1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 /* for detection of endless loops, caused by custom element programming */
1123 /* (using maximal playfield width x 10 is just a rough approximation) */
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 /* ------------------------------------------------------------------------- */
1153 /* definition of elements that automatically change to other elements after */
1154 /* a specified time, eventually calling a function when changing */
1155 /* ------------------------------------------------------------------------- */
1157 /* forward declaration for changer functions */
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 static void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 static void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 static void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* used instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 static void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2771 static void UpdateGameDoorValues(void)
2773 UpdateGameControlValues();
2777 void DrawGameDoorValues(void)
2779 DisplayGameControlValues();
2784 =============================================================================
2786 -----------------------------------------------------------------------------
2787 initialize game engine due to level / tape version number
2788 =============================================================================
2791 static void InitGameEngine(void)
2793 int i, j, k, l, x, y;
2795 /* set game engine from tape file when re-playing, else from level file */
2796 game.engine_version = (tape.playing ? tape.engine_version :
2797 level.game_version);
2799 /* set single or multi-player game mode (needed for re-playing tapes) */
2800 game.team_mode = setup.team_mode;
2804 int num_players = 0;
2806 for (i = 0; i < MAX_PLAYERS; i++)
2807 if (tape.player_participates[i])
2810 /* multi-player tapes contain input data for more than one player */
2811 game.team_mode = (num_players > 1);
2814 /* ---------------------------------------------------------------------- */
2815 /* set flags for bugs and changes according to active game engine version */
2816 /* ---------------------------------------------------------------------- */
2819 Summary of bugfix/change:
2820 Fixed handling for custom elements that change when pushed by the player.
2822 Fixed/changed in version:
2826 Before 3.1.0, custom elements that "change when pushing" changed directly
2827 after the player started pushing them (until then handled in "DigField()").
2828 Since 3.1.0, these custom elements are not changed until the "pushing"
2829 move of the element is finished (now handled in "ContinueMoving()").
2831 Affected levels/tapes:
2832 The first condition is generally needed for all levels/tapes before version
2833 3.1.0, which might use the old behaviour before it was changed; known tapes
2834 that are affected are some tapes from the level set "Walpurgis Gardens" by
2836 The second condition is an exception from the above case and is needed for
2837 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2838 above (including some development versions of 3.1.0), but before it was
2839 known that this change would break tapes like the above and was fixed in
2840 3.1.1, so that the changed behaviour was active although the engine version
2841 while recording maybe was before 3.1.0. There is at least one tape that is
2842 affected by this exception, which is the tape for the one-level set "Bug
2843 Machine" by Juergen Bonhagen.
2846 game.use_change_when_pushing_bug =
2847 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2849 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2850 tape.game_version < VERSION_IDENT(3,1,1,0)));
2853 Summary of bugfix/change:
2854 Fixed handling for blocking the field the player leaves when moving.
2856 Fixed/changed in version:
2860 Before 3.1.1, when "block last field when moving" was enabled, the field
2861 the player is leaving when moving was blocked for the time of the move,
2862 and was directly unblocked afterwards. This resulted in the last field
2863 being blocked for exactly one less than the number of frames of one player
2864 move. Additionally, even when blocking was disabled, the last field was
2865 blocked for exactly one frame.
2866 Since 3.1.1, due to changes in player movement handling, the last field
2867 is not blocked at all when blocking is disabled. When blocking is enabled,
2868 the last field is blocked for exactly the number of frames of one player
2869 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2870 last field is blocked for exactly one more than the number of frames of
2873 Affected levels/tapes:
2874 (!!! yet to be determined -- probably many !!!)
2877 game.use_block_last_field_bug =
2878 (game.engine_version < VERSION_IDENT(3,1,1,0));
2880 game_em.use_single_button =
2881 (game.engine_version > VERSION_IDENT(4,0,0,2));
2883 game_em.use_snap_key_bug =
2884 (game.engine_version < VERSION_IDENT(4,0,1,0));
2886 /* ---------------------------------------------------------------------- */
2888 /* set maximal allowed number of custom element changes per game frame */
2889 game.max_num_changes_per_frame = 1;
2891 /* default scan direction: scan playfield from top/left to bottom/right */
2892 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2894 /* dynamically adjust element properties according to game engine version */
2895 InitElementPropertiesEngine(game.engine_version);
2898 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2899 printf(" tape version == %06d [%s] [file: %06d]\n",
2900 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2902 printf(" => game.engine_version == %06d\n", game.engine_version);
2905 /* ---------- initialize player's initial move delay --------------------- */
2907 /* dynamically adjust player properties according to level information */
2908 for (i = 0; i < MAX_PLAYERS; i++)
2909 game.initial_move_delay_value[i] =
2910 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2912 /* dynamically adjust player properties according to game engine version */
2913 for (i = 0; i < MAX_PLAYERS; i++)
2914 game.initial_move_delay[i] =
2915 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2916 game.initial_move_delay_value[i] : 0);
2918 /* ---------- initialize player's initial push delay --------------------- */
2920 /* dynamically adjust player properties according to game engine version */
2921 game.initial_push_delay_value =
2922 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2924 /* ---------- initialize changing elements ------------------------------- */
2926 /* initialize changing elements information */
2927 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2929 struct ElementInfo *ei = &element_info[i];
2931 /* this pointer might have been changed in the level editor */
2932 ei->change = &ei->change_page[0];
2934 if (!IS_CUSTOM_ELEMENT(i))
2936 ei->change->target_element = EL_EMPTY_SPACE;
2937 ei->change->delay_fixed = 0;
2938 ei->change->delay_random = 0;
2939 ei->change->delay_frames = 1;
2942 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2944 ei->has_change_event[j] = FALSE;
2946 ei->event_page_nr[j] = 0;
2947 ei->event_page[j] = &ei->change_page[0];
2951 /* add changing elements from pre-defined list */
2952 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2954 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2955 struct ElementInfo *ei = &element_info[ch_delay->element];
2957 ei->change->target_element = ch_delay->target_element;
2958 ei->change->delay_fixed = ch_delay->change_delay;
2960 ei->change->pre_change_function = ch_delay->pre_change_function;
2961 ei->change->change_function = ch_delay->change_function;
2962 ei->change->post_change_function = ch_delay->post_change_function;
2964 ei->change->can_change = TRUE;
2965 ei->change->can_change_or_has_action = TRUE;
2967 ei->has_change_event[CE_DELAY] = TRUE;
2969 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2970 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2973 /* ---------- initialize internal run-time variables --------------------- */
2975 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2977 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2979 for (j = 0; j < ei->num_change_pages; j++)
2981 ei->change_page[j].can_change_or_has_action =
2982 (ei->change_page[j].can_change |
2983 ei->change_page[j].has_action);
2987 /* add change events from custom element configuration */
2988 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2990 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2992 for (j = 0; j < ei->num_change_pages; j++)
2994 if (!ei->change_page[j].can_change_or_has_action)
2997 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2999 /* only add event page for the first page found with this event */
3000 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3002 ei->has_change_event[k] = TRUE;
3004 ei->event_page_nr[k] = j;
3005 ei->event_page[k] = &ei->change_page[j];
3011 /* ---------- initialize reference elements in change conditions --------- */
3013 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3015 int element = EL_CUSTOM_START + i;
3016 struct ElementInfo *ei = &element_info[element];
3018 for (j = 0; j < ei->num_change_pages; j++)
3020 int trigger_element = ei->change_page[j].initial_trigger_element;
3022 if (trigger_element >= EL_PREV_CE_8 &&
3023 trigger_element <= EL_NEXT_CE_8)
3024 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3026 ei->change_page[j].trigger_element = trigger_element;
3030 /* ---------- initialize run-time trigger player and element ------------- */
3032 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3034 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3036 for (j = 0; j < ei->num_change_pages; j++)
3038 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3039 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3040 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3041 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3042 ei->change_page[j].actual_trigger_ce_value = 0;
3043 ei->change_page[j].actual_trigger_ce_score = 0;
3047 /* ---------- initialize trigger events ---------------------------------- */
3049 /* initialize trigger events information */
3050 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3051 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3052 trigger_events[i][j] = FALSE;
3054 /* add trigger events from element change event properties */
3055 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3057 struct ElementInfo *ei = &element_info[i];
3059 for (j = 0; j < ei->num_change_pages; j++)
3061 if (!ei->change_page[j].can_change_or_has_action)
3064 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3066 int trigger_element = ei->change_page[j].trigger_element;
3068 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3070 if (ei->change_page[j].has_event[k])
3072 if (IS_GROUP_ELEMENT(trigger_element))
3074 struct ElementGroupInfo *group =
3075 element_info[trigger_element].group;
3077 for (l = 0; l < group->num_elements_resolved; l++)
3078 trigger_events[group->element_resolved[l]][k] = TRUE;
3080 else if (trigger_element == EL_ANY_ELEMENT)
3081 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3082 trigger_events[l][k] = TRUE;
3084 trigger_events[trigger_element][k] = TRUE;
3091 /* ---------- initialize push delay -------------------------------------- */
3093 /* initialize push delay values to default */
3094 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3096 if (!IS_CUSTOM_ELEMENT(i))
3098 /* set default push delay values (corrected since version 3.0.7-1) */
3099 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3101 element_info[i].push_delay_fixed = 2;
3102 element_info[i].push_delay_random = 8;
3106 element_info[i].push_delay_fixed = 8;
3107 element_info[i].push_delay_random = 8;
3112 /* set push delay value for certain elements from pre-defined list */
3113 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3115 int e = push_delay_list[i].element;
3117 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3118 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3121 /* set push delay value for Supaplex elements for newer engine versions */
3122 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3124 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3126 if (IS_SP_ELEMENT(i))
3128 /* set SP push delay to just enough to push under a falling zonk */
3129 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3131 element_info[i].push_delay_fixed = delay;
3132 element_info[i].push_delay_random = 0;
3137 /* ---------- initialize move stepsize ----------------------------------- */
3139 /* initialize move stepsize values to default */
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3141 if (!IS_CUSTOM_ELEMENT(i))
3142 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3144 /* set move stepsize value for certain elements from pre-defined list */
3145 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3147 int e = move_stepsize_list[i].element;
3149 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3152 /* ---------- initialize collect score ----------------------------------- */
3154 /* initialize collect score values for custom elements from initial value */
3155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3156 if (IS_CUSTOM_ELEMENT(i))
3157 element_info[i].collect_score = element_info[i].collect_score_initial;
3159 /* ---------- initialize collect count ----------------------------------- */
3161 /* initialize collect count values for non-custom elements */
3162 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3163 if (!IS_CUSTOM_ELEMENT(i))
3164 element_info[i].collect_count_initial = 0;
3166 /* add collect count values for all elements from pre-defined list */
3167 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3168 element_info[collect_count_list[i].element].collect_count_initial =
3169 collect_count_list[i].count;
3171 /* ---------- initialize access direction -------------------------------- */
3173 /* initialize access direction values to default (access from every side) */
3174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175 if (!IS_CUSTOM_ELEMENT(i))
3176 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3178 /* set access direction value for certain elements from pre-defined list */
3179 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3180 element_info[access_direction_list[i].element].access_direction =
3181 access_direction_list[i].direction;
3183 /* ---------- initialize explosion content ------------------------------- */
3184 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3186 if (IS_CUSTOM_ELEMENT(i))
3189 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3191 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3193 element_info[i].content.e[x][y] =
3194 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3195 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3196 i == EL_PLAYER_3 ? EL_EMERALD :
3197 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3198 i == EL_MOLE ? EL_EMERALD_RED :
3199 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3200 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3201 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3202 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3203 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3204 i == EL_WALL_EMERALD ? EL_EMERALD :
3205 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3206 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3207 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3208 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3209 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3210 i == EL_WALL_PEARL ? EL_PEARL :
3211 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3216 /* ---------- initialize recursion detection ------------------------------ */
3217 recursion_loop_depth = 0;
3218 recursion_loop_detected = FALSE;
3219 recursion_loop_element = EL_UNDEFINED;
3221 /* ---------- initialize graphics engine ---------------------------------- */
3222 game.scroll_delay_value =
3223 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3224 setup.scroll_delay ? setup.scroll_delay_value : 0);
3225 game.scroll_delay_value =
3226 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3228 /* ---------- initialize game engine snapshots ---------------------------- */
3229 for (i = 0; i < MAX_PLAYERS; i++)
3230 game.snapshot.last_action[i] = 0;
3231 game.snapshot.changed_action = FALSE;
3232 game.snapshot.collected_item = FALSE;
3233 game.snapshot.mode =
3234 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3235 SNAPSHOT_MODE_EVERY_STEP :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3237 SNAPSHOT_MODE_EVERY_MOVE :
3238 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3239 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3240 game.snapshot.save_snapshot = FALSE;
3242 /* ---------- initialize level time for Supaplex engine ------------------- */
3243 /* Supaplex levels with time limit currently unsupported -- should be added */
3244 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3248 static int get_num_special_action(int element, int action_first,
3251 int num_special_action = 0;
3254 for (i = action_first; i <= action_last; i++)
3256 boolean found = FALSE;
3258 for (j = 0; j < NUM_DIRECTIONS; j++)
3259 if (el_act_dir2img(element, i, j) !=
3260 el_act_dir2img(element, ACTION_DEFAULT, j))
3264 num_special_action++;
3269 return num_special_action;
3274 =============================================================================
3276 -----------------------------------------------------------------------------
3277 initialize and start new game
3278 =============================================================================
3281 #if DEBUG_INIT_PLAYER
3282 static void DebugPrintPlayerStatus(char *message)
3289 printf("%s:\n", message);
3291 for (i = 0; i < MAX_PLAYERS; i++)
3293 struct PlayerInfo *player = &stored_player[i];
3295 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3299 player->connected_locally,
3300 player->connected_network,
3303 if (local_player == player)
3304 printf(" (local player)");
3313 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3314 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3315 int fade_mask = REDRAW_FIELD;
3317 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3318 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3319 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3320 int initial_move_dir = MV_DOWN;
3323 // required here to update video display before fading (FIX THIS)
3324 DrawMaskedBorder(REDRAW_DOOR_2);
3326 if (!game.restart_level)
3327 CloseDoor(DOOR_CLOSE_1);
3329 SetGameStatus(GAME_MODE_PLAYING);
3331 if (level_editor_test_game)
3332 FadeSkipNextFadeIn();
3334 FadeSetEnterScreen();
3336 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3337 fade_mask = REDRAW_ALL;
3339 FadeLevelSoundsAndMusic();
3341 ExpireSoundLoops(TRUE);
3345 /* needed if different viewport properties defined for playing */
3346 ChangeViewportPropertiesIfNeeded();
3350 DrawCompleteVideoDisplay();
3352 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3355 InitGameControlValues();
3357 /* don't play tapes over network */
3358 network_playing = (network.enabled && !tape.playing);
3360 for (i = 0; i < MAX_PLAYERS; i++)
3362 struct PlayerInfo *player = &stored_player[i];
3364 player->index_nr = i;
3365 player->index_bit = (1 << i);
3366 player->element_nr = EL_PLAYER_1 + i;
3368 player->present = FALSE;
3369 player->active = FALSE;
3370 player->mapped = FALSE;
3372 player->killed = FALSE;
3373 player->reanimated = FALSE;
3376 player->effective_action = 0;
3377 player->programmed_action = 0;
3379 player->mouse_action.lx = 0;
3380 player->mouse_action.ly = 0;
3381 player->mouse_action.button = 0;
3382 player->mouse_action.button_hint = 0;
3384 player->effective_mouse_action.lx = 0;
3385 player->effective_mouse_action.ly = 0;
3386 player->effective_mouse_action.button = 0;
3387 player->effective_mouse_action.button_hint = 0;
3390 player->score_final = 0;
3392 player->health = MAX_HEALTH;
3393 player->health_final = MAX_HEALTH;
3395 player->gems_still_needed = level.gems_needed;
3396 player->sokobanfields_still_needed = 0;
3397 player->lights_still_needed = 0;
3398 player->players_still_needed = 0;
3399 player->friends_still_needed = 0;
3401 for (j = 0; j < MAX_NUM_KEYS; j++)
3402 player->key[j] = FALSE;
3404 player->num_white_keys = 0;
3406 player->dynabomb_count = 0;
3407 player->dynabomb_size = 1;
3408 player->dynabombs_left = 0;
3409 player->dynabomb_xl = FALSE;
3411 player->MovDir = initial_move_dir;
3414 player->GfxDir = initial_move_dir;
3415 player->GfxAction = ACTION_DEFAULT;
3417 player->StepFrame = 0;
3419 player->initial_element = player->element_nr;
3420 player->artwork_element =
3421 (level.use_artwork_element[i] ? level.artwork_element[i] :
3422 player->element_nr);
3423 player->use_murphy = FALSE;
3425 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3426 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3428 player->gravity = level.initial_player_gravity[i];
3430 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3432 player->actual_frame_counter = 0;
3434 player->step_counter = 0;
3436 player->last_move_dir = initial_move_dir;
3438 player->is_active = FALSE;
3440 player->is_waiting = FALSE;
3441 player->is_moving = FALSE;
3442 player->is_auto_moving = FALSE;
3443 player->is_digging = FALSE;
3444 player->is_snapping = FALSE;
3445 player->is_collecting = FALSE;
3446 player->is_pushing = FALSE;
3447 player->is_switching = FALSE;
3448 player->is_dropping = FALSE;
3449 player->is_dropping_pressed = FALSE;
3451 player->is_bored = FALSE;
3452 player->is_sleeping = FALSE;
3454 player->was_waiting = TRUE;
3455 player->was_moving = FALSE;
3456 player->was_snapping = FALSE;
3457 player->was_dropping = FALSE;
3459 player->force_dropping = FALSE;
3461 player->frame_counter_bored = -1;
3462 player->frame_counter_sleeping = -1;
3464 player->anim_delay_counter = 0;
3465 player->post_delay_counter = 0;
3467 player->dir_waiting = initial_move_dir;
3468 player->action_waiting = ACTION_DEFAULT;
3469 player->last_action_waiting = ACTION_DEFAULT;
3470 player->special_action_bored = ACTION_DEFAULT;
3471 player->special_action_sleeping = ACTION_DEFAULT;
3473 player->switch_x = -1;
3474 player->switch_y = -1;
3476 player->drop_x = -1;
3477 player->drop_y = -1;
3479 player->show_envelope = 0;
3481 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3483 player->push_delay = -1; /* initialized when pushing starts */
3484 player->push_delay_value = game.initial_push_delay_value;
3486 player->drop_delay = 0;
3487 player->drop_pressed_delay = 0;
3489 player->last_jx = -1;
3490 player->last_jy = -1;
3494 player->shield_normal_time_left = 0;
3495 player->shield_deadly_time_left = 0;
3497 player->inventory_infinite_element = EL_UNDEFINED;
3498 player->inventory_size = 0;
3500 if (level.use_initial_inventory[i])
3502 for (j = 0; j < level.initial_inventory_size[i]; j++)
3504 int element = level.initial_inventory_content[i][j];
3505 int collect_count = element_info[element].collect_count_initial;
3508 if (!IS_CUSTOM_ELEMENT(element))
3511 if (collect_count == 0)
3512 player->inventory_infinite_element = element;
3514 for (k = 0; k < collect_count; k++)
3515 if (player->inventory_size < MAX_INVENTORY_SIZE)
3516 player->inventory_element[player->inventory_size++] = element;
3520 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3521 SnapField(player, 0, 0);
3523 player->LevelSolved = FALSE;
3524 player->GameOver = FALSE;
3526 player->LevelSolved_GameWon = FALSE;
3527 player->LevelSolved_GameEnd = FALSE;
3528 player->LevelSolved_PanelOff = FALSE;
3529 player->LevelSolved_SaveTape = FALSE;
3530 player->LevelSolved_SaveScore = FALSE;
3532 player->LevelSolved_CountingTime = 0;
3533 player->LevelSolved_CountingScore = 0;
3534 player->LevelSolved_CountingHealth = 0;
3536 map_player_action[i] = i;
3539 network_player_action_received = FALSE;
3541 /* initial null action */
3542 if (network_playing)
3543 SendToServer_MovePlayer(MV_NONE);
3551 TimeLeft = level.time;
3554 ScreenMovDir = MV_NONE;
3558 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3560 AllPlayersGone = FALSE;
3562 game.no_time_limit = (level.time == 0);
3564 game.yamyam_content_nr = 0;
3565 game.robot_wheel_active = FALSE;
3566 game.magic_wall_active = FALSE;
3567 game.magic_wall_time_left = 0;
3568 game.light_time_left = 0;
3569 game.timegate_time_left = 0;
3570 game.switchgate_pos = 0;
3571 game.wind_direction = level.wind_direction_initial;
3573 game.lenses_time_left = 0;
3574 game.magnify_time_left = 0;
3576 game.ball_state = level.ball_state_initial;
3577 game.ball_content_nr = 0;
3579 game.explosions_delayed = TRUE;
3581 game.envelope_active = FALSE;
3583 for (i = 0; i < NUM_BELTS; i++)
3585 game.belt_dir[i] = MV_NONE;
3586 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3589 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3590 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3592 #if DEBUG_INIT_PLAYER
3593 DebugPrintPlayerStatus("Player status at level initialization");
3596 SCAN_PLAYFIELD(x, y)
3598 Feld[x][y] = level.field[x][y];
3599 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3600 ChangeDelay[x][y] = 0;
3601 ChangePage[x][y] = -1;
3602 CustomValue[x][y] = 0; /* initialized in InitField() */
3603 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3605 WasJustMoving[x][y] = 0;
3606 WasJustFalling[x][y] = 0;
3607 CheckCollision[x][y] = 0;
3608 CheckImpact[x][y] = 0;
3610 Pushed[x][y] = FALSE;
3612 ChangeCount[x][y] = 0;
3613 ChangeEvent[x][y] = -1;
3615 ExplodePhase[x][y] = 0;
3616 ExplodeDelay[x][y] = 0;
3617 ExplodeField[x][y] = EX_TYPE_NONE;
3619 RunnerVisit[x][y] = 0;
3620 PlayerVisit[x][y] = 0;
3623 GfxRandom[x][y] = INIT_GFX_RANDOM();
3624 GfxElement[x][y] = EL_UNDEFINED;
3625 GfxAction[x][y] = ACTION_DEFAULT;
3626 GfxDir[x][y] = MV_NONE;
3627 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3630 SCAN_PLAYFIELD(x, y)
3632 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3634 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3636 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3639 InitField(x, y, TRUE);
3641 ResetGfxAnimation(x, y);
3646 for (i = 0; i < MAX_PLAYERS; i++)
3648 struct PlayerInfo *player = &stored_player[i];
3650 /* set number of special actions for bored and sleeping animation */
3651 player->num_special_action_bored =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_BORING_1, ACTION_BORING_LAST);
3654 player->num_special_action_sleeping =
3655 get_num_special_action(player->artwork_element,
3656 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3659 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3660 emulate_sb ? EMU_SOKOBAN :
3661 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3663 /* initialize type of slippery elements */
3664 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3666 if (!IS_CUSTOM_ELEMENT(i))
3668 /* default: elements slip down either to the left or right randomly */
3669 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3671 /* SP style elements prefer to slip down on the left side */
3672 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3673 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3675 /* BD style elements prefer to slip down on the left side */
3676 if (game.emulation == EMU_BOULDERDASH)
3677 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3681 /* initialize explosion and ignition delay */
3682 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3684 if (!IS_CUSTOM_ELEMENT(i))
3687 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3688 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3689 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3690 int last_phase = (num_phase + 1) * delay;
3691 int half_phase = (num_phase / 2) * delay;
3693 element_info[i].explosion_delay = last_phase - 1;
3694 element_info[i].ignition_delay = half_phase;
3696 if (i == EL_BLACK_ORB)
3697 element_info[i].ignition_delay = 1;
3701 /* correct non-moving belts to start moving left */
3702 for (i = 0; i < NUM_BELTS; i++)
3703 if (game.belt_dir[i] == MV_NONE)
3704 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3706 #if USE_NEW_PLAYER_ASSIGNMENTS
3707 for (i = 0; i < MAX_PLAYERS; i++)
3709 stored_player[i].connected = FALSE;
3711 /* in network game mode, the local player might not be the first player */
3712 if (stored_player[i].connected_locally)
3713 local_player = &stored_player[i];
3716 if (!network.enabled)
3717 local_player->connected = TRUE;
3721 for (i = 0; i < MAX_PLAYERS; i++)
3722 stored_player[i].connected = tape.player_participates[i];
3724 else if (network.enabled)
3726 /* add team mode players connected over the network (needed for correct
3727 assignment of player figures from level to locally playing players) */
3729 for (i = 0; i < MAX_PLAYERS; i++)
3730 if (stored_player[i].connected_network)
3731 stored_player[i].connected = TRUE;
3733 else if (game.team_mode)
3735 /* try to guess locally connected team mode players (needed for correct
3736 assignment of player figures from level to locally playing players) */
3738 for (i = 0; i < MAX_PLAYERS; i++)
3739 if (setup.input[i].use_joystick ||
3740 setup.input[i].key.left != KSYM_UNDEFINED)
3741 stored_player[i].connected = TRUE;
3744 #if DEBUG_INIT_PLAYER
3745 DebugPrintPlayerStatus("Player status after level initialization");
3748 #if DEBUG_INIT_PLAYER
3750 printf("Reassigning players ...\n");
3753 /* check if any connected player was not found in playfield */
3754 for (i = 0; i < MAX_PLAYERS; i++)
3756 struct PlayerInfo *player = &stored_player[i];
3758 if (player->connected && !player->present)
3760 struct PlayerInfo *field_player = NULL;
3762 #if DEBUG_INIT_PLAYER
3764 printf("- looking for field player for player %d ...\n", i + 1);
3767 /* assign first free player found that is present in the playfield */
3769 /* first try: look for unmapped playfield player that is not connected */
3770 for (j = 0; j < MAX_PLAYERS; j++)
3771 if (field_player == NULL &&
3772 stored_player[j].present &&
3773 !stored_player[j].mapped &&
3774 !stored_player[j].connected)
3775 field_player = &stored_player[j];
3777 /* second try: look for *any* unmapped playfield player */
3778 for (j = 0; j < MAX_PLAYERS; j++)
3779 if (field_player == NULL &&
3780 stored_player[j].present &&
3781 !stored_player[j].mapped)
3782 field_player = &stored_player[j];
3784 if (field_player != NULL)
3786 int jx = field_player->jx, jy = field_player->jy;
3788 #if DEBUG_INIT_PLAYER
3790 printf("- found player %d\n", field_player->index_nr + 1);
3793 player->present = FALSE;
3794 player->active = FALSE;
3796 field_player->present = TRUE;
3797 field_player->active = TRUE;
3800 player->initial_element = field_player->initial_element;
3801 player->artwork_element = field_player->artwork_element;
3803 player->block_last_field = field_player->block_last_field;
3804 player->block_delay_adjustment = field_player->block_delay_adjustment;
3807 StorePlayer[jx][jy] = field_player->element_nr;
3809 field_player->jx = field_player->last_jx = jx;
3810 field_player->jy = field_player->last_jy = jy;
3812 if (local_player == player)
3813 local_player = field_player;
3815 map_player_action[field_player->index_nr] = i;
3817 field_player->mapped = TRUE;
3819 #if DEBUG_INIT_PLAYER
3821 printf("- map_player_action[%d] == %d\n",
3822 field_player->index_nr + 1, i + 1);
3827 if (player->connected && player->present)
3828 player->mapped = TRUE;
3831 #if DEBUG_INIT_PLAYER
3832 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3837 /* check if any connected player was not found in playfield */
3838 for (i = 0; i < MAX_PLAYERS; i++)
3840 struct PlayerInfo *player = &stored_player[i];
3842 if (player->connected && !player->present)
3844 for (j = 0; j < MAX_PLAYERS; j++)
3846 struct PlayerInfo *field_player = &stored_player[j];
3847 int jx = field_player->jx, jy = field_player->jy;
3849 /* assign first free player found that is present in the playfield */
3850 if (field_player->present && !field_player->connected)
3852 player->present = TRUE;
3853 player->active = TRUE;
3855 field_player->present = FALSE;
3856 field_player->active = FALSE;
3858 player->initial_element = field_player->initial_element;
3859 player->artwork_element = field_player->artwork_element;
3861 player->block_last_field = field_player->block_last_field;
3862 player->block_delay_adjustment = field_player->block_delay_adjustment;
3864 StorePlayer[jx][jy] = player->element_nr;
3866 player->jx = player->last_jx = jx;
3867 player->jy = player->last_jy = jy;
3877 printf("::: local_player->present == %d\n", local_player->present);
3880 /* set focus to local player for network games, else to all players */
3881 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3882 game.centered_player_nr_next = game.centered_player_nr;
3883 game.set_centered_player = FALSE;
3885 if (network_playing && tape.recording)
3887 /* store client dependent player focus when recording network games */
3888 tape.centered_player_nr_next = game.centered_player_nr_next;
3889 tape.set_centered_player = TRUE;
3894 /* when playing a tape, eliminate all players who do not participate */
3896 #if USE_NEW_PLAYER_ASSIGNMENTS
3898 if (!game.team_mode)
3900 for (i = 0; i < MAX_PLAYERS; i++)
3902 if (stored_player[i].active &&
3903 !tape.player_participates[map_player_action[i]])
3905 struct PlayerInfo *player = &stored_player[i];
3906 int jx = player->jx, jy = player->jy;
3908 #if DEBUG_INIT_PLAYER
3910 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3913 player->active = FALSE;
3914 StorePlayer[jx][jy] = 0;
3915 Feld[jx][jy] = EL_EMPTY;
3922 for (i = 0; i < MAX_PLAYERS; i++)
3924 if (stored_player[i].active &&
3925 !tape.player_participates[i])
3927 struct PlayerInfo *player = &stored_player[i];
3928 int jx = player->jx, jy = player->jy;
3930 player->active = FALSE;
3931 StorePlayer[jx][jy] = 0;
3932 Feld[jx][jy] = EL_EMPTY;
3937 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3939 /* when in single player mode, eliminate all but the local player */
3941 for (i = 0; i < MAX_PLAYERS; i++)
3943 struct PlayerInfo *player = &stored_player[i];
3945 if (player->active && player != local_player)
3947 int jx = player->jx, jy = player->jy;
3949 player->active = FALSE;
3950 player->present = FALSE;
3952 StorePlayer[jx][jy] = 0;
3953 Feld[jx][jy] = EL_EMPTY;
3958 for (i = 0; i < MAX_PLAYERS; i++)
3959 if (stored_player[i].active)
3960 local_player->players_still_needed++;
3962 if (level.solved_by_one_player)
3963 local_player->players_still_needed = 1;
3965 /* when recording the game, store which players take part in the game */
3968 #if USE_NEW_PLAYER_ASSIGNMENTS
3969 for (i = 0; i < MAX_PLAYERS; i++)
3970 if (stored_player[i].connected)
3971 tape.player_participates[i] = TRUE;
3973 for (i = 0; i < MAX_PLAYERS; i++)
3974 if (stored_player[i].active)
3975 tape.player_participates[i] = TRUE;
3979 #if DEBUG_INIT_PLAYER
3980 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3983 if (BorderElement == EL_EMPTY)
3986 SBX_Right = lev_fieldx - SCR_FIELDX;
3988 SBY_Lower = lev_fieldy - SCR_FIELDY;
3993 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3995 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3998 if (full_lev_fieldx <= SCR_FIELDX)
3999 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4000 if (full_lev_fieldy <= SCR_FIELDY)
4001 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4003 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4005 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4008 /* if local player not found, look for custom element that might create
4009 the player (make some assumptions about the right custom element) */
4010 if (!local_player->present)
4012 int start_x = 0, start_y = 0;
4013 int found_rating = 0;
4014 int found_element = EL_UNDEFINED;
4015 int player_nr = local_player->index_nr;
4017 SCAN_PLAYFIELD(x, y)
4019 int element = Feld[x][y];
4024 if (level.use_start_element[player_nr] &&
4025 level.start_element[player_nr] == element &&
4032 found_element = element;
4035 if (!IS_CUSTOM_ELEMENT(element))
4038 if (CAN_CHANGE(element))
4040 for (i = 0; i < element_info[element].num_change_pages; i++)
4042 /* check for player created from custom element as single target */
4043 content = element_info[element].change_page[i].target_element;
4044 is_player = ELEM_IS_PLAYER(content);
4046 if (is_player && (found_rating < 3 ||
4047 (found_rating == 3 && element < found_element)))
4053 found_element = element;
4058 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4060 /* check for player created from custom element as explosion content */
4061 content = element_info[element].content.e[xx][yy];
4062 is_player = ELEM_IS_PLAYER(content);
4064 if (is_player && (found_rating < 2 ||
4065 (found_rating == 2 && element < found_element)))
4067 start_x = x + xx - 1;
4068 start_y = y + yy - 1;
4071 found_element = element;
4074 if (!CAN_CHANGE(element))
4077 for (i = 0; i < element_info[element].num_change_pages; i++)
4079 /* check for player created from custom element as extended target */
4081 element_info[element].change_page[i].target_content.e[xx][yy];
4083 is_player = ELEM_IS_PLAYER(content);
4085 if (is_player && (found_rating < 1 ||
4086 (found_rating == 1 && element < found_element)))
4088 start_x = x + xx - 1;
4089 start_y = y + yy - 1;
4092 found_element = element;
4098 scroll_x = SCROLL_POSITION_X(start_x);
4099 scroll_y = SCROLL_POSITION_Y(start_y);
4103 scroll_x = SCROLL_POSITION_X(local_player->jx);
4104 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4107 /* !!! FIX THIS (START) !!! */
4108 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4110 InitGameEngine_EM();
4112 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4114 InitGameEngine_SP();
4116 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4118 InitGameEngine_MM();
4122 DrawLevel(REDRAW_FIELD);
4125 /* after drawing the level, correct some elements */
4126 if (game.timegate_time_left == 0)
4127 CloseAllOpenTimegates();
4130 /* blit playfield from scroll buffer to normal back buffer for fading in */
4131 BlitScreenToBitmap(backbuffer);
4132 /* !!! FIX THIS (END) !!! */
4134 DrawMaskedBorder(fade_mask);
4139 // full screen redraw is required at this point in the following cases:
4140 // - special editor door undrawn when game was started from level editor
4141 // - drawing area (playfield) was changed and has to be removed completely
4142 redraw_mask = REDRAW_ALL;
4146 if (!game.restart_level)
4148 /* copy default game door content to main double buffer */
4150 /* !!! CHECK AGAIN !!! */
4151 SetPanelBackground();
4152 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4153 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4156 SetPanelBackground();
4157 SetDrawBackgroundMask(REDRAW_DOOR_1);
4159 UpdateAndDisplayGameControlValues();
4161 if (!game.restart_level)
4167 CreateGameButtons();
4172 /* copy actual game door content to door double buffer for OpenDoor() */
4173 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4175 OpenDoor(DOOR_OPEN_ALL);
4177 KeyboardAutoRepeatOffUnlessAutoplay();
4179 #if DEBUG_INIT_PLAYER
4180 DebugPrintPlayerStatus("Player status (final)");
4189 if (!game.restart_level && !tape.playing)
4191 LevelStats_incPlayed(level_nr);
4193 SaveLevelSetup_SeriesInfo();
4196 game.restart_level = FALSE;
4197 game.restart_game_message = NULL;
4199 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4200 InitGameActions_MM();
4202 SaveEngineSnapshotToListInitial();
4204 if (!game.restart_level)
4206 PlaySound(SND_GAME_STARTING);
4208 if (setup.sound_music)
4213 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4214 int actual_player_x, int actual_player_y)
4216 /* this is used for non-R'n'D game engines to update certain engine values */
4218 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4220 actual_player_x = correctLevelPosX_EM(actual_player_x);
4221 actual_player_y = correctLevelPosY_EM(actual_player_y);
4224 /* needed to determine if sounds are played within the visible screen area */
4225 scroll_x = actual_scroll_x;
4226 scroll_y = actual_scroll_y;
4228 /* needed to get player position for "follow finger" playing input method */
4229 local_player->jx = actual_player_x;
4230 local_player->jy = actual_player_y;
4233 void InitMovDir(int x, int y)
4235 int i, element = Feld[x][y];
4236 static int xy[4][2] =
4243 static int direction[3][4] =
4245 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4246 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4247 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4256 Feld[x][y] = EL_BUG;
4257 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4260 case EL_SPACESHIP_RIGHT:
4261 case EL_SPACESHIP_UP:
4262 case EL_SPACESHIP_LEFT:
4263 case EL_SPACESHIP_DOWN:
4264 Feld[x][y] = EL_SPACESHIP;
4265 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4268 case EL_BD_BUTTERFLY_RIGHT:
4269 case EL_BD_BUTTERFLY_UP:
4270 case EL_BD_BUTTERFLY_LEFT:
4271 case EL_BD_BUTTERFLY_DOWN:
4272 Feld[x][y] = EL_BD_BUTTERFLY;
4273 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4276 case EL_BD_FIREFLY_RIGHT:
4277 case EL_BD_FIREFLY_UP:
4278 case EL_BD_FIREFLY_LEFT:
4279 case EL_BD_FIREFLY_DOWN:
4280 Feld[x][y] = EL_BD_FIREFLY;
4281 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4284 case EL_PACMAN_RIGHT:
4286 case EL_PACMAN_LEFT:
4287 case EL_PACMAN_DOWN:
4288 Feld[x][y] = EL_PACMAN;
4289 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4292 case EL_YAMYAM_LEFT:
4293 case EL_YAMYAM_RIGHT:
4295 case EL_YAMYAM_DOWN:
4296 Feld[x][y] = EL_YAMYAM;
4297 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4300 case EL_SP_SNIKSNAK:
4301 MovDir[x][y] = MV_UP;
4304 case EL_SP_ELECTRON:
4305 MovDir[x][y] = MV_LEFT;
4312 Feld[x][y] = EL_MOLE;
4313 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4317 if (IS_CUSTOM_ELEMENT(element))
4319 struct ElementInfo *ei = &element_info[element];
4320 int move_direction_initial = ei->move_direction_initial;
4321 int move_pattern = ei->move_pattern;
4323 if (move_direction_initial == MV_START_PREVIOUS)
4325 if (MovDir[x][y] != MV_NONE)
4328 move_direction_initial = MV_START_AUTOMATIC;
4331 if (move_direction_initial == MV_START_RANDOM)
4332 MovDir[x][y] = 1 << RND(4);
4333 else if (move_direction_initial & MV_ANY_DIRECTION)
4334 MovDir[x][y] = move_direction_initial;
4335 else if (move_pattern == MV_ALL_DIRECTIONS ||
4336 move_pattern == MV_TURNING_LEFT ||
4337 move_pattern == MV_TURNING_RIGHT ||
4338 move_pattern == MV_TURNING_LEFT_RIGHT ||
4339 move_pattern == MV_TURNING_RIGHT_LEFT ||
4340 move_pattern == MV_TURNING_RANDOM)
4341 MovDir[x][y] = 1 << RND(4);
4342 else if (move_pattern == MV_HORIZONTAL)
4343 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4344 else if (move_pattern == MV_VERTICAL)
4345 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4346 else if (move_pattern & MV_ANY_DIRECTION)
4347 MovDir[x][y] = element_info[element].move_pattern;
