1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 // forward declaration for internal use
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 // for detection of endless loops, caused by custom element programming
1123 // (using maximal playfield width x 10 is just a rough approximation)
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 // ----------------------------------------------------------------------------
1153 // definition of elements that automatically change to other elements after
1154 // a specified time, eventually calling a function when changing
1155 // ----------------------------------------------------------------------------
1157 // forward declaration for changer functions
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 // static variables for playfield scan mode (scanning forward or backward)
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 // make sure that stepsize value is always a power of 2
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 // do no immediately change move delay -- the player might just be moving
1623 player->move_delay_value_next = move_delay;
1625 // information if player can move must be set separately
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void 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 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 static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 // not needed to call InitMovDir() -- already done by InitField()!
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 // pos >= 0: get element from bottom of the stack;
2050 // pos < 0: get element from top of the stack
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 static void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 // force update of game controls after initialization
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 // determine panel value width for later calculation of alignment
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 // fill structure for game panel draw order
2143 gpo->sort_priority = pos->sort_priority;
2146 // sort game panel controls according to sort_priority and control number
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 static void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 // first check if it is needed at all to calculate playfield element count
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 static void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 // update game panel control values
2227 // used instead of "level_nr" (for network games)
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 // only one player in Supaplex game engine
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 // update game panel control frames
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 static void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 // copy default game door content to main double buffer
2534 // !!! CHECK AGAIN !!!
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 // redraw game control buttons
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) // use dynamic number of digits
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 // correct text size if "digits" is zero or less
2585 size = strlen(int2str(value, size));
2587 // dynamically correct text alignment
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; // (used for normal state)
2728 int font2 = pos->font_alt; // (used for active state)
2730 font = (active ? font2 : font1);
2739 // don't truncate output if "chars" is zero or less
2742 // dynamically correct text alignment
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2771 static void UpdateGameDoorValues(void)
2773 UpdateGameControlValues();
2777 void DrawGameDoorValues(void)
2779 DisplayGameControlValues();
2783 // ============================================================================
2785 // ----------------------------------------------------------------------------
2786 // initialize game engine due to level / tape version number
2787 // ============================================================================
2789 static void InitGameEngine(void)
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 static int get_num_special_action(int element, int action_first,
3249 int num_special_action = 0;
3252 for (i = action_first; i <= action_last; i++)
3254 boolean found = FALSE;
3256 for (j = 0; j < NUM_DIRECTIONS; j++)
3257 if (el_act_dir2img(element, i, j) !=
3258 el_act_dir2img(element, ACTION_DEFAULT, j))
3262 num_special_action++;
3267 return num_special_action;
3271 // ============================================================================
3273 // ----------------------------------------------------------------------------
3274 // initialize and start new game
3275 // ============================================================================
3277 #if DEBUG_INIT_PLAYER
3278 static void DebugPrintPlayerStatus(char *message)
3285 printf("%s:\n", message);
3287 for (i = 0; i < MAX_PLAYERS; i++)
3289 struct PlayerInfo *player = &stored_player[i];
3291 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3295 player->connected_locally,
3296 player->connected_network,
3299 if (local_player == player)
3300 printf(" (local player)");
3309 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3310 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3311 int fade_mask = REDRAW_FIELD;
3313 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3314 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3315 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3316 int initial_move_dir = MV_DOWN;
3319 // required here to update video display before fading (FIX THIS)
3320 DrawMaskedBorder(REDRAW_DOOR_2);
3322 if (!game.restart_level)
3323 CloseDoor(DOOR_CLOSE_1);
3325 SetGameStatus(GAME_MODE_PLAYING);
3327 if (level_editor_test_game)
3328 FadeSkipNextFadeIn();
3330 FadeSetEnterScreen();
3332 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3333 fade_mask = REDRAW_ALL;
3335 FadeLevelSoundsAndMusic();
3337 ExpireSoundLoops(TRUE);
3341 // needed if different viewport properties defined for playing
3342 ChangeViewportPropertiesIfNeeded();
3346 DrawCompleteVideoDisplay();
3348 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3351 InitGameControlValues();
3353 // don't play tapes over network
3354 network_playing = (network.enabled && !tape.playing);
3356 for (i = 0; i < MAX_PLAYERS; i++)
3358 struct PlayerInfo *player = &stored_player[i];
3360 player->index_nr = i;
3361 player->index_bit = (1 << i);
3362 player->element_nr = EL_PLAYER_1 + i;
3364 player->present = FALSE;
3365 player->active = FALSE;
3366 player->mapped = FALSE;
3368 player->killed = FALSE;
3369 player->reanimated = FALSE;
3372 player->effective_action = 0;
3373 player->programmed_action = 0;
3375 player->mouse_action.lx = 0;
3376 player->mouse_action.ly = 0;
3377 player->mouse_action.button = 0;
3378 player->mouse_action.button_hint = 0;
3380 player->effective_mouse_action.lx = 0;
3381 player->effective_mouse_action.ly = 0;
3382 player->effective_mouse_action.button = 0;
3383 player->effective_mouse_action.button_hint = 0;
3386 player->score_final = 0;
3388 player->health = MAX_HEALTH;
3389 player->health_final = MAX_HEALTH;
3391 player->gems_still_needed = level.gems_needed;
3392 player->sokobanfields_still_needed = 0;
3393 player->lights_still_needed = 0;
3394 player->players_still_needed = 0;
3395 player->friends_still_needed = 0;
3397 for (j = 0; j < MAX_NUM_KEYS; j++)
3398 player->key[j] = FALSE;
3400 player->num_white_keys = 0;
3402 player->dynabomb_count = 0;
3403 player->dynabomb_size = 1;
3404 player->dynabombs_left = 0;
3405 player->dynabomb_xl = FALSE;
3407 player->MovDir = initial_move_dir;
3410 player->GfxDir = initial_move_dir;
3411 player->GfxAction = ACTION_DEFAULT;
3413 player->StepFrame = 0;
3415 player->initial_element = player->element_nr;
3416 player->artwork_element =
3417 (level.use_artwork_element[i] ? level.artwork_element[i] :
3418 player->element_nr);
3419 player->use_murphy = FALSE;
3421 player->block_last_field = FALSE; // initialized in InitPlayerField()
3422 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3424 player->gravity = level.initial_player_gravity[i];
3426 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3428 player->actual_frame_counter = 0;
3430 player->step_counter = 0;
3432 player->last_move_dir = initial_move_dir;
3434 player->is_active = FALSE;
3436 player->is_waiting = FALSE;
3437 player->is_moving = FALSE;
3438 player->is_auto_moving = FALSE;
3439 player->is_digging = FALSE;
3440 player->is_snapping = FALSE;
3441 player->is_collecting = FALSE;
3442 player->is_pushing = FALSE;
3443 player->is_switching = FALSE;
3444 player->is_dropping = FALSE;
3445 player->is_dropping_pressed = FALSE;
3447 player->is_bored = FALSE;
3448 player->is_sleeping = FALSE;
3450 player->was_waiting = TRUE;
3451 player->was_moving = FALSE;
3452 player->was_snapping = FALSE;
3453 player->was_dropping = FALSE;
3455 player->force_dropping = FALSE;
3457 player->frame_counter_bored = -1;
3458 player->frame_counter_sleeping = -1;
3460 player->anim_delay_counter = 0;
3461 player->post_delay_counter = 0;
3463 player->dir_waiting = initial_move_dir;
3464 player->action_waiting = ACTION_DEFAULT;
3465 player->last_action_waiting = ACTION_DEFAULT;
3466 player->special_action_bored = ACTION_DEFAULT;
3467 player->special_action_sleeping = ACTION_DEFAULT;
3469 player->switch_x = -1;
3470 player->switch_y = -1;
3472 player->drop_x = -1;
3473 player->drop_y = -1;
3475 player->show_envelope = 0;
3477 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3479 player->push_delay = -1; // initialized when pushing starts
3480 player->push_delay_value = game.initial_push_delay_value;
3482 player->drop_delay = 0;
3483 player->drop_pressed_delay = 0;
3485 player->last_jx = -1;
3486 player->last_jy = -1;
3490 player->shield_normal_time_left = 0;
3491 player->shield_deadly_time_left = 0;
3493 player->inventory_infinite_element = EL_UNDEFINED;
3494 player->inventory_size = 0;
3496 if (level.use_initial_inventory[i])
3498 for (j = 0; j < level.initial_inventory_size[i]; j++)
3500 int element = level.initial_inventory_content[i][j];
3501 int collect_count = element_info[element].collect_count_initial;
3504 if (!IS_CUSTOM_ELEMENT(element))
3507 if (collect_count == 0)
3508 player->inventory_infinite_element = element;
3510 for (k = 0; k < collect_count; k++)
3511 if (player->inventory_size < MAX_INVENTORY_SIZE)
3512 player->inventory_element[player->inventory_size++] = element;
3516 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3517 SnapField(player, 0, 0);
3519 player->LevelSolved = FALSE;
3520 player->GameOver = FALSE;
3522 player->LevelSolved_GameWon = FALSE;
3523 player->LevelSolved_GameEnd = FALSE;
3524 player->LevelSolved_SaveTape = FALSE;
3525 player->LevelSolved_SaveScore = FALSE;
3527 player->LevelSolved_CountingTime = 0;
3528 player->LevelSolved_CountingScore = 0;
3529 player->LevelSolved_CountingHealth = 0;
3531 map_player_action[i] = i;
3534 network_player_action_received = FALSE;
3536 // initial null action
3537 if (network_playing)
3538 SendToServer_MovePlayer(MV_NONE);
3546 TimeLeft = level.time;
3549 ScreenMovDir = MV_NONE;
3553 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3555 AllPlayersGone = FALSE;
3557 game.panel.active = TRUE;
3559 game.no_time_limit = (level.time == 0);
3561 game.yamyam_content_nr = 0;
3562 game.robot_wheel_active = FALSE;
3563 game.magic_wall_active = FALSE;
3564 game.magic_wall_time_left = 0;
3565 game.light_time_left = 0;
3566 game.timegate_time_left = 0;
3567 game.switchgate_pos = 0;
3568 game.wind_direction = level.wind_direction_initial;
3570 game.lenses_time_left = 0;
3571 game.magnify_time_left = 0;
3573 game.ball_state = level.ball_state_initial;
3574 game.ball_content_nr = 0;
3576 game.explosions_delayed = TRUE;
3578 game.envelope_active = FALSE;
3580 for (i = 0; i < NUM_BELTS; i++)
3582 game.belt_dir[i] = MV_NONE;
3583 game.belt_dir_nr[i] = 3; // not moving, next moving left
3586 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3587 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3589 #if DEBUG_INIT_PLAYER
3590 DebugPrintPlayerStatus("Player status at level initialization");
3593 SCAN_PLAYFIELD(x, y)
3595 Feld[x][y] = Last[x][y] = level.field[x][y];
3596 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3597 ChangeDelay[x][y] = 0;
3598 ChangePage[x][y] = -1;
3599 CustomValue[x][y] = 0; // initialized in InitField()
3600 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3602 WasJustMoving[x][y] = 0;
3603 WasJustFalling[x][y] = 0;
3604 CheckCollision[x][y] = 0;
3605 CheckImpact[x][y] = 0;
3607 Pushed[x][y] = FALSE;
3609 ChangeCount[x][y] = 0;
3610 ChangeEvent[x][y] = -1;
3612 ExplodePhase[x][y] = 0;
3613 ExplodeDelay[x][y] = 0;
3614 ExplodeField[x][y] = EX_TYPE_NONE;
3616 RunnerVisit[x][y] = 0;
3617 PlayerVisit[x][y] = 0;
3620 GfxRandom[x][y] = INIT_GFX_RANDOM();
3621 GfxElement[x][y] = EL_UNDEFINED;
3622 GfxAction[x][y] = ACTION_DEFAULT;
3623 GfxDir[x][y] = MV_NONE;
3624 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3627 SCAN_PLAYFIELD(x, y)
3629 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3631 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3633 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3636 InitField(x, y, TRUE);
3638 ResetGfxAnimation(x, y);
3643 for (i = 0; i < MAX_PLAYERS; i++)
3645 struct PlayerInfo *player = &stored_player[i];
3647 // set number of special actions for bored and sleeping animation
3648 player->num_special_action_bored =
3649 get_num_special_action(player->artwork_element,
3650 ACTION_BORING_1, ACTION_BORING_LAST);
3651 player->num_special_action_sleeping =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3656 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3657 emulate_sb ? EMU_SOKOBAN :
3658 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3660 // initialize type of slippery elements
3661 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3663 if (!IS_CUSTOM_ELEMENT(i))
3665 // default: elements slip down either to the left or right randomly
3666 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3668 // SP style elements prefer to slip down on the left side
3669 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3670 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3672 // BD style elements prefer to slip down on the left side
3673 if (game.emulation == EMU_BOULDERDASH)
3674 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3678 // initialize explosion and ignition delay
3679 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3681 if (!IS_CUSTOM_ELEMENT(i))
3684 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3685 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3686 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3687 int last_phase = (num_phase + 1) * delay;
3688 int half_phase = (num_phase / 2) * delay;
3690 element_info[i].explosion_delay = last_phase - 1;
3691 element_info[i].ignition_delay = half_phase;
3693 if (i == EL_BLACK_ORB)
3694 element_info[i].ignition_delay = 1;
3698 // correct non-moving belts to start moving left
3699 for (i = 0; i < NUM_BELTS; i++)
3700 if (game.belt_dir[i] == MV_NONE)
3701 game.belt_dir_nr[i] = 3; // not moving, next moving left
3703 #if USE_NEW_PLAYER_ASSIGNMENTS
3704 for (i = 0; i < MAX_PLAYERS; i++)
3706 stored_player[i].connected = FALSE;
3708 // in network game mode, the local player might not be the first player
3709 if (stored_player[i].connected_locally)
3710 local_player = &stored_player[i];
3713 if (!network.enabled)
3714 local_player->connected = TRUE;
3718 for (i = 0; i < MAX_PLAYERS; i++)
3719 stored_player[i].connected = tape.player_participates[i];
3721 else if (network.enabled)
3723 // add team mode players connected over the network (needed for correct
3724 // assignment of player figures from level to locally playing players)
3726 for (i = 0; i < MAX_PLAYERS; i++)
3727 if (stored_player[i].connected_network)
3728 stored_player[i].connected = TRUE;
3730 else if (game.team_mode)
3732 // try to guess locally connected team mode players (needed for correct
3733 // assignment of player figures from level to locally playing players)
3735 for (i = 0; i < MAX_PLAYERS; i++)
3736 if (setup.input[i].use_joystick ||
3737 setup.input[i].key.left != KSYM_UNDEFINED)
3738 stored_player[i].connected = TRUE;
3741 #if DEBUG_INIT_PLAYER
3742 DebugPrintPlayerStatus("Player status after level initialization");
3745 #if DEBUG_INIT_PLAYER
3747 printf("Reassigning players ...\n");
3750 // check if any connected player was not found in playfield
3751 for (i = 0; i < MAX_PLAYERS; i++)
3753 struct PlayerInfo *player = &stored_player[i];
3755 if (player->connected && !player->present)
3757 struct PlayerInfo *field_player = NULL;
3759 #if DEBUG_INIT_PLAYER
3761 printf("- looking for field player for player %d ...\n", i + 1);
3764 // assign first free player found that is present in the playfield
3766 // first try: look for unmapped playfield player that is not connected
3767 for (j = 0; j < MAX_PLAYERS; j++)
3768 if (field_player == NULL &&
3769 stored_player[j].present &&
3770 !stored_player[j].mapped &&
3771 !stored_player[j].connected)
3772 field_player = &stored_player[j];
3774 // second try: look for *any* unmapped playfield player
3775 for (j = 0; j < MAX_PLAYERS; j++)
3776 if (field_player == NULL &&
3777 stored_player[j].present &&
3778 !stored_player[j].mapped)
3779 field_player = &stored_player[j];
3781 if (field_player != NULL)
3783 int jx = field_player->jx, jy = field_player->jy;
3785 #if DEBUG_INIT_PLAYER
3787 printf("- found player %d\n", field_player->index_nr + 1);
3790 player->present = FALSE;
3791 player->active = FALSE;
3793 field_player->present = TRUE;
3794 field_player->active = TRUE;
3797 player->initial_element = field_player->initial_element;
3798 player->artwork_element = field_player->artwork_element;
3800 player->block_last_field = field_player->block_last_field;
3801 player->block_delay_adjustment = field_player->block_delay_adjustment;
3804 StorePlayer[jx][jy] = field_player->element_nr;
3806 field_player->jx = field_player->last_jx = jx;
3807 field_player->jy = field_player->last_jy = jy;
3809 if (local_player == player)
3810 local_player = field_player;
3812 map_player_action[field_player->index_nr] = i;
3814 field_player->mapped = TRUE;
3816 #if DEBUG_INIT_PLAYER
3818 printf("- map_player_action[%d] == %d\n",
3819 field_player->index_nr + 1, i + 1);
3824 if (player->connected && player->present)
3825 player->mapped = TRUE;
3828 #if DEBUG_INIT_PLAYER
3829 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3834 // check if any connected player was not found in playfield
3835 for (i = 0; i < MAX_PLAYERS; i++)
3837 struct PlayerInfo *player = &stored_player[i];
3839 if (player->connected && !player->present)
3841 for (j = 0; j < MAX_PLAYERS; j++)
3843 struct PlayerInfo *field_player = &stored_player[j];
3844 int jx = field_player->jx, jy = field_player->jy;
3846 // assign first free player found that is present in the playfield
3847 if (field_player->present && !field_player->connected)
3849 player->present = TRUE;
3850 player->active = TRUE;
3852 field_player->present = FALSE;
3853 field_player->active = FALSE;
3855 player->initial_element = field_player->initial_element;
3856 player->artwork_element = field_player->artwork_element;
3858 player->block_last_field = field_player->block_last_field;
3859 player->block_delay_adjustment = field_player->block_delay_adjustment;
3861 StorePlayer[jx][jy] = player->element_nr;
3863 player->jx = player->last_jx = jx;
3864 player->jy = player->last_jy = jy;
3874 printf("::: local_player->present == %d\n", local_player->present);
3877 // set focus to local player for network games, else to all players
3878 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3879 game.centered_player_nr_next = game.centered_player_nr;
3880 game.set_centered_player = FALSE;
3882 if (network_playing && tape.recording)
3884 // store client dependent player focus when recording network games
3885 tape.centered_player_nr_next = game.centered_player_nr_next;
3886 tape.set_centered_player = TRUE;
3891 // when playing a tape, eliminate all players who do not participate
3893 #if USE_NEW_PLAYER_ASSIGNMENTS
3895 if (!game.team_mode)
3897 for (i = 0; i < MAX_PLAYERS; i++)
3899 if (stored_player[i].active &&
3900 !tape.player_participates[map_player_action[i]])
3902 struct PlayerInfo *player = &stored_player[i];
3903 int jx = player->jx, jy = player->jy;
3905 #if DEBUG_INIT_PLAYER
3907 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3910 player->active = FALSE;
3911 StorePlayer[jx][jy] = 0;
3912 Feld[jx][jy] = EL_EMPTY;
3919 for (i = 0; i < MAX_PLAYERS; i++)
3921 if (stored_player[i].active &&
3922 !tape.player_participates[i])
3924 struct PlayerInfo *player = &stored_player[i];
3925 int jx = player->jx, jy = player->jy;
3927 player->active = FALSE;
3928 StorePlayer[jx][jy] = 0;
3929 Feld[jx][jy] = EL_EMPTY;
3934 else if (!network.enabled && !game.team_mode) // && !tape.playing
3936 // when in single player mode, eliminate all but the local player
3938 for (i = 0; i < MAX_PLAYERS; i++)
3940 struct PlayerInfo *player = &stored_player[i];
3942 if (player->active && player != local_player)
3944 int jx = player->jx, jy = player->jy;
3946 player->active = FALSE;
3947 player->present = FALSE;
3949 StorePlayer[jx][jy] = 0;
3950 Feld[jx][jy] = EL_EMPTY;
3955 for (i = 0; i < MAX_PLAYERS; i++)
3956 if (stored_player[i].active)
3957 local_player->players_still_needed++;
3959 if (level.solved_by_one_player)
3960 local_player->players_still_needed = 1;
3962 // when recording the game, store which players take part in the game
3965 #if USE_NEW_PLAYER_ASSIGNMENTS
3966 for (i = 0; i < MAX_PLAYERS; i++)
3967 if (stored_player[i].connected)
3968 tape.player_participates[i] = TRUE;
3970 for (i = 0; i < MAX_PLAYERS; i++)
3971 if (stored_player[i].active)
3972 tape.player_participates[i] = TRUE;
3976 #if DEBUG_INIT_PLAYER
3977 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3980 if (BorderElement == EL_EMPTY)
3983 SBX_Right = lev_fieldx - SCR_FIELDX;
3985 SBY_Lower = lev_fieldy - SCR_FIELDY;
3990 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3992 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3995 if (full_lev_fieldx <= SCR_FIELDX)
3996 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3997 if (full_lev_fieldy <= SCR_FIELDY)
3998 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4000 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4002 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4005 // if local player not found, look for custom element that might create
4006 // the player (make some assumptions about the right custom element)
4007 if (!local_player->present)
4009 int start_x = 0, start_y = 0;
4010 int found_rating = 0;
4011 int found_element = EL_UNDEFINED;
4012 int player_nr = local_player->index_nr;
4014 SCAN_PLAYFIELD(x, y)
4016 int element = Feld[x][y];
4021 if (level.use_start_element[player_nr] &&
4022 level.start_element[player_nr] == element &&
4029 found_element = element;
4032 if (!IS_CUSTOM_ELEMENT(element))
4035 if (CAN_CHANGE(element))
4037 for (i = 0; i < element_info[element].num_change_pages; i++)
4039 // check for player created from custom element as single target
4040 content = element_info[element].change_page[i].target_element;
4041 is_player = ELEM_IS_PLAYER(content);
4043 if (is_player && (found_rating < 3 ||
4044 (found_rating == 3 && element < found_element)))
4050 found_element = element;
4055 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4057 // check for player created from custom element as explosion content
4058 content = element_info[element].content.e[xx][yy];
4059 is_player = ELEM_IS_PLAYER(content);
4061 if (is_player && (found_rating < 2 ||
4062 (found_rating == 2 && element < found_element)))
4064 start_x = x + xx - 1;
4065 start_y = y + yy - 1;
4068 found_element = element;
4071 if (!CAN_CHANGE(element))
4074 for (i = 0; i < element_info[element].num_change_pages; i++)
4076 // check for player created from custom element as extended target
4078 element_info[element].change_page[i].target_content.e[xx][yy];
4080 is_player = ELEM_IS_PLAYER(content);
4082 if (is_player && (found_rating < 1 ||
4083 (found_rating == 1 && element < found_element)))
4085 start_x = x + xx - 1;
4086 start_y = y + yy - 1;
4089 found_element = element;
4095 scroll_x = SCROLL_POSITION_X(start_x);
4096 scroll_y = SCROLL_POSITION_Y(start_y);
4100 scroll_x = SCROLL_POSITION_X(local_player->jx);
4101 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4104 // !!! FIX THIS (START) !!!
4105 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4107 InitGameEngine_EM();
4109 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4111 InitGameEngine_SP();
4113 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4115 InitGameEngine_MM();
4119 DrawLevel(REDRAW_FIELD);
4122 // after drawing the level, correct some elements
4123 if (game.timegate_time_left == 0)
4124 CloseAllOpenTimegates();
4127 // blit playfield from scroll buffer to normal back buffer for fading in
4128 BlitScreenToBitmap(backbuffer);
4129 // !!! FIX THIS (END) !!!
4131 DrawMaskedBorder(fade_mask);
4136 // full screen redraw is required at this point in the following cases:
4137 // - special editor door undrawn when game was started from level editor
4138 // - drawing area (playfield) was changed and has to be removed completely
4139 redraw_mask = REDRAW_ALL;
4143 if (!game.restart_level)
4145 // copy default game door content to main double buffer
4147 // !!! CHECK AGAIN !!!
4148 SetPanelBackground();
4149 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4150 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4153 SetPanelBackground();
4154 SetDrawBackgroundMask(REDRAW_DOOR_1);
4156 UpdateAndDisplayGameControlValues();
4158 if (!game.restart_level)
4164 CreateGameButtons();
4169 // copy actual game door content to door double buffer for OpenDoor()
4170 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4172 OpenDoor(DOOR_OPEN_ALL);
4174 KeyboardAutoRepeatOffUnlessAutoplay();
4176 #if DEBUG_INIT_PLAYER
4177 DebugPrintPlayerStatus("Player status (final)");
4186 if (!game.restart_level && !tape.playing)
4188 LevelStats_incPlayed(level_nr);
4190 SaveLevelSetup_SeriesInfo();
4193 game.restart_level = FALSE;
4194 game.restart_game_message = NULL;
4195 game.request_active = FALSE;
4197 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4198 InitGameActions_MM();
4200 SaveEngineSnapshotToListInitial();
4202 if (!game.restart_level)
4204 PlaySound(SND_GAME_STARTING);
4206 if (setup.sound_music)
4211 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4212 int actual_player_x, int actual_player_y)
4214 // this is used for non-R'n'D game engines to update certain engine values
4216 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4218 actual_player_x = correctLevelPosX_EM(actual_player_x);
4219 actual_player_y = correctLevelPosY_EM(actual_player_y);
4222 // needed to determine if sounds are played within the visible screen area
4223 scroll_x = actual_scroll_x;
4224 scroll_y = actual_scroll_y;
4226 // needed to get player position for "follow finger" playing input method
4227 local_player->jx = actual_player_x;
4228 local_player->jy = actual_player_y;
4231 void InitMovDir(int x, int y)
4233 int i, element = Feld[x][y];
4234 static int xy[4][2] =
4241 static int direction[3][4] =
4243 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4244 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4245 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4254 Feld[x][y] = EL_BUG;
4255 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4258 case EL_SPACESHIP_RIGHT:
4259 case EL_SPACESHIP_UP:
4260 case EL_SPACESHIP_LEFT:
4261 case EL_SPACESHIP_DOWN:
4262 Feld[x][y] = EL_SPACESHIP;
4263 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4266 case EL_BD_BUTTERFLY_RIGHT:
4267 case EL_BD_BUTTERFLY_UP:
4268 case EL_BD_BUTTERFLY_LEFT:
4269 case EL_BD_BUTTERFLY_DOWN:
4270 Feld[x][y] = EL_BD_BUTTERFLY;
4271 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4274 case EL_BD_FIREFLY_RIGHT:
4275 case EL_BD_FIREFLY_UP:
4276 case EL_BD_FIREFLY_LEFT:
4277 case EL_BD_FIREFLY_DOWN:
4278 Feld[x][y] = EL_BD_FIREFLY;
4279 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4282 case EL_PACMAN_RIGHT:
4284 case EL_PACMAN_LEFT:
4285 case EL_PACMAN_DOWN:
4286 Feld[x][y] = EL_PACMAN;
4287 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4290 case EL_YAMYAM_LEFT:
4291 case EL_YAMYAM_RIGHT:
4293 case EL_YAMYAM_DOWN:
4294 Feld[x][y] = EL_YAMYAM;
4295 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4298 case EL_SP_SNIKSNAK:
4299 MovDir[x][y] = MV_UP;
4302 case EL_SP_ELECTRON:
4303 MovDir[x][y] = MV_LEFT;
4310 Feld[x][y] = EL_MOLE;
4311 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4315 if (IS_CUSTOM_ELEMENT(element))
4317 struct ElementInfo *ei = &element_info[element];
4318 int move_direction_initial = ei->move_direction_initial;
4319 int move_pattern = ei->move_pattern;
4321 if (move_direction_initial == MV_START_PREVIOUS)
4323 if (MovDir[x][y] != MV_NONE)
4326 move_direction_initial = MV_START_AUTOMATIC;
4329 if (move_direction_initial == MV_START_RANDOM)
4330 MovDir[x][y] = 1 << RND(4);
4331 else if (move_direction_initial & MV_ANY_DIRECTION)
4332 MovDir[x][y] = move_direction_initial;
4333 else if (move_pattern == MV_ALL_DIRECTIONS ||
4334 move_pattern == MV_TURNING_LEFT ||
4335 move_pattern == MV_TURNING_RIGHT ||
4336 move_pattern == MV_TURNING_LEFT_RIGHT ||
4337 move_pattern == MV_TURNING_RIGHT_LEFT ||
4338 move_pattern == MV_TURNING_RANDOM)
4339 MovDir[x][y] = 1 << RND(4);
4340 else if (move_pattern == MV_HORIZONTAL)
4341 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4342 else if (move_pattern == MV_VERTICAL)
4343 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4344 else if (move_pattern & MV_ANY_DIRECTION)
4345 MovDir[x][y] = element_info[element].move_pattern;
4346 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4347 move_pattern == MV_ALONG_RIGHT_SIDE)
4349 // use random direction as default start direction
4350 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4351 MovDir[x][y] = 1 << RND(4);
4353 for (i = 0; i < NUM_DIRECTIONS; i++)
4355 int x1 = x + xy[i][0];
4356 int y1 = y + xy[i][1];
4358 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4360 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4361 MovDir[x][y] = direction[0][i];
4363 MovDir[x][y] = direction[1][i];
4372 MovDir[x][y] = 1 << RND(4);
4374 if (element != EL_BUG &&
4375 element != EL_SPACESHIP &&
4376 element != EL_BD_BUTTERFLY &&
4377 element != EL_BD_FIREFLY)
4380 for (i = 0; i < NUM_DIRECTIONS; i++)
4382 int x1 = x + xy[i][0];
4383 int y1 = y + xy[i][1];
4385 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4387 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4389 MovDir[x][y] = direction[0][i];
4392 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4393 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4395 MovDir[x][y] = direction[1][i];
4404 GfxDir[x][y] = MovDir[x][y];
4407 void InitAmoebaNr(int x, int y)
4410 int group_nr = AmoebeNachbarNr(x, y);
4414 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4416 if (AmoebaCnt[i] == 0)
4424 AmoebaNr[x][y] = group_nr;
4425 AmoebaCnt[group_nr]++;
4426 AmoebaCnt2[group_nr]++;
4429 static void PlayerWins(struct PlayerInfo *player)
4431 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4432 local_player->players_still_needed > 0)
4435 player->LevelSolved = TRUE;
4436 player->GameOver = TRUE;
4438 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4439 level.native_em_level->lev->score :
4440 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4443 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4444 MM_HEALTH(game_mm.laser_overload_value) :
4447 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4449 player->LevelSolved_CountingScore = player->score_final;
4450 player->LevelSolved_CountingHealth = player->health_final;
4455 static int time_count_steps;
4456 static int time, time_final;
4457 static int score, score_final;
4458 static int health, health_final;
4459 static int game_over_delay_1 = 0;
4460 static int game_over_delay_2 = 0;
4461 static int game_over_delay_3 = 0;
4462 int game_over_delay_value_1 = 50;
4463 int game_over_delay_value_2 = 25;
4464 int game_over_delay_value_3 = 50;
4466 if (!local_player->LevelSolved_GameWon)
4470 // do not start end game actions before the player stops moving (to exit)
4471 if (local_player->MovPos)
4474 local_player->LevelSolved_GameWon = TRUE;
4475 local_player->LevelSolved_SaveTape = tape.recording;
4476 local_player->LevelSolved_SaveScore = !tape.playing;
4480 LevelStats_incSolved(level_nr);
4482 SaveLevelSetup_SeriesInfo();
4485 if (tape.auto_play) // tape might already be stopped here
4486 tape.auto_play_level_solved = TRUE;
4490 game_over_delay_1 = 0;
4491 game_over_delay_2 = 0;
4492 game_over_delay_3 = game_over_delay_value_3;
4494 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4495 score = score_final = local_player->score_final;
4496 health = health_final = local_player->health_final;
4498 if (level.score[SC_TIME_BONUS] > 0)
4503 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4505 else if (game.no_time_limit && TimePlayed < 999)
4508 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4511 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4513 game_over_delay_1 = game_over_delay_value_1;
4515 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4518 score_final += health * level.score[SC_TIME_BONUS];
4520 game_over_delay_2 = game_over_delay_value_2;
4523 local_player->score_final = score_final;
4524 local_player->health_final = health_final;
4527 if (level_editor_test_game)
4530 score = score_final;
4532 local_player->LevelSolved_CountingTime = time;
4533 local_player->LevelSolved_CountingScore = score;
4535 game_panel_controls[GAME_PANEL_TIME].value = time;
4536 game_panel_controls[GAME_PANEL_SCORE].value = score;
4538 DisplayGameControlValues();
4541 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4543 if (ExitX >= 0 && ExitY >= 0) // local player has left the level
4545 // close exit door after last player
4546 if ((AllPlayersGone &&
4547 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4548 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4549 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4550 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4551 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4553 int element = Feld[ExitX][ExitY];
4555 Feld[ExitX][ExitY] =
4556 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4557 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4558 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4559 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4560 EL_EM_STEEL_EXIT_CLOSING);
4562 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4565 // player disappears
4566 DrawLevelField(ExitX, ExitY);
4569 for (i = 0; i < MAX_PLAYERS; i++)
4571 struct PlayerInfo *player = &stored_player[i];
4573 if (player->present)
4575 RemovePlayer(player);
4577 // player disappears
4578 DrawLevelField(player->jx, player->jy);
4583 PlaySound(SND_GAME_WINNING);
4586 if (game_over_delay_1 > 0)
4588 game_over_delay_1--;
4593 if (time != time_final)
4595 int time_to_go = ABS(time_final - time);
4596 int time_count_dir = (time < time_final ? +1 : -1);
4598 if (time_to_go < time_count_steps)
4599 time_count_steps = 1;
4601 time += time_count_steps * time_count_dir;
4602 score += time_count_steps * level.score[SC_TIME_BONUS];
4604 local_player->LevelSolved_CountingTime = time;
4605 local_player->LevelSolved_CountingScore = score;
4607 game_panel_controls[GAME_PANEL_TIME].value = time;
4608 game_panel_controls[GAME_PANEL_SCORE].value = score;
4610 DisplayGameControlValues();
4612 if (time == time_final)
4613 StopSound(SND_GAME_LEVELTIME_BONUS);
4614 else if (setup.sound_loops)
4615 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4617 PlaySound(SND_GAME_LEVELTIME_BONUS);
4622 if (game_over_delay_2 > 0)
4624 game_over_delay_2--;
4629 if (health != health_final)
4631 int health_count_dir = (health < health_final ? +1 : -1);
4633 health += health_count_dir;
4634 score += level.score[SC_TIME_BONUS];
4636 local_player->LevelSolved_CountingHealth = health;
4637 local_player->LevelSolved_CountingScore = score;
4639 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4640 game_panel_controls[GAME_PANEL_SCORE].value = score;
4642 DisplayGameControlValues();
4644 if (health == health_final)
4645 StopSound(SND_GAME_LEVELTIME_BONUS);
4646 else if (setup.sound_loops)
4647 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4649 PlaySound(SND_GAME_LEVELTIME_BONUS);
4654 game.panel.active = FALSE;
4656 if (game_over_delay_3 > 0)
4658 game_over_delay_3--;
4668 // used instead of "level_nr" (needed for network games)
4669 int last_level_nr = levelset.level_nr;
4672 local_player->LevelSolved_GameEnd = TRUE;
4674 if (local_player->LevelSolved_SaveTape)
4676 // make sure that request dialog to save tape does not open door again
4677 if (!global.use_envelope_request)
4678 CloseDoor(DOOR_CLOSE_1);
4680 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4683 // if no tape is to be saved, close both doors simultaneously
4684 CloseDoor(DOOR_CLOSE_ALL);
4686 if (level_editor_test_game)
4688 SetGameStatus(GAME_MODE_MAIN);
4695 if (!local_player->LevelSolved_SaveScore)
4697 SetGameStatus(GAME_MODE_MAIN);
4704 if (level_nr == leveldir_current->handicap_level)
4706 leveldir_current->handicap_level++;
4708 SaveLevelSetup_SeriesInfo();
4711 if (setup.increment_levels &&
4712 level_nr < leveldir_current->last_level &&
4715 level_nr++; // advance to next level
4716 TapeErase(); // start with empty tape
4718 if (setup.auto_play_next_level)
4720 LoadLevel(level_nr);
4722 SaveLevelSetup_SeriesInfo();
4726 hi_pos = NewHiScore(last_level_nr);
4728 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4730 SetGameStatus(GAME_MODE_SCORES);
4732 DrawHallOfFame(last_level_nr, hi_pos);
4734 else if (setup.auto_play_next_level && setup.increment_levels &&
4735 last_level_nr < leveldir_current->last_level &&
4738 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4742 SetGameStatus(GAME_MODE_MAIN);
4748 int NewHiScore(int level_nr)
4752 boolean one_score_entry_per_name = !program.many_scores_per_name;
4754 LoadScore(level_nr);
4756 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4757 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4760 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4762 if (local_player->score_final > highscore[k].Score)
4764 // player has made it to the hall of fame
4766 if (k < MAX_SCORE_ENTRIES - 1)
4768 int m = MAX_SCORE_ENTRIES - 1;
4770 if (one_score_entry_per_name)
4772 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4773 if (strEqual(setup.player_name, highscore[l].Name))
4776 if (m == k) // player's new highscore overwrites his old one
4780 for (l = m; l > k; l--)
4782 strcpy(highscore[l].Name, highscore[l - 1].Name);
4783 highscore[l].Score = highscore[l - 1].Score;
4789 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4790 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4791 highscore[k].Score = local_player->score_final;
4796 else if (one_score_entry_per_name &&
4797 !strncmp(setup.player_name, highscore[k].Name,
4798 MAX_PLAYER_NAME_LEN))
4799 break; // player already there with a higher score
4803 SaveScore(level_nr);
4808 static int getElementMoveStepsizeExt(int x, int y, int direction)
4810 int element = Feld[x][y];
4811 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4812 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4813 int horiz_move = (dx != 0);
4814 int sign = (horiz_move ? dx : dy);
4815 int step = sign * element_info[element].move_stepsize;
4817 // special values for move stepsize for spring and things on conveyor belt
4820 if (CAN_FALL(element) &&
4821 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4822 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4823 else if (element == EL_SPRING)
4824 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4830 static int getElementMoveStepsize(int x, int y)
4832 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4835 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4837 if (player->GfxAction != action || player->GfxDir != dir)
4839 player->GfxAction = action;
4840 player->GfxDir = dir;
4842 player->StepFrame = 0;
4846 static void ResetGfxFrame(int x, int y)
4848 // profiling showed that "autotest" spends 10~20% of its time in this function
4849 if (DrawingDeactivatedField())
4852 int element = Feld[x][y];
4853 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4855 if (graphic_info[graphic].anim_global_sync)
4856 GfxFrame[x][y] = FrameCounter;
4857 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4858 GfxFrame[x][y] = CustomValue[x][y];
4859 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4860 GfxFrame[x][y] = element_info[element].collect_score;
4861 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4862 GfxFrame[x][y] = ChangeDelay[x][y];
4865 static void ResetGfxAnimation(int x, int y)
4867 GfxAction[x][y] = ACTION_DEFAULT;
4868 GfxDir[x][y] = MovDir[x][y];
4871 ResetGfxFrame(x, y);
4874 static void ResetRandomAnimationValue(int x, int y)
4876 GfxRandom[x][y] = INIT_GFX_RANDOM();
4879 static void InitMovingField(int x, int y, int direction)
4881 int element = Feld[x][y];
4882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4886 boolean is_moving_before, is_moving_after;
4888 // check if element was/is moving or being moved before/after mode change
4889 is_moving_before = (WasJustMoving[x][y] != 0);
4890 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4892 // reset animation only for moving elements which change direction of moving
4893 // or which just started or stopped moving
4894 // (else CEs with property "can move" / "not moving" are reset each frame)
4895 if (is_moving_before != is_moving_after ||
4896 direction != MovDir[x][y])
4897 ResetGfxAnimation(x, y);
4899 MovDir[x][y] = direction;
4900 GfxDir[x][y] = direction;
4902 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4903 direction == MV_DOWN && CAN_FALL(element) ?
