1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic();
1089 static void FadeLevelSoundsAndMusic();
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(void);
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 *);
1116 static int getInvisibleActiveFromInvisibleElement(int);
1117 static int getInvisibleFromInvisibleActiveElement(int);
1119 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1121 /* for detection of endless loops, caused by custom element programming */
1122 /* (using maximal playfield width x 10 is just a rough approximation) */
1123 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1125 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1127 if (recursion_loop_detected) \
1130 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1132 recursion_loop_detected = TRUE; \
1133 recursion_loop_element = (e); \
1136 recursion_loop_depth++; \
1139 #define RECURSION_LOOP_DETECTION_END() \
1141 recursion_loop_depth--; \
1144 static int recursion_loop_depth;
1145 static boolean recursion_loop_detected;
1146 static boolean recursion_loop_element;
1148 static int map_player_action[MAX_PLAYERS];
1151 /* ------------------------------------------------------------------------- */
1152 /* definition of elements that automatically change to other elements after */
1153 /* a specified time, eventually calling a function when changing */
1154 /* ------------------------------------------------------------------------- */
1156 /* forward declaration for changer functions */
1157 static void InitBuggyBase(int, int);
1158 static void WarnBuggyBase(int, int);
1160 static void InitTrap(int, int);
1161 static void ActivateTrap(int, int);
1162 static void ChangeActiveTrap(int, int);
1164 static void InitRobotWheel(int, int);
1165 static void RunRobotWheel(int, int);
1166 static void StopRobotWheel(int, int);
1168 static void InitTimegateWheel(int, int);
1169 static void RunTimegateWheel(int, int);
1171 static void InitMagicBallDelay(int, int);
1172 static void ActivateMagicBall(int, int);
1174 struct ChangingElementInfo
1179 void (*pre_change_function)(int x, int y);
1180 void (*change_function)(int x, int y);
1181 void (*post_change_function)(int x, int y);
1184 static struct ChangingElementInfo change_delay_list[] =
1219 EL_STEEL_EXIT_OPENING,
1227 EL_STEEL_EXIT_CLOSING,
1228 EL_STEEL_EXIT_CLOSED,
1251 EL_EM_STEEL_EXIT_OPENING,
1252 EL_EM_STEEL_EXIT_OPEN,
1259 EL_EM_STEEL_EXIT_CLOSING,
1283 EL_SWITCHGATE_OPENING,
1291 EL_SWITCHGATE_CLOSING,
1292 EL_SWITCHGATE_CLOSED,
1299 EL_TIMEGATE_OPENING,
1307 EL_TIMEGATE_CLOSING,
1316 EL_ACID_SPLASH_LEFT,
1324 EL_ACID_SPLASH_RIGHT,
1333 EL_SP_BUGGY_BASE_ACTIVATING,
1340 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVE,
1348 EL_SP_BUGGY_BASE_ACTIVE,
1372 EL_ROBOT_WHEEL_ACTIVE,
1380 EL_TIMEGATE_SWITCH_ACTIVE,
1388 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH,
1396 EL_EMC_MAGIC_BALL_ACTIVE,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1404 EL_EMC_SPRING_BUMPER_ACTIVE,
1405 EL_EMC_SPRING_BUMPER,
1412 EL_DIAGONAL_SHRINKING,
1420 EL_DIAGONAL_GROWING,
1441 int push_delay_fixed, push_delay_random;
1445 { EL_SPRING, 0, 0 },
1446 { EL_BALLOON, 0, 0 },
1448 { EL_SOKOBAN_OBJECT, 2, 0 },
1449 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1450 { EL_SATELLITE, 2, 0 },
1451 { EL_SP_DISK_YELLOW, 2, 0 },
1453 { EL_UNDEFINED, 0, 0 },
1461 move_stepsize_list[] =
1463 { EL_AMOEBA_DROP, 2 },
1464 { EL_AMOEBA_DROPPING, 2 },
1465 { EL_QUICKSAND_FILLING, 1 },
1466 { EL_QUICKSAND_EMPTYING, 1 },
1467 { EL_QUICKSAND_FAST_FILLING, 2 },
1468 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1469 { EL_MAGIC_WALL_FILLING, 2 },
1470 { EL_MAGIC_WALL_EMPTYING, 2 },
1471 { EL_BD_MAGIC_WALL_FILLING, 2 },
1472 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1473 { EL_DC_MAGIC_WALL_FILLING, 2 },
1474 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_UNDEFINED, 0 },
1484 collect_count_list[] =
1487 { EL_BD_DIAMOND, 1 },
1488 { EL_EMERALD_YELLOW, 1 },
1489 { EL_EMERALD_RED, 1 },
1490 { EL_EMERALD_PURPLE, 1 },
1492 { EL_SP_INFOTRON, 1 },
1496 { EL_UNDEFINED, 0 },
1504 access_direction_list[] =
1506 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1507 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1508 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1509 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1510 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1511 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1512 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1513 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1514 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1515 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1516 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1518 { EL_SP_PORT_LEFT, MV_RIGHT },
1519 { EL_SP_PORT_RIGHT, MV_LEFT },
1520 { EL_SP_PORT_UP, MV_DOWN },
1521 { EL_SP_PORT_DOWN, MV_UP },
1522 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1523 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1524 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1525 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1526 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1527 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1528 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1529 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1530 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1531 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1532 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1533 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1534 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1535 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1536 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1538 { EL_UNDEFINED, MV_NONE }
1541 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1543 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1544 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1545 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1546 IS_JUST_CHANGING(x, y))
1548 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1550 /* static variables for playfield scan mode (scanning forward or backward) */
1551 static int playfield_scan_start_x = 0;
1552 static int playfield_scan_start_y = 0;
1553 static int playfield_scan_delta_x = 1;
1554 static int playfield_scan_delta_y = 1;
1556 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1557 (y) >= 0 && (y) <= lev_fieldy - 1; \
1558 (y) += playfield_scan_delta_y) \
1559 for ((x) = playfield_scan_start_x; \
1560 (x) >= 0 && (x) <= lev_fieldx - 1; \
1561 (x) += playfield_scan_delta_x)
1564 void DEBUG_SetMaximumDynamite()
1568 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1569 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1570 local_player->inventory_element[local_player->inventory_size++] =
1575 static void InitPlayfieldScanModeVars()
1577 if (game.use_reverse_scan_direction)
1579 playfield_scan_start_x = lev_fieldx - 1;
1580 playfield_scan_start_y = lev_fieldy - 1;
1582 playfield_scan_delta_x = -1;
1583 playfield_scan_delta_y = -1;
1587 playfield_scan_start_x = 0;
1588 playfield_scan_start_y = 0;
1590 playfield_scan_delta_x = 1;
1591 playfield_scan_delta_y = 1;
1595 static void InitPlayfieldScanMode(int mode)
1597 game.use_reverse_scan_direction =
1598 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1600 InitPlayfieldScanModeVars();
1603 static int get_move_delay_from_stepsize(int move_stepsize)
1606 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1608 /* make sure that stepsize value is always a power of 2 */
1609 move_stepsize = (1 << log_2(move_stepsize));
1611 return TILEX / move_stepsize;
1614 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1617 int player_nr = player->index_nr;
1618 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1619 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1621 /* do no immediately change move delay -- the player might just be moving */
1622 player->move_delay_value_next = move_delay;
1624 /* information if player can move must be set separately */
1625 player->cannot_move = cannot_move;
1629 player->move_delay = game.initial_move_delay[player_nr];
1630 player->move_delay_value = game.initial_move_delay_value[player_nr];
1632 player->move_delay_value_next = -1;
1634 player->move_delay_reset_counter = 0;
1638 void GetPlayerConfig()
1640 GameFrameDelay = setup.game_frame_delay;
1642 if (!audio.sound_available)
1643 setup.sound_simple = FALSE;
1645 if (!audio.loops_available)
1646 setup.sound_loops = FALSE;
1648 if (!audio.music_available)
1649 setup.sound_music = FALSE;
1651 if (!video.fullscreen_available)
1652 setup.fullscreen = FALSE;
1654 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1656 SetAudioMode(setup.sound);
1659 int GetElementFromGroupElement(int element)
1661 if (IS_GROUP_ELEMENT(element))
1663 struct ElementGroupInfo *group = element_info[element].group;
1664 int last_anim_random_frame = gfx.anim_random_frame;
1667 if (group->choice_mode == ANIM_RANDOM)
1668 gfx.anim_random_frame = RND(group->num_elements_resolved);
1670 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1671 group->choice_mode, 0,
1674 if (group->choice_mode == ANIM_RANDOM)
1675 gfx.anim_random_frame = last_anim_random_frame;
1677 group->choice_pos++;
1679 element = group->element_resolved[element_pos];
1685 static void InitPlayerField(int x, int y, int element, boolean init_game)
1687 if (element == EL_SP_MURPHY)
1691 if (stored_player[0].present)
1693 Feld[x][y] = EL_SP_MURPHY_CLONE;
1699 stored_player[0].initial_element = element;
1700 stored_player[0].use_murphy = TRUE;
1702 if (!level.use_artwork_element[0])
1703 stored_player[0].artwork_element = EL_SP_MURPHY;
1706 Feld[x][y] = EL_PLAYER_1;
1712 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1713 int jx = player->jx, jy = player->jy;
1715 player->present = TRUE;
1717 player->block_last_field = (element == EL_SP_MURPHY ?
1718 level.sp_block_last_field :
1719 level.block_last_field);
1721 /* ---------- initialize player's last field block delay --------------- */
1723 /* always start with reliable default value (no adjustment needed) */
1724 player->block_delay_adjustment = 0;
1726 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1727 if (player->block_last_field && element == EL_SP_MURPHY)
1728 player->block_delay_adjustment = 1;
1730 /* special case 2: in game engines before 3.1.1, blocking was different */
1731 if (game.use_block_last_field_bug)
1732 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1734 if (!options.network || player->connected)
1736 player->active = TRUE;
1738 /* remove potentially duplicate players */
1739 if (StorePlayer[jx][jy] == Feld[x][y])
1740 StorePlayer[jx][jy] = 0;
1742 StorePlayer[x][y] = Feld[x][y];
1744 #if DEBUG_INIT_PLAYER
1747 printf("- player element %d activated", player->element_nr);
1748 printf(" (local player is %d and currently %s)\n",
1749 local_player->element_nr,
1750 local_player->active ? "active" : "not active");
1755 Feld[x][y] = EL_EMPTY;
1757 player->jx = player->last_jx = x;
1758 player->jy = player->last_jy = y;
1763 int player_nr = GET_PLAYER_NR(element);
1764 struct PlayerInfo *player = &stored_player[player_nr];
1766 if (player->active && player->killed)
1767 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1771 static void InitField(int x, int y, boolean init_game)
1773 int element = Feld[x][y];
1782 InitPlayerField(x, y, element, init_game);
1785 case EL_SOKOBAN_FIELD_PLAYER:
1786 element = Feld[x][y] = EL_PLAYER_1;
1787 InitField(x, y, init_game);
1789 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1790 InitField(x, y, init_game);
1793 case EL_SOKOBAN_FIELD_EMPTY:
1794 local_player->sokobanfields_still_needed++;
1798 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1799 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1800 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1801 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1802 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1803 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1804 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1805 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1806 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1807 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1816 case EL_SPACESHIP_RIGHT:
1817 case EL_SPACESHIP_UP:
1818 case EL_SPACESHIP_LEFT:
1819 case EL_SPACESHIP_DOWN:
1820 case EL_BD_BUTTERFLY:
1821 case EL_BD_BUTTERFLY_RIGHT:
1822 case EL_BD_BUTTERFLY_UP:
1823 case EL_BD_BUTTERFLY_LEFT:
1824 case EL_BD_BUTTERFLY_DOWN:
1826 case EL_BD_FIREFLY_RIGHT:
1827 case EL_BD_FIREFLY_UP:
1828 case EL_BD_FIREFLY_LEFT:
1829 case EL_BD_FIREFLY_DOWN:
1830 case EL_PACMAN_RIGHT:
1832 case EL_PACMAN_LEFT:
1833 case EL_PACMAN_DOWN:
1835 case EL_YAMYAM_LEFT:
1836 case EL_YAMYAM_RIGHT:
1838 case EL_YAMYAM_DOWN:
1839 case EL_DARK_YAMYAM:
1842 case EL_SP_SNIKSNAK:
1843 case EL_SP_ELECTRON:
1852 case EL_AMOEBA_FULL:
1857 case EL_AMOEBA_DROP:
1858 if (y == lev_fieldy - 1)
1860 Feld[x][y] = EL_AMOEBA_GROWING;
1861 Store[x][y] = EL_AMOEBA_WET;
1865 case EL_DYNAMITE_ACTIVE:
1866 case EL_SP_DISK_RED_ACTIVE:
1867 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1871 MovDelay[x][y] = 96;
1874 case EL_EM_DYNAMITE_ACTIVE:
1875 MovDelay[x][y] = 32;
1879 local_player->lights_still_needed++;
1883 local_player->friends_still_needed++;
1888 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1891 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1892 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1893 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1894 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1896 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1897 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1899 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1900 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1902 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1905 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1906 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1909 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1911 game.belt_dir[belt_nr] = belt_dir;
1912 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1914 else /* more than one switch -- set it like the first switch */
1916 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1921 case EL_LIGHT_SWITCH_ACTIVE:
1923 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1926 case EL_INVISIBLE_STEELWALL:
1927 case EL_INVISIBLE_WALL:
1928 case EL_INVISIBLE_SAND:
1929 if (game.light_time_left > 0 ||
1930 game.lenses_time_left > 0)
1931 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1934 case EL_EMC_MAGIC_BALL:
1935 if (game.ball_state)
1936 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1939 case EL_EMC_MAGIC_BALL_SWITCH:
1940 if (game.ball_state)
1941 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1944 case EL_TRIGGER_PLAYER:
1945 case EL_TRIGGER_ELEMENT:
1946 case EL_TRIGGER_CE_VALUE:
1947 case EL_TRIGGER_CE_SCORE:
1949 case EL_ANY_ELEMENT:
1950 case EL_CURRENT_CE_VALUE:
1951 case EL_CURRENT_CE_SCORE:
1968 /* reference elements should not be used on the playfield */
1969 Feld[x][y] = EL_EMPTY;
1973 if (IS_CUSTOM_ELEMENT(element))
1975 if (CAN_MOVE(element))
1978 if (!element_info[element].use_last_ce_value || init_game)
1979 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1981 else if (IS_GROUP_ELEMENT(element))
1983 Feld[x][y] = GetElementFromGroupElement(element);
1985 InitField(x, y, init_game);
1992 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1995 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1997 InitField(x, y, init_game);
1999 /* not needed to call InitMovDir() -- already done by InitField()! */
2000 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2001 CAN_MOVE(Feld[x][y]))
2005 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2007 int old_element = Feld[x][y];
2009 InitField(x, y, init_game);
2011 /* not needed to call InitMovDir() -- already done by InitField()! */
2012 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2013 CAN_MOVE(old_element) &&
2014 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2017 /* this case is in fact a combination of not less than three bugs:
2018 first, it calls InitMovDir() for elements that can move, although this is
2019 already done by InitField(); then, it checks the element that was at this
2020 field _before_ the call to InitField() (which can change it); lastly, it
2021 was not called for "mole with direction" elements, which were treated as
2022 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2026 static int get_key_element_from_nr(int key_nr)
2028 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2029 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2030 EL_EM_KEY_1 : EL_KEY_1);
2032 return key_base_element + key_nr;
2035 static int get_next_dropped_element(struct PlayerInfo *player)
2037 return (player->inventory_size > 0 ?
2038 player->inventory_element[player->inventory_size - 1] :
2039 player->inventory_infinite_element != EL_UNDEFINED ?
2040 player->inventory_infinite_element :
2041 player->dynabombs_left > 0 ?
2042 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2046 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2048 /* pos >= 0: get element from bottom of the stack;
2049 pos < 0: get element from top of the stack */
2053 int min_inventory_size = -pos;
2054 int inventory_pos = player->inventory_size - min_inventory_size;
2055 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2057 return (player->inventory_size >= min_inventory_size ?
2058 player->inventory_element[inventory_pos] :
2059 player->inventory_infinite_element != EL_UNDEFINED ?
2060 player->inventory_infinite_element :
2061 player->dynabombs_left >= min_dynabombs_left ?
2062 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2067 int min_dynabombs_left = pos + 1;
2068 int min_inventory_size = pos + 1 - player->dynabombs_left;
2069 int inventory_pos = pos - player->dynabombs_left;
2071 return (player->inventory_infinite_element != EL_UNDEFINED ?
2072 player->inventory_infinite_element :
2073 player->dynabombs_left >= min_dynabombs_left ?
2074 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2075 player->inventory_size >= min_inventory_size ?
2076 player->inventory_element[inventory_pos] :
2081 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2083 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2084 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2087 if (gpo1->sort_priority != gpo2->sort_priority)
2088 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2090 compare_result = gpo1->nr - gpo2->nr;
2092 return compare_result;
2095 int getPlayerInventorySize(int player_nr)
2097 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2098 return level.native_em_level->ply[player_nr]->dynamite;
2099 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2100 return level.native_sp_level->game_sp->red_disk_count;
2102 return stored_player[player_nr].inventory_size;
2105 void InitGameControlValues()
2109 for (i = 0; game_panel_controls[i].nr != -1; i++)
2111 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2112 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2113 struct TextPosInfo *pos = gpc->pos;
2115 int type = gpc->type;
2119 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2120 Error(ERR_EXIT, "this should not happen -- please debug");
2123 /* force update of game controls after initialization */
2124 gpc->value = gpc->last_value = -1;
2125 gpc->frame = gpc->last_frame = -1;
2126 gpc->gfx_frame = -1;
2128 /* determine panel value width for later calculation of alignment */
2129 if (type == TYPE_INTEGER || type == TYPE_STRING)
2131 pos->width = pos->size * getFontWidth(pos->font);
2132 pos->height = getFontHeight(pos->font);
2134 else if (type == TYPE_ELEMENT)
2136 pos->width = pos->size;
2137 pos->height = pos->size;
2140 /* fill structure for game panel draw order */
2142 gpo->sort_priority = pos->sort_priority;
2145 /* sort game panel controls according to sort_priority and control number */
2146 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2147 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2150 void UpdatePlayfieldElementCount()
2152 boolean use_element_count = FALSE;
2155 /* first check if it is needed at all to calculate playfield element count */
2156 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2157 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2158 use_element_count = TRUE;
2160 if (!use_element_count)
2163 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2164 element_info[i].element_count = 0;
2166 SCAN_PLAYFIELD(x, y)
2168 element_info[Feld[x][y]].element_count++;
2171 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2172 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2173 if (IS_IN_GROUP(j, i))
2174 element_info[EL_GROUP_START + i].element_count +=
2175 element_info[j].element_count;
2178 void UpdateGameControlValues()
2181 int time = (local_player->LevelSolved ?
2182 local_player->LevelSolved_CountingTime :
2183 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2184 level.native_em_level->lev->time :
2185 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2186 level.native_sp_level->game_sp->time_played :
2187 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2188 game_mm.energy_left :
2189 game.no_time_limit ? TimePlayed : TimeLeft);
2190 int score = (local_player->LevelSolved ?
2191 local_player->LevelSolved_CountingScore :
2192 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2193 level.native_em_level->lev->score :
2194 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2195 level.native_sp_level->game_sp->score :
2196 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2198 local_player->score);
2199 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2200 level.native_em_level->lev->required :
2201 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2202 level.native_sp_level->game_sp->infotrons_still_needed :
2203 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2204 game_mm.kettles_still_needed :
2205 local_player->gems_still_needed);
2206 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2207 level.native_em_level->lev->required > 0 :
2208 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2209 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2210 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2211 game_mm.kettles_still_needed > 0 ||
2212 game_mm.lights_still_needed > 0 :
2213 local_player->gems_still_needed > 0 ||
2214 local_player->sokobanfields_still_needed > 0 ||
2215 local_player->lights_still_needed > 0);
2216 int health = (local_player->LevelSolved ?
2217 local_player->LevelSolved_CountingHealth :
2218 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2219 MM_HEALTH(game_mm.laser_overload_value) :
2220 local_player->health);
2222 UpdatePlayfieldElementCount();
2224 /* update game panel control values */
2226 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level_nr;
2227 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2229 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2230 for (i = 0; i < MAX_NUM_KEYS; i++)
2231 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2232 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2233 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2235 if (game.centered_player_nr == -1)
2237 for (i = 0; i < MAX_PLAYERS; i++)
2239 /* only one player in Supaplex game engine */
2240 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2243 for (k = 0; k < MAX_NUM_KEYS; k++)
2245 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2247 if (level.native_em_level->ply[i]->keys & (1 << k))
2248 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2249 get_key_element_from_nr(k);
2251 else if (stored_player[i].key[k])
2252 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2253 get_key_element_from_nr(k);
2256 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2257 getPlayerInventorySize(i);
2259 if (stored_player[i].num_white_keys > 0)
2260 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2263 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2264 stored_player[i].num_white_keys;
2269 int player_nr = game.centered_player_nr;
2271 for (k = 0; k < MAX_NUM_KEYS; k++)
2273 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2275 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2276 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2277 get_key_element_from_nr(k);
2279 else if (stored_player[player_nr].key[k])
2280 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2281 get_key_element_from_nr(k);
2284 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2285 getPlayerInventorySize(player_nr);
2287 if (stored_player[player_nr].num_white_keys > 0)
2288 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2290 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2291 stored_player[player_nr].num_white_keys;
2294 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2296 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2297 get_inventory_element_from_pos(local_player, i);
2298 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, -i - 1);
2302 game_panel_controls[GAME_PANEL_SCORE].value = score;
2303 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2305 game_panel_controls[GAME_PANEL_TIME].value = time;
2307 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2308 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2309 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2311 if (level.time == 0)
2312 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2316 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2317 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2319 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2321 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2322 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2324 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2325 local_player->shield_normal_time_left;
2326 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2327 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2329 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2330 local_player->shield_deadly_time_left;
2332 game_panel_controls[GAME_PANEL_EXIT].value =
2333 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2335 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2336 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2339 EL_EMC_MAGIC_BALL_SWITCH);
2341 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2342 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2344 game.light_time_left;
2346 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2347 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2349 game.timegate_time_left;
2351 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2352 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2354 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2355 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2356 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2357 game.lenses_time_left;
2359 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2360 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2362 game.magnify_time_left;
2364 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2365 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2366 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2367 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2368 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2369 EL_BALLOON_SWITCH_NONE);
2371 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2372 local_player->dynabomb_count;
2373 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2374 local_player->dynabomb_size;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2376 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2378 game_panel_controls[GAME_PANEL_PENGUINS].value =
2379 local_player->friends_still_needed;
2381 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2382 local_player->sokobanfields_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2384 local_player->sokobanfields_still_needed;
2386 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2387 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2389 for (i = 0; i < NUM_BELTS; i++)
2391 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2392 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2393 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2394 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2395 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2398 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2399 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2401 game.magic_wall_time_left;
2403 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2404 local_player->gravity;
2406 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2407 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2409 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2410 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2411 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2412 game.panel.element[i].id : EL_UNDEFINED);
2414 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2415 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2416 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2417 element_info[game.panel.element_count[i].id].element_count : 0);
2419 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2420 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2421 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2422 element_info[game.panel.ce_score[i].id].collect_score : 0);
2424 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2425 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2426 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2427 element_info[game.panel.ce_score_element[i].id].collect_score :
2430 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2431 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2432 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2434 /* update game panel control frames */
2436 for (i = 0; game_panel_controls[i].nr != -1; i++)
2438 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2440 if (gpc->type == TYPE_ELEMENT)
2442 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2444 int last_anim_random_frame = gfx.anim_random_frame;
2445 int element = gpc->value;
2446 int graphic = el2panelimg(element);
2448 if (gpc->value != gpc->last_value)
2451 gpc->gfx_random = INIT_GFX_RANDOM();
2457 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2458 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2459 gpc->gfx_random = INIT_GFX_RANDOM();
2462 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2463 gfx.anim_random_frame = gpc->gfx_random;
2465 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2466 gpc->gfx_frame = element_info[element].collect_score;
2468 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2471 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2472 gfx.anim_random_frame = last_anim_random_frame;
2475 else if (gpc->type == TYPE_GRAPHIC)
2477 if (gpc->graphic != IMG_UNDEFINED)
2479 int last_anim_random_frame = gfx.anim_random_frame;
2480 int graphic = gpc->graphic;
2482 if (gpc->value != gpc->last_value)
2485 gpc->gfx_random = INIT_GFX_RANDOM();
2491 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2492 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2493 gpc->gfx_random = INIT_GFX_RANDOM();
2496 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2497 gfx.anim_random_frame = gpc->gfx_random;
2499 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2501 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2502 gfx.anim_random_frame = last_anim_random_frame;
2508 void DisplayGameControlValues()
2510 boolean redraw_panel = FALSE;
2513 for (i = 0; game_panel_controls[i].nr != -1; i++)
2515 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2517 if (PANEL_DEACTIVATED(gpc->pos))
2520 if (gpc->value == gpc->last_value &&
2521 gpc->frame == gpc->last_frame)
2524 redraw_panel = TRUE;
2530 /* copy default game door content to main double buffer */
2532 /* !!! CHECK AGAIN !!! */
2533 SetPanelBackground();
2534 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2535 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2537 /* redraw game control buttons */
2538 RedrawGameButtons();
2540 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2542 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2544 int nr = game_panel_order[i].nr;
2545 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2546 struct TextPosInfo *pos = gpc->pos;
2547 int type = gpc->type;
2548 int value = gpc->value;
2549 int frame = gpc->frame;
2550 int size = pos->size;
2551 int font = pos->font;
2552 boolean draw_masked = pos->draw_masked;
2553 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2555 if (PANEL_DEACTIVATED(pos))
2558 gpc->last_value = value;
2559 gpc->last_frame = frame;
2561 if (type == TYPE_INTEGER)
2563 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2564 nr == GAME_PANEL_TIME)
2566 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2568 if (use_dynamic_size) /* use dynamic number of digits */
2570 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2571 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2572 int size2 = size1 + 1;
2573 int font1 = pos->font;
2574 int font2 = pos->font_alt;
2576 size = (value < value_change ? size1 : size2);
2577 font = (value < value_change ? font1 : font2);
2581 /* correct text size if "digits" is zero or less */
2583 size = strlen(int2str(value, size));
2585 /* dynamically correct text alignment */
2586 pos->width = size * getFontWidth(font);
2588 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2589 int2str(value, size), font, mask_mode);
2591 else if (type == TYPE_ELEMENT)
2593 int element, graphic;
2597 int dst_x = PANEL_XPOS(pos);
2598 int dst_y = PANEL_YPOS(pos);
2600 if (value != EL_UNDEFINED && value != EL_EMPTY)
2603 graphic = el2panelimg(value);
2605 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2607 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2610 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2613 width = graphic_info[graphic].width * size / TILESIZE;
2614 height = graphic_info[graphic].height * size / TILESIZE;
2617 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2620 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2624 else if (type == TYPE_GRAPHIC)
2626 int graphic = gpc->graphic;
2627 int graphic_active = gpc->graphic_active;
2631 int dst_x = PANEL_XPOS(pos);
2632 int dst_y = PANEL_YPOS(pos);
2633 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2634 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2636 if (graphic != IMG_UNDEFINED && !skip)
2638 if (pos->style == STYLE_REVERSE)
2639 value = 100 - value;
2641 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2643 if (pos->direction & MV_HORIZONTAL)
2645 width = graphic_info[graphic_active].width * value / 100;
2646 height = graphic_info[graphic_active].height;
2648 if (pos->direction == MV_LEFT)
2650 src_x += graphic_info[graphic_active].width - width;
2651 dst_x += graphic_info[graphic_active].width - width;
2656 width = graphic_info[graphic_active].width;
2657 height = graphic_info[graphic_active].height * value / 100;
2659 if (pos->direction == MV_UP)
2661 src_y += graphic_info[graphic_active].height - height;
2662 dst_y += graphic_info[graphic_active].height - height;
2667 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2670 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2673 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2675 if (pos->direction & MV_HORIZONTAL)
2677 if (pos->direction == MV_RIGHT)
2684 dst_x = PANEL_XPOS(pos);
2687 width = graphic_info[graphic].width - width;
2691 if (pos->direction == MV_DOWN)
2698 dst_y = PANEL_YPOS(pos);
2701 height = graphic_info[graphic].height - height;
2705 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2708 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2712 else if (type == TYPE_STRING)
2714 boolean active = (value != 0);
2715 char *state_normal = "off";
2716 char *state_active = "on";
2717 char *state = (active ? state_active : state_normal);
2718 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2719 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2720 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2721 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2723 if (nr == GAME_PANEL_GRAVITY_STATE)
2725 int font1 = pos->font; /* (used for normal state) */
2726 int font2 = pos->font_alt; /* (used for active state) */
2728 font = (active ? font2 : font1);
2737 /* don't truncate output if "chars" is zero or less */
2740 /* dynamically correct text alignment */
2741 pos->width = size * getFontWidth(font);
2744 s_cut = getStringCopyN(s, size);
2746 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2747 s_cut, font, mask_mode);
2753 redraw_mask |= REDRAW_DOOR_1;
2756 SetGameStatus(GAME_MODE_PLAYING);
2759 void UpdateAndDisplayGameControlValues()
2761 if (tape.deactivate_display)
2764 UpdateGameControlValues();
2765 DisplayGameControlValues();
2768 void UpdateGameDoorValues()
2770 UpdateGameControlValues();
2773 void DrawGameDoorValues()
2775 DisplayGameControlValues();
2780 =============================================================================
2782 -----------------------------------------------------------------------------
2783 initialize game engine due to level / tape version number
2784 =============================================================================
2787 static void InitGameEngine()
2789 int i, j, k, l, x, y;
2791 /* set game engine from tape file when re-playing, else from level file */
2792 game.engine_version = (tape.playing ? tape.engine_version :
2793 level.game_version);
2795 /* set single or multi-player game mode (needed for re-playing tapes) */
2796 game.team_mode = setup.team_mode;
2800 int num_players = 0;
2802 for (i = 0; i < MAX_PLAYERS; i++)
2803 if (tape.player_participates[i])
2806 /* multi-player tapes contain input data for more than one player */
2807 game.team_mode = (num_players > 1);
2810 /* ---------------------------------------------------------------------- */
2811 /* set flags for bugs and changes according to active game engine version */
2812 /* ---------------------------------------------------------------------- */
2815 Summary of bugfix/change:
2816 Fixed handling for custom elements that change when pushed by the player.
2818 Fixed/changed in version:
2822 Before 3.1.0, custom elements that "change when pushing" changed directly
2823 after the player started pushing them (until then handled in "DigField()").
2824 Since 3.1.0, these custom elements are not changed until the "pushing"
2825 move of the element is finished (now handled in "ContinueMoving()").
2827 Affected levels/tapes:
2828 The first condition is generally needed for all levels/tapes before version
2829 3.1.0, which might use the old behaviour before it was changed; known tapes
2830 that are affected are some tapes from the level set "Walpurgis Gardens" by
2832 The second condition is an exception from the above case and is needed for
2833 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2834 above (including some development versions of 3.1.0), but before it was
2835 known that this change would break tapes like the above and was fixed in
2836 3.1.1, so that the changed behaviour was active although the engine version
2837 while recording maybe was before 3.1.0. There is at least one tape that is
2838 affected by this exception, which is the tape for the one-level set "Bug
2839 Machine" by Juergen Bonhagen.
2842 game.use_change_when_pushing_bug =
2843 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2845 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2846 tape.game_version < VERSION_IDENT(3,1,1,0)));
2849 Summary of bugfix/change:
2850 Fixed handling for blocking the field the player leaves when moving.
2852 Fixed/changed in version:
2856 Before 3.1.1, when "block last field when moving" was enabled, the field
2857 the player is leaving when moving was blocked for the time of the move,
2858 and was directly unblocked afterwards. This resulted in the last field
2859 being blocked for exactly one less than the number of frames of one player
2860 move. Additionally, even when blocking was disabled, the last field was
2861 blocked for exactly one frame.
2862 Since 3.1.1, due to changes in player movement handling, the last field
2863 is not blocked at all when blocking is disabled. When blocking is enabled,
2864 the last field is blocked for exactly the number of frames of one player
2865 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2866 last field is blocked for exactly one more than the number of frames of
2869 Affected levels/tapes:
2870 (!!! yet to be determined -- probably many !!!)
