALIVE(element))
11866 AmoebeAbleger(x, y);
11869 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11871 else if (element == EL_EXIT_CLOSED)
11873 else if (element == EL_EM_EXIT_CLOSED)
11875 else if (element == EL_STEEL_EXIT_CLOSED)
11876 CheckExitSteel(x, y);
11877 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11878 CheckExitSteelEM(x, y);
11879 else if (element == EL_SP_EXIT_CLOSED)
11881 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11882 element == EL_EXPANDABLE_STEELWALL_GROWING)
11883 MauerWaechst(x, y);
11884 else if (element == EL_EXPANDABLE_WALL ||
11885 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11886 element == EL_EXPANDABLE_WALL_VERTICAL ||
11887 element == EL_EXPANDABLE_WALL_ANY ||
11888 element == EL_BD_EXPANDABLE_WALL)
11889 MauerAbleger(x, y);
11890 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11891 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11892 element == EL_EXPANDABLE_STEELWALL_ANY)
11893 MauerAblegerStahl(x, y);
11894 else if (element == EL_FLAMES)
11895 CheckForDragon(x, y);
11896 else if (element == EL_EXPLOSION)
11897 ; /* drawing of correct explosion animation is handled separately */
11898 else if (element == EL_ELEMENT_SNAPPING ||
11899 element == EL_DIAGONAL_SHRINKING ||
11900 element == EL_DIAGONAL_GROWING)
11902 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11904 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11906 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11907 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11909 if (IS_BELT_ACTIVE(element))
11910 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11912 if (game.magic_wall_active)
11914 int jx = local_player->jx, jy = local_player->jy;
11916 /* play the element sound at the position nearest to the player */
11917 if ((element == EL_MAGIC_WALL_FULL ||
11918 element == EL_MAGIC_WALL_ACTIVE ||
11919 element == EL_MAGIC_WALL_EMPTYING ||
11920 element == EL_BD_MAGIC_WALL_FULL ||
11921 element == EL_BD_MAGIC_WALL_ACTIVE ||
11922 element == EL_BD_MAGIC_WALL_EMPTYING ||
11923 element == EL_DC_MAGIC_WALL_FULL ||
11924 element == EL_DC_MAGIC_WALL_ACTIVE ||
11925 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11926 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11934 #if USE_NEW_AMOEBA_CODE
11935 /* new experimental amoeba growth stuff */
11936 if (!(FrameCounter % 8))
11938 static unsigned int random = 1684108901;
11940 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11942 x = RND(lev_fieldx);
11943 y = RND(lev_fieldy);
11944 element = Feld[x][y];
11946 if (!IS_PLAYER(x,y) &&
11947 (element == EL_EMPTY ||
11948 CAN_GROW_INTO(element) ||
11949 element == EL_QUICKSAND_EMPTY ||
11950 element == EL_QUICKSAND_FAST_EMPTY ||
11951 element == EL_ACID_SPLASH_LEFT ||
11952 element == EL_ACID_SPLASH_RIGHT))
11954 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11955 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11956 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11957 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11958 Feld[x][y] = EL_AMOEBA_DROP;
11961 random = random * 129 + 1;
11966 game.explosions_delayed = FALSE;
11968 SCAN_PLAYFIELD(x, y)
11970 element = Feld[x][y];
11972 if (ExplodeField[x][y])
11973 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11974 else if (element == EL_EXPLOSION)
11975 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11977 ExplodeField[x][y] = EX_TYPE_NONE;
11980 game.explosions_delayed = TRUE;
11982 if (game.magic_wall_active)
11984 if (!(game.magic_wall_time_left % 4))
11986 int element = Feld[magic_wall_x][magic_wall_y];
11988 if (element == EL_BD_MAGIC_WALL_FULL ||
11989 element == EL_BD_MAGIC_WALL_ACTIVE ||
11990 element == EL_BD_MAGIC_WALL_EMPTYING)
11991 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11992 else if (element == EL_DC_MAGIC_WALL_FULL ||
11993 element == EL_DC_MAGIC_WALL_ACTIVE ||
11994 element == EL_DC_MAGIC_WALL_EMPTYING)
11995 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11997 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12000 if (game.magic_wall_time_left > 0)
12002 game.magic_wall_time_left--;
12004 if (!game.magic_wall_time_left)
12006 SCAN_PLAYFIELD(x, y)
12008 element = Feld[x][y];
12010 if (element == EL_MAGIC_WALL_ACTIVE ||
12011 element == EL_MAGIC_WALL_FULL)
12013 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12014 TEST_DrawLevelField(x, y);
12016 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12017 element == EL_BD_MAGIC_WALL_FULL)
12019 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12020 TEST_DrawLevelField(x, y);
12022 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12023 element == EL_DC_MAGIC_WALL_FULL)
12025 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12026 TEST_DrawLevelField(x, y);
12030 game.magic_wall_active = FALSE;
12035 if (game.light_time_left > 0)
12037 game.light_time_left--;
12039 if (game.light_time_left == 0)
12040 RedrawAllLightSwitchesAndInvisibleElements();
12043 if (game.timegate_time_left > 0)
12045 game.timegate_time_left--;
12047 if (game.timegate_time_left == 0)
12048 CloseAllOpenTimegates();
12051 if (game.lenses_time_left > 0)
12053 game.lenses_time_left--;
12055 if (game.lenses_time_left == 0)
12056 RedrawAllInvisibleElementsForLenses();
12059 if (game.magnify_time_left > 0)
12061 game.magnify_time_left--;
12063 if (game.magnify_time_left == 0)
12064 RedrawAllInvisibleElementsForMagnifier();
12067 for (i = 0; i < MAX_PLAYERS; i++)
12069 struct PlayerInfo *player = &stored_player[i];
12071 if (SHIELD_ON(player))
12073 if (player->shield_deadly_time_left)
12074 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12075 else if (player->shield_normal_time_left)
12076 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12080 #if USE_DELAYED_GFX_REDRAW
12081 SCAN_PLAYFIELD(x, y)
12083 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12085 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12086 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12088 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12089 DrawLevelField(x, y);
12091 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12092 DrawLevelFieldCrumbled(x, y);
12094 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12095 DrawLevelFieldCrumbledNeighbours(x, y);
12097 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12098 DrawTwinkleOnField(x, y);
12101 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12106 PlayAllPlayersSound();
12108 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12110 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12112 local_player->show_envelope = 0;
12115 /* use random number generator in every frame to make it less predictable */
12116 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12120 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12122 int min_x = x, min_y = y, max_x = x, max_y = y;
12125 for (i = 0; i < MAX_PLAYERS; i++)
12127 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12129 if (!stored_player[i].active || &stored_player[i] == player)
12132 min_x = MIN(min_x, jx);
12133 min_y = MIN(min_y, jy);
12134 max_x = MAX(max_x, jx);
12135 max_y = MAX(max_y, jy);
12138 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12141 static boolean AllPlayersInVisibleScreen(void)
12145 for (i = 0; i < MAX_PLAYERS; i++)
12147 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12149 if (!stored_player[i].active)
12152 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12159 void ScrollLevel(int dx, int dy)
12161 int scroll_offset = 2 * TILEX_VAR;
12164 BlitBitmap(drawto_field, drawto_field,
12165 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12166 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12167 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12168 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12169 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12170 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12174 x = (dx == 1 ? BX1 : BX2);
12175 for (y = BY1; y <= BY2; y++)
12176 DrawScreenField(x, y);
12181 y = (dy == 1 ? BY1 : BY2);
12182 for (x = BX1; x <= BX2; x++)
12183 DrawScreenField(x, y);
12186 redraw_mask |= REDRAW_FIELD;
12189 static boolean canFallDown(struct PlayerInfo *player)
12191 int jx = player->jx, jy = player->jy;
12193 return (IN_LEV_FIELD(jx, jy + 1) &&
12194 (IS_FREE(jx, jy + 1) ||
12195 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12196 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12197 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12200 static boolean canPassField(int x, int y, int move_dir)
12202 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12203 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12204 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12205 int nextx = x + dx;
12206 int nexty = y + dy;
12207 int element = Feld[x][y];
12209 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12210 !CAN_MOVE(element) &&
12211 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12212 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12213 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12216 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12218 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12219 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12220 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12224 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12225 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12226 (IS_DIGGABLE(Feld[newx][newy]) ||
12227 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12228 canPassField(newx, newy, move_dir)));
12231 static void CheckGravityMovement(struct PlayerInfo *player)
12233 if (player->gravity && !player->programmed_action)
12235 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12236 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12237 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12238 int jx = player->jx, jy = player->jy;
12239 boolean player_is_moving_to_valid_field =
12240 (!player_is_snapping &&
12241 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12242 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12243 boolean player_can_fall_down = canFallDown(player);
12245 if (player_can_fall_down &&
12246 !player_is_moving_to_valid_field)
12247 player->programmed_action = MV_DOWN;
12251 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12253 return CheckGravityMovement(player);
12255 if (player->gravity && !player->programmed_action)
12257 int jx = player->jx, jy = player->jy;
12258 boolean field_under_player_is_free =
12259 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12260 boolean player_is_standing_on_valid_field =
12261 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12262 (IS_WALKABLE(Feld[jx][jy]) &&
12263 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12265 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12266 player->programmed_action = MV_DOWN;
12271 MovePlayerOneStep()
12272 -----------------------------------------------------------------------------
12273 dx, dy: direction (non-diagonal) to try to move the player to
12274 real_dx, real_dy: direction as read from input device (can be diagonal)
12277 boolean MovePlayerOneStep(struct PlayerInfo *player,
12278 int dx, int dy, int real_dx, int real_dy)
12280 int jx = player->jx, jy = player->jy;
12281 int new_jx = jx + dx, new_jy = jy + dy;
12283 boolean player_can_move = !player->cannot_move;
12285 if (!player->active || (!dx && !dy))
12286 return MP_NO_ACTION;
12288 player->MovDir = (dx < 0 ? MV_LEFT :
12289 dx > 0 ? MV_RIGHT :
12291 dy > 0 ? MV_DOWN : MV_NONE);
12293 if (!IN_LEV_FIELD(new_jx, new_jy))
12294 return MP_NO_ACTION;
12296 if (!player_can_move)
12298 if (player->MovPos == 0)
12300 player->is_moving = FALSE;
12301 player->is_digging = FALSE;
12302 player->is_collecting = FALSE;
12303 player->is_snapping = FALSE;
12304 player->is_pushing = FALSE;
12308 if (!network.enabled && game.centered_player_nr == -1 &&
12309 !AllPlayersInSight(player, new_jx, new_jy))
12310 return MP_NO_ACTION;
12312 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12313 if (can_move != MP_MOVING)
12316 /* check if DigField() has caused relocation of the player */
12317 if (player->jx != jx || player->jy != jy)
12318 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12320 StorePlayer[jx][jy] = 0;
12321 player->last_jx = jx;
12322 player->last_jy = jy;
12323 player->jx = new_jx;
12324 player->jy = new_jy;
12325 StorePlayer[new_jx][new_jy] = player->element_nr;
12327 if (player->move_delay_value_next != -1)
12329 player->move_delay_value = player->move_delay_value_next;
