1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic();
1089 static void FadeLevelSoundsAndMusic();
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 /* for detection of endless loops, caused by custom element programming */
1123 /* (using maximal playfield width x 10 is just a rough approximation) */
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 /* ------------------------------------------------------------------------- */
1153 /* definition of elements that automatically change to other elements after */
1154 /* a specified time, eventually calling a function when changing */
1155 /* ------------------------------------------------------------------------- */
1157 /* forward declaration for changer functions */
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite()
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars()
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig()
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 void InitGameControlValues()
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 void UpdatePlayfieldElementCount()
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 void UpdateGameControlValues()
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* use "level.file_info.nr" instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level.file_info.nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 void DisplayGameControlValues()
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues()
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2770 void UpdateGameDoorValues()
2772 UpdateGameControlValues();
2775 void DrawGameDoorValues()
2777 DisplayGameControlValues();
2782 =============================================================================
2784 -----------------------------------------------------------------------------
2785 initialize game engine due to level / tape version number
2786 =============================================================================
2789 static void InitGameEngine()
2791 int i, j, k, l, x, y;
2793 /* set game engine from tape file when re-playing, else from level file */
2794 game.engine_version = (tape.playing ? tape.engine_version :
2795 level.game_version);
2797 /* set single or multi-player game mode (needed for re-playing tapes) */
2798 game.team_mode = setup.team_mode;
2802 int num_players = 0;
2804 for (i = 0; i < MAX_PLAYERS; i++)
2805 if (tape.player_participates[i])
2808 /* multi-player tapes contain input data for more than one player */
2809 game.team_mode = (num_players > 1);
2812 /* ---------------------------------------------------------------------- */
2813 /* set flags for bugs and changes according to active game engine version */
2814 /* ---------------------------------------------------------------------- */
2817 Summary of bugfix/change:
2818 Fixed handling for custom elements that change when pushed by the player.
2820 Fixed/changed in version:
2824 Before 3.1.0, custom elements that "change when pushing" changed directly
2825 after the player started pushing them (until then handled in "DigField()").
2826 Since 3.1.0, these custom elements are not changed until the "pushing"
2827 move of the element is finished (now handled in "ContinueMoving()").
2829 Affected levels/tapes:
2830 The first condition is generally needed for all levels/tapes before version
2831 3.1.0, which might use the old behaviour before it was changed; known tapes
2832 that are affected are some tapes from the level set "Walpurgis Gardens" by
2834 The second condition is an exception from the above case and is needed for
2835 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2836 above (including some development versions of 3.1.0), but before it was
2837 known that this change would break tapes like the above and was fixed in
2838 3.1.1, so that the changed behaviour was active although the engine version
2839 while recording maybe was before 3.1.0. There is at least one tape that is
2840 affected by this exception, which is the tape for the one-level set "Bug
2841 Machine" by Juergen Bonhagen.
2844 game.use_change_when_pushing_bug =
2845 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2847 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2848 tape.game_version < VERSION_IDENT(3,1,1,0)));
2851 Summary of bugfix/change:
2852 Fixed handling for blocking the field the player leaves when moving.
2854 Fixed/changed in version:
2858 Before 3.1.1, when "block last field when moving" was enabled, the field
2859 the player is leaving when moving was blocked for the time of the move,
2860 and was directly unblocked afterwards. This resulted in the last field
2861 being blocked for exactly one less than the number of frames of one player
2862 move. Additionally, even when blocking was disabled, the last field was
2863 blocked for exactly one frame.
2864 Since 3.1.1, due to changes in player movement handling, the last field
2865 is not blocked at all when blocking is disabled. When blocking is enabled,
2866 the last field is blocked for exactly the number of frames of one player
2867 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2868 last field is blocked for exactly one more than the number of frames of
2871 Affected levels/tapes:
2872 (!!! yet to be determined -- probably many !!!)
2875 game.use_block_last_field_bug =
2876 (game.engine_version < VERSION_IDENT(3,1,1,0));
2878 game_em.use_single_button =
2879 (game.engine_version > VERSION_IDENT(4,0,0,2));
2881 game_em.use_snap_key_bug =
2882 (game.engine_version < VERSION_IDENT(4,0,1,0));
2884 /* ---------------------------------------------------------------------- */
2886 /* set maximal allowed number of custom element changes per game frame */
2887 game.max_num_changes_per_frame = 1;
2889 /* default scan direction: scan playfield from top/left to bottom/right */
2890 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2892 /* dynamically adjust element properties according to game engine version */
2893 InitElementPropertiesEngine(game.engine_version);
2896 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2897 printf(" tape version == %06d [%s] [file: %06d]\n",
2898 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2900 printf(" => game.engine_version == %06d\n", game.engine_version);
2903 /* ---------- initialize player's initial move delay --------------------- */
2905 /* dynamically adjust player properties according to level information */
2906 for (i = 0; i < MAX_PLAYERS; i++)
2907 game.initial_move_delay_value[i] =
2908 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2910 /* dynamically adjust player properties according to game engine version */
2911 for (i = 0; i < MAX_PLAYERS; i++)
2912 game.initial_move_delay[i] =
2913 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2914 game.initial_move_delay_value[i] : 0);
2916 /* ---------- initialize player's initial push delay --------------------- */
2918 /* dynamically adjust player properties according to game engine version */
2919 game.initial_push_delay_value =
2920 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2922 /* ---------- initialize changing elements ------------------------------- */
2924 /* initialize changing elements information */
2925 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2927 struct ElementInfo *ei = &element_info[i];
2929 /* this pointer might have been changed in the level editor */
2930 ei->change = &ei->change_page[0];
2932 if (!IS_CUSTOM_ELEMENT(i))
2934 ei->change->target_element = EL_EMPTY_SPACE;
2935 ei->change->delay_fixed = 0;
2936 ei->change->delay_random = 0;
2937 ei->change->delay_frames = 1;
2940 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2942 ei->has_change_event[j] = FALSE;
2944 ei->event_page_nr[j] = 0;
2945 ei->event_page[j] = &ei->change_page[0];
2949 /* add changing elements from pre-defined list */
2950 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2952 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2953 struct ElementInfo *ei = &element_info[ch_delay->element];
2955 ei->change->target_element = ch_delay->target_element;
2956 ei->change->delay_fixed = ch_delay->change_delay;
2958 ei->change->pre_change_function = ch_delay->pre_change_function;
2959 ei->change->change_function = ch_delay->change_function;
2960 ei->change->post_change_function = ch_delay->post_change_function;
2962 ei->change->can_change = TRUE;
2963 ei->change->can_change_or_has_action = TRUE;
2965 ei->has_change_event[CE_DELAY] = TRUE;
2967 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2968 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2971 /* ---------- initialize internal run-time variables --------------------- */
2973 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2975 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2977 for (j = 0; j < ei->num_change_pages; j++)
2979 ei->change_page[j].can_change_or_has_action =
2980 (ei->change_page[j].can_change |
2981 ei->change_page[j].has_action);
