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();
1089 static void FadeLevelSoundsAndMusic();
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()
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()
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()
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 void InitGameControlValues()
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 void UpdatePlayfieldElementCount()
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 void UpdateGameControlValues()
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 /* use "level.file_info.nr" instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level.file_info.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 void DisplayGameControlValues()
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()
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2770 void UpdateGameDoorValues()
2772 UpdateGameControlValues();
2775 void DrawGameDoorValues()
2777 DisplayGameControlValues();
2782 =============================================================================
2784 -----------------------------------------------------------------------------
2785 initialize game engine due to level / tape version number
2786 =============================================================================
2789 static void InitGameEngine()
2791 int i, j, k, l, x, y;
2793 /* set game engine from tape file when re-playing, else from level file */
2794 game.engine_version = (tape.playing ? tape.engine_version :
2795 level.game_version);
2797 /* set single or multi-player game mode (needed for re-playing tapes) */
2798 game.team_mode = setup.team_mode;
2802 int num_players = 0;
2804 for (i = 0; i < MAX_PLAYERS; i++)
2805 if (tape.player_participates[i])
2808 /* multi-player tapes contain input data for more than one player */
2809 game.team_mode = (num_players > 1);
2812 /* ---------------------------------------------------------------------- */
2813 /* set flags for bugs and changes according to active game engine version */
2814 /* ---------------------------------------------------------------------- */
2817 Summary of bugfix/change:
2818 Fixed handling for custom elements that change when pushed by the player.
2820 Fixed/changed in version:
2824 Before 3.1.0, custom elements that "change when pushing" changed directly
2825 after the player started pushing them (until then handled in "DigField()").
2826 Since 3.1.0, these custom elements are not changed until the "pushing"
2827 move of the element is finished (now handled in "ContinueMoving()").
2829 Affected levels/tapes:
2830 The first condition is generally needed for all levels/tapes before version
2831 3.1.0, which might use the old behaviour before it was changed; known tapes
2832 that are affected are some tapes from the level set "Walpurgis Gardens" by
2834 The second condition is an exception from the above case and is needed for
2835 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2836 above (including some development versions of 3.1.0), but before it was
2837 known that this change would break tapes like the above and was fixed in
2838 3.1.1, so that the changed behaviour was active although the engine version
2839 while recording maybe was before 3.1.0. There is at least one tape that is
2840 affected by this exception, which is the tape for the one-level set "Bug
2841 Machine" by Juergen Bonhagen.
2844 game.use_change_when_pushing_bug =
2845 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2847 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2848 tape.game_version < VERSION_IDENT(3,1,1,0)));
2851 Summary of bugfix/change:
2852 Fixed handling for blocking the field the player leaves when moving.
2854 Fixed/changed in version:
2858 Before 3.1.1, when "block last field when moving" was enabled, the field
2859 the player is leaving when moving was blocked for the time of the move,
2860 and was directly unblocked afterwards. This resulted in the last field
2861 being blocked for exactly one less than the number of frames of one player
2862 move. Additionally, even when blocking was disabled, the last field was
2863 blocked for exactly one frame.
2864 Since 3.1.1, due to changes in player movement handling, the last field
2865 is not blocked at all when blocking is disabled. When blocking is enabled,
2866 the last field is blocked for exactly the number of frames of one player
2867 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2868 last field is blocked for exactly one more than the number of frames of
2871 Affected levels/tapes:
2872 (!!! yet to be determined -- probably many !!!)
2875 game.use_block_last_field_bug =
2876 (game.engine_version < VERSION_IDENT(3,1,1,0));
2878 game_em.use_single_button =
2879 (game.engine_version > VERSION_IDENT(4,0,0,2));
2881 game_em.use_snap_key_bug =
2882 (game.engine_version < VERSION_IDENT(4,0,1,0));
2884 /* ---------------------------------------------------------------------- */
2886 /* set maximal allowed number of custom element changes per game frame */
2887 game.max_num_changes_per_frame = 1;
2889 /* default scan direction: scan playfield from top/left to bottom/right */
2890 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2892 /* dynamically adjust element properties according to game engine version */
2893 InitElementPropertiesEngine(game.engine_version);
2896 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2897 printf(" tape version == %06d [%s] [file: %06d]\n",
2898 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2900 printf(" => game.engine_version == %06d\n", game.engine_version);
2903 /* ---------- initialize player's initial move delay --------------------- */
2905 /* dynamically adjust player properties according to level information */
2906 for (i = 0; i < MAX_PLAYERS; i++)
2907 game.initial_move_delay_value[i] =
2908 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2910 /* dynamically adjust player properties according to game engine version */
2911 for (i = 0; i < MAX_PLAYERS; i++)
2912 game.initial_move_delay[i] =
2913 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2914 game.initial_move_delay_value[i] : 0);
2916 /* ---------- initialize player's initial push delay --------------------- */
2918 /* dynamically adjust player properties according to game engine version */
2919 game.initial_push_delay_value =
2920 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2922 /* ---------- initialize changing elements ------------------------------- */
2924 /* initialize changing elements information */
2925 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2927 struct ElementInfo *ei = &element_info[i];
2929 /* this pointer might have been changed in the level editor */
2930 ei->change = &ei->change_page[0];
2932 if (!IS_CUSTOM_ELEMENT(i))
2934 ei->change->target_element = EL_EMPTY_SPACE;
2935 ei->change->delay_fixed = 0;
2936 ei->change->delay_random = 0;
2937 ei->change->delay_frames = 1;
2940 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2942 ei->has_change_event[j] = FALSE;
2944 ei->event_page_nr[j] = 0;
2945 ei->event_page[j] = &ei->change_page[0];
2949 /* add changing elements from pre-defined list */
2950 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2952 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2953 struct ElementInfo *ei = &element_info[ch_delay->element];
2955 ei->change->target_element = ch_delay->target_element;
2956 ei->change->delay_fixed = ch_delay->change_delay;
2958 ei->change->pre_change_function = ch_delay->pre_change_function;
2959 ei->change->change_function = ch_delay->change_function;
2960 ei->change->post_change_function = ch_delay->post_change_function;
2962 ei->change->can_change = TRUE;
2963 ei->change->can_change_or_has_action = TRUE;
2965 ei->has_change_event[CE_DELAY] = TRUE;
2967 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2968 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2971 /* ---------- initialize internal run-time variables --------------------- */
2973 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2975 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2977 for (j = 0; j < ei->num_change_pages; j++)
2979 ei->change_page[j].can_change_or_has_action =
2980 (ei->change_page[j].can_change |
2981 ei->change_page[j].has_action);
2985 /* add change events from custom element configuration */
2986 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2988 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2990 for (j = 0; j < ei->num_change_pages; j++)
2992 if (!ei->change_page[j].can_change_or_has_action)
2995 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2997 /* only add event page for the first page found with this event */
2998 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3000 ei->has_change_event[k] = TRUE;
3002 ei->event_page_nr[k] = j;
3003 ei->event_page[k] = &ei->change_page[j];
3009 /* ---------- initialize reference elements in change conditions --------- */
3011 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3013 int element = EL_CUSTOM_START + i;
3014 struct ElementInfo *ei = &element_info[element];
3016 for (j = 0; j < ei->num_change_pages; j++)
3018 int trigger_element = ei->change_page[j].initial_trigger_element;
3020 if (trigger_element >= EL_PREV_CE_8 &&
3021 trigger_element <= EL_NEXT_CE_8)
3022 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3024 ei->change_page[j].trigger_element = trigger_element;
3028 /* ---------- initialize run-time trigger player and element ------------- */
3030 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3032 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3034 for (j = 0; j < ei->num_change_pages; j++)
3036 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3037 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3038 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3039 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3040 ei->change_page[j].actual_trigger_ce_value = 0;
3041 ei->change_page[j].actual_trigger_ce_score = 0;
3045 /* ---------- initialize trigger events ---------------------------------- */
3047 /* initialize trigger events information */
3048 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3049 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3050 trigger_events[i][j] = FALSE;
3052 /* add trigger events from element change event properties */
3053 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3055 struct ElementInfo *ei = &element_info[i];
3057 for (j = 0; j < ei->num_change_pages; j++)
3059 if (!ei->change_page[j].can_change_or_has_action)
3062 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3064 int trigger_element = ei->change_page[j].trigger_element;
3066 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3068 if (ei->change_page[j].has_event[k])
3070 if (IS_GROUP_ELEMENT(trigger_element))
3072 struct ElementGroupInfo *group =
3073 element_info[trigger_element].group;
3075 for (l = 0; l < group->num_elements_resolved; l++)
3076 trigger_events[group->element_resolved[l]][k] = TRUE;
3078 else if (trigger_element == EL_ANY_ELEMENT)
3079 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3080 trigger_events[l][k] = TRUE;
3082 trigger_events[trigger_element][k] = TRUE;
3089 /* ---------- initialize push delay -------------------------------------- */
3091 /* initialize push delay values to default */
3092 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3094 if (!IS_CUSTOM_ELEMENT(i))
3096 /* set default push delay values (corrected since version 3.0.7-1) */
3097 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3099 element_info[i].push_delay_fixed = 2;
3100 element_info[i].push_delay_random = 8;
3104 element_info[i].push_delay_fixed = 8;
3105 element_info[i].push_delay_random = 8;
3110 /* set push delay value for certain elements from pre-defined list */
3111 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3113 int e = push_delay_list[i].element;
3115 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3116 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3119 /* set push delay value for Supaplex elements for newer engine versions */
3120 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3122 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3124 if (IS_SP_ELEMENT(i))
3126 /* set SP push delay to just enough to push under a falling zonk */
3127 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3129 element_info[i].push_delay_fixed = delay;
3130 element_info[i].push_delay_random = 0;
3135 /* ---------- initialize move stepsize ----------------------------------- */
3137 /* initialize move stepsize values to default */
3138 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3139 if (!IS_CUSTOM_ELEMENT(i))
3140 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3142 /* set move stepsize value for certain elements from pre-defined list */
3143 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3145 int e = move_stepsize_list[i].element;
3147 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3150 /* ---------- initialize collect score ----------------------------------- */
3152 /* initialize collect score values for custom elements from initial value */
3153 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 if (IS_CUSTOM_ELEMENT(i))
3155 element_info[i].collect_score = element_info[i].collect_score_initial;
3157 /* ---------- initialize collect count ----------------------------------- */
3159 /* initialize collect count values for non-custom elements */
3160 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3161 if (!IS_CUSTOM_ELEMENT(i))
3162 element_info[i].collect_count_initial = 0;
3164 /* add collect count values for all elements from pre-defined list */
3165 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3166 element_info[collect_count_list[i].element].collect_count_initial =
3167 collect_count_list[i].count;
3169 /* ---------- initialize access direction -------------------------------- */
3171 /* initialize access direction values to default (access from every side) */
3172 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3173 if (!IS_CUSTOM_ELEMENT(i))
3174 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3176 /* set access direction value for certain elements from pre-defined list */
3177 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3178 element_info[access_direction_list[i].element].access_direction =
3179 access_direction_list[i].direction;
3181 /* ---------- initialize explosion content ------------------------------- */
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3184 if (IS_CUSTOM_ELEMENT(i))
3187 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3189 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3191 element_info[i].content.e[x][y] =
3192 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3193 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3194 i == EL_PLAYER_3 ? EL_EMERALD :
3195 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3196 i == EL_MOLE ? EL_EMERALD_RED :
3197 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3198 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3199 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3200 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3201 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3202 i == EL_WALL_EMERALD ? EL_EMERALD :
3203 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3204 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3205 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3206 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3207 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3208 i == EL_WALL_PEARL ? EL_PEARL :
3209 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3214 /* ---------- initialize recursion detection ------------------------------ */
3215 recursion_loop_depth = 0;
3216 recursion_loop_detected = FALSE;
3217 recursion_loop_element = EL_UNDEFINED;
3219 /* ---------- initialize graphics engine ---------------------------------- */
3220 game.scroll_delay_value =
3221 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3222 setup.scroll_delay ? setup.scroll_delay_value : 0);
3223 game.scroll_delay_value =
3224 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3226 /* ---------- initialize game engine snapshots ---------------------------- */
3227 for (i = 0; i < MAX_PLAYERS; i++)
3228 game.snapshot.last_action[i] = 0;
3229 game.snapshot.changed_action = FALSE;
3230 game.snapshot.collected_item = FALSE;
3231 game.snapshot.mode =
3232 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3233 SNAPSHOT_MODE_EVERY_STEP :
3234 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3235 SNAPSHOT_MODE_EVERY_MOVE :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3237 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3238 game.snapshot.save_snapshot = FALSE;
3240 /* ---------- initialize level time for Supaplex engine ------------------- */
3241 /* Supaplex levels with time limit currently unsupported -- should be added */
3242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3246 int get_num_special_action(int element, int action_first, int action_last)
3248 int num_special_action = 0;
3251 for (i = action_first; i <= action_last; i++)
3253 boolean found = FALSE;
3255 for (j = 0; j < NUM_DIRECTIONS; j++)
3256 if (el_act_dir2img(element, i, j) !=
3257 el_act_dir2img(element, ACTION_DEFAULT, j))
3261 num_special_action++;
3266 return num_special_action;
3271 =============================================================================
3273 -----------------------------------------------------------------------------
3274 initialize and start new game
3275 =============================================================================
3278 #if DEBUG_INIT_PLAYER
3279 static void DebugPrintPlayerStatus(char *message)
3286 printf("%s:\n", message);
3288 for (i = 0; i < MAX_PLAYERS; i++)
3290 struct PlayerInfo *player = &stored_player[i];
3292 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3296 player->connected_locally,
3297 player->connected_network,
3300 if (local_player == player)
3301 printf(" (local player)");
3310 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3311 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3312 int fade_mask = REDRAW_FIELD;
3314 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3315 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3316 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3317 int initial_move_dir = MV_DOWN;
3320 // required here to update video display before fading (FIX THIS)
3321 DrawMaskedBorder(REDRAW_DOOR_2);
3323 if (!game.restart_level)
3324 CloseDoor(DOOR_CLOSE_1);
3326 SetGameStatus(GAME_MODE_PLAYING);
3328 if (level_editor_test_game)
3329 FadeSkipNextFadeIn();
3331 FadeSetEnterScreen();
3333 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3334 fade_mask = REDRAW_ALL;
3336 FadeLevelSoundsAndMusic();
3338 ExpireSoundLoops(TRUE);
3340 if (!level_editor_test_game)
3343 /* needed if different viewport properties defined for playing */
3344 ChangeViewportPropertiesIfNeeded();
3348 DrawCompleteVideoDisplay();
3350 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3353 InitGameControlValues();
3355 /* don't play tapes over network */
3356 network_playing = (network.enabled && !tape.playing);
3358 for (i = 0; i < MAX_PLAYERS; i++)
3360 struct PlayerInfo *player = &stored_player[i];
3362 player->index_nr = i;
3363 player->index_bit = (1 << i);
3364 player->element_nr = EL_PLAYER_1 + i;
3366 player->present = FALSE;
3367 player->active = FALSE;
3368 player->mapped = FALSE;
3370 player->killed = FALSE;
3371 player->reanimated = FALSE;
3374 player->effective_action = 0;
3375 player->programmed_action = 0;
3377 player->mouse_action.lx = 0;
3378 player->mouse_action.ly = 0;
3379 player->mouse_action.button = 0;
3380 player->mouse_action.button_hint = 0;
3382 player->effective_mouse_action.lx = 0;
3383 player->effective_mouse_action.ly = 0;
3384 player->effective_mouse_action.button = 0;
3385 player->effective_mouse_action.button_hint = 0;
3388 player->score_final = 0;
3390 player->health = MAX_HEALTH;
3391 player->health_final = MAX_HEALTH;
3393 player->gems_still_needed = level.gems_needed;
3394 player->sokobanfields_still_needed = 0;
3395 player->lights_still_needed = 0;
3396 player->players_still_needed = 0;
3397 player->friends_still_needed = 0;
3399 for (j = 0; j < MAX_NUM_KEYS; j++)
3400 player->key[j] = FALSE;
3402 player->num_white_keys = 0;
3404 player->dynabomb_count = 0;
3405 player->dynabomb_size = 1;
3406 player->dynabombs_left = 0;
3407 player->dynabomb_xl = FALSE;
3409 player->MovDir = initial_move_dir;
3412 player->GfxDir = initial_move_dir;
3413 player->GfxAction = ACTION_DEFAULT;
3415 player->StepFrame = 0;
3417 player->initial_element = player->element_nr;
3418 player->artwork_element =
3419 (level.use_artwork_element[i] ? level.artwork_element[i] :
3420 player->element_nr);
3421 player->use_murphy = FALSE;
3423 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3424 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3426 player->gravity = level.initial_player_gravity[i];
3428 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3430 player->actual_frame_counter = 0;
3432 player->step_counter = 0;
3434 player->last_move_dir = initial_move_dir;
3436 player->is_active = FALSE;
3438 player->is_waiting = FALSE;
3439 player->is_moving = FALSE;
3440 player->is_auto_moving = FALSE;
3441 player->is_digging = FALSE;
3442 player->is_snapping = FALSE;
3443 player->is_collecting = FALSE;
3444 player->is_pushing = FALSE;
3445 player->is_switching = FALSE;
3446 player->is_dropping = FALSE;
3447 player->is_dropping_pressed = FALSE;
3449 player->is_bored = FALSE;
3450 player->is_sleeping = FALSE;
3452 player->was_waiting = TRUE;
3453 player->was_moving = FALSE;
3454 player->was_snapping = FALSE;
3455 player->was_dropping = FALSE;
3457 player->force_dropping = FALSE;
3459 player->frame_counter_bored = -1;
3460 player->frame_counter_sleeping = -1;
3462 player->anim_delay_counter = 0;
3463 player->post_delay_counter = 0;
3465 player->dir_waiting = initial_move_dir;
3466 player->action_waiting = ACTION_DEFAULT;
3467 player->last_action_waiting = ACTION_DEFAULT;
3468 player->special_action_bored = ACTION_DEFAULT;
3469 player->special_action_sleeping = ACTION_DEFAULT;
3471 player->switch_x = -1;
3472 player->switch_y = -1;
3474 player->drop_x = -1;
3475 player->drop_y = -1;
3477 player->show_envelope = 0;
3479 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3481 player->push_delay = -1; /* initialized when pushing starts */
3482 player->push_delay_value = game.initial_push_delay_value;
3484 player->drop_delay = 0;
3485 player->drop_pressed_delay = 0;
3487 player->last_jx = -1;
3488 player->last_jy = -1;
3492 player->shield_normal_time_left = 0;
3493 player->shield_deadly_time_left = 0;
3495 player->inventory_infinite_element = EL_UNDEFINED;
3496 player->inventory_size = 0;
3498 if (level.use_initial_inventory[i])
3500 for (j = 0; j < level.initial_inventory_size[i]; j++)
3502 int element = level.initial_inventory_content[i][j];
3503 int collect_count = element_info[element].collect_count_initial;
3506 if (!IS_CUSTOM_ELEMENT(element))
3509 if (collect_count == 0)
3510 player->inventory_infinite_element = element;
3512 for (k = 0; k < collect_count; k++)
3513 if (player->inventory_size < MAX_INVENTORY_SIZE)
3514 player->inventory_element[player->inventory_size++] = element;
3518 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3519 SnapField(player, 0, 0);
3521 player->LevelSolved = FALSE;
3522 player->GameOver = FALSE;
3524 player->LevelSolved_GameWon = FALSE;
3525 player->LevelSolved_GameEnd = FALSE;
3526 player->LevelSolved_PanelOff = FALSE;
3527 player->LevelSolved_SaveTape = FALSE;
3528 player->LevelSolved_SaveScore = FALSE;
3530 player->LevelSolved_CountingTime = 0;
3531 player->LevelSolved_CountingScore = 0;
3532 player->LevelSolved_CountingHealth = 0;
3534 map_player_action[i] = i;
3537 network_player_action_received = FALSE;
3539 /* initial null action */
3540 if (network_playing)
3541 SendToServer_MovePlayer(MV_NONE);
3549 TimeLeft = level.time;
3552 ScreenMovDir = MV_NONE;
3556 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3558 AllPlayersGone = FALSE;
3560 game.no_time_limit = (level.time == 0);
3562 game.yamyam_content_nr = 0;
3563 game.robot_wheel_active = FALSE;
3564 game.magic_wall_active = FALSE;
3565 game.magic_wall_time_left = 0;
3566 game.light_time_left = 0;
3567 game.timegate_time_left = 0;
3568 game.switchgate_pos = 0;
3569 game.wind_direction = level.wind_direction_initial;
3571 game.lenses_time_left = 0;
3572 game.magnify_time_left = 0;
3574 game.ball_state = level.ball_state_initial;
3575 game.ball_content_nr = 0;
3577 game.envelope_active = FALSE;
3579 for (i = 0; i < NUM_BELTS; i++)
3581 game.belt_dir[i] = MV_NONE;
3582 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3585 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3586 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3588 #if DEBUG_INIT_PLAYER
3589 DebugPrintPlayerStatus("Player status at level initialization");
3592 SCAN_PLAYFIELD(x, y)
3594 Feld[x][y] = level.field[x][y];
3595 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3596 ChangeDelay[x][y] = 0;
3597 ChangePage[x][y] = -1;
3598 CustomValue[x][y] = 0; /* initialized in InitField() */
3599 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3601 WasJustMoving[x][y] = 0;
3602 WasJustFalling[x][y] = 0;
3603 CheckCollision[x][y] = 0;
3604 CheckImpact[x][y] = 0;
3606 Pushed[x][y] = FALSE;
3608 ChangeCount[x][y] = 0;
3609 ChangeEvent[x][y] = -1;
3611 ExplodePhase[x][y] = 0;
3612 ExplodeDelay[x][y] = 0;
3613 ExplodeField[x][y] = EX_TYPE_NONE;
3615 RunnerVisit[x][y] = 0;
3616 PlayerVisit[x][y] = 0;
3619 GfxRandom[x][y] = INIT_GFX_RANDOM();
3620 GfxElement[x][y] = EL_UNDEFINED;
3621 GfxAction[x][y] = ACTION_DEFAULT;
3622 GfxDir[x][y] = MV_NONE;
3623 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3626 SCAN_PLAYFIELD(x, y)
3628 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3630 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3632 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3635 InitField(x, y, TRUE);
3637 ResetGfxAnimation(x, y);
3642 for (i = 0; i < MAX_PLAYERS; i++)
3644 struct PlayerInfo *player = &stored_player[i];
3646 /* set number of special actions for bored and sleeping animation */
3647 player->num_special_action_bored =
3648 get_num_special_action(player->artwork_element,
3649 ACTION_BORING_1, ACTION_BORING_LAST);
3650 player->num_special_action_sleeping =
3651 get_num_special_action(player->artwork_element,
3652 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3655 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3656 emulate_sb ? EMU_SOKOBAN :
3657 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3659 /* initialize type of slippery elements */
3660 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3662 if (!IS_CUSTOM_ELEMENT(i))
3664 /* default: elements slip down either to the left or right randomly */
3665 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3667 /* SP style elements prefer to slip down on the left side */
3668 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3669 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3671 /* BD style elements prefer to slip down on the left side */
3672 if (game.emulation == EMU_BOULDERDASH)
3673 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3677 /* initialize explosion and ignition delay */
3678 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3680 if (!IS_CUSTOM_ELEMENT(i))
3683 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3684 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3685 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3686 int last_phase = (num_phase + 1) * delay;
3687 int half_phase = (num_phase / 2) * delay;
3689 element_info[i].explosion_delay = last_phase - 1;
3690 element_info[i].ignition_delay = half_phase;
3692 if (i == EL_BLACK_ORB)
3693 element_info[i].ignition_delay = 1;
3697 /* correct non-moving belts to start moving left */
3698 for (i = 0; i < NUM_BELTS; i++)
3699 if (game.belt_dir[i] == MV_NONE)
3700 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3702 #if USE_NEW_PLAYER_ASSIGNMENTS
3703 for (i = 0; i < MAX_PLAYERS; i++)
3705 stored_player[i].connected = FALSE;
3707 /* in network game mode, the local player might not be the first player */
3708 if (stored_player[i].connected_locally)
3709 local_player = &stored_player[i];
3712 if (!network.enabled)
3713 local_player->connected = TRUE;
3717 for (i = 0; i < MAX_PLAYERS; i++)
3718 stored_player[i].connected = tape.player_participates[i];
3720 else if (network.enabled)
3722 /* add team mode players connected over the network (needed for correct
3723 assignment of player figures from level to locally playing players) */
3725 for (i = 0; i < MAX_PLAYERS; i++)
3726 if (stored_player[i].connected_network)
3727 stored_player[i].connected = TRUE;
3729 else if (game.team_mode)
3731 /* try to guess locally connected team mode players (needed for correct
3732 assignment of player figures from level to locally playing players) */
3734 for (i = 0; i < MAX_PLAYERS; i++)
3735 if (setup.input[i].use_joystick ||
3736 setup.input[i].key.left != KSYM_UNDEFINED)
3737 stored_player[i].connected = TRUE;
3740 #if DEBUG_INIT_PLAYER
3741 DebugPrintPlayerStatus("Player status after level initialization");
3744 #if DEBUG_INIT_PLAYER
3746 printf("Reassigning players ...\n");
3749 /* check if any connected player was not found in playfield */
3750 for (i = 0; i < MAX_PLAYERS; i++)
3752 struct PlayerInfo *player = &stored_player[i];
3754 if (player->connected && !player->present)
3756 struct PlayerInfo *field_player = NULL;
3758 #if DEBUG_INIT_PLAYER
3760 printf("- looking for field player for player %d ...\n", i + 1);
3763 /* assign first free player found that is present in the playfield */
3765 /* first try: look for unmapped playfield player that is not connected */
3766 for (j = 0; j < MAX_PLAYERS; j++)
3767 if (field_player == NULL &&
3768 stored_player[j].present &&
3769 !stored_player[j].mapped &&
3770 !stored_player[j].connected)
3771 field_player = &stored_player[j];
3773 /* second try: look for *any* unmapped playfield player */
3774 for (j = 0; j < MAX_PLAYERS; j++)
3775 if (field_player == NULL &&
3776 stored_player[j].present &&
3777 !stored_player[j].mapped)
3778 field_player = &stored_player[j];
3780 if (field_player != NULL)
3782 int jx = field_player->jx, jy = field_player->jy;
3784 #if DEBUG_INIT_PLAYER
3786 printf("- found player %d\n", field_player->index_nr + 1);
3789 player->present = FALSE;
3790 player->active = FALSE;
3792 field_player->present = TRUE;
3793 field_player->active = TRUE;
3796 player->initial_element = field_player->initial_element;
3797 player->artwork_element = field_player->artwork_element;
3799 player->block_last_field = field_player->block_last_field;
3800 player->block_delay_adjustment = field_player->block_delay_adjustment;
3803 StorePlayer[jx][jy] = field_player->element_nr;
3805 field_player->jx = field_player->last_jx = jx;
3806 field_player->jy = field_player->last_jy = jy;
3808 if (local_player == player)
3809 local_player = field_player;
3811 map_player_action[field_player->index_nr] = i;
3813 field_player->mapped = TRUE;
3815 #if DEBUG_INIT_PLAYER
3817 printf("- map_player_action[%d] == %d\n",
3818 field_player->index_nr + 1, i + 1);
3823 if (player->connected && player->present)
3824 player->mapped = TRUE;
3827 #if DEBUG_INIT_PLAYER
3828 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3833 /* check if any connected player was not found in playfield */
3834 for (i = 0; i < MAX_PLAYERS; i++)
3836 struct PlayerInfo *player = &stored_player[i];
3838 if (player->connected && !player->present)
3840 for (j = 0; j < MAX_PLAYERS; j++)
3842 struct PlayerInfo *field_player = &stored_player[j];
3843 int jx = field_player->jx, jy = field_player->jy;
3845 /* assign first free player found that is present in the playfield */
3846 if (field_player->present && !field_player->connected)
3848 player->present = TRUE;
3849 player->active = TRUE;
3851 field_player->present = FALSE;
3852 field_player->active = FALSE;
3854 player->initial_element = field_player->initial_element;
3855 player->artwork_element = field_player->artwork_element;
3857 player->block_last_field = field_player->block_last_field;
3858 player->block_delay_adjustment = field_player->block_delay_adjustment;
3860 StorePlayer[jx][jy] = player->element_nr;
3862 player->jx = player->last_jx = jx;
3863 player->jy = player->last_jy = jy;
3873 printf("::: local_player->present == %d\n", local_player->present);
3876 /* set focus to local player for network games, else to all players */
3877 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3878 game.centered_player_nr_next = game.centered_player_nr;
3879 game.set_centered_player = FALSE;
3881 if (network_playing && tape.recording)
3883 /* store client dependent player focus when recording network games */
3884 tape.centered_player_nr_next = game.centered_player_nr_next;
3885 tape.set_centered_player = TRUE;
3890 /* when playing a tape, eliminate all players who do not participate */
3892 #if USE_NEW_PLAYER_ASSIGNMENTS
3894 if (!game.team_mode)
3896 for (i = 0; i < MAX_PLAYERS; i++)
3898 if (stored_player[i].active &&
3899 !tape.player_participates[map_player_action[i]])
3901 struct PlayerInfo *player = &stored_player[i];
3902 int jx = player->jx, jy = player->jy;
3904 #if DEBUG_INIT_PLAYER
3906 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3909 player->active = FALSE;
3910 StorePlayer[jx][jy] = 0;
3911 Feld[jx][jy] = EL_EMPTY;
3918 for (i = 0; i < MAX_PLAYERS; i++)
3920 if (stored_player[i].active &&
3921 !tape.player_participates[i])
3923 struct PlayerInfo *player = &stored_player[i];
3924 int jx = player->jx, jy = player->jy;
3926 player->active = FALSE;
3927 StorePlayer[jx][jy] = 0;
3928 Feld[jx][jy] = EL_EMPTY;
3933 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3935 /* when in single player mode, eliminate all but the local player */
3937 for (i = 0; i < MAX_PLAYERS; i++)
3939 struct PlayerInfo *player = &stored_player[i];
3941 if (player->active && player != local_player)
3943 int jx = player->jx, jy = player->jy;
3945 player->active = FALSE;
3946 player->present = FALSE;
3948 StorePlayer[jx][jy] = 0;
3949 Feld[jx][jy] = EL_EMPTY;
3954 for (i = 0; i < MAX_PLAYERS; i++)
3955 if (stored_player[i].active)
3956 local_player->players_still_needed++;
3958 /* when recording the game, store which players take part in the game */
3961 #if USE_NEW_PLAYER_ASSIGNMENTS
3962 for (i = 0; i < MAX_PLAYERS; i++)
3963 if (stored_player[i].connected)
3964 tape.player_participates[i] = TRUE;
3966 for (i = 0; i < MAX_PLAYERS; i++)
3967 if (stored_player[i].active)
3968 tape.player_participates[i] = TRUE;
3972 #if DEBUG_INIT_PLAYER
3973 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3976 if (BorderElement == EL_EMPTY)
3979 SBX_Right = lev_fieldx - SCR_FIELDX;
3981 SBY_Lower = lev_fieldy - SCR_FIELDY;
3986 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3988 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3991 if (full_lev_fieldx <= SCR_FIELDX)
3992 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3993 if (full_lev_fieldy <= SCR_FIELDY)
3994 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3996 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3998 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4001 /* if local player not found, look for custom element that might create
4002 the player (make some assumptions about the right custom element) */
4003 if (!local_player->present)
4005 int start_x = 0, start_y = 0;
4006 int found_rating = 0;
4007 int found_element = EL_UNDEFINED;
4008 int player_nr = local_player->index_nr;
4010 SCAN_PLAYFIELD(x, y)
4012 int element = Feld[x][y];
4017 if (level.use_start_element[player_nr] &&
4018 level.start_element[player_nr] == element &&
4025 found_element = element;
4028 if (!IS_CUSTOM_ELEMENT(element))
4031 if (CAN_CHANGE(element))
4033 for (i = 0; i < element_info[element].num_change_pages; i++)
4035 /* check for player created from custom element as single target */
4036 content = element_info[element].change_page[i].target_element;
4037 is_player = ELEM_IS_PLAYER(content);
4039 if (is_player && (found_rating < 3 ||
4040 (found_rating == 3 && element < found_element)))
4046 found_element = element;
4051 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4053 /* check for player created from custom element as explosion content */
4054 content = element_info[element].content.e[xx][yy];
4055 is_player = ELEM_IS_PLAYER(content);
4057 if (is_player && (found_rating < 2 ||
4058 (found_rating == 2 && element < found_element)))
4060 start_x = x + xx - 1;
4061 start_y = y + yy - 1;
4064 found_element = element;
4067 if (!CAN_CHANGE(element))
4070 for (i = 0; i < element_info[element].num_change_pages; i++)
4072 /* check for player created from custom element as extended target */
4074 element_info[element].change_page[i].target_content.e[xx][yy];
4076 is_player = ELEM_IS_PLAYER(content);
4078 if (is_player && (found_rating < 1 ||
4079 (found_rating == 1 && element < found_element)))
4081 start_x = x + xx - 1;
4082 start_y = y + yy - 1;
4085 found_element = element;
4091 scroll_x = SCROLL_POSITION_X(start_x);
4092 scroll_y = SCROLL_POSITION_Y(start_y);
4096 scroll_x = SCROLL_POSITION_X(local_player->jx);
4097 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4100 /* !!! FIX THIS (START) !!! */
4101 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4103 InitGameEngine_EM();
4105 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4107 InitGameEngine_SP();
4109 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4111 InitGameEngine_MM();
4115 DrawLevel(REDRAW_FIELD);
4118 /* after drawing the level, correct some elements */
4119 if (game.timegate_time_left == 0)
4120 CloseAllOpenTimegates();
4123 /* blit playfield from scroll buffer to normal back buffer for fading in */
4124 BlitScreenToBitmap(backbuffer);
4125 /* !!! FIX THIS (END) !!! */
4127 DrawMaskedBorder(fade_mask);
4132 // full screen redraw is required at this point in the following cases:
4133 // - special editor door undrawn when game was started from level editor
4134 // - drawing area (playfield) was changed and has to be removed completely
4135 redraw_mask = REDRAW_ALL;
4139 if (!game.restart_level)
4141 /* copy default game door content to main double buffer */
4143 /* !!! CHECK AGAIN !!! */
4144 SetPanelBackground();
4145 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4146 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4149 SetPanelBackground();
4150 SetDrawBackgroundMask(REDRAW_DOOR_1);
4152 UpdateAndDisplayGameControlValues();
4154 if (!game.restart_level)
4160 CreateGameButtons();
4165 /* copy actual game door content to door double buffer for OpenDoor() */
4166 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4168 OpenDoor(DOOR_OPEN_ALL);
4170 KeyboardAutoRepeatOffUnlessAutoplay();
4172 #if DEBUG_INIT_PLAYER
4173 DebugPrintPlayerStatus("Player status (final)");
4182 if (!game.restart_level && !tape.playing)
4184 LevelStats_incPlayed(level_nr);
4186 SaveLevelSetup_SeriesInfo();
4189 game.restart_level = FALSE;
4190 game.restart_game_message = NULL;
4192 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4193 InitGameActions_MM();
4195 SaveEngineSnapshotToListInitial();
4197 if (!game.restart_level)
4199 PlaySound(SND_GAME_STARTING);
4201 if (setup.sound_music)
4206 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4207 int actual_player_x, int actual_player_y)
4209 /* this is used for non-R'n'D game engines to update certain engine values */
4211 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4213 actual_player_x = correctLevelPosX_EM(actual_player_x);
4214 actual_player_y = correctLevelPosY_EM(actual_player_y);
4217 /* needed to determine if sounds are played within the visible screen area */
4218 scroll_x = actual_scroll_x;
4219 scroll_y = actual_scroll_y;
4221 /* needed to get player position for "follow finger" playing input method */
4222 local_player->jx = actual_player_x;
4223 local_player->jy = actual_player_y;
4226 void InitMovDir(int x, int y)
4228 int i, element = Feld[x][y];
4229 static int xy[4][2] =
4236 static int direction[3][4] =
4238 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4239 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4240 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4249 Feld[x][y] = EL_BUG;
4250 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4253 case EL_SPACESHIP_RIGHT:
4254 case EL_SPACESHIP_UP:
4255 case EL_SPACESHIP_LEFT:
4256 case EL_SPACESHIP_DOWN:
4257 Feld[x][y] = EL_SPACESHIP;
4258 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4261 case EL_BD_BUTTERFLY_RIGHT:
4262 case EL_BD_BUTTERFLY_UP:
4263 case EL_BD_BUTTERFLY_LEFT:
4264 case EL_BD_BUTTERFLY_DOWN:
4265 Feld[x][y] = EL_BD_BUTTERFLY;
4266 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4269 case EL_BD_FIREFLY_RIGHT:
4270 case EL_BD_FIREFLY_UP:
4271 case EL_BD_FIREFLY_LEFT:
4272 case EL_BD_FIREFLY_DOWN:
4273 Feld[x][y] = EL_BD_FIREFLY;
4274 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4277 case EL_PACMAN_RIGHT:
4279 case EL_PACMAN_LEFT:
4280 case EL_PACMAN_DOWN:
4281 Feld[x][y] = EL_PACMAN;
4282 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4285 case EL_YAMYAM_LEFT:
4286 case EL_YAMYAM_RIGHT:
4288 case EL_YAMYAM_DOWN:
4289 Feld[x][y] = EL_YAMYAM;
4290 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4293 case EL_SP_SNIKSNAK:
4294 MovDir[x][y] = MV_UP;
4297 case EL_SP_ELECTRON:
4298 MovDir[x][y] = MV_LEFT;
4305 Feld[x][y] = EL_MOLE;
4306 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4310 if (IS_CUSTOM_ELEMENT(element))
4312 struct ElementInfo *ei = &element_info[element];
4313 int move_direction_initial = ei->move_direction_initial;
4314 int move_pattern = ei->move_pattern;
4316 if (move_direction_initial == MV_START_PREVIOUS)
4318 if (MovDir[x][y] != MV_NONE)
4321 move_direction_initial = MV_START_AUTOMATIC;
4324 if (move_direction_initial == MV_START_RANDOM)
4325 MovDir[x][y] = 1 << RND(4);
4326 else if (move_direction_initial & MV_ANY_DIRECTION)
4327 MovDir[x][y] = move_direction_initial;
4328 else if (move_pattern == MV_ALL_DIRECTIONS ||
4329 move_pattern == MV_TURNING_LEFT ||
4330 move_pattern == MV_TURNING_RIGHT ||
4331 move_pattern == MV_TURNING_LEFT_RIGHT ||
4332 move_pattern == MV_TURNING_RIGHT_LEFT ||
4333 move_pattern == MV_TURNING_RANDOM)
4334 MovDir[x][y] = 1 << RND(4);
4335 else if (move_pattern == MV_HORIZONTAL)
4336 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4337 else if (move_pattern == MV_VERTICAL)
4338 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4339 else if (move_pattern & MV_ANY_DIRECTION)
4340 MovDir[x][y] = element_info[element].move_pattern;
4341 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4342 move_pattern == MV_ALONG_RIGHT_SIDE)
4344 /* use random direction as default start direction */