4348 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4349 move_pattern == MV_ALONG_RIGHT_SIDE)
4351 /* use random direction as default start direction */
4352 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4353 MovDir[x][y] = 1 << RND(4);
4355 for (i = 0; i < NUM_DIRECTIONS; i++)
4357 int x1 = x + xy[i][0];
4358 int y1 = y + xy[i][1];
4360 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4362 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4363 MovDir[x][y] = direction[0][i];
4365 MovDir[x][y] = direction[1][i];
4374 MovDir[x][y] = 1 << RND(4);
4376 if (element != EL_BUG &&
4377 element != EL_SPACESHIP &&
4378 element != EL_BD_BUTTERFLY &&
4379 element != EL_BD_FIREFLY)
4382 for (i = 0; i < NUM_DIRECTIONS; i++)
4384 int x1 = x + xy[i][0];
4385 int y1 = y + xy[i][1];
4387 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4389 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4391 MovDir[x][y] = direction[0][i];
4394 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4395 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4397 MovDir[x][y] = direction[1][i];
4406 GfxDir[x][y] = MovDir[x][y];
4409 void InitAmoebaNr(int x, int y)
4412 int group_nr = AmoebeNachbarNr(x, y);
4416 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4418 if (AmoebaCnt[i] == 0)
4426 AmoebaNr[x][y] = group_nr;
4427 AmoebaCnt[group_nr]++;
4428 AmoebaCnt2[group_nr]++;
4431 static void PlayerWins(struct PlayerInfo *player)
4433 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4434 local_player->players_still_needed > 0)
4437 player->LevelSolved = TRUE;
4438 player->GameOver = TRUE;
4440 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4441 level.native_em_level->lev->score :
4442 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4445 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4446 MM_HEALTH(game_mm.laser_overload_value) :
4449 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4451 player->LevelSolved_CountingScore = player->score_final;
4452 player->LevelSolved_CountingHealth = player->health_final;
4457 static int time_count_steps;
4458 static int time, time_final;
4459 static int score, score_final;
4460 static int health, health_final;
4461 static int game_over_delay_1 = 0;
4462 static int game_over_delay_2 = 0;
4463 static int game_over_delay_3 = 0;
4464 int game_over_delay_value_1 = 50;
4465 int game_over_delay_value_2 = 25;
4466 int game_over_delay_value_3 = 50;
4468 if (!local_player->LevelSolved_GameWon)
4472 /* do not start end game actions before the player stops moving (to exit) */
4473 if (local_player->MovPos)
4476 local_player->LevelSolved_GameWon = TRUE;
4477 local_player->LevelSolved_SaveTape = tape.recording;
4478 local_player->LevelSolved_SaveScore = !tape.playing;
4482 LevelStats_incSolved(level_nr);
4484 SaveLevelSetup_SeriesInfo();
4487 if (tape.auto_play) /* tape might already be stopped here */
4488 tape.auto_play_level_solved = TRUE;
4492 game_over_delay_1 = 0;
4493 game_over_delay_2 = 0;
4494 game_over_delay_3 = game_over_delay_value_3;
4496 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4497 score = score_final = local_player->score_final;
4498 health = health_final = local_player->health_final;
4500 if (level.score[SC_TIME_BONUS] > 0)
4505 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4507 else if (game.no_time_limit && TimePlayed < 999)
4510 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4513 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4515 game_over_delay_1 = game_over_delay_value_1;
4517 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4520 score_final += health * level.score[SC_TIME_BONUS];
4522 game_over_delay_2 = game_over_delay_value_2;
4525 local_player->score_final = score_final;
4526 local_player->health_final = health_final;
4529 if (level_editor_test_game)
4532 score = score_final;
4534 local_player->LevelSolved_CountingTime = time;
4535 local_player->LevelSolved_CountingScore = score;
4537 game_panel_controls[GAME_PANEL_TIME].value = time;
4538 game_panel_controls[GAME_PANEL_SCORE].value = score;
4540 DisplayGameControlValues();
4543 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4545 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4547 /* close exit door after last player */
4548 if ((AllPlayersGone &&
4549 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4550 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4551 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4552 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4553 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4555 int element = Feld[ExitX][ExitY];
4557 Feld[ExitX][ExitY] =
4558 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4559 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4560 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4561 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4562 EL_EM_STEEL_EXIT_CLOSING);
4564 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4567 /* player disappears */
4568 DrawLevelField(ExitX, ExitY);
4571 for (i = 0; i < MAX_PLAYERS; i++)
4573 struct PlayerInfo *player = &stored_player[i];
4575 if (player->present)
4577 RemovePlayer(player);
4579 /* player disappears */
4580 DrawLevelField(player->jx, player->jy);
4585 PlaySound(SND_GAME_WINNING);
4588 if (game_over_delay_1 > 0)
4590 game_over_delay_1--;
4595 if (time != time_final)
4597 int time_to_go = ABS(time_final - time);
4598 int time_count_dir = (time < time_final ? +1 : -1);
4600 if (time_to_go < time_count_steps)
4601 time_count_steps = 1;
4603 time += time_count_steps * time_count_dir;
4604 score += time_count_steps * level.score[SC_TIME_BONUS];
4606 local_player->LevelSolved_CountingTime = time;
4607 local_player->LevelSolved_CountingScore = score;
4609 game_panel_controls[GAME_PANEL_TIME].value = time;
4610 game_panel_controls[GAME_PANEL_SCORE].value = score;
4612 DisplayGameControlValues();
4614 if (time == time_final)
4615 StopSound(SND_GAME_LEVELTIME_BONUS);
4616 else if (setup.sound_loops)
4617 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4619 PlaySound(SND_GAME_LEVELTIME_BONUS);
4624 if (game_over_delay_2 > 0)
4626 game_over_delay_2--;
4631 if (health != health_final)
4633 int health_count_dir = (health < health_final ? +1 : -1);
4635 health += health_count_dir;
4636 score += level.score[SC_TIME_BONUS];
4638 local_player->LevelSolved_CountingHealth = health;
4639 local_player->LevelSolved_CountingScore = score;
4641 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4642 game_panel_controls[GAME_PANEL_SCORE].value = score;
4644 DisplayGameControlValues();
4646 if (health == health_final)
4647 StopSound(SND_GAME_LEVELTIME_BONUS);
4648 else if (setup.sound_loops)
4649 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4651 PlaySound(SND_GAME_LEVELTIME_BONUS);
4656 local_player->LevelSolved_PanelOff = TRUE;
4658 if (game_over_delay_3 > 0)
4660 game_over_delay_3--;
4672 local_player->LevelSolved_GameEnd = TRUE;
4674 if (local_player->LevelSolved_SaveTape)
4676 /* make sure that request dialog to save tape does not open door again */
4677 if (!global.use_envelope_request)
4678 CloseDoor(DOOR_CLOSE_1);
4680 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4683 /* if no tape is to be saved, close both doors simultaneously */
4684 CloseDoor(DOOR_CLOSE_ALL);
4686 if (level_editor_test_game)
4688 SetGameStatus(GAME_MODE_MAIN);
4695 if (!local_player->LevelSolved_SaveScore)
4697 SetGameStatus(GAME_MODE_MAIN);
4704 if (level_nr == leveldir_current->handicap_level)
4706 leveldir_current->handicap_level++;
4708 SaveLevelSetup_SeriesInfo();
4711 if (setup.increment_levels &&
4712 level_nr < leveldir_current->last_level &&
4715 level_nr++; /* advance to next level */
4716 TapeErase(); /* start with empty tape */
4718 if (setup.auto_play_next_level)
4720 LoadLevel(level_nr);
4722 SaveLevelSetup_SeriesInfo();
4726 /* used instead of last "level_nr" (for network games) */
4727 hi_pos = NewHiScore(levelset.level_nr);
4729 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4731 SetGameStatus(GAME_MODE_SCORES);
4733 DrawHallOfFame(levelset.level_nr, hi_pos);
4735 else if (setup.auto_play_next_level && setup.increment_levels &&
4738 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4742 SetGameStatus(GAME_MODE_MAIN);
4748 int NewHiScore(int level_nr)
4752 boolean one_score_entry_per_name = !program.many_scores_per_name;
4754 LoadScore(level_nr);
4756 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4757 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4760 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4762 if (local_player->score_final > highscore[k].Score)
4764 /* player has made it to the hall of fame */
4766 if (k < MAX_SCORE_ENTRIES - 1)
4768 int m = MAX_SCORE_ENTRIES - 1;
4770 if (one_score_entry_per_name)
4772 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4773 if (strEqual(setup.player_name, highscore[l].Name))
4776 if (m == k) /* player's new highscore overwrites his old one */
4780 for (l = m; l > k; l--)
4782 strcpy(highscore[l].Name, highscore[l - 1].Name);
4783 highscore[l].Score = highscore[l - 1].Score;
4789 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4790 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4791 highscore[k].Score = local_player->score_final;
4796 else if (one_score_entry_per_name &&
4797 !strncmp(setup.player_name, highscore[k].Name,
4798 MAX_PLAYER_NAME_LEN))
4799 break; /* player already there with a higher score */
4803 SaveScore(level_nr);
4808 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4810 int element = Feld[x][y];
4811 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4812 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4813 int horiz_move = (dx != 0);
4814 int sign = (horiz_move ? dx : dy);
4815 int step = sign * element_info[element].move_stepsize;
4817 /* special values for move stepsize for spring and things on conveyor belt */
4820 if (CAN_FALL(element) &&
4821 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4822 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4823 else if (element == EL_SPRING)
4824 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4830 inline static int getElementMoveStepsize(int x, int y)
4832 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4835 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4837 if (player->GfxAction != action || player->GfxDir != dir)
4839 player->GfxAction = action;
4840 player->GfxDir = dir;
4842 player->StepFrame = 0;
4846 static void ResetGfxFrame(int x, int y)
4848 // profiling showed that "autotest" spends 10~20% of its time in this function
4849 if (DrawingDeactivatedField())
4852 int element = Feld[x][y];
4853 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4855 if (graphic_info[graphic].anim_global_sync)
4856 GfxFrame[x][y] = FrameCounter;
4857 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4858 GfxFrame[x][y] = CustomValue[x][y];
4859 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4860 GfxFrame[x][y] = element_info[element].collect_score;
4861 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4862 GfxFrame[x][y] = ChangeDelay[x][y];
4865 static void ResetGfxAnimation(int x, int y)
4867 GfxAction[x][y] = ACTION_DEFAULT;
4868 GfxDir[x][y] = MovDir[x][y];
4871 ResetGfxFrame(x, y);
4874 static void ResetRandomAnimationValue(int x, int y)
4876 GfxRandom[x][y] = INIT_GFX_RANDOM();
4879 static void InitMovingField(int x, int y, int direction)
4881 int element = Feld[x][y];
4882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4886 boolean is_moving_before, is_moving_after;
4888 /* check if element was/is moving or being moved before/after mode change */
4889 is_moving_before = (WasJustMoving[x][y] != 0);
4890 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4892 /* reset animation only for moving elements which change direction of moving
4893 or which just started or stopped moving
4894 (else CEs with property "can move" / "not moving" are reset each frame) */
4895 if (is_moving_before != is_moving_after ||
4896 direction != MovDir[x][y])
4897 ResetGfxAnimation(x, y);
4899 MovDir[x][y] = direction;
4900 GfxDir[x][y] = direction;
4902 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4903 direction == MV_DOWN && CAN_FALL(element) ?
4904 ACTION_FALLING : ACTION_MOVING);
4906 /* this is needed for CEs with property "can move" / "not moving" */
4908 if (is_moving_after)
4910 if (Feld[newx][newy] == EL_EMPTY)
4911 Feld[newx][newy] = EL_BLOCKED;
4913 MovDir[newx][newy] = MovDir[x][y];
4915 CustomValue[newx][newy] = CustomValue[x][y];
4917 GfxFrame[newx][newy] = GfxFrame[x][y];
4918 GfxRandom[newx][newy] = GfxRandom[x][y];
4919 GfxAction[newx][newy] = GfxAction[x][y];
4920 GfxDir[newx][newy] = GfxDir[x][y];
4924 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4926 int direction = MovDir[x][y];
4927 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4928 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4934 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4936 int oldx = x, oldy = y;
4937 int direction = MovDir[x][y];
4939 if (direction == MV_LEFT)
4941 else if (direction == MV_RIGHT)
4943 else if (direction == MV_UP)
4945 else if (direction == MV_DOWN)
4948 *comes_from_x = oldx;
4949 *comes_from_y = oldy;
4952 static int MovingOrBlocked2Element(int x, int y)
4954 int element = Feld[x][y];
4956 if (element == EL_BLOCKED)
4960 Blocked2Moving(x, y, &oldx, &oldy);
4961 return Feld[oldx][oldy];
4967 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4969 /* like MovingOrBlocked2Element(), but if element is moving
4970 and (x,y) is the field the moving element is just leaving,
4971 return EL_BLOCKED instead of the element value */
4972 int element = Feld[x][y];
4974 if (IS_MOVING(x, y))
4976 if (element == EL_BLOCKED)
4980 Blocked2Moving(x, y, &oldx, &oldy);
4981 return Feld[oldx][oldy];
4990 static void RemoveField(int x, int y)
4992 Feld[x][y] = EL_EMPTY;
4998 CustomValue[x][y] = 0;
5001 ChangeDelay[x][y] = 0;
5002 ChangePage[x][y] = -1;
5003 Pushed[x][y] = FALSE;
5005 GfxElement[x][y] = EL_UNDEFINED;
5006 GfxAction[x][y] = ACTION_DEFAULT;
5007 GfxDir[x][y] = MV_NONE;
5010 static void RemoveMovingField(int x, int y)
5012 int oldx = x, oldy = y, newx = x, newy = y;
5013 int element = Feld[x][y];
5014 int next_element = EL_UNDEFINED;
5016 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5019 if (IS_MOVING(x, y))
5021 Moving2Blocked(x, y, &newx, &newy);
5023 if (Feld[newx][newy] != EL_BLOCKED)
5025 /* element is moving, but target field is not free (blocked), but
5026 already occupied by something different (example: acid pool);
5027 in this case, only remove the moving field, but not the target */
5029 RemoveField(oldx, oldy);
5031 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5033 TEST_DrawLevelField(oldx, oldy);
5038 else if (element == EL_BLOCKED)
5040 Blocked2Moving(x, y, &oldx, &oldy);
5041 if (!IS_MOVING(oldx, oldy))
5045 if (element == EL_BLOCKED &&
5046 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5047 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5048 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5049 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5050 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5051 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5052 next_element = get_next_element(Feld[oldx][oldy]);
5054 RemoveField(oldx, oldy);
5055 RemoveField(newx, newy);
5057 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5059 if (next_element != EL_UNDEFINED)
5060 Feld[oldx][oldy] = next_element;
5062 TEST_DrawLevelField(oldx, oldy);
5063 TEST_DrawLevelField(newx, newy);
5066 void DrawDynamite(int x, int y)
5068 int sx = SCREENX(x), sy = SCREENY(y);
5069 int graphic = el2img(Feld[x][y]);
5072 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5075 if (IS_WALKABLE_INSIDE(Back[x][y]))
5079 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5080 else if (Store[x][y])
5081 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5083 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5085 if (Back[x][y] || Store[x][y])
5086 DrawGraphicThruMask(sx, sy, graphic, frame);
5088 DrawGraphic(sx, sy, graphic, frame);
5091 static void CheckDynamite(int x, int y)
5093 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5097 if (MovDelay[x][y] != 0)
5100 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5106 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5111 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5113 boolean num_checked_players = 0;
5116 for (i = 0; i < MAX_PLAYERS; i++)
5118 if (stored_player[i].active)
5120 int sx = stored_player[i].jx;
5121 int sy = stored_player[i].jy;
5123 if (num_checked_players == 0)
5130 *sx1 = MIN(*sx1, sx);
5131 *sy1 = MIN(*sy1, sy);
5132 *sx2 = MAX(*sx2, sx);
5133 *sy2 = MAX(*sy2, sy);
5136 num_checked_players++;
5141 static boolean checkIfAllPlayersFitToScreen_RND(void)
5143 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5145 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5147 return (sx2 - sx1 < SCR_FIELDX &&
5148 sy2 - sy1 < SCR_FIELDY);
5151 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5153 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5155 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5157 *sx = (sx1 + sx2) / 2;
5158 *sy = (sy1 + sy2) / 2;
5161 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5162 boolean center_screen, boolean quick_relocation)
5164 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5165 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5166 boolean no_delay = (tape.warp_forward);
5167 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5168 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5169 int new_scroll_x, new_scroll_y;
5171 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5173 /* case 1: quick relocation inside visible screen (without scrolling) */
5180 if (!level.shifted_relocation || center_screen)
5182 /* relocation _with_ centering of screen */
5184 new_scroll_x = SCROLL_POSITION_X(x);
5185 new_scroll_y = SCROLL_POSITION_Y(y);
5189 /* relocation _without_ centering of screen */
5191 int center_scroll_x = SCROLL_POSITION_X(old_x);
5192 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5193 int offset_x = x + (scroll_x - center_scroll_x);
5194 int offset_y = y + (scroll_y - center_scroll_y);
5196 /* for new screen position, apply previous offset to center position */
5197 new_scroll_x = SCROLL_POSITION_X(offset_x);
5198 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5201 if (quick_relocation)
5203 /* case 2: quick relocation (redraw without visible scrolling) */
5205 scroll_x = new_scroll_x;
5206 scroll_y = new_scroll_y;
5213 /* case 3: visible relocation (with scrolling to new position) */
5215 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5217 SetVideoFrameDelay(wait_delay_value);
5219 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5222 int fx = FX, fy = FY;
5224 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5225 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5227 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5233 fx += dx * TILEX / 2;
5234 fy += dy * TILEY / 2;
5236 ScrollLevel(dx, dy);
5239 /* scroll in two steps of half tile size to make things smoother */
5240 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5242 /* scroll second step to align at full tile size */
5243 BlitScreenToBitmap(window);
5249 SetVideoFrameDelay(frame_delay_value_old);
5252 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5254 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5255 int player_nr = GET_PLAYER_NR(el_player);
5256 struct PlayerInfo *player = &stored_player[player_nr];
5257 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5258 boolean no_delay = (tape.warp_forward);
5259 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5260 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5261 int old_jx = player->jx;
5262 int old_jy = player->jy;
5263 int old_element = Feld[old_jx][old_jy];
5264 int element = Feld[jx][jy];
5265 boolean player_relocated = (old_jx != jx || old_jy != jy);
5267 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5268 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5269 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5270 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5271 int leave_side_horiz = move_dir_horiz;
5272 int leave_side_vert = move_dir_vert;
5273 int enter_side = enter_side_horiz | enter_side_vert;
5274 int leave_side = leave_side_horiz | leave_side_vert;
5276 if (player->GameOver) /* do not reanimate dead player */
5279 if (!player_relocated) /* no need to relocate the player */
5282 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5284 RemoveField(jx, jy); /* temporarily remove newly placed player */
5285 DrawLevelField(jx, jy);
5288 if (player->present)
5290 while (player->MovPos)
5292 ScrollPlayer(player, SCROLL_GO_ON);
5293 ScrollScreen(NULL, SCROLL_GO_ON);
5295 AdvanceFrameAndPlayerCounters(player->index_nr);
5299 BackToFront_WithFrameDelay(wait_delay_value);
5302 DrawPlayer(player); /* needed here only to cleanup last field */
5303 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5305 player->is_moving = FALSE;
5308 if (IS_CUSTOM_ELEMENT(old_element))
5309 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5311 player->index_bit, leave_side);
5313 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5315 player->index_bit, leave_side);
5317 Feld[jx][jy] = el_player;
5318 InitPlayerField(jx, jy, el_player, TRUE);
5320 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5321 possible that the relocation target field did not contain a player element,
5322 but a walkable element, to which the new player was relocated -- in this
5323 case, restore that (already initialized!) element on the player field */
5324 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5326 Feld[jx][jy] = element; /* restore previously existing element */
5329 /* only visually relocate centered player */
5330 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5331 FALSE, level.instant_relocation);
5333 TestIfPlayerTouchesBadThing(jx, jy);
5334 TestIfPlayerTouchesCustomElement(jx, jy);
5336 if (IS_CUSTOM_ELEMENT(element))
5337 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5338 player->index_bit, enter_side);
5340 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5341 player->index_bit, enter_side);
5343 if (player->is_switching)
5345 /* ensure that relocation while still switching an element does not cause
5346 a new element to be treated as also switched directly after relocation
5347 (this is important for teleporter switches that teleport the player to
5348 a place where another teleporter switch is in the same direction, which
5349 would then incorrectly be treated as immediately switched before the
5350 direction key that caused the switch was released) */
5352 player->switch_x += jx - old_jx;
5353 player->switch_y += jy - old_jy;
5357 static void Explode(int ex, int ey, int phase, int mode)
5363 /* !!! eliminate this variable !!! */
5364 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5366 if (game.explosions_delayed)
5368 ExplodeField[ex][ey] = mode;
5372 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5374 int center_element = Feld[ex][ey];
5375 int artwork_element, explosion_element; /* set these values later */
5377 /* remove things displayed in background while burning dynamite */
5378 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5381 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5383 /* put moving element to center field (and let it explode there) */
5384 center_element = MovingOrBlocked2Element(ex, ey);
5385 RemoveMovingField(ex, ey);
5386 Feld[ex][ey] = center_element;
5389 /* now "center_element" is finally determined -- set related values now */
5390 artwork_element = center_element; /* for custom player artwork */
5391 explosion_element = center_element; /* for custom player artwork */
5393 if (IS_PLAYER(ex, ey))
5395 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5397 artwork_element = stored_player[player_nr].artwork_element;
5399 if (level.use_explosion_element[player_nr])
5401 explosion_element = level.explosion_element[player_nr];
5402 artwork_element = explosion_element;
5406 if (mode == EX_TYPE_NORMAL ||
5407 mode == EX_TYPE_CENTER ||
5408 mode == EX_TYPE_CROSS)
5409 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5411 last_phase = element_info[explosion_element].explosion_delay + 1;
5413 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5415 int xx = x - ex + 1;
5416 int yy = y - ey + 1;
5419 if (!IN_LEV_FIELD(x, y) ||
5420 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5421 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5424 element = Feld[x][y];
5426 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5428 element = MovingOrBlocked2Element(x, y);
5430 if (!IS_EXPLOSION_PROOF(element))
5431 RemoveMovingField(x, y);
5434 /* indestructible elements can only explode in center (but not flames) */
5435 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5436 mode == EX_TYPE_BORDER)) ||
5437 element == EL_FLAMES)
5440 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5441 behaviour, for example when touching a yamyam that explodes to rocks
5442 with active deadly shield, a rock is created under the player !!! */
5443 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5445 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5446 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5447 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5449 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5452 if (IS_ACTIVE_BOMB(element))
5454 /* re-activate things under the bomb like gate or penguin */
5455 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5462 /* save walkable background elements while explosion on same tile */
5463 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5464 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5465 Back[x][y] = element;
5467 /* ignite explodable elements reached by other explosion */
5468 if (element == EL_EXPLOSION)
5469 element = Store2[x][y];
5471 if (AmoebaNr[x][y] &&
5472 (element == EL_AMOEBA_FULL ||
5473 element == EL_BD_AMOEBA ||
5474 element == EL_AMOEBA_GROWING))
5476 AmoebaCnt[AmoebaNr[x][y]]--;
5477 AmoebaCnt2[AmoebaNr[x][y]]--;
5482 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5484 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5486 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5488 if (PLAYERINFO(ex, ey)->use_murphy)
5489 Store[x][y] = EL_EMPTY;
5492 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5493 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5494 else if (ELEM_IS_PLAYER(center_element))
5495 Store[x][y] = EL_EMPTY;
5496 else if (center_element == EL_YAMYAM)
5497 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5498 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5499 Store[x][y] = element_info[center_element].content.e[xx][yy];
5501 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5502 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5503 otherwise) -- FIX THIS !!! */
5504 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5505 Store[x][y] = element_info[element].content.e[1][1];
5507 else if (!CAN_EXPLODE(element))
5508 Store[x][y] = element_info[element].content.e[1][1];
5511 Store[x][y] = EL_EMPTY;
5513 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5514 center_element == EL_AMOEBA_TO_DIAMOND)
5515 Store2[x][y] = element;
5517 Feld[x][y] = EL_EXPLOSION;
5518 GfxElement[x][y] = artwork_element;
5520 ExplodePhase[x][y] = 1;
5521 ExplodeDelay[x][y] = last_phase;
5526 if (center_element == EL_YAMYAM)
5527 game.yamyam_content_nr =
5528 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5540 GfxFrame[x][y] = 0; /* restart explosion animation */
5542 last_phase = ExplodeDelay[x][y];
5544 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5546 /* this can happen if the player leaves an explosion just in time */
5547 if (GfxElement[x][y] == EL_UNDEFINED)
5548 GfxElement[x][y] = EL_EMPTY;
5550 border_element = Store2[x][y];
5551 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5552 border_element = StorePlayer[x][y];
5554 if (phase == element_info[border_element].ignition_delay ||
5555 phase == last_phase)
5557 boolean border_explosion = FALSE;
5559 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5560 !PLAYER_EXPLOSION_PROTECTED(x, y))
5562 KillPlayerUnlessExplosionProtected(x, y);
5563 border_explosion = TRUE;
5565 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5567 Feld[x][y] = Store2[x][y];
5570 border_explosion = TRUE;
5572 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5574 AmoebeUmwandeln(x, y);
5576 border_explosion = TRUE;
5579 /* if an element just explodes due to another explosion (chain-reaction),
5580 do not immediately end the new explosion when it was the last frame of
5581 the explosion (as it would be done in the following "if"-statement!) */
5582 if (border_explosion && phase == last_phase)
5586 if (phase == last_phase)
5590 element = Feld[x][y] = Store[x][y];
5591 Store[x][y] = Store2[x][y] = 0;
5592 GfxElement[x][y] = EL_UNDEFINED;
5594 /* player can escape from explosions and might therefore be still alive */
5595 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5596 element <= EL_PLAYER_IS_EXPLODING_4)
5598 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5599 int explosion_element = EL_PLAYER_1 + player_nr;
5600 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5601 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5603 if (level.use_explosion_element[player_nr])
5604 explosion_element = level.explosion_element[player_nr];
5606 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5607 element_info[explosion_element].content.e[xx][yy]);
5610 /* restore probably existing indestructible background element */
5611 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5612 element = Feld[x][y] = Back[x][y];
5615 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5616 GfxDir[x][y] = MV_NONE;
5617 ChangeDelay[x][y] = 0;
5618 ChangePage[x][y] = -1;
5620 CustomValue[x][y] = 0;
5622 InitField_WithBug2(x, y, FALSE);
5624 TEST_DrawLevelField(x, y);
5626 TestIfElementTouchesCustomElement(x, y);
5628 if (GFX_CRUMBLED(element))
5629 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5631 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5632 StorePlayer[x][y] = 0;
5634 if (ELEM_IS_PLAYER(element))
5635 RelocatePlayer(x, y, element);
5637 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5639 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5640 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5643 TEST_DrawLevelFieldCrumbled(x, y);
5645 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5647 DrawLevelElement(x, y, Back[x][y]);
5648 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5650 else if (IS_WALKABLE_UNDER(Back[x][y]))
5652 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5653 DrawLevelElementThruMask(x, y, Back[x][y]);
5655 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5656 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5660 static void DynaExplode(int ex, int ey)
5663 int dynabomb_element = Feld[ex][ey];
5664 int dynabomb_size = 1;
5665 boolean dynabomb_xl = FALSE;
5666 struct PlayerInfo *player;
5667 static int xy[4][2] =
5675 if (IS_ACTIVE_BOMB(dynabomb_element))
5677 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5678 dynabomb_size = player->dynabomb_size;
5679 dynabomb_xl = player->dynabomb_xl;
5680 player->dynabombs_left++;
5683 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5685 for (i = 0; i < NUM_DIRECTIONS; i++)
5687 for (j = 1; j <= dynabomb_size; j++)
5689 int x = ex + j * xy[i][0];
5690 int y = ey + j * xy[i][1];
5693 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5696 element = Feld[x][y];
5698 /* do not restart explosions of fields with active bombs */
5699 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5702 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5704 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5705 !IS_DIGGABLE(element) && !dynabomb_xl)
5711 void Bang(int x, int y)
5713 int element = MovingOrBlocked2Element(x, y);
5714 int explosion_type = EX_TYPE_NORMAL;
5716 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5718 struct PlayerInfo *player = PLAYERINFO(x, y);
5720 element = Feld[x][y] = player->initial_element;
5722 if (level.use_explosion_element[player->index_nr])
5724 int explosion_element = level.explosion_element[player->index_nr];
5726 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5727 explosion_type = EX_TYPE_CROSS;
5728 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5729 explosion_type = EX_TYPE_CENTER;
5737 case EL_BD_BUTTERFLY:
5740 case EL_DARK_YAMYAM:
5744 RaiseScoreElement(element);
5747 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5748 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5749 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5750 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5751 case EL_DYNABOMB_INCREASE_NUMBER:
5752 case EL_DYNABOMB_INCREASE_SIZE:
5753 case EL_DYNABOMB_INCREASE_POWER:
5754 explosion_type = EX_TYPE_DYNA;
5757 case EL_DC_LANDMINE:
5758 explosion_type = EX_TYPE_CENTER;
5763 case EL_LAMP_ACTIVE:
5764 case EL_AMOEBA_TO_DIAMOND:
5765 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5766 explosion_type = EX_TYPE_CENTER;
5770 if (element_info[element].explosion_type == EXPLODES_CROSS)
5771 explosion_type = EX_TYPE_CROSS;
5772 else if (element_info[element].explosion_type == EXPLODES_1X1)
5773 explosion_type = EX_TYPE_CENTER;
5777 if (explosion_type == EX_TYPE_DYNA)
5780 Explode(x, y, EX_PHASE_START, explosion_type);
5782 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5785 static void SplashAcid(int x, int y)
5787 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5788 (!IN_LEV_FIELD(x - 1, y - 2) ||
5789 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5790 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5792 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5793 (!IN_LEV_FIELD(x + 1, y - 2) ||
5794 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5795 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5797 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5800 static void InitBeltMovement(void)
5802 static int belt_base_element[4] =
5804 EL_CONVEYOR_BELT_1_LEFT,
5805 EL_CONVEYOR_BELT_2_LEFT,
5806 EL_CONVEYOR_BELT_3_LEFT,
5807 EL_CONVEYOR_BELT_4_LEFT
5809 static int belt_base_active_element[4] =
5811 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5812 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5813 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5819 /* set frame order for belt animation graphic according to belt direction */
5820 for (i = 0; i < NUM_BELTS; i++)
5824 for (j = 0; j < NUM_BELT_PARTS; j++)
5826 int element = belt_base_active_element[belt_nr] + j;
5827 int graphic_1 = el2img(element);
5828 int graphic_2 = el2panelimg(element);
5830 if (game.belt_dir[i] == MV_LEFT)
5832 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5833 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5837 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5838 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5843 SCAN_PLAYFIELD(x, y)
5845 int element = Feld[x][y];
5847 for (i = 0; i < NUM_BELTS; i++)
5849 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5851 int e_belt_nr = getBeltNrFromBeltElement(element);
5854 if (e_belt_nr == belt_nr)
5856 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5858 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5865 static void ToggleBeltSwitch(int x, int y)
5867 static int belt_base_element[4] =
5869 EL_CONVEYOR_BELT_1_LEFT,
5870 EL_CONVEYOR_BELT_2_LEFT,
5871 EL_CONVEYOR_BELT_3_LEFT,
5872 EL_CONVEYOR_BELT_4_LEFT
5874 static int belt_base_active_element[4] =
5876 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5877 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5878 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5879 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5881 static int belt_base_switch_element[4] =
5883 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5884 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5885 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5886 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5888 static int belt_move_dir[4] =
5896 int element = Feld[x][y];
5897 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5898 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5899 int belt_dir = belt_move_dir[belt_dir_nr];
5902 if (!IS_BELT_SWITCH(element))
5905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5906 game.belt_dir[belt_nr] = belt_dir;
5908 if (belt_dir_nr == 3)
5911 /* set frame order for belt animation graphic according to belt direction */
5912 for (i = 0; i < NUM_BELT_PARTS; i++)
5914 int element = belt_base_active_element[belt_nr] + i;
5915 int graphic_1 = el2img(element);
5916 int graphic_2 = el2panelimg(element);
5918 if (belt_dir == MV_LEFT)
5920 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5921 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5925 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5926 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5930 SCAN_PLAYFIELD(xx, yy)
5932 int element = Feld[xx][yy];
5934 if (IS_BELT_SWITCH(element))
5936 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5938 if (e_belt_nr == belt_nr)
5940 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5941 TEST_DrawLevelField(xx, yy);
5944 else if (IS_BELT(element) && belt_dir != MV_NONE)
5946 int e_belt_nr = getBeltNrFromBeltElement(element);
5948 if (e_belt_nr == belt_nr)
5950 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5952 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5953 TEST_DrawLevelField(xx, yy);
5956 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5958 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5960 if (e_belt_nr == belt_nr)
5962 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5964 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5965 TEST_DrawLevelField(xx, yy);
5971 static void ToggleSwitchgateSwitch(int x, int y)
5975 game.switchgate_pos = !game.switchgate_pos;
5977 SCAN_PLAYFIELD(xx, yy)
5979 int element = Feld[xx][yy];
5981 if (element == EL_SWITCHGATE_SWITCH_UP)
5983 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5984 TEST_DrawLevelField(xx, yy);
5986 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5988 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5989 TEST_DrawLevelField(xx, yy);
5991 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5993 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5994 TEST_DrawLevelField(xx, yy);
5996 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5998 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5999 TEST_DrawLevelField(xx, yy);
6001 else if (element == EL_SWITCHGATE_OPEN ||
6002 element == EL_SWITCHGATE_OPENING)
6004 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6006 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6008 else if (element == EL_SWITCHGATE_CLOSED ||
6009 element == EL_SWITCHGATE_CLOSING)
6011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6013 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6018 static int getInvisibleActiveFromInvisibleElement(int element)
6020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6022 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6026 static int getInvisibleFromInvisibleActiveElement(int element)
6028 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6029 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6030 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6034 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6038 SCAN_PLAYFIELD(x, y)
6040 int element = Feld[x][y];
6042 if (element == EL_LIGHT_SWITCH &&
6043 game.light_time_left > 0)
6045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6046 TEST_DrawLevelField(x, y);
6048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6049 game.light_time_left == 0)
6051 Feld[x][y] = EL_LIGHT_SWITCH;
6052 TEST_DrawLevelField(x, y);
6054 else if (element == EL_EMC_DRIPPER &&
6055 game.light_time_left > 0)
6057 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6058 TEST_DrawLevelField(x, y);
6060 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6061 game.light_time_left == 0)
6063 Feld[x][y] = EL_EMC_DRIPPER;
6064 TEST_DrawLevelField(x, y);
6066 else if (element == EL_INVISIBLE_STEELWALL ||
6067 element == EL_INVISIBLE_WALL ||
6068 element == EL_INVISIBLE_SAND)
6070 if (game.light_time_left > 0)
6071 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6073 TEST_DrawLevelField(x, y);
6075 /* uncrumble neighbour fields, if needed */
6076 if (element == EL_INVISIBLE_SAND)
6077 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6079 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6080 element == EL_INVISIBLE_WALL_ACTIVE ||
6081 element == EL_INVISIBLE_SAND_ACTIVE)
6083 if (game.light_time_left == 0)
6084 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6086 TEST_DrawLevelField(x, y);
6088 /* re-crumble neighbour fields, if needed */
6089 if (element == EL_INVISIBLE_SAND)
6090 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6095 static void RedrawAllInvisibleElementsForLenses(void)
6099 SCAN_PLAYFIELD(x, y)
6101 int element = Feld[x][y];
6103 if (element == EL_EMC_DRIPPER &&
6104 game.lenses_time_left > 0)
6106 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6107 TEST_DrawLevelField(x, y);
6109 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6110 game.lenses_time_left == 0)
6112 Feld[x][y] = EL_EMC_DRIPPER;
6113 TEST_DrawLevelField(x, y);
6115 else if (element == EL_INVISIBLE_STEELWALL ||
6116 element == EL_INVISIBLE_WALL ||
6117 element == EL_INVISIBLE_SAND)
6119 if (game.lenses_time_left > 0)
6120 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6122 TEST_DrawLevelField(x, y);
6124 /* uncrumble neighbour fields, if needed */
6125 if (element == EL_INVISIBLE_SAND)
6126 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6128 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6129 element == EL_INVISIBLE_WALL_ACTIVE ||
6130 element == EL_INVISIBLE_SAND_ACTIVE)
6132 if (game.lenses_time_left == 0)
6133 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6135 TEST_DrawLevelField(x, y);
6137 /* re-crumble neighbour fields, if needed */
6138 if (element == EL_INVISIBLE_SAND)
6139 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6144 static void RedrawAllInvisibleElementsForMagnifier(void)
6148 SCAN_PLAYFIELD(x, y)
6150 int element = Feld[x][y];
6152 if (element == EL_EMC_FAKE_GRASS &&
6153 game.magnify_time_left > 0)
6155 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6156 TEST_DrawLevelField(x, y);
6158 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6159 game.magnify_time_left == 0)
6161 Feld[x][y] = EL_EMC_FAKE_GRASS;
6162 TEST_DrawLevelField(x, y);
6164 else if (IS_GATE_GRAY(element) &&
6165 game.magnify_time_left > 0)
6167 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6168 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6169 IS_EM_GATE_GRAY(element) ?