4904 ACTION_FALLING : ACTION_MOVING);
4906 // this is needed for CEs with property "can move" / "not moving"
4908 if (is_moving_after)
4910 if (Feld[newx][newy] == EL_EMPTY)
4911 Feld[newx][newy] = EL_BLOCKED;
4913 MovDir[newx][newy] = MovDir[x][y];
4915 CustomValue[newx][newy] = CustomValue[x][y];
4917 GfxFrame[newx][newy] = GfxFrame[x][y];
4918 GfxRandom[newx][newy] = GfxRandom[x][y];
4919 GfxAction[newx][newy] = GfxAction[x][y];
4920 GfxDir[newx][newy] = GfxDir[x][y];
4924 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4926 int direction = MovDir[x][y];
4927 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4928 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4934 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4936 int oldx = x, oldy = y;
4937 int direction = MovDir[x][y];
4939 if (direction == MV_LEFT)
4941 else if (direction == MV_RIGHT)
4943 else if (direction == MV_UP)
4945 else if (direction == MV_DOWN)
4948 *comes_from_x = oldx;
4949 *comes_from_y = oldy;
4952 static int MovingOrBlocked2Element(int x, int y)
4954 int element = Feld[x][y];
4956 if (element == EL_BLOCKED)
4960 Blocked2Moving(x, y, &oldx, &oldy);
4961 return Feld[oldx][oldy];
4967 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4969 // like MovingOrBlocked2Element(), but if element is moving
4970 // and (x,y) is the field the moving element is just leaving,
4971 // return EL_BLOCKED instead of the element value
4972 int element = Feld[x][y];
4974 if (IS_MOVING(x, y))
4976 if (element == EL_BLOCKED)
4980 Blocked2Moving(x, y, &oldx, &oldy);
4981 return Feld[oldx][oldy];
4990 static void RemoveField(int x, int y)
4992 Feld[x][y] = EL_EMPTY;
4998 CustomValue[x][y] = 0;
5001 ChangeDelay[x][y] = 0;
5002 ChangePage[x][y] = -1;
5003 Pushed[x][y] = FALSE;
5005 GfxElement[x][y] = EL_UNDEFINED;
5006 GfxAction[x][y] = ACTION_DEFAULT;
5007 GfxDir[x][y] = MV_NONE;
5010 static void RemoveMovingField(int x, int y)
5012 int oldx = x, oldy = y, newx = x, newy = y;
5013 int element = Feld[x][y];
5014 int next_element = EL_UNDEFINED;
5016 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5019 if (IS_MOVING(x, y))
5021 Moving2Blocked(x, y, &newx, &newy);
5023 if (Feld[newx][newy] != EL_BLOCKED)
5025 // element is moving, but target field is not free (blocked), but
5026 // already occupied by something different (example: acid pool);
5027 // in this case, only remove the moving field, but not the target
5029 RemoveField(oldx, oldy);
5031 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5033 TEST_DrawLevelField(oldx, oldy);
5038 else if (element == EL_BLOCKED)
5040 Blocked2Moving(x, y, &oldx, &oldy);
5041 if (!IS_MOVING(oldx, oldy))
5045 if (element == EL_BLOCKED &&
5046 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5047 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5048 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5049 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5050 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5051 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5052 next_element = get_next_element(Feld[oldx][oldy]);
5054 RemoveField(oldx, oldy);
5055 RemoveField(newx, newy);
5057 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5059 if (next_element != EL_UNDEFINED)
5060 Feld[oldx][oldy] = next_element;
5062 TEST_DrawLevelField(oldx, oldy);
5063 TEST_DrawLevelField(newx, newy);
5066 void DrawDynamite(int x, int y)
5068 int sx = SCREENX(x), sy = SCREENY(y);
5069 int graphic = el2img(Feld[x][y]);
5072 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5075 if (IS_WALKABLE_INSIDE(Back[x][y]))
5079 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5080 else if (Store[x][y])
5081 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5083 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5085 if (Back[x][y] || Store[x][y])
5086 DrawGraphicThruMask(sx, sy, graphic, frame);
5088 DrawGraphic(sx, sy, graphic, frame);
5091 static void CheckDynamite(int x, int y)
5093 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5097 if (MovDelay[x][y] != 0)
5100 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5106 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5111 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5113 boolean num_checked_players = 0;
5116 for (i = 0; i < MAX_PLAYERS; i++)
5118 if (stored_player[i].active)
5120 int sx = stored_player[i].jx;
5121 int sy = stored_player[i].jy;
5123 if (num_checked_players == 0)
5130 *sx1 = MIN(*sx1, sx);
5131 *sy1 = MIN(*sy1, sy);
5132 *sx2 = MAX(*sx2, sx);
5133 *sy2 = MAX(*sy2, sy);
5136 num_checked_players++;
5141 static boolean checkIfAllPlayersFitToScreen_RND(void)
5143 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5145 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5147 return (sx2 - sx1 < SCR_FIELDX &&
5148 sy2 - sy1 < SCR_FIELDY);
5151 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5153 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5155 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5157 *sx = (sx1 + sx2) / 2;
5158 *sy = (sy1 + sy2) / 2;
5161 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5162 boolean center_screen, boolean quick_relocation)
5164 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5165 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5166 boolean no_delay = (tape.warp_forward);
5167 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5168 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5169 int new_scroll_x, new_scroll_y;
5171 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5173 // case 1: quick relocation inside visible screen (without scrolling)
5180 if (!level.shifted_relocation || center_screen)
5182 // relocation _with_ centering of screen
5184 new_scroll_x = SCROLL_POSITION_X(x);
5185 new_scroll_y = SCROLL_POSITION_Y(y);
5189 // relocation _without_ centering of screen
5191 int center_scroll_x = SCROLL_POSITION_X(old_x);
5192 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5193 int offset_x = x + (scroll_x - center_scroll_x);
5194 int offset_y = y + (scroll_y - center_scroll_y);
5196 // for new screen position, apply previous offset to center position
5197 new_scroll_x = SCROLL_POSITION_X(offset_x);
5198 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5201 if (quick_relocation)
5203 // case 2: quick relocation (redraw without visible scrolling)
5205 scroll_x = new_scroll_x;
5206 scroll_y = new_scroll_y;
5213 // case 3: visible relocation (with scrolling to new position)
5215 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5217 SetVideoFrameDelay(wait_delay_value);
5219 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5222 int fx = FX, fy = FY;
5224 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5225 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5227 if (dx == 0 && dy == 0) // no scrolling needed at all
5233 fx += dx * TILEX / 2;
5234 fy += dy * TILEY / 2;
5236 ScrollLevel(dx, dy);
5239 // scroll in two steps of half tile size to make things smoother
5240 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5242 // scroll second step to align at full tile size
5243 BlitScreenToBitmap(window);
5249 SetVideoFrameDelay(frame_delay_value_old);
5252 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5254 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5255 int player_nr = GET_PLAYER_NR(el_player);
5256 struct PlayerInfo *player = &stored_player[player_nr];
5257 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5258 boolean no_delay = (tape.warp_forward);
5259 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5260 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5261 int old_jx = player->jx;
5262 int old_jy = player->jy;
5263 int old_element = Feld[old_jx][old_jy];
5264 int element = Feld[jx][jy];
5265 boolean player_relocated = (old_jx != jx || old_jy != jy);
5267 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5268 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5269 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5270 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5271 int leave_side_horiz = move_dir_horiz;
5272 int leave_side_vert = move_dir_vert;
5273 int enter_side = enter_side_horiz | enter_side_vert;
5274 int leave_side = leave_side_horiz | leave_side_vert;
5276 if (player->GameOver) // do not reanimate dead player
5279 if (!player_relocated) // no need to relocate the player
5282 if (IS_PLAYER(jx, jy)) // player already placed at new position
5284 RemoveField(jx, jy); // temporarily remove newly placed player
5285 DrawLevelField(jx, jy);
5288 if (player->present)
5290 while (player->MovPos)
5292 ScrollPlayer(player, SCROLL_GO_ON);
5293 ScrollScreen(NULL, SCROLL_GO_ON);
5295 AdvanceFrameAndPlayerCounters(player->index_nr);
5299 BackToFront_WithFrameDelay(wait_delay_value);
5302 DrawPlayer(player); // needed here only to cleanup last field
5303 DrawLevelField(player->jx, player->jy); // remove player graphic
5305 player->is_moving = FALSE;
5308 if (IS_CUSTOM_ELEMENT(old_element))
5309 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5311 player->index_bit, leave_side);
5313 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5315 player->index_bit, leave_side);
5317 Feld[jx][jy] = el_player;
5318 InitPlayerField(jx, jy, el_player, TRUE);
5320 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5321 possible that the relocation target field did not contain a player element,
5322 but a walkable element, to which the new player was relocated -- in this
5323 case, restore that (already initialized!) element on the player field */
5324 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5326 Feld[jx][jy] = element; // restore previously existing element
5329 // only visually relocate centered player
5330 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5331 FALSE, level.instant_relocation);
5333 TestIfPlayerTouchesBadThing(jx, jy);
5334 TestIfPlayerTouchesCustomElement(jx, jy);
5336 if (IS_CUSTOM_ELEMENT(element))
5337 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5338 player->index_bit, enter_side);
5340 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5341 player->index_bit, enter_side);
5343 if (player->is_switching)
5345 /* ensure that relocation while still switching an element does not cause
5346 a new element to be treated as also switched directly after relocation
5347 (this is important for teleporter switches that teleport the player to
5348 a place where another teleporter switch is in the same direction, which
5349 would then incorrectly be treated as immediately switched before the
5350 direction key that caused the switch was released) */
5352 player->switch_x += jx - old_jx;
5353 player->switch_y += jy - old_jy;
5357 static void Explode(int ex, int ey, int phase, int mode)
5363 // !!! eliminate this variable !!!
5364 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5366 if (game.explosions_delayed)
5368 ExplodeField[ex][ey] = mode;
5372 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5374 int center_element = Feld[ex][ey];
5375 int artwork_element, explosion_element; // set these values later
5377 // remove things displayed in background while burning dynamite
5378 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5381 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5383 // put moving element to center field (and let it explode there)
5384 center_element = MovingOrBlocked2Element(ex, ey);
5385 RemoveMovingField(ex, ey);
5386 Feld[ex][ey] = center_element;
5389 // now "center_element" is finally determined -- set related values now
5390 artwork_element = center_element; // for custom player artwork
5391 explosion_element = center_element; // for custom player artwork
5393 if (IS_PLAYER(ex, ey))
5395 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5397 artwork_element = stored_player[player_nr].artwork_element;
5399 if (level.use_explosion_element[player_nr])
5401 explosion_element = level.explosion_element[player_nr];
5402 artwork_element = explosion_element;
5406 if (mode == EX_TYPE_NORMAL ||
5407 mode == EX_TYPE_CENTER ||
5408 mode == EX_TYPE_CROSS)
5409 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5411 last_phase = element_info[explosion_element].explosion_delay + 1;
5413 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5415 int xx = x - ex + 1;
5416 int yy = y - ey + 1;
5419 if (!IN_LEV_FIELD(x, y) ||
5420 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5421 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5424 element = Feld[x][y];
5426 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5428 element = MovingOrBlocked2Element(x, y);
5430 if (!IS_EXPLOSION_PROOF(element))
5431 RemoveMovingField(x, y);
5434 // indestructible elements can only explode in center (but not flames)
5435 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5436 mode == EX_TYPE_BORDER)) ||
5437 element == EL_FLAMES)
5440 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5441 behaviour, for example when touching a yamyam that explodes to rocks
5442 with active deadly shield, a rock is created under the player !!! */
5443 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5445 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5446 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5447 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5449 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5452 if (IS_ACTIVE_BOMB(element))
5454 // re-activate things under the bomb like gate or penguin
5455 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5462 // save walkable background elements while explosion on same tile
5463 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5464 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5465 Back[x][y] = element;
5467 // ignite explodable elements reached by other explosion
5468 if (element == EL_EXPLOSION)
5469 element = Store2[x][y];
5471 if (AmoebaNr[x][y] &&
5472 (element == EL_AMOEBA_FULL ||
5473 element == EL_BD_AMOEBA ||
5474 element == EL_AMOEBA_GROWING))
5476 AmoebaCnt[AmoebaNr[x][y]]--;
5477 AmoebaCnt2[AmoebaNr[x][y]]--;
5482 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5484 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5486 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5488 if (PLAYERINFO(ex, ey)->use_murphy)
5489 Store[x][y] = EL_EMPTY;
5492 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5493 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5494 else if (ELEM_IS_PLAYER(center_element))
5495 Store[x][y] = EL_EMPTY;
5496 else if (center_element == EL_YAMYAM)
5497 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5498 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5499 Store[x][y] = element_info[center_element].content.e[xx][yy];
5501 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5502 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5503 // otherwise) -- FIX THIS !!!
5504 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5505 Store[x][y] = element_info[element].content.e[1][1];
5507 else if (!CAN_EXPLODE(element))
5508 Store[x][y] = element_info[element].content.e[1][1];
5511 Store[x][y] = EL_EMPTY;
5513 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5514 center_element == EL_AMOEBA_TO_DIAMOND)
5515 Store2[x][y] = element;
5517 Feld[x][y] = EL_EXPLOSION;
5518 GfxElement[x][y] = artwork_element;
5520 ExplodePhase[x][y] = 1;
5521 ExplodeDelay[x][y] = last_phase;
5526 if (center_element == EL_YAMYAM)
5527 game.yamyam_content_nr =
5528 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5540 GfxFrame[x][y] = 0; // restart explosion animation
5542 last_phase = ExplodeDelay[x][y];
5544 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5546 // this can happen if the player leaves an explosion just in time
5547 if (GfxElement[x][y] == EL_UNDEFINED)
5548 GfxElement[x][y] = EL_EMPTY;
5550 border_element = Store2[x][y];
5551 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5552 border_element = StorePlayer[x][y];
5554 if (phase == element_info[border_element].ignition_delay ||
5555 phase == last_phase)
5557 boolean border_explosion = FALSE;
5559 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5560 !PLAYER_EXPLOSION_PROTECTED(x, y))
5562 KillPlayerUnlessExplosionProtected(x, y);
5563 border_explosion = TRUE;
5565 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5567 Feld[x][y] = Store2[x][y];
5570 border_explosion = TRUE;
5572 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5574 AmoebeUmwandeln(x, y);
5576 border_explosion = TRUE;
5579 // if an element just explodes due to another explosion (chain-reaction),
5580 // do not immediately end the new explosion when it was the last frame of
5581 // the explosion (as it would be done in the following "if"-statement!)
5582 if (border_explosion && phase == last_phase)
5586 if (phase == last_phase)
5590 element = Feld[x][y] = Store[x][y];
5591 Store[x][y] = Store2[x][y] = 0;
5592 GfxElement[x][y] = EL_UNDEFINED;
5594 // player can escape from explosions and might therefore be still alive
5595 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5596 element <= EL_PLAYER_IS_EXPLODING_4)
5598 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5599 int explosion_element = EL_PLAYER_1 + player_nr;
5600 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5601 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5603 if (level.use_explosion_element[player_nr])
5604 explosion_element = level.explosion_element[player_nr];
5606 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5607 element_info[explosion_element].content.e[xx][yy]);
5610 // restore probably existing indestructible background element
5611 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5612 element = Feld[x][y] = Back[x][y];
5615 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5616 GfxDir[x][y] = MV_NONE;
5617 ChangeDelay[x][y] = 0;
5618 ChangePage[x][y] = -1;
5620 CustomValue[x][y] = 0;
5622 InitField_WithBug2(x, y, FALSE);
5624 TEST_DrawLevelField(x, y);
5626 TestIfElementTouchesCustomElement(x, y);
5628 if (GFX_CRUMBLED(element))
5629 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5631 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5632 StorePlayer[x][y] = 0;
5634 if (ELEM_IS_PLAYER(element))
5635 RelocatePlayer(x, y, element);
5637 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5639 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5640 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5643 TEST_DrawLevelFieldCrumbled(x, y);
5645 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5647 DrawLevelElement(x, y, Back[x][y]);
5648 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5650 else if (IS_WALKABLE_UNDER(Back[x][y]))
5652 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5653 DrawLevelElementThruMask(x, y, Back[x][y]);
5655 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5656 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5660 static void DynaExplode(int ex, int ey)
5663 int dynabomb_element = Feld[ex][ey];
5664 int dynabomb_size = 1;
5665 boolean dynabomb_xl = FALSE;
5666 struct PlayerInfo *player;
5667 static int xy[4][2] =
5675 if (IS_ACTIVE_BOMB(dynabomb_element))
5677 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5678 dynabomb_size = player->dynabomb_size;
5679 dynabomb_xl = player->dynabomb_xl;
5680 player->dynabombs_left++;
5683 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5685 for (i = 0; i < NUM_DIRECTIONS; i++)
5687 for (j = 1; j <= dynabomb_size; j++)
5689 int x = ex + j * xy[i][0];
5690 int y = ey + j * xy[i][1];
5693 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5696 element = Feld[x][y];
5698 // do not restart explosions of fields with active bombs
5699 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5702 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5704 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5705 !IS_DIGGABLE(element) && !dynabomb_xl)
5711 void Bang(int x, int y)
5713 int element = MovingOrBlocked2Element(x, y);
5714 int explosion_type = EX_TYPE_NORMAL;
5716 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5718 struct PlayerInfo *player = PLAYERINFO(x, y);
5720 element = Feld[x][y] = player->initial_element;
5722 if (level.use_explosion_element[player->index_nr])
5724 int explosion_element = level.explosion_element[player->index_nr];
5726 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5727 explosion_type = EX_TYPE_CROSS;
5728 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5729 explosion_type = EX_TYPE_CENTER;
5737 case EL_BD_BUTTERFLY:
5740 case EL_DARK_YAMYAM:
5744 RaiseScoreElement(element);
5747 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5748 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5749 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5750 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5751 case EL_DYNABOMB_INCREASE_NUMBER:
5752 case EL_DYNABOMB_INCREASE_SIZE:
5753 case EL_DYNABOMB_INCREASE_POWER:
5754 explosion_type = EX_TYPE_DYNA;
5757 case EL_DC_LANDMINE:
5758 explosion_type = EX_TYPE_CENTER;
5763 case EL_LAMP_ACTIVE:
5764 case EL_AMOEBA_TO_DIAMOND:
5765 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5766 explosion_type = EX_TYPE_CENTER;
5770 if (element_info[element].explosion_type == EXPLODES_CROSS)
5771 explosion_type = EX_TYPE_CROSS;
5772 else if (element_info[element].explosion_type == EXPLODES_1X1)
5773 explosion_type = EX_TYPE_CENTER;
5777 if (explosion_type == EX_TYPE_DYNA)
5780 Explode(x, y, EX_PHASE_START, explosion_type);
5782 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5785 static void SplashAcid(int x, int y)
5787 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5788 (!IN_LEV_FIELD(x - 1, y - 2) ||
5789 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5790 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5792 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5793 (!IN_LEV_FIELD(x + 1, y - 2) ||
5794 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5795 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5797 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5800 static void InitBeltMovement(void)
5802 static int belt_base_element[4] =
5804 EL_CONVEYOR_BELT_1_LEFT,
5805 EL_CONVEYOR_BELT_2_LEFT,
5806 EL_CONVEYOR_BELT_3_LEFT,
5807 EL_CONVEYOR_BELT_4_LEFT
5809 static int belt_base_active_element[4] =
5811 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5812 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5813 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5819 // set frame order for belt animation graphic according to belt direction
5820 for (i = 0; i < NUM_BELTS; i++)
5824 for (j = 0; j < NUM_BELT_PARTS; j++)
5826 int element = belt_base_active_element[belt_nr] + j;
5827 int graphic_1 = el2img(element);
5828 int graphic_2 = el2panelimg(element);
5830 if (game.belt_dir[i] == MV_LEFT)
5832 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5833 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5837 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5838 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5843 SCAN_PLAYFIELD(x, y)
5845 int element = Feld[x][y];
5847 for (i = 0; i < NUM_BELTS; i++)
5849 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5851 int e_belt_nr = getBeltNrFromBeltElement(element);
5854 if (e_belt_nr == belt_nr)
5856 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5858 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5865 static void ToggleBeltSwitch(int x, int y)
5867 static int belt_base_element[4] =
5869 EL_CONVEYOR_BELT_1_LEFT,
5870 EL_CONVEYOR_BELT_2_LEFT,
5871 EL_CONVEYOR_BELT_3_LEFT,
5872 EL_CONVEYOR_BELT_4_LEFT
5874 static int belt_base_active_element[4] =
5876 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5877 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5878 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5879 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5881 static int belt_base_switch_element[4] =
5883 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5884 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5885 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5886 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5888 static int belt_move_dir[4] =
5896 int element = Feld[x][y];
5897 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5898 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5899 int belt_dir = belt_move_dir[belt_dir_nr];
5902 if (!IS_BELT_SWITCH(element))
5905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5906 game.belt_dir[belt_nr] = belt_dir;
5908 if (belt_dir_nr == 3)
5911 // set frame order for belt animation graphic according to belt direction
5912 for (i = 0; i < NUM_BELT_PARTS; i++)
5914 int element = belt_base_active_element[belt_nr] + i;
5915 int graphic_1 = el2img(element);
5916 int graphic_2 = el2panelimg(element);
5918 if (belt_dir == MV_LEFT)
5920 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5921 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5925 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5926 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5930 SCAN_PLAYFIELD(xx, yy)
5932 int element = Feld[xx][yy];
5934 if (IS_BELT_SWITCH(element))
5936 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5938 if (e_belt_nr == belt_nr)
5940 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5941 TEST_DrawLevelField(xx, yy);
5944 else if (IS_BELT(element) && belt_dir != MV_NONE)
5946 int e_belt_nr = getBeltNrFromBeltElement(element);
5948 if (e_belt_nr == belt_nr)
5950 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5952 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5953 TEST_DrawLevelField(xx, yy);
5956 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5958 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5960 if (e_belt_nr == belt_nr)
5962 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5964 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5965 TEST_DrawLevelField(xx, yy);
5971 static void ToggleSwitchgateSwitch(int x, int y)
5975 game.switchgate_pos = !game.switchgate_pos;
5977 SCAN_PLAYFIELD(xx, yy)
5979 int element = Feld[xx][yy];
5981 if (element == EL_SWITCHGATE_SWITCH_UP)
5983 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5984 TEST_DrawLevelField(xx, yy);
5986 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5988 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5989 TEST_DrawLevelField(xx, yy);
5991 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5993 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5994 TEST_DrawLevelField(xx, yy);
5996 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5998 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5999 TEST_DrawLevelField(xx, yy);
6001 else if (element == EL_SWITCHGATE_OPEN ||
6002 element == EL_SWITCHGATE_OPENING)
6004 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6006 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6008 else if (element == EL_SWITCHGATE_CLOSED ||
6009 element == EL_SWITCHGATE_CLOSING)
6011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6013 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6018 static int getInvisibleActiveFromInvisibleElement(int element)
6020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6022 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6026 static int getInvisibleFromInvisibleActiveElement(int element)
6028 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6029 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6030 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6034 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6038 SCAN_PLAYFIELD(x, y)
6040 int element = Feld[x][y];
6042 if (element == EL_LIGHT_SWITCH &&
6043 game.light_time_left > 0)
6045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6046 TEST_DrawLevelField(x, y);
6048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6049 game.light_time_left == 0)
6051 Feld[x][y] = EL_LIGHT_SWITCH;
6052 TEST_DrawLevelField(x, y);
6054 else if (element == EL_EMC_DRIPPER &&
6055 game.light_time_left > 0)
6057 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6058 TEST_DrawLevelField(x, y);
6060 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6061 game.light_time_left == 0)
6063 Feld[x][y] = EL_EMC_DRIPPER;
6064 TEST_DrawLevelField(x, y);
6066 else if (element == EL_INVISIBLE_STEELWALL ||
6067 element == EL_INVISIBLE_WALL ||
6068 element == EL_INVISIBLE_SAND)
6070 if (game.light_time_left > 0)
6071 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6073 TEST_DrawLevelField(x, y);
6075 // uncrumble neighbour fields, if needed
6076 if (element == EL_INVISIBLE_SAND)
6077 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6079 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6080 element == EL_INVISIBLE_WALL_ACTIVE ||
6081 element == EL_INVISIBLE_SAND_ACTIVE)
6083 if (game.light_time_left == 0)
6084 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6086 TEST_DrawLevelField(x, y);
6088 // re-crumble neighbour fields, if needed
6089 if (element == EL_INVISIBLE_SAND)
6090 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6095 static void RedrawAllInvisibleElementsForLenses(void)
6099 SCAN_PLAYFIELD(x, y)
6101 int element = Feld[x][y];
6103 if (element == EL_EMC_DRIPPER &&
6104 game.lenses_time_left > 0)
6106 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6107 TEST_DrawLevelField(x, y);
6109 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6110 game.lenses_time_left == 0)
6112 Feld[x][y] = EL_EMC_DRIPPER;
6113 TEST_DrawLevelField(x, y);
6115 else if (element == EL_INVISIBLE_STEELWALL ||
6116 element == EL_INVISIBLE_WALL ||
6117 element == EL_INVISIBLE_SAND)
6119 if (game.lenses_time_left > 0)
6120 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6122 TEST_DrawLevelField(x, y);
6124 // uncrumble neighbour fields, if needed
6125 if (element == EL_INVISIBLE_SAND)
6126 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6128 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6129 element == EL_INVISIBLE_WALL_ACTIVE ||
6130 element == EL_INVISIBLE_SAND_ACTIVE)
6132 if (game.lenses_time_left == 0)
6133 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6135 TEST_DrawLevelField(x, y);
6137 // re-crumble neighbour fields, if needed
6138 if (element == EL_INVISIBLE_SAND)
6139 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6144 static void RedrawAllInvisibleElementsForMagnifier(void)
6148 SCAN_PLAYFIELD(x, y)
6150 int element = Feld[x][y];
6152 if (element == EL_EMC_FAKE_GRASS &&
6153 game.magnify_time_left > 0)
6155 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6156 TEST_DrawLevelField(x, y);
6158 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6159 game.magnify_time_left == 0)
6161 Feld[x][y] = EL_EMC_FAKE_GRASS;
6162 TEST_DrawLevelField(x, y);
6164 else if (IS_GATE_GRAY(element) &&
6165 game.magnify_time_left > 0)
6167 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6168 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6169 IS_EM_GATE_GRAY(element) ?