4345 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4346 MovDir[x][y] = 1 << RND(4);
4348 for (i = 0; i < NUM_DIRECTIONS; i++)
4350 int x1 = x + xy[i][0];
4351 int y1 = y + xy[i][1];
4353 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4355 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4356 MovDir[x][y] = direction[0][i];
4358 MovDir[x][y] = direction[1][i];
4367 MovDir[x][y] = 1 << RND(4);
4369 if (element != EL_BUG &&
4370 element != EL_SPACESHIP &&
4371 element != EL_BD_BUTTERFLY &&
4372 element != EL_BD_FIREFLY)
4375 for (i = 0; i < NUM_DIRECTIONS; i++)
4377 int x1 = x + xy[i][0];
4378 int y1 = y + xy[i][1];
4380 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4382 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4384 MovDir[x][y] = direction[0][i];
4387 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4388 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4390 MovDir[x][y] = direction[1][i];
4399 GfxDir[x][y] = MovDir[x][y];
4402 void InitAmoebaNr(int x, int y)
4405 int group_nr = AmoebeNachbarNr(x, y);
4409 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4411 if (AmoebaCnt[i] == 0)
4419 AmoebaNr[x][y] = group_nr;
4420 AmoebaCnt[group_nr]++;
4421 AmoebaCnt2[group_nr]++;
4424 static void PlayerWins(struct PlayerInfo *player)
4426 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4427 local_player->players_still_needed > 0)
4430 player->LevelSolved = TRUE;
4431 player->GameOver = TRUE;
4433 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4434 level.native_em_level->lev->score :
4435 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4438 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4439 MM_HEALTH(game_mm.laser_overload_value) :
4442 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4444 player->LevelSolved_CountingScore = player->score_final;
4445 player->LevelSolved_CountingHealth = player->health_final;
4450 static int time_count_steps;
4451 static int time, time_final;
4452 static int score, score_final;
4453 static int health, health_final;
4454 static int game_over_delay_1 = 0;
4455 static int game_over_delay_2 = 0;
4456 static int game_over_delay_3 = 0;
4457 int game_over_delay_value_1 = 50;
4458 int game_over_delay_value_2 = 25;
4459 int game_over_delay_value_3 = 50;
4461 if (!local_player->LevelSolved_GameWon)
4465 /* do not start end game actions before the player stops moving (to exit) */
4466 if (local_player->MovPos)
4469 local_player->LevelSolved_GameWon = TRUE;
4470 local_player->LevelSolved_SaveTape = tape.recording;
4471 local_player->LevelSolved_SaveScore = !tape.playing;
4475 LevelStats_incSolved(level_nr);
4477 SaveLevelSetup_SeriesInfo();
4480 if (tape.auto_play) /* tape might already be stopped here */
4481 tape.auto_play_level_solved = TRUE;
4485 game_over_delay_1 = 0;
4486 game_over_delay_2 = 0;
4487 game_over_delay_3 = game_over_delay_value_3;
4489 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4490 score = score_final = local_player->score_final;
4491 health = health_final = local_player->health_final;
4493 if (level.score[SC_TIME_BONUS] > 0)
4498 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4500 else if (game.no_time_limit && TimePlayed < 999)
4503 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4506 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4508 game_over_delay_1 = game_over_delay_value_1;
4510 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4513 score_final += health * level.score[SC_TIME_BONUS];
4515 game_over_delay_2 = game_over_delay_value_2;
4518 local_player->score_final = score_final;
4519 local_player->health_final = health_final;
4522 if (level_editor_test_game)
4525 score = score_final;
4527 local_player->LevelSolved_CountingTime = time;
4528 local_player->LevelSolved_CountingScore = score;
4530 game_panel_controls[GAME_PANEL_TIME].value = time;
4531 game_panel_controls[GAME_PANEL_SCORE].value = score;
4533 DisplayGameControlValues();
4536 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4538 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4540 /* close exit door after last player */
4541 if ((AllPlayersGone &&
4542 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4543 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4544 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4545 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4546 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4548 int element = Feld[ExitX][ExitY];
4550 Feld[ExitX][ExitY] =
4551 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4552 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4553 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4554 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4555 EL_EM_STEEL_EXIT_CLOSING);
4557 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4560 /* player disappears */
4561 DrawLevelField(ExitX, ExitY);
4564 for (i = 0; i < MAX_PLAYERS; i++)
4566 struct PlayerInfo *player = &stored_player[i];
4568 if (player->present)
4570 RemovePlayer(player);
4572 /* player disappears */
4573 DrawLevelField(player->jx, player->jy);
4578 PlaySound(SND_GAME_WINNING);
4581 if (game_over_delay_1 > 0)
4583 game_over_delay_1--;
4588 if (time != time_final)
4590 int time_to_go = ABS(time_final - time);
4591 int time_count_dir = (time < time_final ? +1 : -1);
4593 if (time_to_go < time_count_steps)
4594 time_count_steps = 1;
4596 time += time_count_steps * time_count_dir;
4597 score += time_count_steps * level.score[SC_TIME_BONUS];
4599 local_player->LevelSolved_CountingTime = time;
4600 local_player->LevelSolved_CountingScore = score;
4602 game_panel_controls[GAME_PANEL_TIME].value = time;
4603 game_panel_controls[GAME_PANEL_SCORE].value = score;
4605 DisplayGameControlValues();
4607 if (time == time_final)
4608 StopSound(SND_GAME_LEVELTIME_BONUS);
4609 else if (setup.sound_loops)
4610 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4612 PlaySound(SND_GAME_LEVELTIME_BONUS);
4617 if (game_over_delay_2 > 0)
4619 game_over_delay_2--;
4624 if (health != health_final)
4626 int health_count_dir = (health < health_final ? +1 : -1);
4628 health += health_count_dir;
4629 score += level.score[SC_TIME_BONUS];
4631 local_player->LevelSolved_CountingHealth = health;
4632 local_player->LevelSolved_CountingScore = score;
4634 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4635 game_panel_controls[GAME_PANEL_SCORE].value = score;
4637 DisplayGameControlValues();
4639 if (health == health_final)
4640 StopSound(SND_GAME_LEVELTIME_BONUS);
4641 else if (setup.sound_loops)
4642 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4644 PlaySound(SND_GAME_LEVELTIME_BONUS);
4649 local_player->LevelSolved_PanelOff = TRUE;
4651 if (game_over_delay_3 > 0)
4653 game_over_delay_3--;
4664 int last_level_nr = level_nr;
4666 local_player->LevelSolved_GameEnd = TRUE;
4668 if (local_player->LevelSolved_SaveTape)
4670 /* make sure that request dialog to save tape does not open door again */
4671 if (!global.use_envelope_request)
4672 CloseDoor(DOOR_CLOSE_1);
4674 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4677 /* if no tape is to be saved, close both doors simultaneously */
4678 CloseDoor(DOOR_CLOSE_ALL);
4680 if (level_editor_test_game)
4682 SetGameStatus(GAME_MODE_MAIN);
4689 if (!local_player->LevelSolved_SaveScore)
4691 SetGameStatus(GAME_MODE_MAIN);
4698 if (level_nr == leveldir_current->handicap_level)
4700 leveldir_current->handicap_level++;
4702 SaveLevelSetup_SeriesInfo();
4705 if (setup.increment_levels &&
4706 level_nr < leveldir_current->last_level)
4708 level_nr++; /* advance to next level */
4709 TapeErase(); /* start with empty tape */
4711 if (setup.auto_play_next_level)
4713 LoadLevel(level_nr);
4715 SaveLevelSetup_SeriesInfo();
4719 hi_pos = NewHiScore(last_level_nr);
4721 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4723 SetGameStatus(GAME_MODE_SCORES);
4725 DrawHallOfFame(last_level_nr, hi_pos);
4727 else if (!setup.auto_play_next_level || !setup.increment_levels)
4729 SetGameStatus(GAME_MODE_MAIN);
4735 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4739 int NewHiScore(int level_nr)
4743 boolean one_score_entry_per_name = !program.many_scores_per_name;
4745 LoadScore(level_nr);
4747 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4748 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4751 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4753 if (local_player->score_final > highscore[k].Score)
4755 /* player has made it to the hall of fame */
4757 if (k < MAX_SCORE_ENTRIES - 1)
4759 int m = MAX_SCORE_ENTRIES - 1;
4761 if (one_score_entry_per_name)
4763 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4764 if (strEqual(setup.player_name, highscore[l].Name))
4767 if (m == k) /* player's new highscore overwrites his old one */
4771 for (l = m; l > k; l--)
4773 strcpy(highscore[l].Name, highscore[l - 1].Name);
4774 highscore[l].Score = highscore[l - 1].Score;
4780 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4781 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4782 highscore[k].Score = local_player->score_final;
4787 else if (one_score_entry_per_name &&
4788 !strncmp(setup.player_name, highscore[k].Name,
4789 MAX_PLAYER_NAME_LEN))
4790 break; /* player already there with a higher score */
4794 SaveScore(level_nr);
4799 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4801 int element = Feld[x][y];
4802 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4803 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4804 int horiz_move = (dx != 0);
4805 int sign = (horiz_move ? dx : dy);
4806 int step = sign * element_info[element].move_stepsize;
4808 /* special values for move stepsize for spring and things on conveyor belt */
4811 if (CAN_FALL(element) &&
4812 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4813 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4814 else if (element == EL_SPRING)
4815 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4821 inline static int getElementMoveStepsize(int x, int y)
4823 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4826 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4828 if (player->GfxAction != action || player->GfxDir != dir)
4830 player->GfxAction = action;
4831 player->GfxDir = dir;
4833 player->StepFrame = 0;
4837 static void ResetGfxFrame(int x, int y)
4839 // profiling showed that "autotest" spends 10~20% of its time in this function
4840 if (DrawingDeactivatedField())
4843 int element = Feld[x][y];
4844 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4846 if (graphic_info[graphic].anim_global_sync)
4847 GfxFrame[x][y] = FrameCounter;
4848 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4849 GfxFrame[x][y] = CustomValue[x][y];
4850 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4851 GfxFrame[x][y] = element_info[element].collect_score;
4852 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4853 GfxFrame[x][y] = ChangeDelay[x][y];
4856 static void ResetGfxAnimation(int x, int y)
4858 GfxAction[x][y] = ACTION_DEFAULT;
4859 GfxDir[x][y] = MovDir[x][y];
4862 ResetGfxFrame(x, y);
4865 static void ResetRandomAnimationValue(int x, int y)
4867 GfxRandom[x][y] = INIT_GFX_RANDOM();
4870 void InitMovingField(int x, int y, int direction)
4872 int element = Feld[x][y];
4873 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4874 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4877 boolean is_moving_before, is_moving_after;
4879 /* check if element was/is moving or being moved before/after mode change */
4880 is_moving_before = (WasJustMoving[x][y] != 0);
4881 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4883 /* reset animation only for moving elements which change direction of moving
4884 or which just started or stopped moving
4885 (else CEs with property "can move" / "not moving" are reset each frame) */
4886 if (is_moving_before != is_moving_after ||
4887 direction != MovDir[x][y])
4888 ResetGfxAnimation(x, y);
4890 MovDir[x][y] = direction;
4891 GfxDir[x][y] = direction;
4893 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4894 direction == MV_DOWN && CAN_FALL(element) ?
4895 ACTION_FALLING : ACTION_MOVING);
4897 /* this is needed for CEs with property "can move" / "not moving" */
4899 if (is_moving_after)
4901 if (Feld[newx][newy] == EL_EMPTY)
4902 Feld[newx][newy] = EL_BLOCKED;
4904 MovDir[newx][newy] = MovDir[x][y];
4906 CustomValue[newx][newy] = CustomValue[x][y];
4908 GfxFrame[newx][newy] = GfxFrame[x][y];
4909 GfxRandom[newx][newy] = GfxRandom[x][y];
4910 GfxAction[newx][newy] = GfxAction[x][y];
4911 GfxDir[newx][newy] = GfxDir[x][y];
4915 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4917 int direction = MovDir[x][y];
4918 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4919 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4925 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4927 int oldx = x, oldy = y;
4928 int direction = MovDir[x][y];
4930 if (direction == MV_LEFT)
4932 else if (direction == MV_RIGHT)
4934 else if (direction == MV_UP)
4936 else if (direction == MV_DOWN)
4939 *comes_from_x = oldx;
4940 *comes_from_y = oldy;
4943 int MovingOrBlocked2Element(int x, int y)
4945 int element = Feld[x][y];
4947 if (element == EL_BLOCKED)
4951 Blocked2Moving(x, y, &oldx, &oldy);
4952 return Feld[oldx][oldy];
4958 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4960 /* like MovingOrBlocked2Element(), but if element is moving
4961 and (x,y) is the field the moving element is just leaving,
4962 return EL_BLOCKED instead of the element value */
4963 int element = Feld[x][y];
4965 if (IS_MOVING(x, y))
4967 if (element == EL_BLOCKED)
4971 Blocked2Moving(x, y, &oldx, &oldy);
4972 return Feld[oldx][oldy];
4981 static void RemoveField(int x, int y)
4983 Feld[x][y] = EL_EMPTY;
4989 CustomValue[x][y] = 0;
4992 ChangeDelay[x][y] = 0;
4993 ChangePage[x][y] = -1;
4994 Pushed[x][y] = FALSE;
4996 GfxElement[x][y] = EL_UNDEFINED;
4997 GfxAction[x][y] = ACTION_DEFAULT;
4998 GfxDir[x][y] = MV_NONE;
5001 void RemoveMovingField(int x, int y)
5003 int oldx = x, oldy = y, newx = x, newy = y;
5004 int element = Feld[x][y];
5005 int next_element = EL_UNDEFINED;
5007 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5010 if (IS_MOVING(x, y))
5012 Moving2Blocked(x, y, &newx, &newy);
5014 if (Feld[newx][newy] != EL_BLOCKED)
5016 /* element is moving, but target field is not free (blocked), but
5017 already occupied by something different (example: acid pool);
5018 in this case, only remove the moving field, but not the target */
5020 RemoveField(oldx, oldy);
5022 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5024 TEST_DrawLevelField(oldx, oldy);
5029 else if (element == EL_BLOCKED)
5031 Blocked2Moving(x, y, &oldx, &oldy);
5032 if (!IS_MOVING(oldx, oldy))
5036 if (element == EL_BLOCKED &&
5037 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5038 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5039 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5040 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5041 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5042 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5043 next_element = get_next_element(Feld[oldx][oldy]);
5045 RemoveField(oldx, oldy);
5046 RemoveField(newx, newy);
5048 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5050 if (next_element != EL_UNDEFINED)
5051 Feld[oldx][oldy] = next_element;
5053 TEST_DrawLevelField(oldx, oldy);
5054 TEST_DrawLevelField(newx, newy);
5057 void DrawDynamite(int x, int y)
5059 int sx = SCREENX(x), sy = SCREENY(y);
5060 int graphic = el2img(Feld[x][y]);
5063 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5066 if (IS_WALKABLE_INSIDE(Back[x][y]))
5070 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5071 else if (Store[x][y])
5072 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5074 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5076 if (Back[x][y] || Store[x][y])
5077 DrawGraphicThruMask(sx, sy, graphic, frame);
5079 DrawGraphic(sx, sy, graphic, frame);
5082 void CheckDynamite(int x, int y)
5084 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5088 if (MovDelay[x][y] != 0)
5091 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5097 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5102 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5104 boolean num_checked_players = 0;
5107 for (i = 0; i < MAX_PLAYERS; i++)
5109 if (stored_player[i].active)
5111 int sx = stored_player[i].jx;
5112 int sy = stored_player[i].jy;
5114 if (num_checked_players == 0)
5121 *sx1 = MIN(*sx1, sx);
5122 *sy1 = MIN(*sy1, sy);
5123 *sx2 = MAX(*sx2, sx);
5124 *sy2 = MAX(*sy2, sy);
5127 num_checked_players++;
5132 static boolean checkIfAllPlayersFitToScreen_RND()
5134 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5136 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5138 return (sx2 - sx1 < SCR_FIELDX &&
5139 sy2 - sy1 < SCR_FIELDY);
5142 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5144 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5146 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5148 *sx = (sx1 + sx2) / 2;
5149 *sy = (sy1 + sy2) / 2;
5152 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5153 boolean center_screen, boolean quick_relocation)
5155 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5156 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5157 boolean no_delay = (tape.warp_forward);
5158 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5159 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5160 int new_scroll_x, new_scroll_y;
5162 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5164 /* case 1: quick relocation inside visible screen (without scrolling) */
5171 if (!level.shifted_relocation || center_screen)
5173 /* relocation _with_ centering of screen */
5175 new_scroll_x = SCROLL_POSITION_X(x);
5176 new_scroll_y = SCROLL_POSITION_Y(y);
5180 /* relocation _without_ centering of screen */
5182 int center_scroll_x = SCROLL_POSITION_X(old_x);
5183 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5184 int offset_x = x + (scroll_x - center_scroll_x);
5185 int offset_y = y + (scroll_y - center_scroll_y);
5187 /* for new screen position, apply previous offset to center position */
5188 new_scroll_x = SCROLL_POSITION_X(offset_x);
5189 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5192 if (quick_relocation)
5194 /* case 2: quick relocation (redraw without visible scrolling) */
5196 scroll_x = new_scroll_x;
5197 scroll_y = new_scroll_y;
5204 /* case 3: visible relocation (with scrolling to new position) */
5206 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5208 SetVideoFrameDelay(wait_delay_value);
5210 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5213 int fx = FX, fy = FY;
5215 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5216 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5218 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5224 fx += dx * TILEX / 2;
5225 fy += dy * TILEY / 2;
5227 ScrollLevel(dx, dy);
5230 /* scroll in two steps of half tile size to make things smoother */
5231 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5233 /* scroll second step to align at full tile size */
5234 BlitScreenToBitmap(window);
5240 SetVideoFrameDelay(frame_delay_value_old);
5243 void RelocatePlayer(int jx, int jy, int el_player_raw)
5245 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5246 int player_nr = GET_PLAYER_NR(el_player);
5247 struct PlayerInfo *player = &stored_player[player_nr];
5248 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5249 boolean no_delay = (tape.warp_forward);
5250 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5251 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5252 int old_jx = player->jx;
5253 int old_jy = player->jy;
5254 int old_element = Feld[old_jx][old_jy];
5255 int element = Feld[jx][jy];
5256 boolean player_relocated = (old_jx != jx || old_jy != jy);
5258 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5259 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5260 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5261 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5262 int leave_side_horiz = move_dir_horiz;
5263 int leave_side_vert = move_dir_vert;
5264 int enter_side = enter_side_horiz | enter_side_vert;
5265 int leave_side = leave_side_horiz | leave_side_vert;
5267 if (player->GameOver) /* do not reanimate dead player */
5270 if (!player_relocated) /* no need to relocate the player */
5273 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5275 RemoveField(jx, jy); /* temporarily remove newly placed player */
5276 DrawLevelField(jx, jy);
5279 if (player->present)
5281 while (player->MovPos)
5283 ScrollPlayer(player, SCROLL_GO_ON);
5284 ScrollScreen(NULL, SCROLL_GO_ON);
5286 AdvanceFrameAndPlayerCounters(player->index_nr);
5290 BackToFront_WithFrameDelay(wait_delay_value);
5293 DrawPlayer(player); /* needed here only to cleanup last field */
5294 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5296 player->is_moving = FALSE;
5299 if (IS_CUSTOM_ELEMENT(old_element))
5300 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5302 player->index_bit, leave_side);
5304 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5306 player->index_bit, leave_side);
5308 Feld[jx][jy] = el_player;
5309 InitPlayerField(jx, jy, el_player, TRUE);
5311 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5312 possible that the relocation target field did not contain a player element,
5313 but a walkable element, to which the new player was relocated -- in this
5314 case, restore that (already initialized!) element on the player field */
5315 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5317 Feld[jx][jy] = element; /* restore previously existing element */
5320 /* only visually relocate centered player */
5321 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5322 FALSE, level.instant_relocation);
5324 TestIfPlayerTouchesBadThing(jx, jy);
5325 TestIfPlayerTouchesCustomElement(jx, jy);
5327 if (IS_CUSTOM_ELEMENT(element))
5328 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5329 player->index_bit, enter_side);
5331 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5332 player->index_bit, enter_side);
5334 if (player->is_switching)
5336 /* ensure that relocation while still switching an element does not cause
5337 a new element to be treated as also switched directly after relocation
5338 (this is important for teleporter switches that teleport the player to
5339 a place where another teleporter switch is in the same direction, which
5340 would then incorrectly be treated as immediately switched before the
5341 direction key that caused the switch was released) */
5343 player->switch_x += jx - old_jx;
5344 player->switch_y += jy - old_jy;
5348 void Explode(int ex, int ey, int phase, int mode)
5354 /* !!! eliminate this variable !!! */
5355 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5357 if (game.explosions_delayed)
5359 ExplodeField[ex][ey] = mode;
5363 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5365 int center_element = Feld[ex][ey];
5366 int artwork_element, explosion_element; /* set these values later */
5368 /* remove things displayed in background while burning dynamite */
5369 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5372 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5374 /* put moving element to center field (and let it explode there) */
5375 center_element = MovingOrBlocked2Element(ex, ey);
5376 RemoveMovingField(ex, ey);
5377 Feld[ex][ey] = center_element;
5380 /* now "center_element" is finally determined -- set related values now */
5381 artwork_element = center_element; /* for custom player artwork */
5382 explosion_element = center_element; /* for custom player artwork */
5384 if (IS_PLAYER(ex, ey))
5386 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5388 artwork_element = stored_player[player_nr].artwork_element;
5390 if (level.use_explosion_element[player_nr])
5392 explosion_element = level.explosion_element[player_nr];
5393 artwork_element = explosion_element;
5397 if (mode == EX_TYPE_NORMAL ||
5398 mode == EX_TYPE_CENTER ||
5399 mode == EX_TYPE_CROSS)
5400 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5402 last_phase = element_info[explosion_element].explosion_delay + 1;
5404 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5406 int xx = x - ex + 1;
5407 int yy = y - ey + 1;
5410 if (!IN_LEV_FIELD(x, y) ||
5411 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5412 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5415 element = Feld[x][y];
5417 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5419 element = MovingOrBlocked2Element(x, y);
5421 if (!IS_EXPLOSION_PROOF(element))
5422 RemoveMovingField(x, y);
5425 /* indestructible elements can only explode in center (but not flames) */
5426 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5427 mode == EX_TYPE_BORDER)) ||
5428 element == EL_FLAMES)
5431 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5432 behaviour, for example when touching a yamyam that explodes to rocks
5433 with active deadly shield, a rock is created under the player !!! */
5434 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5436 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5437 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5438 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5440 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5443 if (IS_ACTIVE_BOMB(element))
5445 /* re-activate things under the bomb like gate or penguin */
5446 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5453 /* save walkable background elements while explosion on same tile */
5454 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5455 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5456 Back[x][y] = element;
5458 /* ignite explodable elements reached by other explosion */
5459 if (element == EL_EXPLOSION)
5460 element = Store2[x][y];
5462 if (AmoebaNr[x][y] &&
5463 (element == EL_AMOEBA_FULL ||
5464 element == EL_BD_AMOEBA ||
5465 element == EL_AMOEBA_GROWING))
5467 AmoebaCnt[AmoebaNr[x][y]]--;
5468 AmoebaCnt2[AmoebaNr[x][y]]--;
5473 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5475 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5477 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5479 if (PLAYERINFO(ex, ey)->use_murphy)
5480 Store[x][y] = EL_EMPTY;
5483 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5484 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5485 else if (ELEM_IS_PLAYER(center_element))
5486 Store[x][y] = EL_EMPTY;
5487 else if (center_element == EL_YAMYAM)
5488 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5489 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5490 Store[x][y] = element_info[center_element].content.e[xx][yy];
5492 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5493 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5494 otherwise) -- FIX THIS !!! */
5495 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5496 Store[x][y] = element_info[element].content.e[1][1];
5498 else if (!CAN_EXPLODE(element))
5499 Store[x][y] = element_info[element].content.e[1][1];
5502 Store[x][y] = EL_EMPTY;
5504 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5505 center_element == EL_AMOEBA_TO_DIAMOND)
5506 Store2[x][y] = element;
5508 Feld[x][y] = EL_EXPLOSION;
5509 GfxElement[x][y] = artwork_element;
5511 ExplodePhase[x][y] = 1;
5512 ExplodeDelay[x][y] = last_phase;
5517 if (center_element == EL_YAMYAM)
5518 game.yamyam_content_nr =
5519 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5531 GfxFrame[x][y] = 0; /* restart explosion animation */
5533 last_phase = ExplodeDelay[x][y];
5535 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5537 /* this can happen if the player leaves an explosion just in time */
5538 if (GfxElement[x][y] == EL_UNDEFINED)
5539 GfxElement[x][y] = EL_EMPTY;
5541 border_element = Store2[x][y];
5542 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5543 border_element = StorePlayer[x][y];
5545 if (phase == element_info[border_element].ignition_delay ||
5546 phase == last_phase)
5548 boolean border_explosion = FALSE;
5550 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5551 !PLAYER_EXPLOSION_PROTECTED(x, y))
5553 KillPlayerUnlessExplosionProtected(x, y);
5554 border_explosion = TRUE;
5556 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5558 Feld[x][y] = Store2[x][y];
5561 border_explosion = TRUE;
5563 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5565 AmoebeUmwandeln(x, y);
5567 border_explosion = TRUE;
5570 /* if an element just explodes due to another explosion (chain-reaction),
5571 do not immediately end the new explosion when it was the last frame of
5572 the explosion (as it would be done in the following "if"-statement!) */
5573 if (border_explosion && phase == last_phase)
5577 if (phase == last_phase)
5581 element = Feld[x][y] = Store[x][y];
5582 Store[x][y] = Store2[x][y] = 0;
5583 GfxElement[x][y] = EL_UNDEFINED;
5585 /* player can escape from explosions and might therefore be still alive */
5586 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5587 element <= EL_PLAYER_IS_EXPLODING_4)
5589 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5590 int explosion_element = EL_PLAYER_1 + player_nr;
5591 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5592 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5594 if (level.use_explosion_element[player_nr])
5595 explosion_element = level.explosion_element[player_nr];
5597 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5598 element_info[explosion_element].content.e[xx][yy]);
5601 /* restore probably existing indestructible background element */
5602 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5603 element = Feld[x][y] = Back[x][y];
5606 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5607 GfxDir[x][y] = MV_NONE;
5608 ChangeDelay[x][y] = 0;
5609 ChangePage[x][y] = -1;
5611 CustomValue[x][y] = 0;
5613 InitField_WithBug2(x, y, FALSE);
5615 TEST_DrawLevelField(x, y);
5617 TestIfElementTouchesCustomElement(x, y);
5619 if (GFX_CRUMBLED(element))
5620 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5622 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5623 StorePlayer[x][y] = 0;
5625 if (ELEM_IS_PLAYER(element))
5626 RelocatePlayer(x, y, element);
5628 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5630 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5631 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5634 TEST_DrawLevelFieldCrumbled(x, y);
5636 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5638 DrawLevelElement(x, y, Back[x][y]);
5639 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5641 else if (IS_WALKABLE_UNDER(Back[x][y]))
5643 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5644 DrawLevelElementThruMask(x, y, Back[x][y]);
5646 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5647 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5651 void DynaExplode(int ex, int ey)
5654 int dynabomb_element = Feld[ex][ey];
5655 int dynabomb_size = 1;
5656 boolean dynabomb_xl = FALSE;
5657 struct PlayerInfo *player;
5658 static int xy[4][2] =
5666 if (IS_ACTIVE_BOMB(dynabomb_element))
5668 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5669 dynabomb_size = player->dynabomb_size;
5670 dynabomb_xl = player->dynabomb_xl;
5671 player->dynabombs_left++;
5674 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5676 for (i = 0; i < NUM_DIRECTIONS; i++)
5678 for (j = 1; j <= dynabomb_size; j++)
5680 int x = ex + j * xy[i][0];
5681 int y = ey + j * xy[i][1];
5684 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5687 element = Feld[x][y];
5689 /* do not restart explosions of fields with active bombs */
5690 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5693 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5695 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5696 !IS_DIGGABLE(element) && !dynabomb_xl)
5702 void Bang(int x, int y)
5704 int element = MovingOrBlocked2Element(x, y);
5705 int explosion_type = EX_TYPE_NORMAL;
5707 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5709 struct PlayerInfo *player = PLAYERINFO(x, y);
5711 element = Feld[x][y] = player->initial_element;
5713 if (level.use_explosion_element[player->index_nr])
5715 int explosion_element = level.explosion_element[player->index_nr];
5717 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5718 explosion_type = EX_TYPE_CROSS;
5719 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5720 explosion_type = EX_TYPE_CENTER;
5728 case EL_BD_BUTTERFLY:
5731 case EL_DARK_YAMYAM:
5735 RaiseScoreElement(element);
5738 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5739 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5740 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5741 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5742 case EL_DYNABOMB_INCREASE_NUMBER:
5743 case EL_DYNABOMB_INCREASE_SIZE:
5744 case EL_DYNABOMB_INCREASE_POWER:
5745 explosion_type = EX_TYPE_DYNA;
5748 case EL_DC_LANDMINE:
5749 explosion_type = EX_TYPE_CENTER;
5754 case EL_LAMP_ACTIVE:
5755 case EL_AMOEBA_TO_DIAMOND:
5756 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5757 explosion_type = EX_TYPE_CENTER;
5761 if (element_info[element].explosion_type == EXPLODES_CROSS)
5762 explosion_type = EX_TYPE_CROSS;
5763 else if (element_info[element].explosion_type == EXPLODES_1X1)
5764 explosion_type = EX_TYPE_CENTER;
5768 if (explosion_type == EX_TYPE_DYNA)
5771 Explode(x, y, EX_PHASE_START, explosion_type);
5773 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5776 void SplashAcid(int x, int y)
5778 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5779 (!IN_LEV_FIELD(x - 1, y - 2) ||
5780 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5781 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5783 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5784 (!IN_LEV_FIELD(x + 1, y - 2) ||
5785 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5786 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5788 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5791 static void InitBeltMovement()
5793 static int belt_base_element[4] =
5795 EL_CONVEYOR_BELT_1_LEFT,
5796 EL_CONVEYOR_BELT_2_LEFT,
5797 EL_CONVEYOR_BELT_3_LEFT,
5798 EL_CONVEYOR_BELT_4_LEFT
5800 static int belt_base_active_element[4] =
5802 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5803 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5804 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5805 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5810 /* set frame order for belt animation graphic according to belt direction */
5811 for (i = 0; i < NUM_BELTS; i++)
5815 for (j = 0; j < NUM_BELT_PARTS; j++)
5817 int element = belt_base_active_element[belt_nr] + j;
5818 int graphic_1 = el2img(element);
5819 int graphic_2 = el2panelimg(element);
5821 if (game.belt_dir[i] == MV_LEFT)
5823 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5824 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5828 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5829 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5834 SCAN_PLAYFIELD(x, y)
5836 int element = Feld[x][y];
5838 for (i = 0; i < NUM_BELTS; i++)
5840 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5842 int e_belt_nr = getBeltNrFromBeltElement(element);
5845 if (e_belt_nr == belt_nr)
5847 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5849 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5856 static void ToggleBeltSwitch(int x, int y)
5858 static int belt_base_element[4] =
5860 EL_CONVEYOR_BELT_1_LEFT,
5861 EL_CONVEYOR_BELT_2_LEFT,
5862 EL_CONVEYOR_BELT_3_LEFT,
5863 EL_CONVEYOR_BELT_4_LEFT
5865 static int belt_base_active_element[4] =
5867 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5868 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5869 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5870 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5872 static int belt_base_switch_element[4] =
5874 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5875 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5876 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5877 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5879 static int belt_move_dir[4] =
5887 int element = Feld[x][y];
5888 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5889 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5890 int belt_dir = belt_move_dir[belt_dir_nr];
5893 if (!IS_BELT_SWITCH(element))
5896 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5897 game.belt_dir[belt_nr] = belt_dir;
5899 if (belt_dir_nr == 3)
5902 /* set frame order for belt animation graphic according to belt direction */
5903 for (i = 0; i < NUM_BELT_PARTS; i++)
5905 int element = belt_base_active_element[belt_nr] + i;
5906 int graphic_1 = el2img(element);
5907 int graphic_2 = el2panelimg(element);
5909 if (belt_dir == MV_LEFT)
5911 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5912 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5916 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5917 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5921 SCAN_PLAYFIELD(xx, yy)
5923 int element = Feld[xx][yy];
5925 if (IS_BELT_SWITCH(element))
5927 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5929 if (e_belt_nr == belt_nr)
5931 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5932 TEST_DrawLevelField(xx, yy);
5935 else if (IS_BELT(element) && belt_dir != MV_NONE)
5937 int e_belt_nr = getBeltNrFromBeltElement(element);
5939 if (e_belt_nr == belt_nr)
5941 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5943 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5944 TEST_DrawLevelField(xx, yy);
5947 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5949 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5951 if (e_belt_nr == belt_nr)
5953 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5955 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5956 TEST_DrawLevelField(xx, yy);
5962 static void ToggleSwitchgateSwitch(int x, int y)
5966 game.switchgate_pos = !game.switchgate_pos;
5968 SCAN_PLAYFIELD(xx, yy)
5970 int element = Feld[xx][yy];
5972 if (element == EL_SWITCHGATE_SWITCH_UP)
5974 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5975 TEST_DrawLevelField(xx, yy);
5977 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5979 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5980 TEST_DrawLevelField(xx, yy);
5982 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5984 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5985 TEST_DrawLevelField(xx, yy);
5987 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5989 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5990 TEST_DrawLevelField(xx, yy);
5992 else if (element == EL_SWITCHGATE_OPEN ||
5993 element == EL_SWITCHGATE_OPENING)
5995 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5997 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
5999 else if (element == EL_SWITCHGATE_CLOSED ||
6000 element == EL_SWITCHGATE_CLOSING)
6002 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6004 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6009 static int getInvisibleActiveFromInvisibleElement(int element)
6011 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6012 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6013 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6017 static int getInvisibleFromInvisibleActiveElement(int element)
6019 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6020 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6021 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6025 static void RedrawAllLightSwitchesAndInvisibleElements()
6029 SCAN_PLAYFIELD(x, y)
6031 int element = Feld[x][y];
6033 if (element == EL_LIGHT_SWITCH &&
6034 game.light_time_left > 0)
6036 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6037 TEST_DrawLevelField(x, y);
6039 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6040 game.light_time_left == 0)
6042 Feld[x][y] = EL_LIGHT_SWITCH;
6043 TEST_DrawLevelField(x, y);
6045 else if (element == EL_EMC_DRIPPER &&
6046 game.light_time_left > 0)
6048 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6049 TEST_DrawLevelField(x, y);
6051 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6052 game.light_time_left == 0)
6054 Feld[x][y] = EL_EMC_DRIPPER;
6055 TEST_DrawLevelField(x, y);
6057 else if (element == EL_INVISIBLE_STEELWALL ||
6058 element == EL_INVISIBLE_WALL ||
6059 element == EL_INVISIBLE_SAND)
6061 if (game.light_time_left > 0)
6062 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6064 TEST_DrawLevelField(x, y);
6066 /* uncrumble neighbour fields, if needed */
6067 if (element == EL_INVISIBLE_SAND)
6068 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6070 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6071 element == EL_INVISIBLE_WALL_ACTIVE ||
6072 element == EL_INVISIBLE_SAND_ACTIVE)
6074 if (game.light_time_left == 0)
6075 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6077 TEST_DrawLevelField(x, y);
6079 /* re-crumble neighbour fields, if needed */
6080 if (element == EL_INVISIBLE_SAND)
6081 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6086 static void RedrawAllInvisibleElementsForLenses()
6090 SCAN_PLAYFIELD(x, y)
6092 int element = Feld[x][y];
6094 if (element == EL_EMC_DRIPPER &&
6095 game.lenses_time_left > 0)
6097 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6098 TEST_DrawLevelField(x, y);
6100 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6101 game.lenses_time_left == 0)
6103 Feld[x][y] = EL_EMC_DRIPPER;
6104 TEST_DrawLevelField(x, y);
6106 else if (element == EL_INVISIBLE_STEELWALL ||
6107 element == EL_INVISIBLE_WALL ||
6108 element == EL_INVISIBLE_SAND)
6110 if (game.lenses_time_left > 0)
6111 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6113 TEST_DrawLevelField(x, y);
6115 /* uncrumble neighbour fields, if needed */
6116 if (element == EL_INVISIBLE_SAND)
6117 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6119 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6120 element == EL_INVISIBLE_WALL_ACTIVE ||
6121 element == EL_INVISIBLE_SAND_ACTIVE)
6123 if (game.lenses_time_left == 0)
6124 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6126 TEST_DrawLevelField(x, y);
6128 /* re-crumble neighbour fields, if needed */
6129 if (element == EL_INVISIBLE_SAND)
6130 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6135 static void RedrawAllInvisibleElementsForMagnifier()
6139 SCAN_PLAYFIELD(x, y)
6141 int element = Feld[x][y];
6143 if (element == EL_EMC_FAKE_GRASS &&
6144 game.magnify_time_left > 0)
6146 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6147 TEST_DrawLevelField(x, y);
6149 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6150 game.magnify_time_left == 0)
6152 Feld[x][y] = EL_EMC_FAKE_GRASS;
6153 TEST_DrawLevelField(x, y);
6155 else if (IS_GATE_GRAY(element) &&
6156 game.magnify_time_left > 0)
6158 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6159 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6160 IS_EM_GATE_GRAY(element) ?