6170 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6171 IS_EMC_GATE_GRAY(element) ?
6172 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6173 IS_DC_GATE_GRAY(element) ?
6174 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6176 TEST_DrawLevelField(x, y);
6178 else if (IS_GATE_GRAY_ACTIVE(element) &&
6179 game.magnify_time_left == 0)
6181 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6182 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6183 IS_EM_GATE_GRAY_ACTIVE(element) ?
6184 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6185 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6186 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6187 IS_DC_GATE_GRAY_ACTIVE(element) ?
6188 EL_DC_GATE_WHITE_GRAY :
6190 TEST_DrawLevelField(x, y);
6195 static void ToggleLightSwitch(int x, int y)
6197 int element = Feld[x][y];
6199 game.light_time_left =
6200 (element == EL_LIGHT_SWITCH ?
6201 level.time_light * FRAMES_PER_SECOND : 0);
6203 RedrawAllLightSwitchesAndInvisibleElements();
6206 static void ActivateTimegateSwitch(int x, int y)
6210 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6212 SCAN_PLAYFIELD(xx, yy)
6214 int element = Feld[xx][yy];
6216 if (element == EL_TIMEGATE_CLOSED ||
6217 element == EL_TIMEGATE_CLOSING)
6219 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6220 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6224 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6226 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6227 TEST_DrawLevelField(xx, yy);
6233 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6234 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6237 static void Impact(int x, int y)
6239 boolean last_line = (y == lev_fieldy - 1);
6240 boolean object_hit = FALSE;
6241 boolean impact = (last_line || object_hit);
6242 int element = Feld[x][y];
6243 int smashed = EL_STEELWALL;
6245 if (!last_line) /* check if element below was hit */
6247 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6250 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6251 MovDir[x][y + 1] != MV_DOWN ||
6252 MovPos[x][y + 1] <= TILEY / 2));
6254 /* do not smash moving elements that left the smashed field in time */
6255 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6256 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6259 #if USE_QUICKSAND_IMPACT_BUGFIX
6260 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6262 RemoveMovingField(x, y + 1);
6263 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6264 Feld[x][y + 2] = EL_ROCK;
6265 TEST_DrawLevelField(x, y + 2);
6270 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6272 RemoveMovingField(x, y + 1);
6273 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6274 Feld[x][y + 2] = EL_ROCK;
6275 TEST_DrawLevelField(x, y + 2);
6282 smashed = MovingOrBlocked2Element(x, y + 1);
6284 impact = (last_line || object_hit);
6287 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6289 SplashAcid(x, y + 1);
6293 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6294 /* only reset graphic animation if graphic really changes after impact */
6296 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6298 ResetGfxAnimation(x, y);
6299 TEST_DrawLevelField(x, y);
6302 if (impact && CAN_EXPLODE_IMPACT(element))
6307 else if (impact && element == EL_PEARL &&
6308 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6310 ResetGfxAnimation(x, y);
6312 Feld[x][y] = EL_PEARL_BREAKING;
6313 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6316 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6318 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6323 if (impact && element == EL_AMOEBA_DROP)
6325 if (object_hit && IS_PLAYER(x, y + 1))
6326 KillPlayerUnlessEnemyProtected(x, y + 1);
6327 else if (object_hit && smashed == EL_PENGUIN)
6331 Feld[x][y] = EL_AMOEBA_GROWING;
6332 Store[x][y] = EL_AMOEBA_WET;
6334 ResetRandomAnimationValue(x, y);
6339 if (object_hit) /* check which object was hit */
6341 if ((CAN_PASS_MAGIC_WALL(element) &&
6342 (smashed == EL_MAGIC_WALL ||
6343 smashed == EL_BD_MAGIC_WALL)) ||
6344 (CAN_PASS_DC_MAGIC_WALL(element) &&
6345 smashed == EL_DC_MAGIC_WALL))
6348 int activated_magic_wall =
6349 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6350 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6351 EL_DC_MAGIC_WALL_ACTIVE);
6353 /* activate magic wall / mill */
6354 SCAN_PLAYFIELD(xx, yy)
6356 if (Feld[xx][yy] == smashed)
6357 Feld[xx][yy] = activated_magic_wall;
6360 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6361 game.magic_wall_active = TRUE;
6363 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6364 SND_MAGIC_WALL_ACTIVATING :
6365 smashed == EL_BD_MAGIC_WALL ?
6366 SND_BD_MAGIC_WALL_ACTIVATING :
6367 SND_DC_MAGIC_WALL_ACTIVATING));
6370 if (IS_PLAYER(x, y + 1))
6372 if (CAN_SMASH_PLAYER(element))
6374 KillPlayerUnlessEnemyProtected(x, y + 1);
6378 else if (smashed == EL_PENGUIN)
6380 if (CAN_SMASH_PLAYER(element))
6386 else if (element == EL_BD_DIAMOND)
6388 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6394 else if (((element == EL_SP_INFOTRON ||
6395 element == EL_SP_ZONK) &&
6396 (smashed == EL_SP_SNIKSNAK ||
6397 smashed == EL_SP_ELECTRON ||
6398 smashed == EL_SP_DISK_ORANGE)) ||
6399 (element == EL_SP_INFOTRON &&
6400 smashed == EL_SP_DISK_YELLOW))
6405 else if (CAN_SMASH_EVERYTHING(element))
6407 if (IS_CLASSIC_ENEMY(smashed) ||
6408 CAN_EXPLODE_SMASHED(smashed))
6413 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6415 if (smashed == EL_LAMP ||
6416 smashed == EL_LAMP_ACTIVE)
6421 else if (smashed == EL_NUT)
6423 Feld[x][y + 1] = EL_NUT_BREAKING;
6424 PlayLevelSound(x, y, SND_NUT_BREAKING);
6425 RaiseScoreElement(EL_NUT);
6428 else if (smashed == EL_PEARL)
6430 ResetGfxAnimation(x, y);
6432 Feld[x][y + 1] = EL_PEARL_BREAKING;
6433 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6436 else if (smashed == EL_DIAMOND)
6438 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6439 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6442 else if (IS_BELT_SWITCH(smashed))
6444 ToggleBeltSwitch(x, y + 1);
6446 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6447 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6448 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6449 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6451 ToggleSwitchgateSwitch(x, y + 1);
6453 else if (smashed == EL_LIGHT_SWITCH ||
6454 smashed == EL_LIGHT_SWITCH_ACTIVE)
6456 ToggleLightSwitch(x, y + 1);
6460 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6462 CheckElementChangeBySide(x, y + 1, smashed, element,
6463 CE_SWITCHED, CH_SIDE_TOP);
6464 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6470 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6475 /* play sound of magic wall / mill */
6477 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6478 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6479 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6481 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6482 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6483 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6484 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6485 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6486 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6491 /* play sound of object that hits the ground */
6492 if (last_line || object_hit)
6493 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6496 inline static void TurnRoundExt(int x, int y)
6508 { 0, 0 }, { 0, 0 }, { 0, 0 },
6513 int left, right, back;
6517 { MV_DOWN, MV_UP, MV_RIGHT },
6518 { MV_UP, MV_DOWN, MV_LEFT },
6520 { MV_LEFT, MV_RIGHT, MV_DOWN },
6524 { MV_RIGHT, MV_LEFT, MV_UP }
6527 int element = Feld[x][y];
6528 int move_pattern = element_info[element].move_pattern;
6530 int old_move_dir = MovDir[x][y];
6531 int left_dir = turn[old_move_dir].left;
6532 int right_dir = turn[old_move_dir].right;
6533 int back_dir = turn[old_move_dir].back;
6535 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6536 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6537 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6538 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6540 int left_x = x + left_dx, left_y = y + left_dy;
6541 int right_x = x + right_dx, right_y = y + right_dy;
6542 int move_x = x + move_dx, move_y = y + move_dy;
6546 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6548 TestIfBadThingTouchesOtherBadThing(x, y);
6550 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6551 MovDir[x][y] = right_dir;
6552 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6553 MovDir[x][y] = left_dir;
6555 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6557 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6560 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6562 TestIfBadThingTouchesOtherBadThing(x, y);
6564 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6565 MovDir[x][y] = left_dir;
6566 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6567 MovDir[x][y] = right_dir;
6569 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6571 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6574 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6576 TestIfBadThingTouchesOtherBadThing(x, y);
6578 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6579 MovDir[x][y] = left_dir;
6580 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6581 MovDir[x][y] = right_dir;
6583 if (MovDir[x][y] != old_move_dir)
6586 else if (element == EL_YAMYAM)
6588 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6589 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6591 if (can_turn_left && can_turn_right)
6592 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6593 else if (can_turn_left)
6594 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6595 else if (can_turn_right)
6596 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6598 MovDir[x][y] = back_dir;
6600 MovDelay[x][y] = 16 + 16 * RND(3);
6602 else if (element == EL_DARK_YAMYAM)
6604 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6606 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6609 if (can_turn_left && can_turn_right)
6610 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6611 else if (can_turn_left)
6612 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6613 else if (can_turn_right)
6614 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6616 MovDir[x][y] = back_dir;
6618 MovDelay[x][y] = 16 + 16 * RND(3);
6620 else if (element == EL_PACMAN)
6622 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6623 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6625 if (can_turn_left && can_turn_right)
6626 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6627 else if (can_turn_left)
6628 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6629 else if (can_turn_right)
6630 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6632 MovDir[x][y] = back_dir;
6634 MovDelay[x][y] = 6 + RND(40);
6636 else if (element == EL_PIG)
6638 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6639 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6640 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6641 boolean should_turn_left, should_turn_right, should_move_on;
6643 int rnd = RND(rnd_value);
6645 should_turn_left = (can_turn_left &&
6647 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6648 y + back_dy + left_dy)));
6649 should_turn_right = (can_turn_right &&
6651 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6652 y + back_dy + right_dy)));
6653 should_move_on = (can_move_on &&
6656 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6657 y + move_dy + left_dy) ||
6658 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6659 y + move_dy + right_dy)));
6661 if (should_turn_left || should_turn_right || should_move_on)
6663 if (should_turn_left && should_turn_right && should_move_on)
6664 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6665 rnd < 2 * rnd_value / 3 ? right_dir :
6667 else if (should_turn_left && should_turn_right)
6668 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6669 else if (should_turn_left && should_move_on)
6670 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6671 else if (should_turn_right && should_move_on)
6672 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6673 else if (should_turn_left)
6674 MovDir[x][y] = left_dir;
6675 else if (should_turn_right)
6676 MovDir[x][y] = right_dir;
6677 else if (should_move_on)
6678 MovDir[x][y] = old_move_dir;
6680 else if (can_move_on && rnd > rnd_value / 8)
6681 MovDir[x][y] = old_move_dir;
6682 else if (can_turn_left && can_turn_right)
6683 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6684 else if (can_turn_left && rnd > rnd_value / 8)
6685 MovDir[x][y] = left_dir;
6686 else if (can_turn_right && rnd > rnd_value/8)
6687 MovDir[x][y] = right_dir;
6689 MovDir[x][y] = back_dir;
6691 xx = x + move_xy[MovDir[x][y]].dx;
6692 yy = y + move_xy[MovDir[x][y]].dy;
6694 if (!IN_LEV_FIELD(xx, yy) ||
6695 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6696 MovDir[x][y] = old_move_dir;
6700 else if (element == EL_DRAGON)
6702 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6703 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6704 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6706 int rnd = RND(rnd_value);
6708 if (can_move_on && rnd > rnd_value / 8)
6709 MovDir[x][y] = old_move_dir;
6710 else if (can_turn_left && can_turn_right)
6711 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6712 else if (can_turn_left && rnd > rnd_value / 8)
6713 MovDir[x][y] = left_dir;
6714 else if (can_turn_right && rnd > rnd_value / 8)
6715 MovDir[x][y] = right_dir;
6717 MovDir[x][y] = back_dir;
6719 xx = x + move_xy[MovDir[x][y]].dx;
6720 yy = y + move_xy[MovDir[x][y]].dy;
6722 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6723 MovDir[x][y] = old_move_dir;
6727 else if (element == EL_MOLE)
6729 boolean can_move_on =
6730 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6731 IS_AMOEBOID(Feld[move_x][move_y]) ||
6732 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6735 boolean can_turn_left =
6736 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6737 IS_AMOEBOID(Feld[left_x][left_y])));
6739 boolean can_turn_right =
6740 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6741 IS_AMOEBOID(Feld[right_x][right_y])));
6743 if (can_turn_left && can_turn_right)
6744 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6745 else if (can_turn_left)
6746 MovDir[x][y] = left_dir;
6748 MovDir[x][y] = right_dir;
6751 if (MovDir[x][y] != old_move_dir)
6754 else if (element == EL_BALLOON)
6756 MovDir[x][y] = game.wind_direction;
6759 else if (element == EL_SPRING)
6761 if (MovDir[x][y] & MV_HORIZONTAL)
6763 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6764 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6766 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6767 ResetGfxAnimation(move_x, move_y);
6768 TEST_DrawLevelField(move_x, move_y);
6770 MovDir[x][y] = back_dir;
6772 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6773 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6774 MovDir[x][y] = MV_NONE;
6779 else if (element == EL_ROBOT ||
6780 element == EL_SATELLITE ||
6781 element == EL_PENGUIN ||
6782 element == EL_EMC_ANDROID)
6784 int attr_x = -1, attr_y = -1;
6795 for (i = 0; i < MAX_PLAYERS; i++)
6797 struct PlayerInfo *player = &stored_player[i];
6798 int jx = player->jx, jy = player->jy;
6800 if (!player->active)
6804 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6812 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6813 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6814 game.engine_version < VERSION_IDENT(3,1,0,0)))
6820 if (element == EL_PENGUIN)
6823 static int xy[4][2] =
6831 for (i = 0; i < NUM_DIRECTIONS; i++)
6833 int ex = x + xy[i][0];
6834 int ey = y + xy[i][1];
6836 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6837 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6838 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6839 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6848 MovDir[x][y] = MV_NONE;
6850 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6851 else if (attr_x > x)
6852 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6854 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6855 else if (attr_y > y)
6856 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6858 if (element == EL_ROBOT)
6862 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6863 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6864 Moving2Blocked(x, y, &newx, &newy);
6866 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6867 MovDelay[x][y] = 8 + 8 * !RND(3);
6869 MovDelay[x][y] = 16;
6871 else if (element == EL_PENGUIN)
6877 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6879 boolean first_horiz = RND(2);
6880 int new_move_dir = MovDir[x][y];
6883 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6884 Moving2Blocked(x, y, &newx, &newy);
6886 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6890 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6891 Moving2Blocked(x, y, &newx, &newy);
6893 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6896 MovDir[x][y] = old_move_dir;
6900 else if (element == EL_SATELLITE)
6906 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6908 boolean first_horiz = RND(2);
6909 int new_move_dir = MovDir[x][y];
6912 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6913 Moving2Blocked(x, y, &newx, &newy);
6915 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6919 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6920 Moving2Blocked(x, y, &newx, &newy);
6922 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6925 MovDir[x][y] = old_move_dir;
6929 else if (element == EL_EMC_ANDROID)
6931 static int check_pos[16] =
6933 -1, /* 0 => (invalid) */
6934 7, /* 1 => MV_LEFT */
6935 3, /* 2 => MV_RIGHT */
6936 -1, /* 3 => (invalid) */
6938 0, /* 5 => MV_LEFT | MV_UP */
6939 2, /* 6 => MV_RIGHT | MV_UP */
6940 -1, /* 7 => (invalid) */
6941 5, /* 8 => MV_DOWN */
6942 6, /* 9 => MV_LEFT | MV_DOWN */
6943 4, /* 10 => MV_RIGHT | MV_DOWN */
6944 -1, /* 11 => (invalid) */
6945 -1, /* 12 => (invalid) */
6946 -1, /* 13 => (invalid) */
6947 -1, /* 14 => (invalid) */
6948 -1, /* 15 => (invalid) */
6956 { -1, -1, MV_LEFT | MV_UP },
6958 { +1, -1, MV_RIGHT | MV_UP },
6959 { +1, 0, MV_RIGHT },
6960 { +1, +1, MV_RIGHT | MV_DOWN },
6962 { -1, +1, MV_LEFT | MV_DOWN },
6965 int start_pos, check_order;
6966 boolean can_clone = FALSE;
6969 /* check if there is any free field around current position */
6970 for (i = 0; i < 8; i++)
6972 int newx = x + check_xy[i].dx;
6973 int newy = y + check_xy[i].dy;
6975 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6983 if (can_clone) /* randomly find an element to clone */
6987 start_pos = check_pos[RND(8)];
6988 check_order = (RND(2) ? -1 : +1);
6990 for (i = 0; i < 8; i++)
6992 int pos_raw = start_pos + i * check_order;
6993 int pos = (pos_raw + 8) % 8;
6994 int newx = x + check_xy[pos].dx;
6995 int newy = y + check_xy[pos].dy;
6997 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6999 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7000 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7002 Store[x][y] = Feld[newx][newy];
7011 if (can_clone) /* randomly find a direction to move */
7015 start_pos = check_pos[RND(8)];
7016 check_order = (RND(2) ? -1 : +1);
7018 for (i = 0; i < 8; i++)
7020 int pos_raw = start_pos + i * check_order;
7021 int pos = (pos_raw + 8) % 8;
7022 int newx = x + check_xy[pos].dx;
7023 int newy = y + check_xy[pos].dy;
7024 int new_move_dir = check_xy[pos].dir;
7026 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7028 MovDir[x][y] = new_move_dir;
7029 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7038 if (can_clone) /* cloning and moving successful */
7041 /* cannot clone -- try to move towards player */
7043 start_pos = check_pos[MovDir[x][y] & 0x0f];
7044 check_order = (RND(2) ? -1 : +1);
7046 for (i = 0; i < 3; i++)
7048 /* first check start_pos, then previous/next or (next/previous) pos */
7049 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7050 int pos = (pos_raw + 8) % 8;
7051 int newx = x + check_xy[pos].dx;
7052 int newy = y + check_xy[pos].dy;
7053 int new_move_dir = check_xy[pos].dir;
7055 if (IS_PLAYER(newx, newy))
7058 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7060 MovDir[x][y] = new_move_dir;
7061 MovDelay[x][y] = level.android_move_time * 8 + 1;
7068 else if (move_pattern == MV_TURNING_LEFT ||
7069 move_pattern == MV_TURNING_RIGHT ||
7070 move_pattern == MV_TURNING_LEFT_RIGHT ||
7071 move_pattern == MV_TURNING_RIGHT_LEFT ||
7072 move_pattern == MV_TURNING_RANDOM ||
7073 move_pattern == MV_ALL_DIRECTIONS)
7075 boolean can_turn_left =
7076 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7077 boolean can_turn_right =
7078 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7080 if (element_info[element].move_stepsize == 0) /* "not moving" */
7083 if (move_pattern == MV_TURNING_LEFT)
7084 MovDir[x][y] = left_dir;
7085 else if (move_pattern == MV_TURNING_RIGHT)
7086 MovDir[x][y] = right_dir;
7087 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7088 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7089 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7090 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7091 else if (move_pattern == MV_TURNING_RANDOM)
7092 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7093 can_turn_right && !can_turn_left ? right_dir :
7094 RND(2) ? left_dir : right_dir);
7095 else if (can_turn_left && can_turn_right)
7096 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7097 else if (can_turn_left)
7098 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7099 else if (can_turn_right)
7100 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7102 MovDir[x][y] = back_dir;
7104 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7106 else if (move_pattern == MV_HORIZONTAL ||
7107 move_pattern == MV_VERTICAL)
7109 if (move_pattern & old_move_dir)
7110 MovDir[x][y] = back_dir;
7111 else if (move_pattern == MV_HORIZONTAL)
7112 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7113 else if (move_pattern == MV_VERTICAL)
7114 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7116 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7118 else if (move_pattern & MV_ANY_DIRECTION)
7120 MovDir[x][y] = move_pattern;
7121 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7123 else if (move_pattern & MV_WIND_DIRECTION)
7125 MovDir[x][y] = game.wind_direction;
7126 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7128 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7130 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7131 MovDir[x][y] = left_dir;
7132 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7133 MovDir[x][y] = right_dir;
7135 if (MovDir[x][y] != old_move_dir)
7136 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7138 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7140 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7141 MovDir[x][y] = right_dir;
7142 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7143 MovDir[x][y] = left_dir;
7145 if (MovDir[x][y] != old_move_dir)
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern == MV_TOWARDS_PLAYER ||
7149 move_pattern == MV_AWAY_FROM_PLAYER)
7151 int attr_x = -1, attr_y = -1;
7153 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7164 for (i = 0; i < MAX_PLAYERS; i++)
7166 struct PlayerInfo *player = &stored_player[i];
7167 int jx = player->jx, jy = player->jy;
7169 if (!player->active)
7173 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7181 MovDir[x][y] = MV_NONE;
7183 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7184 else if (attr_x > x)
7185 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7187 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7188 else if (attr_y > y)
7189 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7191 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7193 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7195 boolean first_horiz = RND(2);
7196 int new_move_dir = MovDir[x][y];
7198 if (element_info[element].move_stepsize == 0) /* "not moving" */
7200 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7201 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7207 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7208 Moving2Blocked(x, y, &newx, &newy);
7210 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7214 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7215 Moving2Blocked(x, y, &newx, &newy);
7217 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7220 MovDir[x][y] = old_move_dir;
7223 else if (move_pattern == MV_WHEN_PUSHED ||
7224 move_pattern == MV_WHEN_DROPPED)
7226 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7227 MovDir[x][y] = MV_NONE;
7231 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7233 static int test_xy[7][2] =
7243 static int test_dir[7] =
7253 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7254 int move_preference = -1000000; /* start with very low preference */
7255 int new_move_dir = MV_NONE;
7256 int start_test = RND(4);
7259 for (i = 0; i < NUM_DIRECTIONS; i++)
7261 int move_dir = test_dir[start_test + i];
7262 int move_dir_preference;
7264 xx = x + test_xy[start_test + i][0];
7265 yy = y + test_xy[start_test + i][1];
7267 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7268 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7270 new_move_dir = move_dir;
7275 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7278 move_dir_preference = -1 * RunnerVisit[xx][yy];
7279 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7280 move_dir_preference = PlayerVisit[xx][yy];
7282 if (move_dir_preference > move_preference)
7284 /* prefer field that has not been visited for the longest time */
7285 move_preference = move_dir_preference;
7286 new_move_dir = move_dir;
7288 else if (move_dir_preference == move_preference &&
7289 move_dir == old_move_dir)
7291 /* prefer last direction when all directions are preferred equally */
7292 move_preference = move_dir_preference;
7293 new_move_dir = move_dir;
7297 MovDir[x][y] = new_move_dir;
7298 if (old_move_dir != new_move_dir)
7299 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7303 static void TurnRound(int x, int y)
7305 int direction = MovDir[x][y];
7309 GfxDir[x][y] = MovDir[x][y];
7311 if (direction != MovDir[x][y])
7315 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7317 ResetGfxFrame(x, y);
7320 static boolean JustBeingPushed(int x, int y)
7324 for (i = 0; i < MAX_PLAYERS; i++)
7326 struct PlayerInfo *player = &stored_player[i];
7328 if (player->active && player->is_pushing && player->MovPos)
7330 int next_jx = player->jx + (player->jx - player->last_jx);
7331 int next_jy = player->jy + (player->jy - player->last_jy);
7333 if (x == next_jx && y == next_jy)
7341 static void StartMoving(int x, int y)
7343 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7344 int element = Feld[x][y];
7349 if (MovDelay[x][y] == 0)
7350 GfxAction[x][y] = ACTION_DEFAULT;
7352 if (CAN_FALL(element) && y < lev_fieldy - 1)
7354 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7355 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7356 if (JustBeingPushed(x, y))
7359 if (element == EL_QUICKSAND_FULL)
7361 if (IS_FREE(x, y + 1))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7366 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7367 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7368 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7369 Store[x][y] = EL_ROCK;
7371 Store[x][y] = EL_ROCK;
7374 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7376 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7378 if (!MovDelay[x][y])
7380 MovDelay[x][y] = TILEY + 1;
7382 ResetGfxAnimation(x, y);
7383 ResetGfxAnimation(x, y + 1);
7388 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7389 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7396 Feld[x][y] = EL_QUICKSAND_EMPTY;
7397 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7398 Store[x][y + 1] = Store[x][y];
7401 PlayLevelSoundAction(x, y, ACTION_FILLING);
7403 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7405 if (!MovDelay[x][y])
7407 MovDelay[x][y] = TILEY + 1;
7409 ResetGfxAnimation(x, y);
7410 ResetGfxAnimation(x, y + 1);
7415 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7416 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7423 Feld[x][y] = EL_QUICKSAND_EMPTY;
7424 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7425 Store[x][y + 1] = Store[x][y];
7428 PlayLevelSoundAction(x, y, ACTION_FILLING);
7431 else if (element == EL_QUICKSAND_FAST_FULL)
7433 if (IS_FREE(x, y + 1))
7435 InitMovingField(x, y, MV_DOWN);
7436 started_moving = TRUE;
7438 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7439 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7440 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7441 Store[x][y] = EL_ROCK;
7443 Store[x][y] = EL_ROCK;
7446 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7448 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7450 if (!MovDelay[x][y])
7452 MovDelay[x][y] = TILEY + 1;
7454 ResetGfxAnimation(x, y);
7455 ResetGfxAnimation(x, y + 1);
7460 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7461 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7469 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7470 Store[x][y + 1] = Store[x][y];
7473 PlayLevelSoundAction(x, y, ACTION_FILLING);
7475 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7477 if (!MovDelay[x][y])
7479 MovDelay[x][y] = TILEY + 1;
7481 ResetGfxAnimation(x, y);
7482 ResetGfxAnimation(x, y + 1);
7487 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7488 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7495 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7496 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7497 Store[x][y + 1] = Store[x][y];
7500 PlayLevelSoundAction(x, y, ACTION_FILLING);
7503 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7504 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7506 InitMovingField(x, y, MV_DOWN);
7507 started_moving = TRUE;
7509 Feld[x][y] = EL_QUICKSAND_FILLING;
7510 Store[x][y] = element;
7512 PlayLevelSoundAction(x, y, ACTION_FILLING);
7514 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7515 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7517 InitMovingField(x, y, MV_DOWN);
7518 started_moving = TRUE;
7520 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7521 Store[x][y] = element;
7523 PlayLevelSoundAction(x, y, ACTION_FILLING);
7525 else if (element == EL_MAGIC_WALL_FULL)
7527 if (IS_FREE(x, y + 1))
7529 InitMovingField(x, y, MV_DOWN);
7530 started_moving = TRUE;
7532 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7533 Store[x][y] = EL_CHANGED(Store[x][y]);
7535 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7537 if (!MovDelay[x][y])
7538 MovDelay[x][y] = TILEY / 4 + 1;
7547 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7548 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7549 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7553 else if (element == EL_BD_MAGIC_WALL_FULL)
7555 if (IS_FREE(x, y + 1))
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7561 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7563 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7565 if (!MovDelay[x][y])
7566 MovDelay[x][y] = TILEY / 4 + 1;
7575 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7576 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7577 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7581 else if (element == EL_DC_MAGIC_WALL_FULL)
7583 if (IS_FREE(x, y + 1))
7585 InitMovingField(x, y, MV_DOWN);
7586 started_moving = TRUE;
7588 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7589 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7591 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7593 if (!MovDelay[x][y])
7594 MovDelay[x][y] = TILEY / 4 + 1;
7603 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7604 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7605 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7609 else if ((CAN_PASS_MAGIC_WALL(element) &&
7610 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7611 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7612 (CAN_PASS_DC_MAGIC_WALL(element) &&
7613 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7616 InitMovingField(x, y, MV_DOWN);
7617 started_moving = TRUE;
7620 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7621 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7622 EL_DC_MAGIC_WALL_FILLING);
7623 Store[x][y] = element;
7625 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7627 SplashAcid(x, y + 1);
7629 InitMovingField(x, y, MV_DOWN);
7630 started_moving = TRUE;
7632 Store[x][y] = EL_ACID;
7635 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7636 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7637 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7638 CAN_FALL(element) && WasJustFalling[x][y] &&
7639 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7641 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7642 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7643 (Feld[x][y + 1] == EL_BLOCKED)))
7645 /* this is needed for a special case not covered by calling "Impact()"
7646 from "ContinueMoving()": if an element moves to a tile directly below
7647 another element which was just falling on that tile (which was empty
7648 in the previous frame), the falling element above would just stop
7649 instead of smashing the element below (in previous version, the above
7650 element was just checked for "moving" instead of "falling", resulting
7651 in incorrect smashes caused by horizontal movement of the above
7652 element; also, the case of the player being the element to smash was
7653 simply not covered here... :-/ ) */
7655 CheckCollision[x][y] = 0;
7656 CheckImpact[x][y] = 0;
7660 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7662 if (MovDir[x][y] == MV_NONE)
7664 InitMovingField(x, y, MV_DOWN);
7665 started_moving = TRUE;
7668 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7670 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7671 MovDir[x][y] = MV_DOWN;
7673 InitMovingField(x, y, MV_DOWN);
7674 started_moving = TRUE;
7676 else if (element == EL_AMOEBA_DROP)
7678 Feld[x][y] = EL_AMOEBA_GROWING;
7679 Store[x][y] = EL_AMOEBA_WET;
7681 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7682 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7683 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7684 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7686 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7687 (IS_FREE(x - 1, y + 1) ||
7688 Feld[x - 1][y + 1] == EL_ACID));
7689 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7690 (IS_FREE(x + 1, y + 1) ||
7691 Feld[x + 1][y + 1] == EL_ACID));
7692 boolean can_fall_any = (can_fall_left || can_fall_right);
7693 boolean can_fall_both = (can_fall_left && can_fall_right);
7694 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7696 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7698 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7699 can_fall_right = FALSE;
7700 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7701 can_fall_left = FALSE;
7702 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7703 can_fall_right = FALSE;
7704 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7705 can_fall_left = FALSE;
7707 can_fall_any = (can_fall_left || can_fall_right);
7708 can_fall_both = FALSE;
7713 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7714 can_fall_right = FALSE; /* slip down on left side */
7716 can_fall_left = !(can_fall_right = RND(2));
7718 can_fall_both = FALSE;
7723 /* if not determined otherwise, prefer left side for slipping down */
7724 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7725 started_moving = TRUE;
7728 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7730 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7731 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7732 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7733 int belt_dir = game.belt_dir[belt_nr];
7735 if ((belt_dir == MV_LEFT && left_is_free) ||
7736 (belt_dir == MV_RIGHT && right_is_free))
7738 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7740 InitMovingField(x, y, belt_dir);
7741 started_moving = TRUE;
7743 Pushed[x][y] = TRUE;
7744 Pushed[nextx][y] = TRUE;
7746 GfxAction[x][y] = ACTION_DEFAULT;
7750 MovDir[x][y] = 0; /* if element was moving, stop it */
7755 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7756 if (CAN_MOVE(element) && !started_moving)
7758 int move_pattern = element_info[element].move_pattern;
7761 Moving2Blocked(x, y, &newx, &newy);
7763 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7766 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7767 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7769 WasJustMoving[x][y] = 0;
7770 CheckCollision[x][y] = 0;
7772 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7774 if (Feld[x][y] != element) /* element has changed */
7778 if (!MovDelay[x][y]) /* start new movement phase */
7780 /* all objects that can change their move direction after each step
7781 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7783 if (element != EL_YAMYAM &&
7784 element != EL_DARK_YAMYAM &&
7785 element != EL_PACMAN &&
7786 !(move_pattern & MV_ANY_DIRECTION) &&
7787 move_pattern != MV_TURNING_LEFT &&
7788 move_pattern != MV_TURNING_RIGHT &&
7789 move_pattern != MV_TURNING_LEFT_RIGHT &&
7790 move_pattern != MV_TURNING_RIGHT_LEFT &&
7791 move_pattern != MV_TURNING_RANDOM)
7795 if (MovDelay[x][y] && (element == EL_BUG ||
7796 element == EL_SPACESHIP ||
7797 element == EL_SP_SNIKSNAK ||
7798 element == EL_SP_ELECTRON ||
7799 element == EL_MOLE))
7800 TEST_DrawLevelField(x, y);
7804 if (MovDelay[x][y]) /* wait some time before next movement */
7808 if (element == EL_ROBOT ||
7809 element == EL_YAMYAM ||
7810 element == EL_DARK_YAMYAM)
7812 DrawLevelElementAnimationIfNeeded(x, y, element);
7813 PlayLevelSoundAction(x, y, ACTION_WAITING);
7815 else if (element == EL_SP_ELECTRON)
7816 DrawLevelElementAnimationIfNeeded(x, y, element);
7817 else if (element == EL_DRAGON)
7820 int dir = MovDir[x][y];
7821 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7822 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7823 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7824 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7825 dir == MV_UP ? IMG_FLAMES_1_UP :