12330 player->move_delay_value_next = -1;
12334 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12336 player->step_counter++;
12338 PlayerVisit[jx][jy] = FrameCounter;
12340 player->is_moving = TRUE;
12343 /* should better be called in MovePlayer(), but this breaks some tapes */
12344 ScrollPlayer(player, SCROLL_INIT);
12350 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12352 int jx = player->jx, jy = player->jy;
12353 int old_jx = jx, old_jy = jy;
12354 int moved = MP_NO_ACTION;
12356 if (!player->active)
12361 if (player->MovPos == 0)
12363 player->is_moving = FALSE;
12364 player->is_digging = FALSE;
12365 player->is_collecting = FALSE;
12366 player->is_snapping = FALSE;
12367 player->is_pushing = FALSE;
12373 if (player->move_delay > 0)
12376 player->move_delay = -1; /* set to "uninitialized" value */
12378 /* store if player is automatically moved to next field */
12379 player->is_auto_moving = (player->programmed_action != MV_NONE);
12381 /* remove the last programmed player action */
12382 player->programmed_action = 0;
12384 if (player->MovPos)
12386 /* should only happen if pre-1.2 tape recordings are played */
12387 /* this is only for backward compatibility */
12389 int original_move_delay_value = player->move_delay_value;
12392 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12396 /* scroll remaining steps with finest movement resolution */
12397 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12399 while (player->MovPos)
12401 ScrollPlayer(player, SCROLL_GO_ON);
12402 ScrollScreen(NULL, SCROLL_GO_ON);
12404 AdvanceFrameAndPlayerCounters(player->index_nr);
12407 BackToFront_WithFrameDelay(0);
12410 player->move_delay_value = original_move_delay_value;
12413 player->is_active = FALSE;
12415 if (player->last_move_dir & MV_HORIZONTAL)
12417 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12418 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12422 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12423 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12426 if (!moved && !player->is_active)
12428 player->is_moving = FALSE;
12429 player->is_digging = FALSE;
12430 player->is_collecting = FALSE;
12431 player->is_snapping = FALSE;
12432 player->is_pushing = FALSE;
12438 if (moved & MP_MOVING && !ScreenMovPos &&
12439 (player->index_nr == game.centered_player_nr ||
12440 game.centered_player_nr == -1))
12442 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12443 int offset = game.scroll_delay_value;
12445 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12447 /* actual player has left the screen -- scroll in that direction */
12448 if (jx != old_jx) /* player has moved horizontally */
12449 scroll_x += (jx - old_jx);
12450 else /* player has moved vertically */
12451 scroll_y += (jy - old_jy);
12455 if (jx != old_jx) /* player has moved horizontally */
12457 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12458 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12459 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12461 /* don't scroll over playfield boundaries */
12462 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12463 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12465 /* don't scroll more than one field at a time */
12466 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12468 /* don't scroll against the player's moving direction */
12469 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12470 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12471 scroll_x = old_scroll_x;
12473 else /* player has moved vertically */
12475 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12476 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12477 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12479 /* don't scroll over playfield boundaries */
12480 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12481 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12483 /* don't scroll more than one field at a time */
12484 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12486 /* don't scroll against the player's moving direction */
12487 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12488 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12489 scroll_y = old_scroll_y;
12493 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12495 if (!network.enabled && game.centered_player_nr == -1 &&
12496 !AllPlayersInVisibleScreen())
12498 scroll_x = old_scroll_x;
12499 scroll_y = old_scroll_y;
12503 ScrollScreen(player, SCROLL_INIT);
12504 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12509 player->StepFrame = 0;
12511 if (moved & MP_MOVING)
12513 if (old_jx != jx && old_jy == jy)
12514 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12515 else if (old_jx == jx && old_jy != jy)
12516 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12518 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12520 player->last_move_dir = player->MovDir;
12521 player->is_moving = TRUE;
12522 player->is_snapping = FALSE;
12523 player->is_switching = FALSE;
12524 player->is_dropping = FALSE;
12525 player->is_dropping_pressed = FALSE;
12526 player->drop_pressed_delay = 0;
12529 /* should better be called here than above, but this breaks some tapes */
12530 ScrollPlayer(player, SCROLL_INIT);
12535 CheckGravityMovementWhenNotMoving(player);
12537 player->is_moving = FALSE;
12539 /* at this point, the player is allowed to move, but cannot move right now
12540 (e.g. because of something blocking the way) -- ensure that the player
12541 is also allowed to move in the next frame (in old versions before 3.1.1,
12542 the player was forced to wait again for eight frames before next try) */
12544 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12545 player->move_delay = 0; /* allow direct movement in the next frame */
12548 if (player->move_delay == -1) /* not yet initialized by DigField() */
12549 player->move_delay = player->move_delay_value;
12551 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12553 TestIfPlayerTouchesBadThing(jx, jy);
12554 TestIfPlayerTouchesCustomElement(jx, jy);
12557 if (!player->active)
12558 RemovePlayer(player);
12563 void ScrollPlayer(struct PlayerInfo *player, int mode)
12565 int jx = player->jx, jy = player->jy;
12566 int last_jx = player->last_jx, last_jy = player->last_jy;
12567 int move_stepsize = TILEX / player->move_delay_value;
12569 if (!player->active)
12572 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12575 if (mode == SCROLL_INIT)
12577 player->actual_frame_counter = FrameCounter;
12578 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12580 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12581 Feld[last_jx][last_jy] == EL_EMPTY)
12583 int last_field_block_delay = 0; /* start with no blocking at all */
12584 int block_delay_adjustment = player->block_delay_adjustment;
12586 /* if player blocks last field, add delay for exactly one move */
12587 if (player->block_last_field)
12589 last_field_block_delay += player->move_delay_value;
12591 /* when blocking enabled, prevent moving up despite gravity */
12592 if (player->gravity && player->MovDir == MV_UP)
12593 block_delay_adjustment = -1;
12596 /* add block delay adjustment (also possible when not blocking) */
12597 last_field_block_delay += block_delay_adjustment;
12599 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12600 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12603 if (player->MovPos != 0) /* player has not yet reached destination */
12606 else if (!FrameReached(&player->actual_frame_counter, 1))
12609 if (player->MovPos != 0)
12611 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12612 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12614 /* before DrawPlayer() to draw correct player graphic for this case */
12615 if (player->MovPos == 0)
12616 CheckGravityMovement(player);
12619 if (player->MovPos == 0) /* player reached destination field */
12621 if (player->move_delay_reset_counter > 0)
12623 player->move_delay_reset_counter--;
12625 if (player->move_delay_reset_counter == 0)
12627 /* continue with normal speed after quickly moving through gate */
12628 HALVE_PLAYER_SPEED(player);
12630 /* be able to make the next move without delay */
12631 player->move_delay = 0;
12635 player->last_jx = jx;
12636 player->last_jy = jy;
12638 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12639 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12640 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12641 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12642 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12643 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12644 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12645 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12647 ExitPlayer(player);
12649 if ((local_player->friends_still_needed == 0 ||
12650 IS_SP_ELEMENT(Feld[jx][jy])) &&
12652 PlayerWins(local_player);
12655 /* this breaks one level: "machine", level 000 */
12657 int move_direction = player->MovDir;
12658 int enter_side = MV_DIR_OPPOSITE(move_direction);
12659 int leave_side = move_direction;
12660 int old_jx = last_jx;
12661 int old_jy = last_jy;
12662 int old_element = Feld[old_jx][old_jy];
12663 int new_element = Feld[jx][jy];
12665 if (IS_CUSTOM_ELEMENT(old_element))
12666 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12668 player->index_bit, leave_side);
12670 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12671 CE_PLAYER_LEAVES_X,
12672 player->index_bit, leave_side);
12674 if (IS_CUSTOM_ELEMENT(new_element))
12675 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12676 player->index_bit, enter_side);
12678 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12679 CE_PLAYER_ENTERS_X,
12680 player->index_bit, enter_side);
12682 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12683 CE_MOVE_OF_X, move_direction);
12686 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12688 TestIfPlayerTouchesBadThing(jx, jy);
12689 TestIfPlayerTouchesCustomElement(jx, jy);
12691 /* needed because pushed element has not yet reached its destination,
12692 so it would trigger a change event at its previous field location */
12693 if (!player->is_pushing)
12694 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12696 if (!player->active)
12697 RemovePlayer(player);
12700 if (!local_player->LevelSolved && level.use_step_counter)
12710 if (TimeLeft <= 10 && setup.time_limit)
12711 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12713 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12715 DisplayGameControlValues();
12717 if (!TimeLeft && setup.time_limit)
12718 for (i = 0; i < MAX_PLAYERS; i++)
12719 KillPlayer(&stored_player[i]);
12721 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12723 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12725 DisplayGameControlValues();
12729 if (tape.single_step && tape.recording && !tape.pausing &&
12730 !player->programmed_action)
12731 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12733 if (!player->programmed_action)
12734 CheckSaveEngineSnapshot(player);
12738 void ScrollScreen(struct PlayerInfo *player, int mode)
12740 static unsigned int screen_frame_counter = 0;
12742 if (mode == SCROLL_INIT)
12744 /* set scrolling step size according to actual player's moving speed */
12745 ScrollStepSize = TILEX / player->move_delay_value;
12747 screen_frame_counter = FrameCounter;
12748 ScreenMovDir = player->MovDir;
12749 ScreenMovPos = player->MovPos;
12750 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12753 else if (!FrameReached(&screen_frame_counter, 1))
12758 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12759 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12760 redraw_mask |= REDRAW_FIELD;
12763 ScreenMovDir = MV_NONE;
12766 void TestIfPlayerTouchesCustomElement(int x, int y)
12768 static int xy[4][2] =
12775 static int trigger_sides[4][2] =
12777 /* center side border side */
12778 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12779 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12780 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12781 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12783 static int touch_dir[4] =
12785 MV_LEFT | MV_RIGHT,
12790 int center_element = Feld[x][y]; /* should always be non-moving! */
12793 for (i = 0; i < NUM_DIRECTIONS; i++)
12795 int xx = x + xy[i][0];
12796 int yy = y + xy[i][1];
12797 int center_side = trigger_sides[i][0];
12798 int border_side = trigger_sides[i][1];
12799 int border_element;
12801 if (!IN_LEV_FIELD(xx, yy))
12804 if (IS_PLAYER(x, y)) /* player found at center element */