2873 game.use_block_last_field_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,1,0));
2876 game_em.use_single_button =
2877 (game.engine_version > VERSION_IDENT(4,0,0,2));
2879 game_em.use_snap_key_bug =
2880 (game.engine_version < VERSION_IDENT(4,0,1,0));
2882 /* ---------------------------------------------------------------------- */
2884 /* set maximal allowed number of custom element changes per game frame */
2885 game.max_num_changes_per_frame = 1;
2887 /* default scan direction: scan playfield from top/left to bottom/right */
2888 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2890 /* dynamically adjust element properties according to game engine version */
2891 InitElementPropertiesEngine(game.engine_version);
2894 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2895 printf(" tape version == %06d [%s] [file: %06d]\n",
2896 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2898 printf(" => game.engine_version == %06d\n", game.engine_version);
2901 /* ---------- initialize player's initial move delay --------------------- */
2903 /* dynamically adjust player properties according to level information */
2904 for (i = 0; i < MAX_PLAYERS; i++)
2905 game.initial_move_delay_value[i] =
2906 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2908 /* dynamically adjust player properties according to game engine version */
2909 for (i = 0; i < MAX_PLAYERS; i++)
2910 game.initial_move_delay[i] =
2911 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2912 game.initial_move_delay_value[i] : 0);
2914 /* ---------- initialize player's initial push delay --------------------- */
2916 /* dynamically adjust player properties according to game engine version */
2917 game.initial_push_delay_value =
2918 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2920 /* ---------- initialize changing elements ------------------------------- */
2922 /* initialize changing elements information */
2923 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2925 struct ElementInfo *ei = &element_info[i];
2927 /* this pointer might have been changed in the level editor */
2928 ei->change = &ei->change_page[0];
2930 if (!IS_CUSTOM_ELEMENT(i))
2932 ei->change->target_element = EL_EMPTY_SPACE;
2933 ei->change->delay_fixed = 0;
2934 ei->change->delay_random = 0;
2935 ei->change->delay_frames = 1;
2938 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2940 ei->has_change_event[j] = FALSE;
2942 ei->event_page_nr[j] = 0;
2943 ei->event_page[j] = &ei->change_page[0];
2947 /* add changing elements from pre-defined list */
2948 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2950 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2951 struct ElementInfo *ei = &element_info[ch_delay->element];
2953 ei->change->target_element = ch_delay->target_element;
2954 ei->change->delay_fixed = ch_delay->change_delay;
2956 ei->change->pre_change_function = ch_delay->pre_change_function;
2957 ei->change->change_function = ch_delay->change_function;
2958 ei->change->post_change_function = ch_delay->post_change_function;
2960 ei->change->can_change = TRUE;
2961 ei->change->can_change_or_has_action = TRUE;
2963 ei->has_change_event[CE_DELAY] = TRUE;
2965 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2966 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2969 /* ---------- initialize internal run-time variables --------------------- */
2971 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2973 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2975 for (j = 0; j < ei->num_change_pages; j++)
2977 ei->change_page[j].can_change_or_has_action =
2978 (ei->change_page[j].can_change |
2979 ei->change_page[j].has_action);
2983 /* add change events from custom element configuration */
2984 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2986 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2988 for (j = 0; j < ei->num_change_pages; j++)
2990 if (!ei->change_page[j].can_change_or_has_action)
2993 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2995 /* only add event page for the first page found with this event */
2996 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
2998 ei->has_change_event[k] = TRUE;
3000 ei->event_page_nr[k] = j;
3001 ei->event_page[k] = &ei->change_page[j];
3007 /* ---------- initialize reference elements in change conditions --------- */
3009 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3011 int element = EL_CUSTOM_START + i;
3012 struct ElementInfo *ei = &element_info[element];
3014 for (j = 0; j < ei->num_change_pages; j++)
3016 int trigger_element = ei->change_page[j].initial_trigger_element;
3018 if (trigger_element >= EL_PREV_CE_8 &&
3019 trigger_element <= EL_NEXT_CE_8)
3020 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3022 ei->change_page[j].trigger_element = trigger_element;
3026 /* ---------- initialize run-time trigger player and element ------------- */
3028 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3030 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3032 for (j = 0; j < ei->num_change_pages; j++)
3034 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3035 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3036 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3037 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3038 ei->change_page[j].actual_trigger_ce_value = 0;
3039 ei->change_page[j].actual_trigger_ce_score = 0;
3043 /* ---------- initialize trigger events ---------------------------------- */
3045 /* initialize trigger events information */
3046 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3047 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3048 trigger_events[i][j] = FALSE;
3050 /* add trigger events from element change event properties */
3051 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3053 struct ElementInfo *ei = &element_info[i];
3055 for (j = 0; j < ei->num_change_pages; j++)
3057 if (!ei->change_page[j].can_change_or_has_action)
3060 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3062 int trigger_element = ei->change_page[j].trigger_element;
3064 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3066 if (ei->change_page[j].has_event[k])
3068 if (IS_GROUP_ELEMENT(trigger_element))
3070 struct ElementGroupInfo *group =
3071 element_info[trigger_element].group;
3073 for (l = 0; l < group->num_elements_resolved; l++)
3074 trigger_events[group->element_resolved[l]][k] = TRUE;
3076 else if (trigger_element == EL_ANY_ELEMENT)
3077 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3078 trigger_events[l][k] = TRUE;
3080 trigger_events[trigger_element][k] = TRUE;
3087 /* ---------- initialize push delay -------------------------------------- */
3089 /* initialize push delay values to default */
3090 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3092 if (!IS_CUSTOM_ELEMENT(i))
3094 /* set default push delay values (corrected since version 3.0.7-1) */
3095 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3097 element_info[i].push_delay_fixed = 2;
3098 element_info[i].push_delay_random = 8;
3102 element_info[i].push_delay_fixed = 8;
3103 element_info[i].push_delay_random = 8;
3108 /* set push delay value for certain elements from pre-defined list */
3109 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3111 int e = push_delay_list[i].element;
3113 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3114 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3117 /* set push delay value for Supaplex elements for newer engine versions */
3118 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3120 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3122 if (IS_SP_ELEMENT(i))
3124 /* set SP push delay to just enough to push under a falling zonk */
3125 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3127 element_info[i].push_delay_fixed = delay;
3128 element_info[i].push_delay_random = 0;
3133 /* ---------- initialize move stepsize ----------------------------------- */
3135 /* initialize move stepsize values to default */
3136 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3137 if (!IS_CUSTOM_ELEMENT(i))
3138 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3140 /* set move stepsize value for certain elements from pre-defined list */
3141 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3143 int e = move_stepsize_list[i].element;
3145 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3148 /* ---------- initialize collect score ----------------------------------- */
3150 /* initialize collect score values for custom elements from initial value */
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3152 if (IS_CUSTOM_ELEMENT(i))
3153 element_info[i].collect_score = element_info[i].collect_score_initial;
3155 /* ---------- initialize collect count ----------------------------------- */
3157 /* initialize collect count values for non-custom elements */
3158 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3159 if (!IS_CUSTOM_ELEMENT(i))
3160 element_info[i].collect_count_initial = 0;
3162 /* add collect count values for all elements from pre-defined list */
3163 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3164 element_info[collect_count_list[i].element].collect_count_initial =
3165 collect_count_list[i].count;
3167 /* ---------- initialize access direction -------------------------------- */
3169 /* initialize access direction values to default (access from every side) */
3170 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3171 if (!IS_CUSTOM_ELEMENT(i))
3172 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3174 /* set access direction value for certain elements from pre-defined list */
3175 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3176 element_info[access_direction_list[i].element].access_direction =
3177 access_direction_list[i].direction;
3179 /* ---------- initialize explosion content ------------------------------- */
3180 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3182 if (IS_CUSTOM_ELEMENT(i))
3185 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3187 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3189 element_info[i].content.e[x][y] =
3190 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3191 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3192 i == EL_PLAYER_3 ? EL_EMERALD :
3193 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3194 i == EL_MOLE ? EL_EMERALD_RED :
3195 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3196 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3197 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3198 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3199 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3200 i == EL_WALL_EMERALD ? EL_EMERALD :
3201 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3202 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3203 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3204 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3205 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3206 i == EL_WALL_PEARL ? EL_PEARL :
3207 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3212 /* ---------- initialize recursion detection ------------------------------ */
3213 recursion_loop_depth = 0;
3214 recursion_loop_detected = FALSE;
3215 recursion_loop_element = EL_UNDEFINED;
3217 /* ---------- initialize graphics engine ---------------------------------- */
3218 game.scroll_delay_value =
3219 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3220 setup.scroll_delay ? setup.scroll_delay_value : 0);
3221 game.scroll_delay_value =
3222 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3224 /* ---------- initialize game engine snapshots ---------------------------- */
3225 for (i = 0; i < MAX_PLAYERS; i++)
3226 game.snapshot.last_action[i] = 0;
3227 game.snapshot.changed_action = FALSE;
3228 game.snapshot.collected_item = FALSE;
3229 game.snapshot.mode =
3230 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3231 SNAPSHOT_MODE_EVERY_STEP :
3232 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3233 SNAPSHOT_MODE_EVERY_MOVE :
3234 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3235 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3236 game.snapshot.save_snapshot = FALSE;
3238 /* ---------- initialize level time for Supaplex engine ------------------- */
3239 /* Supaplex levels with time limit currently unsupported -- should be added */
3240 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3244 int get_num_special_action(int element, int action_first, int action_last)
3246 int num_special_action = 0;
3249 for (i = action_first; i <= action_last; i++)
3251 boolean found = FALSE;
3253 for (j = 0; j < NUM_DIRECTIONS; j++)
3254 if (el_act_dir2img(element, i, j) !=
3255 el_act_dir2img(element, ACTION_DEFAULT, j))
3259 num_special_action++;
3264 return num_special_action;
3269 =============================================================================
3271 -----------------------------------------------------------------------------
3272 initialize and start new game
3273 =============================================================================
3278 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3279 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3280 int fade_mask = REDRAW_FIELD;
3282 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3283 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3284 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3285 int initial_move_dir = MV_DOWN;
3288 // required here to update video display before fading (FIX THIS)
3289 DrawMaskedBorder(REDRAW_DOOR_2);
3291 if (!game.restart_level)
3292 CloseDoor(DOOR_CLOSE_1);
3294 SetGameStatus(GAME_MODE_PLAYING);
3296 if (level_editor_test_game)
3297 FadeSkipNextFadeIn();
3299 FadeSetEnterScreen();
3301 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3302 fade_mask = REDRAW_ALL;
3304 FadeLevelSoundsAndMusic();
3306 ExpireSoundLoops(TRUE);
3308 if (!level_editor_test_game)
3311 /* needed if different viewport properties defined for playing */
3312 ChangeViewportPropertiesIfNeeded();
3316 DrawCompleteVideoDisplay();
3318 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3321 InitGameControlValues();
3323 /* don't play tapes over network */
3324 network_playing = (options.network && !tape.playing);
3326 for (i = 0; i < MAX_PLAYERS; i++)
3328 struct PlayerInfo *player = &stored_player[i];
3330 player->index_nr = i;
3331 player->index_bit = (1 << i);
3332 player->element_nr = EL_PLAYER_1 + i;
3334 player->present = FALSE;
3335 player->active = FALSE;
3336 player->mapped = FALSE;
3338 player->killed = FALSE;
3339 player->reanimated = FALSE;
3342 player->effective_action = 0;
3343 player->programmed_action = 0;
3345 player->mouse_action.lx = 0;
3346 player->mouse_action.ly = 0;
3347 player->mouse_action.button = 0;
3348 player->mouse_action.button_hint = 0;
3350 player->effective_mouse_action.lx = 0;
3351 player->effective_mouse_action.ly = 0;
3352 player->effective_mouse_action.button = 0;
3353 player->effective_mouse_action.button_hint = 0;
3356 player->score_final = 0;
3358 player->health = MAX_HEALTH;
3359 player->health_final = MAX_HEALTH;
3361 player->gems_still_needed = level.gems_needed;
3362 player->sokobanfields_still_needed = 0;
3363 player->lights_still_needed = 0;
3364 player->friends_still_needed = 0;
3366 for (j = 0; j < MAX_NUM_KEYS; j++)
3367 player->key[j] = FALSE;
3369 player->num_white_keys = 0;
3371 player->dynabomb_count = 0;
3372 player->dynabomb_size = 1;
3373 player->dynabombs_left = 0;
3374 player->dynabomb_xl = FALSE;
3376 player->MovDir = initial_move_dir;
3379 player->GfxDir = initial_move_dir;
3380 player->GfxAction = ACTION_DEFAULT;
3382 player->StepFrame = 0;
3384 player->initial_element = player->element_nr;
3385 player->artwork_element =
3386 (level.use_artwork_element[i] ? level.artwork_element[i] :
3387 player->element_nr);
3388 player->use_murphy = FALSE;
3390 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3391 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3393 player->gravity = level.initial_player_gravity[i];
3395 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3397 player->actual_frame_counter = 0;
3399 player->step_counter = 0;
3401 player->last_move_dir = initial_move_dir;
3403 player->is_active = FALSE;
3405 player->is_waiting = FALSE;
3406 player->is_moving = FALSE;
3407 player->is_auto_moving = FALSE;
3408 player->is_digging = FALSE;
3409 player->is_snapping = FALSE;
3410 player->is_collecting = FALSE;
3411 player->is_pushing = FALSE;
3412 player->is_switching = FALSE;
3413 player->is_dropping = FALSE;
3414 player->is_dropping_pressed = FALSE;
3416 player->is_bored = FALSE;
3417 player->is_sleeping = FALSE;
3419 player->was_waiting = TRUE;
3420 player->was_moving = FALSE;
3421 player->was_snapping = FALSE;
3422 player->was_dropping = FALSE;
3424 player->force_dropping = FALSE;
3426 player->frame_counter_bored = -1;
3427 player->frame_counter_sleeping = -1;
3429 player->anim_delay_counter = 0;
3430 player->post_delay_counter = 0;
3432 player->dir_waiting = initial_move_dir;
3433 player->action_waiting = ACTION_DEFAULT;
3434 player->last_action_waiting = ACTION_DEFAULT;
3435 player->special_action_bored = ACTION_DEFAULT;
3436 player->special_action_sleeping = ACTION_DEFAULT;
3438 player->switch_x = -1;
3439 player->switch_y = -1;
3441 player->drop_x = -1;
3442 player->drop_y = -1;
3444 player->show_envelope = 0;
3446 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3448 player->push_delay = -1; /* initialized when pushing starts */
3449 player->push_delay_value = game.initial_push_delay_value;
3451 player->drop_delay = 0;
3452 player->drop_pressed_delay = 0;
3454 player->last_jx = -1;
3455 player->last_jy = -1;
3459 player->shield_normal_time_left = 0;
3460 player->shield_deadly_time_left = 0;
3462 player->inventory_infinite_element = EL_UNDEFINED;
3463 player->inventory_size = 0;
3465 if (level.use_initial_inventory[i])
3467 for (j = 0; j < level.initial_inventory_size[i]; j++)
3469 int element = level.initial_inventory_content[i][j];
3470 int collect_count = element_info[element].collect_count_initial;
3473 if (!IS_CUSTOM_ELEMENT(element))
3476 if (collect_count == 0)
3477 player->inventory_infinite_element = element;
3479 for (k = 0; k < collect_count; k++)
3480 if (player->inventory_size < MAX_INVENTORY_SIZE)
3481 player->inventory_element[player->inventory_size++] = element;
3485 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3486 SnapField(player, 0, 0);
3488 player->LevelSolved = FALSE;
3489 player->GameOver = FALSE;
3491 player->LevelSolved_GameWon = FALSE;
3492 player->LevelSolved_GameEnd = FALSE;
3493 player->LevelSolved_PanelOff = FALSE;
3494 player->LevelSolved_SaveTape = FALSE;
3495 player->LevelSolved_SaveScore = FALSE;
3497 player->LevelSolved_CountingTime = 0;
3498 player->LevelSolved_CountingScore = 0;
3499 player->LevelSolved_CountingHealth = 0;
3501 map_player_action[i] = i;
3504 network_player_action_received = FALSE;
3506 #if defined(NETWORK_AVALIABLE)
3507 /* initial null action */
3508 if (network_playing)
3509 SendToServer_MovePlayer(MV_NONE);
3518 TimeLeft = level.time;
3521 ScreenMovDir = MV_NONE;
3525 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3527 AllPlayersGone = FALSE;
3529 game.no_time_limit = (level.time == 0);
3531 game.yamyam_content_nr = 0;
3532 game.robot_wheel_active = FALSE;
3533 game.magic_wall_active = FALSE;
3534 game.magic_wall_time_left = 0;
3535 game.light_time_left = 0;
3536 game.timegate_time_left = 0;
3537 game.switchgate_pos = 0;
3538 game.wind_direction = level.wind_direction_initial;
3540 game.lenses_time_left = 0;
3541 game.magnify_time_left = 0;
3543 game.ball_state = level.ball_state_initial;
3544 game.ball_content_nr = 0;
3546 game.envelope_active = FALSE;
3548 /* set focus to local player for network games, else to all players */
3549 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3550 game.centered_player_nr_next = game.centered_player_nr;
3551 game.set_centered_player = FALSE;
3553 if (network_playing && tape.recording)
3555 /* store client dependent player focus when recording network games */
3556 tape.centered_player_nr_next = game.centered_player_nr_next;
3557 tape.set_centered_player = TRUE;
3560 for (i = 0; i < NUM_BELTS; i++)
3562 game.belt_dir[i] = MV_NONE;
3563 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3566 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3567 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3569 #if DEBUG_INIT_PLAYER
3572 printf("Player status at level initialization:\n");
3576 SCAN_PLAYFIELD(x, y)
3578 Feld[x][y] = level.field[x][y];
3579 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3580 ChangeDelay[x][y] = 0;
3581 ChangePage[x][y] = -1;
3582 CustomValue[x][y] = 0; /* initialized in InitField() */
3583 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3585 WasJustMoving[x][y] = 0;
3586 WasJustFalling[x][y] = 0;
3587 CheckCollision[x][y] = 0;
3588 CheckImpact[x][y] = 0;
3590 Pushed[x][y] = FALSE;
3592 ChangeCount[x][y] = 0;
3593 ChangeEvent[x][y] = -1;
3595 ExplodePhase[x][y] = 0;
3596 ExplodeDelay[x][y] = 0;
3597 ExplodeField[x][y] = EX_TYPE_NONE;
3599 RunnerVisit[x][y] = 0;
3600 PlayerVisit[x][y] = 0;
3603 GfxRandom[x][y] = INIT_GFX_RANDOM();
3604 GfxElement[x][y] = EL_UNDEFINED;
3605 GfxAction[x][y] = ACTION_DEFAULT;
3606 GfxDir[x][y] = MV_NONE;
3607 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3610 SCAN_PLAYFIELD(x, y)
3612 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3614 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3616 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3619 InitField(x, y, TRUE);
3621 ResetGfxAnimation(x, y);
3626 for (i = 0; i < MAX_PLAYERS; i++)
3628 struct PlayerInfo *player = &stored_player[i];
3630 /* set number of special actions for bored and sleeping animation */
3631 player->num_special_action_bored =
3632 get_num_special_action(player->artwork_element,
3633 ACTION_BORING_1, ACTION_BORING_LAST);
3634 player->num_special_action_sleeping =
3635 get_num_special_action(player->artwork_element,
3636 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3639 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3640 emulate_sb ? EMU_SOKOBAN :
3641 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3643 /* initialize type of slippery elements */
3644 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3646 if (!IS_CUSTOM_ELEMENT(i))
3648 /* default: elements slip down either to the left or right randomly */
3649 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3651 /* SP style elements prefer to slip down on the left side */
3652 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3653 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3655 /* BD style elements prefer to slip down on the left side */
3656 if (game.emulation == EMU_BOULDERDASH)
3657 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3661 /* initialize explosion and ignition delay */
3662 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3664 if (!IS_CUSTOM_ELEMENT(i))
3667 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3668 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3669 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3670 int last_phase = (num_phase + 1) * delay;
3671 int half_phase = (num_phase / 2) * delay;
3673 element_info[i].explosion_delay = last_phase - 1;
3674 element_info[i].ignition_delay = half_phase;
3676 if (i == EL_BLACK_ORB)
3677 element_info[i].ignition_delay = 1;
3681 /* correct non-moving belts to start moving left */
3682 for (i = 0; i < NUM_BELTS; i++)
3683 if (game.belt_dir[i] == MV_NONE)
3684 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3686 #if USE_NEW_PLAYER_ASSIGNMENTS
3687 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3688 /* choose default local player */
3689 local_player = &stored_player[0];
3691 for (i = 0; i < MAX_PLAYERS; i++)
3692 stored_player[i].connected = FALSE;
3694 local_player->connected = TRUE;
3695 /* !!! SAME AS init.c:InitPlayerInfo() -- FIX THIS !!! */
3699 for (i = 0; i < MAX_PLAYERS; i++)
3700 stored_player[i].connected = tape.player_participates[i];
3702 else if (game.team_mode && !options.network)
3704 /* try to guess locally connected team mode players (needed for correct
3705 assignment of player figures from level to locally playing players) */
3707 for (i = 0; i < MAX_PLAYERS; i++)
3708 if (setup.input[i].use_joystick ||
3709 setup.input[i].key.left != KSYM_UNDEFINED)
3710 stored_player[i].connected = TRUE;
3713 #if DEBUG_INIT_PLAYER
3716 printf("Player status after level initialization:\n");
3718 for (i = 0; i < MAX_PLAYERS; i++)
3720 struct PlayerInfo *player = &stored_player[i];
3722 printf("- player %d: present == %d, connected == %d, active == %d",
3728 if (local_player == player)
3729 printf(" (local player)");
3736 #if DEBUG_INIT_PLAYER
3738 printf("Reassigning players ...\n");
3741 /* check if any connected player was not found in playfield */
3742 for (i = 0; i < MAX_PLAYERS; i++)
3744 struct PlayerInfo *player = &stored_player[i];
3746 if (player->connected && !player->present)
3748 struct PlayerInfo *field_player = NULL;
3750 #if DEBUG_INIT_PLAYER
3752 printf("- looking for field player for player %d ...\n", i + 1);
3755 /* assign first free player found that is present in the playfield */
3757 /* first try: look for unmapped playfield player that is not connected */
3758 for (j = 0; j < MAX_PLAYERS; j++)
3759 if (field_player == NULL &&
3760 stored_player[j].present &&
3761 !stored_player[j].mapped &&
3762 !stored_player[j].connected)
3763 field_player = &stored_player[j];
3765 /* second try: look for *any* unmapped playfield player */
3766 for (j = 0; j < MAX_PLAYERS; j++)
3767 if (field_player == NULL &&
3768 stored_player[j].present &&
3769 !stored_player[j].mapped)
3770 field_player = &stored_player[j];
3772 if (field_player != NULL)
3774 int jx = field_player->jx, jy = field_player->jy;
3776 #if DEBUG_INIT_PLAYER
3778 printf("- found player %d\n", field_player->index_nr + 1);
3781 player->present = FALSE;
3782 player->active = FALSE;
3784 field_player->present = TRUE;
3785 field_player->active = TRUE;
3788 player->initial_element = field_player->initial_element;
3789 player->artwork_element = field_player->artwork_element;
3791 player->block_last_field = field_player->block_last_field;
3792 player->block_delay_adjustment = field_player->block_delay_adjustment;
3795 StorePlayer[jx][jy] = field_player->element_nr;
3797 field_player->jx = field_player->last_jx = jx;
3798 field_player->jy = field_player->last_jy = jy;
3800 if (local_player == player)
3801 local_player = field_player;
3803 map_player_action[field_player->index_nr] = i;
3805 field_player->mapped = TRUE;
3807 #if DEBUG_INIT_PLAYER
3809 printf("- map_player_action[%d] == %d\n",
3810 field_player->index_nr + 1, i + 1);
3815 if (player->connected && player->present)
3816 player->mapped = TRUE;
3819 #if DEBUG_INIT_PLAYER
3822 printf("Player status after player assignment (first stage):\n");
3824 for (i = 0; i < MAX_PLAYERS; i++)
3826 struct PlayerInfo *player = &stored_player[i];
3828 printf("- player %d: present == %d, connected == %d, active == %d",
3834 if (local_player == player)
3835 printf(" (local player)");
3844 /* check if any connected player was not found in playfield */
3845 for (i = 0; i < MAX_PLAYERS; i++)
3847 struct PlayerInfo *player = &stored_player[i];
3849 if (player->connected && !player->present)
3851 for (j = 0; j < MAX_PLAYERS; j++)
3853 struct PlayerInfo *field_player = &stored_player[j];
3854 int jx = field_player->jx, jy = field_player->jy;
3856 /* assign first free player found that is present in the playfield */
3857 if (field_player->present && !field_player->connected)
3859 player->present = TRUE;
3860 player->active = TRUE;
3862 field_player->present = FALSE;
3863 field_player->active = FALSE;
3865 player->initial_element = field_player->initial_element;
3866 player->artwork_element = field_player->artwork_element;
3868 player->block_last_field = field_player->block_last_field;
3869 player->block_delay_adjustment = field_player->block_delay_adjustment;
3871 StorePlayer[jx][jy] = player->element_nr;
3873 player->jx = player->last_jx = jx;
3874 player->jy = player->last_jy = jy;
3884 printf("::: local_player->present == %d\n", local_player->present);
3889 /* when playing a tape, eliminate all players who do not participate */
3891 #if USE_NEW_PLAYER_ASSIGNMENTS
3893 if (!game.team_mode)
3895 for (i = 0; i < MAX_PLAYERS; i++)
3897 if (stored_player[i].active &&
3898 !tape.player_participates[map_player_action[i]])
3900 struct PlayerInfo *player = &stored_player[i];
3901 int jx = player->jx, jy = player->jy;
3903 #if DEBUG_INIT_PLAYER
3905 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3908 player->active = FALSE;
3909 StorePlayer[jx][jy] = 0;
3910 Feld[jx][jy] = EL_EMPTY;
3917 for (i = 0; i < MAX_PLAYERS; i++)
3919 if (stored_player[i].active &&
3920 !tape.player_participates[i])
3922 struct PlayerInfo *player = &stored_player[i];
3923 int jx = player->jx, jy = player->jy;
3925 player->active = FALSE;
3926 StorePlayer[jx][jy] = 0;
3927 Feld[jx][jy] = EL_EMPTY;
3932 else if (!options.network && !game.team_mode) /* && !tape.playing */
3934 /* when in single player mode, eliminate all but the first active player */
3936 for (i = 0; i < MAX_PLAYERS; i++)
3938 if (stored_player[i].active)
3940 for (j = i + 1; j < MAX_PLAYERS; j++)
3942 if (stored_player[j].active)
3944 struct PlayerInfo *player = &stored_player[j];
3945 int jx = player->jx, jy = player->jy;
3947 player->active = FALSE;
3948 player->present = FALSE;
3950 StorePlayer[jx][jy] = 0;
3951 Feld[jx][jy] = EL_EMPTY;
3958 /* when recording the game, store which players take part in the game */
3961 #if USE_NEW_PLAYER_ASSIGNMENTS
3962 for (i = 0; i < MAX_PLAYERS; i++)
3963 if (stored_player[i].connected)
3964 tape.player_participates[i] = TRUE;
3966 for (i = 0; i < MAX_PLAYERS; i++)
3967 if (stored_player[i].active)
3968 tape.player_participates[i] = TRUE;
3972 #if DEBUG_INIT_PLAYER
3975 printf("Player status after player assignment (final stage):\n");
3977 for (i = 0; i < MAX_PLAYERS; i++)
3979 struct PlayerInfo *player = &stored_player[i];
3981 printf("- player %d: present == %d, connected == %d, active == %d",
3987 if (local_player == player)
3988 printf(" (local player)");
3995 if (BorderElement == EL_EMPTY)
3998 SBX_Right = lev_fieldx - SCR_FIELDX;
4000 SBY_Lower = lev_fieldy - SCR_FIELDY;
4005 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4007 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4010 if (full_lev_fieldx <= SCR_FIELDX)
4011 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4012 if (full_lev_fieldy <= SCR_FIELDY)
4013 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4015 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4017 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4020 /* if local player not found, look for custom element that might create
4021 the player (make some assumptions about the right custom element) */
4022 if (!local_player->present)
4024 int start_x = 0, start_y = 0;
4025 int found_rating = 0;
4026 int found_element = EL_UNDEFINED;
4027 int player_nr = local_player->index_nr;
4029 SCAN_PLAYFIELD(x, y)
4031 int element = Feld[x][y];
4036 if (level.use_start_element[player_nr] &&
4037 level.start_element[player_nr] == element &&
4044 found_element = element;
4047 if (!IS_CUSTOM_ELEMENT(element))
4050 if (CAN_CHANGE(element))
4052 for (i = 0; i < element_info[element].num_change_pages; i++)
4054 /* check for player created from custom element as single target */
4055 content = element_info[element].change_page[i].target_element;
4056 is_player = ELEM_IS_PLAYER(content);
4058 if (is_player && (found_rating < 3 ||
4059 (found_rating == 3 && element < found_element)))
4065 found_element = element;
4070 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4072 /* check for player created from custom element as explosion content */
4073 content = element_info[element].content.e[xx][yy];
4074 is_player = ELEM_IS_PLAYER(content);
4076 if (is_player && (found_rating < 2 ||
4077 (found_rating == 2 && element < found_element)))
4079 start_x = x + xx - 1;
4080 start_y = y + yy - 1;
4083 found_element = element;
4086 if (!CAN_CHANGE(element))
4089 for (i = 0; i < element_info[element].num_change_pages; i++)
4091 /* check for player created from custom element as extended target */
4093 element_info[element].change_page[i].target_content.e[xx][yy];
4095 is_player = ELEM_IS_PLAYER(content);
4097 if (is_player && (found_rating < 1 ||
4098 (found_rating == 1 && element < found_element)))
4100 start_x = x + xx - 1;
4101 start_y = y + yy - 1;
4104 found_element = element;
4110 scroll_x = SCROLL_POSITION_X(start_x);
4111 scroll_y = SCROLL_POSITION_Y(start_y);
4115 scroll_x = SCROLL_POSITION_X(local_player->jx);
4116 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4119 /* !!! FIX THIS (START) !!! */
4120 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4122 InitGameEngine_EM();
4124 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4126 InitGameEngine_SP();
4128 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4130 InitGameEngine_MM();
4134 DrawLevel(REDRAW_FIELD);
4137 /* after drawing the level, correct some elements */
4138 if (game.timegate_time_left == 0)
4139 CloseAllOpenTimegates();
4142 /* blit playfield from scroll buffer to normal back buffer for fading in */
4143 BlitScreenToBitmap(backbuffer);
4144 /* !!! FIX THIS (END) !!! */
4146 DrawMaskedBorder(fade_mask);
4151 // full screen redraw is required at this point in the following cases:
4152 // - special editor door undrawn when game was started from level editor
4153 // - drawing area (playfield) was changed and has to be removed completely
4154 redraw_mask = REDRAW_ALL;
4158 if (!game.restart_level)
4160 /* copy default game door content to main double buffer */
4162 /* !!! CHECK AGAIN !!! */
4163 SetPanelBackground();
4164 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4165 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4168 SetPanelBackground();
4169 SetDrawBackgroundMask(REDRAW_DOOR_1);
4171 UpdateAndDisplayGameControlValues();
4173 if (!game.restart_level)
4179 CreateGameButtons();
4184 /* copy actual game door content to door double buffer for OpenDoor() */
4185 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4187 OpenDoor(DOOR_OPEN_ALL);
4189 PlaySound(SND_GAME_STARTING);
4191 if (setup.sound_music)
4194 KeyboardAutoRepeatOffUnlessAutoplay();
4196 #if DEBUG_INIT_PLAYER
4199 printf("Player status (final):\n");
4201 for (i = 0; i < MAX_PLAYERS; i++)
4203 struct PlayerInfo *player = &stored_player[i];
4205 printf("- player %d: present == %d, connected == %d, active == %d",
4211 if (local_player == player)
4212 printf(" (local player)");
4225 if (!game.restart_level && !tape.playing)
4227 LevelStats_incPlayed(level_nr);
4229 SaveLevelSetup_SeriesInfo();
4232 game.restart_level = FALSE;
4233 game.restart_game_message = NULL;
4235 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4236 InitGameActions_MM();
4238 SaveEngineSnapshotToListInitial();
4241 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4242 int actual_player_x, int actual_player_y)
4244 /* this is used for non-R'n'D game engines to update certain engine values */
4246 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4248 actual_player_x = correctLevelPosX_EM(actual_player_x);
4249 actual_player_y = correctLevelPosY_EM(actual_player_y);
4252 /* needed to determine if sounds are played within the visible screen area */
4253 scroll_x = actual_scroll_x;
4254 scroll_y = actual_scroll_y;
4256 /* needed to get player position for "follow finger" playing input method */
4257 local_player->jx = actual_player_x;
4258 local_player->jy = actual_player_y;
4261 void InitMovDir(int x, int y)
4263 int i, element = Feld[x][y];
4264 static int xy[4][2] =
4271 static int direction[3][4] =
4273 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4274 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4275 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4284 Feld[x][y] = EL_BUG;
4285 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4288 case EL_SPACESHIP_RIGHT:
4289 case EL_SPACESHIP_UP:
4290 case EL_SPACESHIP_LEFT:
4291 case EL_SPACESHIP_DOWN:
4292 Feld[x][y] = EL_SPACESHIP;
4293 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4296 case EL_BD_BUTTERFLY_RIGHT:
4297 case EL_BD_BUTTERFLY_UP:
4298 case EL_BD_BUTTERFLY_LEFT:
4299 case EL_BD_BUTTERFLY_DOWN:
4300 Feld[x][y] = EL_BD_BUTTERFLY;
4301 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4304 case EL_BD_FIREFLY_RIGHT:
4305 case EL_BD_FIREFLY_UP:
4306 case EL_BD_FIREFLY_LEFT:
4307 case EL_BD_FIREFLY_DOWN:
4308 Feld[x][y] = EL_BD_FIREFLY;
4309 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4312 case EL_PACMAN_RIGHT:
4314 case EL_PACMAN_LEFT:
4315 case EL_PACMAN_DOWN:
4316 Feld[x][y] = EL_PACMAN;
4317 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4320 case EL_YAMYAM_LEFT:
4321 case EL_YAMYAM_RIGHT:
4323 case EL_YAMYAM_DOWN:
4324 Feld[x][y] = EL_YAMYAM;
4325 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4328 case EL_SP_SNIKSNAK:
4329 MovDir[x][y] = MV_UP;
4332 case EL_SP_ELECTRON:
4333 MovDir[x][y] = MV_LEFT;
4340 Feld[x][y] = EL_MOLE;
4341 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4345 if (IS_CUSTOM_ELEMENT(element))
4347 struct ElementInfo *ei = &element_info[element];
4348 int move_direction_initial = ei->move_direction_initial;
4349 int move_pattern = ei->move_pattern;
4351 if (move_direction_initial == MV_START_PREVIOUS)
4353 if (MovDir[x][y] != MV_NONE)
4356 move_direction_initial = MV_START_AUTOMATIC;
4359 if (move_direction_initial == MV_START_RANDOM)
4360 MovDir[x][y] = 1 << RND(4);
4361 else if (move_direction_initial & MV_ANY_DIRECTION)
4362 MovDir[x][y] = move_direction_initial;
4363 else if (move_pattern == MV_ALL_DIRECTIONS ||
4364 move_pattern == MV_TURNING_LEFT ||
4365 move_pattern == MV_TURNING_RIGHT ||
4366 move_pattern == MV_TURNING_LEFT_RIGHT ||
4367 move_pattern == MV_TURNING_RIGHT_LEFT ||
4368 move_pattern == MV_TURNING_RANDOM)
4369 MovDir[x][y] = 1 << RND(4);
4370 else if (move_pattern == MV_HORIZONTAL)
4371 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4372 else if (move_pattern == MV_VERTICAL)
4373 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4374 else if (move_pattern & MV_ANY_DIRECTION)
4375 MovDir[x][y] = element_info[element].move_pattern;
4376 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4377 move_pattern == MV_ALONG_RIGHT_SIDE)
4379 /* use random direction as default start direction */
4380 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4381 MovDir[x][y] = 1 << RND(4);
4383 for (i = 0; i < NUM_DIRECTIONS; i++)
4385 int x1 = x + xy[i][0];
4386 int y1 = y + xy[i][1];
4388 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4390 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4391 MovDir[x][y] = direction[0][i];
4393 MovDir[x][y] = direction[1][i];
4402 MovDir[x][y] = 1 << RND(4);
4404 if (element != EL_BUG &&
4405 element != EL_SPACESHIP &&
4406 element != EL_BD_BUTTERFLY &&
4407 element != EL_BD_FIREFLY)
4410 for (i = 0; i < NUM_DIRECTIONS; i++)
4412 int x1 = x + xy[i][0];
4413 int y1 = y + xy[i][1];
4415 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4417 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4419 MovDir[x][y] = direction[0][i];
4422 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4423 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4425 MovDir[x][y] = direction[1][i];
4434 GfxDir[x][y] = MovDir[x][y];
4437 void InitAmoebaNr(int x, int y)
4440 int group_nr = AmoebeNachbarNr(x, y);
4444 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4446 if (AmoebaCnt[i] == 0)
4454 AmoebaNr[x][y] = group_nr;
4455 AmoebaCnt[group_nr]++;
4456 AmoebaCnt2[group_nr]++;
4459 static void PlayerWins(struct PlayerInfo *player)
4461 player->LevelSolved = TRUE;
4462 player->GameOver = TRUE;
4464 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4465 level.native_em_level->lev->score :
4466 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4469 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4470 MM_HEALTH(game_mm.laser_overload_value) :
4473 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4475 player->LevelSolved_CountingScore = player->score_final;
4476 player->LevelSolved_CountingHealth = player->health_final;
4481 static int time_count_steps;
4482 static int time, time_final;
4483 static int score, score_final;
4484 static int health, health_final;
4485 static int game_over_delay_1 = 0;
4486 static int game_over_delay_2 = 0;
4487 static int game_over_delay_3 = 0;
4488 int game_over_delay_value_1 = 50;
4489 int game_over_delay_value_2 = 25;
4490 int game_over_delay_value_3 = 50;
4492 if (!local_player->LevelSolved_GameWon)
4496 /* do not start end game actions before the player stops moving (to exit) */
4497 if (local_player->MovPos)
4500 local_player->LevelSolved_GameWon = TRUE;
4501 local_player->LevelSolved_SaveTape = tape.recording;
4502 local_player->LevelSolved_SaveScore = !tape.playing;
4506 LevelStats_incSolved(level_nr);
4508 SaveLevelSetup_SeriesInfo();
4511 if (tape.auto_play) /* tape might already be stopped here */
4512 tape.auto_play_level_solved = TRUE;
4516 game_over_delay_1 = 0;
4517 game_over_delay_2 = 0;
4518 game_over_delay_3 = game_over_delay_value_3;
4520 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4521 score = score_final = local_player->score_final;
4522 health = health_final = local_player->health_final;
4524 if (level.score[SC_TIME_BONUS] > 0)
4529 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4531 else if (game.no_time_limit && TimePlayed < 999)
4534 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4537 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4539 game_over_delay_1 = game_over_delay_value_1;
4541 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4544 score_final += health * level.score[SC_TIME_BONUS];
4546 game_over_delay_2 = game_over_delay_value_2;
4549 local_player->score_final = score_final;
4550 local_player->health_final = health_final;
4553 if (level_editor_test_game)
4556 score = score_final;
4558 local_player->LevelSolved_CountingTime = time;
4559 local_player->LevelSolved_CountingScore = score;
4561 game_panel_controls[GAME_PANEL_TIME].value = time;
4562 game_panel_controls[GAME_PANEL_SCORE].value = score;
4564 DisplayGameControlValues();
4567 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4569 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4571 /* close exit door after last player */
4572 if ((AllPlayersGone &&
4573 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4574 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4575 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4576 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4577 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4579 int element = Feld[ExitX][ExitY];
4581 Feld[ExitX][ExitY] =
4582 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4583 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4584 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4585 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4586 EL_EM_STEEL_EXIT_CLOSING);
4588 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4591 /* player disappears */
4592 DrawLevelField(ExitX, ExitY);
4595 for (i = 0; i < MAX_PLAYERS; i++)
4597 struct PlayerInfo *player = &stored_player[i];
4599 if (player->present)
4601 RemovePlayer(player);
4603 /* player disappears */
4604 DrawLevelField(player->jx, player->jy);
4609 PlaySound(SND_GAME_WINNING);
4612 if (game_over_delay_1 > 0)
4614 game_over_delay_1--;
4619 if (time != time_final)
4621 int time_to_go = ABS(time_final - time);
4622 int time_count_dir = (time < time_final ? +1 : -1);
4624 if (time_to_go < time_count_steps)
4625 time_count_steps = 1;
4627 time += time_count_steps * time_count_dir;
4628 score += time_count_steps * level.score[SC_TIME_BONUS];
4630 local_player->LevelSolved_CountingTime = time;
4631 local_player->LevelSolved_CountingScore = score;
4633 game_panel_controls[GAME_PANEL_TIME].value = time;
4634 game_panel_controls[GAME_PANEL_SCORE].value = score;
4636 DisplayGameControlValues();
4638 if (time == time_final)
4639 StopSound(SND_GAME_LEVELTIME_BONUS);
4640 else if (setup.sound_loops)
4641 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4643 PlaySound(SND_GAME_LEVELTIME_BONUS);
4648 if (game_over_delay_2 > 0)
4650 game_over_delay_2--;
4655 if (health != health_final)
4657 int health_count_dir = (health < health_final ? +1 : -1);
4659 health += health_count_dir;
4660 score += level.score[SC_TIME_BONUS];
4662 local_player->LevelSolved_CountingHealth = health;
4663 local_player->LevelSolved_CountingScore = score;
4665 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4666 game_panel_controls[GAME_PANEL_SCORE].value = score;
4668 DisplayGameControlValues();
4670 if (health == health_final)
4671 StopSound(SND_GAME_LEVELTIME_BONUS);
4672 else if (setup.sound_loops)
4673 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4675 PlaySound(SND_GAME_LEVELTIME_BONUS);
4680 local_player->LevelSolved_PanelOff = TRUE;
4682 if (game_over_delay_3 > 0)
4684 game_over_delay_3--;
4695 boolean raise_level = FALSE;
4697 local_player->LevelSolved_GameEnd = TRUE;
4699 if (local_player->LevelSolved_SaveTape)
4701 /* make sure that request dialog to save tape does not open door again */
4702 if (!global.use_envelope_request)
4703 CloseDoor(DOOR_CLOSE_1);
4705 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4708 /* if no tape is to be saved, close both doors simultaneously */
4709 CloseDoor(DOOR_CLOSE_ALL);
4711 if (level_editor_test_game)
4713 SetGameStatus(GAME_MODE_MAIN);
4720 if (!local_player->LevelSolved_SaveScore)
4722 SetGameStatus(GAME_MODE_MAIN);
4729 if (level_nr == leveldir_current->handicap_level)
4731 leveldir_current->handicap_level++;
4733 SaveLevelSetup_SeriesInfo();
4736 if (setup.increment_levels &&
4737 level_nr < leveldir_current->last_level)
4738 raise_level = TRUE; /* advance to next level */
4740 if ((hi_pos = NewHiScore()) >= 0)
4742 SetGameStatus(GAME_MODE_SCORES);
4744 DrawHallOfFame(hi_pos);
4754 SetGameStatus(GAME_MODE_MAIN);
4770 boolean one_score_entry_per_name = !program.many_scores_per_name;
4772 LoadScore(level_nr);
4774 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4775 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4778 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4780 if (local_player->score_final > highscore[k].Score)
4782 /* player has made it to the hall of fame */
4784 if (k < MAX_SCORE_ENTRIES - 1)
4786 int m = MAX_SCORE_ENTRIES - 1;
4788 if (one_score_entry_per_name)
4790 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4791 if (strEqual(setup.player_name, highscore[l].Name))
4794 if (m == k) /* player's new highscore overwrites his old one */
4798 for (l = m; l > k; l--)
4800 strcpy(highscore[l].Name, highscore[l - 1].Name);
4801 highscore[l].Score = highscore[l - 1].Score;
4807 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4808 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4809 highscore[k].Score = local_player->score_final;
4814 else if (one_score_entry_per_name &&
4815 !strncmp(setup.player_name, highscore[k].Name,
4816 MAX_PLAYER_NAME_LEN))
4817 break; /* player already there with a higher score */
4821 SaveScore(level_nr);
4826 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4828 int element = Feld[x][y];
4829 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4830 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4831 int horiz_move = (dx != 0);
4832 int sign = (horiz_move ? dx : dy);
4833 int step = sign * element_info[element].move_stepsize;
4835 /* special values for move stepsize for spring and things on conveyor belt */
4838 if (CAN_FALL(element) &&
4839 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4840 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4841 else if (element == EL_SPRING)
4842 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4848 inline static int getElementMoveStepsize(int x, int y)
4850 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4853 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4855 if (player->GfxAction != action || player->GfxDir != dir)
4857 player->GfxAction = action;
4858 player->GfxDir = dir;
4860 player->StepFrame = 0;
4864 static void ResetGfxFrame(int x, int y)
4866 // profiling showed that "autotest" spends 10~20% of its time in this function
4867 if (DrawingDeactivatedField())
4870 int element = Feld[x][y];
4871 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4873 if (graphic_info[graphic].anim_global_sync)
4874 GfxFrame[x][y] = FrameCounter;
4875 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4876 GfxFrame[x][y] = CustomValue[x][y];
4877 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4878 GfxFrame[x][y] = element_info[element].collect_score;
4879 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4880 GfxFrame[x][y] = ChangeDelay[x][y];
4883 static void ResetGfxAnimation(int x, int y)
4885 GfxAction[x][y] = ACTION_DEFAULT;
4886 GfxDir[x][y] = MovDir[x][y];
4889 ResetGfxFrame(x, y);
4892 static void ResetRandomAnimationValue(int x, int y)
4894 GfxRandom[x][y] = INIT_GFX_RANDOM();
4897 void InitMovingField(int x, int y, int direction)
4899 int element = Feld[x][y];
4900 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4901 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4904 boolean is_moving_before, is_moving_after;
4906 /* check if element was/is moving or being moved before/after mode change */
4907 is_moving_before = (WasJustMoving[x][y] != 0);
4908 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4910 /* reset animation only for moving elements which change direction of moving
4911 or which just started or stopped moving
4912 (else CEs with property "can move" / "not moving" are reset each frame) */
4913 if (is_moving_before != is_moving_after ||
4914 direction != MovDir[x][y])
4915 ResetGfxAnimation(x, y);
4917 MovDir[x][y] = direction;
4918 GfxDir[x][y] = direction;
4920 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4921 direction == MV_DOWN && CAN_FALL(element) ?