7826 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7827 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7829 GfxAction[x][y] = ACTION_ATTACKING;
7831 if (IS_PLAYER(x, y))
7832 DrawPlayerField(x, y);
7834 TEST_DrawLevelField(x, y);
7836 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7838 for (i = 1; i <= 3; i++)
7840 int xx = x + i * dx;
7841 int yy = y + i * dy;
7842 int sx = SCREENX(xx);
7843 int sy = SCREENY(yy);
7844 int flame_graphic = graphic + (i - 1);
7846 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7851 int flamed = MovingOrBlocked2Element(xx, yy);
7853 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7856 RemoveMovingField(xx, yy);
7858 ChangeDelay[xx][yy] = 0;
7860 Feld[xx][yy] = EL_FLAMES;
7862 if (IN_SCR_FIELD(sx, sy))
7864 TEST_DrawLevelFieldCrumbled(xx, yy);
7865 DrawGraphic(sx, sy, flame_graphic, frame);
7870 if (Feld[xx][yy] == EL_FLAMES)
7871 Feld[xx][yy] = EL_EMPTY;
7872 TEST_DrawLevelField(xx, yy);
7877 if (MovDelay[x][y]) /* element still has to wait some time */
7879 PlayLevelSoundAction(x, y, ACTION_WAITING);
7885 /* now make next step */
7887 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7889 if (DONT_COLLIDE_WITH(element) &&
7890 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7891 !PLAYER_ENEMY_PROTECTED(newx, newy))
7893 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7898 else if (CAN_MOVE_INTO_ACID(element) &&
7899 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7900 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7901 (MovDir[x][y] == MV_DOWN ||
7902 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7904 SplashAcid(newx, newy);
7905 Store[x][y] = EL_ACID;
7907 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7909 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7910 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7911 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7912 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7915 TEST_DrawLevelField(x, y);
7917 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7918 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7919 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7921 local_player->friends_still_needed--;
7922 if (!local_player->friends_still_needed &&
7923 !local_player->GameOver && AllPlayersGone)
7924 PlayerWins(local_player);
7928 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7930 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7931 TEST_DrawLevelField(newx, newy);
7933 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7935 else if (!IS_FREE(newx, newy))
7937 GfxAction[x][y] = ACTION_WAITING;
7939 if (IS_PLAYER(x, y))
7940 DrawPlayerField(x, y);
7942 TEST_DrawLevelField(x, y);
7947 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7949 if (IS_FOOD_PIG(Feld[newx][newy]))
7951 if (IS_MOVING(newx, newy))
7952 RemoveMovingField(newx, newy);
7955 Feld[newx][newy] = EL_EMPTY;
7956 TEST_DrawLevelField(newx, newy);
7959 PlayLevelSound(x, y, SND_PIG_DIGGING);
7961 else if (!IS_FREE(newx, newy))
7963 if (IS_PLAYER(x, y))
7964 DrawPlayerField(x, y);
7966 TEST_DrawLevelField(x, y);
7971 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7973 if (Store[x][y] != EL_EMPTY)
7975 boolean can_clone = FALSE;
7978 /* check if element to clone is still there */
7979 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7981 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7989 /* cannot clone or target field not free anymore -- do not clone */
7990 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7991 Store[x][y] = EL_EMPTY;
7994 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7996 if (IS_MV_DIAGONAL(MovDir[x][y]))
7998 int diagonal_move_dir = MovDir[x][y];
7999 int stored = Store[x][y];
8000 int change_delay = 8;
8003 /* android is moving diagonally */
8005 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8007 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8008 GfxElement[x][y] = EL_EMC_ANDROID;
8009 GfxAction[x][y] = ACTION_SHRINKING;
8010 GfxDir[x][y] = diagonal_move_dir;
8011 ChangeDelay[x][y] = change_delay;
8013 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8016 DrawLevelGraphicAnimation(x, y, graphic);
8017 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8019 if (Feld[newx][newy] == EL_ACID)
8021 SplashAcid(newx, newy);
8026 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8028 Store[newx][newy] = EL_EMC_ANDROID;
8029 GfxElement[newx][newy] = EL_EMC_ANDROID;
8030 GfxAction[newx][newy] = ACTION_GROWING;
8031 GfxDir[newx][newy] = diagonal_move_dir;
8032 ChangeDelay[newx][newy] = change_delay;
8034 graphic = el_act_dir2img(GfxElement[newx][newy],
8035 GfxAction[newx][newy], GfxDir[newx][newy]);
8037 DrawLevelGraphicAnimation(newx, newy, graphic);
8038 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8044 Feld[newx][newy] = EL_EMPTY;
8045 TEST_DrawLevelField(newx, newy);
8047 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8050 else if (!IS_FREE(newx, newy))
8055 else if (IS_CUSTOM_ELEMENT(element) &&
8056 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8058 if (!DigFieldByCE(newx, newy, element))
8061 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8063 RunnerVisit[x][y] = FrameCounter;
8064 PlayerVisit[x][y] /= 8; /* expire player visit path */
8067 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8069 if (!IS_FREE(newx, newy))
8071 if (IS_PLAYER(x, y))
8072 DrawPlayerField(x, y);
8074 TEST_DrawLevelField(x, y);
8080 boolean wanna_flame = !RND(10);
8081 int dx = newx - x, dy = newy - y;
8082 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8083 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8084 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8085 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8086 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8087 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8090 IS_CLASSIC_ENEMY(element1) ||
8091 IS_CLASSIC_ENEMY(element2)) &&
8092 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8093 element1 != EL_FLAMES && element2 != EL_FLAMES)
8095 ResetGfxAnimation(x, y);
8096 GfxAction[x][y] = ACTION_ATTACKING;
8098 if (IS_PLAYER(x, y))
8099 DrawPlayerField(x, y);
8101 TEST_DrawLevelField(x, y);
8103 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8105 MovDelay[x][y] = 50;
8107 Feld[newx][newy] = EL_FLAMES;
8108 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8109 Feld[newx1][newy1] = EL_FLAMES;
8110 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8111 Feld[newx2][newy2] = EL_FLAMES;
8117 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8118 Feld[newx][newy] == EL_DIAMOND)
8120 if (IS_MOVING(newx, newy))
8121 RemoveMovingField(newx, newy);
8124 Feld[newx][newy] = EL_EMPTY;
8125 TEST_DrawLevelField(newx, newy);
8128 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8130 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8131 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8133 if (AmoebaNr[newx][newy])
8135 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8136 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8137 Feld[newx][newy] == EL_BD_AMOEBA)
8138 AmoebaCnt[AmoebaNr[newx][newy]]--;
8141 if (IS_MOVING(newx, newy))
8143 RemoveMovingField(newx, newy);
8147 Feld[newx][newy] = EL_EMPTY;
8148 TEST_DrawLevelField(newx, newy);
8151 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8153 else if ((element == EL_PACMAN || element == EL_MOLE)
8154 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8156 if (AmoebaNr[newx][newy])
8158 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8159 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8160 Feld[newx][newy] == EL_BD_AMOEBA)
8161 AmoebaCnt[AmoebaNr[newx][newy]]--;
8164 if (element == EL_MOLE)
8166 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8167 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8169 ResetGfxAnimation(x, y);
8170 GfxAction[x][y] = ACTION_DIGGING;
8171 TEST_DrawLevelField(x, y);
8173 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8175 return; /* wait for shrinking amoeba */
8177 else /* element == EL_PACMAN */
8179 Feld[newx][newy] = EL_EMPTY;
8180 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8184 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8185 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8186 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8188 /* wait for shrinking amoeba to completely disappear */
8191 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8193 /* object was running against a wall */
8197 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8198 DrawLevelElementAnimation(x, y, element);
8200 if (DONT_TOUCH(element))
8201 TestIfBadThingTouchesPlayer(x, y);
8206 InitMovingField(x, y, MovDir[x][y]);
8208 PlayLevelSoundAction(x, y, ACTION_MOVING);
8212 ContinueMoving(x, y);
8215 void ContinueMoving(int x, int y)
8217 int element = Feld[x][y];
8218 struct ElementInfo *ei = &element_info[element];
8219 int direction = MovDir[x][y];
8220 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8221 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8222 int newx = x + dx, newy = y + dy;
8223 int stored = Store[x][y];
8224 int stored_new = Store[newx][newy];
8225 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8226 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8227 boolean last_line = (newy == lev_fieldy - 1);
8229 MovPos[x][y] += getElementMoveStepsize(x, y);
8231 if (pushed_by_player) /* special case: moving object pushed by player */
8232 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8234 if (ABS(MovPos[x][y]) < TILEX)
8236 TEST_DrawLevelField(x, y);
8238 return; /* element is still moving */
8241 /* element reached destination field */
8243 Feld[x][y] = EL_EMPTY;
8244 Feld[newx][newy] = element;
8245 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8247 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8249 element = Feld[newx][newy] = EL_ACID;
8251 else if (element == EL_MOLE)
8253 Feld[x][y] = EL_SAND;
8255 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8257 else if (element == EL_QUICKSAND_FILLING)
8259 element = Feld[newx][newy] = get_next_element(element);
8260 Store[newx][newy] = Store[x][y];
8262 else if (element == EL_QUICKSAND_EMPTYING)
8264 Feld[x][y] = get_next_element(element);
8265 element = Feld[newx][newy] = Store[x][y];
8267 else if (element == EL_QUICKSAND_FAST_FILLING)
8269 element = Feld[newx][newy] = get_next_element(element);
8270 Store[newx][newy] = Store[x][y];
8272 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8274 Feld[x][y] = get_next_element(element);
8275 element = Feld[newx][newy] = Store[x][y];
8277 else if (element == EL_MAGIC_WALL_FILLING)
8279 element = Feld[newx][newy] = get_next_element(element);
8280 if (!game.magic_wall_active)
8281 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8282 Store[newx][newy] = Store[x][y];
8284 else if (element == EL_MAGIC_WALL_EMPTYING)
8286 Feld[x][y] = get_next_element(element);
8287 if (!game.magic_wall_active)
8288 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8289 element = Feld[newx][newy] = Store[x][y];
8291 InitField(newx, newy, FALSE);
8293 else if (element == EL_BD_MAGIC_WALL_FILLING)
8295 element = Feld[newx][newy] = get_next_element(element);
8296 if (!game.magic_wall_active)
8297 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8298 Store[newx][newy] = Store[x][y];
8300 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8302 Feld[x][y] = get_next_element(element);
8303 if (!game.magic_wall_active)
8304 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8305 element = Feld[newx][newy] = Store[x][y];
8307 InitField(newx, newy, FALSE);
8309 else if (element == EL_DC_MAGIC_WALL_FILLING)
8311 element = Feld[newx][newy] = get_next_element(element);
8312 if (!game.magic_wall_active)
8313 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8314 Store[newx][newy] = Store[x][y];
8316 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8318 Feld[x][y] = get_next_element(element);
8319 if (!game.magic_wall_active)
8320 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8321 element = Feld[newx][newy] = Store[x][y];
8323 InitField(newx, newy, FALSE);
8325 else if (element == EL_AMOEBA_DROPPING)
8327 Feld[x][y] = get_next_element(element);
8328 element = Feld[newx][newy] = Store[x][y];
8330 else if (element == EL_SOKOBAN_OBJECT)
8333 Feld[x][y] = Back[x][y];
8335 if (Back[newx][newy])
8336 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8338 Back[x][y] = Back[newx][newy] = 0;
8341 Store[x][y] = EL_EMPTY;
8346 MovDelay[newx][newy] = 0;
8348 if (CAN_CHANGE_OR_HAS_ACTION(element))
8350 /* copy element change control values to new field */
8351 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8352 ChangePage[newx][newy] = ChangePage[x][y];
8353 ChangeCount[newx][newy] = ChangeCount[x][y];
8354 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8357 CustomValue[newx][newy] = CustomValue[x][y];
8359 ChangeDelay[x][y] = 0;
8360 ChangePage[x][y] = -1;
8361 ChangeCount[x][y] = 0;
8362 ChangeEvent[x][y] = -1;
8364 CustomValue[x][y] = 0;
8366 /* copy animation control values to new field */
8367 GfxFrame[newx][newy] = GfxFrame[x][y];
8368 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8369 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8370 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8372 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8374 /* some elements can leave other elements behind after moving */
8375 if (ei->move_leave_element != EL_EMPTY &&
8376 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8377 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8379 int move_leave_element = ei->move_leave_element;
8381 /* this makes it possible to leave the removed element again */
8382 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8383 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8385 Feld[x][y] = move_leave_element;
8387 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8388 MovDir[x][y] = direction;
8390 InitField(x, y, FALSE);
8392 if (GFX_CRUMBLED(Feld[x][y]))
8393 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8395 if (ELEM_IS_PLAYER(move_leave_element))
8396 RelocatePlayer(x, y, move_leave_element);
8399 /* do this after checking for left-behind element */
8400 ResetGfxAnimation(x, y); /* reset animation values for old field */
8402 if (!CAN_MOVE(element) ||
8403 (CAN_FALL(element) && direction == MV_DOWN &&
8404 (element == EL_SPRING ||
8405 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8406 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8407 GfxDir[x][y] = MovDir[newx][newy] = 0;
8409 TEST_DrawLevelField(x, y);
8410 TEST_DrawLevelField(newx, newy);
8412 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8414 /* prevent pushed element from moving on in pushed direction */
8415 if (pushed_by_player && CAN_MOVE(element) &&
8416 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8417 !(element_info[element].move_pattern & direction))
8418 TurnRound(newx, newy);
8420 /* prevent elements on conveyor belt from moving on in last direction */
8421 if (pushed_by_conveyor && CAN_FALL(element) &&
8422 direction & MV_HORIZONTAL)
8423 MovDir[newx][newy] = 0;
8425 if (!pushed_by_player)
8427 int nextx = newx + dx, nexty = newy + dy;
8428 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8430 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8432 if (CAN_FALL(element) && direction == MV_DOWN)
8433 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8435 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8436 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8438 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8439 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8442 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8444 TestIfBadThingTouchesPlayer(newx, newy);
8445 TestIfBadThingTouchesFriend(newx, newy);
8447 if (!IS_CUSTOM_ELEMENT(element))
8448 TestIfBadThingTouchesOtherBadThing(newx, newy);
8450 else if (element == EL_PENGUIN)
8451 TestIfFriendTouchesBadThing(newx, newy);
8453 if (DONT_GET_HIT_BY(element))
8455 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8458 /* give the player one last chance (one more frame) to move away */
8459 if (CAN_FALL(element) && direction == MV_DOWN &&
8460 (last_line || (!IS_FREE(x, newy + 1) &&
8461 (!IS_PLAYER(x, newy + 1) ||
8462 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8465 if (pushed_by_player && !game.use_change_when_pushing_bug)
8467 int push_side = MV_DIR_OPPOSITE(direction);
8468 struct PlayerInfo *player = PLAYERINFO(x, y);
8470 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8471 player->index_bit, push_side);
8472 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8473 player->index_bit, push_side);
8476 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8477 MovDelay[newx][newy] = 1;
8479 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8481 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8482 TestIfElementHitsCustomElement(newx, newy, direction);
8483 TestIfPlayerTouchesCustomElement(newx, newy);
8484 TestIfElementTouchesCustomElement(newx, newy);
8486 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8487 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8488 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8489 MV_DIR_OPPOSITE(direction));
8492 int AmoebeNachbarNr(int ax, int ay)
8495 int element = Feld[ax][ay];
8497 static int xy[4][2] =
8505 for (i = 0; i < NUM_DIRECTIONS; i++)
8507 int x = ax + xy[i][0];
8508 int y = ay + xy[i][1];
8510 if (!IN_LEV_FIELD(x, y))
8513 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8514 group_nr = AmoebaNr[x][y];
8520 static void AmoebenVereinigen(int ax, int ay)
8522 int i, x, y, xx, yy;
8523 int new_group_nr = AmoebaNr[ax][ay];
8524 static int xy[4][2] =
8532 if (new_group_nr == 0)
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8540 if (!IN_LEV_FIELD(x, y))
8543 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8544 Feld[x][y] == EL_BD_AMOEBA ||
8545 Feld[x][y] == EL_AMOEBA_DEAD) &&
8546 AmoebaNr[x][y] != new_group_nr)
8548 int old_group_nr = AmoebaNr[x][y];
8550 if (old_group_nr == 0)
8553 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8554 AmoebaCnt[old_group_nr] = 0;
8555 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8556 AmoebaCnt2[old_group_nr] = 0;
8558 SCAN_PLAYFIELD(xx, yy)
8560 if (AmoebaNr[xx][yy] == old_group_nr)
8561 AmoebaNr[xx][yy] = new_group_nr;
8567 void AmoebeUmwandeln(int ax, int ay)
8571 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8573 int group_nr = AmoebaNr[ax][ay];
8578 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8579 printf("AmoebeUmwandeln(): This should never happen!\n");
8584 SCAN_PLAYFIELD(x, y)
8586 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8589 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8593 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8594 SND_AMOEBA_TURNING_TO_GEM :
8595 SND_AMOEBA_TURNING_TO_ROCK));
8600 static int xy[4][2] =
8608 for (i = 0; i < NUM_DIRECTIONS; i++)
8613 if (!IN_LEV_FIELD(x, y))
8616 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8618 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8619 SND_AMOEBA_TURNING_TO_GEM :
8620 SND_AMOEBA_TURNING_TO_ROCK));
8627 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8630 int group_nr = AmoebaNr[ax][ay];
8631 boolean done = FALSE;
8636 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8637 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8642 SCAN_PLAYFIELD(x, y)
8644 if (AmoebaNr[x][y] == group_nr &&
8645 (Feld[x][y] == EL_AMOEBA_DEAD ||
8646 Feld[x][y] == EL_BD_AMOEBA ||
8647 Feld[x][y] == EL_AMOEBA_GROWING))
8650 Feld[x][y] = new_element;
8651 InitField(x, y, FALSE);
8652 TEST_DrawLevelField(x, y);
8658 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8659 SND_BD_AMOEBA_TURNING_TO_ROCK :
8660 SND_BD_AMOEBA_TURNING_TO_GEM));
8663 static void AmoebeWaechst(int x, int y)
8665 static unsigned int sound_delay = 0;
8666 static unsigned int sound_delay_value = 0;
8668 if (!MovDelay[x][y]) /* start new growing cycle */
8672 if (DelayReached(&sound_delay, sound_delay_value))
8674 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8675 sound_delay_value = 30;
8679 if (MovDelay[x][y]) /* wait some time before growing bigger */
8682 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8684 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8685 6 - MovDelay[x][y]);
8687 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8690 if (!MovDelay[x][y])
8692 Feld[x][y] = Store[x][y];
8694 TEST_DrawLevelField(x, y);
8699 static void AmoebaDisappearing(int x, int y)
8701 static unsigned int sound_delay = 0;
8702 static unsigned int sound_delay_value = 0;
8704 if (!MovDelay[x][y]) /* start new shrinking cycle */
8708 if (DelayReached(&sound_delay, sound_delay_value))
8709 sound_delay_value = 30;
8712 if (MovDelay[x][y]) /* wait some time before shrinking */
8715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8717 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8718 6 - MovDelay[x][y]);
8720 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8723 if (!MovDelay[x][y])
8725 Feld[x][y] = EL_EMPTY;
8726 TEST_DrawLevelField(x, y);
8728 /* don't let mole enter this field in this cycle;
8729 (give priority to objects falling to this field from above) */
8735 static void AmoebeAbleger(int ax, int ay)
8738 int element = Feld[ax][ay];
8739 int graphic = el2img(element);
8740 int newax = ax, neway = ay;
8741 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8742 static int xy[4][2] =
8750 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8752 Feld[ax][ay] = EL_AMOEBA_DEAD;
8753 TEST_DrawLevelField(ax, ay);
8757 if (IS_ANIMATED(graphic))
8758 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8760 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8761 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8763 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8766 if (MovDelay[ax][ay])
8770 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8773 int x = ax + xy[start][0];
8774 int y = ay + xy[start][1];
8776 if (!IN_LEV_FIELD(x, y))
8779 if (IS_FREE(x, y) ||
8780 CAN_GROW_INTO(Feld[x][y]) ||
8781 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8782 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8788 if (newax == ax && neway == ay)
8791 else /* normal or "filled" (BD style) amoeba */
8794 boolean waiting_for_player = FALSE;
8796 for (i = 0; i < NUM_DIRECTIONS; i++)
8798 int j = (start + i) % 4;
8799 int x = ax + xy[j][0];
8800 int y = ay + xy[j][1];
8802 if (!IN_LEV_FIELD(x, y))
8805 if (IS_FREE(x, y) ||
8806 CAN_GROW_INTO(Feld[x][y]) ||
8807 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8808 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8814 else if (IS_PLAYER(x, y))
8815 waiting_for_player = TRUE;
8818 if (newax == ax && neway == ay) /* amoeba cannot grow */
8820 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8822 Feld[ax][ay] = EL_AMOEBA_DEAD;
8823 TEST_DrawLevelField(ax, ay);
8824 AmoebaCnt[AmoebaNr[ax][ay]]--;
8826 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8828 if (element == EL_AMOEBA_FULL)
8829 AmoebeUmwandeln(ax, ay);
8830 else if (element == EL_BD_AMOEBA)
8831 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8836 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8838 /* amoeba gets larger by growing in some direction */
8840 int new_group_nr = AmoebaNr[ax][ay];
8843 if (new_group_nr == 0)
8845 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8846 printf("AmoebeAbleger(): This should never happen!\n");
8851 AmoebaNr[newax][neway] = new_group_nr;
8852 AmoebaCnt[new_group_nr]++;
8853 AmoebaCnt2[new_group_nr]++;
8855 /* if amoeba touches other amoeba(s) after growing, unify them */
8856 AmoebenVereinigen(newax, neway);
8858 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8860 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8866 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8867 (neway == lev_fieldy - 1 && newax != ax))
8869 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8870 Store[newax][neway] = element;
8872 else if (neway == ay || element == EL_EMC_DRIPPER)
8874 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8876 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8880 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8881 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8882 Store[ax][ay] = EL_AMOEBA_DROP;
8883 ContinueMoving(ax, ay);
8887 TEST_DrawLevelField(newax, neway);
8890 static void Life(int ax, int ay)
8894 int element = Feld[ax][ay];
8895 int graphic = el2img(element);
8896 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8898 boolean changed = FALSE;
8900 if (IS_ANIMATED(graphic))
8901 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8906 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8907 MovDelay[ax][ay] = life_time;
8909 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8912 if (MovDelay[ax][ay])
8916 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8918 int xx = ax+x1, yy = ay+y1;
8921 if (!IN_LEV_FIELD(xx, yy))
8924 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8926 int x = xx+x2, y = yy+y2;
8928 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8931 if (((Feld[x][y] == element ||
8932 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8934 (IS_FREE(x, y) && Stop[x][y]))
8938 if (xx == ax && yy == ay) /* field in the middle */
8940 if (nachbarn < life_parameter[0] ||
8941 nachbarn > life_parameter[1])
8943 Feld[xx][yy] = EL_EMPTY;
8945 TEST_DrawLevelField(xx, yy);
8946 Stop[xx][yy] = TRUE;
8950 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8951 { /* free border field */
8952 if (nachbarn >= life_parameter[2] &&
8953 nachbarn <= life_parameter[3])
8955 Feld[xx][yy] = element;
8956 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8958 TEST_DrawLevelField(xx, yy);
8959 Stop[xx][yy] = TRUE;
8966 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8967 SND_GAME_OF_LIFE_GROWING);
8970 static void InitRobotWheel(int x, int y)
8972 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8975 static void RunRobotWheel(int x, int y)
8977 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8980 static void StopRobotWheel(int x, int y)
8982 if (ZX == x && ZY == y)
8986 game.robot_wheel_active = FALSE;
8990 static void InitTimegateWheel(int x, int y)
8992 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8995 static void RunTimegateWheel(int x, int y)
8997 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9000 static void InitMagicBallDelay(int x, int y)
9002 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9005 static void ActivateMagicBall(int bx, int by)
9009 if (level.ball_random)
9011 int pos_border = RND(8); /* select one of the eight border elements */
9012 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9013 int xx = pos_content % 3;
9014 int yy = pos_content / 3;
9019 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9020 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9024 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9026 int xx = x - bx + 1;
9027 int yy = y - by + 1;
9029 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9030 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9034 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9037 static void CheckExit(int x, int y)
9039 if (local_player->gems_still_needed > 0 ||
9040 local_player->sokobanfields_still_needed > 0 ||
9041 local_player->lights_still_needed > 0)
9043 int element = Feld[x][y];
9044 int graphic = el2img(element);
9046 if (IS_ANIMATED(graphic))
9047 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9052 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9055 Feld[x][y] = EL_EXIT_OPENING;
9057 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9060 static void CheckExitEM(int x, int y)
9062 if (local_player->gems_still_needed > 0 ||
9063 local_player->sokobanfields_still_needed > 0 ||
9064 local_player->lights_still_needed > 0)
9066 int element = Feld[x][y];
9067 int graphic = el2img(element);
9069 if (IS_ANIMATED(graphic))
9070 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9075 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9078 Feld[x][y] = EL_EM_EXIT_OPENING;
9080 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9083 static void CheckExitSteel(int x, int y)
9085 if (local_player->gems_still_needed > 0 ||
9086 local_player->sokobanfields_still_needed > 0 ||
9087 local_player->lights_still_needed > 0)
9089 int element = Feld[x][y];
9090 int graphic = el2img(element);
9092 if (IS_ANIMATED(graphic))
9093 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9098 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9101 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9103 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9106 static void CheckExitSteelEM(int x, int y)
9108 if (local_player->gems_still_needed > 0 ||
9109 local_player->sokobanfields_still_needed > 0 ||
9110 local_player->lights_still_needed > 0)
9112 int element = Feld[x][y];
9113 int graphic = el2img(element);
9115 if (IS_ANIMATED(graphic))
9116 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9121 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9124 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9126 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9129 static void CheckExitSP(int x, int y)
9131 if (local_player->gems_still_needed > 0)
9133 int element = Feld[x][y];
9134 int graphic = el2img(element);
9136 if (IS_ANIMATED(graphic))
9137 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9142 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9145 Feld[x][y] = EL_SP_EXIT_OPENING;
9147 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9150 static void CloseAllOpenTimegates(void)
9154 SCAN_PLAYFIELD(x, y)
9156 int element = Feld[x][y];
9158 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9160 Feld[x][y] = EL_TIMEGATE_CLOSING;
9162 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9167 static void DrawTwinkleOnField(int x, int y)
9169 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9172 if (Feld[x][y] == EL_BD_DIAMOND)
9175 if (MovDelay[x][y] == 0) /* next animation frame */
9176 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9178 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9182 DrawLevelElementAnimation(x, y, Feld[x][y]);
9184 if (MovDelay[x][y] != 0)
9186 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9187 10 - MovDelay[x][y]);
9189 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9194 static void MauerWaechst(int x, int y)
9198 if (!MovDelay[x][y]) /* next animation frame */
9199 MovDelay[x][y] = 3 * delay;
9201 if (MovDelay[x][y]) /* wait some time before next frame */
9205 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9207 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9208 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9210 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9213 if (!MovDelay[x][y])
9215 if (MovDir[x][y] == MV_LEFT)
9217 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9218 TEST_DrawLevelField(x - 1, y);
9220 else if (MovDir[x][y] == MV_RIGHT)
9222 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9223 TEST_DrawLevelField(x + 1, y);
9225 else if (MovDir[x][y] == MV_UP)
9227 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9228 TEST_DrawLevelField(x, y - 1);
9232 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9233 TEST_DrawLevelField(x, y + 1);
9236 Feld[x][y] = Store[x][y];
9238 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9239 TEST_DrawLevelField(x, y);
9244 static void MauerAbleger(int ax, int ay)
9246 int element = Feld[ax][ay];
9247 int graphic = el2img(element);
9248 boolean oben_frei = FALSE, unten_frei = FALSE;
9249 boolean links_frei = FALSE, rechts_frei = FALSE;
9250 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9251 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9252 boolean new_wall = FALSE;
9254 if (IS_ANIMATED(graphic))
9255 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9257 if (!MovDelay[ax][ay]) /* start building new wall */
9258 MovDelay[ax][ay] = 6;
9260 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9263 if (MovDelay[ax][ay])
9267 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9269 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9271 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9273 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9276 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9277 element == EL_EXPANDABLE_WALL_ANY)
9281 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9282 Store[ax][ay-1] = element;
9283 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9284 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9285 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9286 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9291 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9292 Store[ax][ay+1] = element;
9293 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9294 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9295 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9296 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9301 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9302 element == EL_EXPANDABLE_WALL_ANY ||
9303 element == EL_EXPANDABLE_WALL ||
9304 element == EL_BD_EXPANDABLE_WALL)
9308 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9309 Store[ax-1][ay] = element;
9310 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9311 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9312 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9313 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9319 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9320 Store[ax+1][ay] = element;
9321 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9322 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9323 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9324 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9329 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9330 TEST_DrawLevelField(ax, ay);
9332 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9334 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9335 unten_massiv = TRUE;
9336 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9337 links_massiv = TRUE;
9338 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9339 rechts_massiv = TRUE;
9341 if (((oben_massiv && unten_massiv) ||
9342 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9343 element == EL_EXPANDABLE_WALL) &&
9344 ((links_massiv && rechts_massiv) ||
9345 element == EL_EXPANDABLE_WALL_VERTICAL))
9346 Feld[ax][ay] = EL_WALL;
9349 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9352 static void MauerAblegerStahl(int ax, int ay)
9354 int element = Feld[ax][ay];
9355 int graphic = el2img(element);
9356 boolean oben_frei = FALSE, unten_frei = FALSE;
9357 boolean links_frei = FALSE, rechts_frei = FALSE;
9358 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9359 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9360 boolean new_wall = FALSE;
9362 if (IS_ANIMATED(graphic))
9363 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9365 if (!MovDelay[ax][ay]) /* start building new wall */
9366 MovDelay[ax][ay] = 6;
9368 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9371 if (MovDelay[ax][ay])
9375 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9377 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9379 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9381 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9384 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9385 element == EL_EXPANDABLE_STEELWALL_ANY)
9389 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9390 Store[ax][ay-1] = element;
9391 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9392 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9393 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9394 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9399 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9400 Store[ax][ay+1] = element;
9401 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9402 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9403 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9404 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9409 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9410 element == EL_EXPANDABLE_STEELWALL_ANY)
9414 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9415 Store[ax-1][ay] = element;
9416 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9417 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9418 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9419 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9425 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9426 Store[ax+1][ay] = element;
9427 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9428 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9429 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9430 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9435 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9437 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9438 unten_massiv = TRUE;
9439 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9440 links_massiv = TRUE;
9441 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9442 rechts_massiv = TRUE;
9444 if (((oben_massiv && unten_massiv) ||
9445 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9446 ((links_massiv && rechts_massiv) ||
9447 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9448 Feld[ax][ay] = EL_STEELWALL;
9451 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9454 static void CheckForDragon(int x, int y)
9457 boolean dragon_found = FALSE;
9458 static int xy[4][2] =
9466 for (i = 0; i < NUM_DIRECTIONS; i++)
9468 for (j = 0; j < 4; j++)
9470 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9472 if (IN_LEV_FIELD(xx, yy) &&
9473 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9475 if (Feld[xx][yy] == EL_DRAGON)
9476 dragon_found = TRUE;
9485 for (i = 0; i < NUM_DIRECTIONS; i++)
9487 for (j = 0; j < 3; j++)
9489 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9491 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9493 Feld[xx][yy] = EL_EMPTY;
9494 TEST_DrawLevelField(xx, yy);
9503 static void InitBuggyBase(int x, int y)
9505 int element = Feld[x][y];
9506 int activating_delay = FRAMES_PER_SECOND / 4;
9509 (element == EL_SP_BUGGY_BASE ?