12806 struct PlayerInfo *player = PLAYERINFO(x, y);
12808 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12809 border_element = Feld[xx][yy]; /* may be moving! */
12810 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12811 border_element = Feld[xx][yy];
12812 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12813 border_element = MovingOrBlocked2Element(xx, yy);
12815 continue; /* center and border element do not touch */
12817 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12818 player->index_bit, border_side);
12819 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12820 CE_PLAYER_TOUCHES_X,
12821 player->index_bit, border_side);
12824 /* use player element that is initially defined in the level playfield,
12825 not the player element that corresponds to the runtime player number
12826 (example: a level that contains EL_PLAYER_3 as the only player would
12827 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12828 int player_element = PLAYERINFO(x, y)->initial_element;
12830 CheckElementChangeBySide(xx, yy, border_element, player_element,
12831 CE_TOUCHING_X, border_side);
12834 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12836 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12838 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12840 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12841 continue; /* center and border element do not touch */
12844 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12845 player->index_bit, center_side);
12846 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12847 CE_PLAYER_TOUCHES_X,
12848 player->index_bit, center_side);
12851 /* use player element that is initially defined in the level playfield,
12852 not the player element that corresponds to the runtime player number
12853 (example: a level that contains EL_PLAYER_3 as the only player would
12854 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12855 int player_element = PLAYERINFO(xx, yy)->initial_element;
12857 CheckElementChangeBySide(x, y, center_element, player_element,
12858 CE_TOUCHING_X, center_side);
12866 void TestIfElementTouchesCustomElement(int x, int y)
12868 static int xy[4][2] =
12875 static int trigger_sides[4][2] =
12877 /* center side border side */
12878 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12879 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12880 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12881 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12883 static int touch_dir[4] =
12885 MV_LEFT | MV_RIGHT,
12890 boolean change_center_element = FALSE;
12891 int center_element = Feld[x][y]; /* should always be non-moving! */
12892 int border_element_old[NUM_DIRECTIONS];
12895 for (i = 0; i < NUM_DIRECTIONS; i++)
12897 int xx = x + xy[i][0];
12898 int yy = y + xy[i][1];
12899 int border_element;
12901 border_element_old[i] = -1;
12903 if (!IN_LEV_FIELD(xx, yy))
12906 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12907 border_element = Feld[xx][yy]; /* may be moving! */
12908 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12909 border_element = Feld[xx][yy];
12910 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12911 border_element = MovingOrBlocked2Element(xx, yy);
12913 continue; /* center and border element do not touch */
12915 border_element_old[i] = border_element;
12918 for (i = 0; i < NUM_DIRECTIONS; i++)
12920 int xx = x + xy[i][0];
12921 int yy = y + xy[i][1];
12922 int center_side = trigger_sides[i][0];
12923 int border_element = border_element_old[i];
12925 if (border_element == -1)
12928 /* check for change of border element */
12929 CheckElementChangeBySide(xx, yy, border_element, center_element,
12930 CE_TOUCHING_X, center_side);
12932 /* (center element cannot be player, so we dont have to check this here) */
12935 for (i = 0; i < NUM_DIRECTIONS; i++)
12937 int xx = x + xy[i][0];
12938 int yy = y + xy[i][1];
12939 int border_side = trigger_sides[i][1];
12940 int border_element = border_element_old[i];
12942 if (border_element == -1)
12945 /* check for change of center element (but change it only once) */
12946 if (!change_center_element)
12947 change_center_element =
12948 CheckElementChangeBySide(x, y, center_element, border_element,
12949 CE_TOUCHING_X, border_side);
12951 if (IS_PLAYER(xx, yy))
12953 /* use player element that is initially defined in the level playfield,
12954 not the player element that corresponds to the runtime player number
12955 (example: a level that contains EL_PLAYER_3 as the only player would
12956 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12957 int player_element = PLAYERINFO(xx, yy)->initial_element;
12959 CheckElementChangeBySide(x, y, center_element, player_element,
12960 CE_TOUCHING_X, border_side);
12965 void TestIfElementHitsCustomElement(int x, int y, int direction)
12967 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12968 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12969 int hitx = x + dx, hity = y + dy;
12970 int hitting_element = Feld[x][y];
12971 int touched_element;
12973 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12976 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12977 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12979 if (IN_LEV_FIELD(hitx, hity))
12981 int opposite_direction = MV_DIR_OPPOSITE(direction);
12982 int hitting_side = direction;
12983 int touched_side = opposite_direction;
12984 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12985 MovDir[hitx][hity] != direction ||
12986 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12992 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12993 CE_HITTING_X, touched_side);
12995 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12996 CE_HIT_BY_X, hitting_side);
12998 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12999 CE_HIT_BY_SOMETHING, opposite_direction);
13001 if (IS_PLAYER(hitx, hity))
13003 /* use player element that is initially defined in the level playfield,
13004 not the player element that corresponds to the runtime player number
13005 (example: a level that contains EL_PLAYER_3 as the only player would
13006 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13007 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13009 CheckElementChangeBySide(x, y, hitting_element, player_element,
13010 CE_HITTING_X, touched_side);
13015 /* "hitting something" is also true when hitting the playfield border */
13016 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13017 CE_HITTING_SOMETHING, direction);
13020 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13022 int i, kill_x = -1, kill_y = -1;
13024 int bad_element = -1;
13025 static int test_xy[4][2] =
13032 static int test_dir[4] =
13040 for (i = 0; i < NUM_DIRECTIONS; i++)
13042 int test_x, test_y, test_move_dir, test_element;
13044 test_x = good_x + test_xy[i][0];
13045 test_y = good_y + test_xy[i][1];
13047 if (!IN_LEV_FIELD(test_x, test_y))
13051 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13053 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13055 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13056 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13058 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13059 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13063 bad_element = test_element;
13069 if (kill_x != -1 || kill_y != -1)
13071 if (IS_PLAYER(good_x, good_y))
13073 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13075 if (player->shield_deadly_time_left > 0 &&
13076 !IS_INDESTRUCTIBLE(bad_element))
13077 Bang(kill_x, kill_y);
13078 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13079 KillPlayer(player);
13082 Bang(good_x, good_y);
13086 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13088 int i, kill_x = -1, kill_y = -1;
13089 int bad_element = Feld[bad_x][bad_y];
13090 static int test_xy[4][2] =
13097 static int touch_dir[4] =
13099 MV_LEFT | MV_RIGHT,
13104 static int test_dir[4] =
13112 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13115 for (i = 0; i < NUM_DIRECTIONS; i++)
13117 int test_x, test_y, test_move_dir, test_element;
13119 test_x = bad_x + test_xy[i][0];
13120 test_y = bad_y + test_xy[i][1];
13122 if (!IN_LEV_FIELD(test_x, test_y))
13126 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13128 test_element = Feld[test_x][test_y];
13130 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13131 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13133 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13134 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13136 /* good thing is player or penguin that does not move away */
13137 if (IS_PLAYER(test_x, test_y))
13139 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13141 if (bad_element == EL_ROBOT && player->is_moving)
13142 continue; /* robot does not kill player if he is moving */
13144 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13146 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13147 continue; /* center and border element do not touch */
13155 else if (test_element == EL_PENGUIN)
13165 if (kill_x != -1 || kill_y != -1)
13167 if (IS_PLAYER(kill_x, kill_y))
13169 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13171 if (player->shield_deadly_time_left > 0 &&
13172 !IS_INDESTRUCTIBLE(bad_element))
13173 Bang(bad_x, bad_y);
13174 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13175 KillPlayer(player);
13178 Bang(kill_x, kill_y);
13182 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13184 int bad_element = Feld[bad_x][bad_y];
13185 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13186 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13187 int test_x = bad_x + dx, test_y = bad_y + dy;
13188 int test_move_dir, test_element;
13189 int kill_x = -1, kill_y = -1;
13191 if (!IN_LEV_FIELD(test_x, test_y))
13195 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13197 test_element = Feld[test_x][test_y];
13199 if (test_move_dir != bad_move_dir)
13201 /* good thing can be player or penguin that does not move away */
13202 if (IS_PLAYER(test_x, test_y))
13204 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13206 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13207 player as being hit when he is moving towards the bad thing, because
13208 the "get hit by" condition would be lost after the player stops) */
13209 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13210 return; /* player moves away from bad thing */
13215 else if (test_element == EL_PENGUIN)
13222 if (kill_x != -1 || kill_y != -1)
13224 if (IS_PLAYER(kill_x, kill_y))
13226 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13228 if (player->shield_deadly_time_left > 0 &&
13229 !IS_INDESTRUCTIBLE(bad_element))
13230 Bang(bad_x, bad_y);
13231 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13232 KillPlayer(player);
13235 Bang(kill_x, kill_y);
13239 void TestIfPlayerTouchesBadThing(int x, int y)
13241 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13244 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13246 TestIfGoodThingHitsBadThing(x, y, move_dir);
13249 void TestIfBadThingTouchesPlayer(int x, int y)
13251 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13254 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13256 TestIfBadThingHitsGoodThing(x, y, move_dir);
13259 void TestIfFriendTouchesBadThing(int x, int y)
13261 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13264 void TestIfBadThingTouchesFriend(int x, int y)
13266 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13269 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13271 int i, kill_x = bad_x, kill_y = bad_y;
13272 static int xy[4][2] =
13280 for (i = 0; i < NUM_DIRECTIONS; i++)
13284 x = bad_x + xy[i][0];
13285 y = bad_y + xy[i][1];
13286 if (!IN_LEV_FIELD(x, y))
13289 element = Feld[x][y];
13290 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13291 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13299 if (kill_x != bad_x || kill_y != bad_y)
13300 Bang(bad_x, bad_y);
13303 void KillPlayer(struct PlayerInfo *player)
13305 int jx = player->jx, jy = player->jy;
13307 if (!player->active)
13311 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13312 player->killed, player->active, player->reanimated);
13315 /* the following code was introduced to prevent an infinite loop when calling
13317 -> CheckTriggeredElementChangeExt()
13318 -> ExecuteCustomElementAction()
13320 -> (infinitely repeating the above sequence of function calls)
13321 which occurs when killing the player while having a CE with the setting
13322 "kill player X when explosion of <player X>"; the solution using a new