6161 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6162 IS_EMC_GATE_GRAY(element) ?
6163 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6164 IS_DC_GATE_GRAY(element) ?
6165 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6167 TEST_DrawLevelField(x, y);
6169 else if (IS_GATE_GRAY_ACTIVE(element) &&
6170 game.magnify_time_left == 0)
6172 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6173 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6174 IS_EM_GATE_GRAY_ACTIVE(element) ?
6175 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6176 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6177 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6178 IS_DC_GATE_GRAY_ACTIVE(element) ?
6179 EL_DC_GATE_WHITE_GRAY :
6181 TEST_DrawLevelField(x, y);
6186 static void ToggleLightSwitch(int x, int y)
6188 int element = Feld[x][y];
6190 game.light_time_left =
6191 (element == EL_LIGHT_SWITCH ?
6192 level.time_light * FRAMES_PER_SECOND : 0);
6194 RedrawAllLightSwitchesAndInvisibleElements();
6197 static void ActivateTimegateSwitch(int x, int y)
6201 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6203 SCAN_PLAYFIELD(xx, yy)
6205 int element = Feld[xx][yy];
6207 if (element == EL_TIMEGATE_CLOSED ||
6208 element == EL_TIMEGATE_CLOSING)
6210 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6211 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6215 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6217 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6218 TEST_DrawLevelField(xx, yy);
6224 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6225 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6228 void Impact(int x, int y)
6230 boolean last_line = (y == lev_fieldy - 1);
6231 boolean object_hit = FALSE;
6232 boolean impact = (last_line || object_hit);
6233 int element = Feld[x][y];
6234 int smashed = EL_STEELWALL;
6236 if (!last_line) /* check if element below was hit */
6238 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6241 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6242 MovDir[x][y + 1] != MV_DOWN ||
6243 MovPos[x][y + 1] <= TILEY / 2));
6245 /* do not smash moving elements that left the smashed field in time */
6246 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6247 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6250 #if USE_QUICKSAND_IMPACT_BUGFIX
6251 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6253 RemoveMovingField(x, y + 1);
6254 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6255 Feld[x][y + 2] = EL_ROCK;
6256 TEST_DrawLevelField(x, y + 2);
6261 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6263 RemoveMovingField(x, y + 1);
6264 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6265 Feld[x][y + 2] = EL_ROCK;
6266 TEST_DrawLevelField(x, y + 2);
6273 smashed = MovingOrBlocked2Element(x, y + 1);
6275 impact = (last_line || object_hit);
6278 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6280 SplashAcid(x, y + 1);
6284 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6285 /* only reset graphic animation if graphic really changes after impact */
6287 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6289 ResetGfxAnimation(x, y);
6290 TEST_DrawLevelField(x, y);
6293 if (impact && CAN_EXPLODE_IMPACT(element))
6298 else if (impact && element == EL_PEARL &&
6299 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6301 ResetGfxAnimation(x, y);
6303 Feld[x][y] = EL_PEARL_BREAKING;
6304 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6307 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6309 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6314 if (impact && element == EL_AMOEBA_DROP)
6316 if (object_hit && IS_PLAYER(x, y + 1))
6317 KillPlayerUnlessEnemyProtected(x, y + 1);
6318 else if (object_hit && smashed == EL_PENGUIN)
6322 Feld[x][y] = EL_AMOEBA_GROWING;
6323 Store[x][y] = EL_AMOEBA_WET;
6325 ResetRandomAnimationValue(x, y);
6330 if (object_hit) /* check which object was hit */
6332 if ((CAN_PASS_MAGIC_WALL(element) &&
6333 (smashed == EL_MAGIC_WALL ||
6334 smashed == EL_BD_MAGIC_WALL)) ||
6335 (CAN_PASS_DC_MAGIC_WALL(element) &&
6336 smashed == EL_DC_MAGIC_WALL))
6339 int activated_magic_wall =
6340 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6341 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6342 EL_DC_MAGIC_WALL_ACTIVE);
6344 /* activate magic wall / mill */
6345 SCAN_PLAYFIELD(xx, yy)
6347 if (Feld[xx][yy] == smashed)
6348 Feld[xx][yy] = activated_magic_wall;
6351 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6352 game.magic_wall_active = TRUE;
6354 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6355 SND_MAGIC_WALL_ACTIVATING :
6356 smashed == EL_BD_MAGIC_WALL ?
6357 SND_BD_MAGIC_WALL_ACTIVATING :
6358 SND_DC_MAGIC_WALL_ACTIVATING));
6361 if (IS_PLAYER(x, y + 1))
6363 if (CAN_SMASH_PLAYER(element))
6365 KillPlayerUnlessEnemyProtected(x, y + 1);
6369 else if (smashed == EL_PENGUIN)
6371 if (CAN_SMASH_PLAYER(element))
6377 else if (element == EL_BD_DIAMOND)
6379 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6385 else if (((element == EL_SP_INFOTRON ||
6386 element == EL_SP_ZONK) &&
6387 (smashed == EL_SP_SNIKSNAK ||
6388 smashed == EL_SP_ELECTRON ||
6389 smashed == EL_SP_DISK_ORANGE)) ||
6390 (element == EL_SP_INFOTRON &&
6391 smashed == EL_SP_DISK_YELLOW))
6396 else if (CAN_SMASH_EVERYTHING(element))
6398 if (IS_CLASSIC_ENEMY(smashed) ||
6399 CAN_EXPLODE_SMASHED(smashed))
6404 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6406 if (smashed == EL_LAMP ||
6407 smashed == EL_LAMP_ACTIVE)
6412 else if (smashed == EL_NUT)
6414 Feld[x][y + 1] = EL_NUT_BREAKING;
6415 PlayLevelSound(x, y, SND_NUT_BREAKING);
6416 RaiseScoreElement(EL_NUT);
6419 else if (smashed == EL_PEARL)
6421 ResetGfxAnimation(x, y);
6423 Feld[x][y + 1] = EL_PEARL_BREAKING;
6424 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6427 else if (smashed == EL_DIAMOND)
6429 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6430 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6433 else if (IS_BELT_SWITCH(smashed))
6435 ToggleBeltSwitch(x, y + 1);
6437 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6438 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6439 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6440 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6442 ToggleSwitchgateSwitch(x, y + 1);
6444 else if (smashed == EL_LIGHT_SWITCH ||
6445 smashed == EL_LIGHT_SWITCH_ACTIVE)
6447 ToggleLightSwitch(x, y + 1);
6451 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6453 CheckElementChangeBySide(x, y + 1, smashed, element,
6454 CE_SWITCHED, CH_SIDE_TOP);
6455 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6461 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6466 /* play sound of magic wall / mill */
6468 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6469 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6470 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6472 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6473 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6474 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6475 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6476 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6477 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6482 /* play sound of object that hits the ground */
6483 if (last_line || object_hit)
6484 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6487 inline static void TurnRoundExt(int x, int y)
6499 { 0, 0 }, { 0, 0 }, { 0, 0 },
6504 int left, right, back;
6508 { MV_DOWN, MV_UP, MV_RIGHT },
6509 { MV_UP, MV_DOWN, MV_LEFT },
6511 { MV_LEFT, MV_RIGHT, MV_DOWN },
6515 { MV_RIGHT, MV_LEFT, MV_UP }
6518 int element = Feld[x][y];
6519 int move_pattern = element_info[element].move_pattern;
6521 int old_move_dir = MovDir[x][y];
6522 int left_dir = turn[old_move_dir].left;
6523 int right_dir = turn[old_move_dir].right;
6524 int back_dir = turn[old_move_dir].back;
6526 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6527 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6528 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6529 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6531 int left_x = x + left_dx, left_y = y + left_dy;
6532 int right_x = x + right_dx, right_y = y + right_dy;
6533 int move_x = x + move_dx, move_y = y + move_dy;
6537 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6539 TestIfBadThingTouchesOtherBadThing(x, y);
6541 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6542 MovDir[x][y] = right_dir;
6543 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6544 MovDir[x][y] = left_dir;
6546 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6548 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6551 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6553 TestIfBadThingTouchesOtherBadThing(x, y);
6555 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6556 MovDir[x][y] = left_dir;
6557 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6558 MovDir[x][y] = right_dir;
6560 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6562 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6565 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6567 TestIfBadThingTouchesOtherBadThing(x, y);
6569 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6570 MovDir[x][y] = left_dir;
6571 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6572 MovDir[x][y] = right_dir;
6574 if (MovDir[x][y] != old_move_dir)
6577 else if (element == EL_YAMYAM)
6579 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6580 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6582 if (can_turn_left && can_turn_right)
6583 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6584 else if (can_turn_left)
6585 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6586 else if (can_turn_right)
6587 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6589 MovDir[x][y] = back_dir;
6591 MovDelay[x][y] = 16 + 16 * RND(3);
6593 else if (element == EL_DARK_YAMYAM)
6595 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6597 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6600 if (can_turn_left && can_turn_right)
6601 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6602 else if (can_turn_left)
6603 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6604 else if (can_turn_right)
6605 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6607 MovDir[x][y] = back_dir;
6609 MovDelay[x][y] = 16 + 16 * RND(3);
6611 else if (element == EL_PACMAN)
6613 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6614 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6616 if (can_turn_left && can_turn_right)
6617 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6618 else if (can_turn_left)
6619 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6620 else if (can_turn_right)
6621 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6623 MovDir[x][y] = back_dir;
6625 MovDelay[x][y] = 6 + RND(40);
6627 else if (element == EL_PIG)
6629 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6630 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6631 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6632 boolean should_turn_left, should_turn_right, should_move_on;
6634 int rnd = RND(rnd_value);
6636 should_turn_left = (can_turn_left &&
6638 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6639 y + back_dy + left_dy)));
6640 should_turn_right = (can_turn_right &&
6642 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6643 y + back_dy + right_dy)));
6644 should_move_on = (can_move_on &&
6647 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6648 y + move_dy + left_dy) ||
6649 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6650 y + move_dy + right_dy)));
6652 if (should_turn_left || should_turn_right || should_move_on)
6654 if (should_turn_left && should_turn_right && should_move_on)
6655 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6656 rnd < 2 * rnd_value / 3 ? right_dir :
6658 else if (should_turn_left && should_turn_right)
6659 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6660 else if (should_turn_left && should_move_on)
6661 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6662 else if (should_turn_right && should_move_on)
6663 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6664 else if (should_turn_left)
6665 MovDir[x][y] = left_dir;
6666 else if (should_turn_right)
6667 MovDir[x][y] = right_dir;
6668 else if (should_move_on)
6669 MovDir[x][y] = old_move_dir;
6671 else if (can_move_on && rnd > rnd_value / 8)
6672 MovDir[x][y] = old_move_dir;
6673 else if (can_turn_left && can_turn_right)
6674 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6675 else if (can_turn_left && rnd > rnd_value / 8)
6676 MovDir[x][y] = left_dir;
6677 else if (can_turn_right && rnd > rnd_value/8)
6678 MovDir[x][y] = right_dir;
6680 MovDir[x][y] = back_dir;
6682 xx = x + move_xy[MovDir[x][y]].dx;
6683 yy = y + move_xy[MovDir[x][y]].dy;
6685 if (!IN_LEV_FIELD(xx, yy) ||
6686 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6687 MovDir[x][y] = old_move_dir;
6691 else if (element == EL_DRAGON)
6693 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6694 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6695 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6697 int rnd = RND(rnd_value);
6699 if (can_move_on && rnd > rnd_value / 8)
6700 MovDir[x][y] = old_move_dir;
6701 else if (can_turn_left && can_turn_right)
6702 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6703 else if (can_turn_left && rnd > rnd_value / 8)
6704 MovDir[x][y] = left_dir;
6705 else if (can_turn_right && rnd > rnd_value / 8)
6706 MovDir[x][y] = right_dir;
6708 MovDir[x][y] = back_dir;
6710 xx = x + move_xy[MovDir[x][y]].dx;
6711 yy = y + move_xy[MovDir[x][y]].dy;
6713 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6714 MovDir[x][y] = old_move_dir;
6718 else if (element == EL_MOLE)
6720 boolean can_move_on =
6721 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6722 IS_AMOEBOID(Feld[move_x][move_y]) ||
6723 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6726 boolean can_turn_left =
6727 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6728 IS_AMOEBOID(Feld[left_x][left_y])));
6730 boolean can_turn_right =
6731 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6732 IS_AMOEBOID(Feld[right_x][right_y])));
6734 if (can_turn_left && can_turn_right)
6735 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6736 else if (can_turn_left)
6737 MovDir[x][y] = left_dir;
6739 MovDir[x][y] = right_dir;
6742 if (MovDir[x][y] != old_move_dir)
6745 else if (element == EL_BALLOON)
6747 MovDir[x][y] = game.wind_direction;
6750 else if (element == EL_SPRING)
6752 if (MovDir[x][y] & MV_HORIZONTAL)
6754 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6755 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6757 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6758 ResetGfxAnimation(move_x, move_y);
6759 TEST_DrawLevelField(move_x, move_y);
6761 MovDir[x][y] = back_dir;
6763 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6764 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6765 MovDir[x][y] = MV_NONE;
6770 else if (element == EL_ROBOT ||
6771 element == EL_SATELLITE ||
6772 element == EL_PENGUIN ||
6773 element == EL_EMC_ANDROID)
6775 int attr_x = -1, attr_y = -1;
6786 for (i = 0; i < MAX_PLAYERS; i++)
6788 struct PlayerInfo *player = &stored_player[i];
6789 int jx = player->jx, jy = player->jy;
6791 if (!player->active)
6795 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6803 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6804 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6805 game.engine_version < VERSION_IDENT(3,1,0,0)))
6811 if (element == EL_PENGUIN)
6814 static int xy[4][2] =
6822 for (i = 0; i < NUM_DIRECTIONS; i++)
6824 int ex = x + xy[i][0];
6825 int ey = y + xy[i][1];
6827 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6828 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6829 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6830 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6839 MovDir[x][y] = MV_NONE;
6841 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6842 else if (attr_x > x)
6843 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6845 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6846 else if (attr_y > y)
6847 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6849 if (element == EL_ROBOT)
6853 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6854 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6855 Moving2Blocked(x, y, &newx, &newy);
6857 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6858 MovDelay[x][y] = 8 + 8 * !RND(3);
6860 MovDelay[x][y] = 16;
6862 else if (element == EL_PENGUIN)
6868 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6870 boolean first_horiz = RND(2);
6871 int new_move_dir = MovDir[x][y];
6874 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6875 Moving2Blocked(x, y, &newx, &newy);
6877 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6881 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6882 Moving2Blocked(x, y, &newx, &newy);
6884 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6887 MovDir[x][y] = old_move_dir;
6891 else if (element == EL_SATELLITE)
6897 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6899 boolean first_horiz = RND(2);
6900 int new_move_dir = MovDir[x][y];
6903 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6904 Moving2Blocked(x, y, &newx, &newy);
6906 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6910 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6911 Moving2Blocked(x, y, &newx, &newy);
6913 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6916 MovDir[x][y] = old_move_dir;
6920 else if (element == EL_EMC_ANDROID)
6922 static int check_pos[16] =
6924 -1, /* 0 => (invalid) */
6925 7, /* 1 => MV_LEFT */
6926 3, /* 2 => MV_RIGHT */
6927 -1, /* 3 => (invalid) */
6929 0, /* 5 => MV_LEFT | MV_UP */
6930 2, /* 6 => MV_RIGHT | MV_UP */
6931 -1, /* 7 => (invalid) */
6932 5, /* 8 => MV_DOWN */
6933 6, /* 9 => MV_LEFT | MV_DOWN */
6934 4, /* 10 => MV_RIGHT | MV_DOWN */
6935 -1, /* 11 => (invalid) */
6936 -1, /* 12 => (invalid) */
6937 -1, /* 13 => (invalid) */
6938 -1, /* 14 => (invalid) */
6939 -1, /* 15 => (invalid) */
6947 { -1, -1, MV_LEFT | MV_UP },
6949 { +1, -1, MV_RIGHT | MV_UP },
6950 { +1, 0, MV_RIGHT },
6951 { +1, +1, MV_RIGHT | MV_DOWN },
6953 { -1, +1, MV_LEFT | MV_DOWN },
6956 int start_pos, check_order;
6957 boolean can_clone = FALSE;
6960 /* check if there is any free field around current position */
6961 for (i = 0; i < 8; i++)
6963 int newx = x + check_xy[i].dx;
6964 int newy = y + check_xy[i].dy;
6966 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6974 if (can_clone) /* randomly find an element to clone */
6978 start_pos = check_pos[RND(8)];
6979 check_order = (RND(2) ? -1 : +1);
6981 for (i = 0; i < 8; i++)
6983 int pos_raw = start_pos + i * check_order;
6984 int pos = (pos_raw + 8) % 8;
6985 int newx = x + check_xy[pos].dx;
6986 int newy = y + check_xy[pos].dy;
6988 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6990 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6991 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6993 Store[x][y] = Feld[newx][newy];
7002 if (can_clone) /* randomly find a direction to move */
7006 start_pos = check_pos[RND(8)];
7007 check_order = (RND(2) ? -1 : +1);
7009 for (i = 0; i < 8; i++)
7011 int pos_raw = start_pos + i * check_order;
7012 int pos = (pos_raw + 8) % 8;
7013 int newx = x + check_xy[pos].dx;
7014 int newy = y + check_xy[pos].dy;
7015 int new_move_dir = check_xy[pos].dir;
7017 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7019 MovDir[x][y] = new_move_dir;
7020 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7029 if (can_clone) /* cloning and moving successful */
7032 /* cannot clone -- try to move towards player */
7034 start_pos = check_pos[MovDir[x][y] & 0x0f];
7035 check_order = (RND(2) ? -1 : +1);
7037 for (i = 0; i < 3; i++)
7039 /* first check start_pos, then previous/next or (next/previous) pos */
7040 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7041 int pos = (pos_raw + 8) % 8;
7042 int newx = x + check_xy[pos].dx;
7043 int newy = y + check_xy[pos].dy;
7044 int new_move_dir = check_xy[pos].dir;
7046 if (IS_PLAYER(newx, newy))
7049 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7051 MovDir[x][y] = new_move_dir;
7052 MovDelay[x][y] = level.android_move_time * 8 + 1;
7059 else if (move_pattern == MV_TURNING_LEFT ||
7060 move_pattern == MV_TURNING_RIGHT ||
7061 move_pattern == MV_TURNING_LEFT_RIGHT ||
7062 move_pattern == MV_TURNING_RIGHT_LEFT ||
7063 move_pattern == MV_TURNING_RANDOM ||
7064 move_pattern == MV_ALL_DIRECTIONS)
7066 boolean can_turn_left =
7067 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7068 boolean can_turn_right =
7069 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7071 if (element_info[element].move_stepsize == 0) /* "not moving" */
7074 if (move_pattern == MV_TURNING_LEFT)
7075 MovDir[x][y] = left_dir;
7076 else if (move_pattern == MV_TURNING_RIGHT)
7077 MovDir[x][y] = right_dir;
7078 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7079 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7080 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7081 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7082 else if (move_pattern == MV_TURNING_RANDOM)
7083 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7084 can_turn_right && !can_turn_left ? right_dir :
7085 RND(2) ? left_dir : right_dir);
7086 else if (can_turn_left && can_turn_right)
7087 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7088 else if (can_turn_left)
7089 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7090 else if (can_turn_right)
7091 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7093 MovDir[x][y] = back_dir;
7095 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7097 else if (move_pattern == MV_HORIZONTAL ||
7098 move_pattern == MV_VERTICAL)
7100 if (move_pattern & old_move_dir)
7101 MovDir[x][y] = back_dir;
7102 else if (move_pattern == MV_HORIZONTAL)
7103 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7104 else if (move_pattern == MV_VERTICAL)
7105 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7107 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7109 else if (move_pattern & MV_ANY_DIRECTION)
7111 MovDir[x][y] = move_pattern;
7112 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7114 else if (move_pattern & MV_WIND_DIRECTION)
7116 MovDir[x][y] = game.wind_direction;
7117 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7119 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7121 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7122 MovDir[x][y] = left_dir;
7123 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7124 MovDir[x][y] = right_dir;
7126 if (MovDir[x][y] != old_move_dir)
7127 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7129 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7131 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7132 MovDir[x][y] = right_dir;
7133 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7134 MovDir[x][y] = left_dir;
7136 if (MovDir[x][y] != old_move_dir)
7137 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7139 else if (move_pattern == MV_TOWARDS_PLAYER ||
7140 move_pattern == MV_AWAY_FROM_PLAYER)
7142 int attr_x = -1, attr_y = -1;
7144 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7155 for (i = 0; i < MAX_PLAYERS; i++)
7157 struct PlayerInfo *player = &stored_player[i];
7158 int jx = player->jx, jy = player->jy;
7160 if (!player->active)
7164 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7172 MovDir[x][y] = MV_NONE;
7174 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7175 else if (attr_x > x)
7176 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7178 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7179 else if (attr_y > y)
7180 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7182 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7184 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7186 boolean first_horiz = RND(2);
7187 int new_move_dir = MovDir[x][y];
7189 if (element_info[element].move_stepsize == 0) /* "not moving" */
7191 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7192 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7198 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7199 Moving2Blocked(x, y, &newx, &newy);
7201 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7205 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7206 Moving2Blocked(x, y, &newx, &newy);
7208 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7211 MovDir[x][y] = old_move_dir;
7214 else if (move_pattern == MV_WHEN_PUSHED ||
7215 move_pattern == MV_WHEN_DROPPED)
7217 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7218 MovDir[x][y] = MV_NONE;
7222 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7224 static int test_xy[7][2] =
7234 static int test_dir[7] =
7244 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7245 int move_preference = -1000000; /* start with very low preference */
7246 int new_move_dir = MV_NONE;
7247 int start_test = RND(4);
7250 for (i = 0; i < NUM_DIRECTIONS; i++)
7252 int move_dir = test_dir[start_test + i];
7253 int move_dir_preference;
7255 xx = x + test_xy[start_test + i][0];
7256 yy = y + test_xy[start_test + i][1];
7258 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7259 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7261 new_move_dir = move_dir;
7266 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7269 move_dir_preference = -1 * RunnerVisit[xx][yy];
7270 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7271 move_dir_preference = PlayerVisit[xx][yy];
7273 if (move_dir_preference > move_preference)
7275 /* prefer field that has not been visited for the longest time */
7276 move_preference = move_dir_preference;
7277 new_move_dir = move_dir;
7279 else if (move_dir_preference == move_preference &&
7280 move_dir == old_move_dir)
7282 /* prefer last direction when all directions are preferred equally */
7283 move_preference = move_dir_preference;
7284 new_move_dir = move_dir;
7288 MovDir[x][y] = new_move_dir;
7289 if (old_move_dir != new_move_dir)
7290 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7294 static void TurnRound(int x, int y)
7296 int direction = MovDir[x][y];
7300 GfxDir[x][y] = MovDir[x][y];
7302 if (direction != MovDir[x][y])
7306 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7308 ResetGfxFrame(x, y);
7311 static boolean JustBeingPushed(int x, int y)
7315 for (i = 0; i < MAX_PLAYERS; i++)
7317 struct PlayerInfo *player = &stored_player[i];
7319 if (player->active && player->is_pushing && player->MovPos)
7321 int next_jx = player->jx + (player->jx - player->last_jx);
7322 int next_jy = player->jy + (player->jy - player->last_jy);
7324 if (x == next_jx && y == next_jy)
7332 void StartMoving(int x, int y)
7334 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7335 int element = Feld[x][y];
7340 if (MovDelay[x][y] == 0)
7341 GfxAction[x][y] = ACTION_DEFAULT;
7343 if (CAN_FALL(element) && y < lev_fieldy - 1)
7345 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7346 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7347 if (JustBeingPushed(x, y))
7350 if (element == EL_QUICKSAND_FULL)
7352 if (IS_FREE(x, y + 1))
7354 InitMovingField(x, y, MV_DOWN);
7355 started_moving = TRUE;
7357 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7358 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7359 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7360 Store[x][y] = EL_ROCK;
7362 Store[x][y] = EL_ROCK;
7365 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7367 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7369 if (!MovDelay[x][y])
7371 MovDelay[x][y] = TILEY + 1;
7373 ResetGfxAnimation(x, y);
7374 ResetGfxAnimation(x, y + 1);
7379 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7380 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7387 Feld[x][y] = EL_QUICKSAND_EMPTY;
7388 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7389 Store[x][y + 1] = Store[x][y];
7392 PlayLevelSoundAction(x, y, ACTION_FILLING);
7394 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7396 if (!MovDelay[x][y])
7398 MovDelay[x][y] = TILEY + 1;
7400 ResetGfxAnimation(x, y);
7401 ResetGfxAnimation(x, y + 1);
7406 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7407 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7414 Feld[x][y] = EL_QUICKSAND_EMPTY;
7415 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7416 Store[x][y + 1] = Store[x][y];
7419 PlayLevelSoundAction(x, y, ACTION_FILLING);
7422 else if (element == EL_QUICKSAND_FAST_FULL)
7424 if (IS_FREE(x, y + 1))
7426 InitMovingField(x, y, MV_DOWN);
7427 started_moving = TRUE;
7429 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7430 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7431 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7432 Store[x][y] = EL_ROCK;
7434 Store[x][y] = EL_ROCK;
7437 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7439 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7441 if (!MovDelay[x][y])
7443 MovDelay[x][y] = TILEY + 1;
7445 ResetGfxAnimation(x, y);
7446 ResetGfxAnimation(x, y + 1);
7451 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7452 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7459 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7460 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7461 Store[x][y + 1] = Store[x][y];
7464 PlayLevelSoundAction(x, y, ACTION_FILLING);
7466 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7468 if (!MovDelay[x][y])
7470 MovDelay[x][y] = TILEY + 1;
7472 ResetGfxAnimation(x, y);
7473 ResetGfxAnimation(x, y + 1);
7478 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7479 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7486 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7487 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7488 Store[x][y + 1] = Store[x][y];
7491 PlayLevelSoundAction(x, y, ACTION_FILLING);
7494 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7495 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7497 InitMovingField(x, y, MV_DOWN);
7498 started_moving = TRUE;
7500 Feld[x][y] = EL_QUICKSAND_FILLING;
7501 Store[x][y] = element;
7503 PlayLevelSoundAction(x, y, ACTION_FILLING);
7505 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7506 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7508 InitMovingField(x, y, MV_DOWN);
7509 started_moving = TRUE;
7511 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7512 Store[x][y] = element;
7514 PlayLevelSoundAction(x, y, ACTION_FILLING);
7516 else if (element == EL_MAGIC_WALL_FULL)
7518 if (IS_FREE(x, y + 1))
7520 InitMovingField(x, y, MV_DOWN);
7521 started_moving = TRUE;
7523 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7524 Store[x][y] = EL_CHANGED(Store[x][y]);
7526 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7528 if (!MovDelay[x][y])
7529 MovDelay[x][y] = TILEY / 4 + 1;
7538 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7539 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7540 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7544 else if (element == EL_BD_MAGIC_WALL_FULL)
7546 if (IS_FREE(x, y + 1))
7548 InitMovingField(x, y, MV_DOWN);
7549 started_moving = TRUE;
7551 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7552 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7554 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7556 if (!MovDelay[x][y])
7557 MovDelay[x][y] = TILEY / 4 + 1;
7566 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7567 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7568 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7572 else if (element == EL_DC_MAGIC_WALL_FULL)
7574 if (IS_FREE(x, y + 1))
7576 InitMovingField(x, y, MV_DOWN);
7577 started_moving = TRUE;
7579 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7580 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7582 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7584 if (!MovDelay[x][y])
7585 MovDelay[x][y] = TILEY / 4 + 1;
7594 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7595 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7596 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7600 else if ((CAN_PASS_MAGIC_WALL(element) &&
7601 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7602 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7603 (CAN_PASS_DC_MAGIC_WALL(element) &&
7604 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7607 InitMovingField(x, y, MV_DOWN);
7608 started_moving = TRUE;
7611 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7612 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7613 EL_DC_MAGIC_WALL_FILLING);
7614 Store[x][y] = element;
7616 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7618 SplashAcid(x, y + 1);
7620 InitMovingField(x, y, MV_DOWN);
7621 started_moving = TRUE;
7623 Store[x][y] = EL_ACID;
7626 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7627 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7628 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7629 CAN_FALL(element) && WasJustFalling[x][y] &&
7630 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7632 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7633 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7634 (Feld[x][y + 1] == EL_BLOCKED)))
7636 /* this is needed for a special case not covered by calling "Impact()"
7637 from "ContinueMoving()": if an element moves to a tile directly below
7638 another element which was just falling on that tile (which was empty
7639 in the previous frame), the falling element above would just stop
7640 instead of smashing the element below (in previous version, the above
7641 element was just checked for "moving" instead of "falling", resulting
7642 in incorrect smashes caused by horizontal movement of the above
7643 element; also, the case of the player being the element to smash was
7644 simply not covered here... :-/ ) */
7646 CheckCollision[x][y] = 0;
7647 CheckImpact[x][y] = 0;
7651 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7653 if (MovDir[x][y] == MV_NONE)
7655 InitMovingField(x, y, MV_DOWN);
7656 started_moving = TRUE;
7659 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7661 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7662 MovDir[x][y] = MV_DOWN;
7664 InitMovingField(x, y, MV_DOWN);
7665 started_moving = TRUE;
7667 else if (element == EL_AMOEBA_DROP)
7669 Feld[x][y] = EL_AMOEBA_GROWING;
7670 Store[x][y] = EL_AMOEBA_WET;
7672 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7673 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7674 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7675 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7677 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7678 (IS_FREE(x - 1, y + 1) ||
7679 Feld[x - 1][y + 1] == EL_ACID));
7680 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7681 (IS_FREE(x + 1, y + 1) ||
7682 Feld[x + 1][y + 1] == EL_ACID));
7683 boolean can_fall_any = (can_fall_left || can_fall_right);
7684 boolean can_fall_both = (can_fall_left && can_fall_right);
7685 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7687 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7689 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7690 can_fall_right = FALSE;
7691 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7692 can_fall_left = FALSE;
7693 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7694 can_fall_right = FALSE;
7695 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7696 can_fall_left = FALSE;
7698 can_fall_any = (can_fall_left || can_fall_right);
7699 can_fall_both = FALSE;
7704 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7705 can_fall_right = FALSE; /* slip down on left side */
7707 can_fall_left = !(can_fall_right = RND(2));
7709 can_fall_both = FALSE;
7714 /* if not determined otherwise, prefer left side for slipping down */
7715 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7716 started_moving = TRUE;
7719 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7721 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7722 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7723 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7724 int belt_dir = game.belt_dir[belt_nr];
7726 if ((belt_dir == MV_LEFT && left_is_free) ||
7727 (belt_dir == MV_RIGHT && right_is_free))
7729 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7731 InitMovingField(x, y, belt_dir);
7732 started_moving = TRUE;
7734 Pushed[x][y] = TRUE;
7735 Pushed[nextx][y] = TRUE;
7737 GfxAction[x][y] = ACTION_DEFAULT;
7741 MovDir[x][y] = 0; /* if element was moving, stop it */
7746 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7747 if (CAN_MOVE(element) && !started_moving)
7749 int move_pattern = element_info[element].move_pattern;
7752 Moving2Blocked(x, y, &newx, &newy);
7754 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7757 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7758 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7760 WasJustMoving[x][y] = 0;
7761 CheckCollision[x][y] = 0;
7763 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7765 if (Feld[x][y] != element) /* element has changed */
7769 if (!MovDelay[x][y]) /* start new movement phase */
7771 /* all objects that can change their move direction after each step
7772 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7774 if (element != EL_YAMYAM &&
7775 element != EL_DARK_YAMYAM &&
7776 element != EL_PACMAN &&
7777 !(move_pattern & MV_ANY_DIRECTION) &&
7778 move_pattern != MV_TURNING_LEFT &&
7779 move_pattern != MV_TURNING_RIGHT &&
7780 move_pattern != MV_TURNING_LEFT_RIGHT &&
7781 move_pattern != MV_TURNING_RIGHT_LEFT &&
7782 move_pattern != MV_TURNING_RANDOM)
7786 if (MovDelay[x][y] && (element == EL_BUG ||
7787 element == EL_SPACESHIP ||
7788 element == EL_SP_SNIKSNAK ||
7789 element == EL_SP_ELECTRON ||
7790 element == EL_MOLE))
7791 TEST_DrawLevelField(x, y);
7795 if (MovDelay[x][y]) /* wait some time before next movement */
7799 if (element == EL_ROBOT ||
7800 element == EL_YAMYAM ||
7801 element == EL_DARK_YAMYAM)
7803 DrawLevelElementAnimationIfNeeded(x, y, element);
7804 PlayLevelSoundAction(x, y, ACTION_WAITING);
7806 else if (element == EL_SP_ELECTRON)
7807 DrawLevelElementAnimationIfNeeded(x, y, element);
7808 else if (element == EL_DRAGON)
7811 int dir = MovDir[x][y];