9510 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9511 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9513 element == EL_SP_BUGGY_BASE_ACTIVE ?
9514 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9517 static void WarnBuggyBase(int x, int y)
9520 static int xy[4][2] =
9528 for (i = 0; i < NUM_DIRECTIONS; i++)
9530 int xx = x + xy[i][0];
9531 int yy = y + xy[i][1];
9533 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9535 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9542 static void InitTrap(int x, int y)
9544 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9547 static void ActivateTrap(int x, int y)
9549 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9552 static void ChangeActiveTrap(int x, int y)
9554 int graphic = IMG_TRAP_ACTIVE;
9556 /* if new animation frame was drawn, correct crumbled sand border */
9557 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9558 TEST_DrawLevelFieldCrumbled(x, y);
9561 static int getSpecialActionElement(int element, int number, int base_element)
9563 return (element != EL_EMPTY ? element :
9564 number != -1 ? base_element + number - 1 :
9568 static int getModifiedActionNumber(int value_old, int operator, int operand,
9569 int value_min, int value_max)
9571 int value_new = (operator == CA_MODE_SET ? operand :
9572 operator == CA_MODE_ADD ? value_old + operand :
9573 operator == CA_MODE_SUBTRACT ? value_old - operand :
9574 operator == CA_MODE_MULTIPLY ? value_old * operand :
9575 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9576 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9579 return (value_new < value_min ? value_min :
9580 value_new > value_max ? value_max :
9584 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9586 struct ElementInfo *ei = &element_info[element];
9587 struct ElementChangeInfo *change = &ei->change_page[page];
9588 int target_element = change->target_element;
9589 int action_type = change->action_type;
9590 int action_mode = change->action_mode;
9591 int action_arg = change->action_arg;
9592 int action_element = change->action_element;
9595 if (!change->has_action)
9598 /* ---------- determine action paramater values -------------------------- */
9600 int level_time_value =
9601 (level.time > 0 ? TimeLeft :
9604 int action_arg_element_raw =
9605 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9606 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9607 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9608 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9609 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9610 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9611 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9613 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9615 int action_arg_direction =
9616 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9617 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9618 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9619 change->actual_trigger_side :
9620 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9621 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9624 int action_arg_number_min =
9625 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9628 int action_arg_number_max =
9629 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9630 action_type == CA_SET_LEVEL_GEMS ? 999 :
9631 action_type == CA_SET_LEVEL_TIME ? 9999 :
9632 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9633 action_type == CA_SET_CE_VALUE ? 9999 :
9634 action_type == CA_SET_CE_SCORE ? 9999 :
9637 int action_arg_number_reset =
9638 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9639 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9640 action_type == CA_SET_LEVEL_TIME ? level.time :
9641 action_type == CA_SET_LEVEL_SCORE ? 0 :
9642 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9643 action_type == CA_SET_CE_SCORE ? 0 :
9646 int action_arg_number =
9647 (action_arg <= CA_ARG_MAX ? action_arg :
9648 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9649 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9650 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9651 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9652 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9653 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9654 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9655 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9656 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9657 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9658 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9659 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9660 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9661 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9662 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9663 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9664 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9665 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9666 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9667 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9668 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9671 int action_arg_number_old =
9672 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9673 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9674 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9675 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9676 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9679 int action_arg_number_new =
9680 getModifiedActionNumber(action_arg_number_old,
9681 action_mode, action_arg_number,
9682 action_arg_number_min, action_arg_number_max);
9684 int trigger_player_bits =
9685 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9686 change->actual_trigger_player_bits : change->trigger_player);
9688 int action_arg_player_bits =
9689 (action_arg >= CA_ARG_PLAYER_1 &&
9690 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9691 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9692 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9695 /* ---------- execute action -------------------------------------------- */
9697 switch (action_type)
9704 /* ---------- level actions ------------------------------------------- */
9706 case CA_RESTART_LEVEL:
9708 game.restart_level = TRUE;
9713 case CA_SHOW_ENVELOPE:
9715 int element = getSpecialActionElement(action_arg_element,
9716 action_arg_number, EL_ENVELOPE_1);
9718 if (IS_ENVELOPE(element))
9719 local_player->show_envelope = element;
9724 case CA_SET_LEVEL_TIME:
9726 if (level.time > 0) /* only modify limited time value */
9728 TimeLeft = action_arg_number_new;
9730 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9732 DisplayGameControlValues();
9734 if (!TimeLeft && setup.time_limit)
9735 for (i = 0; i < MAX_PLAYERS; i++)
9736 KillPlayer(&stored_player[i]);
9742 case CA_SET_LEVEL_SCORE:
9744 local_player->score = action_arg_number_new;
9746 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9748 DisplayGameControlValues();
9753 case CA_SET_LEVEL_GEMS:
9755 local_player->gems_still_needed = action_arg_number_new;
9757 game.snapshot.collected_item = TRUE;
9759 game_panel_controls[GAME_PANEL_GEMS].value =
9760 local_player->gems_still_needed;
9762 DisplayGameControlValues();
9767 case CA_SET_LEVEL_WIND:
9769 game.wind_direction = action_arg_direction;
9774 case CA_SET_LEVEL_RANDOM_SEED:
9776 /* ensure that setting a new random seed while playing is predictable */
9777 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9782 /* ---------- player actions ------------------------------------------ */
9784 case CA_MOVE_PLAYER:
9786 /* automatically move to the next field in specified direction */
9787 for (i = 0; i < MAX_PLAYERS; i++)
9788 if (trigger_player_bits & (1 << i))
9789 stored_player[i].programmed_action = action_arg_direction;
9794 case CA_EXIT_PLAYER:
9796 for (i = 0; i < MAX_PLAYERS; i++)
9797 if (action_arg_player_bits & (1 << i))
9798 ExitPlayer(&stored_player[i]);
9801 PlayerWins(local_player);
9806 case CA_KILL_PLAYER:
9808 for (i = 0; i < MAX_PLAYERS; i++)
9809 if (action_arg_player_bits & (1 << i))
9810 KillPlayer(&stored_player[i]);
9815 case CA_SET_PLAYER_KEYS:
9817 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9818 int element = getSpecialActionElement(action_arg_element,
9819 action_arg_number, EL_KEY_1);
9821 if (IS_KEY(element))
9823 for (i = 0; i < MAX_PLAYERS; i++)
9825 if (trigger_player_bits & (1 << i))
9827 stored_player[i].key[KEY_NR(element)] = key_state;
9829 DrawGameDoorValues();
9837 case CA_SET_PLAYER_SPEED:
9839 for (i = 0; i < MAX_PLAYERS; i++)
9841 if (trigger_player_bits & (1 << i))
9843 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9845 if (action_arg == CA_ARG_SPEED_FASTER &&
9846 stored_player[i].cannot_move)
9848 action_arg_number = STEPSIZE_VERY_SLOW;
9850 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9851 action_arg == CA_ARG_SPEED_FASTER)
9853 action_arg_number = 2;
9854 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9857 else if (action_arg == CA_ARG_NUMBER_RESET)
9859 action_arg_number = level.initial_player_stepsize[i];
9863 getModifiedActionNumber(move_stepsize,
9866 action_arg_number_min,
9867 action_arg_number_max);
9869 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9876 case CA_SET_PLAYER_SHIELD:
9878 for (i = 0; i < MAX_PLAYERS; i++)
9880 if (trigger_player_bits & (1 << i))
9882 if (action_arg == CA_ARG_SHIELD_OFF)
9884 stored_player[i].shield_normal_time_left = 0;
9885 stored_player[i].shield_deadly_time_left = 0;
9887 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9889 stored_player[i].shield_normal_time_left = 999999;
9891 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9893 stored_player[i].shield_normal_time_left = 999999;
9894 stored_player[i].shield_deadly_time_left = 999999;
9902 case CA_SET_PLAYER_GRAVITY:
9904 for (i = 0; i < MAX_PLAYERS; i++)
9906 if (trigger_player_bits & (1 << i))
9908 stored_player[i].gravity =
9909 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9910 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9911 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9912 stored_player[i].gravity);
9919 case CA_SET_PLAYER_ARTWORK:
9921 for (i = 0; i < MAX_PLAYERS; i++)
9923 if (trigger_player_bits & (1 << i))
9925 int artwork_element = action_arg_element;
9927 if (action_arg == CA_ARG_ELEMENT_RESET)
9929 (level.use_artwork_element[i] ? level.artwork_element[i] :
9930 stored_player[i].element_nr);
9932 if (stored_player[i].artwork_element != artwork_element)
9933 stored_player[i].Frame = 0;
9935 stored_player[i].artwork_element = artwork_element;
9937 SetPlayerWaiting(&stored_player[i], FALSE);
9939 /* set number of special actions for bored and sleeping animation */
9940 stored_player[i].num_special_action_bored =
9941 get_num_special_action(artwork_element,
9942 ACTION_BORING_1, ACTION_BORING_LAST);
9943 stored_player[i].num_special_action_sleeping =
9944 get_num_special_action(artwork_element,
9945 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9952 case CA_SET_PLAYER_INVENTORY:
9954 for (i = 0; i < MAX_PLAYERS; i++)
9956 struct PlayerInfo *player = &stored_player[i];
9959 if (trigger_player_bits & (1 << i))
9961 int inventory_element = action_arg_element;
9963 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9964 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9965 action_arg == CA_ARG_ELEMENT_ACTION)
9967 int element = inventory_element;
9968 int collect_count = element_info[element].collect_count_initial;
9970 if (!IS_CUSTOM_ELEMENT(element))
9973 if (collect_count == 0)
9974 player->inventory_infinite_element = element;
9976 for (k = 0; k < collect_count; k++)
9977 if (player->inventory_size < MAX_INVENTORY_SIZE)
9978 player->inventory_element[player->inventory_size++] =
9981 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9982 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9983 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9985 if (player->inventory_infinite_element != EL_UNDEFINED &&
9986 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9987 action_arg_element_raw))
9988 player->inventory_infinite_element = EL_UNDEFINED;
9990 for (k = 0, j = 0; j < player->inventory_size; j++)
9992 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9993 action_arg_element_raw))
9994 player->inventory_element[k++] = player->inventory_element[j];
9997 player->inventory_size = k;
9999 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10001 if (player->inventory_size > 0)
10003 for (j = 0; j < player->inventory_size - 1; j++)
10004 player->inventory_element[j] = player->inventory_element[j + 1];
10006 player->inventory_size--;
10009 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10011 if (player->inventory_size > 0)
10012 player->inventory_size--;
10014 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10016 player->inventory_infinite_element = EL_UNDEFINED;
10017 player->inventory_size = 0;
10019 else if (action_arg == CA_ARG_INVENTORY_RESET)
10021 player->inventory_infinite_element = EL_UNDEFINED;
10022 player->inventory_size = 0;
10024 if (level.use_initial_inventory[i])
10026 for (j = 0; j < level.initial_inventory_size[i]; j++)
10028 int element = level.initial_inventory_content[i][j];
10029 int collect_count = element_info[element].collect_count_initial;
10031 if (!IS_CUSTOM_ELEMENT(element))
10034 if (collect_count == 0)
10035 player->inventory_infinite_element = element;
10037 for (k = 0; k < collect_count; k++)
10038 if (player->inventory_size < MAX_INVENTORY_SIZE)
10039 player->inventory_element[player->inventory_size++] =
10050 /* ---------- CE actions ---------------------------------------------- */
10052 case CA_SET_CE_VALUE:
10054 int last_ce_value = CustomValue[x][y];
10056 CustomValue[x][y] = action_arg_number_new;
10058 if (CustomValue[x][y] != last_ce_value)
10060 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10061 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10063 if (CustomValue[x][y] == 0)
10065 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10066 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10073 case CA_SET_CE_SCORE:
10075 int last_ce_score = ei->collect_score;
10077 ei->collect_score = action_arg_number_new;
10079 if (ei->collect_score != last_ce_score)
10081 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10082 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10084 if (ei->collect_score == 0)
10088 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10089 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10092 This is a very special case that seems to be a mixture between
10093 CheckElementChange() and CheckTriggeredElementChange(): while
10094 the first one only affects single elements that are triggered
10095 directly, the second one affects multiple elements in the playfield
10096 that are triggered indirectly by another element. This is a third
10097 case: Changing the CE score always affects multiple identical CEs,
10098 so every affected CE must be checked, not only the single CE for
10099 which the CE score was changed in the first place (as every instance
10100 of that CE shares the same CE score, and therefore also can change)!
10102 SCAN_PLAYFIELD(xx, yy)
10104 if (Feld[xx][yy] == element)
10105 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10106 CE_SCORE_GETS_ZERO);
10114 case CA_SET_CE_ARTWORK:
10116 int artwork_element = action_arg_element;
10117 boolean reset_frame = FALSE;
10120 if (action_arg == CA_ARG_ELEMENT_RESET)
10121 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10124 if (ei->gfx_element != artwork_element)
10125 reset_frame = TRUE;
10127 ei->gfx_element = artwork_element;
10129 SCAN_PLAYFIELD(xx, yy)
10131 if (Feld[xx][yy] == element)
10135 ResetGfxAnimation(xx, yy);
10136 ResetRandomAnimationValue(xx, yy);
10139 TEST_DrawLevelField(xx, yy);
10146 /* ---------- engine actions ------------------------------------------ */
10148 case CA_SET_ENGINE_SCAN_MODE:
10150 InitPlayfieldScanMode(action_arg);
10160 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10162 int old_element = Feld[x][y];
10163 int new_element = GetElementFromGroupElement(element);
10164 int previous_move_direction = MovDir[x][y];
10165 int last_ce_value = CustomValue[x][y];
10166 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10167 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10168 boolean add_player_onto_element = (new_element_is_player &&
10169 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10170 IS_WALKABLE(old_element));
10172 if (!add_player_onto_element)
10174 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10175 RemoveMovingField(x, y);
10179 Feld[x][y] = new_element;
10181 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10182 MovDir[x][y] = previous_move_direction;
10184 if (element_info[new_element].use_last_ce_value)
10185 CustomValue[x][y] = last_ce_value;
10187 InitField_WithBug1(x, y, FALSE);
10189 new_element = Feld[x][y]; /* element may have changed */
10191 ResetGfxAnimation(x, y);
10192 ResetRandomAnimationValue(x, y);
10194 TEST_DrawLevelField(x, y);
10196 if (GFX_CRUMBLED(new_element))
10197 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10200 /* check if element under the player changes from accessible to unaccessible
10201 (needed for special case of dropping element which then changes) */
10202 /* (must be checked after creating new element for walkable group elements) */
10203 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10204 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10211 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10212 if (new_element_is_player)
10213 RelocatePlayer(x, y, new_element);
10216 ChangeCount[x][y]++; /* count number of changes in the same frame */
10218 TestIfBadThingTouchesPlayer(x, y);
10219 TestIfPlayerTouchesCustomElement(x, y);
10220 TestIfElementTouchesCustomElement(x, y);
10223 static void CreateField(int x, int y, int element)
10225 CreateFieldExt(x, y, element, FALSE);
10228 static void CreateElementFromChange(int x, int y, int element)
10230 element = GET_VALID_RUNTIME_ELEMENT(element);
10232 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10234 int old_element = Feld[x][y];
10236 /* prevent changed element from moving in same engine frame
10237 unless both old and new element can either fall or move */
10238 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10239 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10243 CreateFieldExt(x, y, element, TRUE);
10246 static boolean ChangeElement(int x, int y, int element, int page)
10248 struct ElementInfo *ei = &element_info[element];
10249 struct ElementChangeInfo *change = &ei->change_page[page];
10250 int ce_value = CustomValue[x][y];
10251 int ce_score = ei->collect_score;
10252 int target_element;
10253 int old_element = Feld[x][y];
10255 /* always use default change event to prevent running into a loop */
10256 if (ChangeEvent[x][y] == -1)
10257 ChangeEvent[x][y] = CE_DELAY;
10259 if (ChangeEvent[x][y] == CE_DELAY)
10261 /* reset actual trigger element, trigger player and action element */
10262 change->actual_trigger_element = EL_EMPTY;
10263 change->actual_trigger_player = EL_EMPTY;
10264 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10265 change->actual_trigger_side = CH_SIDE_NONE;
10266 change->actual_trigger_ce_value = 0;
10267 change->actual_trigger_ce_score = 0;
10270 /* do not change elements more than a specified maximum number of changes */
10271 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10274 ChangeCount[x][y]++; /* count number of changes in the same frame */
10276 if (change->explode)
10283 if (change->use_target_content)
10285 boolean complete_replace = TRUE;
10286 boolean can_replace[3][3];
10289 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10292 boolean is_walkable;
10293 boolean is_diggable;
10294 boolean is_collectible;
10295 boolean is_removable;
10296 boolean is_destructible;
10297 int ex = x + xx - 1;
10298 int ey = y + yy - 1;
10299 int content_element = change->target_content.e[xx][yy];
10302 can_replace[xx][yy] = TRUE;
10304 if (ex == x && ey == y) /* do not check changing element itself */
10307 if (content_element == EL_EMPTY_SPACE)
10309 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10314 if (!IN_LEV_FIELD(ex, ey))
10316 can_replace[xx][yy] = FALSE;
10317 complete_replace = FALSE;
10324 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10325 e = MovingOrBlocked2Element(ex, ey);
10327 is_empty = (IS_FREE(ex, ey) ||
10328 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10330 is_walkable = (is_empty || IS_WALKABLE(e));
10331 is_diggable = (is_empty || IS_DIGGABLE(e));
10332 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10333 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10334 is_removable = (is_diggable || is_collectible);
10336 can_replace[xx][yy] =
10337 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10338 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10339 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10340 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10341 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10342 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10343 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10345 if (!can_replace[xx][yy])
10346 complete_replace = FALSE;
10349 if (!change->only_if_complete || complete_replace)
10351 boolean something_has_changed = FALSE;
10353 if (change->only_if_complete && change->use_random_replace &&
10354 RND(100) < change->random_percentage)
10357 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10359 int ex = x + xx - 1;
10360 int ey = y + yy - 1;
10361 int content_element;
10363 if (can_replace[xx][yy] && (!change->use_random_replace ||
10364 RND(100) < change->random_percentage))
10366 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10367 RemoveMovingField(ex, ey);
10369 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10371 content_element = change->target_content.e[xx][yy];
10372 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10373 ce_value, ce_score);
10375 CreateElementFromChange(ex, ey, target_element);
10377 something_has_changed = TRUE;
10379 /* for symmetry reasons, freeze newly created border elements */
10380 if (ex != x || ey != y)
10381 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10385 if (something_has_changed)
10387 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10388 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10394 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10395 ce_value, ce_score);
10397 if (element == EL_DIAGONAL_GROWING ||
10398 element == EL_DIAGONAL_SHRINKING)
10400 target_element = Store[x][y];
10402 Store[x][y] = EL_EMPTY;
10405 CreateElementFromChange(x, y, target_element);
10407 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10408 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10411 /* this uses direct change before indirect change */
10412 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10417 static void HandleElementChange(int x, int y, int page)
10419 int element = MovingOrBlocked2Element(x, y);
10420 struct ElementInfo *ei = &element_info[element];
10421 struct ElementChangeInfo *change = &ei->change_page[page];
10422 boolean handle_action_before_change = FALSE;
10425 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10426 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10429 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10430 x, y, element, element_info[element].token_name);
10431 printf("HandleElementChange(): This should never happen!\n");
10436 /* this can happen with classic bombs on walkable, changing elements */
10437 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10442 if (ChangeDelay[x][y] == 0) /* initialize element change */
10444 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10446 if (change->can_change)
10448 /* !!! not clear why graphic animation should be reset at all here !!! */
10449 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10450 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10453 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10455 When using an animation frame delay of 1 (this only happens with
10456 "sp_zonk.moving.left/right" in the classic graphics), the default
10457 (non-moving) animation shows wrong animation frames (while the
10458 moving animation, like "sp_zonk.moving.left/right", is correct,
10459 so this graphical bug never shows up with the classic graphics).
10460 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10461 be drawn instead of the correct frames 0,1,2,3. This is caused by
10462 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10463 an element change: First when the change delay ("ChangeDelay[][]")
10464 counter has reached zero after decrementing, then a second time in
10465 the next frame (after "GfxFrame[][]" was already incremented) when
10466 "ChangeDelay[][]" is reset to the initial delay value again.
10468 This causes frame 0 to be drawn twice, while the last frame won't
10469 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10471 As some animations may already be cleverly designed around this bug
10472 (at least the "Snake Bite" snake tail animation does this), it cannot
10473 simply be fixed here without breaking such existing animations.
10474 Unfortunately, it cannot easily be detected if a graphics set was
10475 designed "before" or "after" the bug was fixed. As a workaround,
10476 a new graphics set option "game.graphics_engine_version" was added
10477 to be able to specify the game's major release version for which the
10478 graphics set was designed, which can then be used to decide if the
10479 bugfix should be used (version 4 and above) or not (version 3 or
10480 below, or if no version was specified at all, as with old sets).
10482 (The wrong/fixed animation frames can be tested with the test level set
10483 "test_gfxframe" and level "000", which contains a specially prepared
10484 custom element at level position (x/y) == (11/9) which uses the zonk
10485 animation mentioned above. Using "game.graphics_engine_version: 4"
10486 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10487 This can also be seen from the debug output for this test element.)
10490 /* when a custom element is about to change (for example by change delay),
10491 do not reset graphic animation when the custom element is moving */
10492 if (game.graphics_engine_version < 4 &&
10495 ResetGfxAnimation(x, y);
10496 ResetRandomAnimationValue(x, y);
10499 if (change->pre_change_function)
10500 change->pre_change_function(x, y);
10504 ChangeDelay[x][y]--;
10506 if (ChangeDelay[x][y] != 0) /* continue element change */
10508 if (change->can_change)
10510 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10512 if (IS_ANIMATED(graphic))
10513 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10515 if (change->change_function)
10516 change->change_function(x, y);
10519 else /* finish element change */
10521 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10523 page = ChangePage[x][y];
10524 ChangePage[x][y] = -1;
10526 change = &ei->change_page[page];
10529 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10531 ChangeDelay[x][y] = 1; /* try change after next move step */
10532 ChangePage[x][y] = page; /* remember page to use for change */
10537 /* special case: set new level random seed before changing element */
10538 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10539 handle_action_before_change = TRUE;
10541 if (change->has_action && handle_action_before_change)
10542 ExecuteCustomElementAction(x, y, element, page);
10544 if (change->can_change)
10546 if (ChangeElement(x, y, element, page))
10548 if (change->post_change_function)
10549 change->post_change_function(x, y);
10553 if (change->has_action && !handle_action_before_change)
10554 ExecuteCustomElementAction(x, y, element, page);
10558 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10559 int trigger_element,
10561 int trigger_player,
10565 boolean change_done_any = FALSE;
10566 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10569 if (!(trigger_events[trigger_element][trigger_event]))
10572 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10574 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10576 int element = EL_CUSTOM_START + i;
10577 boolean change_done = FALSE;
10580 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10581 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10584 for (p = 0; p < element_info[element].num_change_pages; p++)
10586 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10588 if (change->can_change_or_has_action &&
10589 change->has_event[trigger_event] &&
10590 change->trigger_side & trigger_side &&
10591 change->trigger_player & trigger_player &&
10592 change->trigger_page & trigger_page_bits &&
10593 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10595 change->actual_trigger_element = trigger_element;
10596 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10597 change->actual_trigger_player_bits = trigger_player;
10598 change->actual_trigger_side = trigger_side;
10599 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10600 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10602 if ((change->can_change && !change_done) || change->has_action)
10606 SCAN_PLAYFIELD(x, y)
10608 if (Feld[x][y] == element)
10610 if (change->can_change && !change_done)
10612 /* if element already changed in this frame, not only prevent
10613 another element change (checked in ChangeElement()), but
10614 also prevent additional element actions for this element */
10616 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10617 !level.use_action_after_change_bug)
10620 ChangeDelay[x][y] = 1;
10621 ChangeEvent[x][y] = trigger_event;
10623 HandleElementChange(x, y, p);
10625 else if (change->has_action)
10627 /* if element already changed in this frame, not only prevent
10628 another element change (checked in ChangeElement()), but
10629 also prevent additional element actions for this element */
10631 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10632 !level.use_action_after_change_bug)
10635 ExecuteCustomElementAction(x, y, element, p);
10636 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10641 if (change->can_change)
10643 change_done = TRUE;
10644 change_done_any = TRUE;
10651 RECURSION_LOOP_DETECTION_END();
10653 return change_done_any;
10656 static boolean CheckElementChangeExt(int x, int y,
10658 int trigger_element,
10660 int trigger_player,
10663 boolean change_done = FALSE;
10666 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10667 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10670 if (Feld[x][y] == EL_BLOCKED)
10672 Blocked2Moving(x, y, &x, &y);
10673 element = Feld[x][y];
10676 /* check if element has already changed or is about to change after moving */
10677 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10678 Feld[x][y] != element) ||
10680 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10681 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10682 ChangePage[x][y] != -1)))
10685 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10687 for (p = 0; p < element_info[element].num_change_pages; p++)
10689 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10691 /* check trigger element for all events where the element that is checked
10692 for changing interacts with a directly adjacent element -- this is
10693 different to element changes that affect other elements to change on the
10694 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10695 boolean check_trigger_element =
10696 (trigger_event == CE_TOUCHING_X ||
10697 trigger_event == CE_HITTING_X ||
10698 trigger_event == CE_HIT_BY_X ||
10699 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10701 if (change->can_change_or_has_action &&
10702 change->has_event[trigger_event] &&
10703 change->trigger_side & trigger_side &&
10704 change->trigger_player & trigger_player &&
10705 (!check_trigger_element ||
10706 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10708 change->actual_trigger_element = trigger_element;
10709 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10710 change->actual_trigger_player_bits = trigger_player;
10711 change->actual_trigger_side = trigger_side;
10712 change->actual_trigger_ce_value = CustomValue[x][y];
10713 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10715 /* special case: trigger element not at (x,y) position for some events */
10716 if (check_trigger_element)
10728 { 0, 0 }, { 0, 0 }, { 0, 0 },
10732 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10733 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10735 change->actual_trigger_ce_value = CustomValue[xx][yy];
10736 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10739 if (change->can_change && !change_done)
10741 ChangeDelay[x][y] = 1;
10742 ChangeEvent[x][y] = trigger_event;
10744 HandleElementChange(x, y, p);
10746 change_done = TRUE;
10748 else if (change->has_action)
10750 ExecuteCustomElementAction(x, y, element, p);
10751 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10756 RECURSION_LOOP_DETECTION_END();
10758 return change_done;
10761 static void PlayPlayerSound(struct PlayerInfo *player)
10763 int jx = player->jx, jy = player->jy;
10764 int sound_element = player->artwork_element;
10765 int last_action = player->last_action_waiting;
10766 int action = player->action_waiting;
10768 if (player->is_waiting)
10770 if (action != last_action)
10771 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10773 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10777 if (action != last_action)
10778 StopSound(element_info[sound_element].sound[last_action]);
10780 if (last_action == ACTION_SLEEPING)
10781 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10785 static void PlayAllPlayersSound(void)
10789 for (i = 0; i < MAX_PLAYERS; i++)
10790 if (stored_player[i].active)
10791 PlayPlayerSound(&stored_player[i]);
10794 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10796 boolean last_waiting = player->is_waiting;
10797 int move_dir = player->MovDir;
10799 player->dir_waiting = move_dir;
10800 player->last_action_waiting = player->action_waiting;
10804 if (!last_waiting) /* not waiting -> waiting */
10806 player->is_waiting = TRUE;
10808 player->frame_counter_bored =
10810 game.player_boring_delay_fixed +
10811 GetSimpleRandom(game.player_boring_delay_random);
10812 player->frame_counter_sleeping =
10814 game.player_sleeping_delay_fixed +
10815 GetSimpleRandom(game.player_sleeping_delay_random);
10817 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10820 if (game.player_sleeping_delay_fixed +
10821 game.player_sleeping_delay_random > 0 &&
10822 player->anim_delay_counter == 0 &&
10823 player->post_delay_counter == 0 &&
10824 FrameCounter >= player->frame_counter_sleeping)
10825 player->is_sleeping = TRUE;
10826 else if (game.player_boring_delay_fixed +
10827 game.player_boring_delay_random > 0 &&
10828 FrameCounter >= player->frame_counter_bored)
10829 player->is_bored = TRUE;
10831 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10832 player->is_bored ? ACTION_BORING :
10835 if (player->is_sleeping && player->use_murphy)
10837 /* special case for sleeping Murphy when leaning against non-free tile */
10839 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10840 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10841 !IS_MOVING(player->jx - 1, player->jy)))
10842 move_dir = MV_LEFT;
10843 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10844 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10845 !IS_MOVING(player->jx + 1, player->jy)))
10846 move_dir = MV_RIGHT;
10848 player->is_sleeping = FALSE;
10850 player->dir_waiting = move_dir;
10853 if (player->is_sleeping)
10855 if (player->num_special_action_sleeping > 0)
10857 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10859 int last_special_action = player->special_action_sleeping;
10860 int num_special_action = player->num_special_action_sleeping;
10861 int special_action =
10862 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10863 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10864 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10865 last_special_action + 1 : ACTION_SLEEPING);
10866 int special_graphic =
10867 el_act_dir2img(player->artwork_element, special_action, move_dir);
10869 player->anim_delay_counter =
10870 graphic_info[special_graphic].anim_delay_fixed +
10871 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10872 player->post_delay_counter =
10873 graphic_info[special_graphic].post_delay_fixed +
10874 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10876 player->special_action_sleeping = special_action;
10879 if (player->anim_delay_counter > 0)
10881 player->action_waiting = player->special_action_sleeping;
10882 player->anim_delay_counter--;
10884 else if (player->post_delay_counter > 0)
10886 player->post_delay_counter--;
10890 else if (player->is_bored)
10892 if (player->num_special_action_bored > 0)
10894 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10896 int special_action =
10897 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10898 int special_graphic =
10899 el_act_dir2img(player->artwork_element, special_action, move_dir);
10901 player->anim_delay_counter =
10902 graphic_info[special_graphic].anim_delay_fixed +
10903 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10904 player->post_delay_counter =
10905 graphic_info[special_graphic].post_delay_fixed +
10906 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10908 player->special_action_bored = special_action;
10911 if (player->anim_delay_counter > 0)
10913 player->action_waiting = player->special_action_bored;
10914 player->anim_delay_counter--;
10916 else if (player->post_delay_counter > 0)
10918 player->post_delay_counter--;
10923 else if (last_waiting) /* waiting -> not waiting */
10925 player->is_waiting = FALSE;
10926 player->is_bored = FALSE;
10927 player->is_sleeping = FALSE;
10929 player->frame_counter_bored = -1;
10930 player->frame_counter_sleeping = -1;
10932 player->anim_delay_counter = 0;
10933 player->post_delay_counter = 0;
10935 player->dir_waiting = player->MovDir;
10936 player->action_waiting = ACTION_DEFAULT;
10938 player->special_action_bored = ACTION_DEFAULT;
10939 player->special_action_sleeping = ACTION_DEFAULT;
10943 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10945 if ((!player->is_moving && player->was_moving) ||
10946 (player->MovPos == 0 && player->was_moving) ||
10947 (player->is_snapping && !player->was_snapping) ||
10948 (player->is_dropping && !player->was_dropping))
10950 if (!CheckSaveEngineSnapshotToList())
10953 player->was_moving = FALSE;
10954 player->was_snapping = TRUE;
10955 player->was_dropping = TRUE;
10959 if (player->is_moving)
10960 player->was_moving = TRUE;
10962 if (!player->is_snapping)
10963 player->was_snapping = FALSE;
10965 if (!player->is_dropping)
10966 player->was_dropping = FALSE;
10970 static void CheckSingleStepMode(struct PlayerInfo *player)
10972 if (tape.single_step && tape.recording && !tape.pausing)
10974 /* as it is called "single step mode", just return to pause mode when the
10975 player stopped moving after one tile (or never starts moving at all) */
10976 if (!player->is_moving &&
10977 !player->is_pushing &&
10978 !player->is_dropping_pressed)
10980 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10981 SnapField(player, 0, 0); /* stop snapping */
10985 CheckSaveEngineSnapshot(player);
10988 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10990 int left = player_action & JOY_LEFT;
10991 int right = player_action & JOY_RIGHT;
10992 int up = player_action & JOY_UP;
10993 int down = player_action & JOY_DOWN;
10994 int button1 = player_action & JOY_BUTTON_1;
10995 int button2 = player_action & JOY_BUTTON_2;
10996 int dx = (left ? -1 : right ? 1 : 0);
10997 int dy = (up ? -1 : down ? 1 : 0);
10999 if (!player->active || tape.pausing)
11005 SnapField(player, dx, dy);
11009 DropElement(player);
11011 MovePlayer(player, dx, dy);
11014 CheckSingleStepMode(player);
11016 SetPlayerWaiting(player, FALSE);
11018 return player_action;
11022 /* no actions for this player (no input at player's configured device) */
11024 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11025 SnapField(player, 0, 0);
11026 CheckGravityMovementWhenNotMoving(player);
11028 if (player->MovPos == 0)
11029 SetPlayerWaiting(player, TRUE);
11031 if (player->MovPos == 0) /* needed for tape.playing */
11032 player->is_moving = FALSE;
11034 player->is_dropping = FALSE;
11035 player->is_dropping_pressed = FALSE;
11036 player->drop_pressed_delay = 0;
11038 CheckSingleStepMode(player);
11044 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11047 if (!tape.use_mouse)
11050 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11051 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11052 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11055 static void SetTapeActionFromMouseAction(byte *tape_action,
11056 struct MouseActionInfo *mouse_action)
11058 if (!tape.use_mouse)
11061 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11062 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11063 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11066 static void CheckLevelTime(void)
11070 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11071 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11073 if (level.native_em_level->lev->home == 0) /* all players at home */
11075 PlayerWins(local_player);
11077 AllPlayersGone = TRUE;
11079 level.native_em_level->lev->home = -1;
11082 if (level.native_em_level->ply[0]->alive == 0 &&
11083 level.native_em_level->ply[1]->alive == 0 &&
11084 level.native_em_level->ply[2]->alive == 0 &&
11085 level.native_em_level->ply[3]->alive == 0) /* all dead */
11086 AllPlayersGone = TRUE;
11088 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11090 if (game_sp.LevelSolved &&
11091 !game_sp.GameOver) /* game won */
11093 PlayerWins(local_player);
11095 game_sp.GameOver = TRUE;
11097 AllPlayersGone = TRUE;
11100 if (game_sp.GameOver) /* game lost */
11101 AllPlayersGone = TRUE;
11103 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11105 if (game_mm.level_solved &&
11106 !game_mm.game_over) /* game won */
11108 PlayerWins(local_player);
11110 game_mm.game_over = TRUE;
11112 AllPlayersGone = TRUE;
11115 if (game_mm.game_over) /* game lost */
11116 AllPlayersGone = TRUE;
11119 if (TimeFrames >= FRAMES_PER_SECOND)
11124 for (i = 0; i < MAX_PLAYERS; i++)
11126 struct PlayerInfo *player = &stored_player[i];
11128 if (SHIELD_ON(player))
11130 player->shield_normal_time_left--;
11132 if (player->shield_deadly_time_left > 0)
11133 player->shield_deadly_time_left--;
11137 if (!local_player->LevelSolved && !level.use_step_counter)
11145 if (TimeLeft <= 10 && setup.time_limit)
11146 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11148 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11149 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11151 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11153 if (!TimeLeft && setup.time_limit)
11155 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11156 level.native_em_level->lev->killed_out_of_time = TRUE;
11158 for (i = 0; i < MAX_PLAYERS; i++)
11159 KillPlayer(&stored_player[i]);
11162 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11164 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11167 level.native_em_level->lev->time =
11168 (game.no_time_limit ? TimePlayed : TimeLeft);
11171 if (tape.recording || tape.playing)
11172 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11175 if (tape.recording || tape.playing)
11176 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11178 UpdateAndDisplayGameControlValues();
11181 void AdvanceFrameAndPlayerCounters(int player_nr)
11185 /* advance frame counters (global frame counter and time frame counter) */
11189 /* advance player counters (counters for move delay, move animation etc.) */
11190 for (i = 0; i < MAX_PLAYERS; i++)
11192 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11193 int move_delay_value = stored_player[i].move_delay_value;
11194 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11196 if (!advance_player_counters) /* not all players may be affected */
11199 if (move_frames == 0) /* less than one move per game frame */
11201 int stepsize = TILEX / move_delay_value;
11202 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11203 int count = (stored_player[i].is_moving ?