4922 ACTION_FALLING : ACTION_MOVING);
4924 /* this is needed for CEs with property "can move" / "not moving" */
4926 if (is_moving_after)
4928 if (Feld[newx][newy] == EL_EMPTY)
4929 Feld[newx][newy] = EL_BLOCKED;
4931 MovDir[newx][newy] = MovDir[x][y];
4933 CustomValue[newx][newy] = CustomValue[x][y];
4935 GfxFrame[newx][newy] = GfxFrame[x][y];
4936 GfxRandom[newx][newy] = GfxRandom[x][y];
4937 GfxAction[newx][newy] = GfxAction[x][y];
4938 GfxDir[newx][newy] = GfxDir[x][y];
4942 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4944 int direction = MovDir[x][y];
4945 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4946 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4952 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4954 int oldx = x, oldy = y;
4955 int direction = MovDir[x][y];
4957 if (direction == MV_LEFT)
4959 else if (direction == MV_RIGHT)
4961 else if (direction == MV_UP)
4963 else if (direction == MV_DOWN)
4966 *comes_from_x = oldx;
4967 *comes_from_y = oldy;
4970 int MovingOrBlocked2Element(int x, int y)
4972 int element = Feld[x][y];
4974 if (element == EL_BLOCKED)
4978 Blocked2Moving(x, y, &oldx, &oldy);
4979 return Feld[oldx][oldy];
4985 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4987 /* like MovingOrBlocked2Element(), but if element is moving
4988 and (x,y) is the field the moving element is just leaving,
4989 return EL_BLOCKED instead of the element value */
4990 int element = Feld[x][y];
4992 if (IS_MOVING(x, y))
4994 if (element == EL_BLOCKED)
4998 Blocked2Moving(x, y, &oldx, &oldy);
4999 return Feld[oldx][oldy];
5008 static void RemoveField(int x, int y)
5010 Feld[x][y] = EL_EMPTY;
5016 CustomValue[x][y] = 0;
5019 ChangeDelay[x][y] = 0;
5020 ChangePage[x][y] = -1;
5021 Pushed[x][y] = FALSE;
5023 GfxElement[x][y] = EL_UNDEFINED;
5024 GfxAction[x][y] = ACTION_DEFAULT;
5025 GfxDir[x][y] = MV_NONE;
5028 void RemoveMovingField(int x, int y)
5030 int oldx = x, oldy = y, newx = x, newy = y;
5031 int element = Feld[x][y];
5032 int next_element = EL_UNDEFINED;
5034 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5037 if (IS_MOVING(x, y))
5039 Moving2Blocked(x, y, &newx, &newy);
5041 if (Feld[newx][newy] != EL_BLOCKED)
5043 /* element is moving, but target field is not free (blocked), but
5044 already occupied by something different (example: acid pool);
5045 in this case, only remove the moving field, but not the target */
5047 RemoveField(oldx, oldy);
5049 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5051 TEST_DrawLevelField(oldx, oldy);
5056 else if (element == EL_BLOCKED)
5058 Blocked2Moving(x, y, &oldx, &oldy);
5059 if (!IS_MOVING(oldx, oldy))
5063 if (element == EL_BLOCKED &&
5064 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5065 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5066 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5067 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5068 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5069 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5070 next_element = get_next_element(Feld[oldx][oldy]);
5072 RemoveField(oldx, oldy);
5073 RemoveField(newx, newy);
5075 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5077 if (next_element != EL_UNDEFINED)
5078 Feld[oldx][oldy] = next_element;
5080 TEST_DrawLevelField(oldx, oldy);
5081 TEST_DrawLevelField(newx, newy);
5084 void DrawDynamite(int x, int y)
5086 int sx = SCREENX(x), sy = SCREENY(y);
5087 int graphic = el2img(Feld[x][y]);
5090 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5093 if (IS_WALKABLE_INSIDE(Back[x][y]))
5097 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5098 else if (Store[x][y])
5099 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5101 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5103 if (Back[x][y] || Store[x][y])
5104 DrawGraphicThruMask(sx, sy, graphic, frame);
5106 DrawGraphic(sx, sy, graphic, frame);
5109 void CheckDynamite(int x, int y)
5111 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5115 if (MovDelay[x][y] != 0)
5118 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5124 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5129 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5131 boolean num_checked_players = 0;
5134 for (i = 0; i < MAX_PLAYERS; i++)
5136 if (stored_player[i].active)
5138 int sx = stored_player[i].jx;
5139 int sy = stored_player[i].jy;
5141 if (num_checked_players == 0)
5148 *sx1 = MIN(*sx1, sx);
5149 *sy1 = MIN(*sy1, sy);
5150 *sx2 = MAX(*sx2, sx);
5151 *sy2 = MAX(*sy2, sy);
5154 num_checked_players++;
5159 static boolean checkIfAllPlayersFitToScreen_RND()
5161 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5163 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5165 return (sx2 - sx1 < SCR_FIELDX &&
5166 sy2 - sy1 < SCR_FIELDY);
5169 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5171 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5173 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5175 *sx = (sx1 + sx2) / 2;
5176 *sy = (sy1 + sy2) / 2;
5179 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5180 boolean center_screen, boolean quick_relocation)
5182 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5183 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5184 boolean no_delay = (tape.warp_forward);
5185 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5186 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5187 int new_scroll_x, new_scroll_y;
5189 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5191 /* case 1: quick relocation inside visible screen (without scrolling) */
5198 if (!level.shifted_relocation || center_screen)
5200 /* relocation _with_ centering of screen */
5202 new_scroll_x = SCROLL_POSITION_X(x);
5203 new_scroll_y = SCROLL_POSITION_Y(y);
5207 /* relocation _without_ centering of screen */
5209 int center_scroll_x = SCROLL_POSITION_X(old_x);
5210 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5211 int offset_x = x + (scroll_x - center_scroll_x);
5212 int offset_y = y + (scroll_y - center_scroll_y);
5214 /* for new screen position, apply previous offset to center position */
5215 new_scroll_x = SCROLL_POSITION_X(offset_x);
5216 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5219 if (quick_relocation)
5221 /* case 2: quick relocation (redraw without visible scrolling) */
5223 scroll_x = new_scroll_x;
5224 scroll_y = new_scroll_y;
5231 /* case 3: visible relocation (with scrolling to new position) */
5233 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5235 SetVideoFrameDelay(wait_delay_value);
5237 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5240 int fx = FX, fy = FY;
5242 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5243 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5245 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5251 fx += dx * TILEX / 2;
5252 fy += dy * TILEY / 2;
5254 ScrollLevel(dx, dy);
5257 /* scroll in two steps of half tile size to make things smoother */
5258 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5260 /* scroll second step to align at full tile size */
5261 BlitScreenToBitmap(window);
5267 SetVideoFrameDelay(frame_delay_value_old);
5270 void RelocatePlayer(int jx, int jy, int el_player_raw)
5272 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5273 int player_nr = GET_PLAYER_NR(el_player);
5274 struct PlayerInfo *player = &stored_player[player_nr];
5275 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5276 boolean no_delay = (tape.warp_forward);
5277 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5278 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5279 int old_jx = player->jx;
5280 int old_jy = player->jy;
5281 int old_element = Feld[old_jx][old_jy];
5282 int element = Feld[jx][jy];
5283 boolean player_relocated = (old_jx != jx || old_jy != jy);
5285 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5286 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5287 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5288 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5289 int leave_side_horiz = move_dir_horiz;
5290 int leave_side_vert = move_dir_vert;
5291 int enter_side = enter_side_horiz | enter_side_vert;
5292 int leave_side = leave_side_horiz | leave_side_vert;
5294 if (player->GameOver) /* do not reanimate dead player */
5297 if (!player_relocated) /* no need to relocate the player */
5300 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5302 RemoveField(jx, jy); /* temporarily remove newly placed player */
5303 DrawLevelField(jx, jy);
5306 if (player->present)
5308 while (player->MovPos)
5310 ScrollPlayer(player, SCROLL_GO_ON);
5311 ScrollScreen(NULL, SCROLL_GO_ON);
5313 AdvanceFrameAndPlayerCounters(player->index_nr);
5317 BackToFront_WithFrameDelay(wait_delay_value);
5320 DrawPlayer(player); /* needed here only to cleanup last field */
5321 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5323 player->is_moving = FALSE;
5326 if (IS_CUSTOM_ELEMENT(old_element))
5327 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5329 player->index_bit, leave_side);
5331 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5333 player->index_bit, leave_side);
5335 Feld[jx][jy] = el_player;
5336 InitPlayerField(jx, jy, el_player, TRUE);
5338 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5339 possible that the relocation target field did not contain a player element,
5340 but a walkable element, to which the new player was relocated -- in this
5341 case, restore that (already initialized!) element on the player field */
5342 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5344 Feld[jx][jy] = element; /* restore previously existing element */
5347 /* only visually relocate centered player */
5348 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5349 FALSE, level.instant_relocation);
5351 TestIfPlayerTouchesBadThing(jx, jy);
5352 TestIfPlayerTouchesCustomElement(jx, jy);
5354 if (IS_CUSTOM_ELEMENT(element))
5355 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5356 player->index_bit, enter_side);
5358 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5359 player->index_bit, enter_side);
5361 if (player->is_switching)
5363 /* ensure that relocation while still switching an element does not cause
5364 a new element to be treated as also switched directly after relocation
5365 (this is important for teleporter switches that teleport the player to
5366 a place where another teleporter switch is in the same direction, which
5367 would then incorrectly be treated as immediately switched before the
5368 direction key that caused the switch was released) */
5370 player->switch_x += jx - old_jx;
5371 player->switch_y += jy - old_jy;
5375 void Explode(int ex, int ey, int phase, int mode)
5381 /* !!! eliminate this variable !!! */
5382 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5384 if (game.explosions_delayed)
5386 ExplodeField[ex][ey] = mode;
5390 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5392 int center_element = Feld[ex][ey];
5393 int artwork_element, explosion_element; /* set these values later */
5395 /* remove things displayed in background while burning dynamite */
5396 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5399 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5401 /* put moving element to center field (and let it explode there) */
5402 center_element = MovingOrBlocked2Element(ex, ey);
5403 RemoveMovingField(ex, ey);
5404 Feld[ex][ey] = center_element;
5407 /* now "center_element" is finally determined -- set related values now */
5408 artwork_element = center_element; /* for custom player artwork */
5409 explosion_element = center_element; /* for custom player artwork */
5411 if (IS_PLAYER(ex, ey))
5413 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5415 artwork_element = stored_player[player_nr].artwork_element;
5417 if (level.use_explosion_element[player_nr])
5419 explosion_element = level.explosion_element[player_nr];
5420 artwork_element = explosion_element;
5424 if (mode == EX_TYPE_NORMAL ||
5425 mode == EX_TYPE_CENTER ||
5426 mode == EX_TYPE_CROSS)
5427 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5429 last_phase = element_info[explosion_element].explosion_delay + 1;
5431 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5433 int xx = x - ex + 1;
5434 int yy = y - ey + 1;
5437 if (!IN_LEV_FIELD(x, y) ||
5438 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5439 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5442 element = Feld[x][y];
5444 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5446 element = MovingOrBlocked2Element(x, y);
5448 if (!IS_EXPLOSION_PROOF(element))
5449 RemoveMovingField(x, y);
5452 /* indestructible elements can only explode in center (but not flames) */
5453 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5454 mode == EX_TYPE_BORDER)) ||
5455 element == EL_FLAMES)
5458 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5459 behaviour, for example when touching a yamyam that explodes to rocks
5460 with active deadly shield, a rock is created under the player !!! */
5461 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5463 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5464 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5465 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5467 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5470 if (IS_ACTIVE_BOMB(element))
5472 /* re-activate things under the bomb like gate or penguin */
5473 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5480 /* save walkable background elements while explosion on same tile */
5481 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5482 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5483 Back[x][y] = element;
5485 /* ignite explodable elements reached by other explosion */
5486 if (element == EL_EXPLOSION)
5487 element = Store2[x][y];
5489 if (AmoebaNr[x][y] &&
5490 (element == EL_AMOEBA_FULL ||
5491 element == EL_BD_AMOEBA ||
5492 element == EL_AMOEBA_GROWING))
5494 AmoebaCnt[AmoebaNr[x][y]]--;
5495 AmoebaCnt2[AmoebaNr[x][y]]--;
5500 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5502 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5504 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5506 if (PLAYERINFO(ex, ey)->use_murphy)
5507 Store[x][y] = EL_EMPTY;
5510 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5511 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5512 else if (ELEM_IS_PLAYER(center_element))
5513 Store[x][y] = EL_EMPTY;
5514 else if (center_element == EL_YAMYAM)
5515 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5516 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5517 Store[x][y] = element_info[center_element].content.e[xx][yy];
5519 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5520 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5521 otherwise) -- FIX THIS !!! */
5522 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5523 Store[x][y] = element_info[element].content.e[1][1];
5525 else if (!CAN_EXPLODE(element))
5526 Store[x][y] = element_info[element].content.e[1][1];
5529 Store[x][y] = EL_EMPTY;
5531 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5532 center_element == EL_AMOEBA_TO_DIAMOND)
5533 Store2[x][y] = element;
5535 Feld[x][y] = EL_EXPLOSION;
5536 GfxElement[x][y] = artwork_element;
5538 ExplodePhase[x][y] = 1;
5539 ExplodeDelay[x][y] = last_phase;
5544 if (center_element == EL_YAMYAM)
5545 game.yamyam_content_nr =
5546 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5558 GfxFrame[x][y] = 0; /* restart explosion animation */
5560 last_phase = ExplodeDelay[x][y];
5562 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5564 /* this can happen if the player leaves an explosion just in time */
5565 if (GfxElement[x][y] == EL_UNDEFINED)
5566 GfxElement[x][y] = EL_EMPTY;
5568 border_element = Store2[x][y];
5569 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5570 border_element = StorePlayer[x][y];
5572 if (phase == element_info[border_element].ignition_delay ||
5573 phase == last_phase)
5575 boolean border_explosion = FALSE;
5577 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5578 !PLAYER_EXPLOSION_PROTECTED(x, y))
5580 KillPlayerUnlessExplosionProtected(x, y);
5581 border_explosion = TRUE;
5583 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5585 Feld[x][y] = Store2[x][y];
5588 border_explosion = TRUE;
5590 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5592 AmoebeUmwandeln(x, y);
5594 border_explosion = TRUE;
5597 /* if an element just explodes due to another explosion (chain-reaction),
5598 do not immediately end the new explosion when it was the last frame of
5599 the explosion (as it would be done in the following "if"-statement!) */
5600 if (border_explosion && phase == last_phase)
5604 if (phase == last_phase)
5608 element = Feld[x][y] = Store[x][y];
5609 Store[x][y] = Store2[x][y] = 0;
5610 GfxElement[x][y] = EL_UNDEFINED;
5612 /* player can escape from explosions and might therefore be still alive */
5613 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5614 element <= EL_PLAYER_IS_EXPLODING_4)
5616 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5617 int explosion_element = EL_PLAYER_1 + player_nr;
5618 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5619 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5621 if (level.use_explosion_element[player_nr])
5622 explosion_element = level.explosion_element[player_nr];
5624 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5625 element_info[explosion_element].content.e[xx][yy]);
5628 /* restore probably existing indestructible background element */
5629 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5630 element = Feld[x][y] = Back[x][y];
5633 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5634 GfxDir[x][y] = MV_NONE;
5635 ChangeDelay[x][y] = 0;
5636 ChangePage[x][y] = -1;
5638 CustomValue[x][y] = 0;
5640 InitField_WithBug2(x, y, FALSE);
5642 TEST_DrawLevelField(x, y);
5644 TestIfElementTouchesCustomElement(x, y);
5646 if (GFX_CRUMBLED(element))
5647 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5649 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5650 StorePlayer[x][y] = 0;
5652 if (ELEM_IS_PLAYER(element))
5653 RelocatePlayer(x, y, element);
5655 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5657 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5658 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5661 TEST_DrawLevelFieldCrumbled(x, y);
5663 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5665 DrawLevelElement(x, y, Back[x][y]);
5666 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5668 else if (IS_WALKABLE_UNDER(Back[x][y]))
5670 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5671 DrawLevelElementThruMask(x, y, Back[x][y]);
5673 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5674 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5678 void DynaExplode(int ex, int ey)
5681 int dynabomb_element = Feld[ex][ey];
5682 int dynabomb_size = 1;
5683 boolean dynabomb_xl = FALSE;
5684 struct PlayerInfo *player;
5685 static int xy[4][2] =
5693 if (IS_ACTIVE_BOMB(dynabomb_element))
5695 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5696 dynabomb_size = player->dynabomb_size;
5697 dynabomb_xl = player->dynabomb_xl;
5698 player->dynabombs_left++;
5701 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5703 for (i = 0; i < NUM_DIRECTIONS; i++)
5705 for (j = 1; j <= dynabomb_size; j++)
5707 int x = ex + j * xy[i][0];
5708 int y = ey + j * xy[i][1];
5711 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5714 element = Feld[x][y];
5716 /* do not restart explosions of fields with active bombs */
5717 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5720 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5722 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5723 !IS_DIGGABLE(element) && !dynabomb_xl)
5729 void Bang(int x, int y)
5731 int element = MovingOrBlocked2Element(x, y);
5732 int explosion_type = EX_TYPE_NORMAL;
5734 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5736 struct PlayerInfo *player = PLAYERINFO(x, y);
5738 element = Feld[x][y] = player->initial_element;
5740 if (level.use_explosion_element[player->index_nr])
5742 int explosion_element = level.explosion_element[player->index_nr];
5744 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5745 explosion_type = EX_TYPE_CROSS;
5746 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5747 explosion_type = EX_TYPE_CENTER;
5755 case EL_BD_BUTTERFLY:
5758 case EL_DARK_YAMYAM:
5762 RaiseScoreElement(element);
5765 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5766 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5767 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5768 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5769 case EL_DYNABOMB_INCREASE_NUMBER:
5770 case EL_DYNABOMB_INCREASE_SIZE:
5771 case EL_DYNABOMB_INCREASE_POWER:
5772 explosion_type = EX_TYPE_DYNA;
5775 case EL_DC_LANDMINE:
5776 explosion_type = EX_TYPE_CENTER;
5781 case EL_LAMP_ACTIVE:
5782 case EL_AMOEBA_TO_DIAMOND:
5783 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5784 explosion_type = EX_TYPE_CENTER;
5788 if (element_info[element].explosion_type == EXPLODES_CROSS)
5789 explosion_type = EX_TYPE_CROSS;
5790 else if (element_info[element].explosion_type == EXPLODES_1X1)
5791 explosion_type = EX_TYPE_CENTER;
5795 if (explosion_type == EX_TYPE_DYNA)
5798 Explode(x, y, EX_PHASE_START, explosion_type);
5800 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5803 void SplashAcid(int x, int y)
5805 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5806 (!IN_LEV_FIELD(x - 1, y - 2) ||
5807 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5808 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5810 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5811 (!IN_LEV_FIELD(x + 1, y - 2) ||
5812 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5813 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5815 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5818 static void InitBeltMovement()
5820 static int belt_base_element[4] =
5822 EL_CONVEYOR_BELT_1_LEFT,
5823 EL_CONVEYOR_BELT_2_LEFT,
5824 EL_CONVEYOR_BELT_3_LEFT,
5825 EL_CONVEYOR_BELT_4_LEFT
5827 static int belt_base_active_element[4] =
5829 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5830 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5831 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5832 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5837 /* set frame order for belt animation graphic according to belt direction */
5838 for (i = 0; i < NUM_BELTS; i++)
5842 for (j = 0; j < NUM_BELT_PARTS; j++)
5844 int element = belt_base_active_element[belt_nr] + j;
5845 int graphic_1 = el2img(element);
5846 int graphic_2 = el2panelimg(element);
5848 if (game.belt_dir[i] == MV_LEFT)
5850 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5851 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5855 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5856 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5861 SCAN_PLAYFIELD(x, y)
5863 int element = Feld[x][y];
5865 for (i = 0; i < NUM_BELTS; i++)
5867 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5869 int e_belt_nr = getBeltNrFromBeltElement(element);
5872 if (e_belt_nr == belt_nr)
5874 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5876 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5883 static void ToggleBeltSwitch(int x, int y)
5885 static int belt_base_element[4] =
5887 EL_CONVEYOR_BELT_1_LEFT,
5888 EL_CONVEYOR_BELT_2_LEFT,
5889 EL_CONVEYOR_BELT_3_LEFT,
5890 EL_CONVEYOR_BELT_4_LEFT
5892 static int belt_base_active_element[4] =
5894 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5895 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5896 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5897 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5899 static int belt_base_switch_element[4] =
5901 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5902 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5903 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5904 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5906 static int belt_move_dir[4] =
5914 int element = Feld[x][y];
5915 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5916 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5917 int belt_dir = belt_move_dir[belt_dir_nr];
5920 if (!IS_BELT_SWITCH(element))
5923 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5924 game.belt_dir[belt_nr] = belt_dir;
5926 if (belt_dir_nr == 3)
5929 /* set frame order for belt animation graphic according to belt direction */
5930 for (i = 0; i < NUM_BELT_PARTS; i++)
5932 int element = belt_base_active_element[belt_nr] + i;
5933 int graphic_1 = el2img(element);
5934 int graphic_2 = el2panelimg(element);
5936 if (belt_dir == MV_LEFT)
5938 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5939 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5943 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5944 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5948 SCAN_PLAYFIELD(xx, yy)
5950 int element = Feld[xx][yy];
5952 if (IS_BELT_SWITCH(element))
5954 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5956 if (e_belt_nr == belt_nr)
5958 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5959 TEST_DrawLevelField(xx, yy);
5962 else if (IS_BELT(element) && belt_dir != MV_NONE)
5964 int e_belt_nr = getBeltNrFromBeltElement(element);
5966 if (e_belt_nr == belt_nr)
5968 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5970 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5971 TEST_DrawLevelField(xx, yy);
5974 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5976 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5978 if (e_belt_nr == belt_nr)
5980 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5982 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5983 TEST_DrawLevelField(xx, yy);
5989 static void ToggleSwitchgateSwitch(int x, int y)
5993 game.switchgate_pos = !game.switchgate_pos;
5995 SCAN_PLAYFIELD(xx, yy)
5997 int element = Feld[xx][yy];
5999 if (element == EL_SWITCHGATE_SWITCH_UP)
6001 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6002 TEST_DrawLevelField(xx, yy);
6004 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6006 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6007 TEST_DrawLevelField(xx, yy);
6009 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6011 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6012 TEST_DrawLevelField(xx, yy);
6014 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6016 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6017 TEST_DrawLevelField(xx, yy);
6019 else if (element == EL_SWITCHGATE_OPEN ||
6020 element == EL_SWITCHGATE_OPENING)
6022 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6024 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6026 else if (element == EL_SWITCHGATE_CLOSED ||
6027 element == EL_SWITCHGATE_CLOSING)
6029 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6031 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6036 static int getInvisibleActiveFromInvisibleElement(int element)
6038 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6039 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6040 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6044 static int getInvisibleFromInvisibleActiveElement(int element)
6046 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6047 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6048 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6052 static void RedrawAllLightSwitchesAndInvisibleElements()
6056 SCAN_PLAYFIELD(x, y)
6058 int element = Feld[x][y];
6060 if (element == EL_LIGHT_SWITCH &&
6061 game.light_time_left > 0)
6063 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6064 TEST_DrawLevelField(x, y);
6066 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6067 game.light_time_left == 0)
6069 Feld[x][y] = EL_LIGHT_SWITCH;
6070 TEST_DrawLevelField(x, y);
6072 else if (element == EL_EMC_DRIPPER &&
6073 game.light_time_left > 0)
6075 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6076 TEST_DrawLevelField(x, y);
6078 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6079 game.light_time_left == 0)
6081 Feld[x][y] = EL_EMC_DRIPPER;
6082 TEST_DrawLevelField(x, y);
6084 else if (element == EL_INVISIBLE_STEELWALL ||
6085 element == EL_INVISIBLE_WALL ||
6086 element == EL_INVISIBLE_SAND)
6088 if (game.light_time_left > 0)
6089 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6091 TEST_DrawLevelField(x, y);
6093 /* uncrumble neighbour fields, if needed */
6094 if (element == EL_INVISIBLE_SAND)
6095 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6097 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6098 element == EL_INVISIBLE_WALL_ACTIVE ||
6099 element == EL_INVISIBLE_SAND_ACTIVE)
6101 if (game.light_time_left == 0)
6102 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6104 TEST_DrawLevelField(x, y);
6106 /* re-crumble neighbour fields, if needed */
6107 if (element == EL_INVISIBLE_SAND)
6108 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6113 static void RedrawAllInvisibleElementsForLenses()
6117 SCAN_PLAYFIELD(x, y)
6119 int element = Feld[x][y];
6121 if (element == EL_EMC_DRIPPER &&
6122 game.lenses_time_left > 0)
6124 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6125 TEST_DrawLevelField(x, y);
6127 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6128 game.lenses_time_left == 0)
6130 Feld[x][y] = EL_EMC_DRIPPER;
6131 TEST_DrawLevelField(x, y);
6133 else if (element == EL_INVISIBLE_STEELWALL ||
6134 element == EL_INVISIBLE_WALL ||
6135 element == EL_INVISIBLE_SAND)
6137 if (game.lenses_time_left > 0)
6138 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6140 TEST_DrawLevelField(x, y);
6142 /* uncrumble neighbour fields, if needed */
6143 if (element == EL_INVISIBLE_SAND)
6144 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6146 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6147 element == EL_INVISIBLE_WALL_ACTIVE ||
6148 element == EL_INVISIBLE_SAND_ACTIVE)
6150 if (game.lenses_time_left == 0)
6151 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6153 TEST_DrawLevelField(x, y);
6155 /* re-crumble neighbour fields, if needed */
6156 if (element == EL_INVISIBLE_SAND)
6157 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6162 static void RedrawAllInvisibleElementsForMagnifier()
6166 SCAN_PLAYFIELD(x, y)
6168 int element = Feld[x][y];
6170 if (element == EL_EMC_FAKE_GRASS &&
6171 game.magnify_time_left > 0)
6173 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6174 TEST_DrawLevelField(x, y);
6176 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6177 game.magnify_time_left == 0)
6179 Feld[x][y] = EL_EMC_FAKE_GRASS;
6180 TEST_DrawLevelField(x, y);
6182 else if (IS_GATE_GRAY(element) &&
6183 game.magnify_time_left > 0)
6185 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6186 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6187 IS_EM_GATE_GRAY(element) ?
6188 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6189 IS_EMC_GATE_GRAY(element) ?
6190 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6191 IS_DC_GATE_GRAY(element) ?
6192 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6194 TEST_DrawLevelField(x, y);
6196 else if (IS_GATE_GRAY_ACTIVE(element) &&
6197 game.magnify_time_left == 0)
6199 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6200 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6201 IS_EM_GATE_GRAY_ACTIVE(element) ?
6202 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6203 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6204 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6205 IS_DC_GATE_GRAY_ACTIVE(element) ?
6206 EL_DC_GATE_WHITE_GRAY :
6208 TEST_DrawLevelField(x, y);
6213 static void ToggleLightSwitch(int x, int y)
6215 int element = Feld[x][y];
6217 game.light_time_left =
6218 (element == EL_LIGHT_SWITCH ?
6219 level.time_light * FRAMES_PER_SECOND : 0);
6221 RedrawAllLightSwitchesAndInvisibleElements();
6224 static void ActivateTimegateSwitch(int x, int y)
6228 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6230 SCAN_PLAYFIELD(xx, yy)
6232 int element = Feld[xx][yy];
6234 if (element == EL_TIMEGATE_CLOSED ||
6235 element == EL_TIMEGATE_CLOSING)
6237 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6238 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6242 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6244 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6245 TEST_DrawLevelField(xx, yy);
6251 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6252 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6255 void Impact(int x, int y)
6257 boolean last_line = (y == lev_fieldy - 1);
6258 boolean object_hit = FALSE;
6259 boolean impact = (last_line || object_hit);
6260 int element = Feld[x][y];
6261 int smashed = EL_STEELWALL;
6263 if (!last_line) /* check if element below was hit */
6265 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6268 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6269 MovDir[x][y + 1] != MV_DOWN ||
6270 MovPos[x][y + 1] <= TILEY / 2));
6272 /* do not smash moving elements that left the smashed field in time */
6273 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6274 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6277 #if USE_QUICKSAND_IMPACT_BUGFIX
6278 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6280 RemoveMovingField(x, y + 1);
6281 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6282 Feld[x][y + 2] = EL_ROCK;
6283 TEST_DrawLevelField(x, y + 2);
6288 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6290 RemoveMovingField(x, y + 1);
6291 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6292 Feld[x][y + 2] = EL_ROCK;
6293 TEST_DrawLevelField(x, y + 2);
6300 smashed = MovingOrBlocked2Element(x, y + 1);
6302 impact = (last_line || object_hit);
6305 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6307 SplashAcid(x, y + 1);
6311 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6312 /* only reset graphic animation if graphic really changes after impact */
6314 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6316 ResetGfxAnimation(x, y);
6317 TEST_DrawLevelField(x, y);
6320 if (impact && CAN_EXPLODE_IMPACT(element))
6325 else if (impact && element == EL_PEARL &&
6326 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6328 ResetGfxAnimation(x, y);
6330 Feld[x][y] = EL_PEARL_BREAKING;
6331 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6334 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6336 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6341 if (impact && element == EL_AMOEBA_DROP)
6343 if (object_hit && IS_PLAYER(x, y + 1))
6344 KillPlayerUnlessEnemyProtected(x, y + 1);
6345 else if (object_hit && smashed == EL_PENGUIN)
6349 Feld[x][y] = EL_AMOEBA_GROWING;
6350 Store[x][y] = EL_AMOEBA_WET;
6352 ResetRandomAnimationValue(x, y);
6357 if (object_hit) /* check which object was hit */
6359 if ((CAN_PASS_MAGIC_WALL(element) &&
6360 (smashed == EL_MAGIC_WALL ||
6361 smashed == EL_BD_MAGIC_WALL)) ||
6362 (CAN_PASS_DC_MAGIC_WALL(element) &&
6363 smashed == EL_DC_MAGIC_WALL))
6366 int activated_magic_wall =
6367 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6368 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6369 EL_DC_MAGIC_WALL_ACTIVE);
6371 /* activate magic wall / mill */
6372 SCAN_PLAYFIELD(xx, yy)
6374 if (Feld[xx][yy] == smashed)
6375 Feld[xx][yy] = activated_magic_wall;
6378 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6379 game.magic_wall_active = TRUE;
6381 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6382 SND_MAGIC_WALL_ACTIVATING :
6383 smashed == EL_BD_MAGIC_WALL ?