7812 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7813 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7814 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7815 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7816 dir == MV_UP ? IMG_FLAMES_1_UP :
7817 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7818 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7820 GfxAction[x][y] = ACTION_ATTACKING;
7822 if (IS_PLAYER(x, y))
7823 DrawPlayerField(x, y);
7825 TEST_DrawLevelField(x, y);
7827 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7829 for (i = 1; i <= 3; i++)
7831 int xx = x + i * dx;
7832 int yy = y + i * dy;
7833 int sx = SCREENX(xx);
7834 int sy = SCREENY(yy);
7835 int flame_graphic = graphic + (i - 1);
7837 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7842 int flamed = MovingOrBlocked2Element(xx, yy);
7844 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7847 RemoveMovingField(xx, yy);
7849 ChangeDelay[xx][yy] = 0;
7851 Feld[xx][yy] = EL_FLAMES;
7853 if (IN_SCR_FIELD(sx, sy))
7855 TEST_DrawLevelFieldCrumbled(xx, yy);
7856 DrawGraphic(sx, sy, flame_graphic, frame);
7861 if (Feld[xx][yy] == EL_FLAMES)
7862 Feld[xx][yy] = EL_EMPTY;
7863 TEST_DrawLevelField(xx, yy);
7868 if (MovDelay[x][y]) /* element still has to wait some time */
7870 PlayLevelSoundAction(x, y, ACTION_WAITING);
7876 /* now make next step */
7878 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7880 if (DONT_COLLIDE_WITH(element) &&
7881 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7882 !PLAYER_ENEMY_PROTECTED(newx, newy))
7884 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7889 else if (CAN_MOVE_INTO_ACID(element) &&
7890 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7891 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7892 (MovDir[x][y] == MV_DOWN ||
7893 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7895 SplashAcid(newx, newy);
7896 Store[x][y] = EL_ACID;
7898 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7900 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7901 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7902 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7903 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7906 TEST_DrawLevelField(x, y);
7908 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7909 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7910 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7912 local_player->friends_still_needed--;
7913 if (!local_player->friends_still_needed &&
7914 !local_player->GameOver && AllPlayersGone)
7915 PlayerWins(local_player);
7919 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7921 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7922 TEST_DrawLevelField(newx, newy);
7924 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7926 else if (!IS_FREE(newx, newy))
7928 GfxAction[x][y] = ACTION_WAITING;
7930 if (IS_PLAYER(x, y))
7931 DrawPlayerField(x, y);
7933 TEST_DrawLevelField(x, y);
7938 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7940 if (IS_FOOD_PIG(Feld[newx][newy]))
7942 if (IS_MOVING(newx, newy))
7943 RemoveMovingField(newx, newy);
7946 Feld[newx][newy] = EL_EMPTY;
7947 TEST_DrawLevelField(newx, newy);
7950 PlayLevelSound(x, y, SND_PIG_DIGGING);
7952 else if (!IS_FREE(newx, newy))
7954 if (IS_PLAYER(x, y))
7955 DrawPlayerField(x, y);
7957 TEST_DrawLevelField(x, y);
7962 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7964 if (Store[x][y] != EL_EMPTY)
7966 boolean can_clone = FALSE;
7969 /* check if element to clone is still there */
7970 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7972 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7980 /* cannot clone or target field not free anymore -- do not clone */
7981 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7982 Store[x][y] = EL_EMPTY;
7985 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7987 if (IS_MV_DIAGONAL(MovDir[x][y]))
7989 int diagonal_move_dir = MovDir[x][y];
7990 int stored = Store[x][y];
7991 int change_delay = 8;
7994 /* android is moving diagonally */
7996 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7998 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
7999 GfxElement[x][y] = EL_EMC_ANDROID;
8000 GfxAction[x][y] = ACTION_SHRINKING;
8001 GfxDir[x][y] = diagonal_move_dir;
8002 ChangeDelay[x][y] = change_delay;
8004 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8007 DrawLevelGraphicAnimation(x, y, graphic);
8008 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8010 if (Feld[newx][newy] == EL_ACID)
8012 SplashAcid(newx, newy);
8017 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8019 Store[newx][newy] = EL_EMC_ANDROID;
8020 GfxElement[newx][newy] = EL_EMC_ANDROID;
8021 GfxAction[newx][newy] = ACTION_GROWING;
8022 GfxDir[newx][newy] = diagonal_move_dir;
8023 ChangeDelay[newx][newy] = change_delay;
8025 graphic = el_act_dir2img(GfxElement[newx][newy],
8026 GfxAction[newx][newy], GfxDir[newx][newy]);
8028 DrawLevelGraphicAnimation(newx, newy, graphic);
8029 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8035 Feld[newx][newy] = EL_EMPTY;
8036 TEST_DrawLevelField(newx, newy);
8038 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8041 else if (!IS_FREE(newx, newy))
8046 else if (IS_CUSTOM_ELEMENT(element) &&
8047 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8049 if (!DigFieldByCE(newx, newy, element))
8052 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8054 RunnerVisit[x][y] = FrameCounter;
8055 PlayerVisit[x][y] /= 8; /* expire player visit path */
8058 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8060 if (!IS_FREE(newx, newy))
8062 if (IS_PLAYER(x, y))
8063 DrawPlayerField(x, y);
8065 TEST_DrawLevelField(x, y);
8071 boolean wanna_flame = !RND(10);
8072 int dx = newx - x, dy = newy - y;
8073 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8074 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8075 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8076 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8077 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8078 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8081 IS_CLASSIC_ENEMY(element1) ||
8082 IS_CLASSIC_ENEMY(element2)) &&
8083 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8084 element1 != EL_FLAMES && element2 != EL_FLAMES)
8086 ResetGfxAnimation(x, y);
8087 GfxAction[x][y] = ACTION_ATTACKING;
8089 if (IS_PLAYER(x, y))
8090 DrawPlayerField(x, y);
8092 TEST_DrawLevelField(x, y);
8094 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8096 MovDelay[x][y] = 50;
8098 Feld[newx][newy] = EL_FLAMES;
8099 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8100 Feld[newx1][newy1] = EL_FLAMES;
8101 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8102 Feld[newx2][newy2] = EL_FLAMES;
8108 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8109 Feld[newx][newy] == EL_DIAMOND)
8111 if (IS_MOVING(newx, newy))
8112 RemoveMovingField(newx, newy);
8115 Feld[newx][newy] = EL_EMPTY;
8116 TEST_DrawLevelField(newx, newy);
8119 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8121 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8122 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8124 if (AmoebaNr[newx][newy])
8126 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8127 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8128 Feld[newx][newy] == EL_BD_AMOEBA)
8129 AmoebaCnt[AmoebaNr[newx][newy]]--;
8132 if (IS_MOVING(newx, newy))
8134 RemoveMovingField(newx, newy);
8138 Feld[newx][newy] = EL_EMPTY;
8139 TEST_DrawLevelField(newx, newy);
8142 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8144 else if ((element == EL_PACMAN || element == EL_MOLE)
8145 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8147 if (AmoebaNr[newx][newy])
8149 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8150 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8151 Feld[newx][newy] == EL_BD_AMOEBA)
8152 AmoebaCnt[AmoebaNr[newx][newy]]--;
8155 if (element == EL_MOLE)
8157 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8158 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8160 ResetGfxAnimation(x, y);
8161 GfxAction[x][y] = ACTION_DIGGING;
8162 TEST_DrawLevelField(x, y);
8164 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8166 return; /* wait for shrinking amoeba */
8168 else /* element == EL_PACMAN */
8170 Feld[newx][newy] = EL_EMPTY;
8171 TEST_DrawLevelField(newx, newy);
8172 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8175 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8176 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8177 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8179 /* wait for shrinking amoeba to completely disappear */
8182 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8184 /* object was running against a wall */
8188 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8189 DrawLevelElementAnimation(x, y, element);
8191 if (DONT_TOUCH(element))
8192 TestIfBadThingTouchesPlayer(x, y);
8197 InitMovingField(x, y, MovDir[x][y]);
8199 PlayLevelSoundAction(x, y, ACTION_MOVING);
8203 ContinueMoving(x, y);
8206 void ContinueMoving(int x, int y)
8208 int element = Feld[x][y];
8209 struct ElementInfo *ei = &element_info[element];
8210 int direction = MovDir[x][y];
8211 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8212 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8213 int newx = x + dx, newy = y + dy;
8214 int stored = Store[x][y];
8215 int stored_new = Store[newx][newy];
8216 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8217 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8218 boolean last_line = (newy == lev_fieldy - 1);
8220 MovPos[x][y] += getElementMoveStepsize(x, y);
8222 if (pushed_by_player) /* special case: moving object pushed by player */
8223 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8225 if (ABS(MovPos[x][y]) < TILEX)
8227 TEST_DrawLevelField(x, y);
8229 return; /* element is still moving */
8232 /* element reached destination field */
8234 Feld[x][y] = EL_EMPTY;
8235 Feld[newx][newy] = element;
8236 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8238 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8240 element = Feld[newx][newy] = EL_ACID;
8242 else if (element == EL_MOLE)
8244 Feld[x][y] = EL_SAND;
8246 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8248 else if (element == EL_QUICKSAND_FILLING)
8250 element = Feld[newx][newy] = get_next_element(element);
8251 Store[newx][newy] = Store[x][y];
8253 else if (element == EL_QUICKSAND_EMPTYING)
8255 Feld[x][y] = get_next_element(element);
8256 element = Feld[newx][newy] = Store[x][y];
8258 else if (element == EL_QUICKSAND_FAST_FILLING)
8260 element = Feld[newx][newy] = get_next_element(element);
8261 Store[newx][newy] = Store[x][y];
8263 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8265 Feld[x][y] = get_next_element(element);
8266 element = Feld[newx][newy] = Store[x][y];
8268 else if (element == EL_MAGIC_WALL_FILLING)
8270 element = Feld[newx][newy] = get_next_element(element);
8271 if (!game.magic_wall_active)
8272 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8273 Store[newx][newy] = Store[x][y];
8275 else if (element == EL_MAGIC_WALL_EMPTYING)
8277 Feld[x][y] = get_next_element(element);
8278 if (!game.magic_wall_active)
8279 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8280 element = Feld[newx][newy] = Store[x][y];
8282 InitField(newx, newy, FALSE);
8284 else if (element == EL_BD_MAGIC_WALL_FILLING)
8286 element = Feld[newx][newy] = get_next_element(element);
8287 if (!game.magic_wall_active)
8288 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8289 Store[newx][newy] = Store[x][y];
8291 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8293 Feld[x][y] = get_next_element(element);
8294 if (!game.magic_wall_active)
8295 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8296 element = Feld[newx][newy] = Store[x][y];
8298 InitField(newx, newy, FALSE);
8300 else if (element == EL_DC_MAGIC_WALL_FILLING)
8302 element = Feld[newx][newy] = get_next_element(element);
8303 if (!game.magic_wall_active)
8304 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8305 Store[newx][newy] = Store[x][y];
8307 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8309 Feld[x][y] = get_next_element(element);
8310 if (!game.magic_wall_active)
8311 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8312 element = Feld[newx][newy] = Store[x][y];
8314 InitField(newx, newy, FALSE);
8316 else if (element == EL_AMOEBA_DROPPING)
8318 Feld[x][y] = get_next_element(element);
8319 element = Feld[newx][newy] = Store[x][y];
8321 else if (element == EL_SOKOBAN_OBJECT)
8324 Feld[x][y] = Back[x][y];
8326 if (Back[newx][newy])
8327 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8329 Back[x][y] = Back[newx][newy] = 0;
8332 Store[x][y] = EL_EMPTY;
8337 MovDelay[newx][newy] = 0;
8339 if (CAN_CHANGE_OR_HAS_ACTION(element))
8341 /* copy element change control values to new field */
8342 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8343 ChangePage[newx][newy] = ChangePage[x][y];
8344 ChangeCount[newx][newy] = ChangeCount[x][y];
8345 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8348 CustomValue[newx][newy] = CustomValue[x][y];
8350 ChangeDelay[x][y] = 0;
8351 ChangePage[x][y] = -1;
8352 ChangeCount[x][y] = 0;
8353 ChangeEvent[x][y] = -1;
8355 CustomValue[x][y] = 0;
8357 /* copy animation control values to new field */
8358 GfxFrame[newx][newy] = GfxFrame[x][y];
8359 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8360 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8361 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8363 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8365 /* some elements can leave other elements behind after moving */
8366 if (ei->move_leave_element != EL_EMPTY &&
8367 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8368 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8370 int move_leave_element = ei->move_leave_element;
8372 /* this makes it possible to leave the removed element again */
8373 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8374 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8376 Feld[x][y] = move_leave_element;
8378 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8379 MovDir[x][y] = direction;
8381 InitField(x, y, FALSE);
8383 if (GFX_CRUMBLED(Feld[x][y]))
8384 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8386 if (ELEM_IS_PLAYER(move_leave_element))
8387 RelocatePlayer(x, y, move_leave_element);
8390 /* do this after checking for left-behind element */
8391 ResetGfxAnimation(x, y); /* reset animation values for old field */
8393 if (!CAN_MOVE(element) ||
8394 (CAN_FALL(element) && direction == MV_DOWN &&
8395 (element == EL_SPRING ||
8396 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8397 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8398 GfxDir[x][y] = MovDir[newx][newy] = 0;
8400 TEST_DrawLevelField(x, y);
8401 TEST_DrawLevelField(newx, newy);
8403 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8405 /* prevent pushed element from moving on in pushed direction */
8406 if (pushed_by_player && CAN_MOVE(element) &&
8407 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8408 !(element_info[element].move_pattern & direction))
8409 TurnRound(newx, newy);
8411 /* prevent elements on conveyor belt from moving on in last direction */
8412 if (pushed_by_conveyor && CAN_FALL(element) &&
8413 direction & MV_HORIZONTAL)
8414 MovDir[newx][newy] = 0;
8416 if (!pushed_by_player)
8418 int nextx = newx + dx, nexty = newy + dy;
8419 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8421 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8423 if (CAN_FALL(element) && direction == MV_DOWN)
8424 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8426 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8427 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8429 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8430 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8433 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8435 TestIfBadThingTouchesPlayer(newx, newy);
8436 TestIfBadThingTouchesFriend(newx, newy);
8438 if (!IS_CUSTOM_ELEMENT(element))
8439 TestIfBadThingTouchesOtherBadThing(newx, newy);
8441 else if (element == EL_PENGUIN)
8442 TestIfFriendTouchesBadThing(newx, newy);
8444 if (DONT_GET_HIT_BY(element))
8446 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8449 /* give the player one last chance (one more frame) to move away */
8450 if (CAN_FALL(element) && direction == MV_DOWN &&
8451 (last_line || (!IS_FREE(x, newy + 1) &&
8452 (!IS_PLAYER(x, newy + 1) ||
8453 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8456 if (pushed_by_player && !game.use_change_when_pushing_bug)
8458 int push_side = MV_DIR_OPPOSITE(direction);
8459 struct PlayerInfo *player = PLAYERINFO(x, y);
8461 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8462 player->index_bit, push_side);
8463 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8464 player->index_bit, push_side);
8467 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8468 MovDelay[newx][newy] = 1;
8470 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8472 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8473 TestIfElementHitsCustomElement(newx, newy, direction);
8474 TestIfPlayerTouchesCustomElement(newx, newy);
8475 TestIfElementTouchesCustomElement(newx, newy);
8477 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8478 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8479 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8480 MV_DIR_OPPOSITE(direction));
8483 int AmoebeNachbarNr(int ax, int ay)
8486 int element = Feld[ax][ay];
8488 static int xy[4][2] =
8496 for (i = 0; i < NUM_DIRECTIONS; i++)
8498 int x = ax + xy[i][0];
8499 int y = ay + xy[i][1];
8501 if (!IN_LEV_FIELD(x, y))
8504 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8505 group_nr = AmoebaNr[x][y];
8511 void AmoebenVereinigen(int ax, int ay)
8513 int i, x, y, xx, yy;
8514 int new_group_nr = AmoebaNr[ax][ay];
8515 static int xy[4][2] =
8523 if (new_group_nr == 0)
8526 for (i = 0; i < NUM_DIRECTIONS; i++)
8531 if (!IN_LEV_FIELD(x, y))
8534 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8535 Feld[x][y] == EL_BD_AMOEBA ||
8536 Feld[x][y] == EL_AMOEBA_DEAD) &&
8537 AmoebaNr[x][y] != new_group_nr)
8539 int old_group_nr = AmoebaNr[x][y];
8541 if (old_group_nr == 0)
8544 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8545 AmoebaCnt[old_group_nr] = 0;
8546 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8547 AmoebaCnt2[old_group_nr] = 0;
8549 SCAN_PLAYFIELD(xx, yy)
8551 if (AmoebaNr[xx][yy] == old_group_nr)
8552 AmoebaNr[xx][yy] = new_group_nr;
8558 void AmoebeUmwandeln(int ax, int ay)
8562 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8564 int group_nr = AmoebaNr[ax][ay];
8569 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8570 printf("AmoebeUmwandeln(): This should never happen!\n");
8575 SCAN_PLAYFIELD(x, y)
8577 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8580 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8584 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8585 SND_AMOEBA_TURNING_TO_GEM :
8586 SND_AMOEBA_TURNING_TO_ROCK));
8591 static int xy[4][2] =
8599 for (i = 0; i < NUM_DIRECTIONS; i++)
8604 if (!IN_LEV_FIELD(x, y))
8607 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8609 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8610 SND_AMOEBA_TURNING_TO_GEM :
8611 SND_AMOEBA_TURNING_TO_ROCK));
8618 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8621 int group_nr = AmoebaNr[ax][ay];
8622 boolean done = FALSE;
8627 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8628 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8633 SCAN_PLAYFIELD(x, y)
8635 if (AmoebaNr[x][y] == group_nr &&
8636 (Feld[x][y] == EL_AMOEBA_DEAD ||
8637 Feld[x][y] == EL_BD_AMOEBA ||
8638 Feld[x][y] == EL_AMOEBA_GROWING))
8641 Feld[x][y] = new_element;
8642 InitField(x, y, FALSE);
8643 TEST_DrawLevelField(x, y);
8649 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8650 SND_BD_AMOEBA_TURNING_TO_ROCK :
8651 SND_BD_AMOEBA_TURNING_TO_GEM));
8654 void AmoebeWaechst(int x, int y)
8656 static unsigned int sound_delay = 0;
8657 static unsigned int sound_delay_value = 0;
8659 if (!MovDelay[x][y]) /* start new growing cycle */
8663 if (DelayReached(&sound_delay, sound_delay_value))
8665 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8666 sound_delay_value = 30;
8670 if (MovDelay[x][y]) /* wait some time before growing bigger */
8673 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8675 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8676 6 - MovDelay[x][y]);
8678 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8681 if (!MovDelay[x][y])
8683 Feld[x][y] = Store[x][y];
8685 TEST_DrawLevelField(x, y);
8690 void AmoebaDisappearing(int x, int y)
8692 static unsigned int sound_delay = 0;
8693 static unsigned int sound_delay_value = 0;
8695 if (!MovDelay[x][y]) /* start new shrinking cycle */
8699 if (DelayReached(&sound_delay, sound_delay_value))
8700 sound_delay_value = 30;
8703 if (MovDelay[x][y]) /* wait some time before shrinking */
8706 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8708 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8709 6 - MovDelay[x][y]);
8711 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8714 if (!MovDelay[x][y])
8716 Feld[x][y] = EL_EMPTY;
8717 TEST_DrawLevelField(x, y);
8719 /* don't let mole enter this field in this cycle;
8720 (give priority to objects falling to this field from above) */
8726 void AmoebeAbleger(int ax, int ay)
8729 int element = Feld[ax][ay];
8730 int graphic = el2img(element);
8731 int newax = ax, neway = ay;
8732 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8733 static int xy[4][2] =
8741 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8743 Feld[ax][ay] = EL_AMOEBA_DEAD;
8744 TEST_DrawLevelField(ax, ay);
8748 if (IS_ANIMATED(graphic))
8749 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8751 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8752 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8754 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8757 if (MovDelay[ax][ay])
8761 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8764 int x = ax + xy[start][0];
8765 int y = ay + xy[start][1];
8767 if (!IN_LEV_FIELD(x, y))
8770 if (IS_FREE(x, y) ||
8771 CAN_GROW_INTO(Feld[x][y]) ||
8772 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8773 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8779 if (newax == ax && neway == ay)
8782 else /* normal or "filled" (BD style) amoeba */
8785 boolean waiting_for_player = FALSE;
8787 for (i = 0; i < NUM_DIRECTIONS; i++)
8789 int j = (start + i) % 4;
8790 int x = ax + xy[j][0];
8791 int y = ay + xy[j][1];
8793 if (!IN_LEV_FIELD(x, y))
8796 if (IS_FREE(x, y) ||
8797 CAN_GROW_INTO(Feld[x][y]) ||
8798 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8799 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8805 else if (IS_PLAYER(x, y))
8806 waiting_for_player = TRUE;
8809 if (newax == ax && neway == ay) /* amoeba cannot grow */
8811 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8813 Feld[ax][ay] = EL_AMOEBA_DEAD;
8814 TEST_DrawLevelField(ax, ay);
8815 AmoebaCnt[AmoebaNr[ax][ay]]--;
8817 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8819 if (element == EL_AMOEBA_FULL)
8820 AmoebeUmwandeln(ax, ay);
8821 else if (element == EL_BD_AMOEBA)
8822 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8827 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8829 /* amoeba gets larger by growing in some direction */
8831 int new_group_nr = AmoebaNr[ax][ay];
8834 if (new_group_nr == 0)
8836 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8837 printf("AmoebeAbleger(): This should never happen!\n");
8842 AmoebaNr[newax][neway] = new_group_nr;
8843 AmoebaCnt[new_group_nr]++;
8844 AmoebaCnt2[new_group_nr]++;
8846 /* if amoeba touches other amoeba(s) after growing, unify them */
8847 AmoebenVereinigen(newax, neway);
8849 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8851 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8857 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8858 (neway == lev_fieldy - 1 && newax != ax))
8860 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8861 Store[newax][neway] = element;
8863 else if (neway == ay || element == EL_EMC_DRIPPER)
8865 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8867 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8871 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8872 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8873 Store[ax][ay] = EL_AMOEBA_DROP;
8874 ContinueMoving(ax, ay);
8878 TEST_DrawLevelField(newax, neway);
8881 void Life(int ax, int ay)
8885 int element = Feld[ax][ay];
8886 int graphic = el2img(element);
8887 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8889 boolean changed = FALSE;
8891 if (IS_ANIMATED(graphic))
8892 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8897 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8898 MovDelay[ax][ay] = life_time;
8900 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8903 if (MovDelay[ax][ay])
8907 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8909 int xx = ax+x1, yy = ay+y1;
8912 if (!IN_LEV_FIELD(xx, yy))
8915 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8917 int x = xx+x2, y = yy+y2;
8919 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8922 if (((Feld[x][y] == element ||
8923 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8925 (IS_FREE(x, y) && Stop[x][y]))
8929 if (xx == ax && yy == ay) /* field in the middle */
8931 if (nachbarn < life_parameter[0] ||
8932 nachbarn > life_parameter[1])
8934 Feld[xx][yy] = EL_EMPTY;
8936 TEST_DrawLevelField(xx, yy);
8937 Stop[xx][yy] = TRUE;
8941 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8942 { /* free border field */
8943 if (nachbarn >= life_parameter[2] &&
8944 nachbarn <= life_parameter[3])
8946 Feld[xx][yy] = element;
8947 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8949 TEST_DrawLevelField(xx, yy);
8950 Stop[xx][yy] = TRUE;
8957 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8958 SND_GAME_OF_LIFE_GROWING);
8961 static void InitRobotWheel(int x, int y)
8963 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8966 static void RunRobotWheel(int x, int y)
8968 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8971 static void StopRobotWheel(int x, int y)
8973 if (ZX == x && ZY == y)
8977 game.robot_wheel_active = FALSE;
8981 static void InitTimegateWheel(int x, int y)
8983 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8986 static void RunTimegateWheel(int x, int y)
8988 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8991 static void InitMagicBallDelay(int x, int y)
8993 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8996 static void ActivateMagicBall(int bx, int by)
9000 if (level.ball_random)
9002 int pos_border = RND(8); /* select one of the eight border elements */
9003 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9004 int xx = pos_content % 3;
9005 int yy = pos_content / 3;
9010 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9011 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9015 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9017 int xx = x - bx + 1;
9018 int yy = y - by + 1;
9020 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9021 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9025 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9028 void CheckExit(int x, int y)
9030 if (local_player->gems_still_needed > 0 ||
9031 local_player->sokobanfields_still_needed > 0 ||
9032 local_player->lights_still_needed > 0)
9034 int element = Feld[x][y];
9035 int graphic = el2img(element);
9037 if (IS_ANIMATED(graphic))
9038 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9043 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9046 Feld[x][y] = EL_EXIT_OPENING;
9048 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9051 void CheckExitEM(int x, int y)
9053 if (local_player->gems_still_needed > 0 ||
9054 local_player->sokobanfields_still_needed > 0 ||
9055 local_player->lights_still_needed > 0)
9057 int element = Feld[x][y];
9058 int graphic = el2img(element);
9060 if (IS_ANIMATED(graphic))
9061 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9066 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9069 Feld[x][y] = EL_EM_EXIT_OPENING;
9071 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9074 void CheckExitSteel(int x, int y)
9076 if (local_player->gems_still_needed > 0 ||
9077 local_player->sokobanfields_still_needed > 0 ||
9078 local_player->lights_still_needed > 0)
9080 int element = Feld[x][y];
9081 int graphic = el2img(element);
9083 if (IS_ANIMATED(graphic))
9084 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9089 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9092 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9094 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9097 void CheckExitSteelEM(int x, int y)
9099 if (local_player->gems_still_needed > 0 ||
9100 local_player->sokobanfields_still_needed > 0 ||
9101 local_player->lights_still_needed > 0)
9103 int element = Feld[x][y];
9104 int graphic = el2img(element);
9106 if (IS_ANIMATED(graphic))
9107 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9112 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9115 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9117 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9120 void CheckExitSP(int x, int y)
9122 if (local_player->gems_still_needed > 0)
9124 int element = Feld[x][y];
9125 int graphic = el2img(element);
9127 if (IS_ANIMATED(graphic))
9128 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9133 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9136 Feld[x][y] = EL_SP_EXIT_OPENING;
9138 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9141 static void CloseAllOpenTimegates()
9145 SCAN_PLAYFIELD(x, y)
9147 int element = Feld[x][y];
9149 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9151 Feld[x][y] = EL_TIMEGATE_CLOSING;
9153 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9158 void DrawTwinkleOnField(int x, int y)
9160 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9163 if (Feld[x][y] == EL_BD_DIAMOND)
9166 if (MovDelay[x][y] == 0) /* next animation frame */
9167 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9169 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9173 DrawLevelElementAnimation(x, y, Feld[x][y]);
9175 if (MovDelay[x][y] != 0)
9177 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9178 10 - MovDelay[x][y]);
9180 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9185 void MauerWaechst(int x, int y)
9189 if (!MovDelay[x][y]) /* next animation frame */
9190 MovDelay[x][y] = 3 * delay;
9192 if (MovDelay[x][y]) /* wait some time before next frame */
9196 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9198 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9199 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9201 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9204 if (!MovDelay[x][y])
9206 if (MovDir[x][y] == MV_LEFT)
9208 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9209 TEST_DrawLevelField(x - 1, y);
9211 else if (MovDir[x][y] == MV_RIGHT)
9213 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9214 TEST_DrawLevelField(x + 1, y);
9216 else if (MovDir[x][y] == MV_UP)
9218 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9219 TEST_DrawLevelField(x, y - 1);
9223 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9224 TEST_DrawLevelField(x, y + 1);
9227 Feld[x][y] = Store[x][y];
9229 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9230 TEST_DrawLevelField(x, y);
9235 void MauerAbleger(int ax, int ay)
9237 int element = Feld[ax][ay];
9238 int graphic = el2img(element);
9239 boolean oben_frei = FALSE, unten_frei = FALSE;
9240 boolean links_frei = FALSE, rechts_frei = FALSE;
9241 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9242 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9243 boolean new_wall = FALSE;
9245 if (IS_ANIMATED(graphic))
9246 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9248 if (!MovDelay[ax][ay]) /* start building new wall */
9249 MovDelay[ax][ay] = 6;
9251 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9254 if (MovDelay[ax][ay])
9258 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9260 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9262 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9264 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9267 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9268 element == EL_EXPANDABLE_WALL_ANY)
9272 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9273 Store[ax][ay-1] = element;
9274 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9275 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9276 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9277 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9282 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9283 Store[ax][ay+1] = element;
9284 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9285 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9286 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9287 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9292 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9293 element == EL_EXPANDABLE_WALL_ANY ||
9294 element == EL_EXPANDABLE_WALL ||
9295 element == EL_BD_EXPANDABLE_WALL)
9299 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9300 Store[ax-1][ay] = element;
9301 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9302 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9303 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9304 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9310 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9311 Store[ax+1][ay] = element;
9312 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9313 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9314 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9315 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9320 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9321 TEST_DrawLevelField(ax, ay);
9323 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9325 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9326 unten_massiv = TRUE;
9327 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9328 links_massiv = TRUE;
9329 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9330 rechts_massiv = TRUE;
9332 if (((oben_massiv && unten_massiv) ||
9333 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9334 element == EL_EXPANDABLE_WALL) &&
9335 ((links_massiv && rechts_massiv) ||
9336 element == EL_EXPANDABLE_WALL_VERTICAL))
9337 Feld[ax][ay] = EL_WALL;
9340 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9343 void MauerAblegerStahl(int ax, int ay)
9345 int element = Feld[ax][ay];
9346 int graphic = el2img(element);
9347 boolean oben_frei = FALSE, unten_frei = FALSE;
9348 boolean links_frei = FALSE, rechts_frei = FALSE;
9349 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9350 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9351 boolean new_wall = FALSE;
9353 if (IS_ANIMATED(graphic))
9354 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9356 if (!MovDelay[ax][ay]) /* start building new wall */
9357 MovDelay[ax][ay] = 6;
9359 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9362 if (MovDelay[ax][ay])
9366 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9368 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9370 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9372 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9375 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9376 element == EL_EXPANDABLE_STEELWALL_ANY)
9380 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9381 Store[ax][ay-1] = element;
9382 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9383 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9384 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9385 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9390 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9391 Store[ax][ay+1] = element;
9392 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9393 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9394 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9395 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9400 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9401 element == EL_EXPANDABLE_STEELWALL_ANY)
9405 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9406 Store[ax-1][ay] = element;
9407 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9408 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9409 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9410 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9416 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9417 Store[ax+1][ay] = element;
9418 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9419 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9420 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9421 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9426 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9428 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9429 unten_massiv = TRUE;
9430 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9431 links_massiv = TRUE;
9432 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9433 rechts_massiv = TRUE;
9435 if (((oben_massiv && unten_massiv) ||
9436 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9437 ((links_massiv && rechts_massiv) ||
9438 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9439 Feld[ax][ay] = EL_STEELWALL;
9442 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9445 void CheckForDragon(int x, int y)
9448 boolean dragon_found = FALSE;
9449 static int xy[4][2] =
9457 for (i = 0; i < NUM_DIRECTIONS; i++)
9459 for (j = 0; j < 4; j++)
9461 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9463 if (IN_LEV_FIELD(xx, yy) &&
9464 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9466 if (Feld[xx][yy] == EL_DRAGON)
9467 dragon_found = TRUE;
9476 for (i = 0; i < NUM_DIRECTIONS; i++)
9478 for (j = 0; j < 3; j++)
9480 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9482 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9484 Feld[xx][yy] = EL_EMPTY;
9485 TEST_DrawLevelField(xx, yy);
9494 static void InitBuggyBase(int x, int y)
9496 int element = Feld[x][y];
9497 int activating_delay = FRAMES_PER_SECOND / 4;
9500 (element == EL_SP_BUGGY_BASE ?