11204 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11206 if (count % delay == 0)
11210 stored_player[i].Frame += move_frames;
11212 if (stored_player[i].MovPos != 0)
11213 stored_player[i].StepFrame += move_frames;
11215 if (stored_player[i].move_delay > 0)
11216 stored_player[i].move_delay--;
11218 /* due to bugs in previous versions, counter must count up, not down */
11219 if (stored_player[i].push_delay != -1)
11220 stored_player[i].push_delay++;
11222 if (stored_player[i].drop_delay > 0)
11223 stored_player[i].drop_delay--;
11225 if (stored_player[i].is_dropping_pressed)
11226 stored_player[i].drop_pressed_delay++;
11230 void StartGameActions(boolean init_network_game, boolean record_tape,
11233 unsigned int new_random_seed = InitRND(random_seed);
11236 TapeStartRecording(new_random_seed);
11238 if (init_network_game)
11240 SendToServer_LevelFile();
11241 SendToServer_StartPlaying();
11249 static void GameActionsExt(void)
11252 static unsigned int game_frame_delay = 0;
11254 unsigned int game_frame_delay_value;
11255 byte *recorded_player_action;
11256 byte summarized_player_action = 0;
11257 byte tape_action[MAX_PLAYERS];
11260 /* detect endless loops, caused by custom element programming */
11261 if (recursion_loop_detected && recursion_loop_depth == 0)
11263 char *message = getStringCat3("Internal Error! Element ",
11264 EL_NAME(recursion_loop_element),
11265 " caused endless loop! Quit the game?");
11267 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11268 EL_NAME(recursion_loop_element));
11270 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11272 recursion_loop_detected = FALSE; /* if game should be continued */
11279 if (game.restart_level)
11280 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11282 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11283 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11285 if (level.native_em_level->lev->home == 0) /* all players at home */
11287 PlayerWins(local_player);
11289 AllPlayersGone = TRUE;
11291 level.native_em_level->lev->home = -1;
11294 if (level.native_em_level->ply[0]->alive == 0 &&
11295 level.native_em_level->ply[1]->alive == 0 &&
11296 level.native_em_level->ply[2]->alive == 0 &&
11297 level.native_em_level->ply[3]->alive == 0) /* all dead */
11298 AllPlayersGone = TRUE;
11300 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11302 if (game_sp.LevelSolved &&
11303 !game_sp.GameOver) /* game won */
11305 PlayerWins(local_player);
11307 game_sp.GameOver = TRUE;
11309 AllPlayersGone = TRUE;
11312 if (game_sp.GameOver) /* game lost */
11313 AllPlayersGone = TRUE;
11315 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11317 if (game_mm.level_solved &&
11318 !game_mm.game_over) /* game won */
11320 PlayerWins(local_player);
11322 game_mm.game_over = TRUE;
11324 AllPlayersGone = TRUE;
11327 if (game_mm.game_over) /* game lost */
11328 AllPlayersGone = TRUE;
11331 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11334 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11337 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11340 game_frame_delay_value =
11341 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11343 if (tape.playing && tape.warp_forward && !tape.pausing)
11344 game_frame_delay_value = 0;
11346 SetVideoFrameDelay(game_frame_delay_value);
11350 /* ---------- main game synchronization point ---------- */
11352 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11354 printf("::: skip == %d\n", skip);
11357 /* ---------- main game synchronization point ---------- */
11359 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11363 if (network_playing && !network_player_action_received)
11365 /* try to get network player actions in time */
11367 /* last chance to get network player actions without main loop delay */
11368 HandleNetworking();
11370 /* game was quit by network peer */
11371 if (game_status != GAME_MODE_PLAYING)
11374 if (!network_player_action_received)
11375 return; /* failed to get network player actions in time */
11377 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11383 /* at this point we know that we really continue executing the game */
11385 network_player_action_received = FALSE;
11387 /* when playing tape, read previously recorded player input from tape data */
11388 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11390 local_player->effective_mouse_action = local_player->mouse_action;
11392 if (recorded_player_action != NULL)
11393 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11394 recorded_player_action);
11396 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11400 if (tape.set_centered_player)
11402 game.centered_player_nr_next = tape.centered_player_nr_next;
11403 game.set_centered_player = TRUE;
11406 for (i = 0; i < MAX_PLAYERS; i++)
11408 summarized_player_action |= stored_player[i].action;
11410 if (!network_playing && (game.team_mode || tape.playing))
11411 stored_player[i].effective_action = stored_player[i].action;
11414 if (network_playing)
11415 SendToServer_MovePlayer(summarized_player_action);
11417 // summarize all actions at local players mapped input device position
11418 // (this allows using different input devices in single player mode)
11419 if (!network.enabled && !game.team_mode)
11420 stored_player[map_player_action[local_player->index_nr]].effective_action =
11421 summarized_player_action;
11423 if (tape.recording &&
11425 setup.input_on_focus &&
11426 game.centered_player_nr != -1)
11428 for (i = 0; i < MAX_PLAYERS; i++)
11429 stored_player[i].effective_action =
11430 (i == game.centered_player_nr ? summarized_player_action : 0);
11433 if (recorded_player_action != NULL)
11434 for (i = 0; i < MAX_PLAYERS; i++)
11435 stored_player[i].effective_action = recorded_player_action[i];
11437 for (i = 0; i < MAX_PLAYERS; i++)
11439 tape_action[i] = stored_player[i].effective_action;
11441 /* (this may happen in the RND game engine if a player was not present on
11442 the playfield on level start, but appeared later from a custom element */
11443 if (setup.team_mode &&
11446 !tape.player_participates[i])
11447 tape.player_participates[i] = TRUE;
11450 SetTapeActionFromMouseAction(tape_action,
11451 &local_player->effective_mouse_action);
11453 /* only record actions from input devices, but not programmed actions */
11454 if (tape.recording)
11455 TapeRecordAction(tape_action);
11457 #if USE_NEW_PLAYER_ASSIGNMENTS
11458 // !!! also map player actions in single player mode !!!
11459 // if (game.team_mode)
11462 byte mapped_action[MAX_PLAYERS];
11464 #if DEBUG_PLAYER_ACTIONS
11466 for (i = 0; i < MAX_PLAYERS; i++)
11467 printf(" %d, ", stored_player[i].effective_action);
11470 for (i = 0; i < MAX_PLAYERS; i++)
11471 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11473 for (i = 0; i < MAX_PLAYERS; i++)
11474 stored_player[i].effective_action = mapped_action[i];
11476 #if DEBUG_PLAYER_ACTIONS
11478 for (i = 0; i < MAX_PLAYERS; i++)
11479 printf(" %d, ", stored_player[i].effective_action);
11483 #if DEBUG_PLAYER_ACTIONS
11487 for (i = 0; i < MAX_PLAYERS; i++)
11488 printf(" %d, ", stored_player[i].effective_action);
11494 for (i = 0; i < MAX_PLAYERS; i++)
11496 // allow engine snapshot in case of changed movement attempt
11497 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11498 (stored_player[i].effective_action & KEY_MOTION))
11499 game.snapshot.changed_action = TRUE;
11501 // allow engine snapshot in case of snapping/dropping attempt
11502 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11503 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11504 game.snapshot.changed_action = TRUE;
11506 game.snapshot.last_action[i] = stored_player[i].effective_action;
11509 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11511 GameActions_EM_Main();
11513 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11515 GameActions_SP_Main();
11517 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11519 GameActions_MM_Main();
11523 GameActions_RND_Main();
11526 BlitScreenToBitmap(backbuffer);
11530 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11532 if (global.show_frames_per_second)
11534 static unsigned int fps_counter = 0;
11535 static int fps_frames = 0;
11536 unsigned int fps_delay_ms = Counter() - fps_counter;
11540 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11542 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11545 fps_counter = Counter();
11547 /* always draw FPS to screen after FPS value was updated */
11548 redraw_mask |= REDRAW_FPS;
11551 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11552 if (GetDrawDeactivationMask() == REDRAW_NONE)
11553 redraw_mask |= REDRAW_FPS;
11557 static void GameActions_CheckSaveEngineSnapshot(void)
11559 if (!game.snapshot.save_snapshot)
11562 // clear flag for saving snapshot _before_ saving snapshot
11563 game.snapshot.save_snapshot = FALSE;
11565 SaveEngineSnapshotToList();
11568 void GameActions(void)
11572 GameActions_CheckSaveEngineSnapshot();
11575 void GameActions_EM_Main(void)
11577 byte effective_action[MAX_PLAYERS];
11578 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11581 for (i = 0; i < MAX_PLAYERS; i++)
11582 effective_action[i] = stored_player[i].effective_action;
11584 GameActions_EM(effective_action, warp_mode);
11587 void GameActions_SP_Main(void)
11589 byte effective_action[MAX_PLAYERS];
11590 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11593 for (i = 0; i < MAX_PLAYERS; i++)
11594 effective_action[i] = stored_player[i].effective_action;
11596 GameActions_SP(effective_action, warp_mode);
11598 for (i = 0; i < MAX_PLAYERS; i++)
11600 if (stored_player[i].force_dropping)
11601 stored_player[i].action |= KEY_BUTTON_DROP;
11603 stored_player[i].force_dropping = FALSE;
11607 void GameActions_MM_Main(void)
11609 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11611 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11614 void GameActions_RND_Main(void)
11619 void GameActions_RND(void)
11621 int magic_wall_x = 0, magic_wall_y = 0;
11622 int i, x, y, element, graphic, last_gfx_frame;
11624 InitPlayfieldScanModeVars();
11626 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11628 SCAN_PLAYFIELD(x, y)
11630 ChangeCount[x][y] = 0;
11631 ChangeEvent[x][y] = -1;
11635 if (game.set_centered_player)
11637 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11639 /* switching to "all players" only possible if all players fit to screen */
11640 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11642 game.centered_player_nr_next = game.centered_player_nr;
11643 game.set_centered_player = FALSE;
11646 /* do not switch focus to non-existing (or non-active) player */
11647 if (game.centered_player_nr_next >= 0 &&
11648 !stored_player[game.centered_player_nr_next].active)
11650 game.centered_player_nr_next = game.centered_player_nr;
11651 game.set_centered_player = FALSE;
11655 if (game.set_centered_player &&
11656 ScreenMovPos == 0) /* screen currently aligned at tile position */
11660 if (game.centered_player_nr_next == -1)
11662 setScreenCenteredToAllPlayers(&sx, &sy);
11666 sx = stored_player[game.centered_player_nr_next].jx;
11667 sy = stored_player[game.centered_player_nr_next].jy;
11670 game.centered_player_nr = game.centered_player_nr_next;
11671 game.set_centered_player = FALSE;
11673 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11674 DrawGameDoorValues();
11677 for (i = 0; i < MAX_PLAYERS; i++)
11679 int actual_player_action = stored_player[i].effective_action;
11682 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11683 - rnd_equinox_tetrachloride 048
11684 - rnd_equinox_tetrachloride_ii 096
11685 - rnd_emanuel_schmieg 002
11686 - doctor_sloan_ww 001, 020
11688 if (stored_player[i].MovPos == 0)
11689 CheckGravityMovement(&stored_player[i]);
11692 /* overwrite programmed action with tape action */
11693 if (stored_player[i].programmed_action)
11694 actual_player_action = stored_player[i].programmed_action;
11696 PlayerActions(&stored_player[i], actual_player_action);
11698 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11701 ScrollScreen(NULL, SCROLL_GO_ON);
11703 /* for backwards compatibility, the following code emulates a fixed bug that
11704 occured when pushing elements (causing elements that just made their last
11705 pushing step to already (if possible) make their first falling step in the
11706 same game frame, which is bad); this code is also needed to use the famous
11707 "spring push bug" which is used in older levels and might be wanted to be
11708 used also in newer levels, but in this case the buggy pushing code is only
11709 affecting the "spring" element and no other elements */
11711 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11713 for (i = 0; i < MAX_PLAYERS; i++)
11715 struct PlayerInfo *player = &stored_player[i];
11716 int x = player->jx;
11717 int y = player->jy;
11719 if (player->active && player->is_pushing && player->is_moving &&
11721 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11722 Feld[x][y] == EL_SPRING))
11724 ContinueMoving(x, y);
11726 /* continue moving after pushing (this is actually a bug) */
11727 if (!IS_MOVING(x, y))
11728 Stop[x][y] = FALSE;
11733 SCAN_PLAYFIELD(x, y)
11735 ChangeCount[x][y] = 0;
11736 ChangeEvent[x][y] = -1;
11738 /* this must be handled before main playfield loop */
11739 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11742 if (MovDelay[x][y] <= 0)
11746 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11749 if (MovDelay[x][y] <= 0)
11752 TEST_DrawLevelField(x, y);
11754 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11759 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11761 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11762 printf("GameActions(): This should never happen!\n");
11764 ChangePage[x][y] = -1;
11768 Stop[x][y] = FALSE;
11769 if (WasJustMoving[x][y] > 0)
11770 WasJustMoving[x][y]--;
11771 if (WasJustFalling[x][y] > 0)
11772 WasJustFalling[x][y]--;
11773 if (CheckCollision[x][y] > 0)
11774 CheckCollision[x][y]--;
11775 if (CheckImpact[x][y] > 0)
11776 CheckImpact[x][y]--;
11780 /* reset finished pushing action (not done in ContinueMoving() to allow
11781 continuous pushing animation for elements with zero push delay) */
11782 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11784 ResetGfxAnimation(x, y);
11785 TEST_DrawLevelField(x, y);
11789 if (IS_BLOCKED(x, y))
11793 Blocked2Moving(x, y, &oldx, &oldy);
11794 if (!IS_MOVING(oldx, oldy))
11796 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11797 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11798 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11799 printf("GameActions(): This should never happen!\n");
11805 SCAN_PLAYFIELD(x, y)
11807 element = Feld[x][y];
11808 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11809 last_gfx_frame = GfxFrame[x][y];
11811 ResetGfxFrame(x, y);
11813 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11814 DrawLevelGraphicAnimation(x, y, graphic);
11816 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11817 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11818 ResetRandomAnimationValue(x, y);
11820 SetRandomAnimationValue(x, y);
11822 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11824 if (IS_INACTIVE(element))
11826 if (IS_ANIMATED(graphic))
11827 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11832 /* this may take place after moving, so 'element' may have changed */
11833 if (IS_CHANGING(x, y) &&
11834 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11836 int page = element_info[element].event_page_nr[CE_DELAY];
11838 HandleElementChange(x, y, page);
11840 element = Feld[x][y];
11841 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11844 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11848 element = Feld[x][y];
11849 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11851 if (IS_ANIMATED(graphic) &&
11852 !IS_MOVING(x, y) &&
11854 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11856 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11857 TEST_DrawTwinkleOnField(x, y);
11859 else if (element == EL_ACID)
11862 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11864 else if ((element == EL_EXIT_OPEN ||
11865 element == EL_EM_EXIT_OPEN ||
11866 element == EL_SP_EXIT_OPEN ||
11867 element == EL_STEEL_EXIT_OPEN ||
11868 element == EL_EM_STEEL_EXIT_OPEN ||
11869 element == EL_SP_TERMINAL ||
11870 element == EL_SP_TERMINAL_ACTIVE ||
11871 element == EL_EXTRA_TIME ||
11872 element == EL_SHIELD_NORMAL ||
11873 element == EL_SHIELD_DEADLY) &&
11874 IS_ANIMATED(graphic))
11875 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11876 else if (IS_MOVING(x, y))
11877 ContinueMoving(x, y);
11878 else if (IS_ACTIVE_BOMB(element))
11879 CheckDynamite(x, y);
11880 else if (element == EL_AMOEBA_GROWING)
11881 AmoebeWaechst(x, y);
11882 else if (element == EL_AMOEBA_SHRINKING)
11883 AmoebaDisappearing(x, y);
11885 #if !USE_NEW_AMOEBA_CODE
11886 else if (IS_AMOEBALIVE(element))
11887 AmoebeAbleger(x, y);
11890 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11892 else if (element == EL_EXIT_CLOSED)
11894 else if (element == EL_EM_EXIT_CLOSED)
11896 else if (element == EL_STEEL_EXIT_CLOSED)
11897 CheckExitSteel(x, y);
11898 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11899 CheckExitSteelEM(x, y);
11900 else if (element == EL_SP_EXIT_CLOSED)
11902 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11903 element == EL_EXPANDABLE_STEELWALL_GROWING)
11904 MauerWaechst(x, y);
11905 else if (element == EL_EXPANDABLE_WALL ||
11906 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11907 element == EL_EXPANDABLE_WALL_VERTICAL ||
11908 element == EL_EXPANDABLE_WALL_ANY ||
11909 element == EL_BD_EXPANDABLE_WALL)
11910 MauerAbleger(x, y);
11911 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11912 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11913 element == EL_EXPANDABLE_STEELWALL_ANY)
11914 MauerAblegerStahl(x, y);
11915 else if (element == EL_FLAMES)
11916 CheckForDragon(x, y);
11917 else if (element == EL_EXPLOSION)
11918 ; /* drawing of correct explosion animation is handled separately */
11919 else if (element == EL_ELEMENT_SNAPPING ||
11920 element == EL_DIAGONAL_SHRINKING ||
11921 element == EL_DIAGONAL_GROWING)
11923 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11925 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11927 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11928 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11930 if (IS_BELT_ACTIVE(element))
11931 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11933 if (game.magic_wall_active)
11935 int jx = local_player->jx, jy = local_player->jy;
11937 /* play the element sound at the position nearest to the player */
11938 if ((element == EL_MAGIC_WALL_FULL ||
11939 element == EL_MAGIC_WALL_ACTIVE ||
11940 element == EL_MAGIC_WALL_EMPTYING ||
11941 element == EL_BD_MAGIC_WALL_FULL ||
11942 element == EL_BD_MAGIC_WALL_ACTIVE ||
11943 element == EL_BD_MAGIC_WALL_EMPTYING ||
11944 element == EL_DC_MAGIC_WALL_FULL ||
11945 element == EL_DC_MAGIC_WALL_ACTIVE ||
11946 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11947 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11955 #if USE_NEW_AMOEBA_CODE
11956 /* new experimental amoeba growth stuff */
11957 if (!(FrameCounter % 8))
11959 static unsigned int random = 1684108901;
11961 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11963 x = RND(lev_fieldx);
11964 y = RND(lev_fieldy);
11965 element = Feld[x][y];
11967 if (!IS_PLAYER(x,y) &&
11968 (element == EL_EMPTY ||
11969 CAN_GROW_INTO(element) ||
11970 element == EL_QUICKSAND_EMPTY ||
11971 element == EL_QUICKSAND_FAST_EMPTY ||
11972 element == EL_ACID_SPLASH_LEFT ||
11973 element == EL_ACID_SPLASH_RIGHT))
11975 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11976 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11977 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11978 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11979 Feld[x][y] = EL_AMOEBA_DROP;
11982 random = random * 129 + 1;
11987 game.explosions_delayed = FALSE;
11989 SCAN_PLAYFIELD(x, y)
11991 element = Feld[x][y];
11993 if (ExplodeField[x][y])
11994 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11995 else if (element == EL_EXPLOSION)
11996 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11998 ExplodeField[x][y] = EX_TYPE_NONE;
12001 game.explosions_delayed = TRUE;
12003 if (game.magic_wall_active)
12005 if (!(game.magic_wall_time_left % 4))
12007 int element = Feld[magic_wall_x][magic_wall_y];
12009 if (element == EL_BD_MAGIC_WALL_FULL ||
12010 element == EL_BD_MAGIC_WALL_ACTIVE ||
12011 element == EL_BD_MAGIC_WALL_EMPTYING)
12012 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12013 else if (element == EL_DC_MAGIC_WALL_FULL ||
12014 element == EL_DC_MAGIC_WALL_ACTIVE ||
12015 element == EL_DC_MAGIC_WALL_EMPTYING)
12016 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12018 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12021 if (game.magic_wall_time_left > 0)
12023 game.magic_wall_time_left--;
12025 if (!game.magic_wall_time_left)
12027 SCAN_PLAYFIELD(x, y)
12029 element = Feld[x][y];
12031 if (element == EL_MAGIC_WALL_ACTIVE ||
12032 element == EL_MAGIC_WALL_FULL)
12034 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12035 TEST_DrawLevelField(x, y);
12037 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12038 element == EL_BD_MAGIC_WALL_FULL)
12040 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12041 TEST_DrawLevelField(x, y);
12043 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12044 element == EL_DC_MAGIC_WALL_FULL)
12046 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12047 TEST_DrawLevelField(x, y);
12051 game.magic_wall_active = FALSE;
12056 if (game.light_time_left > 0)
12058 game.light_time_left--;
12060 if (game.light_time_left == 0)
12061 RedrawAllLightSwitchesAndInvisibleElements();
12064 if (game.timegate_time_left > 0)
12066 game.timegate_time_left--;
12068 if (game.timegate_time_left == 0)
12069 CloseAllOpenTimegates();
12072 if (game.lenses_time_left > 0)
12074 game.lenses_time_left--;
12076 if (game.lenses_time_left == 0)
12077 RedrawAllInvisibleElementsForLenses();
12080 if (game.magnify_time_left > 0)
12082 game.magnify_time_left--;
12084 if (game.magnify_time_left == 0)
12085 RedrawAllInvisibleElementsForMagnifier();
12088 for (i = 0; i < MAX_PLAYERS; i++)
12090 struct PlayerInfo *player = &stored_player[i];
12092 if (SHIELD_ON(player))
12094 if (player->shield_deadly_time_left)
12095 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12096 else if (player->shield_normal_time_left)
12097 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12101 #if USE_DELAYED_GFX_REDRAW
12102 SCAN_PLAYFIELD(x, y)
12104 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12106 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12107 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12109 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12110 DrawLevelField(x, y);
12112 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12113 DrawLevelFieldCrumbled(x, y);
12115 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12116 DrawLevelFieldCrumbledNeighbours(x, y);
12118 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12119 DrawTwinkleOnField(x, y);
12122 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12127 PlayAllPlayersSound();
12129 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12131 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12133 local_player->show_envelope = 0;
12136 /* use random number generator in every frame to make it less predictable */
12137 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12141 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12143 int min_x = x, min_y = y, max_x = x, max_y = y;
12146 for (i = 0; i < MAX_PLAYERS; i++)
12148 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12150 if (!stored_player[i].active || &stored_player[i] == player)
12153 min_x = MIN(min_x, jx);
12154 min_y = MIN(min_y, jy);
12155 max_x = MAX(max_x, jx);
12156 max_y = MAX(max_y, jy);
12159 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12162 static boolean AllPlayersInVisibleScreen(void)
12166 for (i = 0; i < MAX_PLAYERS; i++)
12168 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12170 if (!stored_player[i].active)
12173 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12180 void ScrollLevel(int dx, int dy)
12182 int scroll_offset = 2 * TILEX_VAR;
12185 BlitBitmap(drawto_field, drawto_field,
12186 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12187 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12188 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12189 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12190 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12191 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12195 x = (dx == 1 ? BX1 : BX2);
12196 for (y = BY1; y <= BY2; y++)
12197 DrawScreenField(x, y);
12202 y = (dy == 1 ? BY1 : BY2);
12203 for (x = BX1; x <= BX2; x++)
12204 DrawScreenField(x, y);
12207 redraw_mask |= REDRAW_FIELD;
12210 static boolean canFallDown(struct PlayerInfo *player)
12212 int jx = player->jx, jy = player->jy;
12214 return (IN_LEV_FIELD(jx, jy + 1) &&
12215 (IS_FREE(jx, jy + 1) ||
12216 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12217 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12218 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12221 static boolean canPassField(int x, int y, int move_dir)
12223 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12224 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12225 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12226 int nextx = x + dx;
12227 int nexty = y + dy;
12228 int element = Feld[x][y];
12230 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12231 !CAN_MOVE(element) &&
12232 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12233 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12234 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12237 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12239 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12240 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12241 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12245 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12246 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12247 (IS_DIGGABLE(Feld[newx][newy]) ||
12248 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12249 canPassField(newx, newy, move_dir)));
12252 static void CheckGravityMovement(struct PlayerInfo *player)
12254 if (player->gravity && !player->programmed_action)
12256 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12257 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12258 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12259 int jx = player->jx, jy = player->jy;
12260 boolean player_is_moving_to_valid_field =
12261 (!player_is_snapping &&
12262 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12263 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12264 boolean player_can_fall_down = canFallDown(player);
12266 if (player_can_fall_down &&
12267 !player_is_moving_to_valid_field)
12268 player->programmed_action = MV_DOWN;
12272 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12274 return CheckGravityMovement(player);
12276 if (player->gravity && !player->programmed_action)
12278 int jx = player->jx, jy = player->jy;
12279 boolean field_under_player_is_free =
12280 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12281 boolean player_is_standing_on_valid_field =
12282 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12283 (IS_WALKABLE(Feld[jx][jy]) &&
12284 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12286 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12287 player->programmed_action = MV_DOWN;
12292 MovePlayerOneStep()
12293 -----------------------------------------------------------------------------
12294 dx, dy: direction (non-diagonal) to try to move the player to
12295 real_dx, real_dy: direction as read from input device (can be diagonal)
12298 boolean MovePlayerOneStep(struct PlayerInfo *player,
12299 int dx, int dy, int real_dx, int real_dy)
12301 int jx = player->jx, jy = player->jy;
12302 int new_jx = jx + dx, new_jy = jy + dy;
12304 boolean player_can_move = !player->cannot_move;
12306 if (!player->active || (!dx && !dy))
12307 return MP_NO_ACTION;
12309 player->MovDir = (dx < 0 ? MV_LEFT :
12310 dx > 0 ? MV_RIGHT :
12312 dy > 0 ? MV_DOWN : MV_NONE);
12314 if (!IN_LEV_FIELD(new_jx, new_jy))
12315 return MP_NO_ACTION;
12317 if (!player_can_move)
12319 if (player->MovPos == 0)
12321 player->is_moving = FALSE;
12322 player->is_digging = FALSE;
12323 player->is_collecting = FALSE;
12324 player->is_snapping = FALSE;
12325 player->is_pushing = FALSE;
12329 if (!network.enabled && game.centered_player_nr == -1 &&
12330 !AllPlayersInSight(player, new_jx, new_jy))
12331 return MP_NO_ACTION;
12333 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12334 if (can_move != MP_MOVING)
12337 /* check if DigField() has caused relocation of the player */
12338 if (player->jx != jx || player->jy != jy)
12339 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12341 StorePlayer[jx][jy] = 0;
12342 player->last_jx = jx;
12343 player->last_jy = jy;
12344 player->jx = new_jx;
12345 player->jy = new_jy;
12346 StorePlayer[new_jx][new_jy] = player->element_nr;
12348 if (player->move_delay_value_next != -1)
12350 player->move_delay_value = player->move_delay_value_next;
12351 player->move_delay_value_next = -1;
12355 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12357 player->step_counter++;
12359 PlayerVisit[jx][jy] = FrameCounter;
12361 player->is_moving = TRUE;
12364 /* should better be called in MovePlayer(), but this breaks some tapes */
12365 ScrollPlayer(player, SCROLL_INIT);
12371 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12373 int jx = player->jx, jy = player->jy;
12374 int old_jx = jx, old_jy = jy;
12375 int moved = MP_NO_ACTION;
12377 if (!player->active)
12382 if (player->MovPos == 0)
12384 player->is_moving = FALSE;
12385 player->is_digging = FALSE;
12386 player->is_collecting = FALSE;
12387 player->is_snapping = FALSE;
12388 player->is_pushing = FALSE;
12394 if (player->move_delay > 0)
12397 player->move_delay = -1; /* set to "uninitialized" value */
12399 /* store if player is automatically moved to next field */
12400 player->is_auto_moving = (player->programmed_action != MV_NONE);
12402 /* remove the last programmed player action */
12403 player->programmed_action = 0;
12405 if (player->MovPos)
12407 /* should only happen if pre-1.2 tape recordings are played */
12408 /* this is only for backward compatibility */
12410 int original_move_delay_value = player->move_delay_value;
12413 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12417 /* scroll remaining steps with finest movement resolution */
12418 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12420 while (player->MovPos)
12422 ScrollPlayer(player, SCROLL_GO_ON);
12423 ScrollScreen(NULL, SCROLL_GO_ON);
12425 AdvanceFrameAndPlayerCounters(player->index_nr);
12428 BackToFront_WithFrameDelay(0);
12431 player->move_delay_value = original_move_delay_value;
12434 player->is_active = FALSE;
12436 if (player->last_move_dir & MV_HORIZONTAL)
12438 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12439 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12443 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12444 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12447 if (!moved && !player->is_active)
12449 player->is_moving = FALSE;
12450 player->is_digging = FALSE;
12451 player->is_collecting = FALSE;
12452 player->is_snapping = FALSE;
12453 player->is_pushing = FALSE;
12459 if (moved & MP_MOVING && !ScreenMovPos &&
12460 (player->index_nr == game.centered_player_nr ||
12461 game.centered_player_nr == -1))
12463 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12464 int offset = game.scroll_delay_value;
12466 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12468 /* actual player has left the screen -- scroll in that direction */
12469 if (jx != old_jx) /* player has moved horizontally */
12470 scroll_x += (jx - old_jx);
12471 else /* player has moved vertically */
12472 scroll_y += (jy - old_jy);
12476 if (jx != old_jx) /* player has moved horizontally */
12478 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12479 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12480 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12482 /* don't scroll over playfield boundaries */
12483 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12484 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12486 /* don't scroll more than one field at a time */
12487 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12489 /* don't scroll against the player's moving direction */
12490 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12491 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12492 scroll_x = old_scroll_x;
12494 else /* player has moved vertically */
12496 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12497 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12498 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12500 /* don't scroll over playfield boundaries */
12501 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12502 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12504 /* don't scroll more than one field at a time */
12505 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12507 /* don't scroll against the player's moving direction */
12508 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12509 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12510 scroll_y = old_scroll_y;
12514 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12516 if (!network.enabled && game.centered_player_nr == -1 &&
12517 !AllPlayersInVisibleScreen())
12519 scroll_x = old_scroll_x;
12520 scroll_y = old_scroll_y;
12524 ScrollScreen(player, SCROLL_INIT);
12525 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12530 player->StepFrame = 0;
12532 if (moved & MP_MOVING)
12534 if (old_jx != jx && old_jy == jy)
12535 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12536 else if (old_jx == jx && old_jy != jy)
12537 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12539 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12541 player->last_move_dir = player->MovDir;
12542 player->is_moving = TRUE;
12543 player->is_snapping = FALSE;
12544 player->is_switching = FALSE;
12545 player->is_dropping = FALSE;
12546 player->is_dropping_pressed = FALSE;
12547 player->drop_pressed_delay = 0;
12550 /* should better be called here than above, but this breaks some tapes */
12551 ScrollPlayer(player, SCROLL_INIT);
12556 CheckGravityMovementWhenNotMoving(player);
12558 player->is_moving = FALSE;
12560 /* at this point, the player is allowed to move, but cannot move right now
12561 (e.g. because of something blocking the way) -- ensure that the player
12562 is also allowed to move in the next frame (in old versions before 3.1.1,
12563 the player was forced to wait again for eight frames before next try) */
12565 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12566 player->move_delay = 0; /* allow direct movement in the next frame */
12569 if (player->move_delay == -1) /* not yet initialized by DigField() */
12570 player->move_delay = player->move_delay_value;
12572 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12574 TestIfPlayerTouchesBadThing(jx, jy);
12575 TestIfPlayerTouchesCustomElement(jx, jy);
12578 if (!player->active)
12579 RemovePlayer(player);
12584 void ScrollPlayer(struct PlayerInfo *player, int mode)
12586 int jx = player->jx, jy = player->jy;
12587 int last_jx = player->last_jx, last_jy = player->last_jy;
12588 int move_stepsize = TILEX / player->move_delay_value;
12590 if (!player->active)
12593 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12596 if (mode == SCROLL_INIT)
12598 player->actual_frame_counter = FrameCounter;
12599 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12601 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12602 Feld[last_jx][last_jy] == EL_EMPTY)
12604 int last_field_block_delay = 0; /* start with no blocking at all */
12605 int block_delay_adjustment = player->block_delay_adjustment;
12607 /* if player blocks last field, add delay for exactly one move */
12608 if (player->block_last_field)
12610 last_field_block_delay += player->move_delay_value;
12612 /* when blocking enabled, prevent moving up despite gravity */
12613 if (player->gravity && player->MovDir == MV_UP)
12614 block_delay_adjustment = -1;
12617 /* add block delay adjustment (also possible when not blocking) */
12618 last_field_block_delay += block_delay_adjustment;
12620 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12621 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12624 if (player->MovPos != 0) /* player has not yet reached destination */
12627 else if (!FrameReached(&player->actual_frame_counter, 1))
12630 if (player->MovPos != 0)
12632 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12633 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12635 /* before DrawPlayer() to draw correct player graphic for this case */
12636 if (player->MovPos == 0)
12637 CheckGravityMovement(player);
12640 if (player->MovPos == 0) /* player reached destination field */
12642 if (player->move_delay_reset_counter > 0)
12644 player->move_delay_reset_counter--;
12646 if (player->move_delay_reset_counter == 0)
12648 /* continue with normal speed after quickly moving through gate */
12649 HALVE_PLAYER_SPEED(player);
12651 /* be able to make the next move without delay */
12652 player->move_delay = 0;
12656 player->last_jx = jx;
12657 player->last_jy = jy;
12659 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12660 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12661 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12662 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12663 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12664 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12665 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12666 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12668 ExitPlayer(player);
12670 if ((local_player->friends_still_needed == 0 ||
12671 IS_SP_ELEMENT(Feld[jx][jy])) &&
12673 PlayerWins(local_player);