13323 field "player->killed" was chosen for backwards compatibility, although
13324 clever use of the fields "player->active" etc. would probably also work */
13326 if (player->killed)
13330 player->killed = TRUE;
13332 /* remove accessible field at the player's position */
13333 Feld[jx][jy] = EL_EMPTY;
13335 /* deactivate shield (else Bang()/Explode() would not work right) */
13336 player->shield_normal_time_left = 0;
13337 player->shield_deadly_time_left = 0;
13340 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13341 player->killed, player->active, player->reanimated);
13347 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13348 player->killed, player->active, player->reanimated);
13351 if (player->reanimated) /* killed player may have been reanimated */
13352 player->killed = player->reanimated = FALSE;
13354 BuryPlayer(player);
13357 static void KillPlayerUnlessEnemyProtected(int x, int y)
13359 if (!PLAYER_ENEMY_PROTECTED(x, y))
13360 KillPlayer(PLAYERINFO(x, y));
13363 static void KillPlayerUnlessExplosionProtected(int x, int y)
13365 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13366 KillPlayer(PLAYERINFO(x, y));
13369 void BuryPlayer(struct PlayerInfo *player)
13371 int jx = player->jx, jy = player->jy;
13373 if (!player->active)
13376 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13377 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13379 player->GameOver = TRUE;
13380 RemovePlayer(player);
13383 void RemovePlayer(struct PlayerInfo *player)
13385 int jx = player->jx, jy = player->jy;
13386 int i, found = FALSE;
13388 player->present = FALSE;
13389 player->active = FALSE;
13391 if (!ExplodeField[jx][jy])
13392 StorePlayer[jx][jy] = 0;
13394 if (player->is_moving)
13395 TEST_DrawLevelField(player->last_jx, player->last_jy);
13397 for (i = 0; i < MAX_PLAYERS; i++)
13398 if (stored_player[i].active)
13402 AllPlayersGone = TRUE;
13408 void ExitPlayer(struct PlayerInfo *player)
13410 DrawPlayer(player); /* needed here only to cleanup last field */
13411 RemovePlayer(player);
13413 if (local_player->players_still_needed > 0)
13414 local_player->players_still_needed--;
13416 /* also set if some players not yet gone, but not needed to solve level */
13417 if (local_player->players_still_needed == 0)
13418 AllPlayersGone = TRUE;
13421 static void setFieldForSnapping(int x, int y, int element, int direction)
13423 struct ElementInfo *ei = &element_info[element];
13424 int direction_bit = MV_DIR_TO_BIT(direction);
13425 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13426 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13427 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13429 Feld[x][y] = EL_ELEMENT_SNAPPING;
13430 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13432 ResetGfxAnimation(x, y);
13434 GfxElement[x][y] = element;
13435 GfxAction[x][y] = action;
13436 GfxDir[x][y] = direction;
13437 GfxFrame[x][y] = -1;
13441 =============================================================================
13442 checkDiagonalPushing()
13443 -----------------------------------------------------------------------------
13444 check if diagonal input device direction results in pushing of object
13445 (by checking if the alternative direction is walkable, diggable, ...)
13446 =============================================================================
13449 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13450 int x, int y, int real_dx, int real_dy)
13452 int jx, jy, dx, dy, xx, yy;
13454 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13457 /* diagonal direction: check alternative direction */
13462 xx = jx + (dx == 0 ? real_dx : 0);
13463 yy = jy + (dy == 0 ? real_dy : 0);
13465 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13469 =============================================================================
13471 -----------------------------------------------------------------------------
13472 x, y: field next to player (non-diagonal) to try to dig to
13473 real_dx, real_dy: direction as read from input device (can be diagonal)
13474 =============================================================================
13477 static int DigField(struct PlayerInfo *player,
13478 int oldx, int oldy, int x, int y,
13479 int real_dx, int real_dy, int mode)
13481 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13482 boolean player_was_pushing = player->is_pushing;
13483 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13484 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13485 int jx = oldx, jy = oldy;
13486 int dx = x - jx, dy = y - jy;
13487 int nextx = x + dx, nexty = y + dy;
13488 int move_direction = (dx == -1 ? MV_LEFT :
13489 dx == +1 ? MV_RIGHT :
13491 dy == +1 ? MV_DOWN : MV_NONE);
13492 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13493 int dig_side = MV_DIR_OPPOSITE(move_direction);
13494 int old_element = Feld[jx][jy];
13495 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13498 if (is_player) /* function can also be called by EL_PENGUIN */
13500 if (player->MovPos == 0)
13502 player->is_digging = FALSE;
13503 player->is_collecting = FALSE;
13506 if (player->MovPos == 0) /* last pushing move finished */
13507 player->is_pushing = FALSE;
13509 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13511 player->is_switching = FALSE;
13512 player->push_delay = -1;
13514 return MP_NO_ACTION;
13518 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13519 old_element = Back[jx][jy];
13521 /* in case of element dropped at player position, check background */
13522 else if (Back[jx][jy] != EL_EMPTY &&
13523 game.engine_version >= VERSION_IDENT(2,2,0,0))
13524 old_element = Back[jx][jy];
13526 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13527 return MP_NO_ACTION; /* field has no opening in this direction */
13529 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13530 return MP_NO_ACTION; /* field has no opening in this direction */
13532 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13536 Feld[jx][jy] = player->artwork_element;
13537 InitMovingField(jx, jy, MV_DOWN);
13538 Store[jx][jy] = EL_ACID;
13539 ContinueMoving(jx, jy);
13540 BuryPlayer(player);
13542 return MP_DONT_RUN_INTO;
13545 if (player_can_move && DONT_RUN_INTO(element))
13547 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13549 return MP_DONT_RUN_INTO;
13552 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13553 return MP_NO_ACTION;
13555 collect_count = element_info[element].collect_count_initial;
13557 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13558 return MP_NO_ACTION;
13560 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13561 player_can_move = player_can_move_or_snap;
13563 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13564 game.engine_version >= VERSION_IDENT(2,2,0,0))
13566 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13567 player->index_bit, dig_side);
13568 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13569 player->index_bit, dig_side);
13571 if (element == EL_DC_LANDMINE)
13574 if (Feld[x][y] != element) /* field changed by snapping */
13577 return MP_NO_ACTION;
13580 if (player->gravity && is_player && !player->is_auto_moving &&
13581 canFallDown(player) && move_direction != MV_DOWN &&
13582 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13583 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13585 if (player_can_move &&
13586 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13588 int sound_element = SND_ELEMENT(element);
13589 int sound_action = ACTION_WALKING;
13591 if (IS_RND_GATE(element))
13593 if (!player->key[RND_GATE_NR(element)])
13594 return MP_NO_ACTION;
13596 else if (IS_RND_GATE_GRAY(element))
13598 if (!player->key[RND_GATE_GRAY_NR(element)])
13599 return MP_NO_ACTION;
13601 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13603 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13604 return MP_NO_ACTION;
13606 else if (element == EL_EXIT_OPEN ||
13607 element == EL_EM_EXIT_OPEN ||
13608 element == EL_EM_EXIT_OPENING ||
13609 element == EL_STEEL_EXIT_OPEN ||
13610 element == EL_EM_STEEL_EXIT_OPEN ||
13611 element == EL_EM_STEEL_EXIT_OPENING ||
13612 element == EL_SP_EXIT_OPEN ||
13613 element == EL_SP_EXIT_OPENING)
13615 sound_action = ACTION_PASSING; /* player is passing exit */
13617 else if (element == EL_EMPTY)
13619 sound_action = ACTION_MOVING; /* nothing to walk on */
13622 /* play sound from background or player, whatever is available */
13623 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13624 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13626 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13628 else if (player_can_move &&
13629 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13631 if (!ACCESS_FROM(element, opposite_direction))
13632 return MP_NO_ACTION; /* field not accessible from this direction */
13634 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13635 return MP_NO_ACTION;
13637 if (IS_EM_GATE(element))
13639 if (!player->key[EM_GATE_NR(element)])
13640 return MP_NO_ACTION;
13642 else if (IS_EM_GATE_GRAY(element))
13644 if (!player->key[EM_GATE_GRAY_NR(element)])
13645 return MP_NO_ACTION;
13647 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13649 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13650 return MP_NO_ACTION;
13652 else if (IS_EMC_GATE(element))
13654 if (!player->key[EMC_GATE_NR(element)])
13655 return MP_NO_ACTION;
13657 else if (IS_EMC_GATE_GRAY(element))
13659 if (!player->key[EMC_GATE_GRAY_NR(element)])
13660 return MP_NO_ACTION;
13662 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13664 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13665 return MP_NO_ACTION;
13667 else if (element == EL_DC_GATE_WHITE ||
13668 element == EL_DC_GATE_WHITE_GRAY ||
13669 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13671 if (player->num_white_keys == 0)
13672 return MP_NO_ACTION;
13674 player->num_white_keys--;
13676 else if (IS_SP_PORT(element))
13678 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13679 element == EL_SP_GRAVITY_PORT_RIGHT ||
13680 element == EL_SP_GRAVITY_PORT_UP ||
13681 element == EL_SP_GRAVITY_PORT_DOWN)
13682 player->gravity = !player->gravity;
13683 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13684 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13685 element == EL_SP_GRAVITY_ON_PORT_UP ||
13686 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13687 player->gravity = TRUE;
13688 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13689 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13690 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13691 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13692 player->gravity = FALSE;
13695 /* automatically move to the next field with double speed */
13696 player->programmed_action = move_direction;
13698 if (player->move_delay_reset_counter == 0)
13700 player->move_delay_reset_counter = 2; /* two double speed steps */
13702 DOUBLE_PLAYER_SPEED(player);
13705 PlayLevelSoundAction(x, y, ACTION_PASSING);
13707 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13711 if (mode != DF_SNAP)
13713 GfxElement[x][y] = GFX_ELEMENT(element);
13714 player->is_digging = TRUE;
13717 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13719 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13720 player->index_bit, dig_side);
13722 if (mode == DF_SNAP)
13724 if (level.block_snap_field)
13725 setFieldForSnapping(x, y, element, move_direction);
13727 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13729 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13730 player->index_bit, dig_side);
13733 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13737 if (is_player && mode != DF_SNAP)
13739 GfxElement[x][y] = element;
13740 player->is_collecting = TRUE;
13743 if (element == EL_SPEED_PILL)
13745 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13747 else if (element == EL_EXTRA_TIME && level.time > 0)
13749 TimeLeft += level.extra_time;
13751 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13753 DisplayGameControlValues();
13755 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13757 player->shield_normal_time_left += level.shield_normal_time;
13758 if (element == EL_SHIELD_DEADLY)
13759 player->shield_deadly_time_left += level.shield_deadly_time;
13761 else if (element == EL_DYNAMITE ||
13762 element == EL_EM_DYNAMITE ||
13763 element == EL_SP_DISK_RED)
13765 if (player->inventory_size < MAX_INVENTORY_SIZE)
13766 player->inventory_element[player->inventory_size++] = element;
13768 DrawGameDoorValues();
13770 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13772 player->dynabomb_count++;