9501 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9502 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9504 element == EL_SP_BUGGY_BASE_ACTIVE ?
9505 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9508 static void WarnBuggyBase(int x, int y)
9511 static int xy[4][2] =
9519 for (i = 0; i < NUM_DIRECTIONS; i++)
9521 int xx = x + xy[i][0];
9522 int yy = y + xy[i][1];
9524 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9526 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9533 static void InitTrap(int x, int y)
9535 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9538 static void ActivateTrap(int x, int y)
9540 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9543 static void ChangeActiveTrap(int x, int y)
9545 int graphic = IMG_TRAP_ACTIVE;
9547 /* if new animation frame was drawn, correct crumbled sand border */
9548 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9549 TEST_DrawLevelFieldCrumbled(x, y);
9552 static int getSpecialActionElement(int element, int number, int base_element)
9554 return (element != EL_EMPTY ? element :
9555 number != -1 ? base_element + number - 1 :
9559 static int getModifiedActionNumber(int value_old, int operator, int operand,
9560 int value_min, int value_max)
9562 int value_new = (operator == CA_MODE_SET ? operand :
9563 operator == CA_MODE_ADD ? value_old + operand :
9564 operator == CA_MODE_SUBTRACT ? value_old - operand :
9565 operator == CA_MODE_MULTIPLY ? value_old * operand :
9566 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9567 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9570 return (value_new < value_min ? value_min :
9571 value_new > value_max ? value_max :
9575 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9577 struct ElementInfo *ei = &element_info[element];
9578 struct ElementChangeInfo *change = &ei->change_page[page];
9579 int target_element = change->target_element;
9580 int action_type = change->action_type;
9581 int action_mode = change->action_mode;
9582 int action_arg = change->action_arg;
9583 int action_element = change->action_element;
9586 if (!change->has_action)
9589 /* ---------- determine action paramater values -------------------------- */
9591 int level_time_value =
9592 (level.time > 0 ? TimeLeft :
9595 int action_arg_element_raw =
9596 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9597 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9598 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9599 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9600 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9601 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9602 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9604 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9606 int action_arg_direction =
9607 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9608 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9609 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9610 change->actual_trigger_side :
9611 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9612 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9615 int action_arg_number_min =
9616 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9619 int action_arg_number_max =
9620 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9621 action_type == CA_SET_LEVEL_GEMS ? 999 :
9622 action_type == CA_SET_LEVEL_TIME ? 9999 :
9623 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9624 action_type == CA_SET_CE_VALUE ? 9999 :
9625 action_type == CA_SET_CE_SCORE ? 9999 :
9628 int action_arg_number_reset =
9629 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9630 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9631 action_type == CA_SET_LEVEL_TIME ? level.time :
9632 action_type == CA_SET_LEVEL_SCORE ? 0 :
9633 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9634 action_type == CA_SET_CE_SCORE ? 0 :
9637 int action_arg_number =
9638 (action_arg <= CA_ARG_MAX ? action_arg :
9639 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9640 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9641 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9642 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9643 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9644 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9645 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9646 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9647 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9648 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9649 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9650 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9651 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9652 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9653 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9654 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9655 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9656 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9657 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9658 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9659 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9662 int action_arg_number_old =
9663 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9664 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9665 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9666 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9667 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9670 int action_arg_number_new =
9671 getModifiedActionNumber(action_arg_number_old,
9672 action_mode, action_arg_number,
9673 action_arg_number_min, action_arg_number_max);
9675 int trigger_player_bits =
9676 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9677 change->actual_trigger_player_bits : change->trigger_player);
9679 int action_arg_player_bits =
9680 (action_arg >= CA_ARG_PLAYER_1 &&
9681 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9682 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9683 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9686 /* ---------- execute action -------------------------------------------- */
9688 switch (action_type)
9695 /* ---------- level actions ------------------------------------------- */
9697 case CA_RESTART_LEVEL:
9699 game.restart_level = TRUE;
9704 case CA_SHOW_ENVELOPE:
9706 int element = getSpecialActionElement(action_arg_element,
9707 action_arg_number, EL_ENVELOPE_1);
9709 if (IS_ENVELOPE(element))
9710 local_player->show_envelope = element;
9715 case CA_SET_LEVEL_TIME:
9717 if (level.time > 0) /* only modify limited time value */
9719 TimeLeft = action_arg_number_new;
9721 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9723 DisplayGameControlValues();
9725 if (!TimeLeft && setup.time_limit)
9726 for (i = 0; i < MAX_PLAYERS; i++)
9727 KillPlayer(&stored_player[i]);
9733 case CA_SET_LEVEL_SCORE:
9735 local_player->score = action_arg_number_new;
9737 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9739 DisplayGameControlValues();
9744 case CA_SET_LEVEL_GEMS:
9746 local_player->gems_still_needed = action_arg_number_new;
9748 game.snapshot.collected_item = TRUE;
9750 game_panel_controls[GAME_PANEL_GEMS].value =
9751 local_player->gems_still_needed;
9753 DisplayGameControlValues();
9758 case CA_SET_LEVEL_WIND:
9760 game.wind_direction = action_arg_direction;
9765 case CA_SET_LEVEL_RANDOM_SEED:
9767 /* ensure that setting a new random seed while playing is predictable */
9768 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9773 /* ---------- player actions ------------------------------------------ */
9775 case CA_MOVE_PLAYER:
9777 /* automatically move to the next field in specified direction */
9778 for (i = 0; i < MAX_PLAYERS; i++)
9779 if (trigger_player_bits & (1 << i))
9780 stored_player[i].programmed_action = action_arg_direction;
9785 case CA_EXIT_PLAYER:
9787 for (i = 0; i < MAX_PLAYERS; i++)
9788 if (action_arg_player_bits & (1 << i))
9789 ExitPlayer(&stored_player[i]);
9792 PlayerWins(local_player);
9797 case CA_KILL_PLAYER:
9799 for (i = 0; i < MAX_PLAYERS; i++)
9800 if (action_arg_player_bits & (1 << i))
9801 KillPlayer(&stored_player[i]);
9806 case CA_SET_PLAYER_KEYS:
9808 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9809 int element = getSpecialActionElement(action_arg_element,
9810 action_arg_number, EL_KEY_1);
9812 if (IS_KEY(element))
9814 for (i = 0; i < MAX_PLAYERS; i++)
9816 if (trigger_player_bits & (1 << i))
9818 stored_player[i].key[KEY_NR(element)] = key_state;
9820 DrawGameDoorValues();
9828 case CA_SET_PLAYER_SPEED:
9830 for (i = 0; i < MAX_PLAYERS; i++)
9832 if (trigger_player_bits & (1 << i))
9834 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9836 if (action_arg == CA_ARG_SPEED_FASTER &&
9837 stored_player[i].cannot_move)
9839 action_arg_number = STEPSIZE_VERY_SLOW;
9841 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9842 action_arg == CA_ARG_SPEED_FASTER)
9844 action_arg_number = 2;
9845 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9848 else if (action_arg == CA_ARG_NUMBER_RESET)
9850 action_arg_number = level.initial_player_stepsize[i];
9854 getModifiedActionNumber(move_stepsize,
9857 action_arg_number_min,
9858 action_arg_number_max);
9860 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9867 case CA_SET_PLAYER_SHIELD:
9869 for (i = 0; i < MAX_PLAYERS; i++)
9871 if (trigger_player_bits & (1 << i))
9873 if (action_arg == CA_ARG_SHIELD_OFF)
9875 stored_player[i].shield_normal_time_left = 0;
9876 stored_player[i].shield_deadly_time_left = 0;
9878 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9880 stored_player[i].shield_normal_time_left = 999999;
9882 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9884 stored_player[i].shield_normal_time_left = 999999;
9885 stored_player[i].shield_deadly_time_left = 999999;
9893 case CA_SET_PLAYER_GRAVITY:
9895 for (i = 0; i < MAX_PLAYERS; i++)
9897 if (trigger_player_bits & (1 << i))
9899 stored_player[i].gravity =
9900 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9901 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9902 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9903 stored_player[i].gravity);
9910 case CA_SET_PLAYER_ARTWORK:
9912 for (i = 0; i < MAX_PLAYERS; i++)
9914 if (trigger_player_bits & (1 << i))
9916 int artwork_element = action_arg_element;
9918 if (action_arg == CA_ARG_ELEMENT_RESET)
9920 (level.use_artwork_element[i] ? level.artwork_element[i] :
9921 stored_player[i].element_nr);
9923 if (stored_player[i].artwork_element != artwork_element)
9924 stored_player[i].Frame = 0;
9926 stored_player[i].artwork_element = artwork_element;
9928 SetPlayerWaiting(&stored_player[i], FALSE);
9930 /* set number of special actions for bored and sleeping animation */
9931 stored_player[i].num_special_action_bored =
9932 get_num_special_action(artwork_element,
9933 ACTION_BORING_1, ACTION_BORING_LAST);
9934 stored_player[i].num_special_action_sleeping =
9935 get_num_special_action(artwork_element,
9936 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9943 case CA_SET_PLAYER_INVENTORY:
9945 for (i = 0; i < MAX_PLAYERS; i++)
9947 struct PlayerInfo *player = &stored_player[i];
9950 if (trigger_player_bits & (1 << i))
9952 int inventory_element = action_arg_element;
9954 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9955 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9956 action_arg == CA_ARG_ELEMENT_ACTION)
9958 int element = inventory_element;
9959 int collect_count = element_info[element].collect_count_initial;
9961 if (!IS_CUSTOM_ELEMENT(element))
9964 if (collect_count == 0)
9965 player->inventory_infinite_element = element;
9967 for (k = 0; k < collect_count; k++)
9968 if (player->inventory_size < MAX_INVENTORY_SIZE)
9969 player->inventory_element[player->inventory_size++] =
9972 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9973 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9974 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9976 if (player->inventory_infinite_element != EL_UNDEFINED &&
9977 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9978 action_arg_element_raw))
9979 player->inventory_infinite_element = EL_UNDEFINED;
9981 for (k = 0, j = 0; j < player->inventory_size; j++)
9983 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9984 action_arg_element_raw))
9985 player->inventory_element[k++] = player->inventory_element[j];
9988 player->inventory_size = k;
9990 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9992 if (player->inventory_size > 0)
9994 for (j = 0; j < player->inventory_size - 1; j++)
9995 player->inventory_element[j] = player->inventory_element[j + 1];
9997 player->inventory_size--;
10000 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10002 if (player->inventory_size > 0)
10003 player->inventory_size--;
10005 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10007 player->inventory_infinite_element = EL_UNDEFINED;
10008 player->inventory_size = 0;
10010 else if (action_arg == CA_ARG_INVENTORY_RESET)
10012 player->inventory_infinite_element = EL_UNDEFINED;
10013 player->inventory_size = 0;
10015 if (level.use_initial_inventory[i])
10017 for (j = 0; j < level.initial_inventory_size[i]; j++)
10019 int element = level.initial_inventory_content[i][j];
10020 int collect_count = element_info[element].collect_count_initial;
10022 if (!IS_CUSTOM_ELEMENT(element))
10025 if (collect_count == 0)
10026 player->inventory_infinite_element = element;
10028 for (k = 0; k < collect_count; k++)
10029 if (player->inventory_size < MAX_INVENTORY_SIZE)
10030 player->inventory_element[player->inventory_size++] =
10041 /* ---------- CE actions ---------------------------------------------- */
10043 case CA_SET_CE_VALUE:
10045 int last_ce_value = CustomValue[x][y];
10047 CustomValue[x][y] = action_arg_number_new;
10049 if (CustomValue[x][y] != last_ce_value)
10051 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10052 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10054 if (CustomValue[x][y] == 0)
10056 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10057 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10064 case CA_SET_CE_SCORE:
10066 int last_ce_score = ei->collect_score;
10068 ei->collect_score = action_arg_number_new;
10070 if (ei->collect_score != last_ce_score)
10072 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10073 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10075 if (ei->collect_score == 0)
10079 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10080 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10083 This is a very special case that seems to be a mixture between
10084 CheckElementChange() and CheckTriggeredElementChange(): while
10085 the first one only affects single elements that are triggered
10086 directly, the second one affects multiple elements in the playfield
10087 that are triggered indirectly by another element. This is a third
10088 case: Changing the CE score always affects multiple identical CEs,
10089 so every affected CE must be checked, not only the single CE for
10090 which the CE score was changed in the first place (as every instance
10091 of that CE shares the same CE score, and therefore also can change)!
10093 SCAN_PLAYFIELD(xx, yy)
10095 if (Feld[xx][yy] == element)
10096 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10097 CE_SCORE_GETS_ZERO);
10105 case CA_SET_CE_ARTWORK:
10107 int artwork_element = action_arg_element;
10108 boolean reset_frame = FALSE;
10111 if (action_arg == CA_ARG_ELEMENT_RESET)
10112 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10115 if (ei->gfx_element != artwork_element)
10116 reset_frame = TRUE;
10118 ei->gfx_element = artwork_element;
10120 SCAN_PLAYFIELD(xx, yy)
10122 if (Feld[xx][yy] == element)
10126 ResetGfxAnimation(xx, yy);
10127 ResetRandomAnimationValue(xx, yy);
10130 TEST_DrawLevelField(xx, yy);
10137 /* ---------- engine actions ------------------------------------------ */
10139 case CA_SET_ENGINE_SCAN_MODE:
10141 InitPlayfieldScanMode(action_arg);
10151 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10153 int old_element = Feld[x][y];
10154 int new_element = GetElementFromGroupElement(element);
10155 int previous_move_direction = MovDir[x][y];
10156 int last_ce_value = CustomValue[x][y];
10157 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10158 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10159 boolean add_player_onto_element = (new_element_is_player &&
10160 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10161 IS_WALKABLE(old_element));
10163 if (!add_player_onto_element)
10165 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10166 RemoveMovingField(x, y);
10170 Feld[x][y] = new_element;
10172 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10173 MovDir[x][y] = previous_move_direction;
10175 if (element_info[new_element].use_last_ce_value)
10176 CustomValue[x][y] = last_ce_value;
10178 InitField_WithBug1(x, y, FALSE);
10180 new_element = Feld[x][y]; /* element may have changed */
10182 ResetGfxAnimation(x, y);
10183 ResetRandomAnimationValue(x, y);
10185 TEST_DrawLevelField(x, y);
10187 if (GFX_CRUMBLED(new_element))
10188 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10191 /* check if element under the player changes from accessible to unaccessible
10192 (needed for special case of dropping element which then changes) */
10193 /* (must be checked after creating new element for walkable group elements) */
10194 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10195 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10202 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10203 if (new_element_is_player)
10204 RelocatePlayer(x, y, new_element);
10207 ChangeCount[x][y]++; /* count number of changes in the same frame */
10209 TestIfBadThingTouchesPlayer(x, y);
10210 TestIfPlayerTouchesCustomElement(x, y);
10211 TestIfElementTouchesCustomElement(x, y);
10214 static void CreateField(int x, int y, int element)
10216 CreateFieldExt(x, y, element, FALSE);
10219 static void CreateElementFromChange(int x, int y, int element)
10221 element = GET_VALID_RUNTIME_ELEMENT(element);
10223 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10225 int old_element = Feld[x][y];
10227 /* prevent changed element from moving in same engine frame
10228 unless both old and new element can either fall or move */
10229 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10230 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10234 CreateFieldExt(x, y, element, TRUE);
10237 static boolean ChangeElement(int x, int y, int element, int page)
10239 struct ElementInfo *ei = &element_info[element];
10240 struct ElementChangeInfo *change = &ei->change_page[page];
10241 int ce_value = CustomValue[x][y];
10242 int ce_score = ei->collect_score;
10243 int target_element;
10244 int old_element = Feld[x][y];
10246 /* always use default change event to prevent running into a loop */
10247 if (ChangeEvent[x][y] == -1)
10248 ChangeEvent[x][y] = CE_DELAY;
10250 if (ChangeEvent[x][y] == CE_DELAY)
10252 /* reset actual trigger element, trigger player and action element */
10253 change->actual_trigger_element = EL_EMPTY;
10254 change->actual_trigger_player = EL_EMPTY;
10255 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10256 change->actual_trigger_side = CH_SIDE_NONE;
10257 change->actual_trigger_ce_value = 0;
10258 change->actual_trigger_ce_score = 0;
10261 /* do not change elements more than a specified maximum number of changes */
10262 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10265 ChangeCount[x][y]++; /* count number of changes in the same frame */
10267 if (change->explode)
10274 if (change->use_target_content)
10276 boolean complete_replace = TRUE;
10277 boolean can_replace[3][3];
10280 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10283 boolean is_walkable;
10284 boolean is_diggable;
10285 boolean is_collectible;
10286 boolean is_removable;
10287 boolean is_destructible;
10288 int ex = x + xx - 1;
10289 int ey = y + yy - 1;
10290 int content_element = change->target_content.e[xx][yy];
10293 can_replace[xx][yy] = TRUE;
10295 if (ex == x && ey == y) /* do not check changing element itself */
10298 if (content_element == EL_EMPTY_SPACE)
10300 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10305 if (!IN_LEV_FIELD(ex, ey))
10307 can_replace[xx][yy] = FALSE;
10308 complete_replace = FALSE;
10315 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10316 e = MovingOrBlocked2Element(ex, ey);
10318 is_empty = (IS_FREE(ex, ey) ||
10319 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10321 is_walkable = (is_empty || IS_WALKABLE(e));
10322 is_diggable = (is_empty || IS_DIGGABLE(e));
10323 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10324 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10325 is_removable = (is_diggable || is_collectible);
10327 can_replace[xx][yy] =
10328 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10329 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10330 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10331 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10332 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10333 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10334 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10336 if (!can_replace[xx][yy])
10337 complete_replace = FALSE;
10340 if (!change->only_if_complete || complete_replace)
10342 boolean something_has_changed = FALSE;
10344 if (change->only_if_complete && change->use_random_replace &&
10345 RND(100) < change->random_percentage)
10348 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10350 int ex = x + xx - 1;
10351 int ey = y + yy - 1;
10352 int content_element;
10354 if (can_replace[xx][yy] && (!change->use_random_replace ||
10355 RND(100) < change->random_percentage))
10357 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10358 RemoveMovingField(ex, ey);
10360 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10362 content_element = change->target_content.e[xx][yy];
10363 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10364 ce_value, ce_score);
10366 CreateElementFromChange(ex, ey, target_element);
10368 something_has_changed = TRUE;
10370 /* for symmetry reasons, freeze newly created border elements */
10371 if (ex != x || ey != y)
10372 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10376 if (something_has_changed)
10378 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10379 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10385 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10386 ce_value, ce_score);
10388 if (element == EL_DIAGONAL_GROWING ||
10389 element == EL_DIAGONAL_SHRINKING)
10391 target_element = Store[x][y];
10393 Store[x][y] = EL_EMPTY;
10396 CreateElementFromChange(x, y, target_element);
10398 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10399 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10402 /* this uses direct change before indirect change */
10403 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10408 static void HandleElementChange(int x, int y, int page)
10410 int element = MovingOrBlocked2Element(x, y);
10411 struct ElementInfo *ei = &element_info[element];
10412 struct ElementChangeInfo *change = &ei->change_page[page];
10413 boolean handle_action_before_change = FALSE;
10416 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10417 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10420 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10421 x, y, element, element_info[element].token_name);
10422 printf("HandleElementChange(): This should never happen!\n");
10427 /* this can happen with classic bombs on walkable, changing elements */
10428 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10433 if (ChangeDelay[x][y] == 0) /* initialize element change */
10435 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10437 if (change->can_change)
10439 /* !!! not clear why graphic animation should be reset at all here !!! */
10440 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10441 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10444 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10446 When using an animation frame delay of 1 (this only happens with
10447 "sp_zonk.moving.left/right" in the classic graphics), the default
10448 (non-moving) animation shows wrong animation frames (while the
10449 moving animation, like "sp_zonk.moving.left/right", is correct,
10450 so this graphical bug never shows up with the classic graphics).
10451 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10452 be drawn instead of the correct frames 0,1,2,3. This is caused by
10453 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10454 an element change: First when the change delay ("ChangeDelay[][]")
10455 counter has reached zero after decrementing, then a second time in
10456 the next frame (after "GfxFrame[][]" was already incremented) when
10457 "ChangeDelay[][]" is reset to the initial delay value again.
10459 This causes frame 0 to be drawn twice, while the last frame won't
10460 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10462 As some animations may already be cleverly designed around this bug
10463 (at least the "Snake Bite" snake tail animation does this), it cannot
10464 simply be fixed here without breaking such existing animations.
10465 Unfortunately, it cannot easily be detected if a graphics set was
10466 designed "before" or "after" the bug was fixed. As a workaround,
10467 a new graphics set option "game.graphics_engine_version" was added
10468 to be able to specify the game's major release version for which the
10469 graphics set was designed, which can then be used to decide if the
10470 bugfix should be used (version 4 and above) or not (version 3 or
10471 below, or if no version was specified at all, as with old sets).
10473 (The wrong/fixed animation frames can be tested with the test level set
10474 "test_gfxframe" and level "000", which contains a specially prepared
10475 custom element at level position (x/y) == (11/9) which uses the zonk
10476 animation mentioned above. Using "game.graphics_engine_version: 4"
10477 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10478 This can also be seen from the debug output for this test element.)
10481 /* when a custom element is about to change (for example by change delay),
10482 do not reset graphic animation when the custom element is moving */
10483 if (game.graphics_engine_version < 4 &&
10486 ResetGfxAnimation(x, y);
10487 ResetRandomAnimationValue(x, y);
10490 if (change->pre_change_function)
10491 change->pre_change_function(x, y);
10495 ChangeDelay[x][y]--;
10497 if (ChangeDelay[x][y] != 0) /* continue element change */
10499 if (change->can_change)
10501 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10503 if (IS_ANIMATED(graphic))
10504 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10506 if (change->change_function)
10507 change->change_function(x, y);
10510 else /* finish element change */
10512 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10514 page = ChangePage[x][y];
10515 ChangePage[x][y] = -1;
10517 change = &ei->change_page[page];
10520 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10522 ChangeDelay[x][y] = 1; /* try change after next move step */
10523 ChangePage[x][y] = page; /* remember page to use for change */
10528 /* special case: set new level random seed before changing element */
10529 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10530 handle_action_before_change = TRUE;
10532 if (change->has_action && handle_action_before_change)
10533 ExecuteCustomElementAction(x, y, element, page);
10535 if (change->can_change)
10537 if (ChangeElement(x, y, element, page))
10539 if (change->post_change_function)
10540 change->post_change_function(x, y);
10544 if (change->has_action && !handle_action_before_change)
10545 ExecuteCustomElementAction(x, y, element, page);
10549 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10550 int trigger_element,
10552 int trigger_player,
10556 boolean change_done_any = FALSE;
10557 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10560 if (!(trigger_events[trigger_element][trigger_event]))
10563 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10565 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10567 int element = EL_CUSTOM_START + i;
10568 boolean change_done = FALSE;
10571 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10572 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10575 for (p = 0; p < element_info[element].num_change_pages; p++)
10577 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10579 if (change->can_change_or_has_action &&
10580 change->has_event[trigger_event] &&
10581 change->trigger_side & trigger_side &&
10582 change->trigger_player & trigger_player &&
10583 change->trigger_page & trigger_page_bits &&
10584 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10586 change->actual_trigger_element = trigger_element;
10587 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10588 change->actual_trigger_player_bits = trigger_player;
10589 change->actual_trigger_side = trigger_side;
10590 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10591 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10593 if ((change->can_change && !change_done) || change->has_action)
10597 SCAN_PLAYFIELD(x, y)
10599 if (Feld[x][y] == element)
10601 if (change->can_change && !change_done)
10603 /* if element already changed in this frame, not only prevent
10604 another element change (checked in ChangeElement()), but
10605 also prevent additional element actions for this element */
10607 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10608 !level.use_action_after_change_bug)
10611 ChangeDelay[x][y] = 1;
10612 ChangeEvent[x][y] = trigger_event;
10614 HandleElementChange(x, y, p);
10616 else if (change->has_action)
10618 /* if element already changed in this frame, not only prevent
10619 another element change (checked in ChangeElement()), but
10620 also prevent additional element actions for this element */
10622 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10623 !level.use_action_after_change_bug)
10626 ExecuteCustomElementAction(x, y, element, p);
10627 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10632 if (change->can_change)
10634 change_done = TRUE;
10635 change_done_any = TRUE;
10642 RECURSION_LOOP_DETECTION_END();
10644 return change_done_any;
10647 static boolean CheckElementChangeExt(int x, int y,
10649 int trigger_element,
10651 int trigger_player,
10654 boolean change_done = FALSE;
10657 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10658 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10661 if (Feld[x][y] == EL_BLOCKED)
10663 Blocked2Moving(x, y, &x, &y);
10664 element = Feld[x][y];
10667 /* check if element has already changed or is about to change after moving */
10668 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10669 Feld[x][y] != element) ||
10671 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10672 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10673 ChangePage[x][y] != -1)))
10676 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10678 for (p = 0; p < element_info[element].num_change_pages; p++)
10680 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10682 /* check trigger element for all events where the element that is checked
10683 for changing interacts with a directly adjacent element -- this is
10684 different to element changes that affect other elements to change on the
10685 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10686 boolean check_trigger_element =
10687 (trigger_event == CE_TOUCHING_X ||
10688 trigger_event == CE_HITTING_X ||
10689 trigger_event == CE_HIT_BY_X ||
10690 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10692 if (change->can_change_or_has_action &&
10693 change->has_event[trigger_event] &&
10694 change->trigger_side & trigger_side &&
10695 change->trigger_player & trigger_player &&
10696 (!check_trigger_element ||
10697 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10699 change->actual_trigger_element = trigger_element;
10700 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10701 change->actual_trigger_player_bits = trigger_player;
10702 change->actual_trigger_side = trigger_side;
10703 change->actual_trigger_ce_value = CustomValue[x][y];
10704 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10706 /* special case: trigger element not at (x,y) position for some events */
10707 if (check_trigger_element)
10719 { 0, 0 }, { 0, 0 }, { 0, 0 },
10723 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10724 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10726 change->actual_trigger_ce_value = CustomValue[xx][yy];
10727 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10730 if (change->can_change && !change_done)
10732 ChangeDelay[x][y] = 1;
10733 ChangeEvent[x][y] = trigger_event;
10735 HandleElementChange(x, y, p);
10737 change_done = TRUE;
10739 else if (change->has_action)
10741 ExecuteCustomElementAction(x, y, element, p);
10742 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10747 RECURSION_LOOP_DETECTION_END();
10749 return change_done;
10752 static void PlayPlayerSound(struct PlayerInfo *player)
10754 int jx = player->jx, jy = player->jy;
10755 int sound_element = player->artwork_element;
10756 int last_action = player->last_action_waiting;
10757 int action = player->action_waiting;
10759 if (player->is_waiting)
10761 if (action != last_action)
10762 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10764 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10768 if (action != last_action)
10769 StopSound(element_info[sound_element].sound[last_action]);
10771 if (last_action == ACTION_SLEEPING)
10772 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10776 static void PlayAllPlayersSound()
10780 for (i = 0; i < MAX_PLAYERS; i++)
10781 if (stored_player[i].active)
10782 PlayPlayerSound(&stored_player[i]);
10785 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10787 boolean last_waiting = player->is_waiting;
10788 int move_dir = player->MovDir;
10790 player->dir_waiting = move_dir;
10791 player->last_action_waiting = player->action_waiting;
10795 if (!last_waiting) /* not waiting -> waiting */
10797 player->is_waiting = TRUE;
10799 player->frame_counter_bored =
10801 game.player_boring_delay_fixed +
10802 GetSimpleRandom(game.player_boring_delay_random);
10803 player->frame_counter_sleeping =
10805 game.player_sleeping_delay_fixed +
10806 GetSimpleRandom(game.player_sleeping_delay_random);
10808 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10811 if (game.player_sleeping_delay_fixed +
10812 game.player_sleeping_delay_random > 0 &&
10813 player->anim_delay_counter == 0 &&
10814 player->post_delay_counter == 0 &&
10815 FrameCounter >= player->frame_counter_sleeping)
10816 player->is_sleeping = TRUE;
10817 else if (game.player_boring_delay_fixed +
10818 game.player_boring_delay_random > 0 &&
10819 FrameCounter >= player->frame_counter_bored)
10820 player->is_bored = TRUE;
10822 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10823 player->is_bored ? ACTION_BORING :
10826 if (player->is_sleeping && player->use_murphy)
10828 /* special case for sleeping Murphy when leaning against non-free tile */
10830 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10831 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10832 !IS_MOVING(player->jx - 1, player->jy)))
10833 move_dir = MV_LEFT;
10834 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10835 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10836 !IS_MOVING(player->jx + 1, player->jy)))
10837 move_dir = MV_RIGHT;
10839 player->is_sleeping = FALSE;
10841 player->dir_waiting = move_dir;
10844 if (player->is_sleeping)
10846 if (player->num_special_action_sleeping > 0)
10848 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10850 int last_special_action = player->special_action_sleeping;
10851 int num_special_action = player->num_special_action_sleeping;
10852 int special_action =
10853 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10854 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10855 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10856 last_special_action + 1 : ACTION_SLEEPING);
10857 int special_graphic =
10858 el_act_dir2img(player->artwork_element, special_action, move_dir);
10860 player->anim_delay_counter =
10861 graphic_info[special_graphic].anim_delay_fixed +
10862 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10863 player->post_delay_counter =
10864 graphic_info[special_graphic].post_delay_fixed +
10865 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10867 player->special_action_sleeping = special_action;
10870 if (player->anim_delay_counter > 0)
10872 player->action_waiting = player->special_action_sleeping;
10873 player->anim_delay_counter--;
10875 else if (player->post_delay_counter > 0)
10877 player->post_delay_counter--;
10881 else if (player->is_bored)
10883 if (player->num_special_action_bored > 0)
10885 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10887 int special_action =
10888 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10889 int special_graphic =
10890 el_act_dir2img(player->artwork_element, special_action, move_dir);
10892 player->anim_delay_counter =
10893 graphic_info[special_graphic].anim_delay_fixed +
10894 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10895 player->post_delay_counter =
10896 graphic_info[special_graphic].post_delay_fixed +
10897 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10899 player->special_action_bored = special_action;
10902 if (player->anim_delay_counter > 0)
10904 player->action_waiting = player->special_action_bored;
10905 player->anim_delay_counter--;
10907 else if (player->post_delay_counter > 0)
10909 player->post_delay_counter--;
10914 else if (last_waiting) /* waiting -> not waiting */
10916 player->is_waiting = FALSE;
10917 player->is_bored = FALSE;
10918 player->is_sleeping = FALSE;
10920 player->frame_counter_bored = -1;
10921 player->frame_counter_sleeping = -1;
10923 player->anim_delay_counter = 0;
10924 player->post_delay_counter = 0;
10926 player->dir_waiting = player->MovDir;
10927 player->action_waiting = ACTION_DEFAULT;
10929 player->special_action_bored = ACTION_DEFAULT;
10930 player->special_action_sleeping = ACTION_DEFAULT;
10934 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10936 if ((!player->is_moving && player->was_moving) ||
10937 (player->MovPos == 0 && player->was_moving) ||
10938 (player->is_snapping && !player->was_snapping) ||
10939 (player->is_dropping && !player->was_dropping))
10941 if (!CheckSaveEngineSnapshotToList())
10944 player->was_moving = FALSE;
10945 player->was_snapping = TRUE;
10946 player->was_dropping = TRUE;
10950 if (player->is_moving)
10951 player->was_moving = TRUE;
10953 if (!player->is_snapping)
10954 player->was_snapping = FALSE;
10956 if (!player->is_dropping)
10957 player->was_dropping = FALSE;
10961 static void CheckSingleStepMode(struct PlayerInfo *player)
10963 if (tape.single_step && tape.recording && !tape.pausing)
10965 /* as it is called "single step mode", just return to pause mode when the
10966 player stopped moving after one tile (or never starts moving at all) */
10967 if (!player->is_moving &&
10968 !player->is_pushing &&
10969 !player->is_dropping_pressed)
10971 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10972 SnapField(player, 0, 0); /* stop snapping */
10976 CheckSaveEngineSnapshot(player);
10979 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10981 int left = player_action & JOY_LEFT;
10982 int right = player_action & JOY_RIGHT;
10983 int up = player_action & JOY_UP;
10984 int down = player_action & JOY_DOWN;
10985 int button1 = player_action & JOY_BUTTON_1;
10986 int button2 = player_action & JOY_BUTTON_2;
10987 int dx = (left ? -1 : right ? 1 : 0);
10988 int dy = (up ? -1 : down ? 1 : 0);
10990 if (!player->active || tape.pausing)
10996 SnapField(player, dx, dy);
11000 DropElement(player);
11002 MovePlayer(player, dx, dy);
11005 CheckSingleStepMode(player);
11007 SetPlayerWaiting(player, FALSE);
11009 return player_action;
11013 /* no actions for this player (no input at player's configured device) */
11015 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11016 SnapField(player, 0, 0);
11017 CheckGravityMovementWhenNotMoving(player);
11019 if (player->MovPos == 0)
11020 SetPlayerWaiting(player, TRUE);
11022 if (player->MovPos == 0) /* needed for tape.playing */
11023 player->is_moving = FALSE;
11025 player->is_dropping = FALSE;
11026 player->is_dropping_pressed = FALSE;
11027 player->drop_pressed_delay = 0;
11029 CheckSingleStepMode(player);
11035 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11038 if (!tape.use_mouse)
11041 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11042 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11043 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11046 static void SetTapeActionFromMouseAction(byte *tape_action,
11047 struct MouseActionInfo *mouse_action)
11049 if (!tape.use_mouse)
11052 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11053 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11054 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11057 static void CheckLevelTime()
11061 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11062 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11064 if (level.native_em_level->lev->home == 0) /* all players at home */
11066 PlayerWins(local_player);
11068 AllPlayersGone = TRUE;
11070 level.native_em_level->lev->home = -1;
11073 if (level.native_em_level->ply[0]->alive == 0 &&
11074 level.native_em_level->ply[1]->alive == 0 &&
11075 level.native_em_level->ply[2]->alive == 0 &&
11076 level.native_em_level->ply[3]->alive == 0) /* all dead */
11077 AllPlayersGone = TRUE;
11079 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11081 if (game_sp.LevelSolved &&
11082 !game_sp.GameOver) /* game won */
11084 PlayerWins(local_player);
11086 game_sp.GameOver = TRUE;
11088 AllPlayersGone = TRUE;
11091 if (game_sp.GameOver) /* game lost */
11092 AllPlayersGone = TRUE;
11094 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11096 if (game_mm.level_solved &&
11097 !game_mm.game_over) /* game won */
11099 PlayerWins(local_player);
11101 game_mm.game_over = TRUE;
11103 AllPlayersGone = TRUE;
11106 if (game_mm.game_over) /* game lost */
11107 AllPlayersGone = TRUE;
11110 if (TimeFrames >= FRAMES_PER_SECOND)
11115 for (i = 0; i < MAX_PLAYERS; i++)
11117 struct PlayerInfo *player = &stored_player[i];
11119 if (SHIELD_ON(player))
11121 player->shield_normal_time_left--;
11123 if (player->shield_deadly_time_left > 0)
11124 player->shield_deadly_time_left--;
11128 if (!local_player->LevelSolved && !level.use_step_counter)
11136 if (TimeLeft <= 10 && setup.time_limit)
11137 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11139 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11140 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11142 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11144 if (!TimeLeft && setup.time_limit)
11146 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11147 level.native_em_level->lev->killed_out_of_time = TRUE;
11149 for (i = 0; i < MAX_PLAYERS; i++)
11150 KillPlayer(&stored_player[i]);
11153 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11155 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11158 level.native_em_level->lev->time =
11159 (game.no_time_limit ? TimePlayed : TimeLeft);
11162 if (tape.recording || tape.playing)
11163 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11166 if (tape.recording || tape.playing)
11167 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11169 UpdateAndDisplayGameControlValues();
11172 void AdvanceFrameAndPlayerCounters(int player_nr)
11176 /* advance frame counters (global frame counter and time frame counter) */
11180 /* advance player counters (counters for move delay, move animation etc.) */
11181 for (i = 0; i < MAX_PLAYERS; i++)
11183 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11184 int move_delay_value = stored_player[i].move_delay_value;
11185 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11187 if (!advance_player_counters) /* not all players may be affected */
11190 if (move_frames == 0) /* less than one move per game frame */
11192 int stepsize = TILEX / move_delay_value;
11193 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11194 int count = (stored_player[i].is_moving ?