2985 /* add change events from custom element configuration */
2986 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2988 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2990 for (j = 0; j < ei->num_change_pages; j++)
2992 if (!ei->change_page[j].can_change_or_has_action)
2995 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2997 /* only add event page for the first page found with this event */
2998 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3000 ei->has_change_event[k] = TRUE;
3002 ei->event_page_nr[k] = j;
3003 ei->event_page[k] = &ei->change_page[j];
3009 /* ---------- initialize reference elements in change conditions --------- */
3011 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3013 int element = EL_CUSTOM_START + i;
3014 struct ElementInfo *ei = &element_info[element];
3016 for (j = 0; j < ei->num_change_pages; j++)
3018 int trigger_element = ei->change_page[j].initial_trigger_element;
3020 if (trigger_element >= EL_PREV_CE_8 &&
3021 trigger_element <= EL_NEXT_CE_8)
3022 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3024 ei->change_page[j].trigger_element = trigger_element;
3028 /* ---------- initialize run-time trigger player and element ------------- */
3030 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3032 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3034 for (j = 0; j < ei->num_change_pages; j++)
3036 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3037 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3038 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3039 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3040 ei->change_page[j].actual_trigger_ce_value = 0;
3041 ei->change_page[j].actual_trigger_ce_score = 0;
3045 /* ---------- initialize trigger events ---------------------------------- */
3047 /* initialize trigger events information */
3048 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3049 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3050 trigger_events[i][j] = FALSE;
3052 /* add trigger events from element change event properties */
3053 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3055 struct ElementInfo *ei = &element_info[i];
3057 for (j = 0; j < ei->num_change_pages; j++)
3059 if (!ei->change_page[j].can_change_or_has_action)
3062 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3064 int trigger_element = ei->change_page[j].trigger_element;
3066 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3068 if (ei->change_page[j].has_event[k])
3070 if (IS_GROUP_ELEMENT(trigger_element))
3072 struct ElementGroupInfo *group =
3073 element_info[trigger_element].group;
3075 for (l = 0; l < group->num_elements_resolved; l++)
3076 trigger_events[group->element_resolved[l]][k] = TRUE;
3078 else if (trigger_element == EL_ANY_ELEMENT)
3079 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3080 trigger_events[l][k] = TRUE;
3082 trigger_events[trigger_element][k] = TRUE;
3089 /* ---------- initialize push delay -------------------------------------- */
3091 /* initialize push delay values to default */
3092 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3094 if (!IS_CUSTOM_ELEMENT(i))
3096 /* set default push delay values (corrected since version 3.0.7-1) */
3097 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3099 element_info[i].push_delay_fixed = 2;
3100 element_info[i].push_delay_random = 8;
3104 element_info[i].push_delay_fixed = 8;
3105 element_info[i].push_delay_random = 8;
3110 /* set push delay value for certain elements from pre-defined list */
3111 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3113 int e = push_delay_list[i].element;
3115 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3116 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3119 /* set push delay value for Supaplex elements for newer engine versions */
3120 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3122 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3124 if (IS_SP_ELEMENT(i))
3126 /* set SP push delay to just enough to push under a falling zonk */
3127 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3129 element_info[i].push_delay_fixed = delay;
3130 element_info[i].push_delay_random = 0;
3135 /* ---------- initialize move stepsize ----------------------------------- */
3137 /* initialize move stepsize values to default */
3138 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3139 if (!IS_CUSTOM_ELEMENT(i))
3140 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3142 /* set move stepsize value for certain elements from pre-defined list */
3143 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3145 int e = move_stepsize_list[i].element;
3147 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3150 /* ---------- initialize collect score ----------------------------------- */
3152 /* initialize collect score values for custom elements from initial value */
3153 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 if (IS_CUSTOM_ELEMENT(i))
3155 element_info[i].collect_score = element_info[i].collect_score_initial;
3157 /* ---------- initialize collect count ----------------------------------- */
3159 /* initialize collect count values for non-custom elements */
3160 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3161 if (!IS_CUSTOM_ELEMENT(i))
3162 element_info[i].collect_count_initial = 0;
3164 /* add collect count values for all elements from pre-defined list */
3165 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3166 element_info[collect_count_list[i].element].collect_count_initial =
3167 collect_count_list[i].count;
3169 /* ---------- initialize access direction -------------------------------- */
3171 /* initialize access direction values to default (access from every side) */
3172 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3173 if (!IS_CUSTOM_ELEMENT(i))
3174 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3176 /* set access direction value for certain elements from pre-defined list */
3177 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3178 element_info[access_direction_list[i].element].access_direction =
3179 access_direction_list[i].direction;
3181 /* ---------- initialize explosion content ------------------------------- */
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3184 if (IS_CUSTOM_ELEMENT(i))
3187 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3189 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3191 element_info[i].content.e[x][y] =
3192 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3193 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3194 i == EL_PLAYER_3 ? EL_EMERALD :
3195 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3196 i == EL_MOLE ? EL_EMERALD_RED :
3197 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3198 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3199 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3200 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3201 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3202 i == EL_WALL_EMERALD ? EL_EMERALD :
3203 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3204 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3205 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3206 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3207 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3208 i == EL_WALL_PEARL ? EL_PEARL :
3209 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3214 /* ---------- initialize recursion detection ------------------------------ */
3215 recursion_loop_depth = 0;
3216 recursion_loop_detected = FALSE;
3217 recursion_loop_element = EL_UNDEFINED;
3219 /* ---------- initialize graphics engine ---------------------------------- */
3220 game.scroll_delay_value =
3221 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3222 setup.scroll_delay ? setup.scroll_delay_value : 0);
3223 game.scroll_delay_value =
3224 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3226 /* ---------- initialize game engine snapshots ---------------------------- */
3227 for (i = 0; i < MAX_PLAYERS; i++)
3228 game.snapshot.last_action[i] = 0;
3229 game.snapshot.changed_action = FALSE;
3230 game.snapshot.collected_item = FALSE;
3231 game.snapshot.mode =
3232 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3233 SNAPSHOT_MODE_EVERY_STEP :
3234 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3235 SNAPSHOT_MODE_EVERY_MOVE :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3237 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3238 game.snapshot.save_snapshot = FALSE;
3240 /* ---------- initialize level time for Supaplex engine ------------------- */
3241 /* Supaplex levels with time limit currently unsupported -- should be added */
3242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3246 int get_num_special_action(int element, int action_first, int action_last)
3248 int num_special_action = 0;
3251 for (i = action_first; i <= action_last; i++)