13773 player->dynabombs_left++;
13775 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13777 player->dynabomb_size++;
13779 else if (element == EL_DYNABOMB_INCREASE_POWER)
13781 player->dynabomb_xl = TRUE;
13783 else if (IS_KEY(element))
13785 player->key[KEY_NR(element)] = TRUE;
13787 DrawGameDoorValues();
13789 else if (element == EL_DC_KEY_WHITE)
13791 player->num_white_keys++;
13793 /* display white keys? */
13794 /* DrawGameDoorValues(); */
13796 else if (IS_ENVELOPE(element))
13798 player->show_envelope = element;
13800 else if (element == EL_EMC_LENSES)
13802 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13804 RedrawAllInvisibleElementsForLenses();
13806 else if (element == EL_EMC_MAGNIFIER)
13808 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13810 RedrawAllInvisibleElementsForMagnifier();
13812 else if (IS_DROPPABLE(element) ||
13813 IS_THROWABLE(element)) /* can be collected and dropped */
13817 if (collect_count == 0)
13818 player->inventory_infinite_element = element;
13820 for (i = 0; i < collect_count; i++)
13821 if (player->inventory_size < MAX_INVENTORY_SIZE)
13822 player->inventory_element[player->inventory_size++] = element;
13824 DrawGameDoorValues();
13826 else if (collect_count > 0)
13828 local_player->gems_still_needed -= collect_count;
13829 if (local_player->gems_still_needed < 0)
13830 local_player->gems_still_needed = 0;
13832 game.snapshot.collected_item = TRUE;
13834 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13836 DisplayGameControlValues();
13839 RaiseScoreElement(element);
13840 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13843 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13844 player->index_bit, dig_side);
13846 if (mode == DF_SNAP)
13848 if (level.block_snap_field)
13849 setFieldForSnapping(x, y, element, move_direction);
13851 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13853 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13854 player->index_bit, dig_side);
13857 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13859 if (mode == DF_SNAP && element != EL_BD_ROCK)
13860 return MP_NO_ACTION;
13862 if (CAN_FALL(element) && dy)
13863 return MP_NO_ACTION;
13865 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13866 !(element == EL_SPRING && level.use_spring_bug))
13867 return MP_NO_ACTION;
13869 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13870 ((move_direction & MV_VERTICAL &&
13871 ((element_info[element].move_pattern & MV_LEFT &&
13872 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13873 (element_info[element].move_pattern & MV_RIGHT &&
13874 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13875 (move_direction & MV_HORIZONTAL &&
13876 ((element_info[element].move_pattern & MV_UP &&
13877 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13878 (element_info[element].move_pattern & MV_DOWN &&
13879 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13880 return MP_NO_ACTION;
13882 /* do not push elements already moving away faster than player */
13883 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13884 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13885 return MP_NO_ACTION;
13887 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13889 if (player->push_delay_value == -1 || !player_was_pushing)
13890 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13892 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13894 if (player->push_delay_value == -1)
13895 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13897 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13899 if (!player->is_pushing)
13900 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13903 player->is_pushing = TRUE;
13904 player->is_active = TRUE;
13906 if (!(IN_LEV_FIELD(nextx, nexty) &&
13907 (IS_FREE(nextx, nexty) ||
13908 (IS_SB_ELEMENT(element) &&
13909 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13910 (IS_CUSTOM_ELEMENT(element) &&
13911 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13912 return MP_NO_ACTION;
13914 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13915 return MP_NO_ACTION;
13917 if (player->push_delay == -1) /* new pushing; restart delay */
13918 player->push_delay = 0;
13920 if (player->push_delay < player->push_delay_value &&
13921 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13922 element != EL_SPRING && element != EL_BALLOON)
13924 /* make sure that there is no move delay before next try to push */
13925 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13926 player->move_delay = 0;
13928 return MP_NO_ACTION;
13931 if (IS_CUSTOM_ELEMENT(element) &&
13932 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13934 if (!DigFieldByCE(nextx, nexty, element))
13935 return MP_NO_ACTION;
13938 if (IS_SB_ELEMENT(element))
13940 if (element == EL_SOKOBAN_FIELD_FULL)
13942 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13943 local_player->sokobanfields_still_needed++;
13946 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13948 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13949 local_player->sokobanfields_still_needed--;
13952 Feld[x][y] = EL_SOKOBAN_OBJECT;
13954 if (Back[x][y] == Back[nextx][nexty])
13955 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13956 else if (Back[x][y] != 0)
13957 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13960 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13963 if (local_player->sokobanfields_still_needed == 0 &&
13964 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13966 local_player->players_still_needed = 0;
13968 PlayerWins(player);
13970 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13974 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13976 InitMovingField(x, y, move_direction);
13977 GfxAction[x][y] = ACTION_PUSHING;
13979 if (mode == DF_SNAP)
13980 ContinueMoving(x, y);
13982 MovPos[x][y] = (dx != 0 ? dx : dy);
13984 Pushed[x][y] = TRUE;
13985 Pushed[nextx][nexty] = TRUE;
13987 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13988 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13990 player->push_delay_value = -1; /* get new value later */
13992 /* check for element change _after_ element has been pushed */
13993 if (game.use_change_when_pushing_bug)
13995 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13996 player->index_bit, dig_side);
13997 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13998 player->index_bit, dig_side);
14001 else if (IS_SWITCHABLE(element))
14003 if (PLAYER_SWITCHING(player, x, y))
14005 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14006 player->index_bit, dig_side);
14011 player->is_switching = TRUE;
14012 player->switch_x = x;
14013 player->switch_y = y;
14015 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14017 if (element == EL_ROBOT_WHEEL)
14019 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14023 game.robot_wheel_active = TRUE;
14025 TEST_DrawLevelField(x, y);
14027 else if (element == EL_SP_TERMINAL)
14031 SCAN_PLAYFIELD(xx, yy)
14033 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14037 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14039 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14041 ResetGfxAnimation(xx, yy);
14042 TEST_DrawLevelField(xx, yy);
14046 else if (IS_BELT_SWITCH(element))
14048 ToggleBeltSwitch(x, y);
14050 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14051 element == EL_SWITCHGATE_SWITCH_DOWN ||
14052 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14053 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14055 ToggleSwitchgateSwitch(x, y);
14057 else if (element == EL_LIGHT_SWITCH ||
14058 element == EL_LIGHT_SWITCH_ACTIVE)
14060 ToggleLightSwitch(x, y);
14062 else if (element == EL_TIMEGATE_SWITCH ||
14063 element == EL_DC_TIMEGATE_SWITCH)
14065 ActivateTimegateSwitch(x, y);
14067 else if (element == EL_BALLOON_SWITCH_LEFT ||
14068 element == EL_BALLOON_SWITCH_RIGHT ||
14069 element == EL_BALLOON_SWITCH_UP ||
14070 element == EL_BALLOON_SWITCH_DOWN ||
14071 element == EL_BALLOON_SWITCH_NONE ||
14072 element == EL_BALLOON_SWITCH_ANY)
14074 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14075 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14076 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14077 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14078 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14081 else if (element == EL_LAMP)
14083 Feld[x][y] = EL_LAMP_ACTIVE;
14084 local_player->lights_still_needed--;
14086 ResetGfxAnimation(x, y);
14087 TEST_DrawLevelField(x, y);
14089 else if (element == EL_TIME_ORB_FULL)
14091 Feld[x][y] = EL_TIME_ORB_EMPTY;
14093 if (level.time > 0 || level.use_time_orb_bug)
14095 TimeLeft += level.time_orb_time;
14096 game.no_time_limit = FALSE;
14098 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14100 DisplayGameControlValues();
14103 ResetGfxAnimation(x, y);
14104 TEST_DrawLevelField(x, y);
14106 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14107 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14111 game.ball_state = !game.ball_state;
14113 SCAN_PLAYFIELD(xx, yy)
14115 int e = Feld[xx][yy];
14117 if (game.ball_state)
14119 if (e == EL_EMC_MAGIC_BALL)
14120 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14121 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14122 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14126 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14127 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14128 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14129 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14134 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14135 player->index_bit, dig_side);
14137 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14138 player->index_bit, dig_side);
14140 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14141 player->index_bit, dig_side);
14147 if (!PLAYER_SWITCHING(player, x, y))
14149 player->is_switching = TRUE;
14150 player->switch_x = x;
14151 player->switch_y = y;
14153 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14154 player->index_bit, dig_side);
14155 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14156 player->index_bit, dig_side);
14158 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14159 player->index_bit, dig_side);
14160 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14161 player->index_bit, dig_side);
14164 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14165 player->index_bit, dig_side);
14166 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14167 player->index_bit, dig_side);
14169 return MP_NO_ACTION;
14172 player->push_delay = -1;
14174 if (is_player) /* function can also be called by EL_PENGUIN */
14176 if (Feld[x][y] != element) /* really digged/collected something */
14178 player->is_collecting = !player->is_digging;
14179 player->is_active = TRUE;
14186 static boolean DigFieldByCE(int x, int y, int digging_element)
14188 int element = Feld[x][y];
14190 if (!IS_FREE(x, y))
14192 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14193 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14196 /* no element can dig solid indestructible elements */
14197 if (IS_INDESTRUCTIBLE(element) &&
14198 !IS_DIGGABLE(element) &&
14199 !IS_COLLECTIBLE(element))
14202 if (AmoebaNr[x][y] &&
14203 (element == EL_AMOEBA_FULL ||
14204 element == EL_BD_AMOEBA ||
14205 element == EL_AMOEBA_GROWING))
14207 AmoebaCnt[AmoebaNr[x][y]]--;
14208 AmoebaCnt2[AmoebaNr[x][y]]--;
14211 if (IS_MOVING(x, y))
14212 RemoveMovingField(x, y);
14216 TEST_DrawLevelField(x, y);
14219 /* if digged element was about to explode, prevent the explosion */
14220 ExplodeField[x][y] = EX_TYPE_NONE;
14222 PlayLevelSoundAction(x, y, action);
14225 Store[x][y] = EL_EMPTY;
14227 /* this makes it possible to leave the removed element again */
14228 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14229 Store[x][y] = element;
14234 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14236 int jx = player->jx, jy = player->jy;
14237 int x = jx + dx, y = jy + dy;
14238 int snap_direction = (dx == -1 ? MV_LEFT :
14239 dx == +1 ? MV_RIGHT :
14241 dy == +1 ? MV_DOWN : MV_NONE);
14242 boolean can_continue_snapping = (level.continuous_snapping &&
14243 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14245 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14248 if (!player->active || !IN_LEV_FIELD(x, y))
14256 if (player->MovPos == 0)
14257 player->is_pushing = FALSE;
14259 player->is_snapping = FALSE;
14261 if (player->MovPos == 0)
14263 player->is_moving = FALSE;
14264 player->is_digging = FALSE;