6170 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6171 IS_EMC_GATE_GRAY(element) ?
6172 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6173 IS_DC_GATE_GRAY(element) ?
6174 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6176 TEST_DrawLevelField(x, y);
6178 else if (IS_GATE_GRAY_ACTIVE(element) &&
6179 game.magnify_time_left == 0)
6181 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6182 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6183 IS_EM_GATE_GRAY_ACTIVE(element) ?
6184 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6185 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6186 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6187 IS_DC_GATE_GRAY_ACTIVE(element) ?
6188 EL_DC_GATE_WHITE_GRAY :
6190 TEST_DrawLevelField(x, y);
6195 static void ToggleLightSwitch(int x, int y)
6197 int element = Feld[x][y];
6199 game.light_time_left =
6200 (element == EL_LIGHT_SWITCH ?
6201 level.time_light * FRAMES_PER_SECOND : 0);
6203 RedrawAllLightSwitchesAndInvisibleElements();
6206 static void ActivateTimegateSwitch(int x, int y)
6210 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6212 SCAN_PLAYFIELD(xx, yy)
6214 int element = Feld[xx][yy];
6216 if (element == EL_TIMEGATE_CLOSED ||
6217 element == EL_TIMEGATE_CLOSING)
6219 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6220 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6224 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6226 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6227 TEST_DrawLevelField(xx, yy);
6233 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6234 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6237 static void Impact(int x, int y)
6239 boolean last_line = (y == lev_fieldy - 1);
6240 boolean object_hit = FALSE;
6241 boolean impact = (last_line || object_hit);
6242 int element = Feld[x][y];
6243 int smashed = EL_STEELWALL;
6245 if (!last_line) // check if element below was hit
6247 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6250 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6251 MovDir[x][y + 1] != MV_DOWN ||
6252 MovPos[x][y + 1] <= TILEY / 2));
6254 // do not smash moving elements that left the smashed field in time
6255 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6256 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6259 #if USE_QUICKSAND_IMPACT_BUGFIX
6260 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6262 RemoveMovingField(x, y + 1);
6263 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6264 Feld[x][y + 2] = EL_ROCK;
6265 TEST_DrawLevelField(x, y + 2);
6270 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6272 RemoveMovingField(x, y + 1);
6273 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6274 Feld[x][y + 2] = EL_ROCK;
6275 TEST_DrawLevelField(x, y + 2);
6282 smashed = MovingOrBlocked2Element(x, y + 1);
6284 impact = (last_line || object_hit);
6287 if (!last_line && smashed == EL_ACID) // element falls into acid
6289 SplashAcid(x, y + 1);
6293 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6294 // only reset graphic animation if graphic really changes after impact
6296 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6298 ResetGfxAnimation(x, y);
6299 TEST_DrawLevelField(x, y);
6302 if (impact && CAN_EXPLODE_IMPACT(element))
6307 else if (impact && element == EL_PEARL &&
6308 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6310 ResetGfxAnimation(x, y);
6312 Feld[x][y] = EL_PEARL_BREAKING;
6313 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6316 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6318 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6323 if (impact && element == EL_AMOEBA_DROP)
6325 if (object_hit && IS_PLAYER(x, y + 1))
6326 KillPlayerUnlessEnemyProtected(x, y + 1);
6327 else if (object_hit && smashed == EL_PENGUIN)
6331 Feld[x][y] = EL_AMOEBA_GROWING;
6332 Store[x][y] = EL_AMOEBA_WET;
6334 ResetRandomAnimationValue(x, y);
6339 if (object_hit) // check which object was hit
6341 if ((CAN_PASS_MAGIC_WALL(element) &&
6342 (smashed == EL_MAGIC_WALL ||
6343 smashed == EL_BD_MAGIC_WALL)) ||
6344 (CAN_PASS_DC_MAGIC_WALL(element) &&
6345 smashed == EL_DC_MAGIC_WALL))
6348 int activated_magic_wall =
6349 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6350 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6351 EL_DC_MAGIC_WALL_ACTIVE);
6353 // activate magic wall / mill
6354 SCAN_PLAYFIELD(xx, yy)
6356 if (Feld[xx][yy] == smashed)
6357 Feld[xx][yy] = activated_magic_wall;
6360 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6361 game.magic_wall_active = TRUE;
6363 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6364 SND_MAGIC_WALL_ACTIVATING :
6365 smashed == EL_BD_MAGIC_WALL ?
6366 SND_BD_MAGIC_WALL_ACTIVATING :
6367 SND_DC_MAGIC_WALL_ACTIVATING));
6370 if (IS_PLAYER(x, y + 1))
6372 if (CAN_SMASH_PLAYER(element))
6374 KillPlayerUnlessEnemyProtected(x, y + 1);
6378 else if (smashed == EL_PENGUIN)
6380 if (CAN_SMASH_PLAYER(element))
6386 else if (element == EL_BD_DIAMOND)
6388 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6394 else if (((element == EL_SP_INFOTRON ||
6395 element == EL_SP_ZONK) &&
6396 (smashed == EL_SP_SNIKSNAK ||
6397 smashed == EL_SP_ELECTRON ||
6398 smashed == EL_SP_DISK_ORANGE)) ||
6399 (element == EL_SP_INFOTRON &&
6400 smashed == EL_SP_DISK_YELLOW))
6405 else if (CAN_SMASH_EVERYTHING(element))
6407 if (IS_CLASSIC_ENEMY(smashed) ||
6408 CAN_EXPLODE_SMASHED(smashed))
6413 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6415 if (smashed == EL_LAMP ||
6416 smashed == EL_LAMP_ACTIVE)
6421 else if (smashed == EL_NUT)
6423 Feld[x][y + 1] = EL_NUT_BREAKING;
6424 PlayLevelSound(x, y, SND_NUT_BREAKING);
6425 RaiseScoreElement(EL_NUT);
6428 else if (smashed == EL_PEARL)
6430 ResetGfxAnimation(x, y);
6432 Feld[x][y + 1] = EL_PEARL_BREAKING;
6433 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6436 else if (smashed == EL_DIAMOND)
6438 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6439 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6442 else if (IS_BELT_SWITCH(smashed))
6444 ToggleBeltSwitch(x, y + 1);
6446 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6447 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6448 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6449 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6451 ToggleSwitchgateSwitch(x, y + 1);
6453 else if (smashed == EL_LIGHT_SWITCH ||
6454 smashed == EL_LIGHT_SWITCH_ACTIVE)
6456 ToggleLightSwitch(x, y + 1);
6460 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6462 CheckElementChangeBySide(x, y + 1, smashed, element,
6463 CE_SWITCHED, CH_SIDE_TOP);
6464 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6470 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6475 // play sound of magic wall / mill
6477 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6478 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6479 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6481 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6482 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6483 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6484 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6485 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6486 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6491 // play sound of object that hits the ground
6492 if (last_line || object_hit)
6493 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6496 static void TurnRoundExt(int x, int y)
6508 { 0, 0 }, { 0, 0 }, { 0, 0 },
6513 int left, right, back;
6517 { MV_DOWN, MV_UP, MV_RIGHT },
6518 { MV_UP, MV_DOWN, MV_LEFT },
6520 { MV_LEFT, MV_RIGHT, MV_DOWN },
6524 { MV_RIGHT, MV_LEFT, MV_UP }
6527 int element = Feld[x][y];
6528 int move_pattern = element_info[element].move_pattern;
6530 int old_move_dir = MovDir[x][y];
6531 int left_dir = turn[old_move_dir].left;
6532 int right_dir = turn[old_move_dir].right;
6533 int back_dir = turn[old_move_dir].back;
6535 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6536 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6537 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6538 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6540 int left_x = x + left_dx, left_y = y + left_dy;
6541 int right_x = x + right_dx, right_y = y + right_dy;
6542 int move_x = x + move_dx, move_y = y + move_dy;
6546 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6548 TestIfBadThingTouchesOtherBadThing(x, y);
6550 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6551 MovDir[x][y] = right_dir;
6552 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6553 MovDir[x][y] = left_dir;
6555 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6557 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6560 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6562 TestIfBadThingTouchesOtherBadThing(x, y);
6564 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6565 MovDir[x][y] = left_dir;
6566 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6567 MovDir[x][y] = right_dir;
6569 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6571 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6574 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6576 TestIfBadThingTouchesOtherBadThing(x, y);
6578 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6579 MovDir[x][y] = left_dir;
6580 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6581 MovDir[x][y] = right_dir;
6583 if (MovDir[x][y] != old_move_dir)
6586 else if (element == EL_YAMYAM)
6588 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6589 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6591 if (can_turn_left && can_turn_right)
6592 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6593 else if (can_turn_left)
6594 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6595 else if (can_turn_right)
6596 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6598 MovDir[x][y] = back_dir;
6600 MovDelay[x][y] = 16 + 16 * RND(3);
6602 else if (element == EL_DARK_YAMYAM)
6604 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6606 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6609 if (can_turn_left && can_turn_right)
6610 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6611 else if (can_turn_left)
6612 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6613 else if (can_turn_right)
6614 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6616 MovDir[x][y] = back_dir;
6618 MovDelay[x][y] = 16 + 16 * RND(3);
6620 else if (element == EL_PACMAN)
6622 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6623 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6625 if (can_turn_left && can_turn_right)
6626 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6627 else if (can_turn_left)
6628 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6629 else if (can_turn_right)
6630 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6632 MovDir[x][y] = back_dir;
6634 MovDelay[x][y] = 6 + RND(40);
6636 else if (element == EL_PIG)
6638 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6639 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6640 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6641 boolean should_turn_left, should_turn_right, should_move_on;
6643 int rnd = RND(rnd_value);
6645 should_turn_left = (can_turn_left &&
6647 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6648 y + back_dy + left_dy)));
6649 should_turn_right = (can_turn_right &&
6651 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6652 y + back_dy + right_dy)));
6653 should_move_on = (can_move_on &&
6656 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6657 y + move_dy + left_dy) ||
6658 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6659 y + move_dy + right_dy)));
6661 if (should_turn_left || should_turn_right || should_move_on)
6663 if (should_turn_left && should_turn_right && should_move_on)
6664 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6665 rnd < 2 * rnd_value / 3 ? right_dir :
6667 else if (should_turn_left && should_turn_right)
6668 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6669 else if (should_turn_left && should_move_on)
6670 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6671 else if (should_turn_right && should_move_on)
6672 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6673 else if (should_turn_left)
6674 MovDir[x][y] = left_dir;
6675 else if (should_turn_right)
6676 MovDir[x][y] = right_dir;
6677 else if (should_move_on)
6678 MovDir[x][y] = old_move_dir;
6680 else if (can_move_on && rnd > rnd_value / 8)
6681 MovDir[x][y] = old_move_dir;
6682 else if (can_turn_left && can_turn_right)
6683 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6684 else if (can_turn_left && rnd > rnd_value / 8)
6685 MovDir[x][y] = left_dir;
6686 else if (can_turn_right && rnd > rnd_value/8)
6687 MovDir[x][y] = right_dir;
6689 MovDir[x][y] = back_dir;
6691 xx = x + move_xy[MovDir[x][y]].dx;
6692 yy = y + move_xy[MovDir[x][y]].dy;
6694 if (!IN_LEV_FIELD(xx, yy) ||
6695 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6696 MovDir[x][y] = old_move_dir;
6700 else if (element == EL_DRAGON)
6702 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6703 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6704 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6706 int rnd = RND(rnd_value);
6708 if (can_move_on && rnd > rnd_value / 8)
6709 MovDir[x][y] = old_move_dir;
6710 else if (can_turn_left && can_turn_right)
6711 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6712 else if (can_turn_left && rnd > rnd_value / 8)
6713 MovDir[x][y] = left_dir;
6714 else if (can_turn_right && rnd > rnd_value / 8)
6715 MovDir[x][y] = right_dir;
6717 MovDir[x][y] = back_dir;
6719 xx = x + move_xy[MovDir[x][y]].dx;
6720 yy = y + move_xy[MovDir[x][y]].dy;
6722 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6723 MovDir[x][y] = old_move_dir;
6727 else if (element == EL_MOLE)
6729 boolean can_move_on =
6730 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6731 IS_AMOEBOID(Feld[move_x][move_y]) ||
6732 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6735 boolean can_turn_left =
6736 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6737 IS_AMOEBOID(Feld[left_x][left_y])));
6739 boolean can_turn_right =
6740 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6741 IS_AMOEBOID(Feld[right_x][right_y])));
6743 if (can_turn_left && can_turn_right)
6744 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6745 else if (can_turn_left)
6746 MovDir[x][y] = left_dir;
6748 MovDir[x][y] = right_dir;
6751 if (MovDir[x][y] != old_move_dir)
6754 else if (element == EL_BALLOON)
6756 MovDir[x][y] = game.wind_direction;
6759 else if (element == EL_SPRING)
6761 if (MovDir[x][y] & MV_HORIZONTAL)
6763 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6764 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6766 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6767 ResetGfxAnimation(move_x, move_y);
6768 TEST_DrawLevelField(move_x, move_y);
6770 MovDir[x][y] = back_dir;
6772 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6773 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6774 MovDir[x][y] = MV_NONE;
6779 else if (element == EL_ROBOT ||
6780 element == EL_SATELLITE ||
6781 element == EL_PENGUIN ||
6782 element == EL_EMC_ANDROID)
6784 int attr_x = -1, attr_y = -1;
6795 for (i = 0; i < MAX_PLAYERS; i++)
6797 struct PlayerInfo *player = &stored_player[i];
6798 int jx = player->jx, jy = player->jy;
6800 if (!player->active)
6804 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6812 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6813 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6814 game.engine_version < VERSION_IDENT(3,1,0,0)))
6820 if (element == EL_PENGUIN)
6823 static int xy[4][2] =
6831 for (i = 0; i < NUM_DIRECTIONS; i++)
6833 int ex = x + xy[i][0];
6834 int ey = y + xy[i][1];
6836 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6837 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6838 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6839 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6848 MovDir[x][y] = MV_NONE;
6850 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6851 else if (attr_x > x)
6852 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6854 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6855 else if (attr_y > y)
6856 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6858 if (element == EL_ROBOT)
6862 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6863 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6864 Moving2Blocked(x, y, &newx, &newy);
6866 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6867 MovDelay[x][y] = 8 + 8 * !RND(3);
6869 MovDelay[x][y] = 16;
6871 else if (element == EL_PENGUIN)
6877 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6879 boolean first_horiz = RND(2);
6880 int new_move_dir = MovDir[x][y];
6883 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6884 Moving2Blocked(x, y, &newx, &newy);
6886 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6890 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6891 Moving2Blocked(x, y, &newx, &newy);
6893 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6896 MovDir[x][y] = old_move_dir;
6900 else if (element == EL_SATELLITE)
6906 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6908 boolean first_horiz = RND(2);
6909 int new_move_dir = MovDir[x][y];
6912 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6913 Moving2Blocked(x, y, &newx, &newy);
6915 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6919 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6920 Moving2Blocked(x, y, &newx, &newy);
6922 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6925 MovDir[x][y] = old_move_dir;
6929 else if (element == EL_EMC_ANDROID)
6931 static int check_pos[16] =
6933 -1, // 0 => (invalid)
6936 -1, // 3 => (invalid)
6938 0, // 5 => MV_LEFT | MV_UP
6939 2, // 6 => MV_RIGHT | MV_UP
6940 -1, // 7 => (invalid)
6942 6, // 9 => MV_LEFT | MV_DOWN
6943 4, // 10 => MV_RIGHT | MV_DOWN
6944 -1, // 11 => (invalid)
6945 -1, // 12 => (invalid)
6946 -1, // 13 => (invalid)
6947 -1, // 14 => (invalid)
6948 -1, // 15 => (invalid)
6956 { -1, -1, MV_LEFT | MV_UP },
6958 { +1, -1, MV_RIGHT | MV_UP },
6959 { +1, 0, MV_RIGHT },
6960 { +1, +1, MV_RIGHT | MV_DOWN },
6962 { -1, +1, MV_LEFT | MV_DOWN },
6965 int start_pos, check_order;
6966 boolean can_clone = FALSE;
6969 // check if there is any free field around current position
6970 for (i = 0; i < 8; i++)
6972 int newx = x + check_xy[i].dx;
6973 int newy = y + check_xy[i].dy;
6975 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6983 if (can_clone) // randomly find an element to clone
6987 start_pos = check_pos[RND(8)];
6988 check_order = (RND(2) ? -1 : +1);
6990 for (i = 0; i < 8; i++)
6992 int pos_raw = start_pos + i * check_order;
6993 int pos = (pos_raw + 8) % 8;
6994 int newx = x + check_xy[pos].dx;
6995 int newy = y + check_xy[pos].dy;
6997 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6999 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7000 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7002 Store[x][y] = Feld[newx][newy];
7011 if (can_clone) // randomly find a direction to move
7015 start_pos = check_pos[RND(8)];
7016 check_order = (RND(2) ? -1 : +1);
7018 for (i = 0; i < 8; i++)
7020 int pos_raw = start_pos + i * check_order;
7021 int pos = (pos_raw + 8) % 8;
7022 int newx = x + check_xy[pos].dx;
7023 int newy = y + check_xy[pos].dy;
7024 int new_move_dir = check_xy[pos].dir;
7026 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7028 MovDir[x][y] = new_move_dir;
7029 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7038 if (can_clone) // cloning and moving successful
7041 // cannot clone -- try to move towards player
7043 start_pos = check_pos[MovDir[x][y] & 0x0f];
7044 check_order = (RND(2) ? -1 : +1);
7046 for (i = 0; i < 3; i++)
7048 // first check start_pos, then previous/next or (next/previous) pos
7049 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7050 int pos = (pos_raw + 8) % 8;
7051 int newx = x + check_xy[pos].dx;
7052 int newy = y + check_xy[pos].dy;
7053 int new_move_dir = check_xy[pos].dir;
7055 if (IS_PLAYER(newx, newy))
7058 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7060 MovDir[x][y] = new_move_dir;
7061 MovDelay[x][y] = level.android_move_time * 8 + 1;
7068 else if (move_pattern == MV_TURNING_LEFT ||
7069 move_pattern == MV_TURNING_RIGHT ||
7070 move_pattern == MV_TURNING_LEFT_RIGHT ||
7071 move_pattern == MV_TURNING_RIGHT_LEFT ||
7072 move_pattern == MV_TURNING_RANDOM ||
7073 move_pattern == MV_ALL_DIRECTIONS)
7075 boolean can_turn_left =
7076 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7077 boolean can_turn_right =
7078 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7080 if (element_info[element].move_stepsize == 0) // "not moving"
7083 if (move_pattern == MV_TURNING_LEFT)
7084 MovDir[x][y] = left_dir;
7085 else if (move_pattern == MV_TURNING_RIGHT)
7086 MovDir[x][y] = right_dir;
7087 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7088 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7089 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7090 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7091 else if (move_pattern == MV_TURNING_RANDOM)
7092 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7093 can_turn_right && !can_turn_left ? right_dir :
7094 RND(2) ? left_dir : right_dir);
7095 else if (can_turn_left && can_turn_right)
7096 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7097 else if (can_turn_left)
7098 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7099 else if (can_turn_right)
7100 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7102 MovDir[x][y] = back_dir;
7104 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7106 else if (move_pattern == MV_HORIZONTAL ||
7107 move_pattern == MV_VERTICAL)
7109 if (move_pattern & old_move_dir)
7110 MovDir[x][y] = back_dir;
7111 else if (move_pattern == MV_HORIZONTAL)
7112 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7113 else if (move_pattern == MV_VERTICAL)
7114 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7116 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7118 else if (move_pattern & MV_ANY_DIRECTION)
7120 MovDir[x][y] = move_pattern;
7121 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7123 else if (move_pattern & MV_WIND_DIRECTION)
7125 MovDir[x][y] = game.wind_direction;
7126 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7128 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7130 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7131 MovDir[x][y] = left_dir;
7132 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7133 MovDir[x][y] = right_dir;
7135 if (MovDir[x][y] != old_move_dir)
7136 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7138 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7140 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7141 MovDir[x][y] = right_dir;
7142 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7143 MovDir[x][y] = left_dir;
7145 if (MovDir[x][y] != old_move_dir)
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern == MV_TOWARDS_PLAYER ||
7149 move_pattern == MV_AWAY_FROM_PLAYER)
7151 int attr_x = -1, attr_y = -1;
7153 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7164 for (i = 0; i < MAX_PLAYERS; i++)
7166 struct PlayerInfo *player = &stored_player[i];
7167 int jx = player->jx, jy = player->jy;
7169 if (!player->active)
7173 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7181 MovDir[x][y] = MV_NONE;
7183 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7184 else if (attr_x > x)
7185 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7187 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7188 else if (attr_y > y)
7189 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7191 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7193 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7195 boolean first_horiz = RND(2);
7196 int new_move_dir = MovDir[x][y];
7198 if (element_info[element].move_stepsize == 0) // "not moving"
7200 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7201 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7207 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7208 Moving2Blocked(x, y, &newx, &newy);
7210 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7214 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7215 Moving2Blocked(x, y, &newx, &newy);
7217 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7220 MovDir[x][y] = old_move_dir;
7223 else if (move_pattern == MV_WHEN_PUSHED ||
7224 move_pattern == MV_WHEN_DROPPED)
7226 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7227 MovDir[x][y] = MV_NONE;
7231 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7233 static int test_xy[7][2] =
7243 static int test_dir[7] =
7253 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7254 int move_preference = -1000000; // start with very low preference
7255 int new_move_dir = MV_NONE;
7256 int start_test = RND(4);
7259 for (i = 0; i < NUM_DIRECTIONS; i++)
7261 int move_dir = test_dir[start_test + i];
7262 int move_dir_preference;
7264 xx = x + test_xy[start_test + i][0];
7265 yy = y + test_xy[start_test + i][1];
7267 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7268 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7270 new_move_dir = move_dir;
7275 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7278 move_dir_preference = -1 * RunnerVisit[xx][yy];
7279 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7280 move_dir_preference = PlayerVisit[xx][yy];
7282 if (move_dir_preference > move_preference)
7284 // prefer field that has not been visited for the longest time
7285 move_preference = move_dir_preference;
7286 new_move_dir = move_dir;
7288 else if (move_dir_preference == move_preference &&
7289 move_dir == old_move_dir)
7291 // prefer last direction when all directions are preferred equally
7292 move_preference = move_dir_preference;
7293 new_move_dir = move_dir;
7297 MovDir[x][y] = new_move_dir;
7298 if (old_move_dir != new_move_dir)
7299 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7303 static void TurnRound(int x, int y)
7305 int direction = MovDir[x][y];
7309 GfxDir[x][y] = MovDir[x][y];
7311 if (direction != MovDir[x][y])
7315 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7317 ResetGfxFrame(x, y);
7320 static boolean JustBeingPushed(int x, int y)
7324 for (i = 0; i < MAX_PLAYERS; i++)
7326 struct PlayerInfo *player = &stored_player[i];
7328 if (player->active && player->is_pushing && player->MovPos)
7330 int next_jx = player->jx + (player->jx - player->last_jx);
7331 int next_jy = player->jy + (player->jy - player->last_jy);
7333 if (x == next_jx && y == next_jy)
7341 static void StartMoving(int x, int y)
7343 boolean started_moving = FALSE; // some elements can fall _and_ move
7344 int element = Feld[x][y];
7349 if (MovDelay[x][y] == 0)
7350 GfxAction[x][y] = ACTION_DEFAULT;
7352 if (CAN_FALL(element) && y < lev_fieldy - 1)
7354 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7355 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7356 if (JustBeingPushed(x, y))
7359 if (element == EL_QUICKSAND_FULL)
7361 if (IS_FREE(x, y + 1))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7366 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7367 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7368 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7369 Store[x][y] = EL_ROCK;
7371 Store[x][y] = EL_ROCK;
7374 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7376 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7378 if (!MovDelay[x][y])
7380 MovDelay[x][y] = TILEY + 1;
7382 ResetGfxAnimation(x, y);
7383 ResetGfxAnimation(x, y + 1);
7388 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7389 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7396 Feld[x][y] = EL_QUICKSAND_EMPTY;
7397 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7398 Store[x][y + 1] = Store[x][y];
7401 PlayLevelSoundAction(x, y, ACTION_FILLING);
7403 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7405 if (!MovDelay[x][y])
7407 MovDelay[x][y] = TILEY + 1;
7409 ResetGfxAnimation(x, y);
7410 ResetGfxAnimation(x, y + 1);
7415 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7416 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7423 Feld[x][y] = EL_QUICKSAND_EMPTY;
7424 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7425 Store[x][y + 1] = Store[x][y];
7428 PlayLevelSoundAction(x, y, ACTION_FILLING);
7431 else if (element == EL_QUICKSAND_FAST_FULL)
7433 if (IS_FREE(x, y + 1))
7435 InitMovingField(x, y, MV_DOWN);
7436 started_moving = TRUE;
7438 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7439 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7440 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7441 Store[x][y] = EL_ROCK;
7443 Store[x][y] = EL_ROCK;
7446 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7448 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7450 if (!MovDelay[x][y])
7452 MovDelay[x][y] = TILEY + 1;
7454 ResetGfxAnimation(x, y);
7455 ResetGfxAnimation(x, y + 1);
7460 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7461 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7469 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7470 Store[x][y + 1] = Store[x][y];
7473 PlayLevelSoundAction(x, y, ACTION_FILLING);
7475 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7477 if (!MovDelay[x][y])
7479 MovDelay[x][y] = TILEY + 1;
7481 ResetGfxAnimation(x, y);
7482 ResetGfxAnimation(x, y + 1);
7487 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7488 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7495 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7496 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7497 Store[x][y + 1] = Store[x][y];
7500 PlayLevelSoundAction(x, y, ACTION_FILLING);
7503 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7504 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7506 InitMovingField(x, y, MV_DOWN);
7507 started_moving = TRUE;
7509 Feld[x][y] = EL_QUICKSAND_FILLING;
7510 Store[x][y] = element;
7512 PlayLevelSoundAction(x, y, ACTION_FILLING);
7514 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7515 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7517 InitMovingField(x, y, MV_DOWN);
7518 started_moving = TRUE;
7520 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7521 Store[x][y] = element;
7523 PlayLevelSoundAction(x, y, ACTION_FILLING);
7525 else if (element == EL_MAGIC_WALL_FULL)
7527 if (IS_FREE(x, y + 1))
7529 InitMovingField(x, y, MV_DOWN);
7530 started_moving = TRUE;
7532 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7533 Store[x][y] = EL_CHANGED(Store[x][y]);
7535 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7537 if (!MovDelay[x][y])
7538 MovDelay[x][y] = TILEY / 4 + 1;
7547 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7548 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7549 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7553 else if (element == EL_BD_MAGIC_WALL_FULL)
7555 if (IS_FREE(x, y + 1))
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7561 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7563 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7565 if (!MovDelay[x][y])
7566 MovDelay[x][y] = TILEY / 4 + 1;
7575 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7576 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7577 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7581 else if (element == EL_DC_MAGIC_WALL_FULL)
7583 if (IS_FREE(x, y + 1))
7585 InitMovingField(x, y, MV_DOWN);
7586 started_moving = TRUE;
7588 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7589 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7591 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7593 if (!MovDelay[x][y])
7594 MovDelay[x][y] = TILEY / 4 + 1;
7603 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7604 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7605 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7609 else if ((CAN_PASS_MAGIC_WALL(element) &&
7610 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7611 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7612 (CAN_PASS_DC_MAGIC_WALL(element) &&
7613 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7616 InitMovingField(x, y, MV_DOWN);
7617 started_moving = TRUE;
7620 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7621 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7622 EL_DC_MAGIC_WALL_FILLING);
7623 Store[x][y] = element;
7625 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7627 SplashAcid(x, y + 1);
7629 InitMovingField(x, y, MV_DOWN);
7630 started_moving = TRUE;
7632 Store[x][y] = EL_ACID;
7635 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7636 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7637 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7638 CAN_FALL(element) && WasJustFalling[x][y] &&
7639 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7641 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7642 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7643 (Feld[x][y + 1] == EL_BLOCKED)))
7645 /* this is needed for a special case not covered by calling "Impact()"
7646 from "ContinueMoving()": if an element moves to a tile directly below
7647 another element which was just falling on that tile (which was empty
7648 in the previous frame), the falling element above would just stop
7649 instead of smashing the element below (in previous version, the above
7650 element was just checked for "moving" instead of "falling", resulting
7651 in incorrect smashes caused by horizontal movement of the above
7652 element; also, the case of the player being the element to smash was
7653 simply not covered here... :-/ ) */
7655 CheckCollision[x][y] = 0;
7656 CheckImpact[x][y] = 0;
7660 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7662 if (MovDir[x][y] == MV_NONE)
7664 InitMovingField(x, y, MV_DOWN);
7665 started_moving = TRUE;
7668 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7670 if (WasJustFalling[x][y]) // prevent animation from being restarted
7671 MovDir[x][y] = MV_DOWN;
7673 InitMovingField(x, y, MV_DOWN);
7674 started_moving = TRUE;
7676 else if (element == EL_AMOEBA_DROP)
7678 Feld[x][y] = EL_AMOEBA_GROWING;
7679 Store[x][y] = EL_AMOEBA_WET;
7681 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7682 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7683 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7684 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7686 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7687 (IS_FREE(x - 1, y + 1) ||
7688 Feld[x - 1][y + 1] == EL_ACID));
7689 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7690 (IS_FREE(x + 1, y + 1) ||
7691 Feld[x + 1][y + 1] == EL_ACID));
7692 boolean can_fall_any = (can_fall_left || can_fall_right);
7693 boolean can_fall_both = (can_fall_left && can_fall_right);
7694 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7696 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7698 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7699 can_fall_right = FALSE;
7700 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7701 can_fall_left = FALSE;
7702 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7703 can_fall_right = FALSE;
7704 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7705 can_fall_left = FALSE;
7707 can_fall_any = (can_fall_left || can_fall_right);
7708 can_fall_both = FALSE;
7713 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7714 can_fall_right = FALSE; // slip down on left side
7716 can_fall_left = !(can_fall_right = RND(2));
7718 can_fall_both = FALSE;
7723 // if not determined otherwise, prefer left side for slipping down
7724 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7725 started_moving = TRUE;
7728 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7730 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7731 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7732 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7733 int belt_dir = game.belt_dir[belt_nr];
7735 if ((belt_dir == MV_LEFT && left_is_free) ||
7736 (belt_dir == MV_RIGHT && right_is_free))
7738 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7740 InitMovingField(x, y, belt_dir);
7741 started_moving = TRUE;
7743 Pushed[x][y] = TRUE;
7744 Pushed[nextx][y] = TRUE;
7746 GfxAction[x][y] = ACTION_DEFAULT;
7750 MovDir[x][y] = 0; // if element was moving, stop it
7755 // not "else if" because of elements that can fall and move (EL_SPRING)
7756 if (CAN_MOVE(element) && !started_moving)
7758 int move_pattern = element_info[element].move_pattern;
7761 Moving2Blocked(x, y, &newx, &newy);
7763 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7766 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7767 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7769 WasJustMoving[x][y] = 0;
7770 CheckCollision[x][y] = 0;
7772 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7774 if (Feld[x][y] != element) // element has changed
7778 if (!MovDelay[x][y]) // start new movement phase
7780 // all objects that can change their move direction after each step
7781 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7783 if (element != EL_YAMYAM &&
7784 element != EL_DARK_YAMYAM &&
7785 element != EL_PACMAN &&
7786 !(move_pattern & MV_ANY_DIRECTION) &&
7787 move_pattern != MV_TURNING_LEFT &&
7788 move_pattern != MV_TURNING_RIGHT &&
7789 move_pattern != MV_TURNING_LEFT_RIGHT &&
7790 move_pattern != MV_TURNING_RIGHT_LEFT &&
7791 move_pattern != MV_TURNING_RANDOM)
7795 if (MovDelay[x][y] && (element == EL_BUG ||
7796 element == EL_SPACESHIP ||
7797 element == EL_SP_SNIKSNAK ||
7798 element == EL_SP_ELECTRON ||
7799 element == EL_MOLE))
7800 TEST_DrawLevelField(x, y);
7804 if (MovDelay[x][y]) // wait some time before next movement
7808 if (element == EL_ROBOT ||
7809 element == EL_YAMYAM ||
7810 element == EL_DARK_YAMYAM)
7812 DrawLevelElementAnimationIfNeeded(x, y, element);
7813 PlayLevelSoundAction(x, y, ACTION_WAITING);
7815 else if (element == EL_SP_ELECTRON)
7816 DrawLevelElementAnimationIfNeeded(x, y, element);
7817 else if (element == EL_DRAGON)
7820 int dir = MovDir[x][y];
7821 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7822 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7823 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7824 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7825 dir == MV_UP ? IMG_FLAMES_1_UP :
7826 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7827 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7829 GfxAction[x][y] = ACTION_ATTACKING;
7831 if (IS_PLAYER(x, y))
7832 DrawPlayerField(x, y);
7834 TEST_DrawLevelField(x, y);
7836 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7838 for (i = 1; i <= 3; i++)