11195 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11197 if (count % delay == 0)
11201 stored_player[i].Frame += move_frames;
11203 if (stored_player[i].MovPos != 0)
11204 stored_player[i].StepFrame += move_frames;
11206 if (stored_player[i].move_delay > 0)
11207 stored_player[i].move_delay--;
11209 /* due to bugs in previous versions, counter must count up, not down */
11210 if (stored_player[i].push_delay != -1)
11211 stored_player[i].push_delay++;
11213 if (stored_player[i].drop_delay > 0)
11214 stored_player[i].drop_delay--;
11216 if (stored_player[i].is_dropping_pressed)
11217 stored_player[i].drop_pressed_delay++;
11221 void StartGameActions(boolean init_network_game, boolean record_tape,
11224 unsigned int new_random_seed = InitRND(random_seed);
11227 TapeStartRecording(new_random_seed);
11229 if (init_network_game)
11231 SendToServer_StartPlaying();
11239 void GameActionsExt()
11242 static unsigned int game_frame_delay = 0;
11244 unsigned int game_frame_delay_value;
11245 byte *recorded_player_action;
11246 byte summarized_player_action = 0;
11247 byte tape_action[MAX_PLAYERS];
11250 /* detect endless loops, caused by custom element programming */
11251 if (recursion_loop_detected && recursion_loop_depth == 0)
11253 char *message = getStringCat3("Internal Error! Element ",
11254 EL_NAME(recursion_loop_element),
11255 " caused endless loop! Quit the game?");
11257 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11258 EL_NAME(recursion_loop_element));
11260 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11262 recursion_loop_detected = FALSE; /* if game should be continued */
11269 if (game.restart_level)
11270 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11272 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11273 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11275 if (level.native_em_level->lev->home == 0) /* all players at home */
11277 PlayerWins(local_player);
11279 AllPlayersGone = TRUE;
11281 level.native_em_level->lev->home = -1;
11284 if (level.native_em_level->ply[0]->alive == 0 &&
11285 level.native_em_level->ply[1]->alive == 0 &&
11286 level.native_em_level->ply[2]->alive == 0 &&
11287 level.native_em_level->ply[3]->alive == 0) /* all dead */
11288 AllPlayersGone = TRUE;
11290 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11292 if (game_sp.LevelSolved &&
11293 !game_sp.GameOver) /* game won */
11295 PlayerWins(local_player);
11297 game_sp.GameOver = TRUE;
11299 AllPlayersGone = TRUE;
11302 if (game_sp.GameOver) /* game lost */
11303 AllPlayersGone = TRUE;
11305 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11307 if (game_mm.level_solved &&
11308 !game_mm.game_over) /* game won */
11310 PlayerWins(local_player);
11312 game_mm.game_over = TRUE;
11314 AllPlayersGone = TRUE;
11317 if (game_mm.game_over) /* game lost */
11318 AllPlayersGone = TRUE;
11321 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11324 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11327 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11330 game_frame_delay_value =
11331 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11333 if (tape.playing && tape.warp_forward && !tape.pausing)
11334 game_frame_delay_value = 0;
11336 SetVideoFrameDelay(game_frame_delay_value);
11340 /* ---------- main game synchronization point ---------- */
11342 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11344 printf("::: skip == %d\n", skip);
11347 /* ---------- main game synchronization point ---------- */
11349 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11353 if (network_playing && !network_player_action_received)
11355 /* try to get network player actions in time */
11357 /* last chance to get network player actions without main loop delay */
11358 HandleNetworking();
11360 /* game was quit by network peer */
11361 if (game_status != GAME_MODE_PLAYING)
11364 if (!network_player_action_received)
11365 return; /* failed to get network player actions in time */
11367 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11373 /* at this point we know that we really continue executing the game */
11375 network_player_action_received = FALSE;
11377 /* when playing tape, read previously recorded player input from tape data */
11378 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11380 local_player->effective_mouse_action = local_player->mouse_action;
11382 if (recorded_player_action != NULL)
11383 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11384 recorded_player_action);
11386 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11390 if (tape.set_centered_player)
11392 game.centered_player_nr_next = tape.centered_player_nr_next;
11393 game.set_centered_player = TRUE;
11396 for (i = 0; i < MAX_PLAYERS; i++)
11398 summarized_player_action |= stored_player[i].action;
11400 if (!network_playing && (game.team_mode || tape.playing))
11401 stored_player[i].effective_action = stored_player[i].action;
11404 if (network_playing)
11405 SendToServer_MovePlayer(summarized_player_action);
11407 // summarize all actions at local players mapped input device position
11408 // (this allows using different input devices in single player mode)
11409 if (!network.enabled && !game.team_mode)
11410 stored_player[map_player_action[local_player->index_nr]].effective_action =
11411 summarized_player_action;
11413 if (tape.recording &&
11415 setup.input_on_focus &&
11416 game.centered_player_nr != -1)
11418 for (i = 0; i < MAX_PLAYERS; i++)
11419 stored_player[i].effective_action =
11420 (i == game.centered_player_nr ? summarized_player_action : 0);
11423 if (recorded_player_action != NULL)
11424 for (i = 0; i < MAX_PLAYERS; i++)
11425 stored_player[i].effective_action = recorded_player_action[i];
11427 for (i = 0; i < MAX_PLAYERS; i++)
11429 tape_action[i] = stored_player[i].effective_action;
11431 /* (this may happen in the RND game engine if a player was not present on
11432 the playfield on level start, but appeared later from a custom element */
11433 if (setup.team_mode &&
11436 !tape.player_participates[i])
11437 tape.player_participates[i] = TRUE;
11440 SetTapeActionFromMouseAction(tape_action,
11441 &local_player->effective_mouse_action);
11443 /* only record actions from input devices, but not programmed actions */
11444 if (tape.recording)
11445 TapeRecordAction(tape_action);
11447 #if USE_NEW_PLAYER_ASSIGNMENTS
11448 // !!! also map player actions in single player mode !!!
11449 // if (game.team_mode)
11452 byte mapped_action[MAX_PLAYERS];
11454 #if DEBUG_PLAYER_ACTIONS
11456 for (i = 0; i < MAX_PLAYERS; i++)
11457 printf(" %d, ", stored_player[i].effective_action);
11460 for (i = 0; i < MAX_PLAYERS; i++)
11461 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11463 for (i = 0; i < MAX_PLAYERS; i++)
11464 stored_player[i].effective_action = mapped_action[i];
11466 #if DEBUG_PLAYER_ACTIONS
11468 for (i = 0; i < MAX_PLAYERS; i++)
11469 printf(" %d, ", stored_player[i].effective_action);
11473 #if DEBUG_PLAYER_ACTIONS
11477 for (i = 0; i < MAX_PLAYERS; i++)
11478 printf(" %d, ", stored_player[i].effective_action);
11484 for (i = 0; i < MAX_PLAYERS; i++)
11486 // allow engine snapshot in case of changed movement attempt
11487 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11488 (stored_player[i].effective_action & KEY_MOTION))
11489 game.snapshot.changed_action = TRUE;
11491 // allow engine snapshot in case of snapping/dropping attempt
11492 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11493 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11494 game.snapshot.changed_action = TRUE;
11496 game.snapshot.last_action[i] = stored_player[i].effective_action;
11499 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11501 GameActions_EM_Main();
11503 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11505 GameActions_SP_Main();
11507 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11509 GameActions_MM_Main();
11513 GameActions_RND_Main();
11516 BlitScreenToBitmap(backbuffer);
11520 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11522 if (global.show_frames_per_second)
11524 static unsigned int fps_counter = 0;
11525 static int fps_frames = 0;
11526 unsigned int fps_delay_ms = Counter() - fps_counter;
11530 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11532 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11535 fps_counter = Counter();
11537 /* always draw FPS to screen after FPS value was updated */
11538 redraw_mask |= REDRAW_FPS;
11541 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11542 if (GetDrawDeactivationMask() == REDRAW_NONE)
11543 redraw_mask |= REDRAW_FPS;
11547 static void GameActions_CheckSaveEngineSnapshot()
11549 if (!game.snapshot.save_snapshot)
11552 // clear flag for saving snapshot _before_ saving snapshot
11553 game.snapshot.save_snapshot = FALSE;
11555 SaveEngineSnapshotToList();
11562 GameActions_CheckSaveEngineSnapshot();
11565 void GameActions_EM_Main()
11567 byte effective_action[MAX_PLAYERS];
11568 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11571 for (i = 0; i < MAX_PLAYERS; i++)
11572 effective_action[i] = stored_player[i].effective_action;
11574 GameActions_EM(effective_action, warp_mode);
11577 void GameActions_SP_Main()
11579 byte effective_action[MAX_PLAYERS];
11580 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11583 for (i = 0; i < MAX_PLAYERS; i++)
11584 effective_action[i] = stored_player[i].effective_action;
11586 GameActions_SP(effective_action, warp_mode);
11588 for (i = 0; i < MAX_PLAYERS; i++)
11590 if (stored_player[i].force_dropping)
11591 stored_player[i].action |= KEY_BUTTON_DROP;
11593 stored_player[i].force_dropping = FALSE;
11597 void GameActions_MM_Main()
11599 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11601 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11604 void GameActions_RND_Main()
11609 void GameActions_RND()
11611 int magic_wall_x = 0, magic_wall_y = 0;
11612 int i, x, y, element, graphic, last_gfx_frame;
11614 InitPlayfieldScanModeVars();
11616 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11618 SCAN_PLAYFIELD(x, y)
11620 ChangeCount[x][y] = 0;
11621 ChangeEvent[x][y] = -1;
11625 if (game.set_centered_player)
11627 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11629 /* switching to "all players" only possible if all players fit to screen */
11630 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11632 game.centered_player_nr_next = game.centered_player_nr;
11633 game.set_centered_player = FALSE;
11636 /* do not switch focus to non-existing (or non-active) player */
11637 if (game.centered_player_nr_next >= 0 &&
11638 !stored_player[game.centered_player_nr_next].active)
11640 game.centered_player_nr_next = game.centered_player_nr;
11641 game.set_centered_player = FALSE;
11645 if (game.set_centered_player &&
11646 ScreenMovPos == 0) /* screen currently aligned at tile position */
11650 if (game.centered_player_nr_next == -1)
11652 setScreenCenteredToAllPlayers(&sx, &sy);
11656 sx = stored_player[game.centered_player_nr_next].jx;
11657 sy = stored_player[game.centered_player_nr_next].jy;
11660 game.centered_player_nr = game.centered_player_nr_next;
11661 game.set_centered_player = FALSE;
11663 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11664 DrawGameDoorValues();
11667 for (i = 0; i < MAX_PLAYERS; i++)
11669 int actual_player_action = stored_player[i].effective_action;
11672 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11673 - rnd_equinox_tetrachloride 048
11674 - rnd_equinox_tetrachloride_ii 096
11675 - rnd_emanuel_schmieg 002
11676 - doctor_sloan_ww 001, 020
11678 if (stored_player[i].MovPos == 0)
11679 CheckGravityMovement(&stored_player[i]);
11682 /* overwrite programmed action with tape action */
11683 if (stored_player[i].programmed_action)
11684 actual_player_action = stored_player[i].programmed_action;
11686 PlayerActions(&stored_player[i], actual_player_action);
11688 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11691 ScrollScreen(NULL, SCROLL_GO_ON);
11693 /* for backwards compatibility, the following code emulates a fixed bug that
11694 occured when pushing elements (causing elements that just made their last
11695 pushing step to already (if possible) make their first falling step in the
11696 same game frame, which is bad); this code is also needed to use the famous
11697 "spring push bug" which is used in older levels and might be wanted to be
11698 used also in newer levels, but in this case the buggy pushing code is only
11699 affecting the "spring" element and no other elements */
11701 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11703 for (i = 0; i < MAX_PLAYERS; i++)
11705 struct PlayerInfo *player = &stored_player[i];
11706 int x = player->jx;
11707 int y = player->jy;
11709 if (player->active && player->is_pushing && player->is_moving &&
11711 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11712 Feld[x][y] == EL_SPRING))
11714 ContinueMoving(x, y);
11716 /* continue moving after pushing (this is actually a bug) */
11717 if (!IS_MOVING(x, y))
11718 Stop[x][y] = FALSE;
11723 SCAN_PLAYFIELD(x, y)
11725 ChangeCount[x][y] = 0;
11726 ChangeEvent[x][y] = -1;
11728 /* this must be handled before main playfield loop */
11729 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11732 if (MovDelay[x][y] <= 0)
11736 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11739 if (MovDelay[x][y] <= 0)
11742 TEST_DrawLevelField(x, y);
11744 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11749 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11751 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11752 printf("GameActions(): This should never happen!\n");
11754 ChangePage[x][y] = -1;
11758 Stop[x][y] = FALSE;
11759 if (WasJustMoving[x][y] > 0)
11760 WasJustMoving[x][y]--;
11761 if (WasJustFalling[x][y] > 0)
11762 WasJustFalling[x][y]--;
11763 if (CheckCollision[x][y] > 0)
11764 CheckCollision[x][y]--;
11765 if (CheckImpact[x][y] > 0)
11766 CheckImpact[x][y]--;
11770 /* reset finished pushing action (not done in ContinueMoving() to allow
11771 continuous pushing animation for elements with zero push delay) */
11772 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11774 ResetGfxAnimation(x, y);
11775 TEST_DrawLevelField(x, y);
11779 if (IS_BLOCKED(x, y))
11783 Blocked2Moving(x, y, &oldx, &oldy);
11784 if (!IS_MOVING(oldx, oldy))
11786 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11787 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11788 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11789 printf("GameActions(): This should never happen!\n");
11795 SCAN_PLAYFIELD(x, y)
11797 element = Feld[x][y];
11798 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11799 last_gfx_frame = GfxFrame[x][y];
11801 ResetGfxFrame(x, y);
11803 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11804 DrawLevelGraphicAnimation(x, y, graphic);
11806 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11807 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11808 ResetRandomAnimationValue(x, y);
11810 SetRandomAnimationValue(x, y);
11812 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11814 if (IS_INACTIVE(element))
11816 if (IS_ANIMATED(graphic))
11817 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11822 /* this may take place after moving, so 'element' may have changed */
11823 if (IS_CHANGING(x, y) &&
11824 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11826 int page = element_info[element].event_page_nr[CE_DELAY];
11828 HandleElementChange(x, y, page);
11830 element = Feld[x][y];
11831 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11834 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11838 element = Feld[x][y];
11839 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11841 if (IS_ANIMATED(graphic) &&
11842 !IS_MOVING(x, y) &&
11844 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11846 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11847 TEST_DrawTwinkleOnField(x, y);
11849 else if (element == EL_ACID)
11852 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11854 else if ((element == EL_EXIT_OPEN ||
11855 element == EL_EM_EXIT_OPEN ||
11856 element == EL_SP_EXIT_OPEN ||
11857 element == EL_STEEL_EXIT_OPEN ||
11858 element == EL_EM_STEEL_EXIT_OPEN ||
11859 element == EL_SP_TERMINAL ||
11860 element == EL_SP_TERMINAL_ACTIVE ||
11861 element == EL_EXTRA_TIME ||
11862 element == EL_SHIELD_NORMAL ||
11863 element == EL_SHIELD_DEADLY) &&
11864 IS_ANIMATED(graphic))
11865 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11866 else if (IS_MOVING(x, y))
11867 ContinueMoving(x, y);
11868 else if (IS_ACTIVE_BOMB(element))
11869 CheckDynamite(x, y);
11870 else if (element == EL_AMOEBA_GROWING)
11871 AmoebeWaechst(x, y);
11872 else if (element == EL_AMOEBA_SHRINKING)
11873 AmoebaDisappearing(x, y);
11875 #if !USE_NEW_AMOEBA_CODE
11876 else if (IS_AMOEBALIVE(element))
11877 AmoebeAbleger(x, y);
11880 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11882 else if (element == EL_EXIT_CLOSED)
11884 else if (element == EL_EM_EXIT_CLOSED)
11886 else if (element == EL_STEEL_EXIT_CLOSED)
11887 CheckExitSteel(x, y);
11888 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11889 CheckExitSteelEM(x, y);
11890 else if (element == EL_SP_EXIT_CLOSED)
11892 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11893 element == EL_EXPANDABLE_STEELWALL_GROWING)
11894 MauerWaechst(x, y);
11895 else if (element == EL_EXPANDABLE_WALL ||
11896 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11897 element == EL_EXPANDABLE_WALL_VERTICAL ||
11898 element == EL_EXPANDABLE_WALL_ANY ||
11899 element == EL_BD_EXPANDABLE_WALL)
11900 MauerAbleger(x, y);
11901 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11902 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11903 element == EL_EXPANDABLE_STEELWALL_ANY)
11904 MauerAblegerStahl(x, y);
11905 else if (element == EL_FLAMES)
11906 CheckForDragon(x, y);
11907 else if (element == EL_EXPLOSION)
11908 ; /* drawing of correct explosion animation is handled separately */
11909 else if (element == EL_ELEMENT_SNAPPING ||
11910 element == EL_DIAGONAL_SHRINKING ||
11911 element == EL_DIAGONAL_GROWING)
11913 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11915 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11917 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11918 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11920 if (IS_BELT_ACTIVE(element))
11921 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11923 if (game.magic_wall_active)
11925 int jx = local_player->jx, jy = local_player->jy;
11927 /* play the element sound at the position nearest to the player */
11928 if ((element == EL_MAGIC_WALL_FULL ||
11929 element == EL_MAGIC_WALL_ACTIVE ||
11930 element == EL_MAGIC_WALL_EMPTYING ||
11931 element == EL_BD_MAGIC_WALL_FULL ||
11932 element == EL_BD_MAGIC_WALL_ACTIVE ||
11933 element == EL_BD_MAGIC_WALL_EMPTYING ||
11934 element == EL_DC_MAGIC_WALL_FULL ||
11935 element == EL_DC_MAGIC_WALL_ACTIVE ||
11936 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11937 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11945 #if USE_NEW_AMOEBA_CODE
11946 /* new experimental amoeba growth stuff */
11947 if (!(FrameCounter % 8))
11949 static unsigned int random = 1684108901;
11951 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11953 x = RND(lev_fieldx);
11954 y = RND(lev_fieldy);
11955 element = Feld[x][y];
11957 if (!IS_PLAYER(x,y) &&
11958 (element == EL_EMPTY ||
11959 CAN_GROW_INTO(element) ||
11960 element == EL_QUICKSAND_EMPTY ||
11961 element == EL_QUICKSAND_FAST_EMPTY ||
11962 element == EL_ACID_SPLASH_LEFT ||
11963 element == EL_ACID_SPLASH_RIGHT))
11965 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11966 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11967 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11968 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11969 Feld[x][y] = EL_AMOEBA_DROP;
11972 random = random * 129 + 1;
11977 game.explosions_delayed = FALSE;
11979 SCAN_PLAYFIELD(x, y)
11981 element = Feld[x][y];
11983 if (ExplodeField[x][y])
11984 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11985 else if (element == EL_EXPLOSION)
11986 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11988 ExplodeField[x][y] = EX_TYPE_NONE;
11991 game.explosions_delayed = TRUE;
11993 if (game.magic_wall_active)
11995 if (!(game.magic_wall_time_left % 4))
11997 int element = Feld[magic_wall_x][magic_wall_y];
11999 if (element == EL_BD_MAGIC_WALL_FULL ||
12000 element == EL_BD_MAGIC_WALL_ACTIVE ||
12001 element == EL_BD_MAGIC_WALL_EMPTYING)
12002 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12003 else if (element == EL_DC_MAGIC_WALL_FULL ||
12004 element == EL_DC_MAGIC_WALL_ACTIVE ||
12005 element == EL_DC_MAGIC_WALL_EMPTYING)
12006 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12008 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12011 if (game.magic_wall_time_left > 0)
12013 game.magic_wall_time_left--;
12015 if (!game.magic_wall_time_left)
12017 SCAN_PLAYFIELD(x, y)
12019 element = Feld[x][y];
12021 if (element == EL_MAGIC_WALL_ACTIVE ||
12022 element == EL_MAGIC_WALL_FULL)
12024 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12025 TEST_DrawLevelField(x, y);
12027 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12028 element == EL_BD_MAGIC_WALL_FULL)
12030 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12031 TEST_DrawLevelField(x, y);
12033 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12034 element == EL_DC_MAGIC_WALL_FULL)
12036 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12037 TEST_DrawLevelField(x, y);
12041 game.magic_wall_active = FALSE;
12046 if (game.light_time_left > 0)
12048 game.light_time_left--;
12050 if (game.light_time_left == 0)
12051 RedrawAllLightSwitchesAndInvisibleElements();
12054 if (game.timegate_time_left > 0)
12056 game.timegate_time_left--;
12058 if (game.timegate_time_left == 0)
12059 CloseAllOpenTimegates();
12062 if (game.lenses_time_left > 0)
12064 game.lenses_time_left--;
12066 if (game.lenses_time_left == 0)
12067 RedrawAllInvisibleElementsForLenses();
12070 if (game.magnify_time_left > 0)
12072 game.magnify_time_left--;
12074 if (game.magnify_time_left == 0)
12075 RedrawAllInvisibleElementsForMagnifier();
12078 for (i = 0; i < MAX_PLAYERS; i++)
12080 struct PlayerInfo *player = &stored_player[i];
12082 if (SHIELD_ON(player))
12084 if (player->shield_deadly_time_left)
12085 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12086 else if (player->shield_normal_time_left)
12087 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12091 #if USE_DELAYED_GFX_REDRAW
12092 SCAN_PLAYFIELD(x, y)
12094 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12096 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12097 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12099 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12100 DrawLevelField(x, y);
12102 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12103 DrawLevelFieldCrumbled(x, y);
12105 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12106 DrawLevelFieldCrumbledNeighbours(x, y);
12108 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12109 DrawTwinkleOnField(x, y);
12112 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12117 PlayAllPlayersSound();
12119 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12121 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12123 local_player->show_envelope = 0;
12126 /* use random number generator in every frame to make it less predictable */
12127 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12131 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12133 int min_x = x, min_y = y, max_x = x, max_y = y;
12136 for (i = 0; i < MAX_PLAYERS; i++)
12138 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12140 if (!stored_player[i].active || &stored_player[i] == player)
12143 min_x = MIN(min_x, jx);
12144 min_y = MIN(min_y, jy);
12145 max_x = MAX(max_x, jx);
12146 max_y = MAX(max_y, jy);
12149 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12152 static boolean AllPlayersInVisibleScreen()
12156 for (i = 0; i < MAX_PLAYERS; i++)
12158 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12160 if (!stored_player[i].active)
12163 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12170 void ScrollLevel(int dx, int dy)
12172 int scroll_offset = 2 * TILEX_VAR;
12175 BlitBitmap(drawto_field, drawto_field,
12176 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12177 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12178 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12179 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12180 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12181 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12185 x = (dx == 1 ? BX1 : BX2);
12186 for (y = BY1; y <= BY2; y++)
12187 DrawScreenField(x, y);
12192 y = (dy == 1 ? BY1 : BY2);
12193 for (x = BX1; x <= BX2; x++)
12194 DrawScreenField(x, y);
12197 redraw_mask |= REDRAW_FIELD;
12200 static boolean canFallDown(struct PlayerInfo *player)
12202 int jx = player->jx, jy = player->jy;
12204 return (IN_LEV_FIELD(jx, jy + 1) &&
12205 (IS_FREE(jx, jy + 1) ||
12206 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12207 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12208 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12211 static boolean canPassField(int x, int y, int move_dir)
12213 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12214 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12215 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12216 int nextx = x + dx;
12217 int nexty = y + dy;
12218 int element = Feld[x][y];
12220 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12221 !CAN_MOVE(element) &&
12222 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12223 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12224 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12227 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12229 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12230 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12231 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12235 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12236 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12237 (IS_DIGGABLE(Feld[newx][newy]) ||
12238 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12239 canPassField(newx, newy, move_dir)));
12242 static void CheckGravityMovement(struct PlayerInfo *player)
12244 if (player->gravity && !player->programmed_action)
12246 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12247 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12248 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12249 int jx = player->jx, jy = player->jy;
12250 boolean player_is_moving_to_valid_field =
12251 (!player_is_snapping &&
12252 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12253 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12254 boolean player_can_fall_down = canFallDown(player);
12256 if (player_can_fall_down &&
12257 !player_is_moving_to_valid_field)
12258 player->programmed_action = MV_DOWN;
12262 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12264 return CheckGravityMovement(player);
12266 if (player->gravity && !player->programmed_action)
12268 int jx = player->jx, jy = player->jy;
12269 boolean field_under_player_is_free =
12270 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12271 boolean player_is_standing_on_valid_field =
12272 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12273 (IS_WALKABLE(Feld[jx][jy]) &&
12274 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12276 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12277 player->programmed_action = MV_DOWN;
12282 MovePlayerOneStep()
12283 -----------------------------------------------------------------------------
12284 dx, dy: direction (non-diagonal) to try to move the player to
12285 real_dx, real_dy: direction as read from input device (can be diagonal)
12288 boolean MovePlayerOneStep(struct PlayerInfo *player,
12289 int dx, int dy, int real_dx, int real_dy)
12291 int jx = player->jx, jy = player->jy;
12292 int new_jx = jx + dx, new_jy = jy + dy;
12294 boolean player_can_move = !player->cannot_move;
12296 if (!player->active || (!dx && !dy))
12297 return MP_NO_ACTION;
12299 player->MovDir = (dx < 0 ? MV_LEFT :
12300 dx > 0 ? MV_RIGHT :
12302 dy > 0 ? MV_DOWN : MV_NONE);
12304 if (!IN_LEV_FIELD(new_jx, new_jy))
12305 return MP_NO_ACTION;
12307 if (!player_can_move)
12309 if (player->MovPos == 0)
12311 player->is_moving = FALSE;
12312 player->is_digging = FALSE;
12313 player->is_collecting = FALSE;
12314 player->is_snapping = FALSE;
12315 player->is_pushing = FALSE;
12319 if (!network.enabled && game.centered_player_nr == -1 &&
12320 !AllPlayersInSight(player, new_jx, new_jy))
12321 return MP_NO_ACTION;
12323 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12324 if (can_move != MP_MOVING)
12327 /* check if DigField() has caused relocation of the player */
12328 if (player->jx != jx || player->jy != jy)
12329 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12331 StorePlayer[jx][jy] = 0;
12332 player->last_jx = jx;
12333 player->last_jy = jy;
12334 player->jx = new_jx;
12335 player->jy = new_jy;
12336 StorePlayer[new_jx][new_jy] = player->element_nr;
12338 if (player->move_delay_value_next != -1)
12340 player->move_delay_value = player->move_delay_value_next;
12341 player->move_delay_value_next = -1;
12345 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12347 player->step_counter++;
12349 PlayerVisit[jx][jy] = FrameCounter;
12351 player->is_moving = TRUE;
12354 /* should better be called in MovePlayer(), but this breaks some tapes */
12355 ScrollPlayer(player, SCROLL_INIT);
12361 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12363 int jx = player->jx, jy = player->jy;
12364 int old_jx = jx, old_jy = jy;
12365 int moved = MP_NO_ACTION;
12367 if (!player->active)
12372 if (player->MovPos == 0)
12374 player->is_moving = FALSE;
12375 player->is_digging = FALSE;
12376 player->is_collecting = FALSE;
12377 player->is_snapping = FALSE;
12378 player->is_pushing = FALSE;
12384 if (player->move_delay > 0)
12387 player->move_delay = -1; /* set to "uninitialized" value */
12389 /* store if player is automatically moved to next field */
12390 player->is_auto_moving = (player->programmed_action != MV_NONE);
12392 /* remove the last programmed player action */
12393 player->programmed_action = 0;
12395 if (player->MovPos)
12397 /* should only happen if pre-1.2 tape recordings are played */
12398 /* this is only for backward compatibility */
12400 int original_move_delay_value = player->move_delay_value;
12403 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12407 /* scroll remaining steps with finest movement resolution */
12408 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12410 while (player->MovPos)
12412 ScrollPlayer(player, SCROLL_GO_ON);
12413 ScrollScreen(NULL, SCROLL_GO_ON);
12415 AdvanceFrameAndPlayerCounters(player->index_nr);
12418 BackToFront_WithFrameDelay(0);
12421 player->move_delay_value = original_move_delay_value;
12424 player->is_active = FALSE;
12426 if (player->last_move_dir & MV_HORIZONTAL)
12428 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12429 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12433 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12434 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12437 if (!moved && !player->is_active)
12439 player->is_moving = FALSE;
12440 player->is_digging = FALSE;
12441 player->is_collecting = FALSE;
12442 player->is_snapping = FALSE;
12443 player->is_pushing = FALSE;
12449 if (moved & MP_MOVING && !ScreenMovPos &&
12450 (player->index_nr == game.centered_player_nr ||
12451 game.centered_player_nr == -1))
12453 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12454 int offset = game.scroll_delay_value;
12456 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12458 /* actual player has left the screen -- scroll in that direction */
12459 if (jx != old_jx) /* player has moved horizontally */
12460 scroll_x += (jx - old_jx);
12461 else /* player has moved vertically */
12462 scroll_y += (jy - old_jy);
12466 if (jx != old_jx) /* player has moved horizontally */
12468 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12469 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12470 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12472 /* don't scroll over playfield boundaries */
12473 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12474 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12476 /* don't scroll more than one field at a time */
12477 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12479 /* don't scroll against the player's moving direction */
12480 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12481 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12482 scroll_x = old_scroll_x;
12484 else /* player has moved vertically */
12486 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12487 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12488 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12490 /* don't scroll over playfield boundaries */
12491 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12492 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12494 /* don't scroll more than one field at a time */
12495 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12497 /* don't scroll against the player's moving direction */
12498 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12499 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12500 scroll_y = old_scroll_y;
12504 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12506 if (!network.enabled && game.centered_player_nr == -1 &&
12507 !AllPlayersInVisibleScreen())
12509 scroll_x = old_scroll_x;
12510 scroll_y = old_scroll_y;
12514 ScrollScreen(player, SCROLL_INIT);
12515 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12520 player->StepFrame = 0;
12522 if (moved & MP_MOVING)
12524 if (old_jx != jx && old_jy == jy)
12525 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12526 else if (old_jx == jx && old_jy != jy)
12527 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12529 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12531 player->last_move_dir = player->MovDir;
12532 player->is_moving = TRUE;
12533 player->is_snapping = FALSE;
12534 player->is_switching = FALSE;
12535 player->is_dropping = FALSE;
12536 player->is_dropping_pressed = FALSE;
12537 player->drop_pressed_delay = 0;
12540 /* should better be called here than above, but this breaks some tapes */
12541 ScrollPlayer(player, SCROLL_INIT);
12546 CheckGravityMovementWhenNotMoving(player);
12548 player->is_moving = FALSE;
12550 /* at this point, the player is allowed to move, but cannot move right now
12551 (e.g. because of something blocking the way) -- ensure that the player
12552 is also allowed to move in the next frame (in old versions before 3.1.1,
12553 the player was forced to wait again for eight frames before next try) */
12555 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12556 player->move_delay = 0; /* allow direct movement in the next frame */
12559 if (player->move_delay == -1) /* not yet initialized by DigField() */
12560 player->move_delay = player->move_delay_value;
12562 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12564 TestIfPlayerTouchesBadThing(jx, jy);
12565 TestIfPlayerTouchesCustomElement(jx, jy);
12568 if (!player->active)
12569 RemovePlayer(player);
12574 void ScrollPlayer(struct PlayerInfo *player, int mode)
12576 int jx = player->jx, jy = player->jy;
12577 int last_jx = player->last_jx, last_jy = player->last_jy;
12578 int move_stepsize = TILEX / player->move_delay_value;
12580 if (!player->active)
12583 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12586 if (mode == SCROLL_INIT)
12588 player->actual_frame_counter = FrameCounter;
12589 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12591 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12592 Feld[last_jx][last_jy] == EL_EMPTY)
12594 int last_field_block_delay = 0; /* start with no blocking at all */
12595 int block_delay_adjustment = player->block_delay_adjustment;
12597 /* if player blocks last field, add delay for exactly one move */
12598 if (player->block_last_field)
12600 last_field_block_delay += player->move_delay_value;
12602 /* when blocking enabled, prevent moving up despite gravity */
12603 if (player->gravity && player->MovDir == MV_UP)
12604 block_delay_adjustment = -1;
12607 /* add block delay adjustment (also possible when not blocking) */
12608 last_field_block_delay += block_delay_adjustment;
12610 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12611 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12614 if (player->MovPos != 0) /* player has not yet reached destination */
12617 else if (!FrameReached(&player->actual_frame_counter, 1))
12620 if (player->MovPos != 0)
12622 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12623 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12625 /* before DrawPlayer() to draw correct player graphic for this case */
12626 if (player->MovPos == 0)
12627 CheckGravityMovement(player);
12630 if (player->MovPos == 0) /* player reached destination field */
12632 if (player->move_delay_reset_counter > 0)
12634 player->move_delay_reset_counter--;
12636 if (player->move_delay_reset_counter == 0)
12638 /* continue with normal speed after quickly moving through gate */
12639 HALVE_PLAYER_SPEED(player);
12641 /* be able to make the next move without delay */
12642 player->move_delay = 0;
12646 player->last_jx = jx;
12647 player->last_jy = jy;
12649 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12650 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12651 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12652 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12653 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12654 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12655 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12656 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12658 ExitPlayer(player);
12660 if ((local_player->friends_still_needed == 0 ||
12661 IS_SP_ELEMENT(Feld[jx][jy])) &&
12663 PlayerWins(local_player);