14265 player->is_collecting = FALSE;
14271 /* prevent snapping with already pressed snap key when not allowed */
14272 if (player->is_snapping && !can_continue_snapping)
14275 player->MovDir = snap_direction;
14277 if (player->MovPos == 0)
14279 player->is_moving = FALSE;
14280 player->is_digging = FALSE;
14281 player->is_collecting = FALSE;
14284 player->is_dropping = FALSE;
14285 player->is_dropping_pressed = FALSE;
14286 player->drop_pressed_delay = 0;
14288 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14291 player->is_snapping = TRUE;
14292 player->is_active = TRUE;
14294 if (player->MovPos == 0)
14296 player->is_moving = FALSE;
14297 player->is_digging = FALSE;
14298 player->is_collecting = FALSE;
14301 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14302 TEST_DrawLevelField(player->last_jx, player->last_jy);
14304 TEST_DrawLevelField(x, y);
14309 static boolean DropElement(struct PlayerInfo *player)
14311 int old_element, new_element;
14312 int dropx = player->jx, dropy = player->jy;
14313 int drop_direction = player->MovDir;
14314 int drop_side = drop_direction;
14315 int drop_element = get_next_dropped_element(player);
14317 /* do not drop an element on top of another element; when holding drop key
14318 pressed without moving, dropped element must move away before the next
14319 element can be dropped (this is especially important if the next element
14320 is dynamite, which can be placed on background for historical reasons) */
14321 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14324 if (IS_THROWABLE(drop_element))
14326 dropx += GET_DX_FROM_DIR(drop_direction);
14327 dropy += GET_DY_FROM_DIR(drop_direction);
14329 if (!IN_LEV_FIELD(dropx, dropy))
14333 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14334 new_element = drop_element; /* default: no change when dropping */
14336 /* check if player is active, not moving and ready to drop */
14337 if (!player->active || player->MovPos || player->drop_delay > 0)
14340 /* check if player has anything that can be dropped */
14341 if (new_element == EL_UNDEFINED)
14344 /* only set if player has anything that can be dropped */
14345 player->is_dropping_pressed = TRUE;
14347 /* check if drop key was pressed long enough for EM style dynamite */
14348 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14351 /* check if anything can be dropped at the current position */
14352 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14355 /* collected custom elements can only be dropped on empty fields */
14356 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14359 if (old_element != EL_EMPTY)
14360 Back[dropx][dropy] = old_element; /* store old element on this field */
14362 ResetGfxAnimation(dropx, dropy);
14363 ResetRandomAnimationValue(dropx, dropy);
14365 if (player->inventory_size > 0 ||
14366 player->inventory_infinite_element != EL_UNDEFINED)
14368 if (player->inventory_size > 0)
14370 player->inventory_size--;
14372 DrawGameDoorValues();
14374 if (new_element == EL_DYNAMITE)
14375 new_element = EL_DYNAMITE_ACTIVE;
14376 else if (new_element == EL_EM_DYNAMITE)
14377 new_element = EL_EM_DYNAMITE_ACTIVE;
14378 else if (new_element == EL_SP_DISK_RED)
14379 new_element = EL_SP_DISK_RED_ACTIVE;
14382 Feld[dropx][dropy] = new_element;
14384 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14385 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14386 el2img(Feld[dropx][dropy]), 0);
14388 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14390 /* needed if previous element just changed to "empty" in the last frame */
14391 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14393 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14394 player->index_bit, drop_side);
14395 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14397 player->index_bit, drop_side);
14399 TestIfElementTouchesCustomElement(dropx, dropy);
14401 else /* player is dropping a dyna bomb */
14403 player->dynabombs_left--;
14405 Feld[dropx][dropy] = new_element;
14407 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14408 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14409 el2img(Feld[dropx][dropy]), 0);
14411 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14414 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14415 InitField_WithBug1(dropx, dropy, FALSE);
14417 new_element = Feld[dropx][dropy]; /* element might have changed */
14419 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14420 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14422 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14423 MovDir[dropx][dropy] = drop_direction;
14425 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14427 /* do not cause impact style collision by dropping elements that can fall */
14428 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14431 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14432 player->is_dropping = TRUE;
14434 player->drop_pressed_delay = 0;
14435 player->is_dropping_pressed = FALSE;
14437 player->drop_x = dropx;
14438 player->drop_y = dropy;
14443 /* ------------------------------------------------------------------------- */
14444 /* game sound playing functions */
14445 /* ------------------------------------------------------------------------- */
14447 static int *loop_sound_frame = NULL;
14448 static int *loop_sound_volume = NULL;
14450 void InitPlayLevelSound(void)
14452 int num_sounds = getSoundListSize();
14454 checked_free(loop_sound_frame);
14455 checked_free(loop_sound_volume);
14457 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14458 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14461 static void PlayLevelSound(int x, int y, int nr)
14463 int sx = SCREENX(x), sy = SCREENY(y);
14464 int volume, stereo_position;
14465 int max_distance = 8;
14466 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14468 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14469 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14472 if (!IN_LEV_FIELD(x, y) ||
14473 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14474 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14477 volume = SOUND_MAX_VOLUME;
14479 if (!IN_SCR_FIELD(sx, sy))
14481 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14482 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14484 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14487 stereo_position = (SOUND_MAX_LEFT +
14488 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14489 (SCR_FIELDX + 2 * max_distance));
14491 if (IS_LOOP_SOUND(nr))
14493 /* This assures that quieter loop sounds do not overwrite louder ones,
14494 while restarting sound volume comparison with each new game frame. */
14496 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14499 loop_sound_volume[nr] = volume;
14500 loop_sound_frame[nr] = FrameCounter;
14503 PlaySoundExt(nr, volume, stereo_position, type);
14506 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14508 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14509 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14510 y < LEVELY(BY1) ? LEVELY(BY1) :
14511 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14515 static void PlayLevelSoundAction(int x, int y, int action)
14517 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14520 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14522 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14524 if (sound_effect != SND_UNDEFINED)
14525 PlayLevelSound(x, y, sound_effect);
14528 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14531 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14533 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14534 PlayLevelSound(x, y, sound_effect);
14537 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14539 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14541 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14542 PlayLevelSound(x, y, sound_effect);
14545 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14547 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14549 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14550 StopSound(sound_effect);
14553 static int getLevelMusicNr(void)
14555 if (levelset.music[level_nr] != MUS_UNDEFINED)
14556 return levelset.music[level_nr]; /* from config file */
14558 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14561 static void FadeLevelSounds(void)
14566 static void FadeLevelMusic(void)
14568 int music_nr = getLevelMusicNr();
14569 char *curr_music = getCurrentlyPlayingMusicFilename();
14570 char *next_music = getMusicInfoEntryFilename(music_nr);
14572 if (!strEqual(curr_music, next_music))
14576 void FadeLevelSoundsAndMusic(void)
14582 static void PlayLevelMusic(void)
14584 int music_nr = getLevelMusicNr();
14585 char *curr_music = getCurrentlyPlayingMusicFilename();
14586 char *next_music = getMusicInfoEntryFilename(music_nr);
14588 if (!strEqual(curr_music, next_music))
14589 PlayMusicLoop(music_nr);
14592 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14594 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14595 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14596 int x = xx - 1 - offset;
14597 int y = yy - 1 - offset;
14602 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14606 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14610 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14614 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14618 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14622 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14626 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14629 case SAMPLE_android_clone:
14630 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14633 case SAMPLE_android_move:
14634 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14637 case SAMPLE_spring:
14638 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14642 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14646 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14649 case SAMPLE_eater_eat:
14650 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14654 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14657 case SAMPLE_collect:
14658 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14661 case SAMPLE_diamond:
14662 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14665 case SAMPLE_squash:
14666 /* !!! CHECK THIS !!! */
14668 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14670 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14674 case SAMPLE_wonderfall:
14675 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14679 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14683 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14687 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14691 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14695 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14699 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14702 case SAMPLE_wonder:
14703 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14707 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14710 case SAMPLE_exit_open:
14711 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14714 case SAMPLE_exit_leave:
14715 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14718 case SAMPLE_dynamite:
14719 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14723 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14727 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14735 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14739 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14743 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14747 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14752 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14754 int element = map_element_SP_to_RND(element_sp);
14755 int action = map_action_SP_to_RND(action_sp);
14756 int offset = (setup.sp_show_border_elements ? 0 : 1);
14757 int x = xx - offset;
14758 int y = yy - offset;
14760 PlayLevelSoundElementAction(x, y, element, action);
14763 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14765 int element = map_element_MM_to_RND(element_mm);
14766 int action = map_action_MM_to_RND(action_mm);
14768 int x = xx - offset;
14769 int y = yy - offset;
14771 if (!IS_MM_ELEMENT(element))
14772 element = EL_MM_DEFAULT;
14774 PlayLevelSoundElementAction(x, y, element, action);
14777 void PlaySound_MM(int sound_mm)
14779 int sound = map_sound_MM_to_RND(sound_mm);
14781 if (sound == SND_UNDEFINED)
14787 void PlaySoundLoop_MM(int sound_mm)
14789 int sound = map_sound_MM_to_RND(sound_mm);
14791 if (sound == SND_UNDEFINED)
14794 PlaySoundLoop(sound);
14797 void StopSound_MM(int sound_mm)