3253 boolean found = FALSE;
3255 for (j = 0; j < NUM_DIRECTIONS; j++)
3256 if (el_act_dir2img(element, i, j) !=
3257 el_act_dir2img(element, ACTION_DEFAULT, j))
3261 num_special_action++;
3266 return num_special_action;
3271 =============================================================================
3273 -----------------------------------------------------------------------------
3274 initialize and start new game
3275 =============================================================================
3278 #if DEBUG_INIT_PLAYER
3279 static void DebugPrintPlayerStatus(char *message)
3286 printf("%s:\n", message);
3288 for (i = 0; i < MAX_PLAYERS; i++)
3290 struct PlayerInfo *player = &stored_player[i];
3292 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3296 player->connected_locally,
3297 player->connected_network,
3300 if (local_player == player)
3301 printf(" (local player)");
3310 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3311 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3312 int fade_mask = REDRAW_FIELD;
3314 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3315 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3316 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3317 int initial_move_dir = MV_DOWN;
3320 // required here to update video display before fading (FIX THIS)
3321 DrawMaskedBorder(REDRAW_DOOR_2);
3323 if (!game.restart_level)
3324 CloseDoor(DOOR_CLOSE_1);
3326 SetGameStatus(GAME_MODE_PLAYING);
3328 if (level_editor_test_game)
3329 FadeSkipNextFadeIn();
3331 FadeSetEnterScreen();
3333 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3334 fade_mask = REDRAW_ALL;
3336 FadeLevelSoundsAndMusic();
3338 ExpireSoundLoops(TRUE);
3340 if (!level_editor_test_game)
3343 /* needed if different viewport properties defined for playing */
3344 ChangeViewportPropertiesIfNeeded();
3348 DrawCompleteVideoDisplay();
3350 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3353 InitGameControlValues();
3355 /* don't play tapes over network */
3356 network_playing = (network.enabled && !tape.playing);
3358 for (i = 0; i < MAX_PLAYERS; i++)
3360 struct PlayerInfo *player = &stored_player[i];
3362 player->index_nr = i;
3363 player->index_bit = (1 << i);
3364 player->element_nr = EL_PLAYER_1 + i;
3366 player->present = FALSE;
3367 player->active = FALSE;
3368 player->mapped = FALSE;
3370 player->killed = FALSE;
3371 player->reanimated = FALSE;
3374 player->effective_action = 0;
3375 player->programmed_action = 0;
3377 player->mouse_action.lx = 0;
3378 player->mouse_action.ly = 0;
3379 player->mouse_action.button = 0;
3380 player->mouse_action.button_hint = 0;
3382 player->effective_mouse_action.lx = 0;
3383 player->effective_mouse_action.ly = 0;
3384 player->effective_mouse_action.button = 0;
3385 player->effective_mouse_action.button_hint = 0;
3388 player->score_final = 0;
3390 player->health = MAX_HEALTH;
3391 player->health_final = MAX_HEALTH;
3393 player->gems_still_needed = level.gems_needed;
3394 player->sokobanfields_still_needed = 0;
3395 player->lights_still_needed = 0;
3396 player->players_still_needed = 0;
3397 player->friends_still_needed = 0;
3399 for (j = 0; j < MAX_NUM_KEYS; j++)
3400 player->key[j] = FALSE;
3402 player->num_white_keys = 0;
3404 player->dynabomb_count = 0;
3405 player->dynabomb_size = 1;
3406 player->dynabombs_left = 0;
3407 player->dynabomb_xl = FALSE;
3409 player->MovDir = initial_move_dir;
3412 player->GfxDir = initial_move_dir;
3413 player->GfxAction = ACTION_DEFAULT;
3415 player->StepFrame = 0;
3417 player->initial_element = player->element_nr;
3418 player->artwork_element =
3419 (level.use_artwork_element[i] ? level.artwork_element[i] :
3420 player->element_nr);
3421 player->use_murphy = FALSE;
3423 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3424 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3426 player->gravity = level.initial_player_gravity[i];
3428 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3430 player->actual_frame_counter = 0;
3432 player->step_counter = 0;
3434 player->last_move_dir = initial_move_dir;
3436 player->is_active = FALSE;
3438 player->is_waiting = FALSE;
3439 player->is_moving = FALSE;
3440 player->is_auto_moving = FALSE;
3441 player->is_digging = FALSE;
3442 player->is_snapping = FALSE;
3443 player->is_collecting = FALSE;
3444 player->is_pushing = FALSE;
3445 player->is_switching = FALSE;
3446 player->is_dropping = FALSE;
3447 player->is_dropping_pressed = FALSE;
3449 player->is_bored = FALSE;
3450 player->is_sleeping = FALSE;
3452 player->was_waiting = TRUE;
3453 player->was_moving = FALSE;
3454 player->was_snapping = FALSE;
3455 player->was_dropping = FALSE;
3457 player->force_dropping = FALSE;
3459 player->frame_counter_bored = -1;
3460 player->frame_counter_sleeping = -1;
3462 player->anim_delay_counter = 0;
3463 player->post_delay_counter = 0;
3465 player->dir_waiting = initial_move_dir;
3466 player->action_waiting = ACTION_DEFAULT;
3467 player->last_action_waiting = ACTION_DEFAULT;
3468 player->special_action_bored = ACTION_DEFAULT;
3469 player->special_action_sleeping = ACTION_DEFAULT;
3471 player->switch_x = -1;
3472 player->switch_y = -1;
3474 player->drop_x = -1;
3475 player->drop_y = -1;
3477 player->show_envelope = 0;
3479 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3481 player->push_delay = -1; /* initialized when pushing starts */
3482 player->push_delay_value = game.initial_push_delay_value;
3484 player->drop_delay = 0;
3485 player->drop_pressed_delay = 0;
3487 player->last_jx = -1;
3488 player->last_jy = -1;
3492 player->shield_normal_time_left = 0;
3493 player->shield_deadly_time_left = 0;
3495 player->inventory_infinite_element = EL_UNDEFINED;
3496 player->inventory_size = 0;
3498 if (level.use_initial_inventory[i])
3500 for (j = 0; j < level.initial_inventory_size[i]; j++)
3502 int element = level.initial_inventory_content[i][j];
3503 int collect_count = element_info[element].collect_count_initial;
3506 if (!IS_CUSTOM_ELEMENT(element))
3509 if (collect_count == 0)
3510 player->inventory_infinite_element = element;
3512 for (k = 0; k < collect_count; k++)
3513 if (player->inventory_size < MAX_INVENTORY_SIZE)
3514 player->inventory_element[player->inventory_size++] = element;
3518 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3519 SnapField(player, 0, 0);
3521 player->LevelSolved = FALSE;
3522 player->GameOver = FALSE;
3524 player->LevelSolved_GameWon = FALSE;
3525 player->LevelSolved_GameEnd = FALSE;
3526 player->LevelSolved_PanelOff = FALSE;
3527 player->LevelSolved_SaveTape = FALSE;
3528 player->LevelSolved_SaveScore = FALSE;
3530 player->LevelSolved_CountingTime = 0;
3531 player->LevelSolved_CountingScore = 0;
3532 player->LevelSolved_CountingHealth = 0;
3534 map_player_action[i] = i;
3537 network_player_action_received = FALSE;
3539 /* initial null action */
3540 if (network_playing)
3541 SendToServer_MovePlayer(MV_NONE);
3549 TimeLeft = level.time;
3552 ScreenMovDir = MV_NONE;
3556 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3558 AllPlayersGone = FALSE;
3560 game.no_time_limit = (level.time == 0);
3562 game.yamyam_content_nr = 0;
3563 game.robot_wheel_active = FALSE;
3564 game.magic_wall_active = FALSE;
3565 game.magic_wall_time_left = 0;
3566 game.light_time_left = 0;
3567 game.timegate_time_left = 0;
3568 game.switchgate_pos = 0;
3569 game.wind_direction = level.wind_direction_initial;
3571 game.lenses_time_left = 0;
3572 game.magnify_time_left = 0;
3574 game.ball_state = level.ball_state_initial;
3575 game.ball_content_nr = 0;
3577 game.envelope_active = FALSE;
3579 for (i = 0; i < NUM_BELTS; i++)
3581 game.belt_dir[i] = MV_NONE;
3582 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3585 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3586 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3588 #if DEBUG_INIT_PLAYER
3589 DebugPrintPlayerStatus("Player status at level initialization");
3592 SCAN_PLAYFIELD(x, y)
3594 Feld[x][y] = level.field[x][y];
3595 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3596 ChangeDelay[x][y] = 0;
3597 ChangePage[x][y] = -1;
3598 CustomValue[x][y] = 0; /* initialized in InitField() */
3599 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3601 WasJustMoving[x][y] = 0;
3602 WasJustFalling[x][y] = 0;
3603 CheckCollision[x][y] = 0;
3604 CheckImpact[x][y] = 0;
3606 Pushed[x][y] = FALSE;
3608 ChangeCount[x][y] = 0;
3609 ChangeEvent[x][y] = -1;
3611 ExplodePhase[x][y] = 0;
3612 ExplodeDelay[x][y] = 0;
3613 ExplodeField[x][y] = EX_TYPE_NONE;
3615 RunnerVisit[x][y] = 0;
3616 PlayerVisit[x][y] = 0;
3619 GfxRandom[x][y] = INIT_GFX_RANDOM();
3620 GfxElement[x][y] = EL_UNDEFINED;
3621 GfxAction[x][y] = ACTION_DEFAULT;
3622 GfxDir[x][y] = MV_NONE;
3623 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3626 SCAN_PLAYFIELD(x, y)
3628 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3630 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3632 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3635 InitField(x, y, TRUE);