6384 SND_BD_MAGIC_WALL_ACTIVATING :
6385 SND_DC_MAGIC_WALL_ACTIVATING));
6388 if (IS_PLAYER(x, y + 1))
6390 if (CAN_SMASH_PLAYER(element))
6392 KillPlayerUnlessEnemyProtected(x, y + 1);
6396 else if (smashed == EL_PENGUIN)
6398 if (CAN_SMASH_PLAYER(element))
6404 else if (element == EL_BD_DIAMOND)
6406 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6412 else if (((element == EL_SP_INFOTRON ||
6413 element == EL_SP_ZONK) &&
6414 (smashed == EL_SP_SNIKSNAK ||
6415 smashed == EL_SP_ELECTRON ||
6416 smashed == EL_SP_DISK_ORANGE)) ||
6417 (element == EL_SP_INFOTRON &&
6418 smashed == EL_SP_DISK_YELLOW))
6423 else if (CAN_SMASH_EVERYTHING(element))
6425 if (IS_CLASSIC_ENEMY(smashed) ||
6426 CAN_EXPLODE_SMASHED(smashed))
6431 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6433 if (smashed == EL_LAMP ||
6434 smashed == EL_LAMP_ACTIVE)
6439 else if (smashed == EL_NUT)
6441 Feld[x][y + 1] = EL_NUT_BREAKING;
6442 PlayLevelSound(x, y, SND_NUT_BREAKING);
6443 RaiseScoreElement(EL_NUT);
6446 else if (smashed == EL_PEARL)
6448 ResetGfxAnimation(x, y);
6450 Feld[x][y + 1] = EL_PEARL_BREAKING;
6451 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6454 else if (smashed == EL_DIAMOND)
6456 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6457 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6460 else if (IS_BELT_SWITCH(smashed))
6462 ToggleBeltSwitch(x, y + 1);
6464 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6465 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6466 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6467 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6469 ToggleSwitchgateSwitch(x, y + 1);
6471 else if (smashed == EL_LIGHT_SWITCH ||
6472 smashed == EL_LIGHT_SWITCH_ACTIVE)
6474 ToggleLightSwitch(x, y + 1);
6478 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6480 CheckElementChangeBySide(x, y + 1, smashed, element,
6481 CE_SWITCHED, CH_SIDE_TOP);
6482 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6488 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6493 /* play sound of magic wall / mill */
6495 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6496 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6497 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6499 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6500 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6501 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6502 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6503 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6504 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6509 /* play sound of object that hits the ground */
6510 if (last_line || object_hit)
6511 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6514 inline static void TurnRoundExt(int x, int y)
6526 { 0, 0 }, { 0, 0 }, { 0, 0 },
6531 int left, right, back;
6535 { MV_DOWN, MV_UP, MV_RIGHT },
6536 { MV_UP, MV_DOWN, MV_LEFT },
6538 { MV_LEFT, MV_RIGHT, MV_DOWN },
6542 { MV_RIGHT, MV_LEFT, MV_UP }
6545 int element = Feld[x][y];
6546 int move_pattern = element_info[element].move_pattern;
6548 int old_move_dir = MovDir[x][y];
6549 int left_dir = turn[old_move_dir].left;
6550 int right_dir = turn[old_move_dir].right;
6551 int back_dir = turn[old_move_dir].back;
6553 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6554 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6555 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6556 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6558 int left_x = x + left_dx, left_y = y + left_dy;
6559 int right_x = x + right_dx, right_y = y + right_dy;
6560 int move_x = x + move_dx, move_y = y + move_dy;
6564 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6566 TestIfBadThingTouchesOtherBadThing(x, y);
6568 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6569 MovDir[x][y] = right_dir;
6570 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6571 MovDir[x][y] = left_dir;
6573 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6575 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6578 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6580 TestIfBadThingTouchesOtherBadThing(x, y);
6582 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6583 MovDir[x][y] = left_dir;
6584 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6585 MovDir[x][y] = right_dir;
6587 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6589 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6592 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6594 TestIfBadThingTouchesOtherBadThing(x, y);
6596 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6597 MovDir[x][y] = left_dir;
6598 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6599 MovDir[x][y] = right_dir;
6601 if (MovDir[x][y] != old_move_dir)
6604 else if (element == EL_YAMYAM)
6606 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6607 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
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_DARK_YAMYAM)
6622 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6624 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6627 if (can_turn_left && can_turn_right)
6628 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6629 else if (can_turn_left)
6630 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6631 else if (can_turn_right)
6632 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6634 MovDir[x][y] = back_dir;
6636 MovDelay[x][y] = 16 + 16 * RND(3);
6638 else if (element == EL_PACMAN)
6640 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6641 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6643 if (can_turn_left && can_turn_right)
6644 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6645 else if (can_turn_left)
6646 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6647 else if (can_turn_right)
6648 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6650 MovDir[x][y] = back_dir;
6652 MovDelay[x][y] = 6 + RND(40);
6654 else if (element == EL_PIG)
6656 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6657 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6658 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6659 boolean should_turn_left, should_turn_right, should_move_on;
6661 int rnd = RND(rnd_value);
6663 should_turn_left = (can_turn_left &&
6665 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6666 y + back_dy + left_dy)));
6667 should_turn_right = (can_turn_right &&
6669 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6670 y + back_dy + right_dy)));
6671 should_move_on = (can_move_on &&
6674 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6675 y + move_dy + left_dy) ||
6676 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6677 y + move_dy + right_dy)));
6679 if (should_turn_left || should_turn_right || should_move_on)
6681 if (should_turn_left && should_turn_right && should_move_on)
6682 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6683 rnd < 2 * rnd_value / 3 ? right_dir :
6685 else if (should_turn_left && should_turn_right)
6686 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6687 else if (should_turn_left && should_move_on)
6688 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6689 else if (should_turn_right && should_move_on)
6690 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6691 else if (should_turn_left)
6692 MovDir[x][y] = left_dir;
6693 else if (should_turn_right)
6694 MovDir[x][y] = right_dir;
6695 else if (should_move_on)
6696 MovDir[x][y] = old_move_dir;
6698 else if (can_move_on && rnd > rnd_value / 8)
6699 MovDir[x][y] = old_move_dir;
6700 else if (can_turn_left && can_turn_right)
6701 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6702 else if (can_turn_left && rnd > rnd_value / 8)
6703 MovDir[x][y] = left_dir;
6704 else if (can_turn_right && rnd > rnd_value/8)
6705 MovDir[x][y] = right_dir;
6707 MovDir[x][y] = back_dir;
6709 xx = x + move_xy[MovDir[x][y]].dx;
6710 yy = y + move_xy[MovDir[x][y]].dy;
6712 if (!IN_LEV_FIELD(xx, yy) ||
6713 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6714 MovDir[x][y] = old_move_dir;
6718 else if (element == EL_DRAGON)
6720 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6721 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6722 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6724 int rnd = RND(rnd_value);
6726 if (can_move_on && rnd > rnd_value / 8)
6727 MovDir[x][y] = old_move_dir;
6728 else if (can_turn_left && can_turn_right)
6729 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6730 else if (can_turn_left && rnd > rnd_value / 8)
6731 MovDir[x][y] = left_dir;
6732 else if (can_turn_right && rnd > rnd_value / 8)
6733 MovDir[x][y] = right_dir;
6735 MovDir[x][y] = back_dir;
6737 xx = x + move_xy[MovDir[x][y]].dx;
6738 yy = y + move_xy[MovDir[x][y]].dy;
6740 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6741 MovDir[x][y] = old_move_dir;
6745 else if (element == EL_MOLE)
6747 boolean can_move_on =
6748 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6749 IS_AMOEBOID(Feld[move_x][move_y]) ||
6750 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6753 boolean can_turn_left =
6754 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6755 IS_AMOEBOID(Feld[left_x][left_y])));
6757 boolean can_turn_right =
6758 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6759 IS_AMOEBOID(Feld[right_x][right_y])));
6761 if (can_turn_left && can_turn_right)
6762 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6763 else if (can_turn_left)
6764 MovDir[x][y] = left_dir;
6766 MovDir[x][y] = right_dir;
6769 if (MovDir[x][y] != old_move_dir)
6772 else if (element == EL_BALLOON)
6774 MovDir[x][y] = game.wind_direction;
6777 else if (element == EL_SPRING)
6779 if (MovDir[x][y] & MV_HORIZONTAL)
6781 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6782 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6784 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6785 ResetGfxAnimation(move_x, move_y);
6786 TEST_DrawLevelField(move_x, move_y);
6788 MovDir[x][y] = back_dir;
6790 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6791 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6792 MovDir[x][y] = MV_NONE;
6797 else if (element == EL_ROBOT ||
6798 element == EL_SATELLITE ||
6799 element == EL_PENGUIN ||
6800 element == EL_EMC_ANDROID)
6802 int attr_x = -1, attr_y = -1;
6813 for (i = 0; i < MAX_PLAYERS; i++)
6815 struct PlayerInfo *player = &stored_player[i];
6816 int jx = player->jx, jy = player->jy;
6818 if (!player->active)
6822 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6830 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6831 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6832 game.engine_version < VERSION_IDENT(3,1,0,0)))
6838 if (element == EL_PENGUIN)
6841 static int xy[4][2] =
6849 for (i = 0; i < NUM_DIRECTIONS; i++)
6851 int ex = x + xy[i][0];
6852 int ey = y + xy[i][1];
6854 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6855 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6856 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6857 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6866 MovDir[x][y] = MV_NONE;
6868 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6869 else if (attr_x > x)
6870 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6872 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6873 else if (attr_y > y)
6874 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6876 if (element == EL_ROBOT)
6880 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6881 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6882 Moving2Blocked(x, y, &newx, &newy);
6884 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6885 MovDelay[x][y] = 8 + 8 * !RND(3);
6887 MovDelay[x][y] = 16;
6889 else if (element == EL_PENGUIN)
6895 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6897 boolean first_horiz = RND(2);
6898 int new_move_dir = MovDir[x][y];
6901 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6902 Moving2Blocked(x, y, &newx, &newy);
6904 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6908 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6909 Moving2Blocked(x, y, &newx, &newy);
6911 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6914 MovDir[x][y] = old_move_dir;
6918 else if (element == EL_SATELLITE)
6924 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6926 boolean first_horiz = RND(2);
6927 int new_move_dir = MovDir[x][y];
6930 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6931 Moving2Blocked(x, y, &newx, &newy);
6933 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6937 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6938 Moving2Blocked(x, y, &newx, &newy);
6940 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6943 MovDir[x][y] = old_move_dir;
6947 else if (element == EL_EMC_ANDROID)
6949 static int check_pos[16] =
6951 -1, /* 0 => (invalid) */
6952 7, /* 1 => MV_LEFT */
6953 3, /* 2 => MV_RIGHT */
6954 -1, /* 3 => (invalid) */
6956 0, /* 5 => MV_LEFT | MV_UP */
6957 2, /* 6 => MV_RIGHT | MV_UP */
6958 -1, /* 7 => (invalid) */
6959 5, /* 8 => MV_DOWN */
6960 6, /* 9 => MV_LEFT | MV_DOWN */
6961 4, /* 10 => MV_RIGHT | MV_DOWN */
6962 -1, /* 11 => (invalid) */
6963 -1, /* 12 => (invalid) */
6964 -1, /* 13 => (invalid) */
6965 -1, /* 14 => (invalid) */
6966 -1, /* 15 => (invalid) */
6974 { -1, -1, MV_LEFT | MV_UP },
6976 { +1, -1, MV_RIGHT | MV_UP },
6977 { +1, 0, MV_RIGHT },
6978 { +1, +1, MV_RIGHT | MV_DOWN },
6980 { -1, +1, MV_LEFT | MV_DOWN },
6983 int start_pos, check_order;
6984 boolean can_clone = FALSE;
6987 /* check if there is any free field around current position */
6988 for (i = 0; i < 8; i++)
6990 int newx = x + check_xy[i].dx;
6991 int newy = y + check_xy[i].dy;
6993 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7001 if (can_clone) /* randomly find an element to clone */
7005 start_pos = check_pos[RND(8)];
7006 check_order = (RND(2) ? -1 : +1);
7008 for (i = 0; i < 8; i++)
7010 int pos_raw = start_pos + i * check_order;
7011 int pos = (pos_raw + 8) % 8;
7012 int newx = x + check_xy[pos].dx;
7013 int newy = y + check_xy[pos].dy;
7015 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7017 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7018 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7020 Store[x][y] = Feld[newx][newy];
7029 if (can_clone) /* randomly find a direction to move */
7033 start_pos = check_pos[RND(8)];
7034 check_order = (RND(2) ? -1 : +1);
7036 for (i = 0; i < 8; i++)
7038 int pos_raw = start_pos + i * check_order;
7039 int pos = (pos_raw + 8) % 8;
7040 int newx = x + check_xy[pos].dx;
7041 int newy = y + check_xy[pos].dy;
7042 int new_move_dir = check_xy[pos].dir;
7044 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7046 MovDir[x][y] = new_move_dir;
7047 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7056 if (can_clone) /* cloning and moving successful */
7059 /* cannot clone -- try to move towards player */
7061 start_pos = check_pos[MovDir[x][y] & 0x0f];
7062 check_order = (RND(2) ? -1 : +1);
7064 for (i = 0; i < 3; i++)
7066 /* first check start_pos, then previous/next or (next/previous) pos */
7067 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7068 int pos = (pos_raw + 8) % 8;
7069 int newx = x + check_xy[pos].dx;
7070 int newy = y + check_xy[pos].dy;
7071 int new_move_dir = check_xy[pos].dir;
7073 if (IS_PLAYER(newx, newy))
7076 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7078 MovDir[x][y] = new_move_dir;
7079 MovDelay[x][y] = level.android_move_time * 8 + 1;
7086 else if (move_pattern == MV_TURNING_LEFT ||
7087 move_pattern == MV_TURNING_RIGHT ||
7088 move_pattern == MV_TURNING_LEFT_RIGHT ||
7089 move_pattern == MV_TURNING_RIGHT_LEFT ||
7090 move_pattern == MV_TURNING_RANDOM ||
7091 move_pattern == MV_ALL_DIRECTIONS)
7093 boolean can_turn_left =
7094 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7095 boolean can_turn_right =
7096 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7098 if (element_info[element].move_stepsize == 0) /* "not moving" */
7101 if (move_pattern == MV_TURNING_LEFT)
7102 MovDir[x][y] = left_dir;
7103 else if (move_pattern == MV_TURNING_RIGHT)
7104 MovDir[x][y] = right_dir;
7105 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7106 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7107 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7108 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7109 else if (move_pattern == MV_TURNING_RANDOM)
7110 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7111 can_turn_right && !can_turn_left ? right_dir :
7112 RND(2) ? left_dir : right_dir);
7113 else if (can_turn_left && can_turn_right)
7114 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7115 else if (can_turn_left)
7116 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7117 else if (can_turn_right)
7118 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7120 MovDir[x][y] = back_dir;
7122 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7124 else if (move_pattern == MV_HORIZONTAL ||
7125 move_pattern == MV_VERTICAL)
7127 if (move_pattern & old_move_dir)
7128 MovDir[x][y] = back_dir;
7129 else if (move_pattern == MV_HORIZONTAL)
7130 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7131 else if (move_pattern == MV_VERTICAL)
7132 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7134 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7136 else if (move_pattern & MV_ANY_DIRECTION)
7138 MovDir[x][y] = move_pattern;
7139 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7141 else if (move_pattern & MV_WIND_DIRECTION)
7143 MovDir[x][y] = game.wind_direction;
7144 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7146 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7148 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7149 MovDir[x][y] = left_dir;
7150 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7151 MovDir[x][y] = right_dir;
7153 if (MovDir[x][y] != old_move_dir)
7154 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7156 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7158 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7159 MovDir[x][y] = right_dir;
7160 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7161 MovDir[x][y] = left_dir;
7163 if (MovDir[x][y] != old_move_dir)
7164 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7166 else if (move_pattern == MV_TOWARDS_PLAYER ||
7167 move_pattern == MV_AWAY_FROM_PLAYER)
7169 int attr_x = -1, attr_y = -1;
7171 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7182 for (i = 0; i < MAX_PLAYERS; i++)
7184 struct PlayerInfo *player = &stored_player[i];
7185 int jx = player->jx, jy = player->jy;
7187 if (!player->active)
7191 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7199 MovDir[x][y] = MV_NONE;
7201 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7202 else if (attr_x > x)
7203 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7205 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7206 else if (attr_y > y)
7207 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7209 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7211 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7213 boolean first_horiz = RND(2);
7214 int new_move_dir = MovDir[x][y];
7216 if (element_info[element].move_stepsize == 0) /* "not moving" */
7218 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7219 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7225 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7226 Moving2Blocked(x, y, &newx, &newy);
7228 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7232 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7233 Moving2Blocked(x, y, &newx, &newy);
7235 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7238 MovDir[x][y] = old_move_dir;
7241 else if (move_pattern == MV_WHEN_PUSHED ||
7242 move_pattern == MV_WHEN_DROPPED)
7244 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7245 MovDir[x][y] = MV_NONE;
7249 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7251 static int test_xy[7][2] =
7261 static int test_dir[7] =
7271 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7272 int move_preference = -1000000; /* start with very low preference */
7273 int new_move_dir = MV_NONE;
7274 int start_test = RND(4);
7277 for (i = 0; i < NUM_DIRECTIONS; i++)
7279 int move_dir = test_dir[start_test + i];
7280 int move_dir_preference;
7282 xx = x + test_xy[start_test + i][0];
7283 yy = y + test_xy[start_test + i][1];
7285 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7286 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7288 new_move_dir = move_dir;
7293 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7296 move_dir_preference = -1 * RunnerVisit[xx][yy];
7297 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7298 move_dir_preference = PlayerVisit[xx][yy];
7300 if (move_dir_preference > move_preference)
7302 /* prefer field that has not been visited for the longest time */
7303 move_preference = move_dir_preference;
7304 new_move_dir = move_dir;
7306 else if (move_dir_preference == move_preference &&
7307 move_dir == old_move_dir)
7309 /* prefer last direction when all directions are preferred equally */
7310 move_preference = move_dir_preference;
7311 new_move_dir = move_dir;
7315 MovDir[x][y] = new_move_dir;
7316 if (old_move_dir != new_move_dir)
7317 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7321 static void TurnRound(int x, int y)
7323 int direction = MovDir[x][y];
7327 GfxDir[x][y] = MovDir[x][y];
7329 if (direction != MovDir[x][y])
7333 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7335 ResetGfxFrame(x, y);
7338 static boolean JustBeingPushed(int x, int y)
7342 for (i = 0; i < MAX_PLAYERS; i++)
7344 struct PlayerInfo *player = &stored_player[i];
7346 if (player->active && player->is_pushing && player->MovPos)
7348 int next_jx = player->jx + (player->jx - player->last_jx);
7349 int next_jy = player->jy + (player->jy - player->last_jy);
7351 if (x == next_jx && y == next_jy)
7359 void StartMoving(int x, int y)
7361 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7362 int element = Feld[x][y];
7367 if (MovDelay[x][y] == 0)
7368 GfxAction[x][y] = ACTION_DEFAULT;
7370 if (CAN_FALL(element) && y < lev_fieldy - 1)
7372 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7373 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7374 if (JustBeingPushed(x, y))
7377 if (element == EL_QUICKSAND_FULL)
7379 if (IS_FREE(x, y + 1))
7381 InitMovingField(x, y, MV_DOWN);
7382 started_moving = TRUE;
7384 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7385 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7386 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7387 Store[x][y] = EL_ROCK;
7389 Store[x][y] = EL_ROCK;
7392 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7394 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7396 if (!MovDelay[x][y])
7398 MovDelay[x][y] = TILEY + 1;
7400 ResetGfxAnimation(x, y);
7401 ResetGfxAnimation(x, y + 1);
7406 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7407 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7414 Feld[x][y] = EL_QUICKSAND_EMPTY;
7415 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7416 Store[x][y + 1] = Store[x][y];
7419 PlayLevelSoundAction(x, y, ACTION_FILLING);
7421 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7423 if (!MovDelay[x][y])
7425 MovDelay[x][y] = TILEY + 1;
7427 ResetGfxAnimation(x, y);
7428 ResetGfxAnimation(x, y + 1);
7433 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7434 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7441 Feld[x][y] = EL_QUICKSAND_EMPTY;
7442 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7443 Store[x][y + 1] = Store[x][y];
7446 PlayLevelSoundAction(x, y, ACTION_FILLING);
7449 else if (element == EL_QUICKSAND_FAST_FULL)
7451 if (IS_FREE(x, y + 1))
7453 InitMovingField(x, y, MV_DOWN);
7454 started_moving = TRUE;
7456 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7457 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7458 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7459 Store[x][y] = EL_ROCK;
7461 Store[x][y] = EL_ROCK;
7464 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7466 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7468 if (!MovDelay[x][y])
7470 MovDelay[x][y] = TILEY + 1;
7472 ResetGfxAnimation(x, y);
7473 ResetGfxAnimation(x, y + 1);
7478 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7479 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7486 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7487 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7488 Store[x][y + 1] = Store[x][y];
7491 PlayLevelSoundAction(x, y, ACTION_FILLING);
7493 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7495 if (!MovDelay[x][y])
7497 MovDelay[x][y] = TILEY + 1;
7499 ResetGfxAnimation(x, y);
7500 ResetGfxAnimation(x, y + 1);
7505 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7506 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7513 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7514 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7515 Store[x][y + 1] = Store[x][y];
7518 PlayLevelSoundAction(x, y, ACTION_FILLING);
7521 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7522 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7524 InitMovingField(x, y, MV_DOWN);
7525 started_moving = TRUE;
7527 Feld[x][y] = EL_QUICKSAND_FILLING;
7528 Store[x][y] = element;
7530 PlayLevelSoundAction(x, y, ACTION_FILLING);
7532 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7533 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7535 InitMovingField(x, y, MV_DOWN);
7536 started_moving = TRUE;
7538 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7539 Store[x][y] = element;
7541 PlayLevelSoundAction(x, y, ACTION_FILLING);
7543 else if (element == EL_MAGIC_WALL_FULL)
7545 if (IS_FREE(x, y + 1))
7547 InitMovingField(x, y, MV_DOWN);
7548 started_moving = TRUE;
7550 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7551 Store[x][y] = EL_CHANGED(Store[x][y]);
7553 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7555 if (!MovDelay[x][y])
7556 MovDelay[x][y] = TILEY / 4 + 1;
7565 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7566 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7567 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7571 else if (element == EL_BD_MAGIC_WALL_FULL)
7573 if (IS_FREE(x, y + 1))
7575 InitMovingField(x, y, MV_DOWN);
7576 started_moving = TRUE;
7578 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7579 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7581 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7583 if (!MovDelay[x][y])
7584 MovDelay[x][y] = TILEY / 4 + 1;
7593 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7594 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7595 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7599 else if (element == EL_DC_MAGIC_WALL_FULL)
7601 if (IS_FREE(x, y + 1))
7603 InitMovingField(x, y, MV_DOWN);
7604 started_moving = TRUE;
7606 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7607 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7609 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7611 if (!MovDelay[x][y])
7612 MovDelay[x][y] = TILEY / 4 + 1;
7621 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7622 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7623 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7627 else if ((CAN_PASS_MAGIC_WALL(element) &&
7628 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7629 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7630 (CAN_PASS_DC_MAGIC_WALL(element) &&
7631 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7634 InitMovingField(x, y, MV_DOWN);
7635 started_moving = TRUE;
7638 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7639 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7640 EL_DC_MAGIC_WALL_FILLING);
7641 Store[x][y] = element;
7643 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7645 SplashAcid(x, y + 1);
7647 InitMovingField(x, y, MV_DOWN);
7648 started_moving = TRUE;
7650 Store[x][y] = EL_ACID;
7653 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7654 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7655 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7656 CAN_FALL(element) && WasJustFalling[x][y] &&
7657 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7659 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7660 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7661 (Feld[x][y + 1] == EL_BLOCKED)))
7663 /* this is needed for a special case not covered by calling "Impact()"
7664 from "ContinueMoving()": if an element moves to a tile directly below
7665 another element which was just falling on that tile (which was empty
7666 in the previous frame), the falling element above would just stop
7667 instead of smashing the element below (in previous version, the above
7668 element was just checked for "moving" instead of "falling", resulting
7669 in incorrect smashes caused by horizontal movement of the above
7670 element; also, the case of the player being the element to smash was
7671 simply not covered here... :-/ ) */
7673 CheckCollision[x][y] = 0;
7674 CheckImpact[x][y] = 0;
7678 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7680 if (MovDir[x][y] == MV_NONE)
7682 InitMovingField(x, y, MV_DOWN);
7683 started_moving = TRUE;
7686 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7688 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7689 MovDir[x][y] = MV_DOWN;
7691 InitMovingField(x, y, MV_DOWN);
7692 started_moving = TRUE;
7694 else if (element == EL_AMOEBA_DROP)
7696 Feld[x][y] = EL_AMOEBA_GROWING;
7697 Store[x][y] = EL_AMOEBA_WET;
7699 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7700 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7701 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7702 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7704 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7705 (IS_FREE(x - 1, y + 1) ||
7706 Feld[x - 1][y + 1] == EL_ACID));
7707 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7708 (IS_FREE(x + 1, y + 1) ||
7709 Feld[x + 1][y + 1] == EL_ACID));
7710 boolean can_fall_any = (can_fall_left || can_fall_right);
7711 boolean can_fall_both = (can_fall_left && can_fall_right);
7712 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7714 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7716 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7717 can_fall_right = FALSE;
7718 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7719 can_fall_left = FALSE;
7720 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7721 can_fall_right = FALSE;
7722 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7723 can_fall_left = FALSE;
7725 can_fall_any = (can_fall_left || can_fall_right);
7726 can_fall_both = FALSE;
7731 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7732 can_fall_right = FALSE; /* slip down on left side */
7734 can_fall_left = !(can_fall_right = RND(2));
7736 can_fall_both = FALSE;
7741 /* if not determined otherwise, prefer left side for slipping down */
7742 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7743 started_moving = TRUE;
7746 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7748 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7749 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7750 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7751 int belt_dir = game.belt_dir[belt_nr];
7753 if ((belt_dir == MV_LEFT && left_is_free) ||
7754 (belt_dir == MV_RIGHT && right_is_free))
7756 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7758 InitMovingField(x, y, belt_dir);
7759 started_moving = TRUE;
7761 Pushed[x][y] = TRUE;
7762 Pushed[nextx][y] = TRUE;
7764 GfxAction[x][y] = ACTION_DEFAULT;
7768 MovDir[x][y] = 0; /* if element was moving, stop it */
7773 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7774 if (CAN_MOVE(element) && !started_moving)
7776 int move_pattern = element_info[element].move_pattern;
7779 Moving2Blocked(x, y, &newx, &newy);
7781 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7784 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7785 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7787 WasJustMoving[x][y] = 0;
7788 CheckCollision[x][y] = 0;
7790 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7792 if (Feld[x][y] != element) /* element has changed */
7796 if (!MovDelay[x][y]) /* start new movement phase */
7798 /* all objects that can change their move direction after each step
7799 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7801 if (element != EL_YAMYAM &&
7802 element != EL_DARK_YAMYAM &&
7803 element != EL_PACMAN &&
7804 !(move_pattern & MV_ANY_DIRECTION) &&
7805 move_pattern != MV_TURNING_LEFT &&
7806 move_pattern != MV_TURNING_RIGHT &&
7807 move_pattern != MV_TURNING_LEFT_RIGHT &&
7808 move_pattern != MV_TURNING_RIGHT_LEFT &&
7809 move_pattern != MV_TURNING_RANDOM)
7813 if (MovDelay[x][y] && (element == EL_BUG ||
7814 element == EL_SPACESHIP ||
7815 element == EL_SP_SNIKSNAK ||
7816 element == EL_SP_ELECTRON ||
7817 element == EL_MOLE))
7818 TEST_DrawLevelField(x, y);
7822 if (MovDelay[x][y]) /* wait some time before next movement */
7826 if (element == EL_ROBOT ||
7827 element == EL_YAMYAM ||
7828 element == EL_DARK_YAMYAM)
7830 DrawLevelElementAnimationIfNeeded(x, y, element);
7831 PlayLevelSoundAction(x, y, ACTION_WAITING);
7833 else if (element == EL_SP_ELECTRON)
7834 DrawLevelElementAnimationIfNeeded(x, y, element);
7835 else if (element == EL_DRAGON)
7838 int dir = MovDir[x][y];
7839 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7840 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7841 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7842 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7843 dir == MV_UP ? IMG_FLAMES_1_UP :
7844 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7845 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7847 GfxAction[x][y] = ACTION_ATTACKING;
7849 if (IS_PLAYER(x, y))
7850 DrawPlayerField(x, y);
7852 TEST_DrawLevelField(x, y);
7854 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7856 for (i = 1; i <= 3; i++)
7858 int xx = x + i * dx;
7859 int yy = y + i * dy;
7860 int sx = SCREENX(xx);
7861 int sy = SCREENY(yy);
7862 int flame_graphic = graphic + (i - 1);
7864 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7869 int flamed = MovingOrBlocked2Element(xx, yy);
7871 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7874 RemoveMovingField(xx, yy);
7876 ChangeDelay[xx][yy] = 0;
7878 Feld[xx][yy] = EL_FLAMES;
7880 if (IN_SCR_FIELD(sx, sy))
7882 TEST_DrawLevelFieldCrumbled(xx, yy);
7883 DrawGraphic(sx, sy, flame_graphic, frame);
7888 if (Feld[xx][yy] == EL_FLAMES)
7889 Feld[xx][yy] = EL_EMPTY;
7890 TEST_DrawLevelField(xx, yy);
7895 if (MovDelay[x][y]) /* element still has to wait some time */
7897 PlayLevelSoundAction(x, y, ACTION_WAITING);
7903 /* now make next step */
7905 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7907 if (DONT_COLLIDE_WITH(element) &&
7908 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7909 !PLAYER_ENEMY_PROTECTED(newx, newy))
7911 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7916 else if (CAN_MOVE_INTO_ACID(element) &&
7917 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7918 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7919 (MovDir[x][y] == MV_DOWN ||
7920 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7922 SplashAcid(newx, newy);
7923 Store[x][y] = EL_ACID;
7925 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7927 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7928 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7929 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7930 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7933 TEST_DrawLevelField(x, y);
7935 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7936 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7937 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7939 local_player->friends_still_needed--;
7940 if (!local_player->friends_still_needed &&
7941 !local_player->GameOver && AllPlayersGone)
7942 PlayerWins(local_player);
7946 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7948 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7949 TEST_DrawLevelField(newx, newy);
7951 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7953 else if (!IS_FREE(newx, newy))
7955 GfxAction[x][y] = ACTION_WAITING;
7957 if (IS_PLAYER(x, y))
7958 DrawPlayerField(x, y);
7960 TEST_DrawLevelField(x, y);
7965 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7967 if (IS_FOOD_PIG(Feld[newx][newy]))
7969 if (IS_MOVING(newx, newy))
7970 RemoveMovingField(newx, newy);
7973 Feld[newx][newy] = EL_EMPTY;
7974 TEST_DrawLevelField(newx, newy);
7977 PlayLevelSound(x, y, SND_PIG_DIGGING);
7979 else if (!IS_FREE(newx, newy))
7981 if (IS_PLAYER(x, y))
7982 DrawPlayerField(x, y);
7984 TEST_DrawLevelField(x, y);
7989 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7991 if (Store[x][y] != EL_EMPTY)
7993 boolean can_clone = FALSE;
7996 /* check if element to clone is still there */
7997 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7999 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8007 /* cannot clone or target field not free anymore -- do not clone */
8008 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8009 Store[x][y] = EL_EMPTY;
8012 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8014 if (IS_MV_DIAGONAL(MovDir[x][y]))
8016 int diagonal_move_dir = MovDir[x][y];
8017 int stored = Store[x][y];
8018 int change_delay = 8;
8021 /* android is moving diagonally */
8023 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8025 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8026 GfxElement[x][y] = EL_EMC_ANDROID;
8027 GfxAction[x][y] = ACTION_SHRINKING;
8028 GfxDir[x][y] = diagonal_move_dir;
8029 ChangeDelay[x][y] = change_delay;
8031 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8034 DrawLevelGraphicAnimation(x, y, graphic);
8035 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8037 if (Feld[newx][newy] == EL_ACID)
8039 SplashAcid(newx, newy);
8044 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8046 Store[newx][newy] = EL_EMC_ANDROID;
8047 GfxElement[newx][newy] = EL_EMC_ANDROID;
8048 GfxAction[newx][newy] = ACTION_GROWING;
8049 GfxDir[newx][newy] = diagonal_move_dir;
8050 ChangeDelay[newx][newy] = change_delay;
8052 graphic = el_act_dir2img(GfxElement[newx][newy],
8053 GfxAction[newx][newy], GfxDir[newx][newy]);
8055 DrawLevelGraphicAnimation(newx, newy, graphic);
8056 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8062 Feld[newx][newy] = EL_EMPTY;
8063 TEST_DrawLevelField(newx, newy);
8065 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8068 else if (!IS_FREE(newx, newy))
8073 else if (IS_CUSTOM_ELEMENT(element) &&
8074 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8076 if (!DigFieldByCE(newx, newy, element))
8079 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8081 RunnerVisit[x][y] = FrameCounter;
8082 PlayerVisit[x][y] /= 8; /* expire player visit path */
8085 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8087 if (!IS_FREE(newx, newy))
8089 if (IS_PLAYER(x, y))
8090 DrawPlayerField(x, y);
8092 TEST_DrawLevelField(x, y);
8098 boolean wanna_flame = !RND(10);
8099 int dx = newx - x, dy = newy - y;
8100 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8101 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8102 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8103 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8104 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8105 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8108 IS_CLASSIC_ENEMY(element1) ||
8109 IS_CLASSIC_ENEMY(element2)) &&
8110 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8111 element1 != EL_FLAMES && element2 != EL_FLAMES)
8113 ResetGfxAnimation(x, y);
8114 GfxAction[x][y] = ACTION_ATTACKING;
8116 if (IS_PLAYER(x, y))
8117 DrawPlayerField(x, y);
8119 TEST_DrawLevelField(x, y);
8121 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8123 MovDelay[x][y] = 50;
8125 Feld[newx][newy] = EL_FLAMES;
8126 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8127 Feld[newx1][newy1] = EL_FLAMES;
8128 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8129 Feld[newx2][newy2] = EL_FLAMES;
8135 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8136 Feld[newx][newy] == EL_DIAMOND)
8138 if (IS_MOVING(newx, newy))
8139 RemoveMovingField(newx, newy);
8142 Feld[newx][newy] = EL_EMPTY;
8143 TEST_DrawLevelField(newx, newy);
8146 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8148 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8149 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8151 if (AmoebaNr[newx][newy])
8153 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8154 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8155 Feld[newx][newy] == EL_BD_AMOEBA)
8156 AmoebaCnt[AmoebaNr[newx][newy]]--;
8159 if (IS_MOVING(newx, newy))
8161 RemoveMovingField(newx, newy);
8165 Feld[newx][newy] = EL_EMPTY;
8166 TEST_DrawLevelField(newx, newy);
8169 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8171 else if ((element == EL_PACMAN || element == EL_MOLE)
8172 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8174 if (AmoebaNr[newx][newy])
8176 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8177 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8178 Feld[newx][newy] == EL_BD_AMOEBA)
8179 AmoebaCnt[AmoebaNr[newx][newy]]--;
8182 if (element == EL_MOLE)
8184 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8185 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8187 ResetGfxAnimation(x, y);
8188 GfxAction[x][y] = ACTION_DIGGING;
8189 TEST_DrawLevelField(x, y);
8191 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8193 return; /* wait for shrinking amoeba */
8195 else /* element == EL_PACMAN */
8197 Feld[newx][newy] = EL_EMPTY;
8198 TEST_DrawLevelField(newx, newy);
8199 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8202 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8203 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8204 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8206 /* wait for shrinking amoeba to completely disappear */
8209 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8211 /* object was running against a wall */
8215 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8216 DrawLevelElementAnimation(x, y, element);
8218 if (DONT_TOUCH(element))
8219 TestIfBadThingTouchesPlayer(x, y);
8224 InitMovingField(x, y, MovDir[x][y]);
8226 PlayLevelSoundAction(x, y, ACTION_MOVING);
8230 ContinueMoving(x, y);
8233 void ContinueMoving(int x, int y)
8235 int element = Feld[x][y];
8236 struct ElementInfo *ei = &element_info[element];
8237 int direction = MovDir[x][y];
8238 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8239 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8240 int newx = x + dx, newy = y + dy;
8241 int stored = Store[x][y];
8242 int stored_new = Store[newx][newy];
8243 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8244 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8245 boolean last_line = (newy == lev_fieldy - 1);
8247 MovPos[x][y] += getElementMoveStepsize(x, y);
8249 if (pushed_by_player) /* special case: moving object pushed by player */
8250 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8252 if (ABS(MovPos[x][y]) < TILEX)
8254 TEST_DrawLevelField(x, y);
8256 return; /* element is still moving */
8259 /* element reached destination field */
8261 Feld[x][y] = EL_EMPTY;
8262 Feld[newx][newy] = element;
8263 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8265 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8267 element = Feld[newx][newy] = EL_ACID;
8269 else if (element == EL_MOLE)
8271 Feld[x][y] = EL_SAND;
8273 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8275 else if (element == EL_QUICKSAND_FILLING)
8277 element = Feld[newx][newy] = get_next_element(element);
8278 Store[newx][newy] = Store[x][y];
8280 else if (element == EL_QUICKSAND_EMPTYING)
8282 Feld[x][y] = get_next_element(element);
8283 element = Feld[newx][newy] = Store[x][y];
8285 else if (element == EL_QUICKSAND_FAST_FILLING)
8287 element = Feld[newx][newy] = get_next_element(element);
8288 Store[newx][newy] = Store[x][y];
8290 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8292 Feld[x][y] = get_next_element(element);
8293 element = Feld[newx][newy] = Store[x][y];
8295 else if (element == EL_MAGIC_WALL_FILLING)
8297 element = Feld[newx][newy] = get_next_element(element);
8298 if (!game.magic_wall_active)
8299 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8300 Store[newx][newy] = Store[x][y];
8302 else if (element == EL_MAGIC_WALL_EMPTYING)
8304 Feld[x][y] = get_next_element(element);
8305 if (!game.magic_wall_active)
8306 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8307 element = Feld[newx][newy] = Store[x][y];
8309 InitField(newx, newy, FALSE);
8311 else if (element == EL_BD_MAGIC_WALL_FILLING)
8313 element = Feld[newx][newy] = get_next_element(element);
8314 if (!game.magic_wall_active)
8315 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8316 Store[newx][newy] = Store[x][y];
8318 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8320 Feld[x][y] = get_next_element(element);
8321 if (!game.magic_wall_active)
8322 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8323 element = Feld[newx][newy] = Store[x][y];
8325 InitField(newx, newy, FALSE);
8327 else if (element == EL_DC_MAGIC_WALL_FILLING)
8329 element = Feld[newx][newy] = get_next_element(element);
8330 if (!game.magic_wall_active)
8331 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8332 Store[newx][newy] = Store[x][y];
8334 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8336 Feld[x][y] = get_next_element(element);
8337 if (!game.magic_wall_active)
8338 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8339 element = Feld[newx][newy] = Store[x][y];
8341 InitField(newx, newy, FALSE);
8343 else if (element == EL_AMOEBA_DROPPING)
8345 Feld[x][y] = get_next_element(element);
8346 element = Feld[newx][newy] = Store[x][y];
8348 else if (element == EL_SOKOBAN_OBJECT)
8351 Feld[x][y] = Back[x][y];
8353 if (Back[newx][newy])
8354 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8356 Back[x][y] = Back[newx][newy] = 0;
8359 Store[x][y] = EL_EMPTY;
8364 MovDelay[newx][newy] = 0;
8366 if (CAN_CHANGE_OR_HAS_ACTION(element))
8368 /* copy element change control values to new field */
8369 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8370 ChangePage[newx][newy] = ChangePage[x][y];
8371 ChangeCount[newx][newy] = ChangeCount[x][y];
8372 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8375 CustomValue[newx][newy] = CustomValue[x][y];
8377 ChangeDelay[x][y] = 0;
8378 ChangePage[x][y] = -1;
8379 ChangeCount[x][y] = 0;
8380 ChangeEvent[x][y] = -1;
8382 CustomValue[x][y] = 0;
8384 /* copy animation control values to new field */
8385 GfxFrame[newx][newy] = GfxFrame[x][y];
8386 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8387 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8388 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8390 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8392 /* some elements can leave other elements behind after moving */
8393 if (ei->move_leave_element != EL_EMPTY &&
8394 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8395 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8397 int move_leave_element = ei->move_leave_element;
8399 /* this makes it possible to leave the removed element again */
8400 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8401 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8403 Feld[x][y] = move_leave_element;
8405 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8406 MovDir[x][y] = direction;
8408 InitField(x, y, FALSE);
8410 if (GFX_CRUMBLED(Feld[x][y]))
8411 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8413 if (ELEM_IS_PLAYER(move_leave_element))
8414 RelocatePlayer(x, y, move_leave_element);
8417 /* do this after checking for left-behind element */
8418 ResetGfxAnimation(x, y); /* reset animation values for old field */
8420 if (!CAN_MOVE(element) ||
8421 (CAN_FALL(element) && direction == MV_DOWN &&
8422 (element == EL_SPRING ||