7840 int xx = x + i * dx;
7841 int yy = y + i * dy;
7842 int sx = SCREENX(xx);
7843 int sy = SCREENY(yy);
7844 int flame_graphic = graphic + (i - 1);
7846 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7851 int flamed = MovingOrBlocked2Element(xx, yy);
7853 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7856 RemoveMovingField(xx, yy);
7858 ChangeDelay[xx][yy] = 0;
7860 Feld[xx][yy] = EL_FLAMES;
7862 if (IN_SCR_FIELD(sx, sy))
7864 TEST_DrawLevelFieldCrumbled(xx, yy);
7865 DrawGraphic(sx, sy, flame_graphic, frame);
7870 if (Feld[xx][yy] == EL_FLAMES)
7871 Feld[xx][yy] = EL_EMPTY;
7872 TEST_DrawLevelField(xx, yy);
7877 if (MovDelay[x][y]) // element still has to wait some time
7879 PlayLevelSoundAction(x, y, ACTION_WAITING);
7885 // now make next step
7887 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7889 if (DONT_COLLIDE_WITH(element) &&
7890 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7891 !PLAYER_ENEMY_PROTECTED(newx, newy))
7893 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7898 else if (CAN_MOVE_INTO_ACID(element) &&
7899 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7900 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7901 (MovDir[x][y] == MV_DOWN ||
7902 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7904 SplashAcid(newx, newy);
7905 Store[x][y] = EL_ACID;
7907 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7909 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7910 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7911 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7912 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7915 TEST_DrawLevelField(x, y);
7917 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7918 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7919 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7921 local_player->friends_still_needed--;
7922 if (!local_player->friends_still_needed &&
7923 !local_player->GameOver && AllPlayersGone)
7924 PlayerWins(local_player);
7928 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7930 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7931 TEST_DrawLevelField(newx, newy);
7933 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7935 else if (!IS_FREE(newx, newy))
7937 GfxAction[x][y] = ACTION_WAITING;
7939 if (IS_PLAYER(x, y))
7940 DrawPlayerField(x, y);
7942 TEST_DrawLevelField(x, y);
7947 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7949 if (IS_FOOD_PIG(Feld[newx][newy]))
7951 if (IS_MOVING(newx, newy))
7952 RemoveMovingField(newx, newy);
7955 Feld[newx][newy] = EL_EMPTY;
7956 TEST_DrawLevelField(newx, newy);
7959 PlayLevelSound(x, y, SND_PIG_DIGGING);
7961 else if (!IS_FREE(newx, newy))
7963 if (IS_PLAYER(x, y))
7964 DrawPlayerField(x, y);
7966 TEST_DrawLevelField(x, y);
7971 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7973 if (Store[x][y] != EL_EMPTY)
7975 boolean can_clone = FALSE;
7978 // check if element to clone is still there
7979 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7981 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7989 // cannot clone or target field not free anymore -- do not clone
7990 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7991 Store[x][y] = EL_EMPTY;
7994 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7996 if (IS_MV_DIAGONAL(MovDir[x][y]))
7998 int diagonal_move_dir = MovDir[x][y];
7999 int stored = Store[x][y];
8000 int change_delay = 8;
8003 // android is moving diagonally
8005 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8007 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8008 GfxElement[x][y] = EL_EMC_ANDROID;
8009 GfxAction[x][y] = ACTION_SHRINKING;
8010 GfxDir[x][y] = diagonal_move_dir;
8011 ChangeDelay[x][y] = change_delay;
8013 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8016 DrawLevelGraphicAnimation(x, y, graphic);
8017 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8019 if (Feld[newx][newy] == EL_ACID)
8021 SplashAcid(newx, newy);
8026 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8028 Store[newx][newy] = EL_EMC_ANDROID;
8029 GfxElement[newx][newy] = EL_EMC_ANDROID;
8030 GfxAction[newx][newy] = ACTION_GROWING;
8031 GfxDir[newx][newy] = diagonal_move_dir;
8032 ChangeDelay[newx][newy] = change_delay;
8034 graphic = el_act_dir2img(GfxElement[newx][newy],
8035 GfxAction[newx][newy], GfxDir[newx][newy]);
8037 DrawLevelGraphicAnimation(newx, newy, graphic);
8038 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8044 Feld[newx][newy] = EL_EMPTY;
8045 TEST_DrawLevelField(newx, newy);
8047 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8050 else if (!IS_FREE(newx, newy))
8055 else if (IS_CUSTOM_ELEMENT(element) &&
8056 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8058 if (!DigFieldByCE(newx, newy, element))
8061 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8063 RunnerVisit[x][y] = FrameCounter;
8064 PlayerVisit[x][y] /= 8; // expire player visit path
8067 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8069 if (!IS_FREE(newx, newy))
8071 if (IS_PLAYER(x, y))
8072 DrawPlayerField(x, y);
8074 TEST_DrawLevelField(x, y);
8080 boolean wanna_flame = !RND(10);
8081 int dx = newx - x, dy = newy - y;
8082 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8083 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8084 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8085 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8086 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8087 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8090 IS_CLASSIC_ENEMY(element1) ||
8091 IS_CLASSIC_ENEMY(element2)) &&
8092 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8093 element1 != EL_FLAMES && element2 != EL_FLAMES)
8095 ResetGfxAnimation(x, y);
8096 GfxAction[x][y] = ACTION_ATTACKING;
8098 if (IS_PLAYER(x, y))
8099 DrawPlayerField(x, y);
8101 TEST_DrawLevelField(x, y);
8103 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8105 MovDelay[x][y] = 50;
8107 Feld[newx][newy] = EL_FLAMES;
8108 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8109 Feld[newx1][newy1] = EL_FLAMES;
8110 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8111 Feld[newx2][newy2] = EL_FLAMES;
8117 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8118 Feld[newx][newy] == EL_DIAMOND)
8120 if (IS_MOVING(newx, newy))
8121 RemoveMovingField(newx, newy);
8124 Feld[newx][newy] = EL_EMPTY;
8125 TEST_DrawLevelField(newx, newy);
8128 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8130 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8131 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8133 if (AmoebaNr[newx][newy])
8135 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8136 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8137 Feld[newx][newy] == EL_BD_AMOEBA)
8138 AmoebaCnt[AmoebaNr[newx][newy]]--;
8141 if (IS_MOVING(newx, newy))
8143 RemoveMovingField(newx, newy);
8147 Feld[newx][newy] = EL_EMPTY;
8148 TEST_DrawLevelField(newx, newy);
8151 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8153 else if ((element == EL_PACMAN || element == EL_MOLE)
8154 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8156 if (AmoebaNr[newx][newy])
8158 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8159 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8160 Feld[newx][newy] == EL_BD_AMOEBA)
8161 AmoebaCnt[AmoebaNr[newx][newy]]--;
8164 if (element == EL_MOLE)
8166 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8167 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8169 ResetGfxAnimation(x, y);
8170 GfxAction[x][y] = ACTION_DIGGING;
8171 TEST_DrawLevelField(x, y);
8173 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8175 return; // wait for shrinking amoeba
8177 else // element == EL_PACMAN
8179 Feld[newx][newy] = EL_EMPTY;
8180 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8184 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8185 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8186 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8188 // wait for shrinking amoeba to completely disappear
8191 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8193 // object was running against a wall
8197 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8198 DrawLevelElementAnimation(x, y, element);
8200 if (DONT_TOUCH(element))
8201 TestIfBadThingTouchesPlayer(x, y);
8206 InitMovingField(x, y, MovDir[x][y]);
8208 PlayLevelSoundAction(x, y, ACTION_MOVING);
8212 ContinueMoving(x, y);
8215 void ContinueMoving(int x, int y)
8217 int element = Feld[x][y];
8218 struct ElementInfo *ei = &element_info[element];
8219 int direction = MovDir[x][y];
8220 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8221 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8222 int newx = x + dx, newy = y + dy;
8223 int stored = Store[x][y];
8224 int stored_new = Store[newx][newy];
8225 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8226 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8227 boolean last_line = (newy == lev_fieldy - 1);
8229 MovPos[x][y] += getElementMoveStepsize(x, y);
8231 if (pushed_by_player) // special case: moving object pushed by player
8232 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8234 if (ABS(MovPos[x][y]) < TILEX)
8236 TEST_DrawLevelField(x, y);
8238 return; // element is still moving
8241 // element reached destination field
8243 Feld[x][y] = EL_EMPTY;
8244 Feld[newx][newy] = element;
8245 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8247 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8249 element = Feld[newx][newy] = EL_ACID;
8251 else if (element == EL_MOLE)
8253 Feld[x][y] = EL_SAND;
8255 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8257 else if (element == EL_QUICKSAND_FILLING)
8259 element = Feld[newx][newy] = get_next_element(element);
8260 Store[newx][newy] = Store[x][y];
8262 else if (element == EL_QUICKSAND_EMPTYING)
8264 Feld[x][y] = get_next_element(element);
8265 element = Feld[newx][newy] = Store[x][y];
8267 else if (element == EL_QUICKSAND_FAST_FILLING)
8269 element = Feld[newx][newy] = get_next_element(element);
8270 Store[newx][newy] = Store[x][y];
8272 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8274 Feld[x][y] = get_next_element(element);
8275 element = Feld[newx][newy] = Store[x][y];
8277 else if (element == EL_MAGIC_WALL_FILLING)
8279 element = Feld[newx][newy] = get_next_element(element);
8280 if (!game.magic_wall_active)
8281 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8282 Store[newx][newy] = Store[x][y];
8284 else if (element == EL_MAGIC_WALL_EMPTYING)
8286 Feld[x][y] = get_next_element(element);
8287 if (!game.magic_wall_active)
8288 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8289 element = Feld[newx][newy] = Store[x][y];
8291 InitField(newx, newy, FALSE);
8293 else if (element == EL_BD_MAGIC_WALL_FILLING)
8295 element = Feld[newx][newy] = get_next_element(element);
8296 if (!game.magic_wall_active)
8297 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8298 Store[newx][newy] = Store[x][y];
8300 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8302 Feld[x][y] = get_next_element(element);
8303 if (!game.magic_wall_active)
8304 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8305 element = Feld[newx][newy] = Store[x][y];
8307 InitField(newx, newy, FALSE);
8309 else if (element == EL_DC_MAGIC_WALL_FILLING)
8311 element = Feld[newx][newy] = get_next_element(element);
8312 if (!game.magic_wall_active)
8313 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8314 Store[newx][newy] = Store[x][y];
8316 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8318 Feld[x][y] = get_next_element(element);
8319 if (!game.magic_wall_active)
8320 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8321 element = Feld[newx][newy] = Store[x][y];
8323 InitField(newx, newy, FALSE);
8325 else if (element == EL_AMOEBA_DROPPING)
8327 Feld[x][y] = get_next_element(element);
8328 element = Feld[newx][newy] = Store[x][y];
8330 else if (element == EL_SOKOBAN_OBJECT)
8333 Feld[x][y] = Back[x][y];
8335 if (Back[newx][newy])
8336 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8338 Back[x][y] = Back[newx][newy] = 0;
8341 Store[x][y] = EL_EMPTY;
8346 MovDelay[newx][newy] = 0;
8348 if (CAN_CHANGE_OR_HAS_ACTION(element))
8350 // copy element change control values to new field
8351 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8352 ChangePage[newx][newy] = ChangePage[x][y];
8353 ChangeCount[newx][newy] = ChangeCount[x][y];
8354 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8357 CustomValue[newx][newy] = CustomValue[x][y];
8359 ChangeDelay[x][y] = 0;
8360 ChangePage[x][y] = -1;
8361 ChangeCount[x][y] = 0;
8362 ChangeEvent[x][y] = -1;
8364 CustomValue[x][y] = 0;
8366 // copy animation control values to new field
8367 GfxFrame[newx][newy] = GfxFrame[x][y];
8368 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8369 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8370 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8372 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8374 // some elements can leave other elements behind after moving
8375 if (ei->move_leave_element != EL_EMPTY &&
8376 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8377 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8379 int move_leave_element = ei->move_leave_element;
8381 // this makes it possible to leave the removed element again
8382 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8383 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8385 Feld[x][y] = move_leave_element;
8387 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8388 MovDir[x][y] = direction;
8390 InitField(x, y, FALSE);
8392 if (GFX_CRUMBLED(Feld[x][y]))
8393 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8395 if (ELEM_IS_PLAYER(move_leave_element))
8396 RelocatePlayer(x, y, move_leave_element);
8399 // do this after checking for left-behind element
8400 ResetGfxAnimation(x, y); // reset animation values for old field
8402 if (!CAN_MOVE(element) ||
8403 (CAN_FALL(element) && direction == MV_DOWN &&
8404 (element == EL_SPRING ||
8405 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8406 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8407 GfxDir[x][y] = MovDir[newx][newy] = 0;
8409 TEST_DrawLevelField(x, y);
8410 TEST_DrawLevelField(newx, newy);
8412 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8414 // prevent pushed element from moving on in pushed direction
8415 if (pushed_by_player && CAN_MOVE(element) &&
8416 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8417 !(element_info[element].move_pattern & direction))
8418 TurnRound(newx, newy);
8420 // prevent elements on conveyor belt from moving on in last direction
8421 if (pushed_by_conveyor && CAN_FALL(element) &&
8422 direction & MV_HORIZONTAL)
8423 MovDir[newx][newy] = 0;
8425 if (!pushed_by_player)
8427 int nextx = newx + dx, nexty = newy + dy;
8428 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8430 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8432 if (CAN_FALL(element) && direction == MV_DOWN)
8433 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8435 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8436 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8438 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8439 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8442 if (DONT_TOUCH(element)) // object may be nasty to player or others
8444 TestIfBadThingTouchesPlayer(newx, newy);
8445 TestIfBadThingTouchesFriend(newx, newy);
8447 if (!IS_CUSTOM_ELEMENT(element))
8448 TestIfBadThingTouchesOtherBadThing(newx, newy);
8450 else if (element == EL_PENGUIN)
8451 TestIfFriendTouchesBadThing(newx, newy);
8453 if (DONT_GET_HIT_BY(element))
8455 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8458 // give the player one last chance (one more frame) to move away
8459 if (CAN_FALL(element) && direction == MV_DOWN &&
8460 (last_line || (!IS_FREE(x, newy + 1) &&
8461 (!IS_PLAYER(x, newy + 1) ||
8462 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8465 if (pushed_by_player && !game.use_change_when_pushing_bug)
8467 int push_side = MV_DIR_OPPOSITE(direction);
8468 struct PlayerInfo *player = PLAYERINFO(x, y);
8470 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8471 player->index_bit, push_side);
8472 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8473 player->index_bit, push_side);
8476 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8477 MovDelay[newx][newy] = 1;
8479 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8481 TestIfElementTouchesCustomElement(x, y); // empty or new element
8482 TestIfElementHitsCustomElement(newx, newy, direction);
8483 TestIfPlayerTouchesCustomElement(newx, newy);
8484 TestIfElementTouchesCustomElement(newx, newy);
8486 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8487 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8488 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8489 MV_DIR_OPPOSITE(direction));
8492 int AmoebeNachbarNr(int ax, int ay)
8495 int element = Feld[ax][ay];
8497 static int xy[4][2] =
8505 for (i = 0; i < NUM_DIRECTIONS; i++)
8507 int x = ax + xy[i][0];
8508 int y = ay + xy[i][1];
8510 if (!IN_LEV_FIELD(x, y))
8513 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8514 group_nr = AmoebaNr[x][y];
8520 static void AmoebenVereinigen(int ax, int ay)
8522 int i, x, y, xx, yy;
8523 int new_group_nr = AmoebaNr[ax][ay];
8524 static int xy[4][2] =
8532 if (new_group_nr == 0)
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8540 if (!IN_LEV_FIELD(x, y))
8543 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8544 Feld[x][y] == EL_BD_AMOEBA ||
8545 Feld[x][y] == EL_AMOEBA_DEAD) &&
8546 AmoebaNr[x][y] != new_group_nr)
8548 int old_group_nr = AmoebaNr[x][y];
8550 if (old_group_nr == 0)
8553 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8554 AmoebaCnt[old_group_nr] = 0;
8555 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8556 AmoebaCnt2[old_group_nr] = 0;
8558 SCAN_PLAYFIELD(xx, yy)
8560 if (AmoebaNr[xx][yy] == old_group_nr)
8561 AmoebaNr[xx][yy] = new_group_nr;
8567 void AmoebeUmwandeln(int ax, int ay)
8571 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8573 int group_nr = AmoebaNr[ax][ay];
8578 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8579 printf("AmoebeUmwandeln(): This should never happen!\n");
8584 SCAN_PLAYFIELD(x, y)
8586 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8589 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8593 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8594 SND_AMOEBA_TURNING_TO_GEM :
8595 SND_AMOEBA_TURNING_TO_ROCK));
8600 static int xy[4][2] =
8608 for (i = 0; i < NUM_DIRECTIONS; i++)
8613 if (!IN_LEV_FIELD(x, y))
8616 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8618 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8619 SND_AMOEBA_TURNING_TO_GEM :
8620 SND_AMOEBA_TURNING_TO_ROCK));
8627 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8630 int group_nr = AmoebaNr[ax][ay];
8631 boolean done = FALSE;
8636 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8637 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8642 SCAN_PLAYFIELD(x, y)
8644 if (AmoebaNr[x][y] == group_nr &&
8645 (Feld[x][y] == EL_AMOEBA_DEAD ||
8646 Feld[x][y] == EL_BD_AMOEBA ||
8647 Feld[x][y] == EL_AMOEBA_GROWING))
8650 Feld[x][y] = new_element;
8651 InitField(x, y, FALSE);
8652 TEST_DrawLevelField(x, y);
8658 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8659 SND_BD_AMOEBA_TURNING_TO_ROCK :
8660 SND_BD_AMOEBA_TURNING_TO_GEM));
8663 static void AmoebeWaechst(int x, int y)
8665 static unsigned int sound_delay = 0;
8666 static unsigned int sound_delay_value = 0;
8668 if (!MovDelay[x][y]) // start new growing cycle
8672 if (DelayReached(&sound_delay, sound_delay_value))
8674 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8675 sound_delay_value = 30;
8679 if (MovDelay[x][y]) // wait some time before growing bigger
8682 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8684 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8685 6 - MovDelay[x][y]);
8687 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8690 if (!MovDelay[x][y])
8692 Feld[x][y] = Store[x][y];
8694 TEST_DrawLevelField(x, y);
8699 static void AmoebaDisappearing(int x, int y)
8701 static unsigned int sound_delay = 0;
8702 static unsigned int sound_delay_value = 0;
8704 if (!MovDelay[x][y]) // start new shrinking cycle
8708 if (DelayReached(&sound_delay, sound_delay_value))
8709 sound_delay_value = 30;
8712 if (MovDelay[x][y]) // wait some time before shrinking
8715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8717 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8718 6 - MovDelay[x][y]);
8720 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8723 if (!MovDelay[x][y])
8725 Feld[x][y] = EL_EMPTY;
8726 TEST_DrawLevelField(x, y);
8728 // don't let mole enter this field in this cycle;
8729 // (give priority to objects falling to this field from above)
8735 static void AmoebeAbleger(int ax, int ay)
8738 int element = Feld[ax][ay];
8739 int graphic = el2img(element);
8740 int newax = ax, neway = ay;
8741 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8742 static int xy[4][2] =
8750 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8752 Feld[ax][ay] = EL_AMOEBA_DEAD;
8753 TEST_DrawLevelField(ax, ay);
8757 if (IS_ANIMATED(graphic))
8758 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8760 if (!MovDelay[ax][ay]) // start making new amoeba field
8761 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8763 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8766 if (MovDelay[ax][ay])
8770 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8773 int x = ax + xy[start][0];
8774 int y = ay + xy[start][1];
8776 if (!IN_LEV_FIELD(x, y))
8779 if (IS_FREE(x, y) ||
8780 CAN_GROW_INTO(Feld[x][y]) ||
8781 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8782 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8788 if (newax == ax && neway == ay)
8791 else // normal or "filled" (BD style) amoeba
8794 boolean waiting_for_player = FALSE;
8796 for (i = 0; i < NUM_DIRECTIONS; i++)
8798 int j = (start + i) % 4;
8799 int x = ax + xy[j][0];
8800 int y = ay + xy[j][1];
8802 if (!IN_LEV_FIELD(x, y))
8805 if (IS_FREE(x, y) ||
8806 CAN_GROW_INTO(Feld[x][y]) ||
8807 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8808 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8814 else if (IS_PLAYER(x, y))
8815 waiting_for_player = TRUE;
8818 if (newax == ax && neway == ay) // amoeba cannot grow
8820 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8822 Feld[ax][ay] = EL_AMOEBA_DEAD;
8823 TEST_DrawLevelField(ax, ay);
8824 AmoebaCnt[AmoebaNr[ax][ay]]--;
8826 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8828 if (element == EL_AMOEBA_FULL)
8829 AmoebeUmwandeln(ax, ay);
8830 else if (element == EL_BD_AMOEBA)
8831 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8836 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8838 // amoeba gets larger by growing in some direction
8840 int new_group_nr = AmoebaNr[ax][ay];
8843 if (new_group_nr == 0)
8845 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8846 printf("AmoebeAbleger(): This should never happen!\n");
8851 AmoebaNr[newax][neway] = new_group_nr;
8852 AmoebaCnt[new_group_nr]++;
8853 AmoebaCnt2[new_group_nr]++;
8855 // if amoeba touches other amoeba(s) after growing, unify them
8856 AmoebenVereinigen(newax, neway);
8858 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8860 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8866 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8867 (neway == lev_fieldy - 1 && newax != ax))
8869 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8870 Store[newax][neway] = element;
8872 else if (neway == ay || element == EL_EMC_DRIPPER)
8874 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8876 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8880 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8881 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8882 Store[ax][ay] = EL_AMOEBA_DROP;
8883 ContinueMoving(ax, ay);
8887 TEST_DrawLevelField(newax, neway);
8890 static void Life(int ax, int ay)
8894 int element = Feld[ax][ay];
8895 int graphic = el2img(element);
8896 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8898 boolean changed = FALSE;
8900 if (IS_ANIMATED(graphic))
8901 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8906 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8907 MovDelay[ax][ay] = life_time;
8909 if (MovDelay[ax][ay]) // wait some time before next cycle
8912 if (MovDelay[ax][ay])
8916 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8918 int xx = ax+x1, yy = ay+y1;
8919 int old_element = Feld[xx][yy];
8920 int num_neighbours = 0;
8922 if (!IN_LEV_FIELD(xx, yy))
8925 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8927 int x = xx+x2, y = yy+y2;
8929 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8932 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8933 boolean is_neighbour = FALSE;
8935 if (level.use_life_bugs)
8937 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8938 (IS_FREE(x, y) && Stop[x][y]));
8941 (Last[x][y] == element || is_player_cell);
8947 boolean is_free = FALSE;
8949 if (level.use_life_bugs)
8950 is_free = (IS_FREE(xx, yy));
8952 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8954 if (xx == ax && yy == ay) // field in the middle
8956 if (num_neighbours < life_parameter[0] ||
8957 num_neighbours > life_parameter[1])
8959 Feld[xx][yy] = EL_EMPTY;
8960 if (Feld[xx][yy] != old_element)
8961 TEST_DrawLevelField(xx, yy);
8962 Stop[xx][yy] = TRUE;
8966 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8967 { // free border field
8968 if (num_neighbours >= life_parameter[2] &&
8969 num_neighbours <= life_parameter[3])
8971 Feld[xx][yy] = element;
8972 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8973 if (Feld[xx][yy] != old_element)
8974 TEST_DrawLevelField(xx, yy);
8975 Stop[xx][yy] = TRUE;
8982 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8983 SND_GAME_OF_LIFE_GROWING);
8986 static void InitRobotWheel(int x, int y)
8988 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8991 static void RunRobotWheel(int x, int y)
8993 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8996 static void StopRobotWheel(int x, int y)
8998 if (ZX == x && ZY == y)
9002 game.robot_wheel_active = FALSE;
9006 static void InitTimegateWheel(int x, int y)
9008 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9011 static void RunTimegateWheel(int x, int y)
9013 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9016 static void InitMagicBallDelay(int x, int y)
9018 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9021 static void ActivateMagicBall(int bx, int by)
9025 if (level.ball_random)
9027 int pos_border = RND(8); // select one of the eight border elements
9028 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9029 int xx = pos_content % 3;
9030 int yy = pos_content / 3;
9035 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9036 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9040 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9042 int xx = x - bx + 1;
9043 int yy = y - by + 1;
9045 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9046 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9050 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9053 static void CheckExit(int x, int y)
9055 if (local_player->gems_still_needed > 0 ||
9056 local_player->sokobanfields_still_needed > 0 ||
9057 local_player->lights_still_needed > 0)
9059 int element = Feld[x][y];
9060 int graphic = el2img(element);
9062 if (IS_ANIMATED(graphic))
9063 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9068 if (AllPlayersGone) // do not re-open exit door closed after last player
9071 Feld[x][y] = EL_EXIT_OPENING;
9073 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9076 static void CheckExitEM(int x, int y)
9078 if (local_player->gems_still_needed > 0 ||
9079 local_player->sokobanfields_still_needed > 0 ||
9080 local_player->lights_still_needed > 0)
9082 int element = Feld[x][y];
9083 int graphic = el2img(element);
9085 if (IS_ANIMATED(graphic))
9086 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9091 if (AllPlayersGone) // do not re-open exit door closed after last player
9094 Feld[x][y] = EL_EM_EXIT_OPENING;
9096 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9099 static void CheckExitSteel(int x, int y)
9101 if (local_player->gems_still_needed > 0 ||
9102 local_player->sokobanfields_still_needed > 0 ||
9103 local_player->lights_still_needed > 0)
9105 int element = Feld[x][y];
9106 int graphic = el2img(element);
9108 if (IS_ANIMATED(graphic))
9109 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9114 if (AllPlayersGone) // do not re-open exit door closed after last player
9117 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9119 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9122 static void CheckExitSteelEM(int x, int y)
9124 if (local_player->gems_still_needed > 0 ||
9125 local_player->sokobanfields_still_needed > 0 ||
9126 local_player->lights_still_needed > 0)
9128 int element = Feld[x][y];
9129 int graphic = el2img(element);
9131 if (IS_ANIMATED(graphic))
9132 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9137 if (AllPlayersGone) // do not re-open exit door closed after last player
9140 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9142 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9145 static void CheckExitSP(int x, int y)
9147 if (local_player->gems_still_needed > 0)
9149 int element = Feld[x][y];
9150 int graphic = el2img(element);
9152 if (IS_ANIMATED(graphic))
9153 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9158 if (AllPlayersGone) // do not re-open exit door closed after last player
9161 Feld[x][y] = EL_SP_EXIT_OPENING;
9163 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9166 static void CloseAllOpenTimegates(void)
9170 SCAN_PLAYFIELD(x, y)
9172 int element = Feld[x][y];
9174 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9176 Feld[x][y] = EL_TIMEGATE_CLOSING;
9178 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9183 static void DrawTwinkleOnField(int x, int y)
9185 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9188 if (Feld[x][y] == EL_BD_DIAMOND)
9191 if (MovDelay[x][y] == 0) // next animation frame
9192 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9194 if (MovDelay[x][y] != 0) // wait some time before next frame
9198 DrawLevelElementAnimation(x, y, Feld[x][y]);
9200 if (MovDelay[x][y] != 0)
9202 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9203 10 - MovDelay[x][y]);
9205 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9210 static void MauerWaechst(int x, int y)
9214 if (!MovDelay[x][y]) // next animation frame
9215 MovDelay[x][y] = 3 * delay;
9217 if (MovDelay[x][y]) // wait some time before next frame
9221 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9223 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9224 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9226 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9229 if (!MovDelay[x][y])
9231 if (MovDir[x][y] == MV_LEFT)
9233 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9234 TEST_DrawLevelField(x - 1, y);
9236 else if (MovDir[x][y] == MV_RIGHT)
9238 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9239 TEST_DrawLevelField(x + 1, y);
9241 else if (MovDir[x][y] == MV_UP)
9243 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9244 TEST_DrawLevelField(x, y - 1);
9248 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9249 TEST_DrawLevelField(x, y + 1);
9252 Feld[x][y] = Store[x][y];
9254 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9255 TEST_DrawLevelField(x, y);
9260 static void MauerAbleger(int ax, int ay)
9262 int element = Feld[ax][ay];
9263 int graphic = el2img(element);
9264 boolean oben_frei = FALSE, unten_frei = FALSE;
9265 boolean links_frei = FALSE, rechts_frei = FALSE;
9266 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9267 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9268 boolean new_wall = FALSE;
9270 if (IS_ANIMATED(graphic))
9271 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9273 if (!MovDelay[ax][ay]) // start building new wall
9274 MovDelay[ax][ay] = 6;
9276 if (MovDelay[ax][ay]) // wait some time before building new wall
9279 if (MovDelay[ax][ay])
9283 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9285 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9287 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9289 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9292 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9293 element == EL_EXPANDABLE_WALL_ANY)
9297 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9298 Store[ax][ay-1] = element;
9299 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9300 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9301 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9302 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9307 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9308 Store[ax][ay+1] = element;
9309 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9310 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9311 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9312 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9317 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9318 element == EL_EXPANDABLE_WALL_ANY ||
9319 element == EL_EXPANDABLE_WALL ||
9320 element == EL_BD_EXPANDABLE_WALL)
9324 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9325 Store[ax-1][ay] = element;
9326 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9327 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9328 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9329 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9335 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9336 Store[ax+1][ay] = element;
9337 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9338 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9339 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9340 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9345 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9346 TEST_DrawLevelField(ax, ay);
9348 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9350 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9351 unten_massiv = TRUE;
9352 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9353 links_massiv = TRUE;
9354 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9355 rechts_massiv = TRUE;
9357 if (((oben_massiv && unten_massiv) ||
9358 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9359 element == EL_EXPANDABLE_WALL) &&
9360 ((links_massiv && rechts_massiv) ||
9361 element == EL_EXPANDABLE_WALL_VERTICAL))
9362 Feld[ax][ay] = EL_WALL;
9365 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9368 static void MauerAblegerStahl(int ax, int ay)
9370 int element = Feld[ax][ay];
9371 int graphic = el2img(element);
9372 boolean oben_frei = FALSE, unten_frei = FALSE;
9373 boolean links_frei = FALSE, rechts_frei = FALSE;
9374 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9375 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9376 boolean new_wall = FALSE;
9378 if (IS_ANIMATED(graphic))
9379 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9381 if (!MovDelay[ax][ay]) // start building new wall
9382 MovDelay[ax][ay] = 6;
9384 if (MovDelay[ax][ay]) // wait some time before building new wall
9387 if (MovDelay[ax][ay])
9391 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9393 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9395 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9397 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9400 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9401 element == EL_EXPANDABLE_STEELWALL_ANY)
9405 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9406 Store[ax][ay-1] = element;
9407 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9408 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9409 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9410 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9415 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9416 Store[ax][ay+1] = element;
9417 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9418 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9419 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9420 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9425 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9426 element == EL_EXPANDABLE_STEELWALL_ANY)
9430 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9431 Store[ax-1][ay] = element;
9432 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9433 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9434 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9435 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9441 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9442 Store[ax+1][ay] = element;
9443 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9444 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9445 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9446 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9451 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9453 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9454 unten_massiv = TRUE;
9455 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9456 links_massiv = TRUE;
9457 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9458 rechts_massiv = TRUE;
9460 if (((oben_massiv && unten_massiv) ||
9461 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9462 ((links_massiv && rechts_massiv) ||
9463 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9464 Feld[ax][ay] = EL_STEELWALL;
9467 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9470 static void CheckForDragon(int x, int y)
9473 boolean dragon_found = FALSE;
9474 static int xy[4][2] =
9482 for (i = 0; i < NUM_DIRECTIONS; i++)
9484 for (j = 0; j < 4; j++)
9486 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9488 if (IN_LEV_FIELD(xx, yy) &&
9489 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9491 if (Feld[xx][yy] == EL_DRAGON)
9492 dragon_found = TRUE;
9501 for (i = 0; i < NUM_DIRECTIONS; i++)
9503 for (j = 0; j < 3; j++)
9505 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9507 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9509 Feld[xx][yy] = EL_EMPTY;
9510 TEST_DrawLevelField(xx, yy);
9519 static void InitBuggyBase(int x, int y)
9521 int element = Feld[x][y];
9522 int activating_delay = FRAMES_PER_SECOND / 4;
9525 (element == EL_SP_BUGGY_BASE ?
9526 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9527 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9529 element == EL_SP_BUGGY_BASE_ACTIVE ?