3637 ResetGfxAnimation(x, y);
3642 for (i = 0; i < MAX_PLAYERS; i++)
3644 struct PlayerInfo *player = &stored_player[i];
3646 /* set number of special actions for bored and sleeping animation */
3647 player->num_special_action_bored =
3648 get_num_special_action(player->artwork_element,
3649 ACTION_BORING_1, ACTION_BORING_LAST);
3650 player->num_special_action_sleeping =
3651 get_num_special_action(player->artwork_element,
3652 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3655 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3656 emulate_sb ? EMU_SOKOBAN :
3657 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3659 /* initialize type of slippery elements */
3660 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3662 if (!IS_CUSTOM_ELEMENT(i))
3664 /* default: elements slip down either to the left or right randomly */
3665 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3667 /* SP style elements prefer to slip down on the left side */
3668 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3669 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3671 /* BD style elements prefer to slip down on the left side */
3672 if (game.emulation == EMU_BOULDERDASH)
3673 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3677 /* initialize explosion and ignition delay */
3678 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3680 if (!IS_CUSTOM_ELEMENT(i))
3683 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3684 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3685 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3686 int last_phase = (num_phase + 1) * delay;
3687 int half_phase = (num_phase / 2) * delay;
3689 element_info[i].explosion_delay = last_phase - 1;
3690 element_info[i].ignition_delay = half_phase;
3692 if (i == EL_BLACK_ORB)
3693 element_info[i].ignition_delay = 1;
3697 /* correct non-moving belts to start moving left */
3698 for (i = 0; i < NUM_BELTS; i++)
3699 if (game.belt_dir[i] == MV_NONE)
3700 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3702 #if USE_NEW_PLAYER_ASSIGNMENTS
3703 for (i = 0; i < MAX_PLAYERS; i++)
3705 stored_player[i].connected = FALSE;
3707 /* in network game mode, the local player might not be the first player */
3708 if (stored_player[i].connected_locally)
3709 local_player = &stored_player[i];
3712 if (!network.enabled)
3713 local_player->connected = TRUE;
3717 for (i = 0; i < MAX_PLAYERS; i++)
3718 stored_player[i].connected = tape.player_participates[i];
3720 else if (network.enabled)
3722 /* add team mode players connected over the network (needed for correct
3723 assignment of player figures from level to locally playing players) */
3725 for (i = 0; i < MAX_PLAYERS; i++)
3726 if (stored_player[i].connected_network)
3727 stored_player[i].connected = TRUE;
3729 else if (game.team_mode)
3731 /* try to guess locally connected team mode players (needed for correct
3732 assignment of player figures from level to locally playing players) */
3734 for (i = 0; i < MAX_PLAYERS; i++)
3735 if (setup.input[i].use_joystick ||
3736 setup.input[i].key.left != KSYM_UNDEFINED)
3737 stored_player[i].connected = TRUE;
3740 #if DEBUG_INIT_PLAYER
3741 DebugPrintPlayerStatus("Player status after level initialization");
3744 #if DEBUG_INIT_PLAYER
3746 printf("Reassigning players ...\n");
3749 /* check if any connected player was not found in playfield */
3750 for (i = 0; i < MAX_PLAYERS; i++)
3752 struct PlayerInfo *player = &stored_player[i];
3754 if (player->connected && !player->present)
3756 struct PlayerInfo *field_player = NULL;
3758 #if DEBUG_INIT_PLAYER
3760 printf("- looking for field player for player %d ...\n", i + 1);
3763 /* assign first free player found that is present in the playfield */
3765 /* first try: look for unmapped playfield player that is not connected */
3766 for (j = 0; j < MAX_PLAYERS; j++)
3767 if (field_player == NULL &&
3768 stored_player[j].present &&
3769 !stored_player[j].mapped &&
3770 !stored_player[j].connected)
3771 field_player = &stored_player[j];
3773 /* second try: look for *any* unmapped playfield player */
3774 for (j = 0; j < MAX_PLAYERS; j++)
3775 if (field_player == NULL &&
3776 stored_player[j].present &&
3777 !stored_player[j].mapped)
3778 field_player = &stored_player[j];
3780 if (field_player != NULL)
3782 int jx = field_player->jx, jy = field_player->jy;
3784 #if DEBUG_INIT_PLAYER
3786 printf("- found player %d\n", field_player->index_nr + 1);
3789 player->present = FALSE;
3790 player->active = FALSE;
3792 field_player->present = TRUE;
3793 field_player->active = TRUE;
3796 player->initial_element = field_player->initial_element;
3797 player->artwork_element = field_player->artwork_element;
3799 player->block_last_field = field_player->block_last_field;
3800 player->block_delay_adjustment = field_player->block_delay_adjustment;
3803 StorePlayer[jx][jy] = field_player->element_nr;
3805 field_player->jx = field_player->last_jx = jx;
3806 field_player->jy = field_player->last_jy = jy;
3808 if (local_player == player)
3809 local_player = field_player;
3811 map_player_action[field_player->index_nr] = i;
3813 field_player->mapped = TRUE;
3815 #if DEBUG_INIT_PLAYER
3817 printf("- map_player_action[%d] == %d\n",
3818 field_player->index_nr + 1, i + 1);
3823 if (player->connected && player->present)
3824 player->mapped = TRUE;
3827 #if DEBUG_INIT_PLAYER
3828 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3833 /* check if any connected player was not found in playfield */
3834 for (i = 0; i < MAX_PLAYERS; i++)
3836 struct PlayerInfo *player = &stored_player[i];
3838 if (player->connected && !player->present)
3840 for (j = 0; j < MAX_PLAYERS; j++)
3842 struct PlayerInfo *field_player = &stored_player[j];
3843 int jx = field_player->jx, jy = field_player->jy;
3845 /* assign first free player found that is present in the playfield */
3846 if (field_player->present && !field_player->connected)
3848 player->present = TRUE;
3849 player->active = TRUE;
3851 field_player->present = FALSE;
3852 field_player->active = FALSE;
3854 player->initial_element = field_player->initial_element;
3855 player->artwork_element = field_player->artwork_element;
3857 player->block_last_field = field_player->block_last_field;
3858 player->block_delay_adjustment = field_player->block_delay_adjustment;
3860 StorePlayer[jx][jy] = player->element_nr;
3862 player->jx = player->last_jx = jx;
3863 player->jy = player->last_jy = jy;
3873 printf("::: local_player->present == %d\n", local_player->present);
3876 /* set focus to local player for network games, else to all players */
3877 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3878 game.centered_player_nr_next = game.centered_player_nr;
3879 game.set_centered_player = FALSE;
3881 if (network_playing && tape.recording)
3883 /* store client dependent player focus when recording network games */
3884 tape.centered_player_nr_next = game.centered_player_nr_next;
3885 tape.set_centered_player = TRUE;
3890 /* when playing a tape, eliminate all players who do not participate */
3892 #if USE_NEW_PLAYER_ASSIGNMENTS
3894 if (!game.team_mode)
3896 for (i = 0; i < MAX_PLAYERS; i++)
3898 if (stored_player[i].active &&
3899 !tape.player_participates[map_player_action[i]])
3901 struct PlayerInfo *player = &stored_player[i];
3902 int jx = player->jx, jy = player->jy;
3904 #if DEBUG_INIT_PLAYER
3906 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3909 player->active = FALSE;
3910 StorePlayer[jx][jy] = 0;
3911 Feld[jx][jy] = EL_EMPTY;
3918 for (i = 0; i < MAX_PLAYERS; i++)
3920 if (stored_player[i].active &&
3921 !tape.player_participates[i])
3923 struct PlayerInfo *player = &stored_player[i];
3924 int jx = player->jx, jy = player->jy;
3926 player->active = FALSE;
3927 StorePlayer[jx][jy] = 0;
3928 Feld[jx][jy] = EL_EMPTY;
3933 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3935 /* when in single player mode, eliminate all but the local player */
3937 for (i = 0; i < MAX_PLAYERS; i++)
3939 struct PlayerInfo *player = &stored_player[i];
3941 if (player->active && player != local_player)
3943 int jx = player->jx, jy = player->jy;
3945 player->active = FALSE;
3946 player->present = FALSE;
3948 StorePlayer[jx][jy] = 0;
3949 Feld[jx][jy] = EL_EMPTY;
3954 for (i = 0; i < MAX_PLAYERS; i++)
3955 if (stored_player[i].active)
3956 local_player->players_still_needed++;
3958 /* when recording the game, store which players take part in the game */
3961 #if USE_NEW_PLAYER_ASSIGNMENTS
3962 for (i = 0; i < MAX_PLAYERS; i++)
3963 if (stored_player[i].connected)
3964 tape.player_participates[i] = TRUE;
3966 for (i = 0; i < MAX_PLAYERS; i++)
3967 if (stored_player[i].active)
3968 tape.player_participates[i] = TRUE;
3972 #if DEBUG_INIT_PLAYER
3973 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3976 if (BorderElement == EL_EMPTY)
3979 SBX_Right = lev_fieldx - SCR_FIELDX;
3981 SBY_Lower = lev_fieldy - SCR_FIELDY;