8423 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8424 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8425 GfxDir[x][y] = MovDir[newx][newy] = 0;
8427 TEST_DrawLevelField(x, y);
8428 TEST_DrawLevelField(newx, newy);
8430 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8432 /* prevent pushed element from moving on in pushed direction */
8433 if (pushed_by_player && CAN_MOVE(element) &&
8434 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8435 !(element_info[element].move_pattern & direction))
8436 TurnRound(newx, newy);
8438 /* prevent elements on conveyor belt from moving on in last direction */
8439 if (pushed_by_conveyor && CAN_FALL(element) &&
8440 direction & MV_HORIZONTAL)
8441 MovDir[newx][newy] = 0;
8443 if (!pushed_by_player)
8445 int nextx = newx + dx, nexty = newy + dy;
8446 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8448 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8450 if (CAN_FALL(element) && direction == MV_DOWN)
8451 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8453 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8454 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8456 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8457 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8460 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8462 TestIfBadThingTouchesPlayer(newx, newy);
8463 TestIfBadThingTouchesFriend(newx, newy);
8465 if (!IS_CUSTOM_ELEMENT(element))
8466 TestIfBadThingTouchesOtherBadThing(newx, newy);
8468 else if (element == EL_PENGUIN)
8469 TestIfFriendTouchesBadThing(newx, newy);
8471 if (DONT_GET_HIT_BY(element))
8473 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8476 /* give the player one last chance (one more frame) to move away */
8477 if (CAN_FALL(element) && direction == MV_DOWN &&
8478 (last_line || (!IS_FREE(x, newy + 1) &&
8479 (!IS_PLAYER(x, newy + 1) ||
8480 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8483 if (pushed_by_player && !game.use_change_when_pushing_bug)
8485 int push_side = MV_DIR_OPPOSITE(direction);
8486 struct PlayerInfo *player = PLAYERINFO(x, y);
8488 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8489 player->index_bit, push_side);
8490 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8491 player->index_bit, push_side);
8494 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8495 MovDelay[newx][newy] = 1;
8497 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8499 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8500 TestIfElementHitsCustomElement(newx, newy, direction);
8501 TestIfPlayerTouchesCustomElement(newx, newy);
8502 TestIfElementTouchesCustomElement(newx, newy);
8504 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8505 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8506 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8507 MV_DIR_OPPOSITE(direction));
8510 int AmoebeNachbarNr(int ax, int ay)
8513 int element = Feld[ax][ay];
8515 static int xy[4][2] =
8523 for (i = 0; i < NUM_DIRECTIONS; i++)
8525 int x = ax + xy[i][0];
8526 int y = ay + xy[i][1];
8528 if (!IN_LEV_FIELD(x, y))
8531 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8532 group_nr = AmoebaNr[x][y];
8538 void AmoebenVereinigen(int ax, int ay)
8540 int i, x, y, xx, yy;
8541 int new_group_nr = AmoebaNr[ax][ay];
8542 static int xy[4][2] =
8550 if (new_group_nr == 0)
8553 for (i = 0; i < NUM_DIRECTIONS; i++)
8558 if (!IN_LEV_FIELD(x, y))
8561 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8562 Feld[x][y] == EL_BD_AMOEBA ||
8563 Feld[x][y] == EL_AMOEBA_DEAD) &&
8564 AmoebaNr[x][y] != new_group_nr)
8566 int old_group_nr = AmoebaNr[x][y];
8568 if (old_group_nr == 0)
8571 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8572 AmoebaCnt[old_group_nr] = 0;
8573 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8574 AmoebaCnt2[old_group_nr] = 0;
8576 SCAN_PLAYFIELD(xx, yy)
8578 if (AmoebaNr[xx][yy] == old_group_nr)
8579 AmoebaNr[xx][yy] = new_group_nr;
8585 void AmoebeUmwandeln(int ax, int ay)
8589 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8591 int group_nr = AmoebaNr[ax][ay];
8596 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8597 printf("AmoebeUmwandeln(): This should never happen!\n");
8602 SCAN_PLAYFIELD(x, y)
8604 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8607 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8611 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8612 SND_AMOEBA_TURNING_TO_GEM :
8613 SND_AMOEBA_TURNING_TO_ROCK));
8618 static int xy[4][2] =
8626 for (i = 0; i < NUM_DIRECTIONS; i++)
8631 if (!IN_LEV_FIELD(x, y))
8634 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8636 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8637 SND_AMOEBA_TURNING_TO_GEM :
8638 SND_AMOEBA_TURNING_TO_ROCK));
8645 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8648 int group_nr = AmoebaNr[ax][ay];
8649 boolean done = FALSE;
8654 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8655 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8660 SCAN_PLAYFIELD(x, y)
8662 if (AmoebaNr[x][y] == group_nr &&
8663 (Feld[x][y] == EL_AMOEBA_DEAD ||
8664 Feld[x][y] == EL_BD_AMOEBA ||
8665 Feld[x][y] == EL_AMOEBA_GROWING))
8668 Feld[x][y] = new_element;
8669 InitField(x, y, FALSE);
8670 TEST_DrawLevelField(x, y);
8676 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8677 SND_BD_AMOEBA_TURNING_TO_ROCK :
8678 SND_BD_AMOEBA_TURNING_TO_GEM));
8681 void AmoebeWaechst(int x, int y)
8683 static unsigned int sound_delay = 0;
8684 static unsigned int sound_delay_value = 0;
8686 if (!MovDelay[x][y]) /* start new growing cycle */
8690 if (DelayReached(&sound_delay, sound_delay_value))
8692 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8693 sound_delay_value = 30;
8697 if (MovDelay[x][y]) /* wait some time before growing bigger */
8700 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8702 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8703 6 - MovDelay[x][y]);
8705 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8708 if (!MovDelay[x][y])
8710 Feld[x][y] = Store[x][y];
8712 TEST_DrawLevelField(x, y);
8717 void AmoebaDisappearing(int x, int y)
8719 static unsigned int sound_delay = 0;
8720 static unsigned int sound_delay_value = 0;
8722 if (!MovDelay[x][y]) /* start new shrinking cycle */
8726 if (DelayReached(&sound_delay, sound_delay_value))
8727 sound_delay_value = 30;
8730 if (MovDelay[x][y]) /* wait some time before shrinking */
8733 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8735 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8736 6 - MovDelay[x][y]);
8738 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8741 if (!MovDelay[x][y])
8743 Feld[x][y] = EL_EMPTY;
8744 TEST_DrawLevelField(x, y);
8746 /* don't let mole enter this field in this cycle;
8747 (give priority to objects falling to this field from above) */
8753 void AmoebeAbleger(int ax, int ay)
8756 int element = Feld[ax][ay];
8757 int graphic = el2img(element);
8758 int newax = ax, neway = ay;
8759 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8760 static int xy[4][2] =
8768 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8770 Feld[ax][ay] = EL_AMOEBA_DEAD;
8771 TEST_DrawLevelField(ax, ay);
8775 if (IS_ANIMATED(graphic))
8776 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8778 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8779 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8781 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8784 if (MovDelay[ax][ay])
8788 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8791 int x = ax + xy[start][0];
8792 int y = ay + xy[start][1];
8794 if (!IN_LEV_FIELD(x, y))
8797 if (IS_FREE(x, y) ||
8798 CAN_GROW_INTO(Feld[x][y]) ||
8799 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8800 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8806 if (newax == ax && neway == ay)
8809 else /* normal or "filled" (BD style) amoeba */
8812 boolean waiting_for_player = FALSE;
8814 for (i = 0; i < NUM_DIRECTIONS; i++)
8816 int j = (start + i) % 4;
8817 int x = ax + xy[j][0];
8818 int y = ay + xy[j][1];
8820 if (!IN_LEV_FIELD(x, y))
8823 if (IS_FREE(x, y) ||
8824 CAN_GROW_INTO(Feld[x][y]) ||
8825 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8826 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8832 else if (IS_PLAYER(x, y))
8833 waiting_for_player = TRUE;
8836 if (newax == ax && neway == ay) /* amoeba cannot grow */
8838 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8840 Feld[ax][ay] = EL_AMOEBA_DEAD;
8841 TEST_DrawLevelField(ax, ay);
8842 AmoebaCnt[AmoebaNr[ax][ay]]--;
8844 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8846 if (element == EL_AMOEBA_FULL)
8847 AmoebeUmwandeln(ax, ay);
8848 else if (element == EL_BD_AMOEBA)
8849 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8854 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8856 /* amoeba gets larger by growing in some direction */
8858 int new_group_nr = AmoebaNr[ax][ay];
8861 if (new_group_nr == 0)
8863 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8864 printf("AmoebeAbleger(): This should never happen!\n");
8869 AmoebaNr[newax][neway] = new_group_nr;
8870 AmoebaCnt[new_group_nr]++;
8871 AmoebaCnt2[new_group_nr]++;
8873 /* if amoeba touches other amoeba(s) after growing, unify them */
8874 AmoebenVereinigen(newax, neway);
8876 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8878 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8884 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8885 (neway == lev_fieldy - 1 && newax != ax))
8887 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8888 Store[newax][neway] = element;
8890 else if (neway == ay || element == EL_EMC_DRIPPER)
8892 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8894 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8898 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8899 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8900 Store[ax][ay] = EL_AMOEBA_DROP;
8901 ContinueMoving(ax, ay);
8905 TEST_DrawLevelField(newax, neway);
8908 void Life(int ax, int ay)
8912 int element = Feld[ax][ay];
8913 int graphic = el2img(element);
8914 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8916 boolean changed = FALSE;
8918 if (IS_ANIMATED(graphic))
8919 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8924 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8925 MovDelay[ax][ay] = life_time;
8927 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8930 if (MovDelay[ax][ay])
8934 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8936 int xx = ax+x1, yy = ay+y1;
8939 if (!IN_LEV_FIELD(xx, yy))
8942 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8944 int x = xx+x2, y = yy+y2;
8946 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8949 if (((Feld[x][y] == element ||
8950 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8952 (IS_FREE(x, y) && Stop[x][y]))
8956 if (xx == ax && yy == ay) /* field in the middle */
8958 if (nachbarn < life_parameter[0] ||
8959 nachbarn > life_parameter[1])
8961 Feld[xx][yy] = EL_EMPTY;
8963 TEST_DrawLevelField(xx, yy);
8964 Stop[xx][yy] = TRUE;
8968 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8969 { /* free border field */
8970 if (nachbarn >= life_parameter[2] &&
8971 nachbarn <= life_parameter[3])
8973 Feld[xx][yy] = element;
8974 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8976 TEST_DrawLevelField(xx, yy);
8977 Stop[xx][yy] = TRUE;
8984 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8985 SND_GAME_OF_LIFE_GROWING);
8988 static void InitRobotWheel(int x, int y)
8990 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8993 static void RunRobotWheel(int x, int y)
8995 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8998 static void StopRobotWheel(int x, int y)
9000 if (ZX == x && ZY == y)
9004 game.robot_wheel_active = FALSE;
9008 static void InitTimegateWheel(int x, int y)
9010 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9013 static void RunTimegateWheel(int x, int y)
9015 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9018 static void InitMagicBallDelay(int x, int y)
9020 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9023 static void ActivateMagicBall(int bx, int by)
9027 if (level.ball_random)
9029 int pos_border = RND(8); /* select one of the eight border elements */
9030 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9031 int xx = pos_content % 3;
9032 int yy = pos_content / 3;
9037 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9038 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9042 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9044 int xx = x - bx + 1;
9045 int yy = y - by + 1;
9047 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9048 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9052 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9055 void CheckExit(int x, int y)
9057 if (local_player->gems_still_needed > 0 ||
9058 local_player->sokobanfields_still_needed > 0 ||
9059 local_player->lights_still_needed > 0)
9061 int element = Feld[x][y];
9062 int graphic = el2img(element);
9064 if (IS_ANIMATED(graphic))
9065 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9070 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9073 Feld[x][y] = EL_EXIT_OPENING;
9075 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9078 void CheckExitEM(int x, int y)
9080 if (local_player->gems_still_needed > 0 ||
9081 local_player->sokobanfields_still_needed > 0 ||
9082 local_player->lights_still_needed > 0)
9084 int element = Feld[x][y];
9085 int graphic = el2img(element);
9087 if (IS_ANIMATED(graphic))
9088 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9093 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9096 Feld[x][y] = EL_EM_EXIT_OPENING;
9098 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9101 void CheckExitSteel(int x, int y)
9103 if (local_player->gems_still_needed > 0 ||
9104 local_player->sokobanfields_still_needed > 0 ||
9105 local_player->lights_still_needed > 0)
9107 int element = Feld[x][y];
9108 int graphic = el2img(element);
9110 if (IS_ANIMATED(graphic))
9111 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9116 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9119 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9121 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9124 void CheckExitSteelEM(int x, int y)
9126 if (local_player->gems_still_needed > 0 ||
9127 local_player->sokobanfields_still_needed > 0 ||
9128 local_player->lights_still_needed > 0)
9130 int element = Feld[x][y];
9131 int graphic = el2img(element);
9133 if (IS_ANIMATED(graphic))
9134 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9139 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9142 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9144 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9147 void CheckExitSP(int x, int y)
9149 if (local_player->gems_still_needed > 0)
9151 int element = Feld[x][y];
9152 int graphic = el2img(element);
9154 if (IS_ANIMATED(graphic))
9155 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9160 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9163 Feld[x][y] = EL_SP_EXIT_OPENING;
9165 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9168 static void CloseAllOpenTimegates()
9172 SCAN_PLAYFIELD(x, y)
9174 int element = Feld[x][y];
9176 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9178 Feld[x][y] = EL_TIMEGATE_CLOSING;
9180 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9185 void DrawTwinkleOnField(int x, int y)
9187 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9190 if (Feld[x][y] == EL_BD_DIAMOND)
9193 if (MovDelay[x][y] == 0) /* next animation frame */
9194 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9196 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9200 DrawLevelElementAnimation(x, y, Feld[x][y]);
9202 if (MovDelay[x][y] != 0)
9204 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9205 10 - MovDelay[x][y]);
9207 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9212 void MauerWaechst(int x, int y)
9216 if (!MovDelay[x][y]) /* next animation frame */
9217 MovDelay[x][y] = 3 * delay;
9219 if (MovDelay[x][y]) /* wait some time before next frame */
9223 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9225 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9226 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9228 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9231 if (!MovDelay[x][y])
9233 if (MovDir[x][y] == MV_LEFT)
9235 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9236 TEST_DrawLevelField(x - 1, y);
9238 else if (MovDir[x][y] == MV_RIGHT)
9240 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9241 TEST_DrawLevelField(x + 1, y);
9243 else if (MovDir[x][y] == MV_UP)
9245 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9246 TEST_DrawLevelField(x, y - 1);
9250 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9251 TEST_DrawLevelField(x, y + 1);
9254 Feld[x][y] = Store[x][y];
9256 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9257 TEST_DrawLevelField(x, y);
9262 void MauerAbleger(int ax, int ay)
9264 int element = Feld[ax][ay];
9265 int graphic = el2img(element);
9266 boolean oben_frei = FALSE, unten_frei = FALSE;
9267 boolean links_frei = FALSE, rechts_frei = FALSE;
9268 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9269 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9270 boolean new_wall = FALSE;
9272 if (IS_ANIMATED(graphic))
9273 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9275 if (!MovDelay[ax][ay]) /* start building new wall */
9276 MovDelay[ax][ay] = 6;
9278 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9281 if (MovDelay[ax][ay])
9285 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9287 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9289 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9291 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9294 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9295 element == EL_EXPANDABLE_WALL_ANY)
9299 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9300 Store[ax][ay-1] = element;
9301 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9302 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9303 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9304 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9309 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9310 Store[ax][ay+1] = element;
9311 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9312 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9313 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9314 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9319 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9320 element == EL_EXPANDABLE_WALL_ANY ||
9321 element == EL_EXPANDABLE_WALL ||
9322 element == EL_BD_EXPANDABLE_WALL)
9326 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9327 Store[ax-1][ay] = element;
9328 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9329 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9330 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9331 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9337 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9338 Store[ax+1][ay] = element;
9339 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9340 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9341 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9342 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9347 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9348 TEST_DrawLevelField(ax, ay);
9350 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9352 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9353 unten_massiv = TRUE;
9354 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9355 links_massiv = TRUE;
9356 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9357 rechts_massiv = TRUE;
9359 if (((oben_massiv && unten_massiv) ||
9360 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9361 element == EL_EXPANDABLE_WALL) &&
9362 ((links_massiv && rechts_massiv) ||
9363 element == EL_EXPANDABLE_WALL_VERTICAL))
9364 Feld[ax][ay] = EL_WALL;
9367 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9370 void MauerAblegerStahl(int ax, int ay)
9372 int element = Feld[ax][ay];
9373 int graphic = el2img(element);
9374 boolean oben_frei = FALSE, unten_frei = FALSE;
9375 boolean links_frei = FALSE, rechts_frei = FALSE;
9376 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9377 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9378 boolean new_wall = FALSE;
9380 if (IS_ANIMATED(graphic))
9381 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9383 if (!MovDelay[ax][ay]) /* start building new wall */
9384 MovDelay[ax][ay] = 6;
9386 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9389 if (MovDelay[ax][ay])
9393 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9395 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9397 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9399 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9402 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9403 element == EL_EXPANDABLE_STEELWALL_ANY)
9407 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9408 Store[ax][ay-1] = element;
9409 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9410 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9411 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9412 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9417 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9418 Store[ax][ay+1] = element;
9419 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9420 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9421 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9422 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9427 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9428 element == EL_EXPANDABLE_STEELWALL_ANY)
9432 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9433 Store[ax-1][ay] = element;
9434 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9435 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9436 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9437 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9443 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9444 Store[ax+1][ay] = element;
9445 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9446 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9447 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9448 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9453 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9455 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9456 unten_massiv = TRUE;
9457 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9458 links_massiv = TRUE;
9459 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9460 rechts_massiv = TRUE;
9462 if (((oben_massiv && unten_massiv) ||
9463 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9464 ((links_massiv && rechts_massiv) ||
9465 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9466 Feld[ax][ay] = EL_STEELWALL;
9469 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9472 void CheckForDragon(int x, int y)
9475 boolean dragon_found = FALSE;
9476 static int xy[4][2] =
9484 for (i = 0; i < NUM_DIRECTIONS; i++)
9486 for (j = 0; j < 4; j++)
9488 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9490 if (IN_LEV_FIELD(xx, yy) &&
9491 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9493 if (Feld[xx][yy] == EL_DRAGON)
9494 dragon_found = TRUE;
9503 for (i = 0; i < NUM_DIRECTIONS; i++)
9505 for (j = 0; j < 3; j++)
9507 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9509 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9511 Feld[xx][yy] = EL_EMPTY;
9512 TEST_DrawLevelField(xx, yy);
9521 static void InitBuggyBase(int x, int y)
9523 int element = Feld[x][y];
9524 int activating_delay = FRAMES_PER_SECOND / 4;
9527 (element == EL_SP_BUGGY_BASE ?
9528 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9529 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9531 element == EL_SP_BUGGY_BASE_ACTIVE ?
9532 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9535 static void WarnBuggyBase(int x, int y)
9538 static int xy[4][2] =
9546 for (i = 0; i < NUM_DIRECTIONS; i++)
9548 int xx = x + xy[i][0];
9549 int yy = y + xy[i][1];
9551 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9553 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9560 static void InitTrap(int x, int y)
9562 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9565 static void ActivateTrap(int x, int y)
9567 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9570 static void ChangeActiveTrap(int x, int y)
9572 int graphic = IMG_TRAP_ACTIVE;
9574 /* if new animation frame was drawn, correct crumbled sand border */
9575 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9576 TEST_DrawLevelFieldCrumbled(x, y);
9579 static int getSpecialActionElement(int element, int number, int base_element)
9581 return (element != EL_EMPTY ? element :
9582 number != -1 ? base_element + number - 1 :
9586 static int getModifiedActionNumber(int value_old, int operator, int operand,
9587 int value_min, int value_max)
9589 int value_new = (operator == CA_MODE_SET ? operand :
9590 operator == CA_MODE_ADD ? value_old + operand :
9591 operator == CA_MODE_SUBTRACT ? value_old - operand :
9592 operator == CA_MODE_MULTIPLY ? value_old * operand :
9593 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9594 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9597 return (value_new < value_min ? value_min :
9598 value_new > value_max ? value_max :
9602 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9604 struct ElementInfo *ei = &element_info[element];
9605 struct ElementChangeInfo *change = &ei->change_page[page];
9606 int target_element = change->target_element;
9607 int action_type = change->action_type;
9608 int action_mode = change->action_mode;
9609 int action_arg = change->action_arg;
9610 int action_element = change->action_element;
9613 if (!change->has_action)
9616 /* ---------- determine action paramater values -------------------------- */
9618 int level_time_value =
9619 (level.time > 0 ? TimeLeft :
9622 int action_arg_element_raw =
9623 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9624 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9625 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9626 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9627 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9628 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9629 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9631 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9633 int action_arg_direction =
9634 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9635 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9636 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9637 change->actual_trigger_side :
9638 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9639 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9642 int action_arg_number_min =
9643 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9646 int action_arg_number_max =
9647 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9648 action_type == CA_SET_LEVEL_GEMS ? 999 :
9649 action_type == CA_SET_LEVEL_TIME ? 9999 :
9650 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9651 action_type == CA_SET_CE_VALUE ? 9999 :
9652 action_type == CA_SET_CE_SCORE ? 9999 :
9655 int action_arg_number_reset =
9656 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9657 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9658 action_type == CA_SET_LEVEL_TIME ? level.time :
9659 action_type == CA_SET_LEVEL_SCORE ? 0 :
9660 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9661 action_type == CA_SET_CE_SCORE ? 0 :
9664 int action_arg_number =
9665 (action_arg <= CA_ARG_MAX ? action_arg :
9666 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9667 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9668 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9669 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9670 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9671 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9672 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9673 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9674 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9675 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9676 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9677 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9678 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9679 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9680 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9681 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9682 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9683 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9684 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9685 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9686 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9689 int action_arg_number_old =
9690 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9691 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9692 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9693 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9694 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9697 int action_arg_number_new =
9698 getModifiedActionNumber(action_arg_number_old,
9699 action_mode, action_arg_number,
9700 action_arg_number_min, action_arg_number_max);
9702 int trigger_player_bits =
9703 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9704 change->actual_trigger_player_bits : change->trigger_player);
9706 int action_arg_player_bits =
9707 (action_arg >= CA_ARG_PLAYER_1 &&
9708 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9709 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9710 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9713 /* ---------- execute action -------------------------------------------- */
9715 switch (action_type)
9722 /* ---------- level actions ------------------------------------------- */
9724 case CA_RESTART_LEVEL:
9726 game.restart_level = TRUE;
9731 case CA_SHOW_ENVELOPE:
9733 int element = getSpecialActionElement(action_arg_element,
9734 action_arg_number, EL_ENVELOPE_1);
9736 if (IS_ENVELOPE(element))
9737 local_player->show_envelope = element;
9742 case CA_SET_LEVEL_TIME:
9744 if (level.time > 0) /* only modify limited time value */
9746 TimeLeft = action_arg_number_new;
9748 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9750 DisplayGameControlValues();
9752 if (!TimeLeft && setup.time_limit)
9753 for (i = 0; i < MAX_PLAYERS; i++)
9754 KillPlayer(&stored_player[i]);
9760 case CA_SET_LEVEL_SCORE:
9762 local_player->score = action_arg_number_new;
9764 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9766 DisplayGameControlValues();
9771 case CA_SET_LEVEL_GEMS:
9773 local_player->gems_still_needed = action_arg_number_new;
9775 game.snapshot.collected_item = TRUE;
9777 game_panel_controls[GAME_PANEL_GEMS].value =
9778 local_player->gems_still_needed;
9780 DisplayGameControlValues();
9785 case CA_SET_LEVEL_WIND:
9787 game.wind_direction = action_arg_direction;
9792 case CA_SET_LEVEL_RANDOM_SEED:
9794 /* ensure that setting a new random seed while playing is predictable */
9795 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9800 /* ---------- player actions ------------------------------------------ */
9802 case CA_MOVE_PLAYER:
9804 /* automatically move to the next field in specified direction */
9805 for (i = 0; i < MAX_PLAYERS; i++)
9806 if (trigger_player_bits & (1 << i))
9807 stored_player[i].programmed_action = action_arg_direction;
9812 case CA_EXIT_PLAYER:
9814 for (i = 0; i < MAX_PLAYERS; i++)
9815 if (action_arg_player_bits & (1 << i))
9816 PlayerWins(&stored_player[i]);
9821 case CA_KILL_PLAYER:
9823 for (i = 0; i < MAX_PLAYERS; i++)
9824 if (action_arg_player_bits & (1 << i))
9825 KillPlayer(&stored_player[i]);
9830 case CA_SET_PLAYER_KEYS:
9832 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9833 int element = getSpecialActionElement(action_arg_element,
9834 action_arg_number, EL_KEY_1);
9836 if (IS_KEY(element))
9838 for (i = 0; i < MAX_PLAYERS; i++)
9840 if (trigger_player_bits & (1 << i))
9842 stored_player[i].key[KEY_NR(element)] = key_state;
9844 DrawGameDoorValues();
9852 case CA_SET_PLAYER_SPEED:
9854 for (i = 0; i < MAX_PLAYERS; i++)
9856 if (trigger_player_bits & (1 << i))
9858 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9860 if (action_arg == CA_ARG_SPEED_FASTER &&
9861 stored_player[i].cannot_move)
9863 action_arg_number = STEPSIZE_VERY_SLOW;
9865 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9866 action_arg == CA_ARG_SPEED_FASTER)
9868 action_arg_number = 2;
9869 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9872 else if (action_arg == CA_ARG_NUMBER_RESET)
9874 action_arg_number = level.initial_player_stepsize[i];
9878 getModifiedActionNumber(move_stepsize,
9881 action_arg_number_min,
9882 action_arg_number_max);
9884 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9891 case CA_SET_PLAYER_SHIELD:
9893 for (i = 0; i < MAX_PLAYERS; i++)
9895 if (trigger_player_bits & (1 << i))
9897 if (action_arg == CA_ARG_SHIELD_OFF)
9899 stored_player[i].shield_normal_time_left = 0;
9900 stored_player[i].shield_deadly_time_left = 0;
9902 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9904 stored_player[i].shield_normal_time_left = 999999;
9906 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9908 stored_player[i].shield_normal_time_left = 999999;
9909 stored_player[i].shield_deadly_time_left = 999999;
9917 case CA_SET_PLAYER_GRAVITY:
9919 for (i = 0; i < MAX_PLAYERS; i++)
9921 if (trigger_player_bits & (1 << i))
9923 stored_player[i].gravity =
9924 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9925 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9926 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9927 stored_player[i].gravity);
9934 case CA_SET_PLAYER_ARTWORK:
9936 for (i = 0; i < MAX_PLAYERS; i++)
9938 if (trigger_player_bits & (1 << i))
9940 int artwork_element = action_arg_element;
9942 if (action_arg == CA_ARG_ELEMENT_RESET)
9944 (level.use_artwork_element[i] ? level.artwork_element[i] :
9945 stored_player[i].element_nr);
9947 if (stored_player[i].artwork_element != artwork_element)
9948 stored_player[i].Frame = 0;
9950 stored_player[i].artwork_element = artwork_element;
9952 SetPlayerWaiting(&stored_player[i], FALSE);
9954 /* set number of special actions for bored and sleeping animation */
9955 stored_player[i].num_special_action_bored =
9956 get_num_special_action(artwork_element,
9957 ACTION_BORING_1, ACTION_BORING_LAST);
9958 stored_player[i].num_special_action_sleeping =
9959 get_num_special_action(artwork_element,
9960 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9967 case CA_SET_PLAYER_INVENTORY:
9969 for (i = 0; i < MAX_PLAYERS; i++)
9971 struct PlayerInfo *player = &stored_player[i];
9974 if (trigger_player_bits & (1 << i))
9976 int inventory_element = action_arg_element;
9978 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9979 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9980 action_arg == CA_ARG_ELEMENT_ACTION)
9982 int element = inventory_element;
9983 int collect_count = element_info[element].collect_count_initial;
9985 if (!IS_CUSTOM_ELEMENT(element))
9988 if (collect_count == 0)
9989 player->inventory_infinite_element = element;
9991 for (k = 0; k < collect_count; k++)
9992 if (player->inventory_size < MAX_INVENTORY_SIZE)
9993 player->inventory_element[player->inventory_size++] =
9996 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9997 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9998 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10000 if (player->inventory_infinite_element != EL_UNDEFINED &&
10001 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10002 action_arg_element_raw))
10003 player->inventory_infinite_element = EL_UNDEFINED;
10005 for (k = 0, j = 0; j < player->inventory_size; j++)
10007 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10008 action_arg_element_raw))
10009 player->inventory_element[k++] = player->inventory_element[j];
10012 player->inventory_size = k;
10014 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10016 if (player->inventory_size > 0)
10018 for (j = 0; j < player->inventory_size - 1; j++)
10019 player->inventory_element[j] = player->inventory_element[j + 1];
10021 player->inventory_size--;
10024 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10026 if (player->inventory_size > 0)
10027 player->inventory_size--;
10029 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10031 player->inventory_infinite_element = EL_UNDEFINED;
10032 player->inventory_size = 0;
10034 else if (action_arg == CA_ARG_INVENTORY_RESET)
10036 player->inventory_infinite_element = EL_UNDEFINED;
10037 player->inventory_size = 0;
10039 if (level.use_initial_inventory[i])
10041 for (j = 0; j < level.initial_inventory_size[i]; j++)
10043 int element = level.initial_inventory_content[i][j];
10044 int collect_count = element_info[element].collect_count_initial;
10046 if (!IS_CUSTOM_ELEMENT(element))
10049 if (collect_count == 0)
10050 player->inventory_infinite_element = element;
10052 for (k = 0; k < collect_count; k++)
10053 if (player->inventory_size < MAX_INVENTORY_SIZE)
10054 player->inventory_element[player->inventory_size++] =
10065 /* ---------- CE actions ---------------------------------------------- */
10067 case CA_SET_CE_VALUE:
10069 int last_ce_value = CustomValue[x][y];
10071 CustomValue[x][y] = action_arg_number_new;
10073 if (CustomValue[x][y] != last_ce_value)
10075 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10076 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10078 if (CustomValue[x][y] == 0)
10080 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10081 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10088 case CA_SET_CE_SCORE:
10090 int last_ce_score = ei->collect_score;
10092 ei->collect_score = action_arg_number_new;
10094 if (ei->collect_score != last_ce_score)
10096 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10097 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10099 if (ei->collect_score == 0)
10103 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10104 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10107 This is a very special case that seems to be a mixture between
10108 CheckElementChange() and CheckTriggeredElementChange(): while
10109 the first one only affects single elements that are triggered
10110 directly, the second one affects multiple elements in the playfield
10111 that are triggered indirectly by another element. This is a third
10112 case: Changing the CE score always affects multiple identical CEs,
10113 so every affected CE must be checked, not only the single CE for
10114 which the CE score was changed in the first place (as every instance
10115 of that CE shares the same CE score, and therefore also can change)!
10117 SCAN_PLAYFIELD(xx, yy)
10119 if (Feld[xx][yy] == element)
10120 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10121 CE_SCORE_GETS_ZERO);
10129 case CA_SET_CE_ARTWORK:
10131 int artwork_element = action_arg_element;
10132 boolean reset_frame = FALSE;
10135 if (action_arg == CA_ARG_ELEMENT_RESET)
10136 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10139 if (ei->gfx_element != artwork_element)
10140 reset_frame = TRUE;
10142 ei->gfx_element = artwork_element;
10144 SCAN_PLAYFIELD(xx, yy)
10146 if (Feld[xx][yy] == element)
10150 ResetGfxAnimation(xx, yy);
10151 ResetRandomAnimationValue(xx, yy);
10154 TEST_DrawLevelField(xx, yy);
10161 /* ---------- engine actions ------------------------------------------ */
10163 case CA_SET_ENGINE_SCAN_MODE:
10165 InitPlayfieldScanMode(action_arg);
10175 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10177 int old_element = Feld[x][y];
10178 int new_element = GetElementFromGroupElement(element);
10179 int previous_move_direction = MovDir[x][y];
10180 int last_ce_value = CustomValue[x][y];
10181 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10182 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10183 boolean add_player_onto_element = (new_element_is_player &&
10184 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10185 IS_WALKABLE(old_element));
10187 if (!add_player_onto_element)
10189 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10190 RemoveMovingField(x, y);
10194 Feld[x][y] = new_element;
10196 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10197 MovDir[x][y] = previous_move_direction;
10199 if (element_info[new_element].use_last_ce_value)
10200 CustomValue[x][y] = last_ce_value;
10202 InitField_WithBug1(x, y, FALSE);
10204 new_element = Feld[x][y]; /* element may have changed */
10206 ResetGfxAnimation(x, y);
10207 ResetRandomAnimationValue(x, y);
10209 TEST_DrawLevelField(x, y);
10211 if (GFX_CRUMBLED(new_element))
10212 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10215 /* check if element under the player changes from accessible to unaccessible
10216 (needed for special case of dropping element which then changes) */
10217 /* (must be checked after creating new element for walkable group elements) */
10218 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10219 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10226 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10227 if (new_element_is_player)
10228 RelocatePlayer(x, y, new_element);
10231 ChangeCount[x][y]++; /* count number of changes in the same frame */
10233 TestIfBadThingTouchesPlayer(x, y);
10234 TestIfPlayerTouchesCustomElement(x, y);
10235 TestIfElementTouchesCustomElement(x, y);
10238 static void CreateField(int x, int y, int element)
10240 CreateFieldExt(x, y, element, FALSE);
10243 static void CreateElementFromChange(int x, int y, int element)
10245 element = GET_VALID_RUNTIME_ELEMENT(element);
10247 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10249 int old_element = Feld[x][y];
10251 /* prevent changed element from moving in same engine frame
10252 unless both old and new element can either fall or move */
10253 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10254 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10258 CreateFieldExt(x, y, element, TRUE);
10261 static boolean ChangeElement(int x, int y, int element, int page)
10263 struct ElementInfo *ei = &element_info[element];
10264 struct ElementChangeInfo *change = &ei->change_page[page];
10265 int ce_value = CustomValue[x][y];
10266 int ce_score = ei->collect_score;
10267 int target_element;
10268 int old_element = Feld[x][y];
10270 /* always use default change event to prevent running into a loop */
10271 if (ChangeEvent[x][y] == -1)
10272 ChangeEvent[x][y] = CE_DELAY;
10274 if (ChangeEvent[x][y] == CE_DELAY)
10276 /* reset actual trigger element, trigger player and action element */
10277 change->actual_trigger_element = EL_EMPTY;
10278 change->actual_trigger_player = EL_EMPTY;
10279 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10280 change->actual_trigger_side = CH_SIDE_NONE;
10281 change->actual_trigger_ce_value = 0;
10282 change->actual_trigger_ce_score = 0;
10285 /* do not change elements more than a specified maximum number of changes */
10286 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10289 ChangeCount[x][y]++; /* count number of changes in the same frame */
10291 if (change->explode)
10298 if (change->use_target_content)
10300 boolean complete_replace = TRUE;
10301 boolean can_replace[3][3];
10304 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10307 boolean is_walkable;
10308 boolean is_diggable;
10309 boolean is_collectible;
10310 boolean is_removable;
10311 boolean is_destructible;
10312 int ex = x + xx - 1;
10313 int ey = y + yy - 1;
10314 int content_element = change->target_content.e[xx][yy];
10317 can_replace[xx][yy] = TRUE;
10319 if (ex == x && ey == y) /* do not check changing element itself */
10322 if (content_element == EL_EMPTY_SPACE)
10324 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10329 if (!IN_LEV_FIELD(ex, ey))
10331 can_replace[xx][yy] = FALSE;
10332 complete_replace = FALSE;
10339 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10340 e = MovingOrBlocked2Element(ex, ey);
10342 is_empty = (IS_FREE(ex, ey) ||
10343 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10345 is_walkable = (is_empty || IS_WALKABLE(e));
10346 is_diggable = (is_empty || IS_DIGGABLE(e));
10347 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10348 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10349 is_removable = (is_diggable || is_collectible);
10351 can_replace[xx][yy] =
10352 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10353 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10354 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10355 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10356 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10357 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10358 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10360 if (!can_replace[xx][yy])
10361 complete_replace = FALSE;
10364 if (!change->only_if_complete || complete_replace)
10366 boolean something_has_changed = FALSE;
10368 if (change->only_if_complete && change->use_random_replace &&
10369 RND(100) < change->random_percentage)
10372 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10374 int ex = x + xx - 1;
10375 int ey = y + yy - 1;
10376 int content_element;
10378 if (can_replace[xx][yy] && (!change->use_random_replace ||
10379 RND(100) < change->random_percentage))
10381 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10382 RemoveMovingField(ex, ey);
10384 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10386 content_element = change->target_content.e[xx][yy];
10387 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10388 ce_value, ce_score);
10390 CreateElementFromChange(ex, ey, target_element);
10392 something_has_changed = TRUE;
10394 /* for symmetry reasons, freeze newly created border elements */
10395 if (ex != x || ey != y)
10396 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10400 if (something_has_changed)
10402 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10403 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10409 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10410 ce_value, ce_score);
10412 if (element == EL_DIAGONAL_GROWING ||
10413 element == EL_DIAGONAL_SHRINKING)
10415 target_element = Store[x][y];
10417 Store[x][y] = EL_EMPTY;
10420 CreateElementFromChange(x, y, target_element);
10422 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10423 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10426 /* this uses direct change before indirect change */
10427 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10432 static void HandleElementChange(int x, int y, int page)
10434 int element = MovingOrBlocked2Element(x, y);
10435 struct ElementInfo *ei = &element_info[element];
10436 struct ElementChangeInfo *change = &ei->change_page[page];
10437 boolean handle_action_before_change = FALSE;
10440 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10441 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10444 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10445 x, y, element, element_info[element].token_name);
10446 printf("HandleElementChange(): This should never happen!\n");
10451 /* this can happen with classic bombs on walkable, changing elements */
10452 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10457 if (ChangeDelay[x][y] == 0) /* initialize element change */
10459 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10461 if (change->can_change)
10463 /* !!! not clear why graphic animation should be reset at all here !!! */
10464 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10465 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10468 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10470 When using an animation frame delay of 1 (this only happens with
10471 "sp_zonk.moving.left/right" in the classic graphics), the default
10472 (non-moving) animation shows wrong animation frames (while the
10473 moving animation, like "sp_zonk.moving.left/right", is correct,
10474 so this graphical bug never shows up with the classic graphics).