12676 /* this breaks one level: "machine", level 000 */
12678 int move_direction = player->MovDir;
12679 int enter_side = MV_DIR_OPPOSITE(move_direction);
12680 int leave_side = move_direction;
12681 int old_jx = last_jx;
12682 int old_jy = last_jy;
12683 int old_element = Feld[old_jx][old_jy];
12684 int new_element = Feld[jx][jy];
12686 if (IS_CUSTOM_ELEMENT(old_element))
12687 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12689 player->index_bit, leave_side);
12691 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12692 CE_PLAYER_LEAVES_X,
12693 player->index_bit, leave_side);
12695 if (IS_CUSTOM_ELEMENT(new_element))
12696 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12697 player->index_bit, enter_side);
12699 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12700 CE_PLAYER_ENTERS_X,
12701 player->index_bit, enter_side);
12703 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12704 CE_MOVE_OF_X, move_direction);
12707 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12709 TestIfPlayerTouchesBadThing(jx, jy);
12710 TestIfPlayerTouchesCustomElement(jx, jy);
12712 /* needed because pushed element has not yet reached its destination,
12713 so it would trigger a change event at its previous field location */
12714 if (!player->is_pushing)
12715 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12717 if (!player->active)
12718 RemovePlayer(player);
12721 if (!local_player->LevelSolved && level.use_step_counter)
12731 if (TimeLeft <= 10 && setup.time_limit)
12732 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12734 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12736 DisplayGameControlValues();
12738 if (!TimeLeft && setup.time_limit)
12739 for (i = 0; i < MAX_PLAYERS; i++)
12740 KillPlayer(&stored_player[i]);
12742 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12744 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12746 DisplayGameControlValues();
12750 if (tape.single_step && tape.recording && !tape.pausing &&
12751 !player->programmed_action)
12752 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12754 if (!player->programmed_action)
12755 CheckSaveEngineSnapshot(player);
12759 void ScrollScreen(struct PlayerInfo *player, int mode)
12761 static unsigned int screen_frame_counter = 0;
12763 if (mode == SCROLL_INIT)
12765 /* set scrolling step size according to actual player's moving speed */
12766 ScrollStepSize = TILEX / player->move_delay_value;
12768 screen_frame_counter = FrameCounter;
12769 ScreenMovDir = player->MovDir;
12770 ScreenMovPos = player->MovPos;
12771 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12774 else if (!FrameReached(&screen_frame_counter, 1))
12779 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12780 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12781 redraw_mask |= REDRAW_FIELD;
12784 ScreenMovDir = MV_NONE;
12787 void TestIfPlayerTouchesCustomElement(int x, int y)
12789 static int xy[4][2] =
12796 static int trigger_sides[4][2] =
12798 /* center side border side */
12799 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12800 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12801 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12802 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12804 static int touch_dir[4] =
12806 MV_LEFT | MV_RIGHT,
12811 int center_element = Feld[x][y]; /* should always be non-moving! */
12814 for (i = 0; i < NUM_DIRECTIONS; i++)
12816 int xx = x + xy[i][0];
12817 int yy = y + xy[i][1];
12818 int center_side = trigger_sides[i][0];
12819 int border_side = trigger_sides[i][1];
12820 int border_element;
12822 if (!IN_LEV_FIELD(xx, yy))
12825 if (IS_PLAYER(x, y)) /* player found at center element */
12827 struct PlayerInfo *player = PLAYERINFO(x, y);
12829 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12830 border_element = Feld[xx][yy]; /* may be moving! */
12831 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12832 border_element = Feld[xx][yy];
12833 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12834 border_element = MovingOrBlocked2Element(xx, yy);
12836 continue; /* center and border element do not touch */
12838 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12839 player->index_bit, border_side);
12840 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12841 CE_PLAYER_TOUCHES_X,
12842 player->index_bit, border_side);
12845 /* use player element that is initially defined in the level playfield,
12846 not the player element that corresponds to the runtime player number
12847 (example: a level that contains EL_PLAYER_3 as the only player would
12848 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12849 int player_element = PLAYERINFO(x, y)->initial_element;
12851 CheckElementChangeBySide(xx, yy, border_element, player_element,
12852 CE_TOUCHING_X, border_side);
12855 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12857 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12859 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12861 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12862 continue; /* center and border element do not touch */
12865 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12866 player->index_bit, center_side);
12867 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12868 CE_PLAYER_TOUCHES_X,
12869 player->index_bit, center_side);
12872 /* use player element that is initially defined in the level playfield,
12873 not the player element that corresponds to the runtime player number
12874 (example: a level that contains EL_PLAYER_3 as the only player would
12875 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12876 int player_element = PLAYERINFO(xx, yy)->initial_element;
12878 CheckElementChangeBySide(x, y, center_element, player_element,
12879 CE_TOUCHING_X, center_side);
12887 void TestIfElementTouchesCustomElement(int x, int y)
12889 static int xy[4][2] =
12896 static int trigger_sides[4][2] =
12898 /* center side border side */
12899 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12900 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12901 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12902 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12904 static int touch_dir[4] =
12906 MV_LEFT | MV_RIGHT,
12911 boolean change_center_element = FALSE;
12912 int center_element = Feld[x][y]; /* should always be non-moving! */
12913 int border_element_old[NUM_DIRECTIONS];
12916 for (i = 0; i < NUM_DIRECTIONS; i++)
12918 int xx = x + xy[i][0];
12919 int yy = y + xy[i][1];
12920 int border_element;
12922 border_element_old[i] = -1;
12924 if (!IN_LEV_FIELD(xx, yy))
12927 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12928 border_element = Feld[xx][yy]; /* may be moving! */
12929 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12930 border_element = Feld[xx][yy];
12931 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12932 border_element = MovingOrBlocked2Element(xx, yy);
12934 continue; /* center and border element do not touch */
12936 border_element_old[i] = border_element;
12939 for (i = 0; i < NUM_DIRECTIONS; i++)
12941 int xx = x + xy[i][0];
12942 int yy = y + xy[i][1];
12943 int center_side = trigger_sides[i][0];
12944 int border_element = border_element_old[i];
12946 if (border_element == -1)
12949 /* check for change of border element */
12950 CheckElementChangeBySide(xx, yy, border_element, center_element,
12951 CE_TOUCHING_X, center_side);
12953 /* (center element cannot be player, so we dont have to check this here) */
12956 for (i = 0; i < NUM_DIRECTIONS; i++)
12958 int xx = x + xy[i][0];
12959 int yy = y + xy[i][1];
12960 int border_side = trigger_sides[i][1];
12961 int border_element = border_element_old[i];
12963 if (border_element == -1)
12966 /* check for change of center element (but change it only once) */
12967 if (!change_center_element)
12968 change_center_element =
12969 CheckElementChangeBySide(x, y, center_element, border_element,
12970 CE_TOUCHING_X, border_side);
12972 if (IS_PLAYER(xx, yy))
12974 /* use player element that is initially defined in the level playfield,
12975 not the player element that corresponds to the runtime player number
12976 (example: a level that contains EL_PLAYER_3 as the only player would
12977 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12978 int player_element = PLAYERINFO(xx, yy)->initial_element;
12980 CheckElementChangeBySide(x, y, center_element, player_element,
12981 CE_TOUCHING_X, border_side);
12986 void TestIfElementHitsCustomElement(int x, int y, int direction)
12988 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12989 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12990 int hitx = x + dx, hity = y + dy;
12991 int hitting_element = Feld[x][y];
12992 int touched_element;
12994 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12997 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12998 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13000 if (IN_LEV_FIELD(hitx, hity))
13002 int opposite_direction = MV_DIR_OPPOSITE(direction);
13003 int hitting_side = direction;
13004 int touched_side = opposite_direction;
13005 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13006 MovDir[hitx][hity] != direction ||
13007 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13013 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13014 CE_HITTING_X, touched_side);
13016 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13017 CE_HIT_BY_X, hitting_side);
13019 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13020 CE_HIT_BY_SOMETHING, opposite_direction);
13022 if (IS_PLAYER(hitx, hity))
13024 /* use player element that is initially defined in the level playfield,
13025 not the player element that corresponds to the runtime player number
13026 (example: a level that contains EL_PLAYER_3 as the only player would
13027 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13028 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13030 CheckElementChangeBySide(x, y, hitting_element, player_element,
13031 CE_HITTING_X, touched_side);
13036 /* "hitting something" is also true when hitting the playfield border */
13037 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13038 CE_HITTING_SOMETHING, direction);
13041 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13043 int i, kill_x = -1, kill_y = -1;
13045 int bad_element = -1;
13046 static int test_xy[4][2] =
13053 static int test_dir[4] =
13061 for (i = 0; i < NUM_DIRECTIONS; i++)
13063 int test_x, test_y, test_move_dir, test_element;
13065 test_x = good_x + test_xy[i][0];
13066 test_y = good_y + test_xy[i][1];
13068 if (!IN_LEV_FIELD(test_x, test_y))
13072 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13074 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13076 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13077 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13079 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13080 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13084 bad_element = test_element;
13090 if (kill_x != -1 || kill_y != -1)
13092 if (IS_PLAYER(good_x, good_y))
13094 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13096 if (player->shield_deadly_time_left > 0 &&
13097 !IS_INDESTRUCTIBLE(bad_element))
13098 Bang(kill_x, kill_y);
13099 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13100 KillPlayer(player);
13103 Bang(good_x, good_y);
13107 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13109 int i, kill_x = -1, kill_y = -1;
13110 int bad_element = Feld[bad_x][bad_y];
13111 static int test_xy[4][2] =
13118 static int touch_dir[4] =
13120 MV_LEFT | MV_RIGHT,
13125 static int test_dir[4] =
13133 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13136 for (i = 0; i < NUM_DIRECTIONS; i++)
13138 int test_x, test_y, test_move_dir, test_element;
13140 test_x = bad_x + test_xy[i][0];
13141 test_y = bad_y + test_xy[i][1];
13143 if (!IN_LEV_FIELD(test_x, test_y))
13147 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13149 test_element = Feld[test_x][test_y];
13151 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13152 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13154 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13155 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13157 /* good thing is player or penguin that does not move away */
13158 if (IS_PLAYER(test_x, test_y))
13160 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13162 if (bad_element == EL_ROBOT && player->is_moving)
13163 continue; /* robot does not kill player if he is moving */
13165 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13167 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13168 continue; /* center and border element do not touch */
13176 else if (test_element == EL_PENGUIN)
13186 if (kill_x != -1 || kill_y != -1)
13188 if (IS_PLAYER(kill_x, kill_y))
13190 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13192 if (player->shield_deadly_time_left > 0 &&
13193 !IS_INDESTRUCTIBLE(bad_element))
13194 Bang(bad_x, bad_y);
13195 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13196 KillPlayer(player);
13199 Bang(kill_x, kill_y);
13203 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13205 int bad_element = Feld[bad_x][bad_y];
13206 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13207 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13208 int test_x = bad_x + dx, test_y = bad_y + dy;
13209 int test_move_dir, test_element;
13210 int kill_x = -1, kill_y = -1;
13212 if (!IN_LEV_FIELD(test_x, test_y))
13216 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13218 test_element = Feld[test_x][test_y];
13220 if (test_move_dir != bad_move_dir)
13222 /* good thing can be player or penguin that does not move away */
13223 if (IS_PLAYER(test_x, test_y))
13225 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13227 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13228 player as being hit when he is moving towards the bad thing, because
13229 the "get hit by" condition would be lost after the player stops) */
13230 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13231 return; /* player moves away from bad thing */
13236 else if (test_element == EL_PENGUIN)
13243 if (kill_x != -1 || kill_y != -1)
13245 if (IS_PLAYER(kill_x, kill_y))
13247 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13249 if (player->shield_deadly_time_left > 0 &&
13250 !IS_INDESTRUCTIBLE(bad_element))
13251 Bang(bad_x, bad_y);
13252 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13253 KillPlayer(player);
13256 Bang(kill_x, kill_y);
13260 void TestIfPlayerTouchesBadThing(int x, int y)
13262 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13265 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13267 TestIfGoodThingHitsBadThing(x, y, move_dir);
13270 void TestIfBadThingTouchesPlayer(int x, int y)
13272 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13275 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13277 TestIfBadThingHitsGoodThing(x, y, move_dir);
13280 void TestIfFriendTouchesBadThing(int x, int y)
13282 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13285 void TestIfBadThingTouchesFriend(int x, int y)
13287 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13290 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13292 int i, kill_x = bad_x, kill_y = bad_y;
13293 static int xy[4][2] =
13301 for (i = 0; i < NUM_DIRECTIONS; i++)
13305 x = bad_x + xy[i][0];
13306 y = bad_y + xy[i][1];
13307 if (!IN_LEV_FIELD(x, y))
13310 element = Feld[x][y];
13311 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13312 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13320 if (kill_x != bad_x || kill_y != bad_y)
13321 Bang(bad_x, bad_y);
13324 void KillPlayer(struct PlayerInfo *player)
13326 int jx = player->jx, jy = player->jy;
13328 if (!player->active)
13332 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13333 player->killed, player->active, player->reanimated);
13336 /* the following code was introduced to prevent an infinite loop when calling
13338 -> CheckTriggeredElementChangeExt()
13339 -> ExecuteCustomElementAction()
13341 -> (infinitely repeating the above sequence of function calls)
13342 which occurs when killing the player while having a CE with the setting
13343 "kill player X when explosion of <player X>"; the solution using a new
13344 field "player->killed" was chosen for backwards compatibility, although
13345 clever use of the fields "player->active" etc. would probably also work */
13347 if (player->killed)
13351 player->killed = TRUE;
13353 /* remove accessible field at the player's position */
13354 Feld[jx][jy] = EL_EMPTY;
13356 /* deactivate shield (else Bang()/Explode() would not work right) */
13357 player->shield_normal_time_left = 0;
13358 player->shield_deadly_time_left = 0;
13361 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13362 player->killed, player->active, player->reanimated);
13368 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13369 player->killed, player->active, player->reanimated);
13372 if (player->reanimated) /* killed player may have been reanimated */
13373 player->killed = player->reanimated = FALSE;
13375 BuryPlayer(player);
13378 static void KillPlayerUnlessEnemyProtected(int x, int y)
13380 if (!PLAYER_ENEMY_PROTECTED(x, y))
13381 KillPlayer(PLAYERINFO(x, y));
13384 static void KillPlayerUnlessExplosionProtected(int x, int y)
13386 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13387 KillPlayer(PLAYERINFO(x, y));
13390 void BuryPlayer(struct PlayerInfo *player)
13392 int jx = player->jx, jy = player->jy;
13394 if (!player->active)
13397 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13398 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13400 player->GameOver = TRUE;
13401 RemovePlayer(player);
13404 void RemovePlayer(struct PlayerInfo *player)
13406 int jx = player->jx, jy = player->jy;
13407 int i, found = FALSE;
13409 player->present = FALSE;
13410 player->active = FALSE;
13412 if (!ExplodeField[jx][jy])
13413 StorePlayer[jx][jy] = 0;
13415 if (player->is_moving)
13416 TEST_DrawLevelField(player->last_jx, player->last_jy);
13418 for (i = 0; i < MAX_PLAYERS; i++)
13419 if (stored_player[i].active)
13423 AllPlayersGone = TRUE;
13429 void ExitPlayer(struct PlayerInfo *player)
13431 DrawPlayer(player); /* needed here only to cleanup last field */
13432 RemovePlayer(player);
13434 if (local_player->players_still_needed > 0)
13435 local_player->players_still_needed--;
13437 /* also set if some players not yet gone, but not needed to solve level */
13438 if (local_player->players_still_needed == 0)
13439 AllPlayersGone = TRUE;
13442 static void setFieldForSnapping(int x, int y, int element, int direction)
13444 struct ElementInfo *ei = &element_info[element];
13445 int direction_bit = MV_DIR_TO_BIT(direction);
13446 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13447 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13448 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13450 Feld[x][y] = EL_ELEMENT_SNAPPING;
13451 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13453 ResetGfxAnimation(x, y);
13455 GfxElement[x][y] = element;
13456 GfxAction[x][y] = action;
13457 GfxDir[x][y] = direction;
13458 GfxFrame[x][y] = -1;
13462 =============================================================================
13463 checkDiagonalPushing()
13464 -----------------------------------------------------------------------------
13465 check if diagonal input device direction results in pushing of object
13466 (by checking if the alternative direction is walkable, diggable, ...)
13467 =============================================================================
13470 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13471 int x, int y, int real_dx, int real_dy)
13473 int jx, jy, dx, dy, xx, yy;
13475 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13478 /* diagonal direction: check alternative direction */
13483 xx = jx + (dx == 0 ? real_dx : 0);
13484 yy = jy + (dy == 0 ? real_dy : 0);
13486 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13490 =============================================================================
13492 -----------------------------------------------------------------------------
13493 x, y: field next to player (non-diagonal) to try to dig to
13494 real_dx, real_dy: direction as read from input device (can be diagonal)
13495 =============================================================================
13498 static int DigField(struct PlayerInfo *player,
13499 int oldx, int oldy, int x, int y,
13500 int real_dx, int real_dy, int mode)
13502 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13503 boolean player_was_pushing = player->is_pushing;
13504 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13505 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13506 int jx = oldx, jy = oldy;
13507 int dx = x - jx, dy = y - jy;
13508 int nextx = x + dx, nexty = y + dy;
13509 int move_direction = (dx == -1 ? MV_LEFT :
13510 dx == +1 ? MV_RIGHT :
13512 dy == +1 ? MV_DOWN : MV_NONE);
13513 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13514 int dig_side = MV_DIR_OPPOSITE(move_direction);
13515 int old_element = Feld[jx][jy];
13516 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13519 if (is_player) /* function can also be called by EL_PENGUIN */
13521 if (player->MovPos == 0)
13523 player->is_digging = FALSE;
13524 player->is_collecting = FALSE;
13527 if (player->MovPos == 0) /* last pushing move finished */
13528 player->is_pushing = FALSE;
13530 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13532 player->is_switching = FALSE;
13533 player->push_delay = -1;
13535 return MP_NO_ACTION;
13539 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13540 old_element = Back[jx][jy];
13542 /* in case of element dropped at player position, check background */
13543 else if (Back[jx][jy] != EL_EMPTY &&
13544 game.engine_version >= VERSION_IDENT(2,2,0,0))
13545 old_element = Back[jx][jy];
13547 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13548 return MP_NO_ACTION; /* field has no opening in this direction */
13550 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13551 return MP_NO_ACTION; /* field has no opening in this direction */
13553 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13557 Feld[jx][jy] = player->artwork_element;
13558 InitMovingField(jx, jy, MV_DOWN);
13559 Store[jx][jy] = EL_ACID;
13560 ContinueMoving(jx, jy);
13561 BuryPlayer(player);
13563 return MP_DONT_RUN_INTO;
13566 if (player_can_move && DONT_RUN_INTO(element))
13568 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13570 return MP_DONT_RUN_INTO;
13573 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13574 return MP_NO_ACTION;
13576 collect_count = element_info[element].collect_count_initial;
13578 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13579 return MP_NO_ACTION;
13581 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13582 player_can_move = player_can_move_or_snap;
13584 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13585 game.engine_version >= VERSION_IDENT(2,2,0,0))
13587 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13588 player->index_bit, dig_side);
13589 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13590 player->index_bit, dig_side);
13592 if (element == EL_DC_LANDMINE)
13595 if (Feld[x][y] != element) /* field changed by snapping */
13598 return MP_NO_ACTION;
13601 if (player->gravity && is_player && !player->is_auto_moving &&
13602 canFallDown(player) && move_direction != MV_DOWN &&
13603 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13604 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13606 if (player_can_move &&
13607 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13609 int sound_element = SND_ELEMENT(element);
13610 int sound_action = ACTION_WALKING;
13612 if (IS_RND_GATE(element))
13614 if (!player->key[RND_GATE_NR(element)])
13615 return MP_NO_ACTION;
13617 else if (IS_RND_GATE_GRAY(element))
13619 if (!player->key[RND_GATE_GRAY_NR(element)])
13620 return MP_NO_ACTION;
13622 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13624 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13625 return MP_NO_ACTION;
13627 else if (element == EL_EXIT_OPEN ||
13628 element == EL_EM_EXIT_OPEN ||
13629 element == EL_EM_EXIT_OPENING ||
13630 element == EL_STEEL_EXIT_OPEN ||
13631 element == EL_EM_STEEL_EXIT_OPEN ||
13632 element == EL_EM_STEEL_EXIT_OPENING ||
13633 element == EL_SP_EXIT_OPEN ||
13634 element == EL_SP_EXIT_OPENING)
13636 sound_action = ACTION_PASSING; /* player is passing exit */
13638 else if (element == EL_EMPTY)
13640 sound_action = ACTION_MOVING; /* nothing to walk on */
13643 /* play sound from background or player, whatever is available */
13644 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13645 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13647 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13649 else if (player_can_move &&
13650 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13652 if (!ACCESS_FROM(element, opposite_direction))
13653 return MP_NO_ACTION; /* field not accessible from this direction */
13655 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13656 return MP_NO_ACTION;
13658 if (IS_EM_GATE(element))
13660 if (!player->key[EM_GATE_NR(element)])
13661 return MP_NO_ACTION;
13663 else if (IS_EM_GATE_GRAY(element))
13665 if (!player->key[EM_GATE_GRAY_NR(element)])
13666 return MP_NO_ACTION;
13668 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13670 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13671 return MP_NO_ACTION;
13673 else if (IS_EMC_GATE(element))
13675 if (!player->key[EMC_GATE_NR(element)])
13676 return MP_NO_ACTION;
13678 else if (IS_EMC_GATE_GRAY(element))
13680 if (!player->key[EMC_GATE_GRAY_NR(element)])
13681 return MP_NO_ACTION;
13683 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13685 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13686 return MP_NO_ACTION;
13688 else if (element == EL_DC_GATE_WHITE ||
13689 element == EL_DC_GATE_WHITE_GRAY ||
13690 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13692 if (player->num_white_keys == 0)
13693 return MP_NO_ACTION;
13695 player->num_white_keys--;
13697 else if (IS_SP_PORT(element))
13699 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13700 element == EL_SP_GRAVITY_PORT_RIGHT ||
13701 element == EL_SP_GRAVITY_PORT_UP ||
13702 element == EL_SP_GRAVITY_PORT_DOWN)
13703 player->gravity = !player->gravity;
13704 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13705 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13706 element == EL_SP_GRAVITY_ON_PORT_UP ||
13707 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13708 player->gravity = TRUE;
13709 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13710 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13711 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13712 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13713 player->gravity = FALSE;
13716 /* automatically move to the next field with double speed */
13717 player->programmed_action = move_direction;
13719 if (player->move_delay_reset_counter == 0)
13721 player->move_delay_reset_counter = 2; /* two double speed steps */
13723 DOUBLE_PLAYER_SPEED(player);
13726 PlayLevelSoundAction(x, y, ACTION_PASSING);
13728 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13732 if (mode != DF_SNAP)
13734 GfxElement[x][y] = GFX_ELEMENT(element);
13735 player->is_digging = TRUE;
13738 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13740 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13741 player->index_bit, dig_side);
13743 if (mode == DF_SNAP)
13745 if (level.block_snap_field)
13746 setFieldForSnapping(x, y, element, move_direction);
13748 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13750 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13751 player->index_bit, dig_side);
13754 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13758 if (is_player && mode != DF_SNAP)
13760 GfxElement[x][y] = element;
13761 player->is_collecting = TRUE;
13764 if (element == EL_SPEED_PILL)
13766 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13768 else if (element == EL_EXTRA_TIME && level.time > 0)
13770 TimeLeft += level.extra_time;
13772 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13774 DisplayGameControlValues();
13776 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13778 player->shield_normal_time_left += level.shield_normal_time;
13779 if (element == EL_SHIELD_DEADLY)
13780 player->shield_deadly_time_left += level.shield_deadly_time;
13782 else if (element == EL_DYNAMITE ||
13783 element == EL_EM_DYNAMITE ||
13784 element == EL_SP_DISK_RED)
13786 if (player->inventory_size < MAX_INVENTORY_SIZE)
13787 player->inventory_element[player->inventory_size++] = element;
13789 DrawGameDoorValues();
13791 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13793 player->dynabomb_count++;
13794 player->dynabombs_left++;
13796 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13798 player->dynabomb_size++;
13800 else if (element == EL_DYNABOMB_INCREASE_POWER)
13802 player->dynabomb_xl = TRUE;
13804 else if (IS_KEY(element))
13806 player->key[KEY_NR(element)] = TRUE;
13808 DrawGameDoorValues();
13810 else if (element == EL_DC_KEY_WHITE)
13812 player->num_white_keys++;
13814 /* display white keys? */
13815 /* DrawGameDoorValues(); */
13817 else if (IS_ENVELOPE(element))
13819 player->show_envelope = element;
13821 else if (element == EL_EMC_LENSES)
13823 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13825 RedrawAllInvisibleElementsForLenses();
13827 else if (element == EL_EMC_MAGNIFIER)
13829 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13831 RedrawAllInvisibleElementsForMagnifier();
13833 else if (IS_DROPPABLE(element) ||
13834 IS_THROWABLE(element)) /* can be collected and dropped */
13838 if (collect_count == 0)
13839 player->inventory_infinite_element = element;
13841 for (i = 0; i < collect_count; i++)
13842 if (player->inventory_size < MAX_INVENTORY_SIZE)
13843 player->inventory_element[player->inventory_size++] = element;
13845 DrawGameDoorValues();
13847 else if (collect_count > 0)
13849 local_player->gems_still_needed -= collect_count;
13850 if (local_player->gems_still_needed < 0)
13851 local_player->gems_still_needed = 0;
13853 game.snapshot.collected_item = TRUE;
13855 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13857 DisplayGameControlValues();
13860 RaiseScoreElement(element);
13861 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13864 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13865 player->index_bit, dig_side);
13867 if (mode == DF_SNAP)
13869 if (level.block_snap_field)
13870 setFieldForSnapping(x, y, element, move_direction);
13872 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13874 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13875 player->index_bit, dig_side);
13878 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13880 if (mode == DF_SNAP && element != EL_BD_ROCK)
13881 return MP_NO_ACTION;
13883 if (CAN_FALL(element) && dy)
13884 return MP_NO_ACTION;
13886 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13887 !(element == EL_SPRING && level.use_spring_bug))
13888 return MP_NO_ACTION;
13890 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13891 ((move_direction & MV_VERTICAL &&
13892 ((element_info[element].move_pattern & MV_LEFT &&
13893 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13894 (element_info[element].move_pattern & MV_RIGHT &&
13895 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13896 (move_direction & MV_HORIZONTAL &&
13897 ((element_info[element].move_pattern & MV_UP &&
13898 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13899 (element_info[element].move_pattern & MV_DOWN &&
13900 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13901 return MP_NO_ACTION;
13903 /* do not push elements already moving away faster than player */
13904 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13905 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13906 return MP_NO_ACTION;
13908 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13910 if (player->push_delay_value == -1 || !player_was_pushing)
13911 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13913 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13915 if (player->push_delay_value == -1)
13916 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13918 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13920 if (!player->is_pushing)
13921 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13924 player->is_pushing = TRUE;
13925 player->is_active = TRUE;
13927 if (!(IN_LEV_FIELD(nextx, nexty) &&
13928 (IS_FREE(nextx, nexty) ||
13929 (IS_SB_ELEMENT(element) &&
13930 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13931 (IS_CUSTOM_ELEMENT(element) &&
13932 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13933 return MP_NO_ACTION;
13935 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13936 return MP_NO_ACTION;
13938 if (player->push_delay == -1) /* new pushing; restart delay */
13939 player->push_delay = 0;
13941 if (player->push_delay < player->push_delay_value &&
13942 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13943 element != EL_SPRING && element != EL_BALLOON)
13945 /* make sure that there is no move delay before next try to push */
13946 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13947 player->move_delay = 0;
13949 return MP_NO_ACTION;
13952 if (IS_CUSTOM_ELEMENT(element) &&
13953 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13955 if (!DigFieldByCE(nextx, nexty, element))
13956 return MP_NO_ACTION;
13959 if (IS_SB_ELEMENT(element))
13961 if (element == EL_SOKOBAN_FIELD_FULL)
13963 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13964 local_player->sokobanfields_still_needed++;
13967 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13969 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13970 local_player->sokobanfields_still_needed--;
13973 Feld[x][y] = EL_SOKOBAN_OBJECT;
13975 if (Back[x][y] == Back[nextx][nexty])
13976 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13977 else if (Back[x][y] != 0)
13978 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13981 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13984 if (local_player->sokobanfields_still_needed == 0 &&
13985 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13987 local_player->players_still_needed = 0;
13989 PlayerWins(player);
13991 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13995 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13997 InitMovingField(x, y, move_direction);
13998 GfxAction[x][y] = ACTION_PUSHING;
14000 if (mode == DF_SNAP)
14001 ContinueMoving(x, y);
14003 MovPos[x][y] = (dx != 0 ? dx : dy);
14005 Pushed[x][y] = TRUE;
14006 Pushed[nextx][nexty] = TRUE;
14008 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14009 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14011 player->push_delay_value = -1; /* get new value later */
14013 /* check for element change _after_ element has been pushed */
14014 if (game.use_change_when_pushing_bug)
14016 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14017 player->index_bit, dig_side);
14018 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14019 player->index_bit, dig_side);
14022 else if (IS_SWITCHABLE(element))
14024 if (PLAYER_SWITCHING(player, x, y))
14026 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14027 player->index_bit, dig_side);
14032 player->is_switching = TRUE;
14033 player->switch_x = x;
14034 player->switch_y = y;
14036 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14038 if (element == EL_ROBOT_WHEEL)
14040 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14044 game.robot_wheel_active = TRUE;
14046 TEST_DrawLevelField(x, y);
14048 else if (element == EL_SP_TERMINAL)
14052 SCAN_PLAYFIELD(xx, yy)
14054 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14058 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14060 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14062 ResetGfxAnimation(xx, yy);
14063 TEST_DrawLevelField(xx, yy);
14067 else if (IS_BELT_SWITCH(element))
14069 ToggleBeltSwitch(x, y);
14071 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14072 element == EL_SWITCHGATE_SWITCH_DOWN ||
14073 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14074 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14076 ToggleSwitchgateSwitch(x, y);
14078 else if (element == EL_LIGHT_SWITCH ||
14079 element == EL_LIGHT_SWITCH_ACTIVE)
14081 ToggleLightSwitch(x, y);
14083 else if (element == EL_TIMEGATE_SWITCH ||
14084 element == EL_DC_TIMEGATE_SWITCH)
14086 ActivateTimegateSwitch(x, y);
14088 else if (element == EL_BALLOON_SWITCH_LEFT ||
14089 element == EL_BALLOON_SWITCH_RIGHT ||
14090 element == EL_BALLOON_SWITCH_UP ||
14091 element == EL_BALLOON_SWITCH_DOWN ||
14092 element == EL_BALLOON_SWITCH_NONE ||
14093 element == EL_BALLOON_SWITCH_ANY)
14095 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14096 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14097 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14098 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14099 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14102 else if (element == EL_LAMP)
14104 Feld[x][y] = EL_LAMP_ACTIVE;
14105 local_player->lights_still_needed--;
14107 ResetGfxAnimation(x, y);
14108 TEST_DrawLevelField(x, y);
14110 else if (element == EL_TIME_ORB_FULL)
14112 Feld[x][y] = EL_TIME_ORB_EMPTY;
14114 if (level.time > 0 || level.use_time_orb_bug)
14116 TimeLeft += level.time_orb_time;
14117 game.no_time_limit = FALSE;
14119 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14121 DisplayGameControlValues();
14124 ResetGfxAnimation(x, y);
14125 TEST_DrawLevelField(x, y);
14127 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14128 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14132 game.ball_state = !game.ball_state;
14134 SCAN_PLAYFIELD(xx, yy)
14136 int e = Feld[xx][yy];
14138 if (game.ball_state)
14140 if (e == EL_EMC_MAGIC_BALL)
14141 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14142 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14143 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14147 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14148 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14149 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14150 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14155 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14156 player->index_bit, dig_side);