3986 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3988 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3991 if (full_lev_fieldx <= SCR_FIELDX)
3992 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3993 if (full_lev_fieldy <= SCR_FIELDY)
3994 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3996 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3998 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4001 /* if local player not found, look for custom element that might create
4002 the player (make some assumptions about the right custom element) */
4003 if (!local_player->present)
4005 int start_x = 0, start_y = 0;
4006 int found_rating = 0;
4007 int found_element = EL_UNDEFINED;
4008 int player_nr = local_player->index_nr;
4010 SCAN_PLAYFIELD(x, y)
4012 int element = Feld[x][y];
4017 if (level.use_start_element[player_nr] &&
4018 level.start_element[player_nr] == element &&
4025 found_element = element;
4028 if (!IS_CUSTOM_ELEMENT(element))
4031 if (CAN_CHANGE(element))
4033 for (i = 0; i < element_info[element].num_change_pages; i++)
4035 /* check for player created from custom element as single target */
4036 content = element_info[element].change_page[i].target_element;
4037 is_player = ELEM_IS_PLAYER(content);
4039 if (is_player && (found_rating < 3 ||
4040 (found_rating == 3 && element < found_element)))
4046 found_element = element;
4051 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4053 /* check for player created from custom element as explosion content */
4054 content = element_info[element].content.e[xx][yy];
4055 is_player = ELEM_IS_PLAYER(content);
4057 if (is_player && (found_rating < 2 ||
4058 (found_rating == 2 && element < found_element)))
4060 start_x = x + xx - 1;
4061 start_y = y + yy - 1;
4064 found_element = element;
4067 if (!CAN_CHANGE(element))
4070 for (i = 0; i < element_info[element].num_change_pages; i++)
4072 /* check for player created from custom element as extended target */
4074 element_info[element].change_page[i].target_content.e[xx][yy];
4076 is_player = ELEM_IS_PLAYER(content);
4078 if (is_player && (found_rating < 1 ||
4079 (found_rating == 1 && element < found_element)))
4081 start_x = x + xx - 1;
4082 start_y = y + yy - 1;
4085 found_element = element;
4091 scroll_x = SCROLL_POSITION_X(start_x);
4092 scroll_y = SCROLL_POSITION_Y(start_y);
4096 scroll_x = SCROLL_POSITION_X(local_player->jx);
4097 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4100 /* !!! FIX THIS (START) !!! */
4101 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4103 InitGameEngine_EM();
4105 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4107 InitGameEngine_SP();
4109 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4111 InitGameEngine_MM();
4115 DrawLevel(REDRAW_FIELD);
4118 /* after drawing the level, correct some elements */
4119 if (game.timegate_time_left == 0)
4120 CloseAllOpenTimegates();
4123 /* blit playfield from scroll buffer to normal back buffer for fading in */
4124 BlitScreenToBitmap(backbuffer);
4125 /* !!! FIX THIS (END) !!! */
4127 DrawMaskedBorder(fade_mask);
4132 // full screen redraw is required at this point in the following cases:
4133 // - special editor door undrawn when game was started from level editor
4134 // - drawing area (playfield) was changed and has to be removed completely
4135 redraw_mask = REDRAW_ALL;
4139 if (!game.restart_level)
4141 /* copy default game door content to main double buffer */
4143 /* !!! CHECK AGAIN !!! */
4144 SetPanelBackground();
4145 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4146 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4149 SetPanelBackground();
4150 SetDrawBackgroundMask(REDRAW_DOOR_1);
4152 UpdateAndDisplayGameControlValues();
4154 if (!game.restart_level)
4160 CreateGameButtons();
4165 /* copy actual game door content to door double buffer for OpenDoor() */
4166 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4168 OpenDoor(DOOR_OPEN_ALL);
4170 KeyboardAutoRepeatOffUnlessAutoplay();
4172 #if DEBUG_INIT_PLAYER
4173 DebugPrintPlayerStatus("Player status (final)");
4182 if (!game.restart_level && !tape.playing)
4184 LevelStats_incPlayed(level_nr);
4186 SaveLevelSetup_SeriesInfo();
4189 game.restart_level = FALSE;
4190 game.restart_game_message = NULL;
4192 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4193 InitGameActions_MM();
4195 SaveEngineSnapshotToListInitial();
4197 if (!game.restart_level)
4199 PlaySound(SND_GAME_STARTING);
4201 if (setup.sound_music)
4206 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4207 int actual_player_x, int actual_player_y)
4209 /* this is used for non-R'n'D game engines to update certain engine values */
4211 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4213 actual_player_x = correctLevelPosX_EM(actual_player_x);
4214 actual_player_y = correctLevelPosY_EM(actual_player_y);
4217 /* needed to determine if sounds are played within the visible screen area */
4218 scroll_x = actual_scroll_x;
4219 scroll_y = actual_scroll_y;
4221 /* needed to get player position for "follow finger" playing input method */
4222 local_player->jx = actual_player_x;
4223 local_player->jy = actual_player_y;
4226 void InitMovDir(int x, int y)
4228 int i, element = Feld[x][y];
4229 static int xy[4][2] =
4236 static int direction[3][4] =
4238 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4239 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4240 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4249 Feld[x][y] = EL_BUG;
4250 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4253 case EL_SPACESHIP_RIGHT:
4254 case EL_SPACESHIP_UP:
4255 case EL_SPACESHIP_LEFT:
4256 case EL_SPACESHIP_DOWN:
4257 Feld[x][y] = EL_SPACESHIP;
4258 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4261 case EL_BD_BUTTERFLY_RIGHT:
4262 case EL_BD_BUTTERFLY_UP:
4263 case EL_BD_BUTTERFLY_LEFT:
4264 case EL_BD_BUTTERFLY_DOWN:
4265 Feld[x][y] = EL_BD_BUTTERFLY;
4266 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4269 case EL_BD_FIREFLY_RIGHT:
4270 case EL_BD_FIREFLY_UP:
4271 case EL_BD_FIREFLY_LEFT:
4272 case EL_BD_FIREFLY_DOWN:
4273 Feld[x][y] = EL_BD_FIREFLY;
4274 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4277 case EL_PACMAN_RIGHT:
4279 case EL_PACMAN_LEFT:
4280 case EL_PACMAN_DOWN:
4281 Feld[x][y] = EL_PACMAN;
4282 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4285 case EL_YAMYAM_LEFT:
4286 case EL_YAMYAM_RIGHT:
4288 case EL_YAMYAM_DOWN:
4289 Feld[x][y] = EL_YAMYAM;
4290 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4293 case EL_SP_SNIKSNAK:
4294 MovDir[x][y] = MV_UP;
4297 case EL_SP_ELECTRON:
4298 MovDir[x][y] = MV_LEFT;
4305 Feld[x][y] = EL_MOLE;
4306 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4310 if (IS_CUSTOM_ELEMENT(element))
4312 struct ElementInfo *ei = &element_info[element];
4313 int move_direction_initial = ei->move_direction_initial;
4314 int move_pattern = ei->move_pattern;
4316 if (move_direction_initial == MV_START_PREVIOUS)
4318 if (MovDir[x][y] != MV_NONE)
4321 move_direction_initial = MV_START_AUTOMATIC;
4324 if (move_direction_initial == MV_START_RANDOM)
4325 MovDir[x][y] = 1 << RND(4);
4326 else if (move_direction_initial & MV_ANY_DIRECTION)
4327 MovDir[x][y] = move_direction_initial;
4328 else if (move_pattern == MV_ALL_DIRECTIONS ||
4329 move_pattern == MV_TURNING_LEFT ||
4330 move_pattern == MV_TURNING_RIGHT ||
4331 move_pattern == MV_TURNING_LEFT_RIGHT ||
4332 move_pattern == MV_TURNING_RIGHT_LEFT ||
4333 move_pattern == MV_TURNING_RANDOM)
4334 MovDir[x][y] = 1 << RND(4);
4335 else if (move_pattern == MV_HORIZONTAL)
4336 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4337 else if (move_pattern == MV_VERTICAL)
4338 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4339 else if (move_pattern & MV_ANY_DIRECTION)
4340 MovDir[x][y] = element_info[element].move_pattern;
4341 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4342 move_pattern == MV_ALONG_RIGHT_SIDE)
4344 /* use random direction as default start direction */
4345 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4346 MovDir[x][y] = 1 << RND(4);
4348 for (i = 0; i < NUM_DIRECTIONS; i++)
4350 int x1 = x + xy[i][0];
4351 int y1 = y + xy[i][1];
4353 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4355 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4356 MovDir[x][y] = direction[0][i];
4358 MovDir[x][y] = direction[1][i];
4367 MovDir[x][y] = 1 << RND(4);
4369 if (element != EL_BUG &&
4370 element != EL_SPACESHIP &&
4371 element != EL_BD_BUTTERFLY &&
4372 element != EL_BD_FIREFLY)
4375 for (i = 0; i < NUM_DIRECTIONS; i++)
4377 int x1 = x + xy[i][0];
4378 int y1 = y + xy[i][1];
4380 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4382 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4384 MovDir[x][y] = direction[0][i];
4387 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4388 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4390 MovDir[x][y] = direction[1][i];
4399 GfxDir[x][y] = MovDir[x][y];