10475 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10476 be drawn instead of the correct frames 0,1,2,3. This is caused by
10477 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10478 an element change: First when the change delay ("ChangeDelay[][]")
10479 counter has reached zero after decrementing, then a second time in
10480 the next frame (after "GfxFrame[][]" was already incremented) when
10481 "ChangeDelay[][]" is reset to the initial delay value again.
10483 This causes frame 0 to be drawn twice, while the last frame won't
10484 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10486 As some animations may already be cleverly designed around this bug
10487 (at least the "Snake Bite" snake tail animation does this), it cannot
10488 simply be fixed here without breaking such existing animations.
10489 Unfortunately, it cannot easily be detected if a graphics set was
10490 designed "before" or "after" the bug was fixed. As a workaround,
10491 a new graphics set option "game.graphics_engine_version" was added
10492 to be able to specify the game's major release version for which the
10493 graphics set was designed, which can then be used to decide if the
10494 bugfix should be used (version 4 and above) or not (version 3 or
10495 below, or if no version was specified at all, as with old sets).
10497 (The wrong/fixed animation frames can be tested with the test level set
10498 "test_gfxframe" and level "000", which contains a specially prepared
10499 custom element at level position (x/y) == (11/9) which uses the zonk
10500 animation mentioned above. Using "game.graphics_engine_version: 4"
10501 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10502 This can also be seen from the debug output for this test element.)
10505 /* when a custom element is about to change (for example by change delay),
10506 do not reset graphic animation when the custom element is moving */
10507 if (game.graphics_engine_version < 4 &&
10510 ResetGfxAnimation(x, y);
10511 ResetRandomAnimationValue(x, y);
10514 if (change->pre_change_function)
10515 change->pre_change_function(x, y);
10519 ChangeDelay[x][y]--;
10521 if (ChangeDelay[x][y] != 0) /* continue element change */
10523 if (change->can_change)
10525 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10527 if (IS_ANIMATED(graphic))
10528 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10530 if (change->change_function)
10531 change->change_function(x, y);
10534 else /* finish element change */
10536 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10538 page = ChangePage[x][y];
10539 ChangePage[x][y] = -1;
10541 change = &ei->change_page[page];
10544 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10546 ChangeDelay[x][y] = 1; /* try change after next move step */
10547 ChangePage[x][y] = page; /* remember page to use for change */
10552 /* special case: set new level random seed before changing element */
10553 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10554 handle_action_before_change = TRUE;
10556 if (change->has_action && handle_action_before_change)
10557 ExecuteCustomElementAction(x, y, element, page);
10559 if (change->can_change)
10561 if (ChangeElement(x, y, element, page))
10563 if (change->post_change_function)
10564 change->post_change_function(x, y);
10568 if (change->has_action && !handle_action_before_change)
10569 ExecuteCustomElementAction(x, y, element, page);
10573 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10574 int trigger_element,
10576 int trigger_player,
10580 boolean change_done_any = FALSE;
10581 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10584 if (!(trigger_events[trigger_element][trigger_event]))
10587 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10589 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10591 int element = EL_CUSTOM_START + i;
10592 boolean change_done = FALSE;
10595 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10596 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10599 for (p = 0; p < element_info[element].num_change_pages; p++)
10601 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10603 if (change->can_change_or_has_action &&
10604 change->has_event[trigger_event] &&
10605 change->trigger_side & trigger_side &&
10606 change->trigger_player & trigger_player &&
10607 change->trigger_page & trigger_page_bits &&
10608 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10610 change->actual_trigger_element = trigger_element;
10611 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10612 change->actual_trigger_player_bits = trigger_player;
10613 change->actual_trigger_side = trigger_side;
10614 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10615 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10617 if ((change->can_change && !change_done) || change->has_action)
10621 SCAN_PLAYFIELD(x, y)
10623 if (Feld[x][y] == element)
10625 if (change->can_change && !change_done)
10627 /* if element already changed in this frame, not only prevent
10628 another element change (checked in ChangeElement()), but
10629 also prevent additional element actions for this element */
10631 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10632 !level.use_action_after_change_bug)
10635 ChangeDelay[x][y] = 1;
10636 ChangeEvent[x][y] = trigger_event;
10638 HandleElementChange(x, y, p);
10640 else if (change->has_action)
10642 /* if element already changed in this frame, not only prevent
10643 another element change (checked in ChangeElement()), but
10644 also prevent additional element actions for this element */
10646 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10647 !level.use_action_after_change_bug)
10650 ExecuteCustomElementAction(x, y, element, p);
10651 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10656 if (change->can_change)
10658 change_done = TRUE;
10659 change_done_any = TRUE;
10666 RECURSION_LOOP_DETECTION_END();
10668 return change_done_any;
10671 static boolean CheckElementChangeExt(int x, int y,
10673 int trigger_element,
10675 int trigger_player,
10678 boolean change_done = FALSE;
10681 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10682 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10685 if (Feld[x][y] == EL_BLOCKED)
10687 Blocked2Moving(x, y, &x, &y);
10688 element = Feld[x][y];
10691 /* check if element has already changed or is about to change after moving */
10692 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10693 Feld[x][y] != element) ||
10695 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10696 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10697 ChangePage[x][y] != -1)))
10700 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10702 for (p = 0; p < element_info[element].num_change_pages; p++)
10704 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10706 /* check trigger element for all events where the element that is checked
10707 for changing interacts with a directly adjacent element -- this is
10708 different to element changes that affect other elements to change on the
10709 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10710 boolean check_trigger_element =
10711 (trigger_event == CE_TOUCHING_X ||
10712 trigger_event == CE_HITTING_X ||
10713 trigger_event == CE_HIT_BY_X ||
10714 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10716 if (change->can_change_or_has_action &&
10717 change->has_event[trigger_event] &&
10718 change->trigger_side & trigger_side &&
10719 change->trigger_player & trigger_player &&
10720 (!check_trigger_element ||
10721 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10723 change->actual_trigger_element = trigger_element;
10724 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10725 change->actual_trigger_player_bits = trigger_player;
10726 change->actual_trigger_side = trigger_side;
10727 change->actual_trigger_ce_value = CustomValue[x][y];
10728 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10730 /* special case: trigger element not at (x,y) position for some events */
10731 if (check_trigger_element)
10743 { 0, 0 }, { 0, 0 }, { 0, 0 },
10747 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10748 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10750 change->actual_trigger_ce_value = CustomValue[xx][yy];
10751 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10754 if (change->can_change && !change_done)
10756 ChangeDelay[x][y] = 1;
10757 ChangeEvent[x][y] = trigger_event;
10759 HandleElementChange(x, y, p);
10761 change_done = TRUE;
10763 else if (change->has_action)
10765 ExecuteCustomElementAction(x, y, element, p);
10766 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10771 RECURSION_LOOP_DETECTION_END();
10773 return change_done;
10776 static void PlayPlayerSound(struct PlayerInfo *player)
10778 int jx = player->jx, jy = player->jy;
10779 int sound_element = player->artwork_element;
10780 int last_action = player->last_action_waiting;
10781 int action = player->action_waiting;
10783 if (player->is_waiting)
10785 if (action != last_action)
10786 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10788 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10792 if (action != last_action)
10793 StopSound(element_info[sound_element].sound[last_action]);
10795 if (last_action == ACTION_SLEEPING)
10796 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10800 static void PlayAllPlayersSound()
10804 for (i = 0; i < MAX_PLAYERS; i++)
10805 if (stored_player[i].active)
10806 PlayPlayerSound(&stored_player[i]);
10809 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10811 boolean last_waiting = player->is_waiting;
10812 int move_dir = player->MovDir;
10814 player->dir_waiting = move_dir;
10815 player->last_action_waiting = player->action_waiting;
10819 if (!last_waiting) /* not waiting -> waiting */
10821 player->is_waiting = TRUE;
10823 player->frame_counter_bored =
10825 game.player_boring_delay_fixed +
10826 GetSimpleRandom(game.player_boring_delay_random);
10827 player->frame_counter_sleeping =
10829 game.player_sleeping_delay_fixed +
10830 GetSimpleRandom(game.player_sleeping_delay_random);
10832 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10835 if (game.player_sleeping_delay_fixed +
10836 game.player_sleeping_delay_random > 0 &&
10837 player->anim_delay_counter == 0 &&
10838 player->post_delay_counter == 0 &&
10839 FrameCounter >= player->frame_counter_sleeping)
10840 player->is_sleeping = TRUE;
10841 else if (game.player_boring_delay_fixed +
10842 game.player_boring_delay_random > 0 &&
10843 FrameCounter >= player->frame_counter_bored)
10844 player->is_bored = TRUE;
10846 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10847 player->is_bored ? ACTION_BORING :
10850 if (player->is_sleeping && player->use_murphy)
10852 /* special case for sleeping Murphy when leaning against non-free tile */
10854 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10855 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10856 !IS_MOVING(player->jx - 1, player->jy)))
10857 move_dir = MV_LEFT;
10858 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10859 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10860 !IS_MOVING(player->jx + 1, player->jy)))
10861 move_dir = MV_RIGHT;
10863 player->is_sleeping = FALSE;
10865 player->dir_waiting = move_dir;
10868 if (player->is_sleeping)
10870 if (player->num_special_action_sleeping > 0)
10872 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10874 int last_special_action = player->special_action_sleeping;
10875 int num_special_action = player->num_special_action_sleeping;
10876 int special_action =
10877 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10878 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10879 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10880 last_special_action + 1 : ACTION_SLEEPING);
10881 int special_graphic =
10882 el_act_dir2img(player->artwork_element, special_action, move_dir);
10884 player->anim_delay_counter =
10885 graphic_info[special_graphic].anim_delay_fixed +
10886 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10887 player->post_delay_counter =
10888 graphic_info[special_graphic].post_delay_fixed +
10889 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10891 player->special_action_sleeping = special_action;
10894 if (player->anim_delay_counter > 0)
10896 player->action_waiting = player->special_action_sleeping;
10897 player->anim_delay_counter--;
10899 else if (player->post_delay_counter > 0)
10901 player->post_delay_counter--;
10905 else if (player->is_bored)
10907 if (player->num_special_action_bored > 0)
10909 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10911 int special_action =
10912 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10913 int special_graphic =
10914 el_act_dir2img(player->artwork_element, special_action, move_dir);
10916 player->anim_delay_counter =
10917 graphic_info[special_graphic].anim_delay_fixed +
10918 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10919 player->post_delay_counter =
10920 graphic_info[special_graphic].post_delay_fixed +
10921 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10923 player->special_action_bored = special_action;
10926 if (player->anim_delay_counter > 0)
10928 player->action_waiting = player->special_action_bored;
10929 player->anim_delay_counter--;
10931 else if (player->post_delay_counter > 0)
10933 player->post_delay_counter--;
10938 else if (last_waiting) /* waiting -> not waiting */
10940 player->is_waiting = FALSE;
10941 player->is_bored = FALSE;
10942 player->is_sleeping = FALSE;
10944 player->frame_counter_bored = -1;
10945 player->frame_counter_sleeping = -1;
10947 player->anim_delay_counter = 0;
10948 player->post_delay_counter = 0;
10950 player->dir_waiting = player->MovDir;
10951 player->action_waiting = ACTION_DEFAULT;
10953 player->special_action_bored = ACTION_DEFAULT;
10954 player->special_action_sleeping = ACTION_DEFAULT;
10958 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10960 if ((!player->is_moving && player->was_moving) ||
10961 (player->MovPos == 0 && player->was_moving) ||
10962 (player->is_snapping && !player->was_snapping) ||
10963 (player->is_dropping && !player->was_dropping))
10965 if (!CheckSaveEngineSnapshotToList())
10968 player->was_moving = FALSE;
10969 player->was_snapping = TRUE;
10970 player->was_dropping = TRUE;
10974 if (player->is_moving)
10975 player->was_moving = TRUE;
10977 if (!player->is_snapping)
10978 player->was_snapping = FALSE;
10980 if (!player->is_dropping)
10981 player->was_dropping = FALSE;
10985 static void CheckSingleStepMode(struct PlayerInfo *player)
10987 if (tape.single_step && tape.recording && !tape.pausing)
10989 /* as it is called "single step mode", just return to pause mode when the
10990 player stopped moving after one tile (or never starts moving at all) */
10991 if (!player->is_moving &&
10992 !player->is_pushing &&
10993 !player->is_dropping_pressed)
10995 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10996 SnapField(player, 0, 0); /* stop snapping */
11000 CheckSaveEngineSnapshot(player);
11003 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11005 int left = player_action & JOY_LEFT;
11006 int right = player_action & JOY_RIGHT;
11007 int up = player_action & JOY_UP;
11008 int down = player_action & JOY_DOWN;
11009 int button1 = player_action & JOY_BUTTON_1;
11010 int button2 = player_action & JOY_BUTTON_2;
11011 int dx = (left ? -1 : right ? 1 : 0);
11012 int dy = (up ? -1 : down ? 1 : 0);
11014 if (!player->active || tape.pausing)
11020 SnapField(player, dx, dy);
11024 DropElement(player);
11026 MovePlayer(player, dx, dy);
11029 CheckSingleStepMode(player);
11031 SetPlayerWaiting(player, FALSE);
11033 return player_action;
11037 /* no actions for this player (no input at player's configured device) */
11039 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11040 SnapField(player, 0, 0);
11041 CheckGravityMovementWhenNotMoving(player);
11043 if (player->MovPos == 0)
11044 SetPlayerWaiting(player, TRUE);
11046 if (player->MovPos == 0) /* needed for tape.playing */
11047 player->is_moving = FALSE;
11049 player->is_dropping = FALSE;
11050 player->is_dropping_pressed = FALSE;
11051 player->drop_pressed_delay = 0;
11053 CheckSingleStepMode(player);
11059 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11062 if (!tape.use_mouse)
11065 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11066 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11067 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11070 static void SetTapeActionFromMouseAction(byte *tape_action,
11071 struct MouseActionInfo *mouse_action)
11073 if (!tape.use_mouse)
11076 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11077 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11078 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11081 static void CheckLevelTime()
11085 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11086 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11088 if (level.native_em_level->lev->home == 0) /* all players at home */
11090 PlayerWins(local_player);
11092 AllPlayersGone = TRUE;
11094 level.native_em_level->lev->home = -1;
11097 if (level.native_em_level->ply[0]->alive == 0 &&
11098 level.native_em_level->ply[1]->alive == 0 &&
11099 level.native_em_level->ply[2]->alive == 0 &&
11100 level.native_em_level->ply[3]->alive == 0) /* all dead */
11101 AllPlayersGone = TRUE;
11103 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11105 if (game_sp.LevelSolved &&
11106 !game_sp.GameOver) /* game won */
11108 PlayerWins(local_player);
11110 game_sp.GameOver = TRUE;
11112 AllPlayersGone = TRUE;
11115 if (game_sp.GameOver) /* game lost */
11116 AllPlayersGone = TRUE;
11118 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11120 if (game_mm.level_solved &&
11121 !game_mm.game_over) /* game won */
11123 PlayerWins(local_player);
11125 game_mm.game_over = TRUE;
11127 AllPlayersGone = TRUE;
11130 if (game_mm.game_over) /* game lost */
11131 AllPlayersGone = TRUE;
11134 if (TimeFrames >= FRAMES_PER_SECOND)
11139 for (i = 0; i < MAX_PLAYERS; i++)
11141 struct PlayerInfo *player = &stored_player[i];
11143 if (SHIELD_ON(player))
11145 player->shield_normal_time_left--;
11147 if (player->shield_deadly_time_left > 0)
11148 player->shield_deadly_time_left--;
11152 if (!local_player->LevelSolved && !level.use_step_counter)
11160 if (TimeLeft <= 10 && setup.time_limit)
11161 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11163 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11164 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11166 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11168 if (!TimeLeft && setup.time_limit)
11170 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11171 level.native_em_level->lev->killed_out_of_time = TRUE;
11173 for (i = 0; i < MAX_PLAYERS; i++)
11174 KillPlayer(&stored_player[i]);
11177 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11179 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11182 level.native_em_level->lev->time =
11183 (game.no_time_limit ? TimePlayed : TimeLeft);
11186 if (tape.recording || tape.playing)
11187 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11190 if (tape.recording || tape.playing)
11191 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11193 UpdateAndDisplayGameControlValues();
11196 void AdvanceFrameAndPlayerCounters(int player_nr)
11200 /* advance frame counters (global frame counter and time frame counter) */
11204 /* advance player counters (counters for move delay, move animation etc.) */
11205 for (i = 0; i < MAX_PLAYERS; i++)
11207 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11208 int move_delay_value = stored_player[i].move_delay_value;
11209 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11211 if (!advance_player_counters) /* not all players may be affected */
11214 if (move_frames == 0) /* less than one move per game frame */
11216 int stepsize = TILEX / move_delay_value;
11217 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11218 int count = (stored_player[i].is_moving ?
11219 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11221 if (count % delay == 0)
11225 stored_player[i].Frame += move_frames;
11227 if (stored_player[i].MovPos != 0)
11228 stored_player[i].StepFrame += move_frames;
11230 if (stored_player[i].move_delay > 0)
11231 stored_player[i].move_delay--;
11233 /* due to bugs in previous versions, counter must count up, not down */
11234 if (stored_player[i].push_delay != -1)
11235 stored_player[i].push_delay++;
11237 if (stored_player[i].drop_delay > 0)
11238 stored_player[i].drop_delay--;
11240 if (stored_player[i].is_dropping_pressed)
11241 stored_player[i].drop_pressed_delay++;
11245 void StartGameActions(boolean init_network_game, boolean record_tape,
11248 unsigned int new_random_seed = InitRND(random_seed);
11251 TapeStartRecording(new_random_seed);
11253 #if defined(NETWORK_AVALIABLE)
11254 if (init_network_game)
11256 SendToServer_StartPlaying();
11265 void GameActionsExt()
11268 static unsigned int game_frame_delay = 0;
11270 unsigned int game_frame_delay_value;
11271 byte *recorded_player_action;
11272 byte summarized_player_action = 0;
11273 byte tape_action[MAX_PLAYERS];
11276 /* detect endless loops, caused by custom element programming */
11277 if (recursion_loop_detected && recursion_loop_depth == 0)
11279 char *message = getStringCat3("Internal Error! Element ",
11280 EL_NAME(recursion_loop_element),
11281 " caused endless loop! Quit the game?");
11283 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11284 EL_NAME(recursion_loop_element));
11286 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11288 recursion_loop_detected = FALSE; /* if game should be continued */
11295 if (game.restart_level)
11296 StartGameActions(options.network, setup.autorecord, level.random_seed);
11298 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11299 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11301 if (level.native_em_level->lev->home == 0) /* all players at home */
11303 PlayerWins(local_player);
11305 AllPlayersGone = TRUE;
11307 level.native_em_level->lev->home = -1;
11310 if (level.native_em_level->ply[0]->alive == 0 &&
11311 level.native_em_level->ply[1]->alive == 0 &&
11312 level.native_em_level->ply[2]->alive == 0 &&
11313 level.native_em_level->ply[3]->alive == 0) /* all dead */
11314 AllPlayersGone = TRUE;
11316 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11318 if (game_sp.LevelSolved &&
11319 !game_sp.GameOver) /* game won */
11321 PlayerWins(local_player);
11323 game_sp.GameOver = TRUE;
11325 AllPlayersGone = TRUE;
11328 if (game_sp.GameOver) /* game lost */
11329 AllPlayersGone = TRUE;
11331 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11333 if (game_mm.level_solved &&
11334 !game_mm.game_over) /* game won */
11336 PlayerWins(local_player);
11338 game_mm.game_over = TRUE;
11340 AllPlayersGone = TRUE;
11343 if (game_mm.game_over) /* game lost */
11344 AllPlayersGone = TRUE;
11347 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11350 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11353 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11356 game_frame_delay_value =
11357 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11359 if (tape.playing && tape.warp_forward && !tape.pausing)
11360 game_frame_delay_value = 0;
11362 SetVideoFrameDelay(game_frame_delay_value);
11366 /* ---------- main game synchronization point ---------- */
11368 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11370 printf("::: skip == %d\n", skip);
11373 /* ---------- main game synchronization point ---------- */
11375 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11379 if (network_playing && !network_player_action_received)
11381 /* try to get network player actions in time */
11383 #if defined(NETWORK_AVALIABLE)
11384 /* last chance to get network player actions without main loop delay */
11385 HandleNetworking();
11388 /* game was quit by network peer */
11389 if (game_status != GAME_MODE_PLAYING)
11392 if (!network_player_action_received)
11393 return; /* failed to get network player actions in time */
11395 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11401 /* at this point we know that we really continue executing the game */
11403 network_player_action_received = FALSE;
11405 /* when playing tape, read previously recorded player input from tape data */
11406 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11408 local_player->effective_mouse_action = local_player->mouse_action;
11410 if (recorded_player_action != NULL)
11411 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11412 recorded_player_action);
11414 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11418 if (tape.set_centered_player)
11420 game.centered_player_nr_next = tape.centered_player_nr_next;
11421 game.set_centered_player = TRUE;
11424 for (i = 0; i < MAX_PLAYERS; i++)
11426 summarized_player_action |= stored_player[i].action;
11428 if (!network_playing && (game.team_mode || tape.playing))
11429 stored_player[i].effective_action = stored_player[i].action;
11432 #if defined(NETWORK_AVALIABLE)
11433 if (network_playing)
11434 SendToServer_MovePlayer(summarized_player_action);
11437 // summarize all actions at local players mapped input device position
11438 // (this allows using different input devices in single player mode)
11439 if (!options.network && !game.team_mode)
11440 stored_player[map_player_action[local_player->index_nr]].effective_action =
11441 summarized_player_action;
11443 if (tape.recording &&
11445 setup.input_on_focus &&
11446 game.centered_player_nr != -1)
11448 for (i = 0; i < MAX_PLAYERS; i++)
11449 stored_player[i].effective_action =
11450 (i == game.centered_player_nr ? summarized_player_action : 0);
11453 if (recorded_player_action != NULL)
11454 for (i = 0; i < MAX_PLAYERS; i++)
11455 stored_player[i].effective_action = recorded_player_action[i];
11457 for (i = 0; i < MAX_PLAYERS; i++)
11459 tape_action[i] = stored_player[i].effective_action;
11461 /* (this may happen in the RND game engine if a player was not present on
11462 the playfield on level start, but appeared later from a custom element */
11463 if (setup.team_mode &&
11466 !tape.player_participates[i])
11467 tape.player_participates[i] = TRUE;
11470 SetTapeActionFromMouseAction(tape_action,
11471 &local_player->effective_mouse_action);
11473 /* only record actions from input devices, but not programmed actions */
11474 if (tape.recording)
11475 TapeRecordAction(tape_action);
11477 #if USE_NEW_PLAYER_ASSIGNMENTS
11478 // !!! also map player actions in single player mode !!!
11479 // if (game.team_mode)
11482 byte mapped_action[MAX_PLAYERS];
11484 #if DEBUG_PLAYER_ACTIONS
11486 for (i = 0; i < MAX_PLAYERS; i++)
11487 printf(" %d, ", stored_player[i].effective_action);
11490 for (i = 0; i < MAX_PLAYERS; i++)
11491 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11493 for (i = 0; i < MAX_PLAYERS; i++)
11494 stored_player[i].effective_action = mapped_action[i];
11496 #if DEBUG_PLAYER_ACTIONS
11498 for (i = 0; i < MAX_PLAYERS; i++)
11499 printf(" %d, ", stored_player[i].effective_action);
11503 #if DEBUG_PLAYER_ACTIONS
11507 for (i = 0; i < MAX_PLAYERS; i++)
11508 printf(" %d, ", stored_player[i].effective_action);
11514 for (i = 0; i < MAX_PLAYERS; i++)
11516 // allow engine snapshot in case of changed movement attempt
11517 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11518 (stored_player[i].effective_action & KEY_MOTION))
11519 game.snapshot.changed_action = TRUE;
11521 // allow engine snapshot in case of snapping/dropping attempt
11522 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11523 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11524 game.snapshot.changed_action = TRUE;
11526 game.snapshot.last_action[i] = stored_player[i].effective_action;
11529 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11531 GameActions_EM_Main();
11533 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11535 GameActions_SP_Main();
11537 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11539 GameActions_MM_Main();
11543 GameActions_RND_Main();
11546 BlitScreenToBitmap(backbuffer);
11550 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11552 if (global.show_frames_per_second)
11554 static unsigned int fps_counter = 0;
11555 static int fps_frames = 0;
11556 unsigned int fps_delay_ms = Counter() - fps_counter;
11560 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11562 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11565 fps_counter = Counter();
11567 /* always draw FPS to screen after FPS value was updated */
11568 redraw_mask |= REDRAW_FPS;
11571 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11572 if (GetDrawDeactivationMask() == REDRAW_NONE)
11573 redraw_mask |= REDRAW_FPS;
11577 static void GameActions_CheckSaveEngineSnapshot()
11579 if (!game.snapshot.save_snapshot)
11582 // clear flag for saving snapshot _before_ saving snapshot
11583 game.snapshot.save_snapshot = FALSE;
11585 SaveEngineSnapshotToList();
11592 GameActions_CheckSaveEngineSnapshot();
11595 void GameActions_EM_Main()
11597 byte effective_action[MAX_PLAYERS];
11598 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11601 for (i = 0; i < MAX_PLAYERS; i++)
11602 effective_action[i] = stored_player[i].effective_action;
11604 GameActions_EM(effective_action, warp_mode);
11607 void GameActions_SP_Main()
11609 byte effective_action[MAX_PLAYERS];
11610 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11613 for (i = 0; i < MAX_PLAYERS; i++)
11614 effective_action[i] = stored_player[i].effective_action;
11616 GameActions_SP(effective_action, warp_mode);
11618 for (i = 0; i < MAX_PLAYERS; i++)
11620 if (stored_player[i].force_dropping)
11621 stored_player[i].action |= KEY_BUTTON_DROP;
11623 stored_player[i].force_dropping = FALSE;
11627 void GameActions_MM_Main()
11629 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11631 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11634 void GameActions_RND_Main()
11639 void GameActions_RND()
11641 int magic_wall_x = 0, magic_wall_y = 0;
11642 int i, x, y, element, graphic, last_gfx_frame;
11644 InitPlayfieldScanModeVars();
11646 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11648 SCAN_PLAYFIELD(x, y)
11650 ChangeCount[x][y] = 0;
11651 ChangeEvent[x][y] = -1;
11655 if (game.set_centered_player)
11657 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11659 /* switching to "all players" only possible if all players fit to screen */
11660 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11662 game.centered_player_nr_next = game.centered_player_nr;
11663 game.set_centered_player = FALSE;
11666 /* do not switch focus to non-existing (or non-active) player */
11667 if (game.centered_player_nr_next >= 0 &&
11668 !stored_player[game.centered_player_nr_next].active)
11670 game.centered_player_nr_next = game.centered_player_nr;
11671 game.set_centered_player = FALSE;
11675 if (game.set_centered_player &&
11676 ScreenMovPos == 0) /* screen currently aligned at tile position */
11680 if (game.centered_player_nr_next == -1)
11682 setScreenCenteredToAllPlayers(&sx, &sy);
11686 sx = stored_player[game.centered_player_nr_next].jx;
11687 sy = stored_player[game.centered_player_nr_next].jy;
11690 game.centered_player_nr = game.centered_player_nr_next;
11691 game.set_centered_player = FALSE;
11693 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11694 DrawGameDoorValues();
11697 for (i = 0; i < MAX_PLAYERS; i++)
11699 int actual_player_action = stored_player[i].effective_action;
11702 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11703 - rnd_equinox_tetrachloride 048
11704 - rnd_equinox_tetrachloride_ii 096
11705 - rnd_emanuel_schmieg 002
11706 - doctor_sloan_ww 001, 020
11708 if (stored_player[i].MovPos == 0)
11709 CheckGravityMovement(&stored_player[i]);
11712 /* overwrite programmed action with tape action */
11713 if (stored_player[i].programmed_action)
11714 actual_player_action = stored_player[i].programmed_action;
11716 PlayerActions(&stored_player[i], actual_player_action);
11718 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11721 ScrollScreen(NULL, SCROLL_GO_ON);
11723 /* for backwards compatibility, the following code emulates a fixed bug that
11724 occured when pushing elements (causing elements that just made their last
11725 pushing step to already (if possible) make their first falling step in the
11726 same game frame, which is bad); this code is also needed to use the famous
11727 "spring push bug" which is used in older levels and might be wanted to be
11728 used also in newer levels, but in this case the buggy pushing code is only
11729 affecting the "spring" element and no other elements */
11731 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11733 for (i = 0; i < MAX_PLAYERS; i++)
11735 struct PlayerInfo *player = &stored_player[i];
11736 int x = player->jx;
11737 int y = player->jy;
11739 if (player->active && player->is_pushing && player->is_moving &&
11741 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11742 Feld[x][y] == EL_SPRING))
11744 ContinueMoving(x, y);
11746 /* continue moving after pushing (this is actually a bug) */
11747 if (!IS_MOVING(x, y))
11748 Stop[x][y] = FALSE;
11753 SCAN_PLAYFIELD(x, y)
11755 ChangeCount[x][y] = 0;
11756 ChangeEvent[x][y] = -1;
11758 /* this must be handled before main playfield loop */
11759 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11762 if (MovDelay[x][y] <= 0)
11766 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11769 if (MovDelay[x][y] <= 0)
11772 TEST_DrawLevelField(x, y);
11774 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11779 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11781 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11782 printf("GameActions(): This should never happen!\n");
11784 ChangePage[x][y] = -1;
11788 Stop[x][y] = FALSE;
11789 if (WasJustMoving[x][y] > 0)
11790 WasJustMoving[x][y]--;
11791 if (WasJustFalling[x][y] > 0)
11792 WasJustFalling[x][y]--;
11793 if (CheckCollision[x][y] > 0)
11794 CheckCollision[x][y]--;
11795 if (CheckImpact[x][y] > 0)
11796 CheckImpact[x][y]--;
11800 /* reset finished pushing action (not done in ContinueMoving() to allow
11801 continuous pushing animation for elements with zero push delay) */
11802 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11804 ResetGfxAnimation(x, y);
11805 TEST_DrawLevelField(x, y);
11809 if (IS_BLOCKED(x, y))
11813 Blocked2Moving(x, y, &oldx, &oldy);
11814 if (!IS_MOVING(oldx, oldy))
11816 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11817 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11818 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11819 printf("GameActions(): This should never happen!\n");
11825 SCAN_PLAYFIELD(x, y)
11827 element = Feld[x][y];
11828 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11829 last_gfx_frame = GfxFrame[x][y];
11831 ResetGfxFrame(x, y);
11833 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11834 DrawLevelGraphicAnimation(x, y, graphic);
11836 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11837 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11838 ResetRandomAnimationValue(x, y);
11840 SetRandomAnimationValue(x, y);
11842 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11844 if (IS_INACTIVE(element))
11846 if (IS_ANIMATED(graphic))
11847 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11852 /* this may take place after moving, so 'element' may have changed */
11853 if (IS_CHANGING(x, y) &&
11854 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11856 int page = element_info[element].event_page_nr[CE_DELAY];
11858 HandleElementChange(x, y, page);
11860 element = Feld[x][y];
11861 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11864 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11868 element = Feld[x][y];
11869 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11871 if (IS_ANIMATED(graphic) &&
11872 !IS_MOVING(x, y) &&
11874 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11876 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11877 TEST_DrawTwinkleOnField(x, y);
11879 else if (element == EL_ACID)
11882 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11884 else if ((element == EL_EXIT_OPEN ||
11885 element == EL_EM_EXIT_OPEN ||
11886 element == EL_SP_EXIT_OPEN ||
11887 element == EL_STEEL_EXIT_OPEN ||
11888 element == EL_EM_STEEL_EXIT_OPEN ||
11889 element == EL_SP_TERMINAL ||
11890 element == EL_SP_TERMINAL_ACTIVE ||
11891 element == EL_EXTRA_TIME ||
11892 element == EL_SHIELD_NORMAL ||
11893 element == EL_SHIELD_DEADLY) &&
11894 IS_ANIMATED(graphic))
11895 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11896 else if (IS_MOVING(x, y))
11897 ContinueMoving(x, y);
11898 else if (IS_ACTIVE_BOMB(element))
11899 CheckDynamite(x, y);
11900 else if (element == EL_AMOEBA_GROWING)
11901 AmoebeWaechst(x, y);
11902 else if (element == EL_AMOEBA_SHRINKING)
11903 AmoebaDisappearing(x, y);
11905 #if !USE_NEW_AMOEBA_CODE
11906 else if (IS_AMOEBALIVE(element))
11907 AmoebeAbleger(x, y);
11910 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11912 else if (element == EL_EXIT_CLOSED)
11914 else if (element == EL_EM_EXIT_CLOSED)
11916 else if (element == EL_STEEL_EXIT_CLOSED)
11917 CheckExitSteel(x, y);
11918 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11919 CheckExitSteelEM(x, y);
11920 else if (element == EL_SP_EXIT_CLOSED)
11922 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11923 element == EL_EXPANDABLE_STEELWALL_GROWING)
11924 MauerWaechst(x, y);
11925 else if (element == EL_EXPANDABLE_WALL ||
11926 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11927 element == EL_EXPANDABLE_WALL_VERTICAL ||
11928 element == EL_EXPANDABLE_WALL_ANY ||
11929 element == EL_BD_EXPANDABLE_WALL)
11930 MauerAbleger(x, y);
11931 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11932 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11933 element == EL_EXPANDABLE_STEELWALL_ANY)
11934 MauerAblegerStahl(x, y);
11935 else if (element == EL_FLAMES)
11936 CheckForDragon(x, y);
11937 else if (element == EL_EXPLOSION)
11938 ; /* drawing of correct explosion animation is handled separately */
11939 else if (element == EL_ELEMENT_SNAPPING ||
11940 element == EL_DIAGONAL_SHRINKING ||
11941 element == EL_DIAGONAL_GROWING)
11943 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11945 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11947 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11948 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11950 if (IS_BELT_ACTIVE(element))
11951 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11953 if (game.magic_wall_active)
11955 int jx = local_player->jx, jy = local_player->jy;
11957 /* play the element sound at the position nearest to the player */
11958 if ((element == EL_MAGIC_WALL_FULL ||
11959 element == EL_MAGIC_WALL_ACTIVE ||