12666 /* this breaks one level: "machine", level 000 */
12668 int move_direction = player->MovDir;
12669 int enter_side = MV_DIR_OPPOSITE(move_direction);
12670 int leave_side = move_direction;
12671 int old_jx = last_jx;
12672 int old_jy = last_jy;
12673 int old_element = Feld[old_jx][old_jy];
12674 int new_element = Feld[jx][jy];
12676 if (IS_CUSTOM_ELEMENT(old_element))
12677 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12679 player->index_bit, leave_side);
12681 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12682 CE_PLAYER_LEAVES_X,
12683 player->index_bit, leave_side);
12685 if (IS_CUSTOM_ELEMENT(new_element))
12686 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12687 player->index_bit, enter_side);
12689 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12690 CE_PLAYER_ENTERS_X,
12691 player->index_bit, enter_side);
12693 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12694 CE_MOVE_OF_X, move_direction);
12697 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12699 TestIfPlayerTouchesBadThing(jx, jy);
12700 TestIfPlayerTouchesCustomElement(jx, jy);
12702 /* needed because pushed element has not yet reached its destination,
12703 so it would trigger a change event at its previous field location */
12704 if (!player->is_pushing)
12705 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12707 if (!player->active)
12708 RemovePlayer(player);
12711 if (!local_player->LevelSolved && level.use_step_counter)
12721 if (TimeLeft <= 10 && setup.time_limit)
12722 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12724 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12726 DisplayGameControlValues();
12728 if (!TimeLeft && setup.time_limit)
12729 for (i = 0; i < MAX_PLAYERS; i++)
12730 KillPlayer(&stored_player[i]);
12732 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12734 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12736 DisplayGameControlValues();
12740 if (tape.single_step && tape.recording && !tape.pausing &&
12741 !player->programmed_action)
12742 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12744 if (!player->programmed_action)
12745 CheckSaveEngineSnapshot(player);
12749 void ScrollScreen(struct PlayerInfo *player, int mode)
12751 static unsigned int screen_frame_counter = 0;
12753 if (mode == SCROLL_INIT)
12755 /* set scrolling step size according to actual player's moving speed */
12756 ScrollStepSize = TILEX / player->move_delay_value;
12758 screen_frame_counter = FrameCounter;
12759 ScreenMovDir = player->MovDir;
12760 ScreenMovPos = player->MovPos;
12761 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12764 else if (!FrameReached(&screen_frame_counter, 1))
12769 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12770 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12771 redraw_mask |= REDRAW_FIELD;
12774 ScreenMovDir = MV_NONE;
12777 void TestIfPlayerTouchesCustomElement(int x, int y)
12779 static int xy[4][2] =
12786 static int trigger_sides[4][2] =
12788 /* center side border side */
12789 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12790 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12791 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12792 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12794 static int touch_dir[4] =
12796 MV_LEFT | MV_RIGHT,
12801 int center_element = Feld[x][y]; /* should always be non-moving! */
12804 for (i = 0; i < NUM_DIRECTIONS; i++)
12806 int xx = x + xy[i][0];
12807 int yy = y + xy[i][1];
12808 int center_side = trigger_sides[i][0];
12809 int border_side = trigger_sides[i][1];
12810 int border_element;
12812 if (!IN_LEV_FIELD(xx, yy))
12815 if (IS_PLAYER(x, y)) /* player found at center element */
12817 struct PlayerInfo *player = PLAYERINFO(x, y);
12819 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12820 border_element = Feld[xx][yy]; /* may be moving! */
12821 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12822 border_element = Feld[xx][yy];
12823 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12824 border_element = MovingOrBlocked2Element(xx, yy);
12826 continue; /* center and border element do not touch */
12828 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12829 player->index_bit, border_side);
12830 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12831 CE_PLAYER_TOUCHES_X,
12832 player->index_bit, border_side);
12835 /* use player element that is initially defined in the level playfield,
12836 not the player element that corresponds to the runtime player number
12837 (example: a level that contains EL_PLAYER_3 as the only player would
12838 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12839 int player_element = PLAYERINFO(x, y)->initial_element;
12841 CheckElementChangeBySide(xx, yy, border_element, player_element,
12842 CE_TOUCHING_X, border_side);
12845 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12847 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12849 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12851 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12852 continue; /* center and border element do not touch */
12855 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12856 player->index_bit, center_side);
12857 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12858 CE_PLAYER_TOUCHES_X,
12859 player->index_bit, center_side);
12862 /* use player element that is initially defined in the level playfield,
12863 not the player element that corresponds to the runtime player number
12864 (example: a level that contains EL_PLAYER_3 as the only player would
12865 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12866 int player_element = PLAYERINFO(xx, yy)->initial_element;
12868 CheckElementChangeBySide(x, y, center_element, player_element,
12869 CE_TOUCHING_X, center_side);
12877 void TestIfElementTouchesCustomElement(int x, int y)
12879 static int xy[4][2] =
12886 static int trigger_sides[4][2] =
12888 /* center side border side */
12889 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12890 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12891 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12892 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12894 static int touch_dir[4] =
12896 MV_LEFT | MV_RIGHT,
12901 boolean change_center_element = FALSE;
12902 int center_element = Feld[x][y]; /* should always be non-moving! */
12903 int border_element_old[NUM_DIRECTIONS];
12906 for (i = 0; i < NUM_DIRECTIONS; i++)
12908 int xx = x + xy[i][0];
12909 int yy = y + xy[i][1];
12910 int border_element;
12912 border_element_old[i] = -1;
12914 if (!IN_LEV_FIELD(xx, yy))
12917 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12918 border_element = Feld[xx][yy]; /* may be moving! */
12919 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12920 border_element = Feld[xx][yy];
12921 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12922 border_element = MovingOrBlocked2Element(xx, yy);
12924 continue; /* center and border element do not touch */
12926 border_element_old[i] = border_element;
12929 for (i = 0; i < NUM_DIRECTIONS; i++)
12931 int xx = x + xy[i][0];
12932 int yy = y + xy[i][1];
12933 int center_side = trigger_sides[i][0];
12934 int border_element = border_element_old[i];
12936 if (border_element == -1)
12939 /* check for change of border element */
12940 CheckElementChangeBySide(xx, yy, border_element, center_element,
12941 CE_TOUCHING_X, center_side);
12943 /* (center element cannot be player, so we dont have to check this here) */
12946 for (i = 0; i < NUM_DIRECTIONS; i++)
12948 int xx = x + xy[i][0];
12949 int yy = y + xy[i][1];
12950 int border_side = trigger_sides[i][1];
12951 int border_element = border_element_old[i];
12953 if (border_element == -1)
12956 /* check for change of center element (but change it only once) */
12957 if (!change_center_element)
12958 change_center_element =
12959 CheckElementChangeBySide(x, y, center_element, border_element,
12960 CE_TOUCHING_X, border_side);
12962 if (IS_PLAYER(xx, yy))
12964 /* use player element that is initially defined in the level playfield,
12965 not the player element that corresponds to the runtime player number
12966 (example: a level that contains EL_PLAYER_3 as the only player would
12967 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12968 int player_element = PLAYERINFO(xx, yy)->initial_element;
12970 CheckElementChangeBySide(x, y, center_element, player_element,
12971 CE_TOUCHING_X, border_side);
12976 void TestIfElementHitsCustomElement(int x, int y, int direction)
12978 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12979 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12980 int hitx = x + dx, hity = y + dy;
12981 int hitting_element = Feld[x][y];
12982 int touched_element;
12984 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12987 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12988 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12990 if (IN_LEV_FIELD(hitx, hity))
12992 int opposite_direction = MV_DIR_OPPOSITE(direction);
12993 int hitting_side = direction;
12994 int touched_side = opposite_direction;
12995 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12996 MovDir[hitx][hity] != direction ||
12997 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13003 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13004 CE_HITTING_X, touched_side);
13006 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13007 CE_HIT_BY_X, hitting_side);
13009 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13010 CE_HIT_BY_SOMETHING, opposite_direction);
13012 if (IS_PLAYER(hitx, hity))
13014 /* use player element that is initially defined in the level playfield,
13015 not the player element that corresponds to the runtime player number
13016 (example: a level that contains EL_PLAYER_3 as the only player would
13017 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13018 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13020 CheckElementChangeBySide(x, y, hitting_element, player_element,
13021 CE_HITTING_X, touched_side);
13026 /* "hitting something" is also true when hitting the playfield border */
13027 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13028 CE_HITTING_SOMETHING, direction);
13031 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13033 int i, kill_x = -1, kill_y = -1;
13035 int bad_element = -1;
13036 static int test_xy[4][2] =
13043 static int test_dir[4] =
13051 for (i = 0; i < NUM_DIRECTIONS; i++)
13053 int test_x, test_y, test_move_dir, test_element;
13055 test_x = good_x + test_xy[i][0];
13056 test_y = good_y + test_xy[i][1];
13058 if (!IN_LEV_FIELD(test_x, test_y))
13062 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13064 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13066 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13067 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13069 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13070 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13074 bad_element = test_element;
13080 if (kill_x != -1 || kill_y != -1)
13082 if (IS_PLAYER(good_x, good_y))
13084 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13086 if (player->shield_deadly_time_left > 0 &&
13087 !IS_INDESTRUCTIBLE(bad_element))
13088 Bang(kill_x, kill_y);
13089 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13090 KillPlayer(player);
13093 Bang(good_x, good_y);
13097 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13099 int i, kill_x = -1, kill_y = -1;
13100 int bad_element = Feld[bad_x][bad_y];
13101 static int test_xy[4][2] =
13108 static int touch_dir[4] =
13110 MV_LEFT | MV_RIGHT,
13115 static int test_dir[4] =
13123 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13126 for (i = 0; i < NUM_DIRECTIONS; i++)
13128 int test_x, test_y, test_move_dir, test_element;
13130 test_x = bad_x + test_xy[i][0];
13131 test_y = bad_y + test_xy[i][1];
13133 if (!IN_LEV_FIELD(test_x, test_y))
13137 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13139 test_element = Feld[test_x][test_y];
13141 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13142 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13144 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13145 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13147 /* good thing is player or penguin that does not move away */
13148 if (IS_PLAYER(test_x, test_y))
13150 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13152 if (bad_element == EL_ROBOT && player->is_moving)
13153 continue; /* robot does not kill player if he is moving */
13155 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13157 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13158 continue; /* center and border element do not touch */
13166 else if (test_element == EL_PENGUIN)
13176 if (kill_x != -1 || kill_y != -1)
13178 if (IS_PLAYER(kill_x, kill_y))
13180 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13182 if (player->shield_deadly_time_left > 0 &&
13183 !IS_INDESTRUCTIBLE(bad_element))
13184 Bang(bad_x, bad_y);
13185 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13186 KillPlayer(player);
13189 Bang(kill_x, kill_y);
13193 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13195 int bad_element = Feld[bad_x][bad_y];
13196 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13197 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13198 int test_x = bad_x + dx, test_y = bad_y + dy;
13199 int test_move_dir, test_element;
13200 int kill_x = -1, kill_y = -1;
13202 if (!IN_LEV_FIELD(test_x, test_y))
13206 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13208 test_element = Feld[test_x][test_y];
13210 if (test_move_dir != bad_move_dir)
13212 /* good thing can be player or penguin that does not move away */
13213 if (IS_PLAYER(test_x, test_y))
13215 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13217 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13218 player as being hit when he is moving towards the bad thing, because
13219 the "get hit by" condition would be lost after the player stops) */
13220 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13221 return; /* player moves away from bad thing */
13226 else if (test_element == EL_PENGUIN)
13233 if (kill_x != -1 || kill_y != -1)
13235 if (IS_PLAYER(kill_x, kill_y))
13237 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13239 if (player->shield_deadly_time_left > 0 &&
13240 !IS_INDESTRUCTIBLE(bad_element))
13241 Bang(bad_x, bad_y);
13242 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13243 KillPlayer(player);
13246 Bang(kill_x, kill_y);
13250 void TestIfPlayerTouchesBadThing(int x, int y)
13252 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13255 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13257 TestIfGoodThingHitsBadThing(x, y, move_dir);
13260 void TestIfBadThingTouchesPlayer(int x, int y)
13262 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13265 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13267 TestIfBadThingHitsGoodThing(x, y, move_dir);
13270 void TestIfFriendTouchesBadThing(int x, int y)
13272 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13275 void TestIfBadThingTouchesFriend(int x, int y)
13277 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13280 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13282 int i, kill_x = bad_x, kill_y = bad_y;
13283 static int xy[4][2] =
13291 for (i = 0; i < NUM_DIRECTIONS; i++)
13295 x = bad_x + xy[i][0];
13296 y = bad_y + xy[i][1];
13297 if (!IN_LEV_FIELD(x, y))
13300 element = Feld[x][y];
13301 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13302 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13310 if (kill_x != bad_x || kill_y != bad_y)
13311 Bang(bad_x, bad_y);
13314 void KillPlayer(struct PlayerInfo *player)
13316 int jx = player->jx, jy = player->jy;
13318 if (!player->active)
13322 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13323 player->killed, player->active, player->reanimated);
13326 /* the following code was introduced to prevent an infinite loop when calling
13328 -> CheckTriggeredElementChangeExt()
13329 -> ExecuteCustomElementAction()
13331 -> (infinitely repeating the above sequence of function calls)
13332 which occurs when killing the player while having a CE with the setting
13333 "kill player X when explosion of <player X>"; the solution using a new
13334 field "player->killed" was chosen for backwards compatibility, although
13335 clever use of the fields "player->active" etc. would probably also work */
13337 if (player->killed)
13341 player->killed = TRUE;
13343 /* remove accessible field at the player's position */
13344 Feld[jx][jy] = EL_EMPTY;
13346 /* deactivate shield (else Bang()/Explode() would not work right) */
13347 player->shield_normal_time_left = 0;
13348 player->shield_deadly_time_left = 0;
13351 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13352 player->killed, player->active, player->reanimated);
13358 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13359 player->killed, player->active, player->reanimated);
13362 if (player->reanimated) /* killed player may have been reanimated */
13363 player->killed = player->reanimated = FALSE;
13365 BuryPlayer(player);
13368 static void KillPlayerUnlessEnemyProtected(int x, int y)
13370 if (!PLAYER_ENEMY_PROTECTED(x, y))
13371 KillPlayer(PLAYERINFO(x, y));
13374 static void KillPlayerUnlessExplosionProtected(int x, int y)
13376 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13377 KillPlayer(PLAYERINFO(x, y));
13380 void BuryPlayer(struct PlayerInfo *player)
13382 int jx = player->jx, jy = player->jy;
13384 if (!player->active)
13387 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13388 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13390 player->GameOver = TRUE;
13391 RemovePlayer(player);
13394 void RemovePlayer(struct PlayerInfo *player)
13396 int jx = player->jx, jy = player->jy;
13397 int i, found = FALSE;
13399 player->present = FALSE;
13400 player->active = FALSE;
13402 if (!ExplodeField[jx][jy])
13403 StorePlayer[jx][jy] = 0;
13405 if (player->is_moving)
13406 TEST_DrawLevelField(player->last_jx, player->last_jy);
13408 for (i = 0; i < MAX_PLAYERS; i++)
13409 if (stored_player[i].active)
13413 AllPlayersGone = TRUE;
13419 void ExitPlayer(struct PlayerInfo *player)
13421 DrawPlayer(player); /* needed here only to cleanup last field */
13422 RemovePlayer(player);
13424 local_player->players_still_needed--;
13427 static void setFieldForSnapping(int x, int y, int element, int direction)
13429 struct ElementInfo *ei = &element_info[element];
13430 int direction_bit = MV_DIR_TO_BIT(direction);
13431 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13432 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13433 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13435 Feld[x][y] = EL_ELEMENT_SNAPPING;
13436 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13438 ResetGfxAnimation(x, y);
13440 GfxElement[x][y] = element;
13441 GfxAction[x][y] = action;
13442 GfxDir[x][y] = direction;
13443 GfxFrame[x][y] = -1;
13447 =============================================================================
13448 checkDiagonalPushing()
13449 -----------------------------------------------------------------------------
13450 check if diagonal input device direction results in pushing of object
13451 (by checking if the alternative direction is walkable, diggable, ...)
13452 =============================================================================
13455 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13456 int x, int y, int real_dx, int real_dy)
13458 int jx, jy, dx, dy, xx, yy;
13460 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13463 /* diagonal direction: check alternative direction */
13468 xx = jx + (dx == 0 ? real_dx : 0);
13469 yy = jy + (dy == 0 ? real_dy : 0);
13471 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13475 =============================================================================
13477 -----------------------------------------------------------------------------
13478 x, y: field next to player (non-diagonal) to try to dig to
13479 real_dx, real_dy: direction as read from input device (can be diagonal)
13480 =============================================================================
13483 static int DigField(struct PlayerInfo *player,
13484 int oldx, int oldy, int x, int y,
13485 int real_dx, int real_dy, int mode)
13487 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13488 boolean player_was_pushing = player->is_pushing;
13489 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13490 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13491 int jx = oldx, jy = oldy;
13492 int dx = x - jx, dy = y - jy;
13493 int nextx = x + dx, nexty = y + dy;
13494 int move_direction = (dx == -1 ? MV_LEFT :
13495 dx == +1 ? MV_RIGHT :
13497 dy == +1 ? MV_DOWN : MV_NONE);
13498 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13499 int dig_side = MV_DIR_OPPOSITE(move_direction);
13500 int old_element = Feld[jx][jy];
13501 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13504 if (is_player) /* function can also be called by EL_PENGUIN */
13506 if (player->MovPos == 0)
13508 player->is_digging = FALSE;
13509 player->is_collecting = FALSE;
13512 if (player->MovPos == 0) /* last pushing move finished */
13513 player->is_pushing = FALSE;
13515 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13517 player->is_switching = FALSE;
13518 player->push_delay = -1;
13520 return MP_NO_ACTION;
13524 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13525 old_element = Back[jx][jy];
13527 /* in case of element dropped at player position, check background */
13528 else if (Back[jx][jy] != EL_EMPTY &&
13529 game.engine_version >= VERSION_IDENT(2,2,0,0))
13530 old_element = Back[jx][jy];
13532 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13533 return MP_NO_ACTION; /* field has no opening in this direction */
13535 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13536 return MP_NO_ACTION; /* field has no opening in this direction */
13538 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13542 Feld[jx][jy] = player->artwork_element;
13543 InitMovingField(jx, jy, MV_DOWN);
13544 Store[jx][jy] = EL_ACID;
13545 ContinueMoving(jx, jy);
13546 BuryPlayer(player);
13548 return MP_DONT_RUN_INTO;
13551 if (player_can_move && DONT_RUN_INTO(element))
13553 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13555 return MP_DONT_RUN_INTO;
13558 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13559 return MP_NO_ACTION;
13561 collect_count = element_info[element].collect_count_initial;
13563 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13564 return MP_NO_ACTION;
13566 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13567 player_can_move = player_can_move_or_snap;
13569 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13570 game.engine_version >= VERSION_IDENT(2,2,0,0))
13572 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13573 player->index_bit, dig_side);
13574 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13575 player->index_bit, dig_side);
13577 if (element == EL_DC_LANDMINE)
13580 if (Feld[x][y] != element) /* field changed by snapping */
13583 return MP_NO_ACTION;
13586 if (player->gravity && is_player && !player->is_auto_moving &&
13587 canFallDown(player) && move_direction != MV_DOWN &&
13588 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13589 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13591 if (player_can_move &&
13592 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13594 int sound_element = SND_ELEMENT(element);
13595 int sound_action = ACTION_WALKING;
13597 if (IS_RND_GATE(element))
13599 if (!player->key[RND_GATE_NR(element)])
13600 return MP_NO_ACTION;
13602 else if (IS_RND_GATE_GRAY(element))
13604 if (!player->key[RND_GATE_GRAY_NR(element)])
13605 return MP_NO_ACTION;
13607 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13609 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13610 return MP_NO_ACTION;
13612 else if (element == EL_EXIT_OPEN ||
13613 element == EL_EM_EXIT_OPEN ||
13614 element == EL_EM_EXIT_OPENING ||
13615 element == EL_STEEL_EXIT_OPEN ||
13616 element == EL_EM_STEEL_EXIT_OPEN ||
13617 element == EL_EM_STEEL_EXIT_OPENING ||
13618 element == EL_SP_EXIT_OPEN ||
13619 element == EL_SP_EXIT_OPENING)
13621 sound_action = ACTION_PASSING; /* player is passing exit */
13623 else if (element == EL_EMPTY)
13625 sound_action = ACTION_MOVING; /* nothing to walk on */
13628 /* play sound from background or player, whatever is available */
13629 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13630 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13632 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13634 else if (player_can_move &&
13635 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13637 if (!ACCESS_FROM(element, opposite_direction))
13638 return MP_NO_ACTION; /* field not accessible from this direction */
13640 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13641 return MP_NO_ACTION;
13643 if (IS_EM_GATE(element))
13645 if (!player->key[EM_GATE_NR(element)])
13646 return MP_NO_ACTION;
13648 else if (IS_EM_GATE_GRAY(element))
13650 if (!player->key[EM_GATE_GRAY_NR(element)])
13651 return MP_NO_ACTION;
13653 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13655 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13656 return MP_NO_ACTION;
13658 else if (IS_EMC_GATE(element))
13660 if (!player->key[EMC_GATE_NR(element)])
13661 return MP_NO_ACTION;
13663 else if (IS_EMC_GATE_GRAY(element))
13665 if (!player->key[EMC_GATE_GRAY_NR(element)])
13666 return MP_NO_ACTION;
13668 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13670 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13671 return MP_NO_ACTION;
13673 else if (element == EL_DC_GATE_WHITE ||
13674 element == EL_DC_GATE_WHITE_GRAY ||
13675 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13677 if (player->num_white_keys == 0)
13678 return MP_NO_ACTION;
13680 player->num_white_keys--;
13682 else if (IS_SP_PORT(element))
13684 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13685 element == EL_SP_GRAVITY_PORT_RIGHT ||
13686 element == EL_SP_GRAVITY_PORT_UP ||
13687 element == EL_SP_GRAVITY_PORT_DOWN)
13688 player->gravity = !player->gravity;
13689 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13690 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13691 element == EL_SP_GRAVITY_ON_PORT_UP ||
13692 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13693 player->gravity = TRUE;
13694 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13695 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13696 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13697 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13698 player->gravity = FALSE;
13701 /* automatically move to the next field with double speed */
13702 player->programmed_action = move_direction;
13704 if (player->move_delay_reset_counter == 0)
13706 player->move_delay_reset_counter = 2; /* two double speed steps */
13708 DOUBLE_PLAYER_SPEED(player);
13711 PlayLevelSoundAction(x, y, ACTION_PASSING);
13713 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13717 if (mode != DF_SNAP)
13719 GfxElement[x][y] = GFX_ELEMENT(element);
13720 player->is_digging = TRUE;
13723 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13725 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13726 player->index_bit, dig_side);
13728 if (mode == DF_SNAP)
13730 if (level.block_snap_field)
13731 setFieldForSnapping(x, y, element, move_direction);
13733 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13735 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13736 player->index_bit, dig_side);
13739 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13743 if (is_player && mode != DF_SNAP)
13745 GfxElement[x][y] = element;
13746 player->is_collecting = TRUE;
13749 if (element == EL_SPEED_PILL)
13751 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13753 else if (element == EL_EXTRA_TIME && level.time > 0)
13755 TimeLeft += level.extra_time;
13757 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13759 DisplayGameControlValues();
13761 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13763 player->shield_normal_time_left += level.shield_normal_time;
13764 if (element == EL_SHIELD_DEADLY)
13765 player->shield_deadly_time_left += level.shield_deadly_time;
13767 else if (element == EL_DYNAMITE ||
13768 element == EL_EM_DYNAMITE ||
13769 element == EL_SP_DISK_RED)
13771 if (player->inventory_size < MAX_INVENTORY_SIZE)
13772 player->inventory_element[player->inventory_size++] = element;
13774 DrawGameDoorValues();
13776 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13778 player->dynabomb_count++;
13779 player->dynabombs_left++;
13781 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13783 player->dynabomb_size++;
13785 else if (element == EL_DYNABOMB_INCREASE_POWER)
13787 player->dynabomb_xl = TRUE;
13789 else if (IS_KEY(element))
13791 player->key[KEY_NR(element)] = TRUE;
13793 DrawGameDoorValues();
13795 else if (element == EL_DC_KEY_WHITE)
13797 player->num_white_keys++;
13799 /* display white keys? */
13800 /* DrawGameDoorValues(); */
13802 else if (IS_ENVELOPE(element))
13804 player->show_envelope = element;
13806 else if (element == EL_EMC_LENSES)
13808 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13810 RedrawAllInvisibleElementsForLenses();
13812 else if (element == EL_EMC_MAGNIFIER)
13814 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13816 RedrawAllInvisibleElementsForMagnifier();
13818 else if (IS_DROPPABLE(element) ||
13819 IS_THROWABLE(element)) /* can be collected and dropped */
13823 if (collect_count == 0)
13824 player->inventory_infinite_element = element;
13826 for (i = 0; i < collect_count; i++)
13827 if (player->inventory_size < MAX_INVENTORY_SIZE)
13828 player->inventory_element[player->inventory_size++] = element;
13830 DrawGameDoorValues();
13832 else if (collect_count > 0)
13834 local_player->gems_still_needed -= collect_count;
13835 if (local_player->gems_still_needed < 0)
13836 local_player->gems_still_needed = 0;
13838 game.snapshot.collected_item = TRUE;
13840 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13842 DisplayGameControlValues();
13845 RaiseScoreElement(element);
13846 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13849 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13850 player->index_bit, dig_side);
13852 if (mode == DF_SNAP)
13854 if (level.block_snap_field)
13855 setFieldForSnapping(x, y, element, move_direction);
13857 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13859 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13860 player->index_bit, dig_side);
13863 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13865 if (mode == DF_SNAP && element != EL_BD_ROCK)
13866 return MP_NO_ACTION;
13868 if (CAN_FALL(element) && dy)
13869 return MP_NO_ACTION;
13871 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13872 !(element == EL_SPRING && level.use_spring_bug))
13873 return MP_NO_ACTION;
13875 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13876 ((move_direction & MV_VERTICAL &&
13877 ((element_info[element].move_pattern & MV_LEFT &&
13878 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13879 (element_info[element].move_pattern & MV_RIGHT &&
13880 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13881 (move_direction & MV_HORIZONTAL &&
13882 ((element_info[element].move_pattern & MV_UP &&
13883 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13884 (element_info[element].move_pattern & MV_DOWN &&
13885 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13886 return MP_NO_ACTION;
13888 /* do not push elements already moving away faster than player */
13889 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13890 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13891 return MP_NO_ACTION;
13893 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13895 if (player->push_delay_value == -1 || !player_was_pushing)
13896 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13898 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13900 if (player->push_delay_value == -1)
13901 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13903 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13905 if (!player->is_pushing)
13906 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13909 player->is_pushing = TRUE;
13910 player->is_active = TRUE;
13912 if (!(IN_LEV_FIELD(nextx, nexty) &&
13913 (IS_FREE(nextx, nexty) ||
13914 (IS_SB_ELEMENT(element) &&
13915 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13916 (IS_CUSTOM_ELEMENT(element) &&
13917 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13918 return MP_NO_ACTION;
13920 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13921 return MP_NO_ACTION;
13923 if (player->push_delay == -1) /* new pushing; restart delay */
13924 player->push_delay = 0;
13926 if (player->push_delay < player->push_delay_value &&
13927 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13928 element != EL_SPRING && element != EL_BALLOON)
13930 /* make sure that there is no move delay before next try to push */
13931 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13932 player->move_delay = 0;
13934 return MP_NO_ACTION;
13937 if (IS_CUSTOM_ELEMENT(element) &&
13938 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13940 if (!DigFieldByCE(nextx, nexty, element))
13941 return MP_NO_ACTION;
13944 if (IS_SB_ELEMENT(element))
13946 if (element == EL_SOKOBAN_FIELD_FULL)
13948 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13949 local_player->sokobanfields_still_needed++;
13952 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13954 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13955 local_player->sokobanfields_still_needed--;
13958 Feld[x][y] = EL_SOKOBAN_OBJECT;
13960 if (Back[x][y] == Back[nextx][nexty])
13961 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13962 else if (Back[x][y] != 0)
13963 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13966 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13969 if (local_player->sokobanfields_still_needed == 0 &&
13970 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13972 local_player->players_still_needed = 0;
13974 PlayerWins(player);
13976 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13980 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13982 InitMovingField(x, y, move_direction);
13983 GfxAction[x][y] = ACTION_PUSHING;
13985 if (mode == DF_SNAP)
13986 ContinueMoving(x, y);
13988 MovPos[x][y] = (dx != 0 ? dx : dy);
13990 Pushed[x][y] = TRUE;
13991 Pushed[nextx][nexty] = TRUE;
13993 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13994 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13996 player->push_delay_value = -1; /* get new value later */
13998 /* check for element change _after_ element has been pushed */
13999 if (game.use_change_when_pushing_bug)
14001 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14002 player->index_bit, dig_side);
14003 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14004 player->index_bit, dig_side);
14007 else if (IS_SWITCHABLE(element))
14009 if (PLAYER_SWITCHING(player, x, y))
14011 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14012 player->index_bit, dig_side);
14017 player->is_switching = TRUE;
14018 player->switch_x = x;
14019 player->switch_y = y;
14021 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14023 if (element == EL_ROBOT_WHEEL)
14025 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14029 game.robot_wheel_active = TRUE;
14031 TEST_DrawLevelField(x, y);
14033 else if (element == EL_SP_TERMINAL)
14037 SCAN_PLAYFIELD(xx, yy)
14039 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14043 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14045 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14047 ResetGfxAnimation(xx, yy);
14048 TEST_DrawLevelField(xx, yy);
14052 else if (IS_BELT_SWITCH(element))
14054 ToggleBeltSwitch(x, y);
14056 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14057 element == EL_SWITCHGATE_SWITCH_DOWN ||
14058 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14059 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14061 ToggleSwitchgateSwitch(x, y);
14063 else if (element == EL_LIGHT_SWITCH ||
14064 element == EL_LIGHT_SWITCH_ACTIVE)
14066 ToggleLightSwitch(x, y);
14068 else if (element == EL_TIMEGATE_SWITCH ||
14069 element == EL_DC_TIMEGATE_SWITCH)
14071 ActivateTimegateSwitch(x, y);
14073 else if (element == EL_BALLOON_SWITCH_LEFT ||
14074 element == EL_BALLOON_SWITCH_RIGHT ||
14075 element == EL_BALLOON_SWITCH_UP ||
14076 element == EL_BALLOON_SWITCH_DOWN ||
14077 element == EL_BALLOON_SWITCH_NONE ||
14078 element == EL_BALLOON_SWITCH_ANY)
14080 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14081 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14082 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14083 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14084 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14087 else if (element == EL_LAMP)
14089 Feld[x][y] = EL_LAMP_ACTIVE;
14090 local_player->lights_still_needed--;
14092 ResetGfxAnimation(x, y);
14093 TEST_DrawLevelField(x, y);
14095 else if (element == EL_TIME_ORB_FULL)
14097 Feld[x][y] = EL_TIME_ORB_EMPTY;
14099 if (level.time > 0 || level.use_time_orb_bug)
14101 TimeLeft += level.time_orb_time;
14102 game.no_time_limit = FALSE;
14104 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14106 DisplayGameControlValues();
14109 ResetGfxAnimation(x, y);
14110 TEST_DrawLevelField(x, y);
14112 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14113 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14117 game.ball_state = !game.ball_state;
14119 SCAN_PLAYFIELD(xx, yy)
14121 int e = Feld[xx][yy];
14123 if (game.ball_state)
14125 if (e == EL_EMC_MAGIC_BALL)
14126 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14127 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14128 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14132 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14133 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14134 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14135 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14140 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14141 player->index_bit, dig_side);