4402 void InitAmoebaNr(int x, int y)
4405 int group_nr = AmoebeNachbarNr(x, y);
4409 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4411 if (AmoebaCnt[i] == 0)
4419 AmoebaNr[x][y] = group_nr;
4420 AmoebaCnt[group_nr]++;
4421 AmoebaCnt2[group_nr]++;
4424 static void PlayerWins(struct PlayerInfo *player)
4426 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4427 local_player->players_still_needed > 0)
4430 player->LevelSolved = TRUE;
4431 player->GameOver = TRUE;
4433 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4434 level.native_em_level->lev->score :
4435 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4438 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4439 MM_HEALTH(game_mm.laser_overload_value) :
4442 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4444 player->LevelSolved_CountingScore = player->score_final;
4445 player->LevelSolved_CountingHealth = player->health_final;
4450 static int time_count_steps;
4451 static int time, time_final;
4452 static int score, score_final;
4453 static int health, health_final;
4454 static int game_over_delay_1 = 0;
4455 static int game_over_delay_2 = 0;
4456 static int game_over_delay_3 = 0;
4457 int game_over_delay_value_1 = 50;
4458 int game_over_delay_value_2 = 25;
4459 int game_over_delay_value_3 = 50;
4461 if (!local_player->LevelSolved_GameWon)
4465 /* do not start end game actions before the player stops moving (to exit) */
4466 if (local_player->MovPos)
4469 local_player->LevelSolved_GameWon = TRUE;
4470 local_player->LevelSolved_SaveTape = tape.recording;
4471 local_player->LevelSolved_SaveScore = !tape.playing;
4475 LevelStats_incSolved(level_nr);
4477 SaveLevelSetup_SeriesInfo();
4480 if (tape.auto_play) /* tape might already be stopped here */
4481 tape.auto_play_level_solved = TRUE;
4485 game_over_delay_1 = 0;
4486 game_over_delay_2 = 0;
4487 game_over_delay_3 = game_over_delay_value_3;
4489 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4490 score = score_final = local_player->score_final;
4491 health = health_final = local_player->health_final;
4493 if (level.score[SC_TIME_BONUS] > 0)
4498 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4500 else if (game.no_time_limit && TimePlayed < 999)
4503 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4506 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4508 game_over_delay_1 = game_over_delay_value_1;
4510 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4513 score_final += health * level.score[SC_TIME_BONUS];
4515 game_over_delay_2 = game_over_delay_value_2;
4518 local_player->score_final = score_final;
4519 local_player->health_final = health_final;
4522 if (level_editor_test_game)
4525 score = score_final;
4527 local_player->LevelSolved_CountingTime = time;
4528 local_player->LevelSolved_CountingScore = score;
4530 game_panel_controls[GAME_PANEL_TIME].value = time;
4531 game_panel_controls[GAME_PANEL_SCORE].value = score;
4533 DisplayGameControlValues();
4536 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4538 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4540 /* close exit door after last player */
4541 if ((AllPlayersGone &&
4542 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4543 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4544 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4545 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4546 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4548 int element = Feld[ExitX][ExitY];
4550 Feld[ExitX][ExitY] =
4551 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4552 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4553 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4554 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4555 EL_EM_STEEL_EXIT_CLOSING);
4557 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4560 /* player disappears */
4561 DrawLevelField(ExitX, ExitY);
4564 for (i = 0; i < MAX_PLAYERS; i++)
4566 struct PlayerInfo *player = &stored_player[i];
4568 if (player->present)
4570 RemovePlayer(player);
4572 /* player disappears */
4573 DrawLevelField(player->jx, player->jy);
4578 PlaySound(SND_GAME_WINNING);
4581 if (game_over_delay_1 > 0)
4583 game_over_delay_1--;
4588 if (time != time_final)
4590 int time_to_go = ABS(time_final - time);
4591 int time_count_dir = (time < time_final ? +1 : -1);
4593 if (time_to_go < time_count_steps)
4594 time_count_steps = 1;
4596 time += time_count_steps * time_count_dir;
4597 score += time_count_steps * level.score[SC_TIME_BONUS];
4599 local_player->LevelSolved_CountingTime = time;
4600 local_player->LevelSolved_CountingScore = score;
4602 game_panel_controls[GAME_PANEL_TIME].value = time;
4603 game_panel_controls[GAME_PANEL_SCORE].value = score;
4605 DisplayGameControlValues();
4607 if (time == time_final)
4608 StopSound(SND_GAME_LEVELTIME_BONUS);
4609 else if (setup.sound_loops)
4610 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4612 PlaySound(SND_GAME_LEVELTIME_BONUS);
4617 if (game_over_delay_2 > 0)
4619 game_over_delay_2--;
4624 if (health != health_final)
4626 int health_count_dir = (health < health_final ? +1 : -1);
4628 health += health_count_dir;
4629 score += level.score[SC_TIME_BONUS];
4631 local_player->LevelSolved_CountingHealth = health;
4632 local_player->LevelSolved_CountingScore = score;
4634 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4635 game_panel_controls[GAME_PANEL_SCORE].value = score;
4637 DisplayGameControlValues();
4639 if (health == health_final)
4640 StopSound(SND_GAME_LEVELTIME_BONUS);
4641 else if (setup.sound_loops)
4642 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4644 PlaySound(SND_GAME_LEVELTIME_BONUS);
4649 local_player->LevelSolved_PanelOff = TRUE;
4651 if (game_over_delay_3 > 0)
4653 game_over_delay_3--;
4664 int last_level_nr = level_nr;
4666 local_player->LevelSolved_GameEnd = TRUE;
4668 if (local_player->LevelSolved_SaveTape)
4670 /* make sure that request dialog to save tape does not open door again */
4671 if (!global.use_envelope_request)
4672 CloseDoor(DOOR_CLOSE_1);
4674 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4677 /* if no tape is to be saved, close both doors simultaneously */
4678 CloseDoor(DOOR_CLOSE_ALL);
4680 if (level_editor_test_game)
4682 SetGameStatus(GAME_MODE_MAIN);
4689 if (!local_player->LevelSolved_SaveScore)
4691 SetGameStatus(GAME_MODE_MAIN);
4698 if (level_nr == leveldir_current->handicap_level)
4700 leveldir_current->handicap_level++;
4702 SaveLevelSetup_SeriesInfo();
4705 if (setup.increment_levels &&
4706 level_nr < leveldir_current->last_level)
4708 level_nr++; /* advance to next level */
4709 TapeErase(); /* start with empty tape */
4711 if (setup.auto_play_next_level)
4713 LoadLevel(level_nr);
4715 SaveLevelSetup_SeriesInfo();
4719 hi_pos = NewHiScore(last_level_nr);
4721 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4723 SetGameStatus(GAME_MODE_SCORES);
4725 DrawHallOfFame(last_level_nr, hi_pos);
4727 else if (setup.auto_play_next_level && setup.increment_levels &&
4730 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4734 SetGameStatus(GAME_MODE_MAIN);
4740 int NewHiScore(int level_nr)
4744 boolean one_score_entry_per_name = !program.many_scores_per_name;
4746 LoadScore(level_nr);
4748 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4749 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4752 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4754 if (local_player->score_final > highscore[k].Score)
4756 /* player has made it to the hall of fame */
4758 if (k < MAX_SCORE_ENTRIES - 1)
4760 int m = MAX_SCORE_ENTRIES - 1;
4762 if (one_score_entry_per_name)
4764 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4765 if (strEqual(setup.player_name, highscore[l].Name))
4768 if (m == k) /* player's new highscore overwrites his old one */
4772 for (l = m; l > k; l--)
4774 strcpy(highscore[l].Name, highscore[l - 1].Name);
4775 highscore[l].Score = highscore[l - 1].Score;
4781 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4782 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4783 highscore[k].Score = local_player->score_final;
4788 else if (one_score_entry_per_name &&
4789 !strncmp(setup.player_name, highscore[k].Name,
4790 MAX_PLAYER_NAME_LEN))
4791 break; /* player already there with a higher score */
4795 SaveScore(level_nr);
4800 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4802 int element = Feld[x][y];
4803 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4804 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4805 int horiz_move = (dx != 0);
4806 int sign = (horiz_move ? dx : dy);
4807 int step = sign * element_info[element].move_stepsize;
4809 /* special values for move stepsize for spring and things on conveyor belt */
4812 if (CAN_FALL(element) &&
4813 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4814 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4815 else if (element == EL_SPRING)