14158 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14159 player->index_bit, dig_side);
14161 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14162 player->index_bit, dig_side);
14168 if (!PLAYER_SWITCHING(player, x, y))
14170 player->is_switching = TRUE;
14171 player->switch_x = x;
14172 player->switch_y = y;
14174 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14175 player->index_bit, dig_side);
14176 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14177 player->index_bit, dig_side);
14179 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14180 player->index_bit, dig_side);
14181 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14182 player->index_bit, dig_side);
14185 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14186 player->index_bit, dig_side);
14187 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14188 player->index_bit, dig_side);
14190 return MP_NO_ACTION;
14193 player->push_delay = -1;
14195 if (is_player) /* function can also be called by EL_PENGUIN */
14197 if (Feld[x][y] != element) /* really digged/collected something */
14199 player->is_collecting = !player->is_digging;
14200 player->is_active = TRUE;
14207 static boolean DigFieldByCE(int x, int y, int digging_element)
14209 int element = Feld[x][y];
14211 if (!IS_FREE(x, y))
14213 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14214 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14217 /* no element can dig solid indestructible elements */
14218 if (IS_INDESTRUCTIBLE(element) &&
14219 !IS_DIGGABLE(element) &&
14220 !IS_COLLECTIBLE(element))
14223 if (AmoebaNr[x][y] &&
14224 (element == EL_AMOEBA_FULL ||
14225 element == EL_BD_AMOEBA ||
14226 element == EL_AMOEBA_GROWING))
14228 AmoebaCnt[AmoebaNr[x][y]]--;
14229 AmoebaCnt2[AmoebaNr[x][y]]--;
14232 if (IS_MOVING(x, y))
14233 RemoveMovingField(x, y);
14237 TEST_DrawLevelField(x, y);
14240 /* if digged element was about to explode, prevent the explosion */
14241 ExplodeField[x][y] = EX_TYPE_NONE;
14243 PlayLevelSoundAction(x, y, action);
14246 Store[x][y] = EL_EMPTY;
14248 /* this makes it possible to leave the removed element again */
14249 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14250 Store[x][y] = element;
14255 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14257 int jx = player->jx, jy = player->jy;
14258 int x = jx + dx, y = jy + dy;
14259 int snap_direction = (dx == -1 ? MV_LEFT :
14260 dx == +1 ? MV_RIGHT :
14262 dy == +1 ? MV_DOWN : MV_NONE);
14263 boolean can_continue_snapping = (level.continuous_snapping &&
14264 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14266 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14269 if (!player->active || !IN_LEV_FIELD(x, y))
14277 if (player->MovPos == 0)
14278 player->is_pushing = FALSE;
14280 player->is_snapping = FALSE;
14282 if (player->MovPos == 0)
14284 player->is_moving = FALSE;
14285 player->is_digging = FALSE;
14286 player->is_collecting = FALSE;
14292 /* prevent snapping with already pressed snap key when not allowed */
14293 if (player->is_snapping && !can_continue_snapping)
14296 player->MovDir = snap_direction;
14298 if (player->MovPos == 0)
14300 player->is_moving = FALSE;
14301 player->is_digging = FALSE;
14302 player->is_collecting = FALSE;
14305 player->is_dropping = FALSE;
14306 player->is_dropping_pressed = FALSE;
14307 player->drop_pressed_delay = 0;
14309 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14312 player->is_snapping = TRUE;
14313 player->is_active = TRUE;
14315 if (player->MovPos == 0)
14317 player->is_moving = FALSE;
14318 player->is_digging = FALSE;
14319 player->is_collecting = FALSE;
14322 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14323 TEST_DrawLevelField(player->last_jx, player->last_jy);
14325 TEST_DrawLevelField(x, y);
14330 static boolean DropElement(struct PlayerInfo *player)
14332 int old_element, new_element;
14333 int dropx = player->jx, dropy = player->jy;
14334 int drop_direction = player->MovDir;
14335 int drop_side = drop_direction;
14336 int drop_element = get_next_dropped_element(player);
14338 /* do not drop an element on top of another element; when holding drop key
14339 pressed without moving, dropped element must move away before the next
14340 element can be dropped (this is especially important if the next element
14341 is dynamite, which can be placed on background for historical reasons) */
14342 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14345 if (IS_THROWABLE(drop_element))
14347 dropx += GET_DX_FROM_DIR(drop_direction);
14348 dropy += GET_DY_FROM_DIR(drop_direction);
14350 if (!IN_LEV_FIELD(dropx, dropy))
14354 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14355 new_element = drop_element; /* default: no change when dropping */
14357 /* check if player is active, not moving and ready to drop */
14358 if (!player->active || player->MovPos || player->drop_delay > 0)
14361 /* check if player has anything that can be dropped */
14362 if (new_element == EL_UNDEFINED)
14365 /* only set if player has anything that can be dropped */
14366 player->is_dropping_pressed = TRUE;
14368 /* check if drop key was pressed long enough for EM style dynamite */
14369 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14372 /* check if anything can be dropped at the current position */
14373 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14376 /* collected custom elements can only be dropped on empty fields */
14377 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14380 if (old_element != EL_EMPTY)
14381 Back[dropx][dropy] = old_element; /* store old element on this field */
14383 ResetGfxAnimation(dropx, dropy);
14384 ResetRandomAnimationValue(dropx, dropy);
14386 if (player->inventory_size > 0 ||
14387 player->inventory_infinite_element != EL_UNDEFINED)
14389 if (player->inventory_size > 0)
14391 player->inventory_size--;
14393 DrawGameDoorValues();
14395 if (new_element == EL_DYNAMITE)
14396 new_element = EL_DYNAMITE_ACTIVE;
14397 else if (new_element == EL_EM_DYNAMITE)
14398 new_element = EL_EM_DYNAMITE_ACTIVE;
14399 else if (new_element == EL_SP_DISK_RED)
14400 new_element = EL_SP_DISK_RED_ACTIVE;
14403 Feld[dropx][dropy] = new_element;
14405 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14406 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14407 el2img(Feld[dropx][dropy]), 0);
14409 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14411 /* needed if previous element just changed to "empty" in the last frame */
14412 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14414 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14415 player->index_bit, drop_side);
14416 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14418 player->index_bit, drop_side);
14420 TestIfElementTouchesCustomElement(dropx, dropy);
14422 else /* player is dropping a dyna bomb */
14424 player->dynabombs_left--;
14426 Feld[dropx][dropy] = new_element;
14428 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14429 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14430 el2img(Feld[dropx][dropy]), 0);
14432 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14435 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14436 InitField_WithBug1(dropx, dropy, FALSE);
14438 new_element = Feld[dropx][dropy]; /* element might have changed */
14440 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14441 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14443 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14444 MovDir[dropx][dropy] = drop_direction;
14446 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14448 /* do not cause impact style collision by dropping elements that can fall */
14449 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14452 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14453 player->is_dropping = TRUE;
14455 player->drop_pressed_delay = 0;
14456 player->is_dropping_pressed = FALSE;
14458 player->drop_x = dropx;
14459 player->drop_y = dropy;
14464 /* ------------------------------------------------------------------------- */
14465 /* game sound playing functions */
14466 /* ------------------------------------------------------------------------- */
14468 static int *loop_sound_frame = NULL;
14469 static int *loop_sound_volume = NULL;
14471 void InitPlayLevelSound(void)
14473 int num_sounds = getSoundListSize();
14475 checked_free(loop_sound_frame);
14476 checked_free(loop_sound_volume);
14478 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14479 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14482 static void PlayLevelSound(int x, int y, int nr)
14484 int sx = SCREENX(x), sy = SCREENY(y);
14485 int volume, stereo_position;
14486 int max_distance = 8;
14487 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14489 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14490 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14493 if (!IN_LEV_FIELD(x, y) ||
14494 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14495 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14498 volume = SOUND_MAX_VOLUME;
14500 if (!IN_SCR_FIELD(sx, sy))
14502 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14503 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14505 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14508 stereo_position = (SOUND_MAX_LEFT +
14509 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14510 (SCR_FIELDX + 2 * max_distance));
14512 if (IS_LOOP_SOUND(nr))
14514 /* This assures that quieter loop sounds do not overwrite louder ones,
14515 while restarting sound volume comparison with each new game frame. */
14517 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14520 loop_sound_volume[nr] = volume;
14521 loop_sound_frame[nr] = FrameCounter;
14524 PlaySoundExt(nr, volume, stereo_position, type);
14527 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14529 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14530 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14531 y < LEVELY(BY1) ? LEVELY(BY1) :
14532 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14536 static void PlayLevelSoundAction(int x, int y, int action)
14538 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14541 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14543 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14545 if (sound_effect != SND_UNDEFINED)
14546 PlayLevelSound(x, y, sound_effect);
14549 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14552 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14554 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14555 PlayLevelSound(x, y, sound_effect);
14558 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14560 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14562 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14563 PlayLevelSound(x, y, sound_effect);
14566 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14568 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14570 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14571 StopSound(sound_effect);
14574 static int getLevelMusicNr(void)
14576 if (levelset.music[level_nr] != MUS_UNDEFINED)
14577 return levelset.music[level_nr]; /* from config file */
14579 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14582 static void FadeLevelSounds(void)
14587 static void FadeLevelMusic(void)
14589 int music_nr = getLevelMusicNr();
14590 char *curr_music = getCurrentlyPlayingMusicFilename();
14591 char *next_music = getMusicInfoEntryFilename(music_nr);
14593 if (!strEqual(curr_music, next_music))
14597 void FadeLevelSoundsAndMusic(void)
14603 static void PlayLevelMusic(void)
14605 int music_nr = getLevelMusicNr();
14606 char *curr_music = getCurrentlyPlayingMusicFilename();
14607 char *next_music = getMusicInfoEntryFilename(music_nr);
14609 if (!strEqual(curr_music, next_music))
14610 PlayMusicLoop(music_nr);
14613 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14615 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14616 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14617 int x = xx - 1 - offset;
14618 int y = yy - 1 - offset;
14623 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14627 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14631 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14635 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14639 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14643 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14647 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14650 case SAMPLE_android_clone:
14651 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14654 case SAMPLE_android_move:
14655 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14658 case SAMPLE_spring:
14659 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14663 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14667 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14670 case SAMPLE_eater_eat:
14671 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14675 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14678 case SAMPLE_collect:
14679 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14682 case SAMPLE_diamond:
14683 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14686 case SAMPLE_squash:
14687 /* !!! CHECK THIS !!! */
14689 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14691 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14695 case SAMPLE_wonderfall:
14696 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14700 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14704 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14708 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14712 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14716 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14720 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14723 case SAMPLE_wonder:
14724 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14728 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14731 case SAMPLE_exit_open:
14732 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14735 case SAMPLE_exit_leave:
14736 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14739 case SAMPLE_dynamite:
14740 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14744 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14748 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14752 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14756 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14760 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14764 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14768 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14773 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14775 int element = map_element_SP_to_RND(element_sp);
14776 int action = map_action_SP_to_RND(action_sp);
14777 int offset = (setup.sp_show_border_elements ? 0 : 1);
14778 int x = xx - offset;
14779 int y = yy - offset;
14781 PlayLevelSoundElementAction(x, y, element, action);
14784 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14786 int element = map_element_MM_to_RND(element_mm);
14787 int action = map_action_MM_to_RND(action_mm);
14789 int x = xx - offset;
14790 int y = yy - offset;
14792 if (!IS_MM_ELEMENT(element))
14793 element = EL_MM_DEFAULT;
14795 PlayLevelSoundElementAction(x, y, element, action);
14798 void PlaySound_MM(int sound_mm)
14800 int sound = map_sound_MM_to_RND(sound_mm);
14802 if (sound == SND_UNDEFINED)
14808 void PlaySoundLoop_MM(int sound_mm)
14810 int sound = map_sound_MM_to_RND(sound_mm);
14812 if (sound == SND_UNDEFINED)
14815 PlaySoundLoop(sound);
14818 void StopSound_MM(int sound_mm)
14820 int sound = map_sound_MM_to_RND(sound_mm);
14822 if (sound == SND_UNDEFINED)
14828 void RaiseScore(int value)
14830 local_player->score += value;
14832 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14834 DisplayGameControlValues();
14837 void RaiseScoreElement(int element)
14842 case EL_BD_DIAMOND:
14843 case EL_EMERALD_YELLOW:
14844 case EL_EMERALD_RED:
14845 case EL_EMERALD_PURPLE:
14846 case EL_SP_INFOTRON:
14847 RaiseScore(level.score[SC_EMERALD]);
14850 RaiseScore(level.score[SC_DIAMOND]);
14853 RaiseScore(level.score[SC_CRYSTAL]);
14856 RaiseScore(level.score[SC_PEARL]);
14859 case EL_BD_BUTTERFLY:
14860 case EL_SP_ELECTRON:
14861 RaiseScore(level.score[SC_BUG]);
14864 case EL_BD_FIREFLY:
14865 case EL_SP_SNIKSNAK:
14866 RaiseScore(level.score[SC_SPACESHIP]);
14869 case EL_DARK_YAMYAM:
14870 RaiseScore(level.score[SC_YAMYAM]);
14873 RaiseScore(level.score[SC_ROBOT]);
14876 RaiseScore(level.score[SC_PACMAN]);
14879 RaiseScore(level.score[SC_NUT]);
14882 case EL_EM_DYNAMITE:
14883 case EL_SP_DISK_RED:
14884 case EL_DYNABOMB_INCREASE_NUMBER:
14885 case EL_DYNABOMB_INCREASE_SIZE:
14886 case EL_DYNABOMB_INCREASE_POWER:
14887 RaiseScore(level.score[SC_DYNAMITE]);
14889 case EL_SHIELD_NORMAL:
14890 case EL_SHIELD_DEADLY:
14891 RaiseScore(level.score[SC_SHIELD]);
14893 case EL_EXTRA_TIME:
14894 RaiseScore(level.extra_time_score);
14908 case EL_DC_KEY_WHITE:
14909 RaiseScore(level.score[SC_KEY]);
14912 RaiseScore(element_info[element].collect_score);
14917 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14919 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14921 /* closing door required in case of envelope style request dialogs */
14923 CloseDoor(DOOR_CLOSE_1);
14925 if (network.enabled)
14926 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14930 FadeSkipNextFadeIn();
14932 SetGameStatus(GAME_MODE_MAIN);
14937 else /* continue playing the game */
14939 if (tape.playing && tape.deactivate_display)
14940 TapeDeactivateDisplayOff(TRUE);
14942 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14944 if (tape.playing && tape.deactivate_display)
14945 TapeDeactivateDisplayOn();
14949 void RequestQuitGame(boolean ask_if_really_quit)
14951 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14952 boolean skip_request = AllPlayersGone || quick_quit;
14954 RequestQuitGameExt(skip_request, quick_quit,
14955 "Do you really want to quit the game?");
14958 void RequestRestartGame(char *message)
14960 game.restart_game_message = NULL;
14962 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14964 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14968 SetGameStatus(GAME_MODE_MAIN);
14975 /* ------------------------------------------------------------------------- */
14976 /* random generator functions */
14977 /* ------------------------------------------------------------------------- */
14979 unsigned int InitEngineRandom_RND(int seed)
14981 game.num_random_calls = 0;
14983 return InitEngineRandom(seed);
14986 unsigned int RND(int max)
14990 game.num_random_calls++;
14992 return GetEngineRandom(max);
14999 /* ------------------------------------------------------------------------- */
15000 /* game engine snapshot handling functions */
15001 /* ------------------------------------------------------------------------- */
15003 struct EngineSnapshotInfo
15005 /* runtime values for custom element collect score */
15006 int collect_score[NUM_CUSTOM_ELEMENTS];
15008 /* runtime values for group element choice position */
15009 int choice_pos[NUM_GROUP_ELEMENTS];
15011 /* runtime values for belt position animations */
15012 int belt_graphic[4][NUM_BELT_PARTS];
15013 int belt_anim_mode[4][NUM_BELT_PARTS];
15016 static struct EngineSnapshotInfo engine_snapshot_rnd;
15017 static char *snapshot_level_identifier = NULL;
15018 static int snapshot_level_nr = -1;
15020 static void SaveEngineSnapshotValues_RND(void)
15022 static int belt_base_active_element[4] =
15024 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15025 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15026 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15027 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15031 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15033 int element = EL_CUSTOM_START + i;
15035 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15038 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15040 int element = EL_GROUP_START + i;
15042 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15045 for (i = 0; i < 4; i++)
15047 for (j = 0; j < NUM_BELT_PARTS; j++)
15049 int element = belt_base_active_element[i] + j;
15050 int graphic = el2img(element);
15051 int anim_mode = graphic_info[graphic].anim_mode;
15053 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15054 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15059 static void LoadEngineSnapshotValues_RND(void)
15061 unsigned int num_random_calls = game.num_random_calls;
15064 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15066 int element = EL_CUSTOM_START + i;
15068 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15071 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15073 int element = EL_GROUP_START + i;
15075 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15078 for (i = 0; i < 4; i++)
15080 for (j = 0; j < NUM_BELT_PARTS; j++)
15082 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15083 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15085 graphic_info[graphic].anim_mode = anim_mode;
15089 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15091 InitRND(tape.random_seed);
15092 for (i = 0; i < num_random_calls; i++)
15096 if (game.num_random_calls != num_random_calls)
15098 Error(ERR_INFO, "number of random calls out of sync");
15099 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15100 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15101 Error(ERR_EXIT, "this should not happen -- please debug");
15105 void FreeEngineSnapshotSingle(void)
15107 FreeSnapshotSingle();
15109 setString(&snapshot_level_identifier, NULL);
15110 snapshot_level_nr = -1;
15113 void FreeEngineSnapshotList(void)
15115 FreeSnapshotList();
15118 static ListNode *SaveEngineSnapshotBuffers(void)
15120 ListNode *buffers = NULL;
15122 /* copy some special values to a structure better suited for the snapshot */
15124 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15125 SaveEngineSnapshotValues_RND();
15126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15127 SaveEngineSnapshotValues_EM();
15128 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15129 SaveEngineSnapshotValues_SP(&buffers);
15130 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15131 SaveEngineSnapshotValues_MM(&buffers);
15133 /* save values stored in special snapshot structure */
15135 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15136 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15137 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15138 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15139 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15140 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15141 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15142 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15144 /* save further RND engine values */
15146 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15147 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15148 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15151 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15152 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15153 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15163 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15202 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15203 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15204 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15205 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15207 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15208 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15211 ListNode *node = engine_snapshot_list_rnd;
15214 while (node != NULL)
15216 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15221 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15227 void SaveEngineSnapshotSingle(void)
15229 ListNode *buffers = SaveEngineSnapshotBuffers();
15231 /* finally save all snapshot buffers to single snapshot */
15232 SaveSnapshotSingle(buffers);
15234 /* save level identification information */
15235 setString(&snapshot_level_identifier, leveldir_current->identifier);
15236 snapshot_level_nr = level_nr;
15239 boolean CheckSaveEngineSnapshotToList(void)
15241 boolean save_snapshot =
15242 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15243 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15244 game.snapshot.changed_action) ||
15245 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15246 game.snapshot.collected_item));
15248 game.snapshot.changed_action = FALSE;
15249 game.snapshot.collected_item = FALSE;
15250 game.snapshot.save_snapshot = save_snapshot;
15252 return save_snapshot;
15255 void SaveEngineSnapshotToList(void)
15257 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15261 ListNode *buffers = SaveEngineSnapshotBuffers();
15263 /* finally save all snapshot buffers to snapshot list */
15264 SaveSnapshotToList(buffers);
15267 void SaveEngineSnapshotToListInitial(void)
15269 FreeEngineSnapshotList();
15271 SaveEngineSnapshotToList();
15274 static void LoadEngineSnapshotValues(void)
15276 /* restore special values from snapshot structure */
15278 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15279 LoadEngineSnapshotValues_RND();
15280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15281 LoadEngineSnapshotValues_EM();
15282 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15283 LoadEngineSnapshotValues_SP();
15284 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15285 LoadEngineSnapshotValues_MM();
15288 void LoadEngineSnapshotSingle(void)
15290 LoadSnapshotSingle();
15292 LoadEngineSnapshotValues();
15295 static void LoadEngineSnapshot_Undo(int steps)
15297 LoadSnapshotFromList_Older(steps);
15299 LoadEngineSnapshotValues();
15302 static void LoadEngineSnapshot_Redo(int steps)
15304 LoadSnapshotFromList_Newer(steps);
15306 LoadEngineSnapshotValues();
15309 boolean CheckEngineSnapshotSingle(void)
15311 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15312 snapshot_level_nr == level_nr);
15315 boolean CheckEngineSnapshotList(void)
15317 return CheckSnapshotList();
15321 /* ---------- new game button stuff ---------------------------------------- */
15328 boolean *setup_value;
15329 boolean allowed_on_tape;
15331 } gamebutton_info[NUM_GAME_BUTTONS] =
15334 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15335 GAME_CTRL_ID_STOP, NULL,
15339 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15340 GAME_CTRL_ID_PAUSE, NULL,
15344 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15345 GAME_CTRL_ID_PLAY, NULL,
15349 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15350 GAME_CTRL_ID_UNDO, NULL,
15354 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15355 GAME_CTRL_ID_REDO, NULL,
15359 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15360 GAME_CTRL_ID_SAVE, NULL,
15364 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15365 GAME_CTRL_ID_PAUSE2, NULL,
15369 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15370 GAME_CTRL_ID_LOAD, NULL,
15374 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15375 GAME_CTRL_ID_PANEL_STOP, NULL,
15379 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15380 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15381 FALSE, "pause game"
15384 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15385 GAME_CTRL_ID_PANEL_PLAY, NULL,
15389 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15390 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15391 TRUE, "background music on/off"
15394 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15395 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15396 TRUE, "sound loops on/off"
15399 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15400 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15401 TRUE, "normal sounds on/off"
15404 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15405 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15406 FALSE, "background music on/off"
15409 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15410 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15411 FALSE, "sound loops on/off"
15414 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15415 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15416 FALSE, "normal sounds on/off"
15420 void CreateGameButtons(void)
15424 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15426 int graphic = gamebutton_info[i].graphic;
15427 struct GraphicInfo *gfx = &graphic_info[graphic];
15428 struct XY *pos = gamebutton_info[i].pos;
15429 struct GadgetInfo *gi;
15432 unsigned int event_mask;
15433 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15434 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15435 int base_x = (on_tape ? VX : DX);
15436 int base_y = (on_tape ? VY : DY);
15437 int gd_x = gfx->src_x;
15438 int gd_y = gfx->src_y;
15439 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15440 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15441 int gd_xa = gfx->src_x + gfx->active_xoffset;
15442 int gd_ya = gfx->src_y + gfx->active_yoffset;
15443 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15444 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15447 if (gfx->bitmap == NULL)
15449 game_gadget[id] = NULL;
15454 if (id == GAME_CTRL_ID_STOP ||
15455 id == GAME_CTRL_ID_PANEL_STOP ||
15456 id == GAME_CTRL_ID_PLAY ||
15457 id == GAME_CTRL_ID_PANEL_PLAY ||
15458 id == GAME_CTRL_ID_SAVE ||
15459 id == GAME_CTRL_ID_LOAD)
15461 button_type = GD_TYPE_NORMAL_BUTTON;
15463 event_mask = GD_EVENT_RELEASED;
15465 else if (id == GAME_CTRL_ID_UNDO ||
15466 id == GAME_CTRL_ID_REDO)
15468 button_type = GD_TYPE_NORMAL_BUTTON;
15470 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15474 button_type = GD_TYPE_CHECK_BUTTON;
15475 checked = (gamebutton_info[i].setup_value != NULL ?
15476 *gamebutton_info[i].setup_value : FALSE);
15477 event_mask = GD_EVENT_PRESSED;
15480 gi = CreateGadget(GDI_CUSTOM_ID, id,
15481 GDI_IMAGE_ID, graphic,
15482 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15483 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15484 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15485 GDI_WIDTH, gfx->width,
15486 GDI_HEIGHT, gfx->height,
15487 GDI_TYPE, button_type,
15488 GDI_STATE, GD_BUTTON_UNPRESSED,
15489 GDI_CHECKED, checked,
15490 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15491 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15492 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15493 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15494 GDI_DIRECT_DRAW, FALSE,
15495 GDI_EVENT_MASK, event_mask,
15496 GDI_CALLBACK_ACTION, HandleGameButtons,
15500 Error(ERR_EXIT, "cannot create gadget");
15502 game_gadget[id] = gi;
15506 void FreeGameButtons(void)
15510 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15511 FreeGadget(game_gadget[i]);
15514 static void UnmapGameButtonsAtSamePosition(int id)
15518 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15520 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15521 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15522 UnmapGadget(game_gadget[i]);
15525 static void UnmapGameButtonsAtSamePosition_All(void)
15527 if (setup.show_snapshot_buttons)
15529 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15530 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15531 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15535 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15536 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15537 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15539 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15540 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15541 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15545 static void MapGameButtonsAtSamePosition(int id)
15549 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15551 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15552 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15553 MapGadget(game_gadget[i]);
15555 UnmapGameButtonsAtSamePosition_All();
15558 void MapUndoRedoButtons(void)
15560 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15561 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15563 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15564 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15566 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15569 void UnmapUndoRedoButtons(void)
15571 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15572 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15574 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15575 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15577 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15580 static void MapGameButtonsExt(boolean on_tape)
15584 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15585 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15586 i != GAME_CTRL_ID_UNDO &&
15587 i != GAME_CTRL_ID_REDO)
15588 MapGadget(game_gadget[i]);
15590 UnmapGameButtonsAtSamePosition_All();
15592 RedrawGameButtons();
15595 static void UnmapGameButtonsExt(boolean on_tape)
15599 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15600 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15601 UnmapGadget(game_gadget[i]);
15604 static void RedrawGameButtonsExt(boolean on_tape)
15608 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15609 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15610 RedrawGadget(game_gadget[i]);
15612 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15613 redraw_mask &= ~REDRAW_ALL;
15616 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15621 gi->checked = state;
15624 static void RedrawSoundButtonGadget(int id)
15626 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15627 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15628 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15629 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15630 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15631 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15634 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15635 RedrawGadget(game_gadget[id2]);
15638 void MapGameButtons(void)
15640 MapGameButtonsExt(FALSE);
15643 void UnmapGameButtons(void)
15645 UnmapGameButtonsExt(FALSE);
15648 void RedrawGameButtons(void)
15650 RedrawGameButtonsExt(FALSE);
15653 void MapGameButtonsOnTape(void)
15655 MapGameButtonsExt(TRUE);
15658 void UnmapGameButtonsOnTape(void)
15660 UnmapGameButtonsExt(TRUE);
15663 void RedrawGameButtonsOnTape(void)
15665 RedrawGameButtonsExt(TRUE);
15668 static void GameUndoRedoExt(void)
15670 ClearPlayerAction();
15672 tape.pausing = TRUE;
15675 UpdateAndDisplayGameControlValues();
15677 DrawCompleteVideoDisplay();
15678 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15679 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15680 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15685 static void GameUndo(int steps)
15687 if (!CheckEngineSnapshotList())
15690 LoadEngineSnapshot_Undo(steps);
15695 static void GameRedo(int steps)
15697 if (!CheckEngineSnapshotList())
15700 LoadEngineSnapshot_Redo(steps);
15705 static void HandleGameButtonsExt(int id, int button)
15707 static boolean game_undo_executed = FALSE;
15708 int steps = BUTTON_STEPSIZE(button);
15709 boolean handle_game_buttons =
15710 (game_status == GAME_MODE_PLAYING ||
15711 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15713 if (!handle_game_buttons)
15718 case GAME_CTRL_ID_STOP:
15719 case GAME_CTRL_ID_PANEL_STOP:
15720 if (game_status == GAME_MODE_MAIN)
15726 RequestQuitGame(TRUE);
15730 case GAME_CTRL_ID_PAUSE:
15731 case GAME_CTRL_ID_PAUSE2:
15732 case GAME_CTRL_ID_PANEL_PAUSE:
15733 if (network.enabled && game_status == GAME_MODE_PLAYING)
15736 SendToServer_ContinuePlaying();
15738 SendToServer_PausePlaying();
15741 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15743 game_undo_executed = FALSE;
15747 case GAME_CTRL_ID_PLAY:
15748 case GAME_CTRL_ID_PANEL_PLAY:
15749 if (game_status == GAME_MODE_MAIN)
15751 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15753 else if (tape.pausing)
15755 if (network.enabled)
15756 SendToServer_ContinuePlaying();
15758 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15762 case GAME_CTRL_ID_UNDO:
15763 // Important: When using "save snapshot when collecting an item" mode,
15764 // load last (current) snapshot for first "undo" after pressing "pause"
15765 // (else the last-but-one snapshot would be loaded, because the snapshot
15766 // pointer already points to the last snapshot when pressing "pause",
15767 // which is fine for "every step/move" mode, but not for "every collect")
15768 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15769 !game_undo_executed)
15772 game_undo_executed = TRUE;
15777 case GAME_CTRL_ID_REDO:
15781 case GAME_CTRL_ID_SAVE:
15785 case GAME_CTRL_ID_LOAD:
15789 case SOUND_CTRL_ID_MUSIC:
15790 case SOUND_CTRL_ID_PANEL_MUSIC:
15791 if (setup.sound_music)
15793 setup.sound_music = FALSE;
15797 else if (audio.music_available)
15799 setup.sound = setup.sound_music = TRUE;
15801 SetAudioMode(setup.sound);
15803 if (game_status == GAME_MODE_PLAYING)
15807 RedrawSoundButtonGadget(id);
15811 case SOUND_CTRL_ID_LOOPS:
15812 case SOUND_CTRL_ID_PANEL_LOOPS:
15813 if (setup.sound_loops)
15814 setup.sound_loops = FALSE;
15815 else if (audio.loops_available)
15817 setup.sound = setup.sound_loops = TRUE;
15819 SetAudioMode(setup.sound);
15822 RedrawSoundButtonGadget(id);
15826 case SOUND_CTRL_ID_SIMPLE:
15827 case SOUND_CTRL_ID_PANEL_SIMPLE:
15828 if (setup.sound_simple)
15829 setup.sound_simple = FALSE;
15830 else if (audio.sound_available)
15832 setup.sound = setup.sound_simple = TRUE;
15834 SetAudioMode(setup.sound);
15837 RedrawSoundButtonGadget(id);
15846 static void HandleGameButtons(struct GadgetInfo *gi)
15848 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15851 void HandleSoundButtonKeys(Key key)
15853 if (key == setup.shortcut.sound_simple)
15854 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15855 else if (key == setup.shortcut.sound_loops)
15856 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15857 else if (key == setup.shortcut.sound_music)
15858 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);