11960 element == EL_MAGIC_WALL_EMPTYING ||
11961 element == EL_BD_MAGIC_WALL_FULL ||
11962 element == EL_BD_MAGIC_WALL_ACTIVE ||
11963 element == EL_BD_MAGIC_WALL_EMPTYING ||
11964 element == EL_DC_MAGIC_WALL_FULL ||
11965 element == EL_DC_MAGIC_WALL_ACTIVE ||
11966 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11967 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11975 #if USE_NEW_AMOEBA_CODE
11976 /* new experimental amoeba growth stuff */
11977 if (!(FrameCounter % 8))
11979 static unsigned int random = 1684108901;
11981 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11983 x = RND(lev_fieldx);
11984 y = RND(lev_fieldy);
11985 element = Feld[x][y];
11987 if (!IS_PLAYER(x,y) &&
11988 (element == EL_EMPTY ||
11989 CAN_GROW_INTO(element) ||
11990 element == EL_QUICKSAND_EMPTY ||
11991 element == EL_QUICKSAND_FAST_EMPTY ||
11992 element == EL_ACID_SPLASH_LEFT ||
11993 element == EL_ACID_SPLASH_RIGHT))
11995 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11996 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11997 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11998 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11999 Feld[x][y] = EL_AMOEBA_DROP;
12002 random = random * 129 + 1;
12007 game.explosions_delayed = FALSE;
12009 SCAN_PLAYFIELD(x, y)
12011 element = Feld[x][y];
12013 if (ExplodeField[x][y])
12014 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12015 else if (element == EL_EXPLOSION)
12016 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12018 ExplodeField[x][y] = EX_TYPE_NONE;
12021 game.explosions_delayed = TRUE;
12023 if (game.magic_wall_active)
12025 if (!(game.magic_wall_time_left % 4))
12027 int element = Feld[magic_wall_x][magic_wall_y];
12029 if (element == EL_BD_MAGIC_WALL_FULL ||
12030 element == EL_BD_MAGIC_WALL_ACTIVE ||
12031 element == EL_BD_MAGIC_WALL_EMPTYING)
12032 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12033 else if (element == EL_DC_MAGIC_WALL_FULL ||
12034 element == EL_DC_MAGIC_WALL_ACTIVE ||
12035 element == EL_DC_MAGIC_WALL_EMPTYING)
12036 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12038 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12041 if (game.magic_wall_time_left > 0)
12043 game.magic_wall_time_left--;
12045 if (!game.magic_wall_time_left)
12047 SCAN_PLAYFIELD(x, y)
12049 element = Feld[x][y];
12051 if (element == EL_MAGIC_WALL_ACTIVE ||
12052 element == EL_MAGIC_WALL_FULL)
12054 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12055 TEST_DrawLevelField(x, y);
12057 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12058 element == EL_BD_MAGIC_WALL_FULL)
12060 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12061 TEST_DrawLevelField(x, y);
12063 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12064 element == EL_DC_MAGIC_WALL_FULL)
12066 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12067 TEST_DrawLevelField(x, y);
12071 game.magic_wall_active = FALSE;
12076 if (game.light_time_left > 0)
12078 game.light_time_left--;
12080 if (game.light_time_left == 0)
12081 RedrawAllLightSwitchesAndInvisibleElements();
12084 if (game.timegate_time_left > 0)
12086 game.timegate_time_left--;
12088 if (game.timegate_time_left == 0)
12089 CloseAllOpenTimegates();
12092 if (game.lenses_time_left > 0)
12094 game.lenses_time_left--;
12096 if (game.lenses_time_left == 0)
12097 RedrawAllInvisibleElementsForLenses();
12100 if (game.magnify_time_left > 0)
12102 game.magnify_time_left--;
12104 if (game.magnify_time_left == 0)
12105 RedrawAllInvisibleElementsForMagnifier();
12108 for (i = 0; i < MAX_PLAYERS; i++)
12110 struct PlayerInfo *player = &stored_player[i];
12112 if (SHIELD_ON(player))
12114 if (player->shield_deadly_time_left)
12115 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12116 else if (player->shield_normal_time_left)
12117 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12121 #if USE_DELAYED_GFX_REDRAW
12122 SCAN_PLAYFIELD(x, y)
12124 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12126 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12127 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12129 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12130 DrawLevelField(x, y);
12132 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12133 DrawLevelFieldCrumbled(x, y);
12135 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12136 DrawLevelFieldCrumbledNeighbours(x, y);
12138 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12139 DrawTwinkleOnField(x, y);
12142 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12147 PlayAllPlayersSound();
12149 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12151 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12153 local_player->show_envelope = 0;
12156 /* use random number generator in every frame to make it less predictable */
12157 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12161 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12163 int min_x = x, min_y = y, max_x = x, max_y = y;
12166 for (i = 0; i < MAX_PLAYERS; i++)
12168 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12170 if (!stored_player[i].active || &stored_player[i] == player)
12173 min_x = MIN(min_x, jx);
12174 min_y = MIN(min_y, jy);
12175 max_x = MAX(max_x, jx);
12176 max_y = MAX(max_y, jy);
12179 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12182 static boolean AllPlayersInVisibleScreen()
12186 for (i = 0; i < MAX_PLAYERS; i++)
12188 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12190 if (!stored_player[i].active)
12193 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12200 void ScrollLevel(int dx, int dy)
12202 int scroll_offset = 2 * TILEX_VAR;
12205 BlitBitmap(drawto_field, drawto_field,
12206 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12207 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12208 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12209 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12210 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12211 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12215 x = (dx == 1 ? BX1 : BX2);
12216 for (y = BY1; y <= BY2; y++)
12217 DrawScreenField(x, y);
12222 y = (dy == 1 ? BY1 : BY2);
12223 for (x = BX1; x <= BX2; x++)
12224 DrawScreenField(x, y);
12227 redraw_mask |= REDRAW_FIELD;
12230 static boolean canFallDown(struct PlayerInfo *player)
12232 int jx = player->jx, jy = player->jy;
12234 return (IN_LEV_FIELD(jx, jy + 1) &&
12235 (IS_FREE(jx, jy + 1) ||
12236 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12237 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12238 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12241 static boolean canPassField(int x, int y, int move_dir)
12243 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12244 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12245 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12246 int nextx = x + dx;
12247 int nexty = y + dy;
12248 int element = Feld[x][y];
12250 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12251 !CAN_MOVE(element) &&
12252 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12253 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12254 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12257 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12259 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12260 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12261 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12265 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12266 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12267 (IS_DIGGABLE(Feld[newx][newy]) ||
12268 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12269 canPassField(newx, newy, move_dir)));
12272 static void CheckGravityMovement(struct PlayerInfo *player)
12274 if (player->gravity && !player->programmed_action)
12276 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12277 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12278 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12279 int jx = player->jx, jy = player->jy;
12280 boolean player_is_moving_to_valid_field =
12281 (!player_is_snapping &&
12282 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12283 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12284 boolean player_can_fall_down = canFallDown(player);
12286 if (player_can_fall_down &&
12287 !player_is_moving_to_valid_field)
12288 player->programmed_action = MV_DOWN;
12292 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12294 return CheckGravityMovement(player);
12296 if (player->gravity && !player->programmed_action)
12298 int jx = player->jx, jy = player->jy;
12299 boolean field_under_player_is_free =
12300 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12301 boolean player_is_standing_on_valid_field =
12302 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12303 (IS_WALKABLE(Feld[jx][jy]) &&
12304 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12306 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12307 player->programmed_action = MV_DOWN;
12312 MovePlayerOneStep()
12313 -----------------------------------------------------------------------------
12314 dx, dy: direction (non-diagonal) to try to move the player to
12315 real_dx, real_dy: direction as read from input device (can be diagonal)
12318 boolean MovePlayerOneStep(struct PlayerInfo *player,
12319 int dx, int dy, int real_dx, int real_dy)
12321 int jx = player->jx, jy = player->jy;
12322 int new_jx = jx + dx, new_jy = jy + dy;
12324 boolean player_can_move = !player->cannot_move;
12326 if (!player->active || (!dx && !dy))
12327 return MP_NO_ACTION;
12329 player->MovDir = (dx < 0 ? MV_LEFT :
12330 dx > 0 ? MV_RIGHT :
12332 dy > 0 ? MV_DOWN : MV_NONE);
12334 if (!IN_LEV_FIELD(new_jx, new_jy))
12335 return MP_NO_ACTION;
12337 if (!player_can_move)
12339 if (player->MovPos == 0)
12341 player->is_moving = FALSE;
12342 player->is_digging = FALSE;
12343 player->is_collecting = FALSE;
12344 player->is_snapping = FALSE;
12345 player->is_pushing = FALSE;
12349 if (!options.network && game.centered_player_nr == -1 &&
12350 !AllPlayersInSight(player, new_jx, new_jy))
12351 return MP_NO_ACTION;
12353 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12354 if (can_move != MP_MOVING)
12357 /* check if DigField() has caused relocation of the player */
12358 if (player->jx != jx || player->jy != jy)
12359 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12361 StorePlayer[jx][jy] = 0;
12362 player->last_jx = jx;
12363 player->last_jy = jy;
12364 player->jx = new_jx;
12365 player->jy = new_jy;
12366 StorePlayer[new_jx][new_jy] = player->element_nr;
12368 if (player->move_delay_value_next != -1)
12370 player->move_delay_value = player->move_delay_value_next;
12371 player->move_delay_value_next = -1;
12375 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12377 player->step_counter++;
12379 PlayerVisit[jx][jy] = FrameCounter;
12381 player->is_moving = TRUE;
12384 /* should better be called in MovePlayer(), but this breaks some tapes */
12385 ScrollPlayer(player, SCROLL_INIT);
12391 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12393 int jx = player->jx, jy = player->jy;
12394 int old_jx = jx, old_jy = jy;
12395 int moved = MP_NO_ACTION;
12397 if (!player->active)
12402 if (player->MovPos == 0)
12404 player->is_moving = FALSE;
12405 player->is_digging = FALSE;
12406 player->is_collecting = FALSE;
12407 player->is_snapping = FALSE;
12408 player->is_pushing = FALSE;
12414 if (player->move_delay > 0)
12417 player->move_delay = -1; /* set to "uninitialized" value */
12419 /* store if player is automatically moved to next field */
12420 player->is_auto_moving = (player->programmed_action != MV_NONE);
12422 /* remove the last programmed player action */
12423 player->programmed_action = 0;
12425 if (player->MovPos)
12427 /* should only happen if pre-1.2 tape recordings are played */
12428 /* this is only for backward compatibility */
12430 int original_move_delay_value = player->move_delay_value;
12433 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12437 /* scroll remaining steps with finest movement resolution */
12438 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12440 while (player->MovPos)
12442 ScrollPlayer(player, SCROLL_GO_ON);
12443 ScrollScreen(NULL, SCROLL_GO_ON);
12445 AdvanceFrameAndPlayerCounters(player->index_nr);
12448 BackToFront_WithFrameDelay(0);
12451 player->move_delay_value = original_move_delay_value;
12454 player->is_active = FALSE;
12456 if (player->last_move_dir & MV_HORIZONTAL)
12458 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12459 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12463 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12464 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12467 if (!moved && !player->is_active)
12469 player->is_moving = FALSE;
12470 player->is_digging = FALSE;
12471 player->is_collecting = FALSE;
12472 player->is_snapping = FALSE;
12473 player->is_pushing = FALSE;
12479 if (moved & MP_MOVING && !ScreenMovPos &&
12480 (player->index_nr == game.centered_player_nr ||
12481 game.centered_player_nr == -1))
12483 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12484 int offset = game.scroll_delay_value;
12486 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12488 /* actual player has left the screen -- scroll in that direction */
12489 if (jx != old_jx) /* player has moved horizontally */
12490 scroll_x += (jx - old_jx);
12491 else /* player has moved vertically */
12492 scroll_y += (jy - old_jy);
12496 if (jx != old_jx) /* player has moved horizontally */
12498 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12499 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12500 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12502 /* don't scroll over playfield boundaries */
12503 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12504 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12506 /* don't scroll more than one field at a time */
12507 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12509 /* don't scroll against the player's moving direction */
12510 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12511 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12512 scroll_x = old_scroll_x;
12514 else /* player has moved vertically */
12516 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12517 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12518 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12520 /* don't scroll over playfield boundaries */
12521 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12522 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12524 /* don't scroll more than one field at a time */
12525 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12527 /* don't scroll against the player's moving direction */
12528 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12529 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12530 scroll_y = old_scroll_y;
12534 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12536 if (!options.network && game.centered_player_nr == -1 &&
12537 !AllPlayersInVisibleScreen())
12539 scroll_x = old_scroll_x;
12540 scroll_y = old_scroll_y;
12544 ScrollScreen(player, SCROLL_INIT);
12545 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12550 player->StepFrame = 0;
12552 if (moved & MP_MOVING)
12554 if (old_jx != jx && old_jy == jy)
12555 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12556 else if (old_jx == jx && old_jy != jy)
12557 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12559 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12561 player->last_move_dir = player->MovDir;
12562 player->is_moving = TRUE;
12563 player->is_snapping = FALSE;
12564 player->is_switching = FALSE;
12565 player->is_dropping = FALSE;
12566 player->is_dropping_pressed = FALSE;
12567 player->drop_pressed_delay = 0;
12570 /* should better be called here than above, but this breaks some tapes */
12571 ScrollPlayer(player, SCROLL_INIT);
12576 CheckGravityMovementWhenNotMoving(player);
12578 player->is_moving = FALSE;
12580 /* at this point, the player is allowed to move, but cannot move right now
12581 (e.g. because of something blocking the way) -- ensure that the player
12582 is also allowed to move in the next frame (in old versions before 3.1.1,
12583 the player was forced to wait again for eight frames before next try) */
12585 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12586 player->move_delay = 0; /* allow direct movement in the next frame */
12589 if (player->move_delay == -1) /* not yet initialized by DigField() */
12590 player->move_delay = player->move_delay_value;
12592 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12594 TestIfPlayerTouchesBadThing(jx, jy);
12595 TestIfPlayerTouchesCustomElement(jx, jy);
12598 if (!player->active)
12599 RemovePlayer(player);
12604 void ScrollPlayer(struct PlayerInfo *player, int mode)
12606 int jx = player->jx, jy = player->jy;
12607 int last_jx = player->last_jx, last_jy = player->last_jy;
12608 int move_stepsize = TILEX / player->move_delay_value;
12610 if (!player->active)
12613 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12616 if (mode == SCROLL_INIT)
12618 player->actual_frame_counter = FrameCounter;
12619 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12621 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12622 Feld[last_jx][last_jy] == EL_EMPTY)
12624 int last_field_block_delay = 0; /* start with no blocking at all */
12625 int block_delay_adjustment = player->block_delay_adjustment;
12627 /* if player blocks last field, add delay for exactly one move */
12628 if (player->block_last_field)
12630 last_field_block_delay += player->move_delay_value;
12632 /* when blocking enabled, prevent moving up despite gravity */
12633 if (player->gravity && player->MovDir == MV_UP)
12634 block_delay_adjustment = -1;
12637 /* add block delay adjustment (also possible when not blocking) */
12638 last_field_block_delay += block_delay_adjustment;
12640 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12641 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12644 if (player->MovPos != 0) /* player has not yet reached destination */
12647 else if (!FrameReached(&player->actual_frame_counter, 1))
12650 if (player->MovPos != 0)
12652 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12653 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12655 /* before DrawPlayer() to draw correct player graphic for this case */
12656 if (player->MovPos == 0)
12657 CheckGravityMovement(player);
12660 if (player->MovPos == 0) /* player reached destination field */
12662 if (player->move_delay_reset_counter > 0)
12664 player->move_delay_reset_counter--;
12666 if (player->move_delay_reset_counter == 0)
12668 /* continue with normal speed after quickly moving through gate */
12669 HALVE_PLAYER_SPEED(player);
12671 /* be able to make the next move without delay */
12672 player->move_delay = 0;
12676 player->last_jx = jx;
12677 player->last_jy = jy;
12679 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12680 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12681 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12682 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12683 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12684 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12685 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12686 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12688 DrawPlayer(player); /* needed here only to cleanup last field */
12689 RemovePlayer(player);
12691 if (local_player->friends_still_needed == 0 ||
12692 IS_SP_ELEMENT(Feld[jx][jy]))
12693 PlayerWins(player);
12696 /* this breaks one level: "machine", level 000 */
12698 int move_direction = player->MovDir;
12699 int enter_side = MV_DIR_OPPOSITE(move_direction);
12700 int leave_side = move_direction;
12701 int old_jx = last_jx;
12702 int old_jy = last_jy;
12703 int old_element = Feld[old_jx][old_jy];
12704 int new_element = Feld[jx][jy];
12706 if (IS_CUSTOM_ELEMENT(old_element))
12707 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12709 player->index_bit, leave_side);
12711 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12712 CE_PLAYER_LEAVES_X,
12713 player->index_bit, leave_side);
12715 if (IS_CUSTOM_ELEMENT(new_element))
12716 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12717 player->index_bit, enter_side);
12719 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12720 CE_PLAYER_ENTERS_X,
12721 player->index_bit, enter_side);
12723 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12724 CE_MOVE_OF_X, move_direction);
12727 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12729 TestIfPlayerTouchesBadThing(jx, jy);
12730 TestIfPlayerTouchesCustomElement(jx, jy);
12732 /* needed because pushed element has not yet reached its destination,
12733 so it would trigger a change event at its previous field location */
12734 if (!player->is_pushing)
12735 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12737 if (!player->active)
12738 RemovePlayer(player);
12741 if (!local_player->LevelSolved && level.use_step_counter)
12751 if (TimeLeft <= 10 && setup.time_limit)
12752 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12754 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12756 DisplayGameControlValues();
12758 if (!TimeLeft && setup.time_limit)
12759 for (i = 0; i < MAX_PLAYERS; i++)
12760 KillPlayer(&stored_player[i]);
12762 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12764 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12766 DisplayGameControlValues();
12770 if (tape.single_step && tape.recording && !tape.pausing &&
12771 !player->programmed_action)
12772 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12774 if (!player->programmed_action)
12775 CheckSaveEngineSnapshot(player);
12779 void ScrollScreen(struct PlayerInfo *player, int mode)
12781 static unsigned int screen_frame_counter = 0;
12783 if (mode == SCROLL_INIT)
12785 /* set scrolling step size according to actual player's moving speed */
12786 ScrollStepSize = TILEX / player->move_delay_value;
12788 screen_frame_counter = FrameCounter;
12789 ScreenMovDir = player->MovDir;
12790 ScreenMovPos = player->MovPos;
12791 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12794 else if (!FrameReached(&screen_frame_counter, 1))
12799 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12800 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12801 redraw_mask |= REDRAW_FIELD;
12804 ScreenMovDir = MV_NONE;
12807 void TestIfPlayerTouchesCustomElement(int x, int y)
12809 static int xy[4][2] =
12816 static int trigger_sides[4][2] =
12818 /* center side border side */
12819 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12820 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12821 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12822 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12824 static int touch_dir[4] =
12826 MV_LEFT | MV_RIGHT,
12831 int center_element = Feld[x][y]; /* should always be non-moving! */
12834 for (i = 0; i < NUM_DIRECTIONS; i++)
12836 int xx = x + xy[i][0];
12837 int yy = y + xy[i][1];
12838 int center_side = trigger_sides[i][0];
12839 int border_side = trigger_sides[i][1];
12840 int border_element;
12842 if (!IN_LEV_FIELD(xx, yy))
12845 if (IS_PLAYER(x, y)) /* player found at center element */
12847 struct PlayerInfo *player = PLAYERINFO(x, y);
12849 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12850 border_element = Feld[xx][yy]; /* may be moving! */
12851 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12852 border_element = Feld[xx][yy];
12853 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12854 border_element = MovingOrBlocked2Element(xx, yy);
12856 continue; /* center and border element do not touch */
12858 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12859 player->index_bit, border_side);
12860 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12861 CE_PLAYER_TOUCHES_X,
12862 player->index_bit, border_side);
12865 /* use player element that is initially defined in the level playfield,
12866 not the player element that corresponds to the runtime player number
12867 (example: a level that contains EL_PLAYER_3 as the only player would
12868 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12869 int player_element = PLAYERINFO(x, y)->initial_element;
12871 CheckElementChangeBySide(xx, yy, border_element, player_element,
12872 CE_TOUCHING_X, border_side);
12875 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12877 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12879 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12881 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12882 continue; /* center and border element do not touch */
12885 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12886 player->index_bit, center_side);
12887 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12888 CE_PLAYER_TOUCHES_X,
12889 player->index_bit, center_side);
12892 /* use player element that is initially defined in the level playfield,
12893 not the player element that corresponds to the runtime player number
12894 (example: a level that contains EL_PLAYER_3 as the only player would
12895 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12896 int player_element = PLAYERINFO(xx, yy)->initial_element;
12898 CheckElementChangeBySide(x, y, center_element, player_element,
12899 CE_TOUCHING_X, center_side);
12907 void TestIfElementTouchesCustomElement(int x, int y)
12909 static int xy[4][2] =
12916 static int trigger_sides[4][2] =
12918 /* center side border side */
12919 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12920 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12921 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12922 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12924 static int touch_dir[4] =
12926 MV_LEFT | MV_RIGHT,
12931 boolean change_center_element = FALSE;
12932 int center_element = Feld[x][y]; /* should always be non-moving! */
12933 int border_element_old[NUM_DIRECTIONS];
12936 for (i = 0; i < NUM_DIRECTIONS; i++)
12938 int xx = x + xy[i][0];
12939 int yy = y + xy[i][1];
12940 int border_element;
12942 border_element_old[i] = -1;
12944 if (!IN_LEV_FIELD(xx, yy))
12947 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12948 border_element = Feld[xx][yy]; /* may be moving! */
12949 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12950 border_element = Feld[xx][yy];
12951 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12952 border_element = MovingOrBlocked2Element(xx, yy);
12954 continue; /* center and border element do not touch */
12956 border_element_old[i] = border_element;
12959 for (i = 0; i < NUM_DIRECTIONS; i++)
12961 int xx = x + xy[i][0];
12962 int yy = y + xy[i][1];
12963 int center_side = trigger_sides[i][0];
12964 int border_element = border_element_old[i];
12966 if (border_element == -1)
12969 /* check for change of border element */
12970 CheckElementChangeBySide(xx, yy, border_element, center_element,
12971 CE_TOUCHING_X, center_side);
12973 /* (center element cannot be player, so we dont have to check this here) */
12976 for (i = 0; i < NUM_DIRECTIONS; i++)
12978 int xx = x + xy[i][0];
12979 int yy = y + xy[i][1];
12980 int border_side = trigger_sides[i][1];
12981 int border_element = border_element_old[i];
12983 if (border_element == -1)
12986 /* check for change of center element (but change it only once) */
12987 if (!change_center_element)
12988 change_center_element =
12989 CheckElementChangeBySide(x, y, center_element, border_element,
12990 CE_TOUCHING_X, border_side);
12992 if (IS_PLAYER(xx, yy))
12994 /* use player element that is initially defined in the level playfield,
12995 not the player element that corresponds to the runtime player number
12996 (example: a level that contains EL_PLAYER_3 as the only player would
12997 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12998 int player_element = PLAYERINFO(xx, yy)->initial_element;
13000 CheckElementChangeBySide(x, y, center_element, player_element,
13001 CE_TOUCHING_X, border_side);
13006 void TestIfElementHitsCustomElement(int x, int y, int direction)
13008 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13009 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13010 int hitx = x + dx, hity = y + dy;
13011 int hitting_element = Feld[x][y];
13012 int touched_element;
13014 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13017 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13018 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13020 if (IN_LEV_FIELD(hitx, hity))
13022 int opposite_direction = MV_DIR_OPPOSITE(direction);
13023 int hitting_side = direction;
13024 int touched_side = opposite_direction;
13025 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13026 MovDir[hitx][hity] != direction ||
13027 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13033 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13034 CE_HITTING_X, touched_side);
13036 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13037 CE_HIT_BY_X, hitting_side);
13039 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13040 CE_HIT_BY_SOMETHING, opposite_direction);
13042 if (IS_PLAYER(hitx, hity))
13044 /* use player element that is initially defined in the level playfield,
13045 not the player element that corresponds to the runtime player number
13046 (example: a level that contains EL_PLAYER_3 as the only player would
13047 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13048 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13050 CheckElementChangeBySide(x, y, hitting_element, player_element,
13051 CE_HITTING_X, touched_side);
13056 /* "hitting something" is also true when hitting the playfield border */
13057 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13058 CE_HITTING_SOMETHING, direction);
13061 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13063 int i, kill_x = -1, kill_y = -1;
13065 int bad_element = -1;
13066 static int test_xy[4][2] =
13073 static int test_dir[4] =
13081 for (i = 0; i < NUM_DIRECTIONS; i++)
13083 int test_x, test_y, test_move_dir, test_element;
13085 test_x = good_x + test_xy[i][0];
13086 test_y = good_y + test_xy[i][1];
13088 if (!IN_LEV_FIELD(test_x, test_y))
13092 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13094 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13096 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13097 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13099 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13100 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13104 bad_element = test_element;
13110 if (kill_x != -1 || kill_y != -1)
13112 if (IS_PLAYER(good_x, good_y))
13114 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13116 if (player->shield_deadly_time_left > 0 &&
13117 !IS_INDESTRUCTIBLE(bad_element))
13118 Bang(kill_x, kill_y);
13119 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13120 KillPlayer(player);
13123 Bang(good_x, good_y);
13127 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13129 int i, kill_x = -1, kill_y = -1;
13130 int bad_element = Feld[bad_x][bad_y];
13131 static int test_xy[4][2] =
13138 static int touch_dir[4] =
13140 MV_LEFT | MV_RIGHT,
13145 static int test_dir[4] =
13153 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13156 for (i = 0; i < NUM_DIRECTIONS; i++)
13158 int test_x, test_y, test_move_dir, test_element;
13160 test_x = bad_x + test_xy[i][0];
13161 test_y = bad_y + test_xy[i][1];
13163 if (!IN_LEV_FIELD(test_x, test_y))
13167 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13169 test_element = Feld[test_x][test_y];
13171 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13172 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13174 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13175 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13177 /* good thing is player or penguin that does not move away */
13178 if (IS_PLAYER(test_x, test_y))
13180 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13182 if (bad_element == EL_ROBOT && player->is_moving)
13183 continue; /* robot does not kill player if he is moving */
13185 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13187 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13188 continue; /* center and border element do not touch */
13196 else if (test_element == EL_PENGUIN)
13206 if (kill_x != -1 || kill_y != -1)
13208 if (IS_PLAYER(kill_x, kill_y))
13210 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13212 if (player->shield_deadly_time_left > 0 &&
13213 !IS_INDESTRUCTIBLE(bad_element))
13214 Bang(bad_x, bad_y);
13215 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13216 KillPlayer(player);
13219 Bang(kill_x, kill_y);
13223 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13225 int bad_element = Feld[bad_x][bad_y];
13226 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13227 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13228 int test_x = bad_x + dx, test_y = bad_y + dy;
13229 int test_move_dir, test_element;
13230 int kill_x = -1, kill_y = -1;
13232 if (!IN_LEV_FIELD(test_x, test_y))
13236 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13238 test_element = Feld[test_x][test_y];
13240 if (test_move_dir != bad_move_dir)
13242 /* good thing can be player or penguin that does not move away */
13243 if (IS_PLAYER(test_x, test_y))
13245 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13247 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13248 player as being hit when he is moving towards the bad thing, because
13249 the "get hit by" condition would be lost after the player stops) */
13250 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13251 return; /* player moves away from bad thing */
13256 else if (test_element == EL_PENGUIN)
13263 if (kill_x != -1 || kill_y != -1)
13265 if (IS_PLAYER(kill_x, kill_y))
13267 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13269 if (player->shield_deadly_time_left > 0 &&
13270 !IS_INDESTRUCTIBLE(bad_element))
13271 Bang(bad_x, bad_y);
13272 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13273 KillPlayer(player);
13276 Bang(kill_x, kill_y);
13280 void TestIfPlayerTouchesBadThing(int x, int y)
13282 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13285 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13287 TestIfGoodThingHitsBadThing(x, y, move_dir);
13290 void TestIfBadThingTouchesPlayer(int x, int y)
13292 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13295 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13297 TestIfBadThingHitsGoodThing(x, y, move_dir);
13300 void TestIfFriendTouchesBadThing(int x, int y)
13302 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13305 void TestIfBadThingTouchesFriend(int x, int y)
13307 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13310 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13312 int i, kill_x = bad_x, kill_y = bad_y;
13313 static int xy[4][2] =
13321 for (i = 0; i < NUM_DIRECTIONS; i++)
13325 x = bad_x + xy[i][0];
13326 y = bad_y + xy[i][1];
13327 if (!IN_LEV_FIELD(x, y))
13330 element = Feld[x][y];
13331 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13332 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13340 if (kill_x != bad_x || kill_y != bad_y)
13341 Bang(bad_x, bad_y);
13344 void KillPlayer(struct PlayerInfo *player)
13346 int jx = player->jx, jy = player->jy;
13348 if (!player->active)
13352 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13353 player->killed, player->active, player->reanimated);
13356 /* the following code was introduced to prevent an infinite loop when calling
13358 -> CheckTriggeredElementChangeExt()
13359 -> ExecuteCustomElementAction()
13361 -> (infinitely repeating the above sequence of function calls)
13362 which occurs when killing the player while having a CE with the setting
13363 "kill player X when explosion of <player X>"; the solution using a new
13364 field "player->killed" was chosen for backwards compatibility, although
13365 clever use of the fields "player->active" etc. would probably also work */
13367 if (player->killed)
13371 player->killed = TRUE;
13373 /* remove accessible field at the player's position */
13374 Feld[jx][jy] = EL_EMPTY;
13376 /* deactivate shield (else Bang()/Explode() would not work right) */
13377 player->shield_normal_time_left = 0;
13378 player->shield_deadly_time_left = 0;
13381 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13382 player->killed, player->active, player->reanimated);
13388 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13389 player->killed, player->active, player->reanimated);
13392 if (player->reanimated) /* killed player may have been reanimated */
13393 player->killed = player->reanimated = FALSE;
13395 BuryPlayer(player);
13398 static void KillPlayerUnlessEnemyProtected(int x, int y)
13400 if (!PLAYER_ENEMY_PROTECTED(x, y))
13401 KillPlayer(PLAYERINFO(x, y));
13404 static void KillPlayerUnlessExplosionProtected(int x, int y)
13406 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13407 KillPlayer(PLAYERINFO(x, y));
13410 void BuryPlayer(struct PlayerInfo *player)
13412 int jx = player->jx, jy = player->jy;
13414 if (!player->active)
13417 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13418 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13420 player->GameOver = TRUE;
13421 RemovePlayer(player);
13424 void RemovePlayer(struct PlayerInfo *player)
13426 int jx = player->jx, jy = player->jy;
13427 int i, found = FALSE;
13429 player->present = FALSE;
13430 player->active = FALSE;
13432 if (!ExplodeField[jx][jy])
13433 StorePlayer[jx][jy] = 0;
13435 if (player->is_moving)
13436 TEST_DrawLevelField(player->last_jx, player->last_jy);
13438 for (i = 0; i < MAX_PLAYERS; i++)
13439 if (stored_player[i].active)
13443 AllPlayersGone = TRUE;
13449 static void setFieldForSnapping(int x, int y, int element, int direction)
13451 struct ElementInfo *ei = &element_info[element];
13452 int direction_bit = MV_DIR_TO_BIT(direction);
13453 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13454 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13455 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13457 Feld[x][y] = EL_ELEMENT_SNAPPING;
13458 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13460 ResetGfxAnimation(x, y);
13462 GfxElement[x][y] = element;
13463 GfxAction[x][y] = action;
13464 GfxDir[x][y] = direction;
13465 GfxFrame[x][y] = -1;
13469 =============================================================================
13470 checkDiagonalPushing()
13471 -----------------------------------------------------------------------------
13472 check if diagonal input device direction results in pushing of object
13473 (by checking if the alternative direction is walkable, diggable, ...)