9530 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9533 static void WarnBuggyBase(int x, int y)
9536 static int xy[4][2] =
9544 for (i = 0; i < NUM_DIRECTIONS; i++)
9546 int xx = x + xy[i][0];
9547 int yy = y + xy[i][1];
9549 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9551 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9558 static void InitTrap(int x, int y)
9560 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9563 static void ActivateTrap(int x, int y)
9565 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9568 static void ChangeActiveTrap(int x, int y)
9570 int graphic = IMG_TRAP_ACTIVE;
9572 // if new animation frame was drawn, correct crumbled sand border
9573 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9574 TEST_DrawLevelFieldCrumbled(x, y);
9577 static int getSpecialActionElement(int element, int number, int base_element)
9579 return (element != EL_EMPTY ? element :
9580 number != -1 ? base_element + number - 1 :
9584 static int getModifiedActionNumber(int value_old, int operator, int operand,
9585 int value_min, int value_max)
9587 int value_new = (operator == CA_MODE_SET ? operand :
9588 operator == CA_MODE_ADD ? value_old + operand :
9589 operator == CA_MODE_SUBTRACT ? value_old - operand :
9590 operator == CA_MODE_MULTIPLY ? value_old * operand :
9591 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9592 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9595 return (value_new < value_min ? value_min :
9596 value_new > value_max ? value_max :
9600 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9602 struct ElementInfo *ei = &element_info[element];
9603 struct ElementChangeInfo *change = &ei->change_page[page];
9604 int target_element = change->target_element;
9605 int action_type = change->action_type;
9606 int action_mode = change->action_mode;
9607 int action_arg = change->action_arg;
9608 int action_element = change->action_element;
9611 if (!change->has_action)
9614 // ---------- determine action paramater values -----------------------------
9616 int level_time_value =
9617 (level.time > 0 ? TimeLeft :
9620 int action_arg_element_raw =
9621 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9622 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9623 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9624 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9625 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9626 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9627 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9629 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9631 int action_arg_direction =
9632 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9633 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9634 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9635 change->actual_trigger_side :
9636 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9637 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9640 int action_arg_number_min =
9641 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9644 int action_arg_number_max =
9645 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9646 action_type == CA_SET_LEVEL_GEMS ? 999 :
9647 action_type == CA_SET_LEVEL_TIME ? 9999 :
9648 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9649 action_type == CA_SET_CE_VALUE ? 9999 :
9650 action_type == CA_SET_CE_SCORE ? 9999 :
9653 int action_arg_number_reset =
9654 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9655 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9656 action_type == CA_SET_LEVEL_TIME ? level.time :
9657 action_type == CA_SET_LEVEL_SCORE ? 0 :
9658 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9659 action_type == CA_SET_CE_SCORE ? 0 :
9662 int action_arg_number =
9663 (action_arg <= CA_ARG_MAX ? action_arg :
9664 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9665 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9666 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9667 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9668 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9669 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9670 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9671 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9672 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9673 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9674 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9675 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9676 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9677 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9678 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9679 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9680 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9681 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9682 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9683 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9684 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9687 int action_arg_number_old =
9688 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9689 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9690 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9691 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9692 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9695 int action_arg_number_new =
9696 getModifiedActionNumber(action_arg_number_old,
9697 action_mode, action_arg_number,
9698 action_arg_number_min, action_arg_number_max);
9700 int trigger_player_bits =
9701 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9702 change->actual_trigger_player_bits : change->trigger_player);
9704 int action_arg_player_bits =
9705 (action_arg >= CA_ARG_PLAYER_1 &&
9706 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9707 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9708 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9711 // ---------- execute action -----------------------------------------------
9713 switch (action_type)
9720 // ---------- level actions ----------------------------------------------
9722 case CA_RESTART_LEVEL:
9724 game.restart_level = TRUE;
9729 case CA_SHOW_ENVELOPE:
9731 int element = getSpecialActionElement(action_arg_element,
9732 action_arg_number, EL_ENVELOPE_1);
9734 if (IS_ENVELOPE(element))
9735 local_player->show_envelope = element;
9740 case CA_SET_LEVEL_TIME:
9742 if (level.time > 0) // only modify limited time value
9744 TimeLeft = action_arg_number_new;
9746 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9748 DisplayGameControlValues();
9750 if (!TimeLeft && setup.time_limit)
9751 for (i = 0; i < MAX_PLAYERS; i++)
9752 KillPlayer(&stored_player[i]);
9758 case CA_SET_LEVEL_SCORE:
9760 local_player->score = action_arg_number_new;
9762 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9764 DisplayGameControlValues();
9769 case CA_SET_LEVEL_GEMS:
9771 local_player->gems_still_needed = action_arg_number_new;
9773 game.snapshot.collected_item = TRUE;
9775 game_panel_controls[GAME_PANEL_GEMS].value =
9776 local_player->gems_still_needed;
9778 DisplayGameControlValues();
9783 case CA_SET_LEVEL_WIND:
9785 game.wind_direction = action_arg_direction;
9790 case CA_SET_LEVEL_RANDOM_SEED:
9792 // ensure that setting a new random seed while playing is predictable
9793 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9798 // ---------- player actions ---------------------------------------------
9800 case CA_MOVE_PLAYER:
9802 // automatically move to the next field in specified direction
9803 for (i = 0; i < MAX_PLAYERS; i++)
9804 if (trigger_player_bits & (1 << i))
9805 stored_player[i].programmed_action = action_arg_direction;
9810 case CA_EXIT_PLAYER:
9812 for (i = 0; i < MAX_PLAYERS; i++)
9813 if (action_arg_player_bits & (1 << i))
9814 ExitPlayer(&stored_player[i]);
9817 PlayerWins(local_player);
9822 case CA_KILL_PLAYER:
9824 for (i = 0; i < MAX_PLAYERS; i++)
9825 if (action_arg_player_bits & (1 << i))
9826 KillPlayer(&stored_player[i]);
9831 case CA_SET_PLAYER_KEYS:
9833 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9834 int element = getSpecialActionElement(action_arg_element,
9835 action_arg_number, EL_KEY_1);
9837 if (IS_KEY(element))
9839 for (i = 0; i < MAX_PLAYERS; i++)
9841 if (trigger_player_bits & (1 << i))
9843 stored_player[i].key[KEY_NR(element)] = key_state;
9845 DrawGameDoorValues();
9853 case CA_SET_PLAYER_SPEED:
9855 for (i = 0; i < MAX_PLAYERS; i++)
9857 if (trigger_player_bits & (1 << i))
9859 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9861 if (action_arg == CA_ARG_SPEED_FASTER &&
9862 stored_player[i].cannot_move)
9864 action_arg_number = STEPSIZE_VERY_SLOW;
9866 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9867 action_arg == CA_ARG_SPEED_FASTER)
9869 action_arg_number = 2;
9870 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9873 else if (action_arg == CA_ARG_NUMBER_RESET)
9875 action_arg_number = level.initial_player_stepsize[i];
9879 getModifiedActionNumber(move_stepsize,
9882 action_arg_number_min,
9883 action_arg_number_max);
9885 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9892 case CA_SET_PLAYER_SHIELD:
9894 for (i = 0; i < MAX_PLAYERS; i++)
9896 if (trigger_player_bits & (1 << i))
9898 if (action_arg == CA_ARG_SHIELD_OFF)
9900 stored_player[i].shield_normal_time_left = 0;
9901 stored_player[i].shield_deadly_time_left = 0;
9903 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9905 stored_player[i].shield_normal_time_left = 999999;
9907 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9909 stored_player[i].shield_normal_time_left = 999999;
9910 stored_player[i].shield_deadly_time_left = 999999;
9918 case CA_SET_PLAYER_GRAVITY:
9920 for (i = 0; i < MAX_PLAYERS; i++)
9922 if (trigger_player_bits & (1 << i))
9924 stored_player[i].gravity =
9925 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9926 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9927 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9928 stored_player[i].gravity);
9935 case CA_SET_PLAYER_ARTWORK:
9937 for (i = 0; i < MAX_PLAYERS; i++)
9939 if (trigger_player_bits & (1 << i))
9941 int artwork_element = action_arg_element;
9943 if (action_arg == CA_ARG_ELEMENT_RESET)
9945 (level.use_artwork_element[i] ? level.artwork_element[i] :
9946 stored_player[i].element_nr);
9948 if (stored_player[i].artwork_element != artwork_element)
9949 stored_player[i].Frame = 0;
9951 stored_player[i].artwork_element = artwork_element;
9953 SetPlayerWaiting(&stored_player[i], FALSE);
9955 // set number of special actions for bored and sleeping animation
9956 stored_player[i].num_special_action_bored =
9957 get_num_special_action(artwork_element,
9958 ACTION_BORING_1, ACTION_BORING_LAST);
9959 stored_player[i].num_special_action_sleeping =
9960 get_num_special_action(artwork_element,
9961 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9968 case CA_SET_PLAYER_INVENTORY:
9970 for (i = 0; i < MAX_PLAYERS; i++)
9972 struct PlayerInfo *player = &stored_player[i];
9975 if (trigger_player_bits & (1 << i))
9977 int inventory_element = action_arg_element;
9979 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9980 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9981 action_arg == CA_ARG_ELEMENT_ACTION)
9983 int element = inventory_element;
9984 int collect_count = element_info[element].collect_count_initial;
9986 if (!IS_CUSTOM_ELEMENT(element))
9989 if (collect_count == 0)
9990 player->inventory_infinite_element = element;
9992 for (k = 0; k < collect_count; k++)
9993 if (player->inventory_size < MAX_INVENTORY_SIZE)
9994 player->inventory_element[player->inventory_size++] =
9997 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9998 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9999 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10001 if (player->inventory_infinite_element != EL_UNDEFINED &&
10002 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10003 action_arg_element_raw))
10004 player->inventory_infinite_element = EL_UNDEFINED;
10006 for (k = 0, j = 0; j < player->inventory_size; j++)
10008 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10009 action_arg_element_raw))
10010 player->inventory_element[k++] = player->inventory_element[j];
10013 player->inventory_size = k;
10015 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10017 if (player->inventory_size > 0)
10019 for (j = 0; j < player->inventory_size - 1; j++)
10020 player->inventory_element[j] = player->inventory_element[j + 1];
10022 player->inventory_size--;
10025 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10027 if (player->inventory_size > 0)
10028 player->inventory_size--;
10030 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10032 player->inventory_infinite_element = EL_UNDEFINED;
10033 player->inventory_size = 0;
10035 else if (action_arg == CA_ARG_INVENTORY_RESET)
10037 player->inventory_infinite_element = EL_UNDEFINED;
10038 player->inventory_size = 0;
10040 if (level.use_initial_inventory[i])
10042 for (j = 0; j < level.initial_inventory_size[i]; j++)
10044 int element = level.initial_inventory_content[i][j];
10045 int collect_count = element_info[element].collect_count_initial;
10047 if (!IS_CUSTOM_ELEMENT(element))
10050 if (collect_count == 0)
10051 player->inventory_infinite_element = element;
10053 for (k = 0; k < collect_count; k++)
10054 if (player->inventory_size < MAX_INVENTORY_SIZE)
10055 player->inventory_element[player->inventory_size++] =
10066 // ---------- CE actions -------------------------------------------------
10068 case CA_SET_CE_VALUE:
10070 int last_ce_value = CustomValue[x][y];
10072 CustomValue[x][y] = action_arg_number_new;
10074 if (CustomValue[x][y] != last_ce_value)
10076 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10077 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10079 if (CustomValue[x][y] == 0)
10081 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10082 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10089 case CA_SET_CE_SCORE:
10091 int last_ce_score = ei->collect_score;
10093 ei->collect_score = action_arg_number_new;
10095 if (ei->collect_score != last_ce_score)
10097 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10098 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10100 if (ei->collect_score == 0)
10104 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10105 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10108 This is a very special case that seems to be a mixture between
10109 CheckElementChange() and CheckTriggeredElementChange(): while
10110 the first one only affects single elements that are triggered
10111 directly, the second one affects multiple elements in the playfield
10112 that are triggered indirectly by another element. This is a third
10113 case: Changing the CE score always affects multiple identical CEs,
10114 so every affected CE must be checked, not only the single CE for
10115 which the CE score was changed in the first place (as every instance
10116 of that CE shares the same CE score, and therefore also can change)!
10118 SCAN_PLAYFIELD(xx, yy)
10120 if (Feld[xx][yy] == element)
10121 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10122 CE_SCORE_GETS_ZERO);
10130 case CA_SET_CE_ARTWORK:
10132 int artwork_element = action_arg_element;
10133 boolean reset_frame = FALSE;
10136 if (action_arg == CA_ARG_ELEMENT_RESET)
10137 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10140 if (ei->gfx_element != artwork_element)
10141 reset_frame = TRUE;
10143 ei->gfx_element = artwork_element;
10145 SCAN_PLAYFIELD(xx, yy)
10147 if (Feld[xx][yy] == element)
10151 ResetGfxAnimation(xx, yy);
10152 ResetRandomAnimationValue(xx, yy);
10155 TEST_DrawLevelField(xx, yy);
10162 // ---------- engine actions ---------------------------------------------
10164 case CA_SET_ENGINE_SCAN_MODE:
10166 InitPlayfieldScanMode(action_arg);
10176 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10178 int old_element = Feld[x][y];
10179 int new_element = GetElementFromGroupElement(element);
10180 int previous_move_direction = MovDir[x][y];
10181 int last_ce_value = CustomValue[x][y];
10182 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10183 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10184 boolean add_player_onto_element = (new_element_is_player &&
10185 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10186 IS_WALKABLE(old_element));
10188 if (!add_player_onto_element)
10190 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10191 RemoveMovingField(x, y);
10195 Feld[x][y] = new_element;
10197 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10198 MovDir[x][y] = previous_move_direction;
10200 if (element_info[new_element].use_last_ce_value)
10201 CustomValue[x][y] = last_ce_value;
10203 InitField_WithBug1(x, y, FALSE);
10205 new_element = Feld[x][y]; // element may have changed
10207 ResetGfxAnimation(x, y);
10208 ResetRandomAnimationValue(x, y);
10210 TEST_DrawLevelField(x, y);
10212 if (GFX_CRUMBLED(new_element))
10213 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10216 // check if element under the player changes from accessible to unaccessible
10217 // (needed for special case of dropping element which then changes)
10218 // (must be checked after creating new element for walkable group elements)
10219 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10220 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10227 // "ChangeCount" not set yet to allow "entered by player" change one time
10228 if (new_element_is_player)
10229 RelocatePlayer(x, y, new_element);
10232 ChangeCount[x][y]++; // count number of changes in the same frame
10234 TestIfBadThingTouchesPlayer(x, y);
10235 TestIfPlayerTouchesCustomElement(x, y);
10236 TestIfElementTouchesCustomElement(x, y);
10239 static void CreateField(int x, int y, int element)
10241 CreateFieldExt(x, y, element, FALSE);
10244 static void CreateElementFromChange(int x, int y, int element)
10246 element = GET_VALID_RUNTIME_ELEMENT(element);
10248 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10250 int old_element = Feld[x][y];
10252 // prevent changed element from moving in same engine frame
10253 // unless both old and new element can either fall or move
10254 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10255 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10259 CreateFieldExt(x, y, element, TRUE);
10262 static boolean ChangeElement(int x, int y, int element, int page)
10264 struct ElementInfo *ei = &element_info[element];
10265 struct ElementChangeInfo *change = &ei->change_page[page];
10266 int ce_value = CustomValue[x][y];
10267 int ce_score = ei->collect_score;
10268 int target_element;
10269 int old_element = Feld[x][y];
10271 // always use default change event to prevent running into a loop
10272 if (ChangeEvent[x][y] == -1)
10273 ChangeEvent[x][y] = CE_DELAY;
10275 if (ChangeEvent[x][y] == CE_DELAY)
10277 // reset actual trigger element, trigger player and action element
10278 change->actual_trigger_element = EL_EMPTY;
10279 change->actual_trigger_player = EL_EMPTY;
10280 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10281 change->actual_trigger_side = CH_SIDE_NONE;
10282 change->actual_trigger_ce_value = 0;
10283 change->actual_trigger_ce_score = 0;
10286 // do not change elements more than a specified maximum number of changes
10287 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10290 ChangeCount[x][y]++; // count number of changes in the same frame
10292 if (change->explode)
10299 if (change->use_target_content)
10301 boolean complete_replace = TRUE;
10302 boolean can_replace[3][3];
10305 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10308 boolean is_walkable;
10309 boolean is_diggable;
10310 boolean is_collectible;
10311 boolean is_removable;
10312 boolean is_destructible;
10313 int ex = x + xx - 1;
10314 int ey = y + yy - 1;
10315 int content_element = change->target_content.e[xx][yy];
10318 can_replace[xx][yy] = TRUE;
10320 if (ex == x && ey == y) // do not check changing element itself
10323 if (content_element == EL_EMPTY_SPACE)
10325 can_replace[xx][yy] = FALSE; // do not replace border with space
10330 if (!IN_LEV_FIELD(ex, ey))
10332 can_replace[xx][yy] = FALSE;
10333 complete_replace = FALSE;
10340 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10341 e = MovingOrBlocked2Element(ex, ey);
10343 is_empty = (IS_FREE(ex, ey) ||
10344 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10346 is_walkable = (is_empty || IS_WALKABLE(e));
10347 is_diggable = (is_empty || IS_DIGGABLE(e));
10348 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10349 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10350 is_removable = (is_diggable || is_collectible);
10352 can_replace[xx][yy] =
10353 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10354 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10355 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10356 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10357 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10358 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10359 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10361 if (!can_replace[xx][yy])
10362 complete_replace = FALSE;
10365 if (!change->only_if_complete || complete_replace)
10367 boolean something_has_changed = FALSE;
10369 if (change->only_if_complete && change->use_random_replace &&
10370 RND(100) < change->random_percentage)
10373 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10375 int ex = x + xx - 1;
10376 int ey = y + yy - 1;
10377 int content_element;
10379 if (can_replace[xx][yy] && (!change->use_random_replace ||
10380 RND(100) < change->random_percentage))
10382 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10383 RemoveMovingField(ex, ey);
10385 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10387 content_element = change->target_content.e[xx][yy];
10388 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10389 ce_value, ce_score);
10391 CreateElementFromChange(ex, ey, target_element);
10393 something_has_changed = TRUE;
10395 // for symmetry reasons, freeze newly created border elements
10396 if (ex != x || ey != y)
10397 Stop[ex][ey] = TRUE; // no more moving in this frame
10401 if (something_has_changed)
10403 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10404 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10410 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10411 ce_value, ce_score);
10413 if (element == EL_DIAGONAL_GROWING ||
10414 element == EL_DIAGONAL_SHRINKING)
10416 target_element = Store[x][y];
10418 Store[x][y] = EL_EMPTY;
10421 CreateElementFromChange(x, y, target_element);
10423 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10424 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10427 // this uses direct change before indirect change
10428 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10433 static void HandleElementChange(int x, int y, int page)
10435 int element = MovingOrBlocked2Element(x, y);
10436 struct ElementInfo *ei = &element_info[element];
10437 struct ElementChangeInfo *change = &ei->change_page[page];
10438 boolean handle_action_before_change = FALSE;
10441 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10442 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10445 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10446 x, y, element, element_info[element].token_name);
10447 printf("HandleElementChange(): This should never happen!\n");
10452 // this can happen with classic bombs on walkable, changing elements
10453 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10458 if (ChangeDelay[x][y] == 0) // initialize element change
10460 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10462 if (change->can_change)
10464 // !!! not clear why graphic animation should be reset at all here !!!
10465 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10466 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10469 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10471 When using an animation frame delay of 1 (this only happens with
10472 "sp_zonk.moving.left/right" in the classic graphics), the default
10473 (non-moving) animation shows wrong animation frames (while the
10474 moving animation, like "sp_zonk.moving.left/right", is correct,
10475 so this graphical bug never shows up with the classic graphics).
10476 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10477 be drawn instead of the correct frames 0,1,2,3. This is caused by
10478 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10479 an element change: First when the change delay ("ChangeDelay[][]")
10480 counter has reached zero after decrementing, then a second time in
10481 the next frame (after "GfxFrame[][]" was already incremented) when
10482 "ChangeDelay[][]" is reset to the initial delay value again.
10484 This causes frame 0 to be drawn twice, while the last frame won't
10485 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10487 As some animations may already be cleverly designed around this bug
10488 (at least the "Snake Bite" snake tail animation does this), it cannot
10489 simply be fixed here without breaking such existing animations.
10490 Unfortunately, it cannot easily be detected if a graphics set was
10491 designed "before" or "after" the bug was fixed. As a workaround,
10492 a new graphics set option "game.graphics_engine_version" was added
10493 to be able to specify the game's major release version for which the
10494 graphics set was designed, which can then be used to decide if the
10495 bugfix should be used (version 4 and above) or not (version 3 or
10496 below, or if no version was specified at all, as with old sets).
10498 (The wrong/fixed animation frames can be tested with the test level set
10499 "test_gfxframe" and level "000", which contains a specially prepared
10500 custom element at level position (x/y) == (11/9) which uses the zonk
10501 animation mentioned above. Using "game.graphics_engine_version: 4"
10502 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10503 This can also be seen from the debug output for this test element.)
10506 // when a custom element is about to change (for example by change delay),
10507 // do not reset graphic animation when the custom element is moving
10508 if (game.graphics_engine_version < 4 &&
10511 ResetGfxAnimation(x, y);
10512 ResetRandomAnimationValue(x, y);
10515 if (change->pre_change_function)
10516 change->pre_change_function(x, y);
10520 ChangeDelay[x][y]--;
10522 if (ChangeDelay[x][y] != 0) // continue element change
10524 if (change->can_change)
10526 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10528 if (IS_ANIMATED(graphic))
10529 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10531 if (change->change_function)
10532 change->change_function(x, y);
10535 else // finish element change
10537 if (ChangePage[x][y] != -1) // remember page from delayed change
10539 page = ChangePage[x][y];
10540 ChangePage[x][y] = -1;
10542 change = &ei->change_page[page];
10545 if (IS_MOVING(x, y)) // never change a running system ;-)
10547 ChangeDelay[x][y] = 1; // try change after next move step
10548 ChangePage[x][y] = page; // remember page to use for change
10553 // special case: set new level random seed before changing element
10554 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10555 handle_action_before_change = TRUE;
10557 if (change->has_action && handle_action_before_change)
10558 ExecuteCustomElementAction(x, y, element, page);
10560 if (change->can_change)
10562 if (ChangeElement(x, y, element, page))
10564 if (change->post_change_function)
10565 change->post_change_function(x, y);
10569 if (change->has_action && !handle_action_before_change)
10570 ExecuteCustomElementAction(x, y, element, page);
10574 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10575 int trigger_element,
10577 int trigger_player,
10581 boolean change_done_any = FALSE;
10582 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10585 if (!(trigger_events[trigger_element][trigger_event]))
10588 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10590 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10592 int element = EL_CUSTOM_START + i;
10593 boolean change_done = FALSE;
10596 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10597 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10600 for (p = 0; p < element_info[element].num_change_pages; p++)
10602 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10604 if (change->can_change_or_has_action &&
10605 change->has_event[trigger_event] &&
10606 change->trigger_side & trigger_side &&
10607 change->trigger_player & trigger_player &&
10608 change->trigger_page & trigger_page_bits &&
10609 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10611 change->actual_trigger_element = trigger_element;
10612 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10613 change->actual_trigger_player_bits = trigger_player;
10614 change->actual_trigger_side = trigger_side;
10615 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10616 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10618 if ((change->can_change && !change_done) || change->has_action)
10622 SCAN_PLAYFIELD(x, y)
10624 if (Feld[x][y] == element)
10626 if (change->can_change && !change_done)
10628 // if element already changed in this frame, not only prevent
10629 // another element change (checked in ChangeElement()), but
10630 // also prevent additional element actions for this element
10632 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10633 !level.use_action_after_change_bug)
10636 ChangeDelay[x][y] = 1;
10637 ChangeEvent[x][y] = trigger_event;
10639 HandleElementChange(x, y, p);
10641 else if (change->has_action)
10643 // if element already changed in this frame, not only prevent
10644 // another element change (checked in ChangeElement()), but
10645 // also prevent additional element actions for this element
10647 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10648 !level.use_action_after_change_bug)
10651 ExecuteCustomElementAction(x, y, element, p);
10652 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10657 if (change->can_change)
10659 change_done = TRUE;
10660 change_done_any = TRUE;
10667 RECURSION_LOOP_DETECTION_END();
10669 return change_done_any;
10672 static boolean CheckElementChangeExt(int x, int y,
10674 int trigger_element,
10676 int trigger_player,
10679 boolean change_done = FALSE;
10682 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10683 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10686 if (Feld[x][y] == EL_BLOCKED)
10688 Blocked2Moving(x, y, &x, &y);
10689 element = Feld[x][y];
10692 // check if element has already changed or is about to change after moving
10693 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10694 Feld[x][y] != element) ||
10696 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10697 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10698 ChangePage[x][y] != -1)))
10701 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10703 for (p = 0; p < element_info[element].num_change_pages; p++)
10705 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10707 /* check trigger element for all events where the element that is checked
10708 for changing interacts with a directly adjacent element -- this is
10709 different to element changes that affect other elements to change on the
10710 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10711 boolean check_trigger_element =
10712 (trigger_event == CE_TOUCHING_X ||
10713 trigger_event == CE_HITTING_X ||
10714 trigger_event == CE_HIT_BY_X ||
10715 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10717 if (change->can_change_or_has_action &&
10718 change->has_event[trigger_event] &&
10719 change->trigger_side & trigger_side &&
10720 change->trigger_player & trigger_player &&
10721 (!check_trigger_element ||
10722 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10724 change->actual_trigger_element = trigger_element;
10725 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10726 change->actual_trigger_player_bits = trigger_player;
10727 change->actual_trigger_side = trigger_side;
10728 change->actual_trigger_ce_value = CustomValue[x][y];
10729 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10731 // special case: trigger element not at (x,y) position for some events
10732 if (check_trigger_element)
10744 { 0, 0 }, { 0, 0 }, { 0, 0 },
10748 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10749 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10751 change->actual_trigger_ce_value = CustomValue[xx][yy];
10752 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10755 if (change->can_change && !change_done)
10757 ChangeDelay[x][y] = 1;
10758 ChangeEvent[x][y] = trigger_event;
10760 HandleElementChange(x, y, p);
10762 change_done = TRUE;
10764 else if (change->has_action)
10766 ExecuteCustomElementAction(x, y, element, p);
10767 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10772 RECURSION_LOOP_DETECTION_END();
10774 return change_done;
10777 static void PlayPlayerSound(struct PlayerInfo *player)
10779 int jx = player->jx, jy = player->jy;
10780 int sound_element = player->artwork_element;
10781 int last_action = player->last_action_waiting;
10782 int action = player->action_waiting;
10784 if (player->is_waiting)
10786 if (action != last_action)
10787 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10789 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10793 if (action != last_action)
10794 StopSound(element_info[sound_element].sound[last_action]);
10796 if (last_action == ACTION_SLEEPING)
10797 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10801 static void PlayAllPlayersSound(void)
10805 for (i = 0; i < MAX_PLAYERS; i++)
10806 if (stored_player[i].active)
10807 PlayPlayerSound(&stored_player[i]);
10810 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10812 boolean last_waiting = player->is_waiting;
10813 int move_dir = player->MovDir;
10815 player->dir_waiting = move_dir;
10816 player->last_action_waiting = player->action_waiting;
10820 if (!last_waiting) // not waiting -> waiting
10822 player->is_waiting = TRUE;
10824 player->frame_counter_bored =
10826 game.player_boring_delay_fixed +
10827 GetSimpleRandom(game.player_boring_delay_random);
10828 player->frame_counter_sleeping =
10830 game.player_sleeping_delay_fixed +
10831 GetSimpleRandom(game.player_sleeping_delay_random);
10833 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10836 if (game.player_sleeping_delay_fixed +
10837 game.player_sleeping_delay_random > 0 &&
10838 player->anim_delay_counter == 0 &&
10839 player->post_delay_counter == 0 &&
10840 FrameCounter >= player->frame_counter_sleeping)
10841 player->is_sleeping = TRUE;
10842 else if (game.player_boring_delay_fixed +
10843 game.player_boring_delay_random > 0 &&
10844 FrameCounter >= player->frame_counter_bored)
10845 player->is_bored = TRUE;
10847 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10848 player->is_bored ? ACTION_BORING :
10851 if (player->is_sleeping && player->use_murphy)
10853 // special case for sleeping Murphy when leaning against non-free tile
10855 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10856 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10857 !IS_MOVING(player->jx - 1, player->jy)))
10858 move_dir = MV_LEFT;
10859 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10860 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10861 !IS_MOVING(player->jx + 1, player->jy)))
10862 move_dir = MV_RIGHT;
10864 player->is_sleeping = FALSE;
10866 player->dir_waiting = move_dir;
10869 if (player->is_sleeping)
10871 if (player->num_special_action_sleeping > 0)
10873 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10875 int last_special_action = player->special_action_sleeping;
10876 int num_special_action = player->num_special_action_sleeping;
10877 int special_action =
10878 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10879 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10880 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10881 last_special_action + 1 : ACTION_SLEEPING);
10882 int special_graphic =
10883 el_act_dir2img(player->artwork_element, special_action, move_dir);
10885 player->anim_delay_counter =
10886 graphic_info[special_graphic].anim_delay_fixed +
10887 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10888 player->post_delay_counter =
10889 graphic_info[special_graphic].post_delay_fixed +
10890 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10892 player->special_action_sleeping = special_action;
10895 if (player->anim_delay_counter > 0)
10897 player->action_waiting = player->special_action_sleeping;
10898 player->anim_delay_counter--;
10900 else if (player->post_delay_counter > 0)
10902 player->post_delay_counter--;
10906 else if (player->is_bored)
10908 if (player->num_special_action_bored > 0)
10910 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10912 int special_action =
10913 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10914 int special_graphic =
10915 el_act_dir2img(player->artwork_element, special_action, move_dir);
10917 player->anim_delay_counter =
10918 graphic_info[special_graphic].anim_delay_fixed +
10919 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10920 player->post_delay_counter =
10921 graphic_info[special_graphic].post_delay_fixed +
10922 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10924 player->special_action_bored = special_action;
10927 if (player->anim_delay_counter > 0)
10929 player->action_waiting = player->special_action_bored;
10930 player->anim_delay_counter--;
10932 else if (player->post_delay_counter > 0)
10934 player->post_delay_counter--;
10939 else if (last_waiting) // waiting -> not waiting
10941 player->is_waiting = FALSE;
10942 player->is_bored = FALSE;
10943 player->is_sleeping = FALSE;
10945 player->frame_counter_bored = -1;
10946 player->frame_counter_sleeping = -1;
10948 player->anim_delay_counter = 0;
10949 player->post_delay_counter = 0;
10951 player->dir_waiting = player->MovDir;
10952 player->action_waiting = ACTION_DEFAULT;
10954 player->special_action_bored = ACTION_DEFAULT;
10955 player->special_action_sleeping = ACTION_DEFAULT;
10959 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10961 if ((!player->is_moving && player->was_moving) ||
10962 (player->MovPos == 0 && player->was_moving) ||
10963 (player->is_snapping && !player->was_snapping) ||
10964 (player->is_dropping && !player->was_dropping))
10966 if (!CheckSaveEngineSnapshotToList())
10969 player->was_moving = FALSE;
10970 player->was_snapping = TRUE;
10971 player->was_dropping = TRUE;
10975 if (player->is_moving)
10976 player->was_moving = TRUE;
10978 if (!player->is_snapping)
10979 player->was_snapping = FALSE;
10981 if (!player->is_dropping)
10982 player->was_dropping = FALSE;
10986 static void CheckSingleStepMode(struct PlayerInfo *player)
10988 if (tape.single_step && tape.recording && !tape.pausing)
10990 /* as it is called "single step mode", just return to pause mode when the
10991 player stopped moving after one tile (or never starts moving at all) */
10992 if (!player->is_moving &&
10993 !player->is_pushing &&
10994 !player->is_dropping_pressed)
10996 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10997 SnapField(player, 0, 0); // stop snapping
11001 CheckSaveEngineSnapshot(player);
11004 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11006 int left = player_action & JOY_LEFT;
11007 int right = player_action & JOY_RIGHT;
11008 int up = player_action & JOY_UP;
11009 int down = player_action & JOY_DOWN;
11010 int button1 = player_action & JOY_BUTTON_1;
11011 int button2 = player_action & JOY_BUTTON_2;
11012 int dx = (left ? -1 : right ? 1 : 0);
11013 int dy = (up ? -1 : down ? 1 : 0);
11015 if (!player->active || tape.pausing)
11021 SnapField(player, dx, dy);
11025 DropElement(player);
11027 MovePlayer(player, dx, dy);
11030 CheckSingleStepMode(player);
11032 SetPlayerWaiting(player, FALSE);
11034 return player_action;
11038 // no actions for this player (no input at player's configured device)
11040 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11041 SnapField(player, 0, 0);
11042 CheckGravityMovementWhenNotMoving(player);
11044 if (player->MovPos == 0)
11045 SetPlayerWaiting(player, TRUE);
11047 if (player->MovPos == 0) // needed for tape.playing
11048 player->is_moving = FALSE;
11050 player->is_dropping = FALSE;
11051 player->is_dropping_pressed = FALSE;
11052 player->drop_pressed_delay = 0;
11054 CheckSingleStepMode(player);
11060 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11063 if (!tape.use_mouse)
11066 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11067 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11068 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11071 static void SetTapeActionFromMouseAction(byte *tape_action,
11072 struct MouseActionInfo *mouse_action)
11074 if (!tape.use_mouse)
11077 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11078 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11079 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11082 static void CheckLevelSolved(void)
11084 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11086 if (level.native_em_level->lev->home == 0) // all players at home
11088 PlayerWins(local_player);
11090 AllPlayersGone = TRUE;
11092 level.native_em_level->lev->home = -1;
11095 if (level.native_em_level->ply[0]->alive == 0 &&
11096 level.native_em_level->ply[1]->alive == 0 &&
11097 level.native_em_level->ply[2]->alive == 0 &&
11098 level.native_em_level->ply[3]->alive == 0) // all dead
11099 AllPlayersGone = TRUE;
11101 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11103 if (game_sp.LevelSolved &&
11104 !game_sp.GameOver) // game won
11106 PlayerWins(local_player);
11108 game_sp.GameOver = TRUE;
11110 AllPlayersGone = TRUE;
11113 if (game_sp.GameOver) // game lost
11114 AllPlayersGone = TRUE;
11116 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11118 if (game_mm.level_solved &&
11119 !game_mm.game_over) // game won
11121 PlayerWins(local_player);
11123 game_mm.game_over = TRUE;
11125 AllPlayersGone = TRUE;
11128 if (game_mm.game_over) // game lost
11129 AllPlayersGone = TRUE;
11133 static void CheckLevelTime(void)
11137 if (TimeFrames >= FRAMES_PER_SECOND)
11142 for (i = 0; i < MAX_PLAYERS; i++)
11144 struct PlayerInfo *player = &stored_player[i];
11146 if (SHIELD_ON(player))
11148 player->shield_normal_time_left--;
11150 if (player->shield_deadly_time_left > 0)
11151 player->shield_deadly_time_left--;
11155 if (!local_player->LevelSolved && !level.use_step_counter)
11163 if (TimeLeft <= 10 && setup.time_limit)
11164 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11166 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11167 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11169 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11171 if (!TimeLeft && setup.time_limit)
11173 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11174 level.native_em_level->lev->killed_out_of_time = TRUE;
11176 for (i = 0; i < MAX_PLAYERS; i++)
11177 KillPlayer(&stored_player[i]);
11180 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
11182 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11185 level.native_em_level->lev->time =
11186 (game.no_time_limit ? TimePlayed : TimeLeft);
11189 if (tape.recording || tape.playing)
11190 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11193 if (tape.recording || tape.playing)
11194 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11196 UpdateAndDisplayGameControlValues();
11199 void AdvanceFrameAndPlayerCounters(int player_nr)
11203 // advance frame counters (global frame counter and time frame counter)
11207 // advance player counters (counters for move delay, move animation etc.)