4816 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4822 inline static int getElementMoveStepsize(int x, int y)
4824 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4827 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4829 if (player->GfxAction != action || player->GfxDir != dir)
4831 player->GfxAction = action;
4832 player->GfxDir = dir;
4834 player->StepFrame = 0;
4838 static void ResetGfxFrame(int x, int y)
4840 // profiling showed that "autotest" spends 10~20% of its time in this function
4841 if (DrawingDeactivatedField())
4844 int element = Feld[x][y];
4845 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4847 if (graphic_info[graphic].anim_global_sync)
4848 GfxFrame[x][y] = FrameCounter;
4849 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4850 GfxFrame[x][y] = CustomValue[x][y];
4851 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4852 GfxFrame[x][y] = element_info[element].collect_score;
4853 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4854 GfxFrame[x][y] = ChangeDelay[x][y];
4857 static void ResetGfxAnimation(int x, int y)
4859 GfxAction[x][y] = ACTION_DEFAULT;
4860 GfxDir[x][y] = MovDir[x][y];
4863 ResetGfxFrame(x, y);
4866 static void ResetRandomAnimationValue(int x, int y)
4868 GfxRandom[x][y] = INIT_GFX_RANDOM();
4871 void InitMovingField(int x, int y, int direction)
4873 int element = Feld[x][y];
4874 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4875 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4878 boolean is_moving_before, is_moving_after;
4880 /* check if element was/is moving or being moved before/after mode change */
4881 is_moving_before = (WasJustMoving[x][y] != 0);
4882 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4884 /* reset animation only for moving elements which change direction of moving
4885 or which just started or stopped moving
4886 (else CEs with property "can move" / "not moving" are reset each frame) */
4887 if (is_moving_before != is_moving_after ||
4888 direction != MovDir[x][y])
4889 ResetGfxAnimation(x, y);
4891 MovDir[x][y] = direction;
4892 GfxDir[x][y] = direction;
4894 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4895 direction == MV_DOWN && CAN_FALL(element) ?
4896 ACTION_FALLING : ACTION_MOVING);
4898 /* this is needed for CEs with property "can move" / "not moving" */
4900 if (is_moving_after)
4902 if (Feld[newx][newy] == EL_EMPTY)
4903 Feld[newx][newy] = EL_BLOCKED;
4905 MovDir[newx][newy] = MovDir[x][y];
4907 CustomValue[newx][newy] = CustomValue[x][y];
4909 GfxFrame[newx][newy] = GfxFrame[x][y];
4910 GfxRandom[newx][newy] = GfxRandom[x][y];
4911 GfxAction[newx][newy] = GfxAction[x][y];
4912 GfxDir[newx][newy] = GfxDir[x][y];
4916 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4918 int direction = MovDir[x][y];
4919 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4920 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4926 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4928 int oldx = x, oldy = y;
4929 int direction = MovDir[x][y];
4931 if (direction == MV_LEFT)
4933 else if (direction == MV_RIGHT)
4935 else if (direction == MV_UP)
4937 else if (direction == MV_DOWN)
4940 *comes_from_x = oldx;
4941 *comes_from_y = oldy;
4944 int MovingOrBlocked2Element(int x, int y)
4946 int element = Feld[x][y];
4948 if (element == EL_BLOCKED)
4952 Blocked2Moving(x, y, &oldx, &oldy);
4953 return Feld[oldx][oldy];
4959 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4961 /* like MovingOrBlocked2Element(), but if element is moving
4962 and (x,y) is the field the moving element is just leaving,
4963 return EL_BLOCKED instead of the element value */
4964 int element = Feld[x][y];
4966 if (IS_MOVING(x, y))
4968 if (element == EL_BLOCKED)
4972 Blocked2Moving(x, y, &oldx, &oldy);
4973 return Feld[oldx][oldy];
4982 static void RemoveField(int x, int y)
4984 Feld[x][y] = EL_EMPTY;
4990 CustomValue[x][y] = 0;
4993 ChangeDelay[x][y] = 0;
4994 ChangePage[x][y] = -1;
4995 Pushed[x][y] = FALSE;
4997 GfxElement[x][y] = EL_UNDEFINED;
4998 GfxAction[x][y] = ACTION_DEFAULT;
4999 GfxDir[x][y] = MV_NONE;
5002 void RemoveMovingField(int x, int y)
5004 int oldx = x, oldy = y, newx = x, newy = y;
5005 int element = Feld[x][y];
5006 int next_element = EL_UNDEFINED;
5008 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5011 if (IS_MOVING(x, y))
5013 Moving2Blocked(x, y, &newx, &newy);
5015 if (Feld[newx][newy] != EL_BLOCKED)
5017 /* element is moving, but target field is not free (blocked), but
5018 already occupied by something different (example: acid pool);
5019 in this case, only remove the moving field, but not the target */
5021 RemoveField(oldx, oldy);
5023 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5025 TEST_DrawLevelField(oldx, oldy);
5030 else if (element == EL_BLOCKED)
5032 Blocked2Moving(x, y, &oldx, &oldy);
5033 if (!IS_MOVING(oldx, oldy))
5037 if (element == EL_BLOCKED &&
5038 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5039 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5040 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5041 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5042 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5043 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5044 next_element = get_next_element(Feld[oldx][oldy]);
5046 RemoveField(oldx, oldy);
5047 RemoveField(newx, newy);
5049 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5051 if (next_element != EL_UNDEFINED)
5052 Feld[oldx][oldy] = next_element;
5054 TEST_DrawLevelField(oldx, oldy);
5055 TEST_DrawLevelField(newx, newy);
5058 void DrawDynamite(int x, int y)
5060 int sx = SCREENX(x), sy = SCREENY(y);
5061 int graphic = el2img(Feld[x][y]);
5064 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5067 if (IS_WALKABLE_INSIDE(Back[x][y]))
5071 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5072 else if (Store[x][y])
5073 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5075 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5077 if (Back[x][y] || Store[x][y])
5078 DrawGraphicThruMask(sx, sy, graphic, frame);
5080 DrawGraphic(sx, sy, graphic, frame);
5083 void CheckDynamite(int x, int y)
5085 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5089 if (MovDelay[x][y] != 0)
5092 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5098 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5103 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5105 boolean num_checked_players = 0;
5108 for (i = 0; i < MAX_PLAYERS; i++)
5110 if (stored_player[i].active)
5112 int sx = stored_player[i].jx;
5113 int sy = stored_player[i].jy;
5115 if (num_checked_players == 0)
5122 *sx1 = MIN(*sx1, sx);
5123 *sy1 = MIN(*sy1, sy);
5124 *sx2 = MAX(*sx2, sx);
5125 *sy2 = MAX(*sy2, sy);
5128 num_checked_players++;
5133 static boolean checkIfAllPlayersFitToScreen_RND()
5135 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5137 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5139 return (sx2 - sx1 < SCR_FIELDX &&
5140 sy2 - sy1 < SCR_FIELDY);
5143 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5145 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5147 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5149 *sx = (sx1 + sx2) / 2;
5150 *sy = (sy1 + sy2) / 2;
5153 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5154 boolean center_screen, boolean quick_relocation)
5156 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5157 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5158 boolean no_delay = (tape.warp_forward);
5159 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5160 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5161 int new_scroll_x, new_scroll_y;
5163 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5165 /* case 1: quick relocation inside visible screen (without scrolling) */
5172 if (!level.shifted_relocation || center_screen)
5174 /* relocation _with_ centering of screen */
5176 new_scroll_x = SCROLL_POSITION_X(x);
5177 new_scroll_y = SCROLL_POSITION_Y(y);
5181 /* relocation _without_ centering of screen */
5183 int center_scroll_x = SCROLL_POSITION_X(old_x);
5184 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5185 int offset_x = x + (scroll_x - center_scroll_x);
5186 int offset_y = y + (scroll_y - center_scroll_y);
5188 /* for new screen position, apply previous offset to center position */
5189 new_scroll_x = SCROLL_POSITION_X(offset_x);
5190 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5193 if (quick_relocation)
5195 /* case 2: quick relocation (redraw without visible scrolling) */
5197 scroll_x = new_scroll_x;
5198 scroll_y = new_scroll_y;
5205 /* case 3: visible relocation (with scrolling to new position) */
5207 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5209 SetVideoFrameDelay(wait_delay_value);
5211 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5214 int fx = FX, fy = FY;
5216 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5217 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5219 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5225 fx += dx * TILEX / 2;