14799 int sound = map_sound_MM_to_RND(sound_mm);
14801 if (sound == SND_UNDEFINED)
14807 void RaiseScore(int value)
14809 local_player->score += value;
14811 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14813 DisplayGameControlValues();
14816 void RaiseScoreElement(int element)
14821 case EL_BD_DIAMOND:
14822 case EL_EMERALD_YELLOW:
14823 case EL_EMERALD_RED:
14824 case EL_EMERALD_PURPLE:
14825 case EL_SP_INFOTRON:
14826 RaiseScore(level.score[SC_EMERALD]);
14829 RaiseScore(level.score[SC_DIAMOND]);
14832 RaiseScore(level.score[SC_CRYSTAL]);
14835 RaiseScore(level.score[SC_PEARL]);
14838 case EL_BD_BUTTERFLY:
14839 case EL_SP_ELECTRON:
14840 RaiseScore(level.score[SC_BUG]);
14843 case EL_BD_FIREFLY:
14844 case EL_SP_SNIKSNAK:
14845 RaiseScore(level.score[SC_SPACESHIP]);
14848 case EL_DARK_YAMYAM:
14849 RaiseScore(level.score[SC_YAMYAM]);
14852 RaiseScore(level.score[SC_ROBOT]);
14855 RaiseScore(level.score[SC_PACMAN]);
14858 RaiseScore(level.score[SC_NUT]);
14861 case EL_EM_DYNAMITE:
14862 case EL_SP_DISK_RED:
14863 case EL_DYNABOMB_INCREASE_NUMBER:
14864 case EL_DYNABOMB_INCREASE_SIZE:
14865 case EL_DYNABOMB_INCREASE_POWER:
14866 RaiseScore(level.score[SC_DYNAMITE]);
14868 case EL_SHIELD_NORMAL:
14869 case EL_SHIELD_DEADLY:
14870 RaiseScore(level.score[SC_SHIELD]);
14872 case EL_EXTRA_TIME:
14873 RaiseScore(level.extra_time_score);
14887 case EL_DC_KEY_WHITE:
14888 RaiseScore(level.score[SC_KEY]);
14891 RaiseScore(element_info[element].collect_score);
14896 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14898 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14900 /* closing door required in case of envelope style request dialogs */
14902 CloseDoor(DOOR_CLOSE_1);
14904 if (network.enabled)
14905 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14909 FadeSkipNextFadeIn();
14911 SetGameStatus(GAME_MODE_MAIN);
14916 else /* continue playing the game */
14918 if (tape.playing && tape.deactivate_display)
14919 TapeDeactivateDisplayOff(TRUE);
14921 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14923 if (tape.playing && tape.deactivate_display)
14924 TapeDeactivateDisplayOn();
14928 void RequestQuitGame(boolean ask_if_really_quit)
14930 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14931 boolean skip_request = AllPlayersGone || quick_quit;
14933 RequestQuitGameExt(skip_request, quick_quit,
14934 "Do you really want to quit the game?");
14937 void RequestRestartGame(char *message)
14939 game.restart_game_message = NULL;
14941 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14943 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14947 SetGameStatus(GAME_MODE_MAIN);
14953 void CheckGameOver(void)
14955 static boolean last_game_over = FALSE;
14956 static int game_over_delay = 0;
14957 int game_over_delay_value = 50;
14958 boolean game_over = checkGameFailed();
14960 /* do not handle game over if request dialog is already active */
14961 if (game.request_active)
14966 last_game_over = FALSE;
14967 game_over_delay = game_over_delay_value;
14972 if (game_over_delay > 0)
14979 if (last_game_over != game_over)
14980 game.restart_game_message = "Game over! Play it again?";
14982 last_game_over = game_over;
14985 boolean checkGameSolved(void)
14987 /* set for all game engines if level was solved */
14988 return local_player->LevelSolved_GameEnd;
14991 boolean checkGameFailed(void)
14993 if (!AllPlayersGone)
14996 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14997 return (level.native_em_level->lev->home > 0);
14998 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
14999 return (game_sp.GameOver && !game_sp.LevelSolved);
15000 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15001 return (game_mm.game_over && !game_mm.level_solved);
15002 else /* GAME_ENGINE_TYPE_RND */
15003 return (local_player->GameOver && !local_player->LevelSolved);
15006 boolean checkGameEnded(void)
15008 return (checkGameSolved() || checkGameFailed());
15012 /* ------------------------------------------------------------------------- */
15013 /* random generator functions */
15014 /* ------------------------------------------------------------------------- */
15016 unsigned int InitEngineRandom_RND(int seed)
15018 game.num_random_calls = 0;
15020 return InitEngineRandom(seed);
15023 unsigned int RND(int max)
15027 game.num_random_calls++;
15029 return GetEngineRandom(max);
15036 /* ------------------------------------------------------------------------- */
15037 /* game engine snapshot handling functions */
15038 /* ------------------------------------------------------------------------- */
15040 struct EngineSnapshotInfo
15042 /* runtime values for custom element collect score */
15043 int collect_score[NUM_CUSTOM_ELEMENTS];
15045 /* runtime values for group element choice position */
15046 int choice_pos[NUM_GROUP_ELEMENTS];
15048 /* runtime values for belt position animations */
15049 int belt_graphic[4][NUM_BELT_PARTS];
15050 int belt_anim_mode[4][NUM_BELT_PARTS];
15053 static struct EngineSnapshotInfo engine_snapshot_rnd;
15054 static char *snapshot_level_identifier = NULL;
15055 static int snapshot_level_nr = -1;
15057 static void SaveEngineSnapshotValues_RND(void)
15059 static int belt_base_active_element[4] =
15061 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15062 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15063 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15064 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15068 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15070 int element = EL_CUSTOM_START + i;
15072 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15075 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15077 int element = EL_GROUP_START + i;
15079 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15082 for (i = 0; i < 4; i++)
15084 for (j = 0; j < NUM_BELT_PARTS; j++)
15086 int element = belt_base_active_element[i] + j;
15087 int graphic = el2img(element);
15088 int anim_mode = graphic_info[graphic].anim_mode;
15090 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15091 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15096 static void LoadEngineSnapshotValues_RND(void)
15098 unsigned int num_random_calls = game.num_random_calls;
15101 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15103 int element = EL_CUSTOM_START + i;
15105 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15108 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15110 int element = EL_GROUP_START + i;
15112 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15115 for (i = 0; i < 4; i++)
15117 for (j = 0; j < NUM_BELT_PARTS; j++)
15119 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15120 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15122 graphic_info[graphic].anim_mode = anim_mode;
15126 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15128 InitRND(tape.random_seed);
15129 for (i = 0; i < num_random_calls; i++)
15133 if (game.num_random_calls != num_random_calls)
15135 Error(ERR_INFO, "number of random calls out of sync");
15136 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15137 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15138 Error(ERR_EXIT, "this should not happen -- please debug");
15142 void FreeEngineSnapshotSingle(void)
15144 FreeSnapshotSingle();
15146 setString(&snapshot_level_identifier, NULL);
15147 snapshot_level_nr = -1;
15150 void FreeEngineSnapshotList(void)
15152 FreeSnapshotList();
15155 static ListNode *SaveEngineSnapshotBuffers(void)
15157 ListNode *buffers = NULL;
15159 /* copy some special values to a structure better suited for the snapshot */
15161 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15162 SaveEngineSnapshotValues_RND();
15163 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15164 SaveEngineSnapshotValues_EM();
15165 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15166 SaveEngineSnapshotValues_SP(&buffers);
15167 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15168 SaveEngineSnapshotValues_MM(&buffers);
15170 /* save values stored in special snapshot structure */
15172 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15174 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15176 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15178 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15181 /* save further RND engine values */
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15200 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15202 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15204 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15206 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15207 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15209 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15210 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15211 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15212 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15213 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15214 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15215 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15216 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15217 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15218 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15219 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15220 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15221 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15222 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15223 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15224 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15225 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15226 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15228 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15229 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15231 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15232 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15233 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15235 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15236 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15238 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15239 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15240 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15241 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15242 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15244 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15245 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15248 ListNode *node = engine_snapshot_list_rnd;
15251 while (node != NULL)
15253 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15258 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15264 void SaveEngineSnapshotSingle(void)
15266 ListNode *buffers = SaveEngineSnapshotBuffers();
15268 /* finally save all snapshot buffers to single snapshot */
15269 SaveSnapshotSingle(buffers);
15271 /* save level identification information */
15272 setString(&snapshot_level_identifier, leveldir_current->identifier);
15273 snapshot_level_nr = level_nr;
15276 boolean CheckSaveEngineSnapshotToList(void)
15278 boolean save_snapshot =
15279 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15280 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15281 game.snapshot.changed_action) ||
15282 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15283 game.snapshot.collected_item));
15285 game.snapshot.changed_action = FALSE;
15286 game.snapshot.collected_item = FALSE;
15287 game.snapshot.save_snapshot = save_snapshot;
15289 return save_snapshot;
15292 void SaveEngineSnapshotToList(void)
15294 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15298 ListNode *buffers = SaveEngineSnapshotBuffers();
15300 /* finally save all snapshot buffers to snapshot list */
15301 SaveSnapshotToList(buffers);
15304 void SaveEngineSnapshotToListInitial(void)
15306 FreeEngineSnapshotList();
15308 SaveEngineSnapshotToList();
15311 static void LoadEngineSnapshotValues(void)
15313 /* restore special values from snapshot structure */
15315 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15316 LoadEngineSnapshotValues_RND();
15317 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15318 LoadEngineSnapshotValues_EM();
15319 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15320 LoadEngineSnapshotValues_SP();
15321 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15322 LoadEngineSnapshotValues_MM();
15325 void LoadEngineSnapshotSingle(void)
15327 LoadSnapshotSingle();
15329 LoadEngineSnapshotValues();