11208 for (i = 0; i < MAX_PLAYERS; i++)
11210 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11211 int move_delay_value = stored_player[i].move_delay_value;
11212 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11214 if (!advance_player_counters) // not all players may be affected
11217 if (move_frames == 0) // less than one move per game frame
11219 int stepsize = TILEX / move_delay_value;
11220 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11221 int count = (stored_player[i].is_moving ?
11222 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11224 if (count % delay == 0)
11228 stored_player[i].Frame += move_frames;
11230 if (stored_player[i].MovPos != 0)
11231 stored_player[i].StepFrame += move_frames;
11233 if (stored_player[i].move_delay > 0)
11234 stored_player[i].move_delay--;
11236 // due to bugs in previous versions, counter must count up, not down
11237 if (stored_player[i].push_delay != -1)
11238 stored_player[i].push_delay++;
11240 if (stored_player[i].drop_delay > 0)
11241 stored_player[i].drop_delay--;
11243 if (stored_player[i].is_dropping_pressed)
11244 stored_player[i].drop_pressed_delay++;
11248 void StartGameActions(boolean init_network_game, boolean record_tape,
11251 unsigned int new_random_seed = InitRND(random_seed);
11254 TapeStartRecording(new_random_seed);
11256 if (init_network_game)
11258 SendToServer_LevelFile();
11259 SendToServer_StartPlaying();
11267 static void GameActionsExt(void)
11270 static unsigned int game_frame_delay = 0;
11272 unsigned int game_frame_delay_value;
11273 byte *recorded_player_action;
11274 byte summarized_player_action = 0;
11275 byte tape_action[MAX_PLAYERS];
11278 // detect endless loops, caused by custom element programming
11279 if (recursion_loop_detected && recursion_loop_depth == 0)
11281 char *message = getStringCat3("Internal Error! Element ",
11282 EL_NAME(recursion_loop_element),
11283 " caused endless loop! Quit the game?");
11285 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11286 EL_NAME(recursion_loop_element));
11288 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11290 recursion_loop_detected = FALSE; // if game should be continued
11297 if (game.restart_level)
11298 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11300 CheckLevelSolved();
11302 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11305 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11308 if (game_status != GAME_MODE_PLAYING) // status might have changed
11311 game_frame_delay_value =
11312 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11314 if (tape.playing && tape.warp_forward && !tape.pausing)
11315 game_frame_delay_value = 0;
11317 SetVideoFrameDelay(game_frame_delay_value);
11321 // ---------- main game synchronization point ----------
11323 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11325 printf("::: skip == %d\n", skip);
11328 // ---------- main game synchronization point ----------
11330 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11334 if (network_playing && !network_player_action_received)
11336 // try to get network player actions in time
11338 // last chance to get network player actions without main loop delay
11339 HandleNetworking();
11341 // game was quit by network peer
11342 if (game_status != GAME_MODE_PLAYING)
11345 // check if network player actions still missing and game still running
11346 if (!network_player_action_received && !checkGameEnded())
11347 return; // failed to get network player actions in time
11349 // do not yet reset "network_player_action_received" (for tape.pausing)
11355 // at this point we know that we really continue executing the game
11357 network_player_action_received = FALSE;
11359 // when playing tape, read previously recorded player input from tape data
11360 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11362 local_player->effective_mouse_action = local_player->mouse_action;
11364 if (recorded_player_action != NULL)
11365 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11366 recorded_player_action);
11368 // TapePlayAction() may return NULL when toggling to "pause before death"
11372 if (tape.set_centered_player)
11374 game.centered_player_nr_next = tape.centered_player_nr_next;
11375 game.set_centered_player = TRUE;
11378 for (i = 0; i < MAX_PLAYERS; i++)
11380 summarized_player_action |= stored_player[i].action;
11382 if (!network_playing && (game.team_mode || tape.playing))
11383 stored_player[i].effective_action = stored_player[i].action;
11386 if (network_playing && !checkGameEnded())
11387 SendToServer_MovePlayer(summarized_player_action);
11389 // summarize all actions at local players mapped input device position
11390 // (this allows using different input devices in single player mode)
11391 if (!network.enabled && !game.team_mode)
11392 stored_player[map_player_action[local_player->index_nr]].effective_action =
11393 summarized_player_action;
11395 if (tape.recording &&
11397 setup.input_on_focus &&
11398 game.centered_player_nr != -1)
11400 for (i = 0; i < MAX_PLAYERS; i++)
11401 stored_player[i].effective_action =
11402 (i == game.centered_player_nr ? summarized_player_action : 0);
11405 if (recorded_player_action != NULL)
11406 for (i = 0; i < MAX_PLAYERS; i++)
11407 stored_player[i].effective_action = recorded_player_action[i];
11409 for (i = 0; i < MAX_PLAYERS; i++)
11411 tape_action[i] = stored_player[i].effective_action;
11413 /* (this may happen in the RND game engine if a player was not present on
11414 the playfield on level start, but appeared later from a custom element */
11415 if (setup.team_mode &&
11418 !tape.player_participates[i])
11419 tape.player_participates[i] = TRUE;
11422 SetTapeActionFromMouseAction(tape_action,
11423 &local_player->effective_mouse_action);
11425 // only record actions from input devices, but not programmed actions
11426 if (tape.recording)
11427 TapeRecordAction(tape_action);
11429 #if USE_NEW_PLAYER_ASSIGNMENTS
11430 // !!! also map player actions in single player mode !!!
11431 // if (game.team_mode)
11434 byte mapped_action[MAX_PLAYERS];
11436 #if DEBUG_PLAYER_ACTIONS
11438 for (i = 0; i < MAX_PLAYERS; i++)
11439 printf(" %d, ", stored_player[i].effective_action);
11442 for (i = 0; i < MAX_PLAYERS; i++)
11443 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11445 for (i = 0; i < MAX_PLAYERS; i++)
11446 stored_player[i].effective_action = mapped_action[i];
11448 #if DEBUG_PLAYER_ACTIONS
11450 for (i = 0; i < MAX_PLAYERS; i++)
11451 printf(" %d, ", stored_player[i].effective_action);
11455 #if DEBUG_PLAYER_ACTIONS
11459 for (i = 0; i < MAX_PLAYERS; i++)
11460 printf(" %d, ", stored_player[i].effective_action);
11466 for (i = 0; i < MAX_PLAYERS; i++)
11468 // allow engine snapshot in case of changed movement attempt
11469 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11470 (stored_player[i].effective_action & KEY_MOTION))
11471 game.snapshot.changed_action = TRUE;
11473 // allow engine snapshot in case of snapping/dropping attempt
11474 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11475 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11476 game.snapshot.changed_action = TRUE;
11478 game.snapshot.last_action[i] = stored_player[i].effective_action;
11481 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11483 GameActions_EM_Main();
11485 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11487 GameActions_SP_Main();
11489 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11491 GameActions_MM_Main();
11495 GameActions_RND_Main();
11498 BlitScreenToBitmap(backbuffer);
11500 CheckLevelSolved();
11503 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11505 if (global.show_frames_per_second)
11507 static unsigned int fps_counter = 0;
11508 static int fps_frames = 0;
11509 unsigned int fps_delay_ms = Counter() - fps_counter;
11513 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11515 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11518 fps_counter = Counter();
11520 // always draw FPS to screen after FPS value was updated
11521 redraw_mask |= REDRAW_FPS;
11524 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11525 if (GetDrawDeactivationMask() == REDRAW_NONE)
11526 redraw_mask |= REDRAW_FPS;
11530 static void GameActions_CheckSaveEngineSnapshot(void)
11532 if (!game.snapshot.save_snapshot)
11535 // clear flag for saving snapshot _before_ saving snapshot
11536 game.snapshot.save_snapshot = FALSE;
11538 SaveEngineSnapshotToList();
11541 void GameActions(void)
11545 GameActions_CheckSaveEngineSnapshot();
11548 void GameActions_EM_Main(void)
11550 byte effective_action[MAX_PLAYERS];
11551 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11554 for (i = 0; i < MAX_PLAYERS; i++)
11555 effective_action[i] = stored_player[i].effective_action;
11557 GameActions_EM(effective_action, warp_mode);
11560 void GameActions_SP_Main(void)
11562 byte effective_action[MAX_PLAYERS];
11563 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11566 for (i = 0; i < MAX_PLAYERS; i++)
11567 effective_action[i] = stored_player[i].effective_action;
11569 GameActions_SP(effective_action, warp_mode);
11571 for (i = 0; i < MAX_PLAYERS; i++)
11573 if (stored_player[i].force_dropping)
11574 stored_player[i].action |= KEY_BUTTON_DROP;
11576 stored_player[i].force_dropping = FALSE;
11580 void GameActions_MM_Main(void)
11582 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11584 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11587 void GameActions_RND_Main(void)
11592 void GameActions_RND(void)
11594 int magic_wall_x = 0, magic_wall_y = 0;
11595 int i, x, y, element, graphic, last_gfx_frame;
11597 InitPlayfieldScanModeVars();
11599 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11601 SCAN_PLAYFIELD(x, y)
11603 ChangeCount[x][y] = 0;
11604 ChangeEvent[x][y] = -1;
11608 if (game.set_centered_player)
11610 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11612 // switching to "all players" only possible if all players fit to screen
11613 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11615 game.centered_player_nr_next = game.centered_player_nr;
11616 game.set_centered_player = FALSE;
11619 // do not switch focus to non-existing (or non-active) player
11620 if (game.centered_player_nr_next >= 0 &&
11621 !stored_player[game.centered_player_nr_next].active)
11623 game.centered_player_nr_next = game.centered_player_nr;
11624 game.set_centered_player = FALSE;
11628 if (game.set_centered_player &&
11629 ScreenMovPos == 0) // screen currently aligned at tile position
11633 if (game.centered_player_nr_next == -1)
11635 setScreenCenteredToAllPlayers(&sx, &sy);
11639 sx = stored_player[game.centered_player_nr_next].jx;
11640 sy = stored_player[game.centered_player_nr_next].jy;
11643 game.centered_player_nr = game.centered_player_nr_next;
11644 game.set_centered_player = FALSE;
11646 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11647 DrawGameDoorValues();
11650 for (i = 0; i < MAX_PLAYERS; i++)
11652 int actual_player_action = stored_player[i].effective_action;
11655 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11656 - rnd_equinox_tetrachloride 048
11657 - rnd_equinox_tetrachloride_ii 096
11658 - rnd_emanuel_schmieg 002
11659 - doctor_sloan_ww 001, 020
11661 if (stored_player[i].MovPos == 0)
11662 CheckGravityMovement(&stored_player[i]);
11665 // overwrite programmed action with tape action
11666 if (stored_player[i].programmed_action)
11667 actual_player_action = stored_player[i].programmed_action;
11669 PlayerActions(&stored_player[i], actual_player_action);
11671 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11674 ScrollScreen(NULL, SCROLL_GO_ON);
11676 /* for backwards compatibility, the following code emulates a fixed bug that
11677 occured when pushing elements (causing elements that just made their last
11678 pushing step to already (if possible) make their first falling step in the
11679 same game frame, which is bad); this code is also needed to use the famous
11680 "spring push bug" which is used in older levels and might be wanted to be
11681 used also in newer levels, but in this case the buggy pushing code is only
11682 affecting the "spring" element and no other elements */
11684 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11686 for (i = 0; i < MAX_PLAYERS; i++)
11688 struct PlayerInfo *player = &stored_player[i];
11689 int x = player->jx;
11690 int y = player->jy;
11692 if (player->active && player->is_pushing && player->is_moving &&
11694 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11695 Feld[x][y] == EL_SPRING))
11697 ContinueMoving(x, y);
11699 // continue moving after pushing (this is actually a bug)
11700 if (!IS_MOVING(x, y))
11701 Stop[x][y] = FALSE;
11706 SCAN_PLAYFIELD(x, y)
11708 Last[x][y] = Feld[x][y];
11710 ChangeCount[x][y] = 0;
11711 ChangeEvent[x][y] = -1;
11713 // this must be handled before main playfield loop
11714 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11717 if (MovDelay[x][y] <= 0)
11721 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11724 if (MovDelay[x][y] <= 0)
11727 TEST_DrawLevelField(x, y);
11729 TestIfElementTouchesCustomElement(x, y); // for empty space
11734 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11736 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11737 printf("GameActions(): This should never happen!\n");
11739 ChangePage[x][y] = -1;
11743 Stop[x][y] = FALSE;
11744 if (WasJustMoving[x][y] > 0)
11745 WasJustMoving[x][y]--;
11746 if (WasJustFalling[x][y] > 0)
11747 WasJustFalling[x][y]--;
11748 if (CheckCollision[x][y] > 0)
11749 CheckCollision[x][y]--;
11750 if (CheckImpact[x][y] > 0)
11751 CheckImpact[x][y]--;
11755 /* reset finished pushing action (not done in ContinueMoving() to allow
11756 continuous pushing animation for elements with zero push delay) */
11757 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11759 ResetGfxAnimation(x, y);
11760 TEST_DrawLevelField(x, y);
11764 if (IS_BLOCKED(x, y))
11768 Blocked2Moving(x, y, &oldx, &oldy);
11769 if (!IS_MOVING(oldx, oldy))
11771 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11772 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11773 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11774 printf("GameActions(): This should never happen!\n");
11780 SCAN_PLAYFIELD(x, y)
11782 element = Feld[x][y];
11783 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11784 last_gfx_frame = GfxFrame[x][y];
11786 ResetGfxFrame(x, y);
11788 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11789 DrawLevelGraphicAnimation(x, y, graphic);
11791 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11792 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11793 ResetRandomAnimationValue(x, y);
11795 SetRandomAnimationValue(x, y);
11797 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11799 if (IS_INACTIVE(element))
11801 if (IS_ANIMATED(graphic))
11802 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11807 // this may take place after moving, so 'element' may have changed
11808 if (IS_CHANGING(x, y) &&
11809 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11811 int page = element_info[element].event_page_nr[CE_DELAY];
11813 HandleElementChange(x, y, page);
11815 element = Feld[x][y];
11816 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11819 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11823 element = Feld[x][y];
11824 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11826 if (IS_ANIMATED(graphic) &&
11827 !IS_MOVING(x, y) &&
11829 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11831 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11832 TEST_DrawTwinkleOnField(x, y);
11834 else if (element == EL_ACID)
11837 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11839 else if ((element == EL_EXIT_OPEN ||
11840 element == EL_EM_EXIT_OPEN ||
11841 element == EL_SP_EXIT_OPEN ||
11842 element == EL_STEEL_EXIT_OPEN ||
11843 element == EL_EM_STEEL_EXIT_OPEN ||
11844 element == EL_SP_TERMINAL ||
11845 element == EL_SP_TERMINAL_ACTIVE ||
11846 element == EL_EXTRA_TIME ||
11847 element == EL_SHIELD_NORMAL ||
11848 element == EL_SHIELD_DEADLY) &&
11849 IS_ANIMATED(graphic))
11850 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11851 else if (IS_MOVING(x, y))
11852 ContinueMoving(x, y);
11853 else if (IS_ACTIVE_BOMB(element))
11854 CheckDynamite(x, y);
11855 else if (element == EL_AMOEBA_GROWING)
11856 AmoebeWaechst(x, y);
11857 else if (element == EL_AMOEBA_SHRINKING)
11858 AmoebaDisappearing(x, y);
11860 #if !USE_NEW_AMOEBA_CODE
11861 else if (IS_AMOEBALIVE(element))
11862 AmoebeAbleger(x, y);
11865 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11867 else if (element == EL_EXIT_CLOSED)
11869 else if (element == EL_EM_EXIT_CLOSED)
11871 else if (element == EL_STEEL_EXIT_CLOSED)
11872 CheckExitSteel(x, y);
11873 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11874 CheckExitSteelEM(x, y);
11875 else if (element == EL_SP_EXIT_CLOSED)
11877 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11878 element == EL_EXPANDABLE_STEELWALL_GROWING)
11879 MauerWaechst(x, y);
11880 else if (element == EL_EXPANDABLE_WALL ||
11881 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11882 element == EL_EXPANDABLE_WALL_VERTICAL ||
11883 element == EL_EXPANDABLE_WALL_ANY ||
11884 element == EL_BD_EXPANDABLE_WALL)
11885 MauerAbleger(x, y);
11886 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11887 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11888 element == EL_EXPANDABLE_STEELWALL_ANY)
11889 MauerAblegerStahl(x, y);
11890 else if (element == EL_FLAMES)
11891 CheckForDragon(x, y);
11892 else if (element == EL_EXPLOSION)
11893 ; // drawing of correct explosion animation is handled separately
11894 else if (element == EL_ELEMENT_SNAPPING ||
11895 element == EL_DIAGONAL_SHRINKING ||
11896 element == EL_DIAGONAL_GROWING)
11898 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11900 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11902 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11903 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11905 if (IS_BELT_ACTIVE(element))
11906 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11908 if (game.magic_wall_active)
11910 int jx = local_player->jx, jy = local_player->jy;
11912 // play the element sound at the position nearest to the player
11913 if ((element == EL_MAGIC_WALL_FULL ||
11914 element == EL_MAGIC_WALL_ACTIVE ||
11915 element == EL_MAGIC_WALL_EMPTYING ||
11916 element == EL_BD_MAGIC_WALL_FULL ||
11917 element == EL_BD_MAGIC_WALL_ACTIVE ||
11918 element == EL_BD_MAGIC_WALL_EMPTYING ||
11919 element == EL_DC_MAGIC_WALL_FULL ||
11920 element == EL_DC_MAGIC_WALL_ACTIVE ||
11921 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11922 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11930 #if USE_NEW_AMOEBA_CODE
11931 // new experimental amoeba growth stuff
11932 if (!(FrameCounter % 8))
11934 static unsigned int random = 1684108901;
11936 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11938 x = RND(lev_fieldx);
11939 y = RND(lev_fieldy);
11940 element = Feld[x][y];
11942 if (!IS_PLAYER(x,y) &&
11943 (element == EL_EMPTY ||
11944 CAN_GROW_INTO(element) ||
11945 element == EL_QUICKSAND_EMPTY ||
11946 element == EL_QUICKSAND_FAST_EMPTY ||
11947 element == EL_ACID_SPLASH_LEFT ||
11948 element == EL_ACID_SPLASH_RIGHT))
11950 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11951 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11952 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11953 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11954 Feld[x][y] = EL_AMOEBA_DROP;
11957 random = random * 129 + 1;
11962 game.explosions_delayed = FALSE;
11964 SCAN_PLAYFIELD(x, y)
11966 element = Feld[x][y];
11968 if (ExplodeField[x][y])
11969 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11970 else if (element == EL_EXPLOSION)
11971 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11973 ExplodeField[x][y] = EX_TYPE_NONE;
11976 game.explosions_delayed = TRUE;
11978 if (game.magic_wall_active)
11980 if (!(game.magic_wall_time_left % 4))
11982 int element = Feld[magic_wall_x][magic_wall_y];
11984 if (element == EL_BD_MAGIC_WALL_FULL ||
11985 element == EL_BD_MAGIC_WALL_ACTIVE ||
11986 element == EL_BD_MAGIC_WALL_EMPTYING)
11987 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11988 else if (element == EL_DC_MAGIC_WALL_FULL ||
11989 element == EL_DC_MAGIC_WALL_ACTIVE ||
11990 element == EL_DC_MAGIC_WALL_EMPTYING)
11991 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11993 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11996 if (game.magic_wall_time_left > 0)
11998 game.magic_wall_time_left--;
12000 if (!game.magic_wall_time_left)
12002 SCAN_PLAYFIELD(x, y)
12004 element = Feld[x][y];
12006 if (element == EL_MAGIC_WALL_ACTIVE ||
12007 element == EL_MAGIC_WALL_FULL)
12009 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12010 TEST_DrawLevelField(x, y);
12012 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12013 element == EL_BD_MAGIC_WALL_FULL)
12015 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12016 TEST_DrawLevelField(x, y);
12018 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12019 element == EL_DC_MAGIC_WALL_FULL)
12021 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12022 TEST_DrawLevelField(x, y);
12026 game.magic_wall_active = FALSE;
12031 if (game.light_time_left > 0)
12033 game.light_time_left--;
12035 if (game.light_time_left == 0)
12036 RedrawAllLightSwitchesAndInvisibleElements();
12039 if (game.timegate_time_left > 0)
12041 game.timegate_time_left--;
12043 if (game.timegate_time_left == 0)
12044 CloseAllOpenTimegates();
12047 if (game.lenses_time_left > 0)
12049 game.lenses_time_left--;
12051 if (game.lenses_time_left == 0)
12052 RedrawAllInvisibleElementsForLenses();
12055 if (game.magnify_time_left > 0)
12057 game.magnify_time_left--;
12059 if (game.magnify_time_left == 0)
12060 RedrawAllInvisibleElementsForMagnifier();
12063 for (i = 0; i < MAX_PLAYERS; i++)
12065 struct PlayerInfo *player = &stored_player[i];
12067 if (SHIELD_ON(player))
12069 if (player->shield_deadly_time_left)
12070 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12071 else if (player->shield_normal_time_left)
12072 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12076 #if USE_DELAYED_GFX_REDRAW
12077 SCAN_PLAYFIELD(x, y)
12079 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12081 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12082 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12084 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12085 DrawLevelField(x, y);
12087 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12088 DrawLevelFieldCrumbled(x, y);
12090 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12091 DrawLevelFieldCrumbledNeighbours(x, y);
12093 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12094 DrawTwinkleOnField(x, y);
12097 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12102 PlayAllPlayersSound();
12104 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12106 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12108 local_player->show_envelope = 0;
12111 // use random number generator in every frame to make it less predictable
12112 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12116 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12118 int min_x = x, min_y = y, max_x = x, max_y = y;
12121 for (i = 0; i < MAX_PLAYERS; i++)
12123 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12125 if (!stored_player[i].active || &stored_player[i] == player)
12128 min_x = MIN(min_x, jx);
12129 min_y = MIN(min_y, jy);
12130 max_x = MAX(max_x, jx);
12131 max_y = MAX(max_y, jy);
12134 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12137 static boolean AllPlayersInVisibleScreen(void)
12141 for (i = 0; i < MAX_PLAYERS; i++)
12143 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12145 if (!stored_player[i].active)
12148 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12155 void ScrollLevel(int dx, int dy)
12157 int scroll_offset = 2 * TILEX_VAR;
12160 BlitBitmap(drawto_field, drawto_field,
12161 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12162 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12163 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12164 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12165 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12166 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12170 x = (dx == 1 ? BX1 : BX2);
12171 for (y = BY1; y <= BY2; y++)
12172 DrawScreenField(x, y);
12177 y = (dy == 1 ? BY1 : BY2);
12178 for (x = BX1; x <= BX2; x++)
12179 DrawScreenField(x, y);
12182 redraw_mask |= REDRAW_FIELD;
12185 static boolean canFallDown(struct PlayerInfo *player)
12187 int jx = player->jx, jy = player->jy;
12189 return (IN_LEV_FIELD(jx, jy + 1) &&
12190 (IS_FREE(jx, jy + 1) ||
12191 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12192 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12193 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12196 static boolean canPassField(int x, int y, int move_dir)
12198 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12199 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12200 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12201 int nextx = x + dx;
12202 int nexty = y + dy;
12203 int element = Feld[x][y];
12205 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12206 !CAN_MOVE(element) &&
12207 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12208 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12209 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12212 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12214 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12215 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12216 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12220 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12221 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12222 (IS_DIGGABLE(Feld[newx][newy]) ||
12223 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12224 canPassField(newx, newy, move_dir)));
12227 static void CheckGravityMovement(struct PlayerInfo *player)
12229 if (player->gravity && !player->programmed_action)
12231 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12232 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12233 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12234 int jx = player->jx, jy = player->jy;
12235 boolean player_is_moving_to_valid_field =
12236 (!player_is_snapping &&
12237 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12238 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12239 boolean player_can_fall_down = canFallDown(player);
12241 if (player_can_fall_down &&
12242 !player_is_moving_to_valid_field)
12243 player->programmed_action = MV_DOWN;
12247 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12249 return CheckGravityMovement(player);
12251 if (player->gravity && !player->programmed_action)
12253 int jx = player->jx, jy = player->jy;
12254 boolean field_under_player_is_free =
12255 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12256 boolean player_is_standing_on_valid_field =
12257 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12258 (IS_WALKABLE(Feld[jx][jy]) &&
12259 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12261 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12262 player->programmed_action = MV_DOWN;
12267 MovePlayerOneStep()
12268 -----------------------------------------------------------------------------
12269 dx, dy: direction (non-diagonal) to try to move the player to
12270 real_dx, real_dy: direction as read from input device (can be diagonal)
12273 boolean MovePlayerOneStep(struct PlayerInfo *player,
12274 int dx, int dy, int real_dx, int real_dy)
12276 int jx = player->jx, jy = player->jy;
12277 int new_jx = jx + dx, new_jy = jy + dy;
12279 boolean player_can_move = !player->cannot_move;
12281 if (!player->active || (!dx && !dy))
12282 return MP_NO_ACTION;
12284 player->MovDir = (dx < 0 ? MV_LEFT :
12285 dx > 0 ? MV_RIGHT :
12287 dy > 0 ? MV_DOWN : MV_NONE);
12289 if (!IN_LEV_FIELD(new_jx, new_jy))
12290 return MP_NO_ACTION;
12292 if (!player_can_move)
12294 if (player->MovPos == 0)
12296 player->is_moving = FALSE;
12297 player->is_digging = FALSE;
12298 player->is_collecting = FALSE;
12299 player->is_snapping = FALSE;
12300 player->is_pushing = FALSE;
12304 if (!network.enabled && game.centered_player_nr == -1 &&
12305 !AllPlayersInSight(player, new_jx, new_jy))
12306 return MP_NO_ACTION;
12308 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12309 if (can_move != MP_MOVING)
12312 // check if DigField() has caused relocation of the player
12313 if (player->jx != jx || player->jy != jy)
12314 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12316 StorePlayer[jx][jy] = 0;
12317 player->last_jx = jx;
12318 player->last_jy = jy;
12319 player->jx = new_jx;
12320 player->jy = new_jy;
12321 StorePlayer[new_jx][new_jy] = player->element_nr;
12323 if (player->move_delay_value_next != -1)
12325 player->move_delay_value = player->move_delay_value_next;
12326 player->move_delay_value_next = -1;
12330 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12332 player->step_counter++;
12334 PlayerVisit[jx][jy] = FrameCounter;
12336 player->is_moving = TRUE;
12339 // should better be called in MovePlayer(), but this breaks some tapes
12340 ScrollPlayer(player, SCROLL_INIT);
12346 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12348 int jx = player->jx, jy = player->jy;
12349 int old_jx = jx, old_jy = jy;
12350 int moved = MP_NO_ACTION;
12352 if (!player->active)
12357 if (player->MovPos == 0)
12359 player->is_moving = FALSE;
12360 player->is_digging = FALSE;
12361 player->is_collecting = FALSE;
12362 player->is_snapping = FALSE;
12363 player->is_pushing = FALSE;
12369 if (player->move_delay > 0)
12372 player->move_delay = -1; // set to "uninitialized" value
12374 // store if player is automatically moved to next field
12375 player->is_auto_moving = (player->programmed_action != MV_NONE);
12377 // remove the last programmed player action
12378 player->programmed_action = 0;
12380 if (player->MovPos)
12382 // should only happen if pre-1.2 tape recordings are played
12383 // this is only for backward compatibility
12385 int original_move_delay_value = player->move_delay_value;
12388 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12392 // scroll remaining steps with finest movement resolution
12393 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12395 while (player->MovPos)
12397 ScrollPlayer(player, SCROLL_GO_ON);
12398 ScrollScreen(NULL, SCROLL_GO_ON);
12400 AdvanceFrameAndPlayerCounters(player->index_nr);
12403 BackToFront_WithFrameDelay(0);
12406 player->move_delay_value = original_move_delay_value;
12409 player->is_active = FALSE;
12411 if (player->last_move_dir & MV_HORIZONTAL)
12413 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12414 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12418 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12419 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12422 if (!moved && !player->is_active)
12424 player->is_moving = FALSE;
12425 player->is_digging = FALSE;
12426 player->is_collecting = FALSE;
12427 player->is_snapping = FALSE;
12428 player->is_pushing = FALSE;
12434 if (moved & MP_MOVING && !ScreenMovPos &&
12435 (player->index_nr == game.centered_player_nr ||
12436 game.centered_player_nr == -1))
12438 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12439 int offset = game.scroll_delay_value;
12441 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12443 // actual player has left the screen -- scroll in that direction
12444 if (jx != old_jx) // player has moved horizontally
12445 scroll_x += (jx - old_jx);
12446 else // player has moved vertically
12447 scroll_y += (jy - old_jy);
12451 if (jx != old_jx) // player has moved horizontally
12453 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12454 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12455 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12457 // don't scroll over playfield boundaries
12458 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12459 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12461 // don't scroll more than one field at a time
12462 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12464 // don't scroll against the player's moving direction
12465 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12466 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12467 scroll_x = old_scroll_x;
12469 else // player has moved vertically
12471 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12472 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12473 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12475 // don't scroll over playfield boundaries
12476 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12477 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12479 // don't scroll more than one field at a time
12480 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12482 // don't scroll against the player's moving direction
12483 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12484 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12485 scroll_y = old_scroll_y;
12489 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12491 if (!network.enabled && game.centered_player_nr == -1 &&
12492 !AllPlayersInVisibleScreen())
12494 scroll_x = old_scroll_x;
12495 scroll_y = old_scroll_y;
12499 ScrollScreen(player, SCROLL_INIT);
12500 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12505 player->StepFrame = 0;
12507 if (moved & MP_MOVING)
12509 if (old_jx != jx && old_jy == jy)
12510 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12511 else if (old_jx == jx && old_jy != jy)
12512 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12514 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12516 player->last_move_dir = player->MovDir;
12517 player->is_moving = TRUE;
12518 player->is_snapping = FALSE;
12519 player->is_switching = FALSE;
12520 player->is_dropping = FALSE;
12521 player->is_dropping_pressed = FALSE;
12522 player->drop_pressed_delay = 0;
12525 // should better be called here than above, but this breaks some tapes
12526 ScrollPlayer(player, SCROLL_INIT);
12531 CheckGravityMovementWhenNotMoving(player);
12533 player->is_moving = FALSE;
12535 /* at this point, the player is allowed to move, but cannot move right now
12536 (e.g. because of something blocking the way) -- ensure that the player
12537 is also allowed to move in the next frame (in old versions before 3.1.1,
12538 the player was forced to wait again for eight frames before next try) */
12540 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12541 player->move_delay = 0; // allow direct movement in the next frame
12544 if (player->move_delay == -1) // not yet initialized by DigField()
12545 player->move_delay = player->move_delay_value;
12547 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12549 TestIfPlayerTouchesBadThing(jx, jy);
12550 TestIfPlayerTouchesCustomElement(jx, jy);
12553 if (!player->active)
12554 RemovePlayer(player);
12559 void ScrollPlayer(struct PlayerInfo *player, int mode)
12561 int jx = player->jx, jy = player->jy;
12562 int last_jx = player->last_jx, last_jy = player->last_jy;
12563 int move_stepsize = TILEX / player->move_delay_value;
12565 if (!player->active)
12568 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12571 if (mode == SCROLL_INIT)
12573 player->actual_frame_counter = FrameCounter;
12574 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12576 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12577 Feld[last_jx][last_jy] == EL_EMPTY)
12579 int last_field_block_delay = 0; // start with no blocking at all
12580 int block_delay_adjustment = player->block_delay_adjustment;
12582 // if player blocks last field, add delay for exactly one move
12583 if (player->block_last_field)
12585 last_field_block_delay += player->move_delay_value;
12587 // when blocking enabled, prevent moving up despite gravity
12588 if (player->gravity && player->MovDir == MV_UP)
12589 block_delay_adjustment = -1;
12592 // add block delay adjustment (also possible when not blocking)
12593 last_field_block_delay += block_delay_adjustment;
12595 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12596 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12599 if (player->MovPos != 0) // player has not yet reached destination
12602 else if (!FrameReached(&player->actual_frame_counter, 1))
12605 if (player->MovPos != 0)
12607 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12608 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12610 // before DrawPlayer() to draw correct player graphic for this case
12611 if (player->MovPos == 0)
12612 CheckGravityMovement(player);
12615 if (player->MovPos == 0) // player reached destination field
12617 if (player->move_delay_reset_counter > 0)
12619 player->move_delay_reset_counter--;
12621 if (player->move_delay_reset_counter == 0)
12623 // continue with normal speed after quickly moving through gate
12624 HALVE_PLAYER_SPEED(player);
12626 // be able to make the next move without delay
12627 player->move_delay = 0;
12631 player->last_jx = jx;
12632 player->last_jy = jy;
12634 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12635 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12636 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12637 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12638 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12639 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12640 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12641 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12643 ExitPlayer(player);
12645 if ((local_player->friends_still_needed == 0 ||
12646 IS_SP_ELEMENT(Feld[jx][jy])) &&
12648 PlayerWins(local_player);
12651 // this breaks one level: "machine", level 000
12653 int move_direction = player->MovDir;
12654 int enter_side = MV_DIR_OPPOSITE(move_direction);
12655 int leave_side = move_direction;
12656 int old_jx = last_jx;
12657 int old_jy = last_jy;
12658 int old_element = Feld[old_jx][old_jy];
12659 int new_element = Feld[jx][jy];
12661 if (IS_CUSTOM_ELEMENT(old_element))
12662 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12664 player->index_bit, leave_side);
12666 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12667 CE_PLAYER_LEAVES_X,
12668 player->index_bit, leave_side);
12670 if (IS_CUSTOM_ELEMENT(new_element))
12671 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12672 player->index_bit, enter_side);
12674 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12675 CE_PLAYER_ENTERS_X,
12676 player->index_bit, enter_side);
12678 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12679 CE_MOVE_OF_X, move_direction);
12682 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12684 TestIfPlayerTouchesBadThing(jx, jy);
12685 TestIfPlayerTouchesCustomElement(jx, jy);
12687 /* needed because pushed element has not yet reached its destination,
12688 so it would trigger a change event at its previous field location */
12689 if (!player->is_pushing)
12690 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12692 if (!player->active)
12693 RemovePlayer(player);
12696 if (!local_player->LevelSolved && level.use_step_counter)
12706 if (TimeLeft <= 10 && setup.time_limit)
12707 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12709 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12711 DisplayGameControlValues();
12713 if (!TimeLeft && setup.time_limit)
12714 for (i = 0; i < MAX_PLAYERS; i++)
12715 KillPlayer(&stored_player[i]);
12717 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
12719 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12721 DisplayGameControlValues();
12725 if (tape.single_step && tape.recording && !tape.pausing &&
12726 !player->programmed_action)
12727 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12729 if (!player->programmed_action)
12730 CheckSaveEngineSnapshot(player);
12734 void ScrollScreen(struct PlayerInfo *player, int mode)
12736 static unsigned int screen_frame_counter = 0;
12738 if (mode == SCROLL_INIT)
12740 // set scrolling step size according to actual player's moving speed
12741 ScrollStepSize = TILEX / player->move_delay_value;
12743 screen_frame_counter = FrameCounter;
12744 ScreenMovDir = player->MovDir;
12745 ScreenMovPos = player->MovPos;
12746 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12749 else if (!FrameReached(&screen_frame_counter, 1))
12754 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12755 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12756 redraw_mask |= REDRAW_FIELD;
12759 ScreenMovDir = MV_NONE;
12762 void TestIfPlayerTouchesCustomElement(int x, int y)
12764 static int xy[4][2] =
12771 static int trigger_sides[4][2] =
12773 // center side border side
12774 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12775 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12776 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12777 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12779 static int touch_dir[4] =
12781 MV_LEFT | MV_RIGHT,
12786 int center_element = Feld[x][y]; // should always be non-moving!