14143 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14144 player->index_bit, dig_side);
14146 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14147 player->index_bit, dig_side);
14153 if (!PLAYER_SWITCHING(player, x, y))
14155 player->is_switching = TRUE;
14156 player->switch_x = x;
14157 player->switch_y = y;
14159 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14160 player->index_bit, dig_side);
14161 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14162 player->index_bit, dig_side);
14164 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14165 player->index_bit, dig_side);
14166 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14167 player->index_bit, dig_side);
14170 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14171 player->index_bit, dig_side);
14172 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14173 player->index_bit, dig_side);
14175 return MP_NO_ACTION;
14178 player->push_delay = -1;
14180 if (is_player) /* function can also be called by EL_PENGUIN */
14182 if (Feld[x][y] != element) /* really digged/collected something */
14184 player->is_collecting = !player->is_digging;
14185 player->is_active = TRUE;
14192 static boolean DigFieldByCE(int x, int y, int digging_element)
14194 int element = Feld[x][y];
14196 if (!IS_FREE(x, y))
14198 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14199 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14202 /* no element can dig solid indestructible elements */
14203 if (IS_INDESTRUCTIBLE(element) &&
14204 !IS_DIGGABLE(element) &&
14205 !IS_COLLECTIBLE(element))
14208 if (AmoebaNr[x][y] &&
14209 (element == EL_AMOEBA_FULL ||
14210 element == EL_BD_AMOEBA ||
14211 element == EL_AMOEBA_GROWING))
14213 AmoebaCnt[AmoebaNr[x][y]]--;
14214 AmoebaCnt2[AmoebaNr[x][y]]--;
14217 if (IS_MOVING(x, y))
14218 RemoveMovingField(x, y);
14222 TEST_DrawLevelField(x, y);
14225 /* if digged element was about to explode, prevent the explosion */
14226 ExplodeField[x][y] = EX_TYPE_NONE;
14228 PlayLevelSoundAction(x, y, action);
14231 Store[x][y] = EL_EMPTY;
14233 /* this makes it possible to leave the removed element again */
14234 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14235 Store[x][y] = element;
14240 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14242 int jx = player->jx, jy = player->jy;
14243 int x = jx + dx, y = jy + dy;
14244 int snap_direction = (dx == -1 ? MV_LEFT :
14245 dx == +1 ? MV_RIGHT :
14247 dy == +1 ? MV_DOWN : MV_NONE);
14248 boolean can_continue_snapping = (level.continuous_snapping &&
14249 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14251 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14254 if (!player->active || !IN_LEV_FIELD(x, y))
14262 if (player->MovPos == 0)
14263 player->is_pushing = FALSE;
14265 player->is_snapping = FALSE;
14267 if (player->MovPos == 0)
14269 player->is_moving = FALSE;
14270 player->is_digging = FALSE;
14271 player->is_collecting = FALSE;
14277 /* prevent snapping with already pressed snap key when not allowed */
14278 if (player->is_snapping && !can_continue_snapping)
14281 player->MovDir = snap_direction;
14283 if (player->MovPos == 0)
14285 player->is_moving = FALSE;
14286 player->is_digging = FALSE;
14287 player->is_collecting = FALSE;
14290 player->is_dropping = FALSE;
14291 player->is_dropping_pressed = FALSE;
14292 player->drop_pressed_delay = 0;
14294 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14297 player->is_snapping = TRUE;
14298 player->is_active = TRUE;
14300 if (player->MovPos == 0)
14302 player->is_moving = FALSE;
14303 player->is_digging = FALSE;
14304 player->is_collecting = FALSE;
14307 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14308 TEST_DrawLevelField(player->last_jx, player->last_jy);
14310 TEST_DrawLevelField(x, y);
14315 static boolean DropElement(struct PlayerInfo *player)
14317 int old_element, new_element;
14318 int dropx = player->jx, dropy = player->jy;
14319 int drop_direction = player->MovDir;
14320 int drop_side = drop_direction;
14321 int drop_element = get_next_dropped_element(player);
14323 /* do not drop an element on top of another element; when holding drop key
14324 pressed without moving, dropped element must move away before the next
14325 element can be dropped (this is especially important if the next element
14326 is dynamite, which can be placed on background for historical reasons) */
14327 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14330 if (IS_THROWABLE(drop_element))
14332 dropx += GET_DX_FROM_DIR(drop_direction);
14333 dropy += GET_DY_FROM_DIR(drop_direction);
14335 if (!IN_LEV_FIELD(dropx, dropy))
14339 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14340 new_element = drop_element; /* default: no change when dropping */
14342 /* check if player is active, not moving and ready to drop */
14343 if (!player->active || player->MovPos || player->drop_delay > 0)
14346 /* check if player has anything that can be dropped */
14347 if (new_element == EL_UNDEFINED)
14350 /* only set if player has anything that can be dropped */
14351 player->is_dropping_pressed = TRUE;
14353 /* check if drop key was pressed long enough for EM style dynamite */
14354 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14357 /* check if anything can be dropped at the current position */
14358 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14361 /* collected custom elements can only be dropped on empty fields */
14362 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14365 if (old_element != EL_EMPTY)
14366 Back[dropx][dropy] = old_element; /* store old element on this field */
14368 ResetGfxAnimation(dropx, dropy);
14369 ResetRandomAnimationValue(dropx, dropy);
14371 if (player->inventory_size > 0 ||
14372 player->inventory_infinite_element != EL_UNDEFINED)
14374 if (player->inventory_size > 0)
14376 player->inventory_size--;
14378 DrawGameDoorValues();
14380 if (new_element == EL_DYNAMITE)
14381 new_element = EL_DYNAMITE_ACTIVE;
14382 else if (new_element == EL_EM_DYNAMITE)
14383 new_element = EL_EM_DYNAMITE_ACTIVE;
14384 else if (new_element == EL_SP_DISK_RED)
14385 new_element = EL_SP_DISK_RED_ACTIVE;
14388 Feld[dropx][dropy] = new_element;
14390 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14391 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14392 el2img(Feld[dropx][dropy]), 0);
14394 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14396 /* needed if previous element just changed to "empty" in the last frame */
14397 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14399 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14400 player->index_bit, drop_side);
14401 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14403 player->index_bit, drop_side);
14405 TestIfElementTouchesCustomElement(dropx, dropy);
14407 else /* player is dropping a dyna bomb */
14409 player->dynabombs_left--;
14411 Feld[dropx][dropy] = new_element;
14413 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14414 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14415 el2img(Feld[dropx][dropy]), 0);
14417 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14420 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14421 InitField_WithBug1(dropx, dropy, FALSE);
14423 new_element = Feld[dropx][dropy]; /* element might have changed */
14425 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14426 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14428 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14429 MovDir[dropx][dropy] = drop_direction;
14431 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14433 /* do not cause impact style collision by dropping elements that can fall */
14434 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14437 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14438 player->is_dropping = TRUE;
14440 player->drop_pressed_delay = 0;
14441 player->is_dropping_pressed = FALSE;
14443 player->drop_x = dropx;
14444 player->drop_y = dropy;
14449 /* ------------------------------------------------------------------------- */
14450 /* game sound playing functions */
14451 /* ------------------------------------------------------------------------- */
14453 static int *loop_sound_frame = NULL;
14454 static int *loop_sound_volume = NULL;
14456 void InitPlayLevelSound()
14458 int num_sounds = getSoundListSize();
14460 checked_free(loop_sound_frame);
14461 checked_free(loop_sound_volume);
14463 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14464 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14467 static void PlayLevelSound(int x, int y, int nr)
14469 int sx = SCREENX(x), sy = SCREENY(y);
14470 int volume, stereo_position;
14471 int max_distance = 8;
14472 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14474 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14475 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14478 if (!IN_LEV_FIELD(x, y) ||
14479 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14480 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14483 volume = SOUND_MAX_VOLUME;
14485 if (!IN_SCR_FIELD(sx, sy))
14487 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14488 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14490 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14493 stereo_position = (SOUND_MAX_LEFT +
14494 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14495 (SCR_FIELDX + 2 * max_distance));
14497 if (IS_LOOP_SOUND(nr))
14499 /* This assures that quieter loop sounds do not overwrite louder ones,
14500 while restarting sound volume comparison with each new game frame. */
14502 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14505 loop_sound_volume[nr] = volume;
14506 loop_sound_frame[nr] = FrameCounter;
14509 PlaySoundExt(nr, volume, stereo_position, type);
14512 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14514 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14515 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14516 y < LEVELY(BY1) ? LEVELY(BY1) :
14517 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14521 static void PlayLevelSoundAction(int x, int y, int action)
14523 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14526 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14528 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14530 if (sound_effect != SND_UNDEFINED)
14531 PlayLevelSound(x, y, sound_effect);
14534 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14537 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14539 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14540 PlayLevelSound(x, y, sound_effect);
14543 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14545 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14547 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14548 PlayLevelSound(x, y, sound_effect);
14551 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14553 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14555 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14556 StopSound(sound_effect);
14559 static int getLevelMusicNr()
14561 if (levelset.music[level_nr] != MUS_UNDEFINED)
14562 return levelset.music[level_nr]; /* from config file */
14564 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14567 static void FadeLevelSounds()
14572 static void FadeLevelMusic()
14574 int music_nr = getLevelMusicNr();
14575 char *curr_music = getCurrentlyPlayingMusicFilename();
14576 char *next_music = getMusicInfoEntryFilename(music_nr);
14578 if (!strEqual(curr_music, next_music))
14582 void FadeLevelSoundsAndMusic()
14588 static void PlayLevelMusic()
14590 int music_nr = getLevelMusicNr();
14591 char *curr_music = getCurrentlyPlayingMusicFilename();
14592 char *next_music = getMusicInfoEntryFilename(music_nr);
14594 if (!strEqual(curr_music, next_music))
14595 PlayMusic(music_nr);
14598 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14600 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14601 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14602 int x = xx - 1 - offset;
14603 int y = yy - 1 - offset;
14608 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14612 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14616 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14620 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14624 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14628 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14632 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14635 case SAMPLE_android_clone:
14636 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14639 case SAMPLE_android_move:
14640 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14643 case SAMPLE_spring:
14644 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14648 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14652 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14655 case SAMPLE_eater_eat:
14656 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14660 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14663 case SAMPLE_collect:
14664 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14667 case SAMPLE_diamond:
14668 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14671 case SAMPLE_squash:
14672 /* !!! CHECK THIS !!! */
14674 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14676 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14680 case SAMPLE_wonderfall:
14681 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14685 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14689 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14693 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14697 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14701 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14708 case SAMPLE_wonder:
14709 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14713 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14716 case SAMPLE_exit_open:
14717 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14720 case SAMPLE_exit_leave:
14721 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14724 case SAMPLE_dynamite:
14725 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14729 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14733 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14737 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14741 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14745 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14749 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14753 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14758 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14760 int element = map_element_SP_to_RND(element_sp);
14761 int action = map_action_SP_to_RND(action_sp);
14762 int offset = (setup.sp_show_border_elements ? 0 : 1);
14763 int x = xx - offset;
14764 int y = yy - offset;
14766 PlayLevelSoundElementAction(x, y, element, action);
14769 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14771 int element = map_element_MM_to_RND(element_mm);
14772 int action = map_action_MM_to_RND(action_mm);
14774 int x = xx - offset;
14775 int y = yy - offset;
14777 if (!IS_MM_ELEMENT(element))
14778 element = EL_MM_DEFAULT;
14780 PlayLevelSoundElementAction(x, y, element, action);
14783 void PlaySound_MM(int sound_mm)
14785 int sound = map_sound_MM_to_RND(sound_mm);
14787 if (sound == SND_UNDEFINED)
14793 void PlaySoundLoop_MM(int sound_mm)
14795 int sound = map_sound_MM_to_RND(sound_mm);
14797 if (sound == SND_UNDEFINED)
14800 PlaySoundLoop(sound);
14803 void StopSound_MM(int sound_mm)
14805 int sound = map_sound_MM_to_RND(sound_mm);
14807 if (sound == SND_UNDEFINED)
14813 void RaiseScore(int value)
14815 local_player->score += value;
14817 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14819 DisplayGameControlValues();
14822 void RaiseScoreElement(int element)
14827 case EL_BD_DIAMOND:
14828 case EL_EMERALD_YELLOW:
14829 case EL_EMERALD_RED:
14830 case EL_EMERALD_PURPLE:
14831 case EL_SP_INFOTRON:
14832 RaiseScore(level.score[SC_EMERALD]);
14835 RaiseScore(level.score[SC_DIAMOND]);
14838 RaiseScore(level.score[SC_CRYSTAL]);
14841 RaiseScore(level.score[SC_PEARL]);
14844 case EL_BD_BUTTERFLY:
14845 case EL_SP_ELECTRON:
14846 RaiseScore(level.score[SC_BUG]);
14849 case EL_BD_FIREFLY:
14850 case EL_SP_SNIKSNAK:
14851 RaiseScore(level.score[SC_SPACESHIP]);
14854 case EL_DARK_YAMYAM:
14855 RaiseScore(level.score[SC_YAMYAM]);
14858 RaiseScore(level.score[SC_ROBOT]);
14861 RaiseScore(level.score[SC_PACMAN]);
14864 RaiseScore(level.score[SC_NUT]);
14867 case EL_EM_DYNAMITE:
14868 case EL_SP_DISK_RED:
14869 case EL_DYNABOMB_INCREASE_NUMBER:
14870 case EL_DYNABOMB_INCREASE_SIZE:
14871 case EL_DYNABOMB_INCREASE_POWER:
14872 RaiseScore(level.score[SC_DYNAMITE]);
14874 case EL_SHIELD_NORMAL:
14875 case EL_SHIELD_DEADLY:
14876 RaiseScore(level.score[SC_SHIELD]);
14878 case EL_EXTRA_TIME:
14879 RaiseScore(level.extra_time_score);
14893 case EL_DC_KEY_WHITE:
14894 RaiseScore(level.score[SC_KEY]);
14897 RaiseScore(element_info[element].collect_score);
14902 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14904 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14906 /* closing door required in case of envelope style request dialogs */
14908 CloseDoor(DOOR_CLOSE_1);
14910 if (network.enabled)
14911 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14915 FadeSkipNextFadeIn();
14917 SetGameStatus(GAME_MODE_MAIN);
14922 else /* continue playing the game */
14924 if (tape.playing && tape.deactivate_display)
14925 TapeDeactivateDisplayOff(TRUE);
14927 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14929 if (tape.playing && tape.deactivate_display)
14930 TapeDeactivateDisplayOn();
14934 void RequestQuitGame(boolean ask_if_really_quit)
14936 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14937 boolean skip_request = AllPlayersGone || quick_quit;
14939 RequestQuitGameExt(skip_request, quick_quit,
14940 "Do you really want to quit the game?");
14943 void RequestRestartGame(char *message)
14945 game.restart_game_message = NULL;
14947 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14949 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14953 SetGameStatus(GAME_MODE_MAIN);
14960 /* ------------------------------------------------------------------------- */
14961 /* random generator functions */
14962 /* ------------------------------------------------------------------------- */
14964 unsigned int InitEngineRandom_RND(int seed)
14966 game.num_random_calls = 0;
14968 return InitEngineRandom(seed);
14971 unsigned int RND(int max)
14975 game.num_random_calls++;
14977 return GetEngineRandom(max);
14984 /* ------------------------------------------------------------------------- */
14985 /* game engine snapshot handling functions */
14986 /* ------------------------------------------------------------------------- */
14988 struct EngineSnapshotInfo
14990 /* runtime values for custom element collect score */
14991 int collect_score[NUM_CUSTOM_ELEMENTS];
14993 /* runtime values for group element choice position */
14994 int choice_pos[NUM_GROUP_ELEMENTS];
14996 /* runtime values for belt position animations */
14997 int belt_graphic[4][NUM_BELT_PARTS];
14998 int belt_anim_mode[4][NUM_BELT_PARTS];
15001 static struct EngineSnapshotInfo engine_snapshot_rnd;
15002 static char *snapshot_level_identifier = NULL;
15003 static int snapshot_level_nr = -1;
15005 static void SaveEngineSnapshotValues_RND()
15007 static int belt_base_active_element[4] =
15009 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15010 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15011 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15012 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15016 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15018 int element = EL_CUSTOM_START + i;
15020 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15023 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15025 int element = EL_GROUP_START + i;
15027 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15030 for (i = 0; i < 4; i++)
15032 for (j = 0; j < NUM_BELT_PARTS; j++)
15034 int element = belt_base_active_element[i] + j;
15035 int graphic = el2img(element);
15036 int anim_mode = graphic_info[graphic].anim_mode;
15038 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15039 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15044 static void LoadEngineSnapshotValues_RND()
15046 unsigned int num_random_calls = game.num_random_calls;
15049 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15051 int element = EL_CUSTOM_START + i;
15053 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15056 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15058 int element = EL_GROUP_START + i;
15060 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15063 for (i = 0; i < 4; i++)
15065 for (j = 0; j < NUM_BELT_PARTS; j++)
15067 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15068 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15070 graphic_info[graphic].anim_mode = anim_mode;
15074 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15076 InitRND(tape.random_seed);
15077 for (i = 0; i < num_random_calls; i++)
15081 if (game.num_random_calls != num_random_calls)
15083 Error(ERR_INFO, "number of random calls out of sync");
15084 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15085 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15086 Error(ERR_EXIT, "this should not happen -- please debug");
15090 void FreeEngineSnapshotSingle()
15092 FreeSnapshotSingle();
15094 setString(&snapshot_level_identifier, NULL);
15095 snapshot_level_nr = -1;
15098 void FreeEngineSnapshotList()
15100 FreeSnapshotList();
15103 ListNode *SaveEngineSnapshotBuffers()
15105 ListNode *buffers = NULL;
15107 /* copy some special values to a structure better suited for the snapshot */
15109 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15110 SaveEngineSnapshotValues_RND();
15111 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15112 SaveEngineSnapshotValues_EM();
15113 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15114 SaveEngineSnapshotValues_SP(&buffers);
15115 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15116 SaveEngineSnapshotValues_MM(&buffers);
15118 /* save values stored in special snapshot structure */
15120 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15121 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15122 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15123 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15124 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15125 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15126 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15127 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15129 /* save further RND engine values */
15131 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15132 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15133 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15135 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15136 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15137 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15138 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15140 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15141 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15142 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15143 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15144 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15146 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15147 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15148 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15152 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15163 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15196 ListNode *node = engine_snapshot_list_rnd;
15199 while (node != NULL)
15201 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15206 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15212 void SaveEngineSnapshotSingle()
15214 ListNode *buffers = SaveEngineSnapshotBuffers();
15216 /* finally save all snapshot buffers to single snapshot */
15217 SaveSnapshotSingle(buffers);
15219 /* save level identification information */
15220 setString(&snapshot_level_identifier, leveldir_current->identifier);
15221 snapshot_level_nr = level_nr;
15224 boolean CheckSaveEngineSnapshotToList()
15226 boolean save_snapshot =
15227 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15228 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15229 game.snapshot.changed_action) ||
15230 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15231 game.snapshot.collected_item));
15233 game.snapshot.changed_action = FALSE;
15234 game.snapshot.collected_item = FALSE;
15235 game.snapshot.save_snapshot = save_snapshot;
15237 return save_snapshot;
15240 void SaveEngineSnapshotToList()
15242 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15246 ListNode *buffers = SaveEngineSnapshotBuffers();
15248 /* finally save all snapshot buffers to snapshot list */
15249 SaveSnapshotToList(buffers);
15252 void SaveEngineSnapshotToListInitial()
15254 FreeEngineSnapshotList();
15256 SaveEngineSnapshotToList();
15259 void LoadEngineSnapshotValues()
15261 /* restore special values from snapshot structure */
15263 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15264 LoadEngineSnapshotValues_RND();
15265 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15266 LoadEngineSnapshotValues_EM();
15267 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15268 LoadEngineSnapshotValues_SP();
15269 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15270 LoadEngineSnapshotValues_MM();
15273 void LoadEngineSnapshotSingle()
15275 LoadSnapshotSingle();
15277 LoadEngineSnapshotValues();
15280 void LoadEngineSnapshot_Undo(int steps)
15282 LoadSnapshotFromList_Older(steps);
15284 LoadEngineSnapshotValues();
15287 void LoadEngineSnapshot_Redo(int steps)
15289 LoadSnapshotFromList_Newer(steps);
15291 LoadEngineSnapshotValues();
15294 boolean CheckEngineSnapshotSingle()
15296 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15297 snapshot_level_nr == level_nr);
15300 boolean CheckEngineSnapshotList()
15302 return CheckSnapshotList();
15306 /* ---------- new game button stuff ---------------------------------------- */
15313 boolean *setup_value;
15314 boolean allowed_on_tape;
15316 } gamebutton_info[NUM_GAME_BUTTONS] =
15319 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15320 GAME_CTRL_ID_STOP, NULL,
15324 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15325 GAME_CTRL_ID_PAUSE, NULL,
15329 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15330 GAME_CTRL_ID_PLAY, NULL,
15334 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15335 GAME_CTRL_ID_UNDO, NULL,
15339 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15340 GAME_CTRL_ID_REDO, NULL,
15344 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15345 GAME_CTRL_ID_SAVE, NULL,
15349 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15350 GAME_CTRL_ID_PAUSE2, NULL,
15354 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15355 GAME_CTRL_ID_LOAD, NULL,
15359 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15360 GAME_CTRL_ID_PANEL_STOP, NULL,
15364 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15365 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15366 FALSE, "pause game"
15369 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15370 GAME_CTRL_ID_PANEL_PLAY, NULL,
15374 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15375 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15376 TRUE, "background music on/off"
15379 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15380 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15381 TRUE, "sound loops on/off"
15384 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15385 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15386 TRUE, "normal sounds on/off"
15389 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15390 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15391 FALSE, "background music on/off"
15394 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15395 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15396 FALSE, "sound loops on/off"
15399 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15400 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15401 FALSE, "normal sounds on/off"
15405 void CreateGameButtons()
15409 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15411 int graphic = gamebutton_info[i].graphic;
15412 struct GraphicInfo *gfx = &graphic_info[graphic];
15413 struct XY *pos = gamebutton_info[i].pos;
15414 struct GadgetInfo *gi;
15417 unsigned int event_mask;
15418 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15419 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15420 int base_x = (on_tape ? VX : DX);
15421 int base_y = (on_tape ? VY : DY);
15422 int gd_x = gfx->src_x;
15423 int gd_y = gfx->src_y;
15424 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15425 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15426 int gd_xa = gfx->src_x + gfx->active_xoffset;
15427 int gd_ya = gfx->src_y + gfx->active_yoffset;
15428 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15429 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15432 if (gfx->bitmap == NULL)
15434 game_gadget[id] = NULL;
15439 if (id == GAME_CTRL_ID_STOP ||
15440 id == GAME_CTRL_ID_PANEL_STOP ||
15441 id == GAME_CTRL_ID_PLAY ||
15442 id == GAME_CTRL_ID_PANEL_PLAY ||
15443 id == GAME_CTRL_ID_SAVE ||
15444 id == GAME_CTRL_ID_LOAD)
15446 button_type = GD_TYPE_NORMAL_BUTTON;
15448 event_mask = GD_EVENT_RELEASED;
15450 else if (id == GAME_CTRL_ID_UNDO ||
15451 id == GAME_CTRL_ID_REDO)
15453 button_type = GD_TYPE_NORMAL_BUTTON;
15455 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15459 button_type = GD_TYPE_CHECK_BUTTON;
15460 checked = (gamebutton_info[i].setup_value != NULL ?
15461 *gamebutton_info[i].setup_value : FALSE);
15462 event_mask = GD_EVENT_PRESSED;
15465 gi = CreateGadget(GDI_CUSTOM_ID, id,
15466 GDI_IMAGE_ID, graphic,
15467 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15468 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15469 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15470 GDI_WIDTH, gfx->width,
15471 GDI_HEIGHT, gfx->height,
15472 GDI_TYPE, button_type,
15473 GDI_STATE, GD_BUTTON_UNPRESSED,
15474 GDI_CHECKED, checked,
15475 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15476 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15477 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15478 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15479 GDI_DIRECT_DRAW, FALSE,
15480 GDI_EVENT_MASK, event_mask,
15481 GDI_CALLBACK_ACTION, HandleGameButtons,
15485 Error(ERR_EXIT, "cannot create gadget");
15487 game_gadget[id] = gi;
15491 void FreeGameButtons()
15495 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15496 FreeGadget(game_gadget[i]);
15499 static void UnmapGameButtonsAtSamePosition(int id)
15503 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15505 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15506 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15507 UnmapGadget(game_gadget[i]);
15510 static void UnmapGameButtonsAtSamePosition_All()
15512 if (setup.show_snapshot_buttons)
15514 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15515 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15516 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15520 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15521 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15522 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15524 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15525 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15526 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15530 static void MapGameButtonsAtSamePosition(int id)
15534 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15536 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15537 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15538 MapGadget(game_gadget[i]);
15540 UnmapGameButtonsAtSamePosition_All();
15543 void MapUndoRedoButtons()
15545 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15546 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15548 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15549 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15551 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15554 void UnmapUndoRedoButtons()
15556 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15557 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15559 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15560 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15562 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15565 void MapGameButtonsExt(boolean on_tape)
15569 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15570 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15571 i != GAME_CTRL_ID_UNDO &&
15572 i != GAME_CTRL_ID_REDO)
15573 MapGadget(game_gadget[i]);
15575 UnmapGameButtonsAtSamePosition_All();
15577 RedrawGameButtons();
15580 void UnmapGameButtonsExt(boolean on_tape)
15584 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15585 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15586 UnmapGadget(game_gadget[i]);
15589 void RedrawGameButtonsExt(boolean on_tape)
15593 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15594 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15595 RedrawGadget(game_gadget[i]);
15597 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15598 redraw_mask &= ~REDRAW_ALL;
15601 void SetGadgetState(struct GadgetInfo *gi, boolean state)
15606 gi->checked = state;
15609 void RedrawSoundButtonGadget(int id)
15611 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15612 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15613 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15614 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15615 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15616 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15619 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15620 RedrawGadget(game_gadget[id2]);
15623 void MapGameButtons()
15625 MapGameButtonsExt(FALSE);
15628 void UnmapGameButtons()
15630 UnmapGameButtonsExt(FALSE);
15633 void RedrawGameButtons()
15635 RedrawGameButtonsExt(FALSE);
15638 void MapGameButtonsOnTape()
15640 MapGameButtonsExt(TRUE);
15643 void UnmapGameButtonsOnTape()
15645 UnmapGameButtonsExt(TRUE);
15648 void RedrawGameButtonsOnTape()
15650 RedrawGameButtonsExt(TRUE);
15653 void GameUndoRedoExt()
15655 ClearPlayerAction();
15657 tape.pausing = TRUE;
15660 UpdateAndDisplayGameControlValues();
15662 DrawCompleteVideoDisplay();
15663 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15664 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15665 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15670 void GameUndo(int steps)
15672 if (!CheckEngineSnapshotList())
15675 LoadEngineSnapshot_Undo(steps);
15680 void GameRedo(int steps)
15682 if (!CheckEngineSnapshotList())
15685 LoadEngineSnapshot_Redo(steps);
15690 static void HandleGameButtonsExt(int id, int button)
15692 static boolean game_undo_executed = FALSE;
15693 int steps = BUTTON_STEPSIZE(button);
15694 boolean handle_game_buttons =
15695 (game_status == GAME_MODE_PLAYING ||
15696 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15698 if (!handle_game_buttons)
15703 case GAME_CTRL_ID_STOP:
15704 case GAME_CTRL_ID_PANEL_STOP:
15705 if (game_status == GAME_MODE_MAIN)
15711 RequestQuitGame(TRUE);
15715 case GAME_CTRL_ID_PAUSE:
15716 case GAME_CTRL_ID_PAUSE2:
15717 case GAME_CTRL_ID_PANEL_PAUSE:
15718 if (network.enabled && game_status == GAME_MODE_PLAYING)
15721 SendToServer_ContinuePlaying();
15723 SendToServer_PausePlaying();
15726 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15728 game_undo_executed = FALSE;
15732 case GAME_CTRL_ID_PLAY:
15733 case GAME_CTRL_ID_PANEL_PLAY:
15734 if (game_status == GAME_MODE_MAIN)
15736 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15738 else if (tape.pausing)
15740 if (network.enabled)
15741 SendToServer_ContinuePlaying();
15743 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15747 case GAME_CTRL_ID_UNDO:
15748 // Important: When using "save snapshot when collecting an item" mode,
15749 // load last (current) snapshot for first "undo" after pressing "pause"
15750 // (else the last-but-one snapshot would be loaded, because the snapshot
15751 // pointer already points to the last snapshot when pressing "pause",
15752 // which is fine for "every step/move" mode, but not for "every collect")
15753 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15754 !game_undo_executed)
15757 game_undo_executed = TRUE;
15762 case GAME_CTRL_ID_REDO:
15766 case GAME_CTRL_ID_SAVE:
15770 case GAME_CTRL_ID_LOAD:
15774 case SOUND_CTRL_ID_MUSIC:
15775 case SOUND_CTRL_ID_PANEL_MUSIC:
15776 if (setup.sound_music)
15778 setup.sound_music = FALSE;
15782 else if (audio.music_available)
15784 setup.sound = setup.sound_music = TRUE;
15786 SetAudioMode(setup.sound);
15788 if (game_status == GAME_MODE_PLAYING)
15792 RedrawSoundButtonGadget(id);
15796 case SOUND_CTRL_ID_LOOPS:
15797 case SOUND_CTRL_ID_PANEL_LOOPS:
15798 if (setup.sound_loops)
15799 setup.sound_loops = FALSE;
15800 else if (audio.loops_available)
15802 setup.sound = setup.sound_loops = TRUE;
15804 SetAudioMode(setup.sound);
15807 RedrawSoundButtonGadget(id);
15811 case SOUND_CTRL_ID_SIMPLE:
15812 case SOUND_CTRL_ID_PANEL_SIMPLE:
15813 if (setup.sound_simple)
15814 setup.sound_simple = FALSE;
15815 else if (audio.sound_available)
15817 setup.sound = setup.sound_simple = TRUE;
15819 SetAudioMode(setup.sound);
15822 RedrawSoundButtonGadget(id);
15831 static void HandleGameButtons(struct GadgetInfo *gi)
15833 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15836 void HandleSoundButtonKeys(Key key)
15838 if (key == setup.shortcut.sound_simple)
15839 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15840 else if (key == setup.shortcut.sound_loops)
15841 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15842 else if (key == setup.shortcut.sound_music)
15843 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);