13474 =============================================================================
13477 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13478 int x, int y, int real_dx, int real_dy)
13480 int jx, jy, dx, dy, xx, yy;
13482 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13485 /* diagonal direction: check alternative direction */
13490 xx = jx + (dx == 0 ? real_dx : 0);
13491 yy = jy + (dy == 0 ? real_dy : 0);
13493 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13497 =============================================================================
13499 -----------------------------------------------------------------------------
13500 x, y: field next to player (non-diagonal) to try to dig to
13501 real_dx, real_dy: direction as read from input device (can be diagonal)
13502 =============================================================================
13505 static int DigField(struct PlayerInfo *player,
13506 int oldx, int oldy, int x, int y,
13507 int real_dx, int real_dy, int mode)
13509 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13510 boolean player_was_pushing = player->is_pushing;
13511 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13512 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13513 int jx = oldx, jy = oldy;
13514 int dx = x - jx, dy = y - jy;
13515 int nextx = x + dx, nexty = y + dy;
13516 int move_direction = (dx == -1 ? MV_LEFT :
13517 dx == +1 ? MV_RIGHT :
13519 dy == +1 ? MV_DOWN : MV_NONE);
13520 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13521 int dig_side = MV_DIR_OPPOSITE(move_direction);
13522 int old_element = Feld[jx][jy];
13523 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13526 if (is_player) /* function can also be called by EL_PENGUIN */
13528 if (player->MovPos == 0)
13530 player->is_digging = FALSE;
13531 player->is_collecting = FALSE;
13534 if (player->MovPos == 0) /* last pushing move finished */
13535 player->is_pushing = FALSE;
13537 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13539 player->is_switching = FALSE;
13540 player->push_delay = -1;
13542 return MP_NO_ACTION;
13546 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13547 old_element = Back[jx][jy];
13549 /* in case of element dropped at player position, check background */
13550 else if (Back[jx][jy] != EL_EMPTY &&
13551 game.engine_version >= VERSION_IDENT(2,2,0,0))
13552 old_element = Back[jx][jy];
13554 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13555 return MP_NO_ACTION; /* field has no opening in this direction */
13557 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13558 return MP_NO_ACTION; /* field has no opening in this direction */
13560 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13564 Feld[jx][jy] = player->artwork_element;
13565 InitMovingField(jx, jy, MV_DOWN);
13566 Store[jx][jy] = EL_ACID;
13567 ContinueMoving(jx, jy);
13568 BuryPlayer(player);
13570 return MP_DONT_RUN_INTO;
13573 if (player_can_move && DONT_RUN_INTO(element))
13575 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13577 return MP_DONT_RUN_INTO;
13580 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13581 return MP_NO_ACTION;
13583 collect_count = element_info[element].collect_count_initial;
13585 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13586 return MP_NO_ACTION;
13588 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13589 player_can_move = player_can_move_or_snap;
13591 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13592 game.engine_version >= VERSION_IDENT(2,2,0,0))
13594 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13595 player->index_bit, dig_side);
13596 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13597 player->index_bit, dig_side);
13599 if (element == EL_DC_LANDMINE)
13602 if (Feld[x][y] != element) /* field changed by snapping */
13605 return MP_NO_ACTION;
13608 if (player->gravity && is_player && !player->is_auto_moving &&
13609 canFallDown(player) && move_direction != MV_DOWN &&
13610 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13611 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13613 if (player_can_move &&
13614 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13616 int sound_element = SND_ELEMENT(element);
13617 int sound_action = ACTION_WALKING;
13619 if (IS_RND_GATE(element))
13621 if (!player->key[RND_GATE_NR(element)])
13622 return MP_NO_ACTION;
13624 else if (IS_RND_GATE_GRAY(element))
13626 if (!player->key[RND_GATE_GRAY_NR(element)])
13627 return MP_NO_ACTION;
13629 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13631 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13632 return MP_NO_ACTION;
13634 else if (element == EL_EXIT_OPEN ||
13635 element == EL_EM_EXIT_OPEN ||
13636 element == EL_EM_EXIT_OPENING ||
13637 element == EL_STEEL_EXIT_OPEN ||
13638 element == EL_EM_STEEL_EXIT_OPEN ||
13639 element == EL_EM_STEEL_EXIT_OPENING ||
13640 element == EL_SP_EXIT_OPEN ||
13641 element == EL_SP_EXIT_OPENING)
13643 sound_action = ACTION_PASSING; /* player is passing exit */
13645 else if (element == EL_EMPTY)
13647 sound_action = ACTION_MOVING; /* nothing to walk on */
13650 /* play sound from background or player, whatever is available */
13651 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13652 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13654 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13656 else if (player_can_move &&
13657 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13659 if (!ACCESS_FROM(element, opposite_direction))
13660 return MP_NO_ACTION; /* field not accessible from this direction */
13662 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13663 return MP_NO_ACTION;
13665 if (IS_EM_GATE(element))
13667 if (!player->key[EM_GATE_NR(element)])
13668 return MP_NO_ACTION;
13670 else if (IS_EM_GATE_GRAY(element))
13672 if (!player->key[EM_GATE_GRAY_NR(element)])
13673 return MP_NO_ACTION;
13675 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13677 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13678 return MP_NO_ACTION;
13680 else if (IS_EMC_GATE(element))
13682 if (!player->key[EMC_GATE_NR(element)])
13683 return MP_NO_ACTION;
13685 else if (IS_EMC_GATE_GRAY(element))
13687 if (!player->key[EMC_GATE_GRAY_NR(element)])
13688 return MP_NO_ACTION;
13690 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13692 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13693 return MP_NO_ACTION;
13695 else if (element == EL_DC_GATE_WHITE ||
13696 element == EL_DC_GATE_WHITE_GRAY ||
13697 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13699 if (player->num_white_keys == 0)
13700 return MP_NO_ACTION;
13702 player->num_white_keys--;
13704 else if (IS_SP_PORT(element))
13706 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13707 element == EL_SP_GRAVITY_PORT_RIGHT ||
13708 element == EL_SP_GRAVITY_PORT_UP ||
13709 element == EL_SP_GRAVITY_PORT_DOWN)
13710 player->gravity = !player->gravity;
13711 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13712 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13713 element == EL_SP_GRAVITY_ON_PORT_UP ||
13714 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13715 player->gravity = TRUE;
13716 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13717 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13718 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13719 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13720 player->gravity = FALSE;
13723 /* automatically move to the next field with double speed */
13724 player->programmed_action = move_direction;
13726 if (player->move_delay_reset_counter == 0)
13728 player->move_delay_reset_counter = 2; /* two double speed steps */
13730 DOUBLE_PLAYER_SPEED(player);
13733 PlayLevelSoundAction(x, y, ACTION_PASSING);
13735 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13739 if (mode != DF_SNAP)
13741 GfxElement[x][y] = GFX_ELEMENT(element);
13742 player->is_digging = TRUE;
13745 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13747 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13748 player->index_bit, dig_side);
13750 if (mode == DF_SNAP)
13752 if (level.block_snap_field)
13753 setFieldForSnapping(x, y, element, move_direction);
13755 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13757 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13758 player->index_bit, dig_side);
13761 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13765 if (is_player && mode != DF_SNAP)
13767 GfxElement[x][y] = element;
13768 player->is_collecting = TRUE;
13771 if (element == EL_SPEED_PILL)
13773 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13775 else if (element == EL_EXTRA_TIME && level.time > 0)
13777 TimeLeft += level.extra_time;
13779 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13781 DisplayGameControlValues();
13783 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13785 player->shield_normal_time_left += level.shield_normal_time;
13786 if (element == EL_SHIELD_DEADLY)
13787 player->shield_deadly_time_left += level.shield_deadly_time;
13789 else if (element == EL_DYNAMITE ||
13790 element == EL_EM_DYNAMITE ||
13791 element == EL_SP_DISK_RED)
13793 if (player->inventory_size < MAX_INVENTORY_SIZE)
13794 player->inventory_element[player->inventory_size++] = element;
13796 DrawGameDoorValues();
13798 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13800 player->dynabomb_count++;
13801 player->dynabombs_left++;
13803 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13805 player->dynabomb_size++;
13807 else if (element == EL_DYNABOMB_INCREASE_POWER)
13809 player->dynabomb_xl = TRUE;
13811 else if (IS_KEY(element))
13813 player->key[KEY_NR(element)] = TRUE;
13815 DrawGameDoorValues();
13817 else if (element == EL_DC_KEY_WHITE)
13819 player->num_white_keys++;
13821 /* display white keys? */
13822 /* DrawGameDoorValues(); */
13824 else if (IS_ENVELOPE(element))
13826 player->show_envelope = element;
13828 else if (element == EL_EMC_LENSES)
13830 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13832 RedrawAllInvisibleElementsForLenses();
13834 else if (element == EL_EMC_MAGNIFIER)
13836 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13838 RedrawAllInvisibleElementsForMagnifier();
13840 else if (IS_DROPPABLE(element) ||
13841 IS_THROWABLE(element)) /* can be collected and dropped */
13845 if (collect_count == 0)
13846 player->inventory_infinite_element = element;
13848 for (i = 0; i < collect_count; i++)
13849 if (player->inventory_size < MAX_INVENTORY_SIZE)
13850 player->inventory_element[player->inventory_size++] = element;
13852 DrawGameDoorValues();
13854 else if (collect_count > 0)
13856 local_player->gems_still_needed -= collect_count;
13857 if (local_player->gems_still_needed < 0)
13858 local_player->gems_still_needed = 0;
13860 game.snapshot.collected_item = TRUE;
13862 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13864 DisplayGameControlValues();
13867 RaiseScoreElement(element);
13868 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13871 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13872 player->index_bit, dig_side);
13874 if (mode == DF_SNAP)
13876 if (level.block_snap_field)
13877 setFieldForSnapping(x, y, element, move_direction);
13879 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13881 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13882 player->index_bit, dig_side);
13885 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13887 if (mode == DF_SNAP && element != EL_BD_ROCK)
13888 return MP_NO_ACTION;
13890 if (CAN_FALL(element) && dy)
13891 return MP_NO_ACTION;
13893 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13894 !(element == EL_SPRING && level.use_spring_bug))
13895 return MP_NO_ACTION;
13897 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13898 ((move_direction & MV_VERTICAL &&
13899 ((element_info[element].move_pattern & MV_LEFT &&
13900 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13901 (element_info[element].move_pattern & MV_RIGHT &&
13902 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13903 (move_direction & MV_HORIZONTAL &&
13904 ((element_info[element].move_pattern & MV_UP &&
13905 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13906 (element_info[element].move_pattern & MV_DOWN &&
13907 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13908 return MP_NO_ACTION;
13910 /* do not push elements already moving away faster than player */
13911 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13912 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13913 return MP_NO_ACTION;
13915 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13917 if (player->push_delay_value == -1 || !player_was_pushing)
13918 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13920 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13922 if (player->push_delay_value == -1)
13923 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13925 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13927 if (!player->is_pushing)
13928 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13931 player->is_pushing = TRUE;
13932 player->is_active = TRUE;
13934 if (!(IN_LEV_FIELD(nextx, nexty) &&
13935 (IS_FREE(nextx, nexty) ||
13936 (IS_SB_ELEMENT(element) &&
13937 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13938 (IS_CUSTOM_ELEMENT(element) &&
13939 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13940 return MP_NO_ACTION;
13942 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13943 return MP_NO_ACTION;
13945 if (player->push_delay == -1) /* new pushing; restart delay */
13946 player->push_delay = 0;
13948 if (player->push_delay < player->push_delay_value &&
13949 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13950 element != EL_SPRING && element != EL_BALLOON)
13952 /* make sure that there is no move delay before next try to push */
13953 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13954 player->move_delay = 0;
13956 return MP_NO_ACTION;
13959 if (IS_CUSTOM_ELEMENT(element) &&
13960 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13962 if (!DigFieldByCE(nextx, nexty, element))
13963 return MP_NO_ACTION;
13966 if (IS_SB_ELEMENT(element))
13968 if (element == EL_SOKOBAN_FIELD_FULL)
13970 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13971 local_player->sokobanfields_still_needed++;
13974 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13976 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13977 local_player->sokobanfields_still_needed--;
13980 Feld[x][y] = EL_SOKOBAN_OBJECT;
13982 if (Back[x][y] == Back[nextx][nexty])
13983 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13984 else if (Back[x][y] != 0)
13985 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13988 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13991 if (local_player->sokobanfields_still_needed == 0 &&
13992 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13994 PlayerWins(player);
13996 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14000 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14002 InitMovingField(x, y, move_direction);
14003 GfxAction[x][y] = ACTION_PUSHING;
14005 if (mode == DF_SNAP)
14006 ContinueMoving(x, y);
14008 MovPos[x][y] = (dx != 0 ? dx : dy);
14010 Pushed[x][y] = TRUE;
14011 Pushed[nextx][nexty] = TRUE;
14013 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14014 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14016 player->push_delay_value = -1; /* get new value later */
14018 /* check for element change _after_ element has been pushed */
14019 if (game.use_change_when_pushing_bug)
14021 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14022 player->index_bit, dig_side);
14023 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14024 player->index_bit, dig_side);
14027 else if (IS_SWITCHABLE(element))
14029 if (PLAYER_SWITCHING(player, x, y))
14031 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14032 player->index_bit, dig_side);
14037 player->is_switching = TRUE;
14038 player->switch_x = x;
14039 player->switch_y = y;
14041 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14043 if (element == EL_ROBOT_WHEEL)
14045 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14049 game.robot_wheel_active = TRUE;
14051 TEST_DrawLevelField(x, y);
14053 else if (element == EL_SP_TERMINAL)
14057 SCAN_PLAYFIELD(xx, yy)
14059 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14063 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14065 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14067 ResetGfxAnimation(xx, yy);
14068 TEST_DrawLevelField(xx, yy);
14072 else if (IS_BELT_SWITCH(element))
14074 ToggleBeltSwitch(x, y);
14076 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14077 element == EL_SWITCHGATE_SWITCH_DOWN ||
14078 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14079 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14081 ToggleSwitchgateSwitch(x, y);
14083 else if (element == EL_LIGHT_SWITCH ||
14084 element == EL_LIGHT_SWITCH_ACTIVE)
14086 ToggleLightSwitch(x, y);
14088 else if (element == EL_TIMEGATE_SWITCH ||
14089 element == EL_DC_TIMEGATE_SWITCH)
14091 ActivateTimegateSwitch(x, y);
14093 else if (element == EL_BALLOON_SWITCH_LEFT ||
14094 element == EL_BALLOON_SWITCH_RIGHT ||
14095 element == EL_BALLOON_SWITCH_UP ||
14096 element == EL_BALLOON_SWITCH_DOWN ||
14097 element == EL_BALLOON_SWITCH_NONE ||
14098 element == EL_BALLOON_SWITCH_ANY)
14100 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14101 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14102 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14103 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14104 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14107 else if (element == EL_LAMP)
14109 Feld[x][y] = EL_LAMP_ACTIVE;
14110 local_player->lights_still_needed--;
14112 ResetGfxAnimation(x, y);
14113 TEST_DrawLevelField(x, y);
14115 else if (element == EL_TIME_ORB_FULL)
14117 Feld[x][y] = EL_TIME_ORB_EMPTY;
14119 if (level.time > 0 || level.use_time_orb_bug)
14121 TimeLeft += level.time_orb_time;
14122 game.no_time_limit = FALSE;
14124 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14126 DisplayGameControlValues();
14129 ResetGfxAnimation(x, y);
14130 TEST_DrawLevelField(x, y);
14132 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14133 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14137 game.ball_state = !game.ball_state;
14139 SCAN_PLAYFIELD(xx, yy)
14141 int e = Feld[xx][yy];
14143 if (game.ball_state)
14145 if (e == EL_EMC_MAGIC_BALL)
14146 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14147 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14148 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14152 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14153 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14154 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14155 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14160 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14161 player->index_bit, dig_side);
14163 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14164 player->index_bit, dig_side);
14166 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14167 player->index_bit, dig_side);
14173 if (!PLAYER_SWITCHING(player, x, y))
14175 player->is_switching = TRUE;
14176 player->switch_x = x;
14177 player->switch_y = y;
14179 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14180 player->index_bit, dig_side);
14181 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14182 player->index_bit, dig_side);
14184 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14185 player->index_bit, dig_side);
14186 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14187 player->index_bit, dig_side);
14190 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14191 player->index_bit, dig_side);
14192 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14193 player->index_bit, dig_side);
14195 return MP_NO_ACTION;
14198 player->push_delay = -1;
14200 if (is_player) /* function can also be called by EL_PENGUIN */
14202 if (Feld[x][y] != element) /* really digged/collected something */
14204 player->is_collecting = !player->is_digging;
14205 player->is_active = TRUE;
14212 static boolean DigFieldByCE(int x, int y, int digging_element)
14214 int element = Feld[x][y];
14216 if (!IS_FREE(x, y))
14218 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14219 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14222 /* no element can dig solid indestructible elements */
14223 if (IS_INDESTRUCTIBLE(element) &&
14224 !IS_DIGGABLE(element) &&
14225 !IS_COLLECTIBLE(element))
14228 if (AmoebaNr[x][y] &&
14229 (element == EL_AMOEBA_FULL ||
14230 element == EL_BD_AMOEBA ||
14231 element == EL_AMOEBA_GROWING))
14233 AmoebaCnt[AmoebaNr[x][y]]--;
14234 AmoebaCnt2[AmoebaNr[x][y]]--;
14237 if (IS_MOVING(x, y))
14238 RemoveMovingField(x, y);
14242 TEST_DrawLevelField(x, y);
14245 /* if digged element was about to explode, prevent the explosion */
14246 ExplodeField[x][y] = EX_TYPE_NONE;
14248 PlayLevelSoundAction(x, y, action);
14251 Store[x][y] = EL_EMPTY;
14253 /* this makes it possible to leave the removed element again */
14254 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14255 Store[x][y] = element;
14260 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14262 int jx = player->jx, jy = player->jy;
14263 int x = jx + dx, y = jy + dy;
14264 int snap_direction = (dx == -1 ? MV_LEFT :
14265 dx == +1 ? MV_RIGHT :
14267 dy == +1 ? MV_DOWN : MV_NONE);
14268 boolean can_continue_snapping = (level.continuous_snapping &&
14269 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14271 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14274 if (!player->active || !IN_LEV_FIELD(x, y))
14282 if (player->MovPos == 0)
14283 player->is_pushing = FALSE;
14285 player->is_snapping = FALSE;
14287 if (player->MovPos == 0)
14289 player->is_moving = FALSE;
14290 player->is_digging = FALSE;
14291 player->is_collecting = FALSE;
14297 /* prevent snapping with already pressed snap key when not allowed */
14298 if (player->is_snapping && !can_continue_snapping)
14301 player->MovDir = snap_direction;
14303 if (player->MovPos == 0)
14305 player->is_moving = FALSE;
14306 player->is_digging = FALSE;
14307 player->is_collecting = FALSE;
14310 player->is_dropping = FALSE;
14311 player->is_dropping_pressed = FALSE;
14312 player->drop_pressed_delay = 0;
14314 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14317 player->is_snapping = TRUE;
14318 player->is_active = TRUE;
14320 if (player->MovPos == 0)
14322 player->is_moving = FALSE;
14323 player->is_digging = FALSE;
14324 player->is_collecting = FALSE;
14327 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14328 TEST_DrawLevelField(player->last_jx, player->last_jy);
14330 TEST_DrawLevelField(x, y);
14335 static boolean DropElement(struct PlayerInfo *player)
14337 int old_element, new_element;
14338 int dropx = player->jx, dropy = player->jy;
14339 int drop_direction = player->MovDir;
14340 int drop_side = drop_direction;
14341 int drop_element = get_next_dropped_element(player);
14343 /* do not drop an element on top of another element; when holding drop key
14344 pressed without moving, dropped element must move away before the next
14345 element can be dropped (this is especially important if the next element
14346 is dynamite, which can be placed on background for historical reasons) */
14347 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14350 if (IS_THROWABLE(drop_element))
14352 dropx += GET_DX_FROM_DIR(drop_direction);
14353 dropy += GET_DY_FROM_DIR(drop_direction);
14355 if (!IN_LEV_FIELD(dropx, dropy))
14359 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14360 new_element = drop_element; /* default: no change when dropping */
14362 /* check if player is active, not moving and ready to drop */
14363 if (!player->active || player->MovPos || player->drop_delay > 0)
14366 /* check if player has anything that can be dropped */
14367 if (new_element == EL_UNDEFINED)
14370 /* only set if player has anything that can be dropped */
14371 player->is_dropping_pressed = TRUE;
14373 /* check if drop key was pressed long enough for EM style dynamite */
14374 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14377 /* check if anything can be dropped at the current position */
14378 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14381 /* collected custom elements can only be dropped on empty fields */
14382 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14385 if (old_element != EL_EMPTY)
14386 Back[dropx][dropy] = old_element; /* store old element on this field */
14388 ResetGfxAnimation(dropx, dropy);
14389 ResetRandomAnimationValue(dropx, dropy);
14391 if (player->inventory_size > 0 ||
14392 player->inventory_infinite_element != EL_UNDEFINED)
14394 if (player->inventory_size > 0)
14396 player->inventory_size--;
14398 DrawGameDoorValues();
14400 if (new_element == EL_DYNAMITE)
14401 new_element = EL_DYNAMITE_ACTIVE;
14402 else if (new_element == EL_EM_DYNAMITE)
14403 new_element = EL_EM_DYNAMITE_ACTIVE;
14404 else if (new_element == EL_SP_DISK_RED)
14405 new_element = EL_SP_DISK_RED_ACTIVE;
14408 Feld[dropx][dropy] = new_element;
14410 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14411 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14412 el2img(Feld[dropx][dropy]), 0);
14414 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14416 /* needed if previous element just changed to "empty" in the last frame */
14417 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14419 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14420 player->index_bit, drop_side);
14421 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14423 player->index_bit, drop_side);
14425 TestIfElementTouchesCustomElement(dropx, dropy);
14427 else /* player is dropping a dyna bomb */
14429 player->dynabombs_left--;
14431 Feld[dropx][dropy] = new_element;
14433 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14434 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14435 el2img(Feld[dropx][dropy]), 0);
14437 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14440 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14441 InitField_WithBug1(dropx, dropy, FALSE);
14443 new_element = Feld[dropx][dropy]; /* element might have changed */
14445 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14446 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14448 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14449 MovDir[dropx][dropy] = drop_direction;
14451 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14453 /* do not cause impact style collision by dropping elements that can fall */
14454 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14457 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14458 player->is_dropping = TRUE;
14460 player->drop_pressed_delay = 0;
14461 player->is_dropping_pressed = FALSE;
14463 player->drop_x = dropx;
14464 player->drop_y = dropy;
14469 /* ------------------------------------------------------------------------- */
14470 /* game sound playing functions */
14471 /* ------------------------------------------------------------------------- */
14473 static int *loop_sound_frame = NULL;
14474 static int *loop_sound_volume = NULL;
14476 void InitPlayLevelSound()
14478 int num_sounds = getSoundListSize();
14480 checked_free(loop_sound_frame);
14481 checked_free(loop_sound_volume);
14483 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14484 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14487 static void PlayLevelSound(int x, int y, int nr)
14489 int sx = SCREENX(x), sy = SCREENY(y);
14490 int volume, stereo_position;
14491 int max_distance = 8;
14492 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14494 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14495 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14498 if (!IN_LEV_FIELD(x, y) ||
14499 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14500 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14503 volume = SOUND_MAX_VOLUME;
14505 if (!IN_SCR_FIELD(sx, sy))
14507 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14508 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14510 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14513 stereo_position = (SOUND_MAX_LEFT +
14514 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14515 (SCR_FIELDX + 2 * max_distance));
14517 if (IS_LOOP_SOUND(nr))
14519 /* This assures that quieter loop sounds do not overwrite louder ones,
14520 while restarting sound volume comparison with each new game frame. */
14522 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14525 loop_sound_volume[nr] = volume;
14526 loop_sound_frame[nr] = FrameCounter;
14529 PlaySoundExt(nr, volume, stereo_position, type);
14532 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14534 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14535 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14536 y < LEVELY(BY1) ? LEVELY(BY1) :
14537 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14541 static void PlayLevelSoundAction(int x, int y, int action)
14543 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14546 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14548 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14550 if (sound_effect != SND_UNDEFINED)
14551 PlayLevelSound(x, y, sound_effect);
14554 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14557 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14559 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14560 PlayLevelSound(x, y, sound_effect);
14563 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14565 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14567 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14568 PlayLevelSound(x, y, sound_effect);
14571 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14573 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14575 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14576 StopSound(sound_effect);
14579 static int getLevelMusicNr()
14581 if (levelset.music[level_nr] != MUS_UNDEFINED)
14582 return levelset.music[level_nr]; /* from config file */
14584 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14587 static void FadeLevelSounds()
14592 static void FadeLevelMusic()
14594 int music_nr = getLevelMusicNr();
14595 char *curr_music = getCurrentlyPlayingMusicFilename();
14596 char *next_music = getMusicInfoEntryFilename(music_nr);
14598 if (!strEqual(curr_music, next_music))
14602 void FadeLevelSoundsAndMusic()
14608 static void PlayLevelMusic()
14610 int music_nr = getLevelMusicNr();
14611 char *curr_music = getCurrentlyPlayingMusicFilename();
14612 char *next_music = getMusicInfoEntryFilename(music_nr);
14614 if (!strEqual(curr_music, next_music))
14615 PlayMusic(music_nr);
14618 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14620 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14621 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14622 int x = xx - 1 - offset;
14623 int y = yy - 1 - offset;
14628 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14632 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14636 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14640 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14644 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14648 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14652 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14655 case SAMPLE_android_clone:
14656 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14659 case SAMPLE_android_move:
14660 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14663 case SAMPLE_spring:
14664 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14668 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14672 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14675 case SAMPLE_eater_eat:
14676 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14680 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14683 case SAMPLE_collect:
14684 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14687 case SAMPLE_diamond:
14688 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14691 case SAMPLE_squash:
14692 /* !!! CHECK THIS !!! */
14694 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14696 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14700 case SAMPLE_wonderfall:
14701 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14709 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14713 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14717 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14721 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14725 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14728 case SAMPLE_wonder:
14729 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14733 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14736 case SAMPLE_exit_open:
14737 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14740 case SAMPLE_exit_leave:
14741 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14744 case SAMPLE_dynamite:
14745 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14749 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14753 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14757 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14761 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14765 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14769 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14773 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14778 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14780 int element = map_element_SP_to_RND(element_sp);
14781 int action = map_action_SP_to_RND(action_sp);
14782 int offset = (setup.sp_show_border_elements ? 0 : 1);
14783 int x = xx - offset;
14784 int y = yy - offset;
14786 PlayLevelSoundElementAction(x, y, element, action);
14789 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14791 int element = map_element_MM_to_RND(element_mm);
14792 int action = map_action_MM_to_RND(action_mm);
14794 int x = xx - offset;
14795 int y = yy - offset;
14797 if (!IS_MM_ELEMENT(element))
14798 element = EL_MM_DEFAULT;
14800 PlayLevelSoundElementAction(x, y, element, action);
14803 void PlaySound_MM(int sound_mm)
14805 int sound = map_sound_MM_to_RND(sound_mm);
14807 if (sound == SND_UNDEFINED)
14813 void PlaySoundLoop_MM(int sound_mm)
14815 int sound = map_sound_MM_to_RND(sound_mm);
14817 if (sound == SND_UNDEFINED)
14820 PlaySoundLoop(sound);
14823 void StopSound_MM(int sound_mm)
14825 int sound = map_sound_MM_to_RND(sound_mm);
14827 if (sound == SND_UNDEFINED)
14833 void RaiseScore(int value)
14835 local_player->score += value;
14837 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14839 DisplayGameControlValues();
14842 void RaiseScoreElement(int element)
14847 case EL_BD_DIAMOND:
14848 case EL_EMERALD_YELLOW:
14849 case EL_EMERALD_RED:
14850 case EL_EMERALD_PURPLE:
14851 case EL_SP_INFOTRON:
14852 RaiseScore(level.score[SC_EMERALD]);
14855 RaiseScore(level.score[SC_DIAMOND]);
14858 RaiseScore(level.score[SC_CRYSTAL]);
14861 RaiseScore(level.score[SC_PEARL]);
14864 case EL_BD_BUTTERFLY:
14865 case EL_SP_ELECTRON:
14866 RaiseScore(level.score[SC_BUG]);
14869 case EL_BD_FIREFLY:
14870 case EL_SP_SNIKSNAK:
14871 RaiseScore(level.score[SC_SPACESHIP]);
14874 case EL_DARK_YAMYAM:
14875 RaiseScore(level.score[SC_YAMYAM]);
14878 RaiseScore(level.score[SC_ROBOT]);
14881 RaiseScore(level.score[SC_PACMAN]);
14884 RaiseScore(level.score[SC_NUT]);
14887 case EL_EM_DYNAMITE:
14888 case EL_SP_DISK_RED:
14889 case EL_DYNABOMB_INCREASE_NUMBER:
14890 case EL_DYNABOMB_INCREASE_SIZE:
14891 case EL_DYNABOMB_INCREASE_POWER:
14892 RaiseScore(level.score[SC_DYNAMITE]);
14894 case EL_SHIELD_NORMAL:
14895 case EL_SHIELD_DEADLY:
14896 RaiseScore(level.score[SC_SHIELD]);
14898 case EL_EXTRA_TIME:
14899 RaiseScore(level.extra_time_score);
14913 case EL_DC_KEY_WHITE:
14914 RaiseScore(level.score[SC_KEY]);
14917 RaiseScore(element_info[element].collect_score);
14922 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14924 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14926 /* closing door required in case of envelope style request dialogs */
14928 CloseDoor(DOOR_CLOSE_1);
14930 #if defined(NETWORK_AVALIABLE)
14931 if (options.network)
14932 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14937 FadeSkipNextFadeIn();
14939 SetGameStatus(GAME_MODE_MAIN);
14944 else /* continue playing the game */
14946 if (tape.playing && tape.deactivate_display)
14947 TapeDeactivateDisplayOff(TRUE);
14949 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14951 if (tape.playing && tape.deactivate_display)
14952 TapeDeactivateDisplayOn();
14956 void RequestQuitGame(boolean ask_if_really_quit)
14958 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14959 boolean skip_request = AllPlayersGone || quick_quit;
14961 RequestQuitGameExt(skip_request, quick_quit,
14962 "Do you really want to quit the game?");
14965 void RequestRestartGame(char *message)
14967 game.restart_game_message = NULL;
14969 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14971 StartGameActions(options.network, setup.autorecord, level.random_seed);
14975 SetGameStatus(GAME_MODE_MAIN);
14982 /* ------------------------------------------------------------------------- */
14983 /* random generator functions */
14984 /* ------------------------------------------------------------------------- */
14986 unsigned int InitEngineRandom_RND(int seed)
14988 game.num_random_calls = 0;
14990 return InitEngineRandom(seed);
14993 unsigned int RND(int max)
14997 game.num_random_calls++;
14999 return GetEngineRandom(max);
15006 /* ------------------------------------------------------------------------- */
15007 /* game engine snapshot handling functions */
15008 /* ------------------------------------------------------------------------- */
15010 struct EngineSnapshotInfo
15012 /* runtime values for custom element collect score */
15013 int collect_score[NUM_CUSTOM_ELEMENTS];
15015 /* runtime values for group element choice position */
15016 int choice_pos[NUM_GROUP_ELEMENTS];
15018 /* runtime values for belt position animations */
15019 int belt_graphic[4][NUM_BELT_PARTS];
15020 int belt_anim_mode[4][NUM_BELT_PARTS];
15023 static struct EngineSnapshotInfo engine_snapshot_rnd;
15024 static char *snapshot_level_identifier = NULL;
15025 static int snapshot_level_nr = -1;
15027 static void SaveEngineSnapshotValues_RND()
15029 static int belt_base_active_element[4] =
15031 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15032 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15033 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15034 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15038 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15040 int element = EL_CUSTOM_START + i;
15042 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15045 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15047 int element = EL_GROUP_START + i;
15049 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15052 for (i = 0; i < 4; i++)
15054 for (j = 0; j < NUM_BELT_PARTS; j++)
15056 int element = belt_base_active_element[i] + j;
15057 int graphic = el2img(element);
15058 int anim_mode = graphic_info[graphic].anim_mode;
15060 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15061 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15066 static void LoadEngineSnapshotValues_RND()
15068 unsigned int num_random_calls = game.num_random_calls;
15071 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15073 int element = EL_CUSTOM_START + i;
15075 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15078 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15080 int element = EL_GROUP_START + i;
15082 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15085 for (i = 0; i < 4; i++)
15087 for (j = 0; j < NUM_BELT_PARTS; j++)
15089 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15090 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15092 graphic_info[graphic].anim_mode = anim_mode;
15096 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15098 InitRND(tape.random_seed);
15099 for (i = 0; i < num_random_calls; i++)
15103 if (game.num_random_calls != num_random_calls)
15105 Error(ERR_INFO, "number of random calls out of sync");
15106 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15107 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15108 Error(ERR_EXIT, "this should not happen -- please debug");
15112 void FreeEngineSnapshotSingle()
15114 FreeSnapshotSingle();
15116 setString(&snapshot_level_identifier, NULL);
15117 snapshot_level_nr = -1;
15120 void FreeEngineSnapshotList()
15122 FreeSnapshotList();
15125 ListNode *SaveEngineSnapshotBuffers()
15127 ListNode *buffers = NULL;
15129 /* copy some special values to a structure better suited for the snapshot */
15131 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15132 SaveEngineSnapshotValues_RND();
15133 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15134 SaveEngineSnapshotValues_EM();
15135 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15136 SaveEngineSnapshotValues_SP(&buffers);
15137 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15138 SaveEngineSnapshotValues_MM(&buffers);
15140 /* save values stored in special snapshot structure */
15142 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15143 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15144 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15145 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15146 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15147 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15148 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15149 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15151 /* save further RND engine values */
15153 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15163 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15202 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15203 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15205 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15206 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15208 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15209 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15210 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15211 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15212 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15214 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15215 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15218 ListNode *node = engine_snapshot_list_rnd;
15221 while (node != NULL)
15223 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15228 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15234 void SaveEngineSnapshotSingle()
15236 ListNode *buffers = SaveEngineSnapshotBuffers();
15238 /* finally save all snapshot buffers to single snapshot */
15239 SaveSnapshotSingle(buffers);
15241 /* save level identification information */
15242 setString(&snapshot_level_identifier, leveldir_current->identifier);
15243 snapshot_level_nr = level_nr;
15246 boolean CheckSaveEngineSnapshotToList()
15248 boolean save_snapshot =
15249 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15250 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15251 game.snapshot.changed_action) ||
15252 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15253 game.snapshot.collected_item));
15255 game.snapshot.changed_action = FALSE;
15256 game.snapshot.collected_item = FALSE;
15257 game.snapshot.save_snapshot = save_snapshot;
15259 return save_snapshot;
15262 void SaveEngineSnapshotToList()
15264 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15268 ListNode *buffers = SaveEngineSnapshotBuffers();
15270 /* finally save all snapshot buffers to snapshot list */
15271 SaveSnapshotToList(buffers);
15274 void SaveEngineSnapshotToListInitial()
15276 FreeEngineSnapshotList();
15278 SaveEngineSnapshotToList();
15281 void LoadEngineSnapshotValues()
15283 /* restore special values from snapshot structure */
15285 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15286 LoadEngineSnapshotValues_RND();
15287 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15288 LoadEngineSnapshotValues_EM();
15289 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15290 LoadEngineSnapshotValues_SP();
15291 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15292 LoadEngineSnapshotValues_MM();
15295 void LoadEngineSnapshotSingle()
15297 LoadSnapshotSingle();
15299 LoadEngineSnapshotValues();
15302 void LoadEngineSnapshot_Undo(int steps)
15304 LoadSnapshotFromList_Older(steps);
15306 LoadEngineSnapshotValues();
15309 void LoadEngineSnapshot_Redo(int steps)
15311 LoadSnapshotFromList_Newer(steps);
15313 LoadEngineSnapshotValues();
15316 boolean CheckEngineSnapshotSingle()
15318 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15319 snapshot_level_nr == level_nr);
15322 boolean CheckEngineSnapshotList()
15324 return CheckSnapshotList();
15328 /* ---------- new game button stuff ---------------------------------------- */
15335 boolean *setup_value;
15336 boolean allowed_on_tape;
15338 } gamebutton_info[NUM_GAME_BUTTONS] =
15341 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15342 GAME_CTRL_ID_STOP, NULL,
15346 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15347 GAME_CTRL_ID_PAUSE, NULL,
15351 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15352 GAME_CTRL_ID_PLAY, NULL,
15356 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15357 GAME_CTRL_ID_UNDO, NULL,
15361 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15362 GAME_CTRL_ID_REDO, NULL,
15366 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15367 GAME_CTRL_ID_SAVE, NULL,
15371 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15372 GAME_CTRL_ID_PAUSE2, NULL,
15376 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15377 GAME_CTRL_ID_LOAD, NULL,
15381 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15382 GAME_CTRL_ID_PANEL_STOP, NULL,
15386 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15387 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15388 FALSE, "pause game"
15391 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15392 GAME_CTRL_ID_PANEL_PLAY, NULL,
15396 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15397 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15398 TRUE, "background music on/off"
15401 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15402 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15403 TRUE, "sound loops on/off"
15406 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15407 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15408 TRUE, "normal sounds on/off"
15411 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15412 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15413 FALSE, "background music on/off"
15416 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15417 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15418 FALSE, "sound loops on/off"
15421 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15422 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15423 FALSE, "normal sounds on/off"
15427 void CreateGameButtons()
15431 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15433 struct GraphicInfo *gfx = &graphic_info[gamebutton_info[i].graphic];
15434 struct XY *pos = gamebutton_info[i].pos;
15435 struct GadgetInfo *gi;
15438 unsigned int event_mask;
15439 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15440 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15441 int base_x = (on_tape ? VX : DX);
15442 int base_y = (on_tape ? VY : DY);
15443 int gd_x = gfx->src_x;
15444 int gd_y = gfx->src_y;
15445 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15446 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15447 int gd_xa = gfx->src_x + gfx->active_xoffset;
15448 int gd_ya = gfx->src_y + gfx->active_yoffset;
15449 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15450 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15453 if (gfx->bitmap == NULL)
15455 game_gadget[id] = NULL;
15460 if (id == GAME_CTRL_ID_STOP ||
15461 id == GAME_CTRL_ID_PANEL_STOP ||
15462 id == GAME_CTRL_ID_PLAY ||
15463 id == GAME_CTRL_ID_PANEL_PLAY ||
15464 id == GAME_CTRL_ID_SAVE ||
15465 id == GAME_CTRL_ID_LOAD)
15467 button_type = GD_TYPE_NORMAL_BUTTON;
15469 event_mask = GD_EVENT_RELEASED;
15471 else if (id == GAME_CTRL_ID_UNDO ||
15472 id == GAME_CTRL_ID_REDO)
15474 button_type = GD_TYPE_NORMAL_BUTTON;
15476 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15480 button_type = GD_TYPE_CHECK_BUTTON;
15481 checked = (gamebutton_info[i].setup_value != NULL ?
15482 *gamebutton_info[i].setup_value : FALSE);
15483 event_mask = GD_EVENT_PRESSED;
15486 gi = CreateGadget(GDI_CUSTOM_ID, id,
15487 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15488 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15489 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15490 GDI_WIDTH, gfx->width,
15491 GDI_HEIGHT, gfx->height,
15492 GDI_TYPE, button_type,
15493 GDI_STATE, GD_BUTTON_UNPRESSED,
15494 GDI_CHECKED, checked,
15495 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15496 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15497 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15498 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15499 GDI_DIRECT_DRAW, FALSE,
15500 GDI_EVENT_MASK, event_mask,
15501 GDI_CALLBACK_ACTION, HandleGameButtons,
15505 Error(ERR_EXIT, "cannot create gadget");
15507 game_gadget[id] = gi;
15511 void FreeGameButtons()
15515 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15516 FreeGadget(game_gadget[i]);
15519 static void UnmapGameButtonsAtSamePosition(int id)
15523 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15525 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15526 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15527 UnmapGadget(game_gadget[i]);
15530 static void UnmapGameButtonsAtSamePosition_All()
15532 if (setup.show_snapshot_buttons)
15534 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15535 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15536 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15540 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15541 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15542 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15544 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15545 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15546 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15550 static void MapGameButtonsAtSamePosition(int id)
15554 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15556 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15557 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15558 MapGadget(game_gadget[i]);
15560 UnmapGameButtonsAtSamePosition_All();
15563 void MapUndoRedoButtons()
15565 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15566 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15568 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15569 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15571 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15574 void UnmapUndoRedoButtons()
15576 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15577 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15579 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15580 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15582 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15585 void MapGameButtonsExt(boolean on_tape)
15589 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15590 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15591 i != GAME_CTRL_ID_UNDO &&
15592 i != GAME_CTRL_ID_REDO)
15593 MapGadget(game_gadget[i]);
15595 UnmapGameButtonsAtSamePosition_All();
15597 RedrawGameButtons();
15600 void UnmapGameButtonsExt(boolean on_tape)
15604 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15605 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15606 UnmapGadget(game_gadget[i]);
15609 void RedrawGameButtonsExt(boolean on_tape)
15613 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15614 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15615 RedrawGadget(game_gadget[i]);
15617 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15618 redraw_mask &= ~REDRAW_ALL;
15621 void SetGadgetState(struct GadgetInfo *gi, boolean state)
15626 gi->checked = state;
15629 void RedrawSoundButtonGadget(int id)
15631 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15632 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15633 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15634 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15635 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15636 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15639 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15640 RedrawGadget(game_gadget[id2]);
15643 void MapGameButtons()
15645 MapGameButtonsExt(FALSE);
15648 void UnmapGameButtons()
15650 UnmapGameButtonsExt(FALSE);
15653 void RedrawGameButtons()
15655 RedrawGameButtonsExt(FALSE);
15658 void MapGameButtonsOnTape()
15660 MapGameButtonsExt(TRUE);
15663 void UnmapGameButtonsOnTape()
15665 UnmapGameButtonsExt(TRUE);
15668 void RedrawGameButtonsOnTape()
15670 RedrawGameButtonsExt(TRUE);
15673 void GameUndoRedoExt()
15675 ClearPlayerAction();
15677 tape.pausing = TRUE;
15680 UpdateAndDisplayGameControlValues();
15682 DrawCompleteVideoDisplay();
15683 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15684 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15685 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15690 void GameUndo(int steps)
15692 if (!CheckEngineSnapshotList())
15695 LoadEngineSnapshot_Undo(steps);
15700 void GameRedo(int steps)
15702 if (!CheckEngineSnapshotList())
15705 LoadEngineSnapshot_Redo(steps);
15710 static void HandleGameButtonsExt(int id, int button)
15712 static boolean game_undo_executed = FALSE;
15713 int steps = BUTTON_STEPSIZE(button);
15714 boolean handle_game_buttons =
15715 (game_status == GAME_MODE_PLAYING ||
15716 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15718 if (!handle_game_buttons)
15723 case GAME_CTRL_ID_STOP:
15724 case GAME_CTRL_ID_PANEL_STOP:
15725 if (game_status == GAME_MODE_MAIN)
15731 RequestQuitGame(TRUE);
15735 case GAME_CTRL_ID_PAUSE:
15736 case GAME_CTRL_ID_PAUSE2:
15737 case GAME_CTRL_ID_PANEL_PAUSE:
15738 if (options.network && game_status == GAME_MODE_PLAYING)
15740 #if defined(NETWORK_AVALIABLE)
15742 SendToServer_ContinuePlaying();
15744 SendToServer_PausePlaying();
15748 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15750 game_undo_executed = FALSE;
15754 case GAME_CTRL_ID_PLAY:
15755 case GAME_CTRL_ID_PANEL_PLAY:
15756 if (game_status == GAME_MODE_MAIN)
15758 StartGameActions(options.network, setup.autorecord, level.random_seed);
15760 else if (tape.pausing)
15762 #if defined(NETWORK_AVALIABLE)
15763 if (options.network)
15764 SendToServer_ContinuePlaying();
15767 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15771 case GAME_CTRL_ID_UNDO:
15772 // Important: When using "save snapshot when collecting an item" mode,
15773 // load last (current) snapshot for first "undo" after pressing "pause"
15774 // (else the last-but-one snapshot would be loaded, because the snapshot
15775 // pointer already points to the last snapshot when pressing "pause",
15776 // which is fine for "every step/move" mode, but not for "every collect")
15777 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15778 !game_undo_executed)
15781 game_undo_executed = TRUE;
15786 case GAME_CTRL_ID_REDO:
15790 case GAME_CTRL_ID_SAVE:
15794 case GAME_CTRL_ID_LOAD:
15798 case SOUND_CTRL_ID_MUSIC:
15799 case SOUND_CTRL_ID_PANEL_MUSIC:
15800 if (setup.sound_music)
15802 setup.sound_music = FALSE;
15806 else if (audio.music_available)
15808 setup.sound = setup.sound_music = TRUE;
15810 SetAudioMode(setup.sound);
15812 if (game_status == GAME_MODE_PLAYING)
15816 RedrawSoundButtonGadget(id);
15820 case SOUND_CTRL_ID_LOOPS:
15821 case SOUND_CTRL_ID_PANEL_LOOPS:
15822 if (setup.sound_loops)
15823 setup.sound_loops = FALSE;
15824 else if (audio.loops_available)
15826 setup.sound = setup.sound_loops = TRUE;
15828 SetAudioMode(setup.sound);
15831 RedrawSoundButtonGadget(id);
15835 case SOUND_CTRL_ID_SIMPLE:
15836 case SOUND_CTRL_ID_PANEL_SIMPLE:
15837 if (setup.sound_simple)
15838 setup.sound_simple = FALSE;
15839 else if (audio.sound_available)
15841 setup.sound = setup.sound_simple = TRUE;
15843 SetAudioMode(setup.sound);
15846 RedrawSoundButtonGadget(id);
15855 static void HandleGameButtons(struct GadgetInfo *gi)
15857 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15860 void HandleSoundButtonKeys(Key key)
15862 if (key == setup.shortcut.sound_simple)
15863 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15864 else if (key == setup.shortcut.sound_loops)
15865 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15866 else if (key == setup.shortcut.sound_music)
15867 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);