12789 for (i = 0; i < NUM_DIRECTIONS; i++)
12791 int xx = x + xy[i][0];
12792 int yy = y + xy[i][1];
12793 int center_side = trigger_sides[i][0];
12794 int border_side = trigger_sides[i][1];
12795 int border_element;
12797 if (!IN_LEV_FIELD(xx, yy))
12800 if (IS_PLAYER(x, y)) // player found at center element
12802 struct PlayerInfo *player = PLAYERINFO(x, y);
12804 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12805 border_element = Feld[xx][yy]; // may be moving!
12806 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12807 border_element = Feld[xx][yy];
12808 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12809 border_element = MovingOrBlocked2Element(xx, yy);
12811 continue; // center and border element do not touch
12813 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12814 player->index_bit, border_side);
12815 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12816 CE_PLAYER_TOUCHES_X,
12817 player->index_bit, border_side);
12820 /* use player element that is initially defined in the level playfield,
12821 not the player element that corresponds to the runtime player number
12822 (example: a level that contains EL_PLAYER_3 as the only player would
12823 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12824 int player_element = PLAYERINFO(x, y)->initial_element;
12826 CheckElementChangeBySide(xx, yy, border_element, player_element,
12827 CE_TOUCHING_X, border_side);
12830 else if (IS_PLAYER(xx, yy)) // player found at border element
12832 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12834 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12836 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12837 continue; // center and border element do not touch
12840 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12841 player->index_bit, center_side);
12842 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12843 CE_PLAYER_TOUCHES_X,
12844 player->index_bit, center_side);
12847 /* use player element that is initially defined in the level playfield,
12848 not the player element that corresponds to the runtime player number
12849 (example: a level that contains EL_PLAYER_3 as the only player would
12850 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12851 int player_element = PLAYERINFO(xx, yy)->initial_element;
12853 CheckElementChangeBySide(x, y, center_element, player_element,
12854 CE_TOUCHING_X, center_side);
12862 void TestIfElementTouchesCustomElement(int x, int y)
12864 static int xy[4][2] =
12871 static int trigger_sides[4][2] =
12873 // center side border side
12874 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12875 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12876 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12877 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12879 static int touch_dir[4] =
12881 MV_LEFT | MV_RIGHT,
12886 boolean change_center_element = FALSE;
12887 int center_element = Feld[x][y]; // should always be non-moving!
12888 int border_element_old[NUM_DIRECTIONS];
12891 for (i = 0; i < NUM_DIRECTIONS; i++)
12893 int xx = x + xy[i][0];
12894 int yy = y + xy[i][1];
12895 int border_element;
12897 border_element_old[i] = -1;
12899 if (!IN_LEV_FIELD(xx, yy))
12902 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12903 border_element = Feld[xx][yy]; // may be moving!
12904 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12905 border_element = Feld[xx][yy];
12906 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12907 border_element = MovingOrBlocked2Element(xx, yy);
12909 continue; // center and border element do not touch
12911 border_element_old[i] = border_element;
12914 for (i = 0; i < NUM_DIRECTIONS; i++)
12916 int xx = x + xy[i][0];
12917 int yy = y + xy[i][1];
12918 int center_side = trigger_sides[i][0];
12919 int border_element = border_element_old[i];
12921 if (border_element == -1)
12924 // check for change of border element
12925 CheckElementChangeBySide(xx, yy, border_element, center_element,
12926 CE_TOUCHING_X, center_side);
12928 // (center element cannot be player, so we dont have to check this here)
12931 for (i = 0; i < NUM_DIRECTIONS; i++)
12933 int xx = x + xy[i][0];
12934 int yy = y + xy[i][1];
12935 int border_side = trigger_sides[i][1];
12936 int border_element = border_element_old[i];
12938 if (border_element == -1)
12941 // check for change of center element (but change it only once)
12942 if (!change_center_element)
12943 change_center_element =
12944 CheckElementChangeBySide(x, y, center_element, border_element,
12945 CE_TOUCHING_X, border_side);
12947 if (IS_PLAYER(xx, yy))
12949 /* use player element that is initially defined in the level playfield,
12950 not the player element that corresponds to the runtime player number
12951 (example: a level that contains EL_PLAYER_3 as the only player would
12952 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12953 int player_element = PLAYERINFO(xx, yy)->initial_element;
12955 CheckElementChangeBySide(x, y, center_element, player_element,
12956 CE_TOUCHING_X, border_side);
12961 void TestIfElementHitsCustomElement(int x, int y, int direction)
12963 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12964 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12965 int hitx = x + dx, hity = y + dy;
12966 int hitting_element = Feld[x][y];
12967 int touched_element;
12969 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12972 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12973 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12975 if (IN_LEV_FIELD(hitx, hity))
12977 int opposite_direction = MV_DIR_OPPOSITE(direction);
12978 int hitting_side = direction;
12979 int touched_side = opposite_direction;
12980 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12981 MovDir[hitx][hity] != direction ||
12982 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12988 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12989 CE_HITTING_X, touched_side);
12991 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12992 CE_HIT_BY_X, hitting_side);
12994 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12995 CE_HIT_BY_SOMETHING, opposite_direction);
12997 if (IS_PLAYER(hitx, hity))
12999 /* use player element that is initially defined in the level playfield,
13000 not the player element that corresponds to the runtime player number
13001 (example: a level that contains EL_PLAYER_3 as the only player would
13002 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13003 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13005 CheckElementChangeBySide(x, y, hitting_element, player_element,
13006 CE_HITTING_X, touched_side);
13011 // "hitting something" is also true when hitting the playfield border
13012 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13013 CE_HITTING_SOMETHING, direction);
13016 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13018 int i, kill_x = -1, kill_y = -1;
13020 int bad_element = -1;
13021 static int test_xy[4][2] =
13028 static int test_dir[4] =
13036 for (i = 0; i < NUM_DIRECTIONS; i++)
13038 int test_x, test_y, test_move_dir, test_element;
13040 test_x = good_x + test_xy[i][0];
13041 test_y = good_y + test_xy[i][1];
13043 if (!IN_LEV_FIELD(test_x, test_y))
13047 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13049 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13051 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13052 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13054 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13055 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13059 bad_element = test_element;
13065 if (kill_x != -1 || kill_y != -1)
13067 if (IS_PLAYER(good_x, good_y))
13069 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13071 if (player->shield_deadly_time_left > 0 &&
13072 !IS_INDESTRUCTIBLE(bad_element))
13073 Bang(kill_x, kill_y);
13074 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13075 KillPlayer(player);
13078 Bang(good_x, good_y);
13082 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13084 int i, kill_x = -1, kill_y = -1;
13085 int bad_element = Feld[bad_x][bad_y];
13086 static int test_xy[4][2] =
13093 static int touch_dir[4] =
13095 MV_LEFT | MV_RIGHT,
13100 static int test_dir[4] =
13108 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13111 for (i = 0; i < NUM_DIRECTIONS; i++)
13113 int test_x, test_y, test_move_dir, test_element;
13115 test_x = bad_x + test_xy[i][0];
13116 test_y = bad_y + test_xy[i][1];
13118 if (!IN_LEV_FIELD(test_x, test_y))
13122 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13124 test_element = Feld[test_x][test_y];
13126 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13127 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13129 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13130 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13132 // good thing is player or penguin that does not move away
13133 if (IS_PLAYER(test_x, test_y))
13135 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13137 if (bad_element == EL_ROBOT && player->is_moving)
13138 continue; // robot does not kill player if he is moving
13140 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13142 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13143 continue; // center and border element do not touch
13151 else if (test_element == EL_PENGUIN)
13161 if (kill_x != -1 || kill_y != -1)
13163 if (IS_PLAYER(kill_x, kill_y))
13165 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13167 if (player->shield_deadly_time_left > 0 &&
13168 !IS_INDESTRUCTIBLE(bad_element))
13169 Bang(bad_x, bad_y);
13170 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13171 KillPlayer(player);
13174 Bang(kill_x, kill_y);
13178 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13180 int bad_element = Feld[bad_x][bad_y];
13181 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13182 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13183 int test_x = bad_x + dx, test_y = bad_y + dy;
13184 int test_move_dir, test_element;
13185 int kill_x = -1, kill_y = -1;
13187 if (!IN_LEV_FIELD(test_x, test_y))
13191 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13193 test_element = Feld[test_x][test_y];
13195 if (test_move_dir != bad_move_dir)
13197 // good thing can be player or penguin that does not move away
13198 if (IS_PLAYER(test_x, test_y))
13200 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13202 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13203 player as being hit when he is moving towards the bad thing, because
13204 the "get hit by" condition would be lost after the player stops) */
13205 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13206 return; // player moves away from bad thing
13211 else if (test_element == EL_PENGUIN)
13218 if (kill_x != -1 || kill_y != -1)
13220 if (IS_PLAYER(kill_x, kill_y))
13222 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13224 if (player->shield_deadly_time_left > 0 &&
13225 !IS_INDESTRUCTIBLE(bad_element))
13226 Bang(bad_x, bad_y);
13227 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13228 KillPlayer(player);
13231 Bang(kill_x, kill_y);
13235 void TestIfPlayerTouchesBadThing(int x, int y)
13237 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13240 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13242 TestIfGoodThingHitsBadThing(x, y, move_dir);
13245 void TestIfBadThingTouchesPlayer(int x, int y)
13247 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13250 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13252 TestIfBadThingHitsGoodThing(x, y, move_dir);
13255 void TestIfFriendTouchesBadThing(int x, int y)
13257 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13260 void TestIfBadThingTouchesFriend(int x, int y)
13262 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13265 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13267 int i, kill_x = bad_x, kill_y = bad_y;
13268 static int xy[4][2] =
13276 for (i = 0; i < NUM_DIRECTIONS; i++)
13280 x = bad_x + xy[i][0];
13281 y = bad_y + xy[i][1];
13282 if (!IN_LEV_FIELD(x, y))
13285 element = Feld[x][y];
13286 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13287 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13295 if (kill_x != bad_x || kill_y != bad_y)
13296 Bang(bad_x, bad_y);
13299 void KillPlayer(struct PlayerInfo *player)
13301 int jx = player->jx, jy = player->jy;
13303 if (!player->active)
13307 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13308 player->killed, player->active, player->reanimated);
13311 /* the following code was introduced to prevent an infinite loop when calling
13313 -> CheckTriggeredElementChangeExt()
13314 -> ExecuteCustomElementAction()
13316 -> (infinitely repeating the above sequence of function calls)
13317 which occurs when killing the player while having a CE with the setting
13318 "kill player X when explosion of <player X>"; the solution using a new
13319 field "player->killed" was chosen for backwards compatibility, although
13320 clever use of the fields "player->active" etc. would probably also work */
13322 if (player->killed)
13326 player->killed = TRUE;
13328 // remove accessible field at the player's position
13329 Feld[jx][jy] = EL_EMPTY;
13331 // deactivate shield (else Bang()/Explode() would not work right)
13332 player->shield_normal_time_left = 0;
13333 player->shield_deadly_time_left = 0;
13336 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13337 player->killed, player->active, player->reanimated);
13343 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13344 player->killed, player->active, player->reanimated);
13347 if (player->reanimated) // killed player may have been reanimated
13348 player->killed = player->reanimated = FALSE;
13350 BuryPlayer(player);
13353 static void KillPlayerUnlessEnemyProtected(int x, int y)
13355 if (!PLAYER_ENEMY_PROTECTED(x, y))
13356 KillPlayer(PLAYERINFO(x, y));
13359 static void KillPlayerUnlessExplosionProtected(int x, int y)
13361 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13362 KillPlayer(PLAYERINFO(x, y));
13365 void BuryPlayer(struct PlayerInfo *player)
13367 int jx = player->jx, jy = player->jy;
13369 if (!player->active)
13372 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13373 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13375 player->GameOver = TRUE;
13376 RemovePlayer(player);
13379 void RemovePlayer(struct PlayerInfo *player)
13381 int jx = player->jx, jy = player->jy;
13382 int i, found = FALSE;
13384 player->present = FALSE;
13385 player->active = FALSE;
13387 if (!ExplodeField[jx][jy])
13388 StorePlayer[jx][jy] = 0;
13390 if (player->is_moving)
13391 TEST_DrawLevelField(player->last_jx, player->last_jy);
13393 for (i = 0; i < MAX_PLAYERS; i++)
13394 if (stored_player[i].active)
13398 AllPlayersGone = TRUE;
13404 void ExitPlayer(struct PlayerInfo *player)
13406 DrawPlayer(player); // needed here only to cleanup last field
13407 RemovePlayer(player);
13409 if (local_player->players_still_needed > 0)
13410 local_player->players_still_needed--;
13412 // also set if some players not yet gone, but not needed to solve level
13413 if (local_player->players_still_needed == 0)
13414 AllPlayersGone = TRUE;
13417 static void setFieldForSnapping(int x, int y, int element, int direction)
13419 struct ElementInfo *ei = &element_info[element];
13420 int direction_bit = MV_DIR_TO_BIT(direction);
13421 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13422 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13423 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13425 Feld[x][y] = EL_ELEMENT_SNAPPING;
13426 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13428 ResetGfxAnimation(x, y);
13430 GfxElement[x][y] = element;
13431 GfxAction[x][y] = action;
13432 GfxDir[x][y] = direction;
13433 GfxFrame[x][y] = -1;
13437 =============================================================================
13438 checkDiagonalPushing()
13439 -----------------------------------------------------------------------------
13440 check if diagonal input device direction results in pushing of object
13441 (by checking if the alternative direction is walkable, diggable, ...)
13442 =============================================================================
13445 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13446 int x, int y, int real_dx, int real_dy)
13448 int jx, jy, dx, dy, xx, yy;
13450 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13453 // diagonal direction: check alternative direction
13458 xx = jx + (dx == 0 ? real_dx : 0);
13459 yy = jy + (dy == 0 ? real_dy : 0);
13461 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13465 =============================================================================
13467 -----------------------------------------------------------------------------
13468 x, y: field next to player (non-diagonal) to try to dig to
13469 real_dx, real_dy: direction as read from input device (can be diagonal)
13470 =============================================================================
13473 static int DigField(struct PlayerInfo *player,
13474 int oldx, int oldy, int x, int y,
13475 int real_dx, int real_dy, int mode)
13477 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13478 boolean player_was_pushing = player->is_pushing;
13479 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13480 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13481 int jx = oldx, jy = oldy;
13482 int dx = x - jx, dy = y - jy;
13483 int nextx = x + dx, nexty = y + dy;
13484 int move_direction = (dx == -1 ? MV_LEFT :
13485 dx == +1 ? MV_RIGHT :
13487 dy == +1 ? MV_DOWN : MV_NONE);
13488 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13489 int dig_side = MV_DIR_OPPOSITE(move_direction);
13490 int old_element = Feld[jx][jy];
13491 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13494 if (is_player) // function can also be called by EL_PENGUIN
13496 if (player->MovPos == 0)
13498 player->is_digging = FALSE;
13499 player->is_collecting = FALSE;
13502 if (player->MovPos == 0) // last pushing move finished
13503 player->is_pushing = FALSE;
13505 if (mode == DF_NO_PUSH) // player just stopped pushing
13507 player->is_switching = FALSE;
13508 player->push_delay = -1;
13510 return MP_NO_ACTION;
13514 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13515 old_element = Back[jx][jy];
13517 // in case of element dropped at player position, check background
13518 else if (Back[jx][jy] != EL_EMPTY &&
13519 game.engine_version >= VERSION_IDENT(2,2,0,0))
13520 old_element = Back[jx][jy];
13522 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13523 return MP_NO_ACTION; // field has no opening in this direction
13525 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13526 return MP_NO_ACTION; // field has no opening in this direction
13528 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13532 Feld[jx][jy] = player->artwork_element;
13533 InitMovingField(jx, jy, MV_DOWN);
13534 Store[jx][jy] = EL_ACID;
13535 ContinueMoving(jx, jy);
13536 BuryPlayer(player);
13538 return MP_DONT_RUN_INTO;
13541 if (player_can_move && DONT_RUN_INTO(element))
13543 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13545 return MP_DONT_RUN_INTO;
13548 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13549 return MP_NO_ACTION;
13551 collect_count = element_info[element].collect_count_initial;
13553 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13554 return MP_NO_ACTION;
13556 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13557 player_can_move = player_can_move_or_snap;
13559 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13560 game.engine_version >= VERSION_IDENT(2,2,0,0))
13562 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13563 player->index_bit, dig_side);
13564 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13565 player->index_bit, dig_side);
13567 if (element == EL_DC_LANDMINE)
13570 if (Feld[x][y] != element) // field changed by snapping
13573 return MP_NO_ACTION;
13576 if (player->gravity && is_player && !player->is_auto_moving &&
13577 canFallDown(player) && move_direction != MV_DOWN &&
13578 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13579 return MP_NO_ACTION; // player cannot walk here due to gravity
13581 if (player_can_move &&
13582 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13584 int sound_element = SND_ELEMENT(element);
13585 int sound_action = ACTION_WALKING;
13587 if (IS_RND_GATE(element))
13589 if (!player->key[RND_GATE_NR(element)])
13590 return MP_NO_ACTION;
13592 else if (IS_RND_GATE_GRAY(element))
13594 if (!player->key[RND_GATE_GRAY_NR(element)])
13595 return MP_NO_ACTION;
13597 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13599 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13600 return MP_NO_ACTION;
13602 else if (element == EL_EXIT_OPEN ||
13603 element == EL_EM_EXIT_OPEN ||
13604 element == EL_EM_EXIT_OPENING ||
13605 element == EL_STEEL_EXIT_OPEN ||
13606 element == EL_EM_STEEL_EXIT_OPEN ||
13607 element == EL_EM_STEEL_EXIT_OPENING ||
13608 element == EL_SP_EXIT_OPEN ||
13609 element == EL_SP_EXIT_OPENING)
13611 sound_action = ACTION_PASSING; // player is passing exit
13613 else if (element == EL_EMPTY)
13615 sound_action = ACTION_MOVING; // nothing to walk on
13618 // play sound from background or player, whatever is available
13619 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13620 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13622 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13624 else if (player_can_move &&
13625 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13627 if (!ACCESS_FROM(element, opposite_direction))
13628 return MP_NO_ACTION; // field not accessible from this direction
13630 if (CAN_MOVE(element)) // only fixed elements can be passed!
13631 return MP_NO_ACTION;
13633 if (IS_EM_GATE(element))
13635 if (!player->key[EM_GATE_NR(element)])
13636 return MP_NO_ACTION;
13638 else if (IS_EM_GATE_GRAY(element))
13640 if (!player->key[EM_GATE_GRAY_NR(element)])
13641 return MP_NO_ACTION;
13643 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13645 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13646 return MP_NO_ACTION;
13648 else if (IS_EMC_GATE(element))
13650 if (!player->key[EMC_GATE_NR(element)])
13651 return MP_NO_ACTION;
13653 else if (IS_EMC_GATE_GRAY(element))
13655 if (!player->key[EMC_GATE_GRAY_NR(element)])
13656 return MP_NO_ACTION;
13658 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13660 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13661 return MP_NO_ACTION;
13663 else if (element == EL_DC_GATE_WHITE ||
13664 element == EL_DC_GATE_WHITE_GRAY ||
13665 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13667 if (player->num_white_keys == 0)
13668 return MP_NO_ACTION;
13670 player->num_white_keys--;
13672 else if (IS_SP_PORT(element))
13674 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13675 element == EL_SP_GRAVITY_PORT_RIGHT ||
13676 element == EL_SP_GRAVITY_PORT_UP ||
13677 element == EL_SP_GRAVITY_PORT_DOWN)
13678 player->gravity = !player->gravity;
13679 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13680 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13681 element == EL_SP_GRAVITY_ON_PORT_UP ||
13682 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13683 player->gravity = TRUE;
13684 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13685 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13686 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13687 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13688 player->gravity = FALSE;
13691 // automatically move to the next field with double speed
13692 player->programmed_action = move_direction;
13694 if (player->move_delay_reset_counter == 0)
13696 player->move_delay_reset_counter = 2; // two double speed steps
13698 DOUBLE_PLAYER_SPEED(player);
13701 PlayLevelSoundAction(x, y, ACTION_PASSING);
13703 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13707 if (mode != DF_SNAP)
13709 GfxElement[x][y] = GFX_ELEMENT(element);
13710 player->is_digging = TRUE;
13713 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13715 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13716 player->index_bit, dig_side);
13718 if (mode == DF_SNAP)
13720 if (level.block_snap_field)
13721 setFieldForSnapping(x, y, element, move_direction);
13723 TestIfElementTouchesCustomElement(x, y); // for empty space
13725 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13726 player->index_bit, dig_side);
13729 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13733 if (is_player && mode != DF_SNAP)
13735 GfxElement[x][y] = element;
13736 player->is_collecting = TRUE;
13739 if (element == EL_SPEED_PILL)
13741 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13743 else if (element == EL_EXTRA_TIME && level.time > 0)
13745 TimeLeft += level.extra_time;
13747 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13749 DisplayGameControlValues();
13751 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13753 player->shield_normal_time_left += level.shield_normal_time;
13754 if (element == EL_SHIELD_DEADLY)
13755 player->shield_deadly_time_left += level.shield_deadly_time;
13757 else if (element == EL_DYNAMITE ||
13758 element == EL_EM_DYNAMITE ||
13759 element == EL_SP_DISK_RED)
13761 if (player->inventory_size < MAX_INVENTORY_SIZE)
13762 player->inventory_element[player->inventory_size++] = element;
13764 DrawGameDoorValues();
13766 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13768 player->dynabomb_count++;
13769 player->dynabombs_left++;
13771 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13773 player->dynabomb_size++;
13775 else if (element == EL_DYNABOMB_INCREASE_POWER)
13777 player->dynabomb_xl = TRUE;
13779 else if (IS_KEY(element))
13781 player->key[KEY_NR(element)] = TRUE;
13783 DrawGameDoorValues();
13785 else if (element == EL_DC_KEY_WHITE)
13787 player->num_white_keys++;
13789 // display white keys?