15332 static void LoadEngineSnapshot_Undo(int steps)
15334 LoadSnapshotFromList_Older(steps);
15336 LoadEngineSnapshotValues();
15339 static void LoadEngineSnapshot_Redo(int steps)
15341 LoadSnapshotFromList_Newer(steps);
15343 LoadEngineSnapshotValues();
15346 boolean CheckEngineSnapshotSingle(void)
15348 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15349 snapshot_level_nr == level_nr);
15352 boolean CheckEngineSnapshotList(void)
15354 return CheckSnapshotList();
15358 /* ---------- new game button stuff ---------------------------------------- */
15365 boolean *setup_value;
15366 boolean allowed_on_tape;
15368 } gamebutton_info[NUM_GAME_BUTTONS] =
15371 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15372 GAME_CTRL_ID_STOP, NULL,
15376 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15377 GAME_CTRL_ID_PAUSE, NULL,
15381 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15382 GAME_CTRL_ID_PLAY, NULL,
15386 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15387 GAME_CTRL_ID_UNDO, NULL,
15391 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15392 GAME_CTRL_ID_REDO, NULL,
15396 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15397 GAME_CTRL_ID_SAVE, NULL,
15401 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15402 GAME_CTRL_ID_PAUSE2, NULL,
15406 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15407 GAME_CTRL_ID_LOAD, NULL,
15411 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15412 GAME_CTRL_ID_PANEL_STOP, NULL,
15416 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15417 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15418 FALSE, "pause game"
15421 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15422 GAME_CTRL_ID_PANEL_PLAY, NULL,
15426 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15427 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15428 TRUE, "background music on/off"
15431 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15432 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15433 TRUE, "sound loops on/off"
15436 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15437 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15438 TRUE, "normal sounds on/off"
15441 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15442 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15443 FALSE, "background music on/off"
15446 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15447 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15448 FALSE, "sound loops on/off"
15451 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15452 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15453 FALSE, "normal sounds on/off"
15457 void CreateGameButtons(void)
15461 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15463 int graphic = gamebutton_info[i].graphic;
15464 struct GraphicInfo *gfx = &graphic_info[graphic];
15465 struct XY *pos = gamebutton_info[i].pos;
15466 struct GadgetInfo *gi;
15469 unsigned int event_mask;
15470 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15471 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15472 int base_x = (on_tape ? VX : DX);
15473 int base_y = (on_tape ? VY : DY);
15474 int gd_x = gfx->src_x;
15475 int gd_y = gfx->src_y;
15476 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15477 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15478 int gd_xa = gfx->src_x + gfx->active_xoffset;
15479 int gd_ya = gfx->src_y + gfx->active_yoffset;
15480 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15481 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15484 if (gfx->bitmap == NULL)
15486 game_gadget[id] = NULL;
15491 if (id == GAME_CTRL_ID_STOP ||
15492 id == GAME_CTRL_ID_PANEL_STOP ||
15493 id == GAME_CTRL_ID_PLAY ||
15494 id == GAME_CTRL_ID_PANEL_PLAY ||
15495 id == GAME_CTRL_ID_SAVE ||
15496 id == GAME_CTRL_ID_LOAD)
15498 button_type = GD_TYPE_NORMAL_BUTTON;
15500 event_mask = GD_EVENT_RELEASED;
15502 else if (id == GAME_CTRL_ID_UNDO ||
15503 id == GAME_CTRL_ID_REDO)
15505 button_type = GD_TYPE_NORMAL_BUTTON;
15507 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15511 button_type = GD_TYPE_CHECK_BUTTON;
15512 checked = (gamebutton_info[i].setup_value != NULL ?
15513 *gamebutton_info[i].setup_value : FALSE);
15514 event_mask = GD_EVENT_PRESSED;
15517 gi = CreateGadget(GDI_CUSTOM_ID, id,
15518 GDI_IMAGE_ID, graphic,
15519 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15520 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15521 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15522 GDI_WIDTH, gfx->width,
15523 GDI_HEIGHT, gfx->height,
15524 GDI_TYPE, button_type,
15525 GDI_STATE, GD_BUTTON_UNPRESSED,
15526 GDI_CHECKED, checked,
15527 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15528 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15529 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15530 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15531 GDI_DIRECT_DRAW, FALSE,
15532 GDI_EVENT_MASK, event_mask,
15533 GDI_CALLBACK_ACTION, HandleGameButtons,
15537 Error(ERR_EXIT, "cannot create gadget");
15539 game_gadget[id] = gi;
15543 void FreeGameButtons(void)
15547 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15548 FreeGadget(game_gadget[i]);
15551 static void UnmapGameButtonsAtSamePosition(int id)
15555 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15557 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15558 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15559 UnmapGadget(game_gadget[i]);
15562 static void UnmapGameButtonsAtSamePosition_All(void)
15564 if (setup.show_snapshot_buttons)
15566 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15567 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15568 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15572 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15573 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15574 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15576 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15577 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15578 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15582 static void MapGameButtonsAtSamePosition(int id)
15586 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15588 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15589 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15590 MapGadget(game_gadget[i]);
15592 UnmapGameButtonsAtSamePosition_All();
15595 void MapUndoRedoButtons(void)
15597 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15598 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15600 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15601 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15603 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15606 void UnmapUndoRedoButtons(void)
15608 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15609 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15611 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15612 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15614 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15617 static void MapGameButtonsExt(boolean on_tape)
15621 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15622 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15623 i != GAME_CTRL_ID_UNDO &&
15624 i != GAME_CTRL_ID_REDO)
15625 MapGadget(game_gadget[i]);
15627 UnmapGameButtonsAtSamePosition_All();
15629 RedrawGameButtons();
15632 static void UnmapGameButtonsExt(boolean on_tape)
15636 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15637 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15638 UnmapGadget(game_gadget[i]);
15641 static void RedrawGameButtonsExt(boolean on_tape)
15645 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15646 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15647 RedrawGadget(game_gadget[i]);
15649 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15650 redraw_mask &= ~REDRAW_ALL;
15653 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15658 gi->checked = state;
15661 static void RedrawSoundButtonGadget(int id)
15663 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15664 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15665 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15666 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15667 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15668 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15671 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15672 RedrawGadget(game_gadget[id2]);
15675 void MapGameButtons(void)
15677 MapGameButtonsExt(FALSE);
15680 void UnmapGameButtons(void)
15682 UnmapGameButtonsExt(FALSE);
15685 void RedrawGameButtons(void)
15687 RedrawGameButtonsExt(FALSE);
15690 void MapGameButtonsOnTape(void)
15692 MapGameButtonsExt(TRUE);
15695 void UnmapGameButtonsOnTape(void)
15697 UnmapGameButtonsExt(TRUE);
15700 void RedrawGameButtonsOnTape(void)
15702 RedrawGameButtonsExt(TRUE);
15705 static void GameUndoRedoExt(void)
15707 ClearPlayerAction();
15709 tape.pausing = TRUE;
15712 UpdateAndDisplayGameControlValues();
15714 DrawCompleteVideoDisplay();
15715 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15716 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15717 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15722 static void GameUndo(int steps)
15724 if (!CheckEngineSnapshotList())
15727 LoadEngineSnapshot_Undo(steps);
15732 static void GameRedo(int steps)
15734 if (!CheckEngineSnapshotList())
15737 LoadEngineSnapshot_Redo(steps);
15742 static void HandleGameButtonsExt(int id, int button)
15744 static boolean game_undo_executed = FALSE;
15745 int steps = BUTTON_STEPSIZE(button);
15746 boolean handle_game_buttons =
15747 (game_status == GAME_MODE_PLAYING ||
15748 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15750 if (!handle_game_buttons)
15755 case GAME_CTRL_ID_STOP:
15756 case GAME_CTRL_ID_PANEL_STOP:
15757 if (game_status == GAME_MODE_MAIN)
15763 RequestQuitGame(TRUE);
15767 case GAME_CTRL_ID_PAUSE:
15768 case GAME_CTRL_ID_PAUSE2:
15769 case GAME_CTRL_ID_PANEL_PAUSE:
15770 if (network.enabled && game_status == GAME_MODE_PLAYING)
15773 SendToServer_ContinuePlaying();
15775 SendToServer_PausePlaying();
15778 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15780 game_undo_executed = FALSE;
15784 case GAME_CTRL_ID_PLAY:
15785 case GAME_CTRL_ID_PANEL_PLAY:
15786 if (game_status == GAME_MODE_MAIN)
15788 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15790 else if (tape.pausing)
15792 if (network.enabled)
15793 SendToServer_ContinuePlaying();
15795 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15799 case GAME_CTRL_ID_UNDO:
15800 // Important: When using "save snapshot when collecting an item" mode,
15801 // load last (current) snapshot for first "undo" after pressing "pause"
15802 // (else the last-but-one snapshot would be loaded, because the snapshot
15803 // pointer already points to the last snapshot when pressing "pause",
15804 // which is fine for "every step/move" mode, but not for "every collect")
15805 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15806 !game_undo_executed)
15809 game_undo_executed = TRUE;
15814 case GAME_CTRL_ID_REDO:
15818 case GAME_CTRL_ID_SAVE:
15822 case GAME_CTRL_ID_LOAD:
15826 case SOUND_CTRL_ID_MUSIC:
15827 case SOUND_CTRL_ID_PANEL_MUSIC:
15828 if (setup.sound_music)
15830 setup.sound_music = FALSE;
15834 else if (audio.music_available)
15836 setup.sound = setup.sound_music = TRUE;
15838 SetAudioMode(setup.sound);
15840 if (game_status == GAME_MODE_PLAYING)
15844 RedrawSoundButtonGadget(id);
15848 case SOUND_CTRL_ID_LOOPS:
15849 case SOUND_CTRL_ID_PANEL_LOOPS:
15850 if (setup.sound_loops)
15851 setup.sound_loops = FALSE;
15852 else if (audio.loops_available)
15854 setup.sound = setup.sound_loops = TRUE;
15856 SetAudioMode(setup.sound);
15859 RedrawSoundButtonGadget(id);
15863 case SOUND_CTRL_ID_SIMPLE:
15864 case SOUND_CTRL_ID_PANEL_SIMPLE:
15865 if (setup.sound_simple)
15866 setup.sound_simple = FALSE;
15867 else if (audio.sound_available)
15869 setup.sound = setup.sound_simple = TRUE;
15871 SetAudioMode(setup.sound);
15874 RedrawSoundButtonGadget(id);
15883 static void HandleGameButtons(struct GadgetInfo *gi)
15885 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15888 void HandleSoundButtonKeys(Key key)
15890 if (key == setup.shortcut.sound_simple)
15891 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15892 else if (key == setup.shortcut.sound_loops)
15893 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15894 else if (key == setup.shortcut.sound_music)
15895 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);