13790 // DrawGameDoorValues();
13792 else if (IS_ENVELOPE(element))
13794 player->show_envelope = element;
13796 else if (element == EL_EMC_LENSES)
13798 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13800 RedrawAllInvisibleElementsForLenses();
13802 else if (element == EL_EMC_MAGNIFIER)
13804 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13806 RedrawAllInvisibleElementsForMagnifier();
13808 else if (IS_DROPPABLE(element) ||
13809 IS_THROWABLE(element)) // can be collected and dropped
13813 if (collect_count == 0)
13814 player->inventory_infinite_element = element;
13816 for (i = 0; i < collect_count; i++)
13817 if (player->inventory_size < MAX_INVENTORY_SIZE)
13818 player->inventory_element[player->inventory_size++] = element;
13820 DrawGameDoorValues();
13822 else if (collect_count > 0)
13824 local_player->gems_still_needed -= collect_count;
13825 if (local_player->gems_still_needed < 0)
13826 local_player->gems_still_needed = 0;
13828 game.snapshot.collected_item = TRUE;
13830 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13832 DisplayGameControlValues();
13835 RaiseScoreElement(element);
13836 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13839 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13840 player->index_bit, dig_side);
13842 if (mode == DF_SNAP)
13844 if (level.block_snap_field)
13845 setFieldForSnapping(x, y, element, move_direction);
13847 TestIfElementTouchesCustomElement(x, y); // for empty space
13849 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13850 player->index_bit, dig_side);
13853 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13855 if (mode == DF_SNAP && element != EL_BD_ROCK)
13856 return MP_NO_ACTION;
13858 if (CAN_FALL(element) && dy)
13859 return MP_NO_ACTION;
13861 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13862 !(element == EL_SPRING && level.use_spring_bug))
13863 return MP_NO_ACTION;
13865 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13866 ((move_direction & MV_VERTICAL &&
13867 ((element_info[element].move_pattern & MV_LEFT &&
13868 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13869 (element_info[element].move_pattern & MV_RIGHT &&
13870 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13871 (move_direction & MV_HORIZONTAL &&
13872 ((element_info[element].move_pattern & MV_UP &&
13873 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13874 (element_info[element].move_pattern & MV_DOWN &&
13875 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13876 return MP_NO_ACTION;
13878 // do not push elements already moving away faster than player
13879 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13880 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13881 return MP_NO_ACTION;
13883 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13885 if (player->push_delay_value == -1 || !player_was_pushing)
13886 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13888 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13890 if (player->push_delay_value == -1)
13891 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13893 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13895 if (!player->is_pushing)
13896 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13899 player->is_pushing = TRUE;
13900 player->is_active = TRUE;
13902 if (!(IN_LEV_FIELD(nextx, nexty) &&
13903 (IS_FREE(nextx, nexty) ||
13904 (IS_SB_ELEMENT(element) &&
13905 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13906 (IS_CUSTOM_ELEMENT(element) &&
13907 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13908 return MP_NO_ACTION;
13910 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13911 return MP_NO_ACTION;
13913 if (player->push_delay == -1) // new pushing; restart delay
13914 player->push_delay = 0;
13916 if (player->push_delay < player->push_delay_value &&
13917 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13918 element != EL_SPRING && element != EL_BALLOON)
13920 // make sure that there is no move delay before next try to push
13921 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13922 player->move_delay = 0;
13924 return MP_NO_ACTION;
13927 if (IS_CUSTOM_ELEMENT(element) &&
13928 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13930 if (!DigFieldByCE(nextx, nexty, element))
13931 return MP_NO_ACTION;
13934 if (IS_SB_ELEMENT(element))
13936 if (element == EL_SOKOBAN_FIELD_FULL)
13938 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13939 local_player->sokobanfields_still_needed++;
13942 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13944 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13945 local_player->sokobanfields_still_needed--;
13948 Feld[x][y] = EL_SOKOBAN_OBJECT;
13950 if (Back[x][y] == Back[nextx][nexty])
13951 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13952 else if (Back[x][y] != 0)
13953 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13956 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13959 if (local_player->sokobanfields_still_needed == 0 &&
13960 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13962 local_player->players_still_needed = 0;
13964 PlayerWins(player);
13966 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13970 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13972 InitMovingField(x, y, move_direction);
13973 GfxAction[x][y] = ACTION_PUSHING;
13975 if (mode == DF_SNAP)
13976 ContinueMoving(x, y);
13978 MovPos[x][y] = (dx != 0 ? dx : dy);
13980 Pushed[x][y] = TRUE;
13981 Pushed[nextx][nexty] = TRUE;
13983 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13984 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13986 player->push_delay_value = -1; // get new value later
13988 // check for element change _after_ element has been pushed
13989 if (game.use_change_when_pushing_bug)
13991 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13992 player->index_bit, dig_side);
13993 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13994 player->index_bit, dig_side);
13997 else if (IS_SWITCHABLE(element))
13999 if (PLAYER_SWITCHING(player, x, y))
14001 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14002 player->index_bit, dig_side);
14007 player->is_switching = TRUE;
14008 player->switch_x = x;
14009 player->switch_y = y;
14011 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14013 if (element == EL_ROBOT_WHEEL)
14015 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14019 game.robot_wheel_active = TRUE;
14021 TEST_DrawLevelField(x, y);
14023 else if (element == EL_SP_TERMINAL)
14027 SCAN_PLAYFIELD(xx, yy)
14029 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14033 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14035 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14037 ResetGfxAnimation(xx, yy);
14038 TEST_DrawLevelField(xx, yy);
14042 else if (IS_BELT_SWITCH(element))
14044 ToggleBeltSwitch(x, y);
14046 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14047 element == EL_SWITCHGATE_SWITCH_DOWN ||
14048 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14049 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14051 ToggleSwitchgateSwitch(x, y);
14053 else if (element == EL_LIGHT_SWITCH ||
14054 element == EL_LIGHT_SWITCH_ACTIVE)
14056 ToggleLightSwitch(x, y);
14058 else if (element == EL_TIMEGATE_SWITCH ||
14059 element == EL_DC_TIMEGATE_SWITCH)
14061 ActivateTimegateSwitch(x, y);
14063 else if (element == EL_BALLOON_SWITCH_LEFT ||
14064 element == EL_BALLOON_SWITCH_RIGHT ||
14065 element == EL_BALLOON_SWITCH_UP ||
14066 element == EL_BALLOON_SWITCH_DOWN ||
14067 element == EL_BALLOON_SWITCH_NONE ||
14068 element == EL_BALLOON_SWITCH_ANY)
14070 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14071 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14072 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14073 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14074 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14077 else if (element == EL_LAMP)
14079 Feld[x][y] = EL_LAMP_ACTIVE;
14080 local_player->lights_still_needed--;
14082 ResetGfxAnimation(x, y);
14083 TEST_DrawLevelField(x, y);
14085 else if (element == EL_TIME_ORB_FULL)
14087 Feld[x][y] = EL_TIME_ORB_EMPTY;
14089 if (level.time > 0 || level.use_time_orb_bug)
14091 TimeLeft += level.time_orb_time;
14092 game.no_time_limit = FALSE;
14094 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14096 DisplayGameControlValues();
14099 ResetGfxAnimation(x, y);
14100 TEST_DrawLevelField(x, y);
14102 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14103 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14107 game.ball_state = !game.ball_state;
14109 SCAN_PLAYFIELD(xx, yy)
14111 int e = Feld[xx][yy];
14113 if (game.ball_state)
14115 if (e == EL_EMC_MAGIC_BALL)
14116 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14117 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14118 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14122 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14123 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14124 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14125 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14130 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14131 player->index_bit, dig_side);
14133 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14134 player->index_bit, dig_side);
14136 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14137 player->index_bit, dig_side);
14143 if (!PLAYER_SWITCHING(player, x, y))
14145 player->is_switching = TRUE;
14146 player->switch_x = x;
14147 player->switch_y = y;
14149 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14150 player->index_bit, dig_side);
14151 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14152 player->index_bit, dig_side);
14154 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14155 player->index_bit, dig_side);
14156 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14157 player->index_bit, dig_side);
14160 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14161 player->index_bit, dig_side);
14162 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14163 player->index_bit, dig_side);
14165 return MP_NO_ACTION;
14168 player->push_delay = -1;
14170 if (is_player) // function can also be called by EL_PENGUIN
14172 if (Feld[x][y] != element) // really digged/collected something
14174 player->is_collecting = !player->is_digging;
14175 player->is_active = TRUE;
14182 static boolean DigFieldByCE(int x, int y, int digging_element)
14184 int element = Feld[x][y];
14186 if (!IS_FREE(x, y))
14188 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14189 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14192 // no element can dig solid indestructible elements
14193 if (IS_INDESTRUCTIBLE(element) &&
14194 !IS_DIGGABLE(element) &&
14195 !IS_COLLECTIBLE(element))
14198 if (AmoebaNr[x][y] &&
14199 (element == EL_AMOEBA_FULL ||
14200 element == EL_BD_AMOEBA ||
14201 element == EL_AMOEBA_GROWING))
14203 AmoebaCnt[AmoebaNr[x][y]]--;
14204 AmoebaCnt2[AmoebaNr[x][y]]--;
14207 if (IS_MOVING(x, y))
14208 RemoveMovingField(x, y);
14212 TEST_DrawLevelField(x, y);
14215 // if digged element was about to explode, prevent the explosion
14216 ExplodeField[x][y] = EX_TYPE_NONE;
14218 PlayLevelSoundAction(x, y, action);
14221 Store[x][y] = EL_EMPTY;
14223 // this makes it possible to leave the removed element again
14224 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14225 Store[x][y] = element;
14230 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14232 int jx = player->jx, jy = player->jy;
14233 int x = jx + dx, y = jy + dy;
14234 int snap_direction = (dx == -1 ? MV_LEFT :
14235 dx == +1 ? MV_RIGHT :
14237 dy == +1 ? MV_DOWN : MV_NONE);
14238 boolean can_continue_snapping = (level.continuous_snapping &&
14239 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14241 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14244 if (!player->active || !IN_LEV_FIELD(x, y))
14252 if (player->MovPos == 0)
14253 player->is_pushing = FALSE;
14255 player->is_snapping = FALSE;
14257 if (player->MovPos == 0)
14259 player->is_moving = FALSE;
14260 player->is_digging = FALSE;
14261 player->is_collecting = FALSE;
14267 // prevent snapping with already pressed snap key when not allowed
14268 if (player->is_snapping && !can_continue_snapping)
14271 player->MovDir = snap_direction;
14273 if (player->MovPos == 0)
14275 player->is_moving = FALSE;
14276 player->is_digging = FALSE;
14277 player->is_collecting = FALSE;
14280 player->is_dropping = FALSE;
14281 player->is_dropping_pressed = FALSE;
14282 player->drop_pressed_delay = 0;
14284 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14287 player->is_snapping = TRUE;
14288 player->is_active = TRUE;
14290 if (player->MovPos == 0)
14292 player->is_moving = FALSE;
14293 player->is_digging = FALSE;
14294 player->is_collecting = FALSE;
14297 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14298 TEST_DrawLevelField(player->last_jx, player->last_jy);
14300 TEST_DrawLevelField(x, y);
14305 static boolean DropElement(struct PlayerInfo *player)
14307 int old_element, new_element;
14308 int dropx = player->jx, dropy = player->jy;
14309 int drop_direction = player->MovDir;
14310 int drop_side = drop_direction;
14311 int drop_element = get_next_dropped_element(player);
14313 /* do not drop an element on top of another element; when holding drop key
14314 pressed without moving, dropped element must move away before the next
14315 element can be dropped (this is especially important if the next element
14316 is dynamite, which can be placed on background for historical reasons) */
14317 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14320 if (IS_THROWABLE(drop_element))
14322 dropx += GET_DX_FROM_DIR(drop_direction);
14323 dropy += GET_DY_FROM_DIR(drop_direction);
14325 if (!IN_LEV_FIELD(dropx, dropy))
14329 old_element = Feld[dropx][dropy]; // old element at dropping position
14330 new_element = drop_element; // default: no change when dropping
14332 // check if player is active, not moving and ready to drop
14333 if (!player->active || player->MovPos || player->drop_delay > 0)
14336 // check if player has anything that can be dropped
14337 if (new_element == EL_UNDEFINED)
14340 // only set if player has anything that can be dropped
14341 player->is_dropping_pressed = TRUE;
14343 // check if drop key was pressed long enough for EM style dynamite
14344 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14347 // check if anything can be dropped at the current position
14348 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14351 // collected custom elements can only be dropped on empty fields
14352 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14355 if (old_element != EL_EMPTY)
14356 Back[dropx][dropy] = old_element; // store old element on this field
14358 ResetGfxAnimation(dropx, dropy);
14359 ResetRandomAnimationValue(dropx, dropy);
14361 if (player->inventory_size > 0 ||
14362 player->inventory_infinite_element != EL_UNDEFINED)
14364 if (player->inventory_size > 0)
14366 player->inventory_size--;
14368 DrawGameDoorValues();
14370 if (new_element == EL_DYNAMITE)
14371 new_element = EL_DYNAMITE_ACTIVE;
14372 else if (new_element == EL_EM_DYNAMITE)
14373 new_element = EL_EM_DYNAMITE_ACTIVE;
14374 else if (new_element == EL_SP_DISK_RED)
14375 new_element = EL_SP_DISK_RED_ACTIVE;
14378 Feld[dropx][dropy] = new_element;
14380 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14381 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14382 el2img(Feld[dropx][dropy]), 0);
14384 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14386 // needed if previous element just changed to "empty" in the last frame
14387 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14389 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14390 player->index_bit, drop_side);
14391 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14393 player->index_bit, drop_side);
14395 TestIfElementTouchesCustomElement(dropx, dropy);
14397 else // player is dropping a dyna bomb
14399 player->dynabombs_left--;
14401 Feld[dropx][dropy] = new_element;
14403 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14404 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14405 el2img(Feld[dropx][dropy]), 0);
14407 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14410 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14411 InitField_WithBug1(dropx, dropy, FALSE);
14413 new_element = Feld[dropx][dropy]; // element might have changed
14415 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14416 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14418 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14419 MovDir[dropx][dropy] = drop_direction;
14421 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14423 // do not cause impact style collision by dropping elements that can fall
14424 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14427 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14428 player->is_dropping = TRUE;
14430 player->drop_pressed_delay = 0;
14431 player->is_dropping_pressed = FALSE;
14433 player->drop_x = dropx;
14434 player->drop_y = dropy;
14439 // ----------------------------------------------------------------------------
14440 // game sound playing functions
14441 // ----------------------------------------------------------------------------
14443 static int *loop_sound_frame = NULL;
14444 static int *loop_sound_volume = NULL;
14446 void InitPlayLevelSound(void)
14448 int num_sounds = getSoundListSize();
14450 checked_free(loop_sound_frame);
14451 checked_free(loop_sound_volume);
14453 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14454 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14457 static void PlayLevelSound(int x, int y, int nr)
14459 int sx = SCREENX(x), sy = SCREENY(y);
14460 int volume, stereo_position;
14461 int max_distance = 8;
14462 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14464 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14465 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14468 if (!IN_LEV_FIELD(x, y) ||
14469 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14470 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14473 volume = SOUND_MAX_VOLUME;
14475 if (!IN_SCR_FIELD(sx, sy))
14477 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14478 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14480 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14483 stereo_position = (SOUND_MAX_LEFT +
14484 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14485 (SCR_FIELDX + 2 * max_distance));
14487 if (IS_LOOP_SOUND(nr))
14489 /* This assures that quieter loop sounds do not overwrite louder ones,
14490 while restarting sound volume comparison with each new game frame. */
14492 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14495 loop_sound_volume[nr] = volume;
14496 loop_sound_frame[nr] = FrameCounter;
14499 PlaySoundExt(nr, volume, stereo_position, type);
14502 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14504 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14505 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14506 y < LEVELY(BY1) ? LEVELY(BY1) :
14507 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14511 static void PlayLevelSoundAction(int x, int y, int action)
14513 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14516 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14518 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14520 if (sound_effect != SND_UNDEFINED)
14521 PlayLevelSound(x, y, sound_effect);
14524 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14527 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14529 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14530 PlayLevelSound(x, y, sound_effect);
14533 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14535 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14537 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14538 PlayLevelSound(x, y, sound_effect);
14541 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14543 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14545 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14546 StopSound(sound_effect);
14549 static int getLevelMusicNr(void)
14551 if (levelset.music[level_nr] != MUS_UNDEFINED)
14552 return levelset.music[level_nr]; // from config file
14554 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14557 static void FadeLevelSounds(void)
14562 static void FadeLevelMusic(void)
14564 int music_nr = getLevelMusicNr();
14565 char *curr_music = getCurrentlyPlayingMusicFilename();
14566 char *next_music = getMusicInfoEntryFilename(music_nr);
14568 if (!strEqual(curr_music, next_music))
14572 void FadeLevelSoundsAndMusic(void)
14578 static void PlayLevelMusic(void)
14580 int music_nr = getLevelMusicNr();
14581 char *curr_music = getCurrentlyPlayingMusicFilename();
14582 char *next_music = getMusicInfoEntryFilename(music_nr);
14584 if (!strEqual(curr_music, next_music))
14585 PlayMusicLoop(music_nr);
14588 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14590 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14591 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14592 int x = xx - 1 - offset;
14593 int y = yy - 1 - offset;
14598 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14602 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14606 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14610 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14614 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14618 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14622 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14625 case SAMPLE_android_clone:
14626 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14629 case SAMPLE_android_move:
14630 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14633 case SAMPLE_spring:
14634 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14638 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14642 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14645 case SAMPLE_eater_eat:
14646 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14650 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14653 case SAMPLE_collect:
14654 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14657 case SAMPLE_diamond:
14658 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14661 case SAMPLE_squash:
14662 // !!! CHECK THIS !!!
14664 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14666 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14670 case SAMPLE_wonderfall:
14671 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14675 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14679 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14683 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14687 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14691 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14695 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14698 case SAMPLE_wonder:
14699 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14703 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14706 case SAMPLE_exit_open:
14707 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14710 case SAMPLE_exit_leave:
14711 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14714 case SAMPLE_dynamite:
14715 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14719 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14723 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14727 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14735 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14739 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14743 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14748 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14750 int element = map_element_SP_to_RND(element_sp);
14751 int action = map_action_SP_to_RND(action_sp);
14752 int offset = (setup.sp_show_border_elements ? 0 : 1);
14753 int x = xx - offset;
14754 int y = yy - offset;
14756 PlayLevelSoundElementAction(x, y, element, action);
14759 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14761 int element = map_element_MM_to_RND(element_mm);
14762 int action = map_action_MM_to_RND(action_mm);
14764 int x = xx - offset;
14765 int y = yy - offset;
14767 if (!IS_MM_ELEMENT(element))
14768 element = EL_MM_DEFAULT;
14770 PlayLevelSoundElementAction(x, y, element, action);
14773 void PlaySound_MM(int sound_mm)
14775 int sound = map_sound_MM_to_RND(sound_mm);
14777 if (sound == SND_UNDEFINED)
14783 void PlaySoundLoop_MM(int sound_mm)
14785 int sound = map_sound_MM_to_RND(sound_mm);
14787 if (sound == SND_UNDEFINED)
14790 PlaySoundLoop(sound);
14793 void StopSound_MM(int sound_mm)
14795 int sound = map_sound_MM_to_RND(sound_mm);
14797 if (sound == SND_UNDEFINED)
14803 void RaiseScore(int value)
14805 local_player->score += value;
14807 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14809 DisplayGameControlValues();
14812 void RaiseScoreElement(int element)
14817 case EL_BD_DIAMOND:
14818 case EL_EMERALD_YELLOW:
14819 case EL_EMERALD_RED:
14820 case EL_EMERALD_PURPLE:
14821 case EL_SP_INFOTRON:
14822 RaiseScore(level.score[SC_EMERALD]);
14825 RaiseScore(level.score[SC_DIAMOND]);
14828 RaiseScore(level.score[SC_CRYSTAL]);
14831 RaiseScore(level.score[SC_PEARL]);
14834 case EL_BD_BUTTERFLY:
14835 case EL_SP_ELECTRON:
14836 RaiseScore(level.score[SC_BUG]);
14839 case EL_BD_FIREFLY:
14840 case EL_SP_SNIKSNAK:
14841 RaiseScore(level.score[SC_SPACESHIP]);
14844 case EL_DARK_YAMYAM:
14845 RaiseScore(level.score[SC_YAMYAM]);
14848 RaiseScore(level.score[SC_ROBOT]);
14851 RaiseScore(level.score[SC_PACMAN]);
14854 RaiseScore(level.score[SC_NUT]);
14857 case EL_EM_DYNAMITE:
14858 case EL_SP_DISK_RED:
14859 case EL_DYNABOMB_INCREASE_NUMBER:
14860 case EL_DYNABOMB_INCREASE_SIZE:
14861 case EL_DYNABOMB_INCREASE_POWER:
14862 RaiseScore(level.score[SC_DYNAMITE]);
14864 case EL_SHIELD_NORMAL:
14865 case EL_SHIELD_DEADLY:
14866 RaiseScore(level.score[SC_SHIELD]);
14868 case EL_EXTRA_TIME:
14869 RaiseScore(level.extra_time_score);
14883 case EL_DC_KEY_WHITE:
14884 RaiseScore(level.score[SC_KEY]);
14887 RaiseScore(element_info[element].collect_score);
14892 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14894 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14896 // closing door required in case of envelope style request dialogs
14898 CloseDoor(DOOR_CLOSE_1);
14900 if (network.enabled)
14901 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14905 FadeSkipNextFadeIn();
14907 SetGameStatus(GAME_MODE_MAIN);
14912 else // continue playing the game
14914 if (tape.playing && tape.deactivate_display)
14915 TapeDeactivateDisplayOff(TRUE);
14917 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14919 if (tape.playing && tape.deactivate_display)
14920 TapeDeactivateDisplayOn();
14924 void RequestQuitGame(boolean ask_if_really_quit)
14926 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14927 boolean skip_request = AllPlayersGone || quick_quit;
14929 RequestQuitGameExt(skip_request, quick_quit,
14930 "Do you really want to quit the game?");
14933 void RequestRestartGame(char *message)
14935 game.restart_game_message = NULL;
14937 boolean has_started_game = hasStartedNetworkGame();
14938 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
14940 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
14942 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14946 SetGameStatus(GAME_MODE_MAIN);
14952 void CheckGameOver(void)
14954 static boolean last_game_over = FALSE;
14955 static int game_over_delay = 0;
14956 int game_over_delay_value = 50;
14957 boolean game_over = checkGameFailed();
14959 // do not handle game over if request dialog is already active
14960 if (game.request_active)
14965 last_game_over = FALSE;
14966 game_over_delay = game_over_delay_value;
14971 if (game_over_delay > 0)
14978 if (last_game_over != game_over)
14979 game.restart_game_message = (hasStartedNetworkGame() ?
14980 "Game over! Play it again?" :
14983 last_game_over = game_over;
14986 boolean checkGameSolved(void)
14988 // set for all game engines if level was solved
14989 return local_player->LevelSolved_GameEnd;
14992 boolean checkGameFailed(void)
14994 if (!AllPlayersGone)
14997 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
14998 return (level.native_em_level->lev->home > 0);
14999 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15000 return (game_sp.GameOver && !game_sp.LevelSolved);
15001 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15002 return (game_mm.game_over && !game_mm.level_solved);
15003 else // GAME_ENGINE_TYPE_RND
15004 return (local_player->GameOver && !local_player->LevelSolved);
15007 boolean checkGameEnded(void)
15009 return (checkGameSolved() || checkGameFailed());
15013 // ----------------------------------------------------------------------------
15014 // random generator functions
15015 // ----------------------------------------------------------------------------
15017 unsigned int InitEngineRandom_RND(int seed)
15019 game.num_random_calls = 0;
15021 return InitEngineRandom(seed);
15024 unsigned int RND(int max)
15028 game.num_random_calls++;
15030 return GetEngineRandom(max);
15037 // ----------------------------------------------------------------------------
15038 // game engine snapshot handling functions
15039 // ----------------------------------------------------------------------------
15041 struct EngineSnapshotInfo
15043 // runtime values for custom element collect score
15044 int collect_score[NUM_CUSTOM_ELEMENTS];
15046 // runtime values for group element choice position
15047 int choice_pos[NUM_GROUP_ELEMENTS];
15049 // runtime values for belt position animations
15050 int belt_graphic[4][NUM_BELT_PARTS];
15051 int belt_anim_mode[4][NUM_BELT_PARTS];
15054 static struct EngineSnapshotInfo engine_snapshot_rnd;
15055 static char *snapshot_level_identifier = NULL;
15056 static int snapshot_level_nr = -1;
15058 static void SaveEngineSnapshotValues_RND(void)
15060 static int belt_base_active_element[4] =
15062 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15063 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15064 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15065 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15069 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15071 int element = EL_CUSTOM_START + i;
15073 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15076 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15078 int element = EL_GROUP_START + i;
15080 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15083 for (i = 0; i < 4; i++)
15085 for (j = 0; j < NUM_BELT_PARTS; j++)
15087 int element = belt_base_active_element[i] + j;
15088 int graphic = el2img(element);
15089 int anim_mode = graphic_info[graphic].anim_mode;
15091 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15092 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15097 static void LoadEngineSnapshotValues_RND(void)
15099 unsigned int num_random_calls = game.num_random_calls;
15102 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15104 int element = EL_CUSTOM_START + i;
15106 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15109 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15111 int element = EL_GROUP_START + i;
15113 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15116 for (i = 0; i < 4; i++)
15118 for (j = 0; j < NUM_BELT_PARTS; j++)
15120 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15121 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15123 graphic_info[graphic].anim_mode = anim_mode;
15127 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15129 InitRND(tape.random_seed);
15130 for (i = 0; i < num_random_calls; i++)
15134 if (game.num_random_calls != num_random_calls)
15136 Error(ERR_INFO, "number of random calls out of sync");
15137 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15138 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15139 Error(ERR_EXIT, "this should not happen -- please debug");
15143 void FreeEngineSnapshotSingle(void)
15145 FreeSnapshotSingle();
15147 setString(&snapshot_level_identifier, NULL);
15148 snapshot_level_nr = -1;
15151 void FreeEngineSnapshotList(void)
15153 FreeSnapshotList();
15156 static ListNode *SaveEngineSnapshotBuffers(void)
15158 ListNode *buffers = NULL;
15160 // copy some special values to a structure better suited for the snapshot
15162 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15163 SaveEngineSnapshotValues_RND();
15164 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15165 SaveEngineSnapshotValues_EM();
15166 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15167 SaveEngineSnapshotValues_SP(&buffers);
15168 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15169 SaveEngineSnapshotValues_MM(&buffers);
15171 // save values stored in special snapshot structure
15173 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15175 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15177 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15179 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15182 // save further RND engine values
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15197 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15200 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15203 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15205 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15207 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15208 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15210 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15211 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15212 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15213 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15214 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15215 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15216 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15217 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15218 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15219 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15220 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15221 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15222 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15223 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15224 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15225 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15226 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15227 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15229 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15230 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15232 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15233 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15234 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15236 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15237 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15239 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15240 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15241 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15242 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15243 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15245 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15246 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15249 ListNode *node = engine_snapshot_list_rnd;
15252 while (node != NULL)
15254 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15259 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15265 void SaveEngineSnapshotSingle(void)
15267 ListNode *buffers = SaveEngineSnapshotBuffers();
15269 // finally save all snapshot buffers to single snapshot
15270 SaveSnapshotSingle(buffers);
15272 // save level identification information
15273 setString(&snapshot_level_identifier, leveldir_current->identifier);
15274 snapshot_level_nr = level_nr;
15277 boolean CheckSaveEngineSnapshotToList(void)
15279 boolean save_snapshot =
15280 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15281 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15282 game.snapshot.changed_action) ||
15283 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15284 game.snapshot.collected_item));
15286 game.snapshot.changed_action = FALSE;
15287 game.snapshot.collected_item = FALSE;
15288 game.snapshot.save_snapshot = save_snapshot;
15290 return save_snapshot;
15293 void SaveEngineSnapshotToList(void)
15295 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15299 ListNode *buffers = SaveEngineSnapshotBuffers();
15301 // finally save all snapshot buffers to snapshot list
15302 SaveSnapshotToList(buffers);
15305 void SaveEngineSnapshotToListInitial(void)
15307 FreeEngineSnapshotList();
15309 SaveEngineSnapshotToList();
15312 static void LoadEngineSnapshotValues(void)
15314 // restore special values from snapshot structure
15316 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15317 LoadEngineSnapshotValues_RND();
15318 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15319 LoadEngineSnapshotValues_EM();
15320 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15321 LoadEngineSnapshotValues_SP();
15322 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15323 LoadEngineSnapshotValues_MM();
15326 void LoadEngineSnapshotSingle(void)
15328 LoadSnapshotSingle();
15330 LoadEngineSnapshotValues();
15333 static void LoadEngineSnapshot_Undo(int steps)
15335 LoadSnapshotFromList_Older(steps);
15337 LoadEngineSnapshotValues();
15340 static void LoadEngineSnapshot_Redo(int steps)
15342 LoadSnapshotFromList_Newer(steps);
15344 LoadEngineSnapshotValues();
15347 boolean CheckEngineSnapshotSingle(void)
15349 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15350 snapshot_level_nr == level_nr);
15353 boolean CheckEngineSnapshotList(void)
15355 return CheckSnapshotList();
15359 // ---------- new game button stuff -------------------------------------------
15366 boolean *setup_value;
15367 boolean allowed_on_tape;
15369 } gamebutton_info[NUM_GAME_BUTTONS] =
15372 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15373 GAME_CTRL_ID_STOP, NULL,
15377 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15378 GAME_CTRL_ID_PAUSE, NULL,
15382 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15383 GAME_CTRL_ID_PLAY, NULL,
15387 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15388 GAME_CTRL_ID_UNDO, NULL,
15392 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15393 GAME_CTRL_ID_REDO, NULL,
15397 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15398 GAME_CTRL_ID_SAVE, NULL,
15402 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15403 GAME_CTRL_ID_PAUSE2, NULL,
15407 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15408 GAME_CTRL_ID_LOAD, NULL,
15412 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15413 GAME_CTRL_ID_PANEL_STOP, NULL,
15417 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15418 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15419 FALSE, "pause game"
15422 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15423 GAME_CTRL_ID_PANEL_PLAY, NULL,
15427 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15428 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15429 TRUE, "background music on/off"
15432 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15433 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15434 TRUE, "sound loops on/off"
15437 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15438 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15439 TRUE, "normal sounds on/off"
15442 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15443 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15444 FALSE, "background music on/off"
15447 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15448 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15449 FALSE, "sound loops on/off"
15452 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15453 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15454 FALSE, "normal sounds on/off"
15458 void CreateGameButtons(void)
15462 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15464 int graphic = gamebutton_info[i].graphic;
15465 struct GraphicInfo *gfx = &graphic_info[graphic];
15466 struct XY *pos = gamebutton_info[i].pos;
15467 struct GadgetInfo *gi;
15470 unsigned int event_mask;
15471 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15472 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15473 int base_x = (on_tape ? VX : DX);
15474 int base_y = (on_tape ? VY : DY);
15475 int gd_x = gfx->src_x;
15476 int gd_y = gfx->src_y;
15477 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15478 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15479 int gd_xa = gfx->src_x + gfx->active_xoffset;
15480 int gd_ya = gfx->src_y + gfx->active_yoffset;
15481 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15482 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15485 if (gfx->bitmap == NULL)
15487 game_gadget[id] = NULL;
15492 if (id == GAME_CTRL_ID_STOP ||
15493 id == GAME_CTRL_ID_PANEL_STOP ||
15494 id == GAME_CTRL_ID_PLAY ||
15495 id == GAME_CTRL_ID_PANEL_PLAY ||
15496 id == GAME_CTRL_ID_SAVE ||
15497 id == GAME_CTRL_ID_LOAD)
15499 button_type = GD_TYPE_NORMAL_BUTTON;
15501 event_mask = GD_EVENT_RELEASED;
15503 else if (id == GAME_CTRL_ID_UNDO ||
15504 id == GAME_CTRL_ID_REDO)
15506 button_type = GD_TYPE_NORMAL_BUTTON;
15508 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15512 button_type = GD_TYPE_CHECK_BUTTON;
15513 checked = (gamebutton_info[i].setup_value != NULL ?
15514 *gamebutton_info[i].setup_value : FALSE);
15515 event_mask = GD_EVENT_PRESSED;
15518 gi = CreateGadget(GDI_CUSTOM_ID, id,
15519 GDI_IMAGE_ID, graphic,
15520 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15521 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15522 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15523 GDI_WIDTH, gfx->width,
15524 GDI_HEIGHT, gfx->height,
15525 GDI_TYPE, button_type,
15526 GDI_STATE, GD_BUTTON_UNPRESSED,
15527 GDI_CHECKED, checked,
15528 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15529 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15530 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15531 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15532 GDI_DIRECT_DRAW, FALSE,
15533 GDI_EVENT_MASK, event_mask,
15534 GDI_CALLBACK_ACTION, HandleGameButtons,
15538 Error(ERR_EXIT, "cannot create gadget");
15540 game_gadget[id] = gi;
15544 void FreeGameButtons(void)
15548 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15549 FreeGadget(game_gadget[i]);
15552 static void UnmapGameButtonsAtSamePosition(int id)
15556 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15558 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15559 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15560 UnmapGadget(game_gadget[i]);
15563 static void UnmapGameButtonsAtSamePosition_All(void)
15565 if (setup.show_snapshot_buttons)
15567 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15568 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15569 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15573 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15574 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15575 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15577 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15578 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15579 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15583 static void MapGameButtonsAtSamePosition(int id)
15587 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15589 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15590 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15591 MapGadget(game_gadget[i]);
15593 UnmapGameButtonsAtSamePosition_All();
15596 void MapUndoRedoButtons(void)
15598 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15599 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15601 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15602 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15604 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15607 void UnmapUndoRedoButtons(void)
15609 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15610 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15612 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15613 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15615 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15618 static void MapGameButtonsExt(boolean on_tape)
15622 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15623 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15624 i != GAME_CTRL_ID_UNDO &&
15625 i != GAME_CTRL_ID_REDO)
15626 MapGadget(game_gadget[i]);
15628 UnmapGameButtonsAtSamePosition_All();
15630 RedrawGameButtons();
15633 static void UnmapGameButtonsExt(boolean on_tape)
15637 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15638 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15639 UnmapGadget(game_gadget[i]);
15642 static void RedrawGameButtonsExt(boolean on_tape)
15646 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15647 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15648 RedrawGadget(game_gadget[i]);
15650 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15651 redraw_mask &= ~REDRAW_ALL;
15654 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15659 gi->checked = state;
15662 static void RedrawSoundButtonGadget(int id)
15664 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15665 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15666 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15667 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15668 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15669 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15672 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15673 RedrawGadget(game_gadget[id2]);
15676 void MapGameButtons(void)
15678 MapGameButtonsExt(FALSE);
15681 void UnmapGameButtons(void)
15683 UnmapGameButtonsExt(FALSE);
15686 void RedrawGameButtons(void)
15688 RedrawGameButtonsExt(FALSE);
15691 void MapGameButtonsOnTape(void)
15693 MapGameButtonsExt(TRUE);
15696 void UnmapGameButtonsOnTape(void)
15698 UnmapGameButtonsExt(TRUE);
15701 void RedrawGameButtonsOnTape(void)
15703 RedrawGameButtonsExt(TRUE);
15706 static void GameUndoRedoExt(void)
15708 ClearPlayerAction();
15710 tape.pausing = TRUE;
15713 UpdateAndDisplayGameControlValues();
15715 DrawCompleteVideoDisplay();
15716 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15717 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15718 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15723 static void GameUndo(int steps)
15725 if (!CheckEngineSnapshotList())
15728 LoadEngineSnapshot_Undo(steps);
15733 static void GameRedo(int steps)
15735 if (!CheckEngineSnapshotList())
15738 LoadEngineSnapshot_Redo(steps);
15743 static void HandleGameButtonsExt(int id, int button)
15745 static boolean game_undo_executed = FALSE;
15746 int steps = BUTTON_STEPSIZE(button);
15747 boolean handle_game_buttons =
15748 (game_status == GAME_MODE_PLAYING ||
15749 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15751 if (!handle_game_buttons)
15756 case GAME_CTRL_ID_STOP:
15757 case GAME_CTRL_ID_PANEL_STOP:
15758 if (game_status == GAME_MODE_MAIN)
15764 RequestQuitGame(TRUE);
15768 case GAME_CTRL_ID_PAUSE:
15769 case GAME_CTRL_ID_PAUSE2:
15770 case GAME_CTRL_ID_PANEL_PAUSE:
15771 if (network.enabled && game_status == GAME_MODE_PLAYING)
15774 SendToServer_ContinuePlaying();
15776 SendToServer_PausePlaying();
15779 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15781 game_undo_executed = FALSE;
15785 case GAME_CTRL_ID_PLAY:
15786 case GAME_CTRL_ID_PANEL_PLAY:
15787 if (game_status == GAME_MODE_MAIN)
15789 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15791 else if (tape.pausing)
15793 if (network.enabled)
15794 SendToServer_ContinuePlaying();
15796 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15800 case GAME_CTRL_ID_UNDO:
15801 // Important: When using "save snapshot when collecting an item" mode,
15802 // load last (current) snapshot for first "undo" after pressing "pause"
15803 // (else the last-but-one snapshot would be loaded, because the snapshot
15804 // pointer already points to the last snapshot when pressing "pause",
15805 // which is fine for "every step/move" mode, but not for "every collect")
15806 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15807 !game_undo_executed)
15810 game_undo_executed = TRUE;
15815 case GAME_CTRL_ID_REDO:
15819 case GAME_CTRL_ID_SAVE:
15823 case GAME_CTRL_ID_LOAD:
15827 case SOUND_CTRL_ID_MUSIC:
15828 case SOUND_CTRL_ID_PANEL_MUSIC:
15829 if (setup.sound_music)
15831 setup.sound_music = FALSE;
15835 else if (audio.music_available)
15837 setup.sound = setup.sound_music = TRUE;
15839 SetAudioMode(setup.sound);
15841 if (game_status == GAME_MODE_PLAYING)
15845 RedrawSoundButtonGadget(id);
15849 case SOUND_CTRL_ID_LOOPS:
15850 case SOUND_CTRL_ID_PANEL_LOOPS:
15851 if (setup.sound_loops)
15852 setup.sound_loops = FALSE;
15853 else if (audio.loops_available)
15855 setup.sound = setup.sound_loops = TRUE;
15857 SetAudioMode(setup.sound);
15860 RedrawSoundButtonGadget(id);
15864 case SOUND_CTRL_ID_SIMPLE:
15865 case SOUND_CTRL_ID_PANEL_SIMPLE:
15866 if (setup.sound_simple)
15867 setup.sound_simple = FALSE;
15868 else if (audio.sound_available)
15870 setup.sound = setup.sound_simple = TRUE;
15872 SetAudioMode(setup.sound);
15875 RedrawSoundButtonGadget(id);
15884 static void HandleGameButtons(struct GadgetInfo *gi)
15886 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15889 void HandleSoundButtonKeys(Key key)
15891 if (key == setup.shortcut.sound_simple)
15892 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15893 else if (key == setup.shortcut.sound_loops)
15894 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15895 else if (key == setup.shortcut.sound_music)
15896 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);