5226 fy += dy * TILEY / 2;
5228 ScrollLevel(dx, dy);
5231 /* scroll in two steps of half tile size to make things smoother */
5232 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5234 /* scroll second step to align at full tile size */
5235 BlitScreenToBitmap(window);
5241 SetVideoFrameDelay(frame_delay_value_old);
5244 void RelocatePlayer(int jx, int jy, int el_player_raw)
5246 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5247 int player_nr = GET_PLAYER_NR(el_player);
5248 struct PlayerInfo *player = &stored_player[player_nr];
5249 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5250 boolean no_delay = (tape.warp_forward);
5251 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5252 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5253 int old_jx = player->jx;
5254 int old_jy = player->jy;
5255 int old_element = Feld[old_jx][old_jy];
5256 int element = Feld[jx][jy];
5257 boolean player_relocated = (old_jx != jx || old_jy != jy);
5259 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5260 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5261 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5262 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5263 int leave_side_horiz = move_dir_horiz;
5264 int leave_side_vert = move_dir_vert;
5265 int enter_side = enter_side_horiz | enter_side_vert;
5266 int leave_side = leave_side_horiz | leave_side_vert;
5268 if (player->GameOver) /* do not reanimate dead player */
5271 if (!player_relocated) /* no need to relocate the player */
5274 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5276 RemoveField(jx, jy); /* temporarily remove newly placed player */
5277 DrawLevelField(jx, jy);
5280 if (player->present)
5282 while (player->MovPos)
5284 ScrollPlayer(player, SCROLL_GO_ON);
5285 ScrollScreen(NULL, SCROLL_GO_ON);
5287 AdvanceFrameAndPlayerCounters(player->index_nr);
5291 BackToFront_WithFrameDelay(wait_delay_value);
5294 DrawPlayer(player); /* needed here only to cleanup last field */
5295 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5297 player->is_moving = FALSE;
5300 if (IS_CUSTOM_ELEMENT(old_element))
5301 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5303 player->index_bit, leave_side);
5305 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5307 player->index_bit, leave_side);
5309 Feld[jx][jy] = el_player;
5310 InitPlayerField(jx, jy, el_player, TRUE);
5312 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5313 possible that the relocation target field did not contain a player element,
5314 but a walkable element, to which the new player was relocated -- in this
5315 case, restore that (already initialized!) element on the player field */
5316 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5318 Feld[jx][jy] = element; /* restore previously existing element */
5321 /* only visually relocate centered player */
5322 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5323 FALSE, level.instant_relocation);
5325 TestIfPlayerTouchesBadThing(jx, jy);
5326 TestIfPlayerTouchesCustomElement(jx, jy);
5328 if (IS_CUSTOM_ELEMENT(element))
5329 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5330 player->index_bit, enter_side);
5332 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5333 player->index_bit, enter_side);
5335 if (player->is_switching)
5337 /* ensure that relocation while still switching an element does not cause
5338 a new element to be treated as also switched directly after relocation
5339 (this is important for teleporter switches that teleport the player to
5340 a place where another teleporter switch is in the same direction, which
5341 would then incorrectly be treated as immediately switched before the
5342 direction key that caused the switch was released) */
5344 player->switch_x += jx - old_jx;
5345 player->switch_y += jy - old_jy;
5349 void Explode(int ex, int ey, int phase, int mode)
5355 /* !!! eliminate this variable !!! */
5356 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5358 if (game.explosions_delayed)
5360 ExplodeField[ex][ey] = mode;
5364 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5366 int center_element = Feld[ex][ey];
5367 int artwork_element, explosion_element; /* set these values later */
5369 /* remove things displayed in background while burning dynamite */
5370 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5373 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5375 /* put moving element to center field (and let it explode there) */
5376 center_element = MovingOrBlocked2Element(ex, ey);
5377 RemoveMovingField(ex, ey);
5378 Feld[ex][ey] = center_element;
5381 /* now "center_element" is finally determined -- set related values now */
5382 artwork_element = center_element; /* for custom player artwork */
5383 explosion_element = center_element; /* for custom player artwork */
5385 if (IS_PLAYER(ex, ey))
5387 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5389 artwork_element = stored_player[player_nr].artwork_element;
5391 if (level.use_explosion_element[player_nr])
5393 explosion_element = level.explosion_element[player_nr];
5394 artwork_element = explosion_element;
5398 if (mode == EX_TYPE_NORMAL ||
5399 mode == EX_TYPE_CENTER ||
5400 mode == EX_TYPE_CROSS)
5401 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5403 last_phase = element_info[explosion_element].explosion_delay + 1;
5405 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5407 int xx = x - ex + 1;
5408 int yy = y - ey + 1;
5411 if (!IN_LEV_FIELD(x, y) ||
5412 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5413 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5416 element = Feld[x][y];
5418 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5420 element = MovingOrBlocked2Element(x, y);
5422 if (!IS_EXPLOSION_PROOF(element))
5423 RemoveMovingField(x, y);
5426 /* indestructible elements can only explode in center (but not flames) */
5427 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5428 mode == EX_TYPE_BORDER)) ||
5429 element == EL_FLAMES)
5432 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5433 behaviour, for example when touching a yamyam that explodes to rocks
5434 with active deadly shield, a rock is created under the player !!! */
5435 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5437 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5438 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5439 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5441 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5444 if (IS_ACTIVE_BOMB(element))
5446 /* re-activate things under the bomb like gate or penguin */
5447 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5454 /* save walkable background elements while explosion on same tile */
5455 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5456 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5457 Back[x][y] = element;
5459 /* ignite explodable elements reached by other explosion */
5460 if (element == EL_EXPLOSION)
5461 element = Store2[x][y];
5463 if (AmoebaNr[x][y] &&
5464 (element == EL_AMOEBA_FULL ||
5465 element == EL_BD_AMOEBA ||
5466 element == EL_AMOEBA_GROWING))
5468 AmoebaCnt[AmoebaNr[x][y]]--;
5469 AmoebaCnt2[AmoebaNr[x][y]]--;
5474 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5476 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5478 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5480 if (PLAYERINFO(ex, ey)->use_murphy)
5481 Store[x][y] = EL_EMPTY;
5484 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5485 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5486 else if (ELEM_IS_PLAYER(center_element))
5487 Store[x][y] = EL_EMPTY;
5488 else if (center_element == EL_YAMYAM)
5489 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5490 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5491 Store[x][y] = element_info[center_element].content.e[xx][yy];
5493 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5494 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5495 otherwise) -- FIX THIS !!! */
5496 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5497 Store[x][y] = element_info[element].content.e[1][1];
5499 else if (!CAN_EXPLODE(element))
5500 Store[x][y] = element_info[element].content.e[1][1];
5503 Store[x][y] = EL_EMPTY;
5505 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5506 center_element == EL_AMOEBA_TO_DIAMOND)
5507 Store2[x][y] = element;
5509 Feld[x][y] = EL_EXPLOSION;
5510 GfxElement[x][y] = artwork_element;
5512 ExplodePhase[x][y] = 1;
5513 ExplodeDelay[x][y] = last_phase;
5518 if (center_element == EL_YAMYAM)
5519 game.yamyam_content_nr =
5520 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5532 GfxFrame[x][y] = 0; /* restart explosion animation */
5534 last_phase = ExplodeDelay[x][y];
5536 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5538 /* this can happen if the player leaves an explosion just in time */
5539 if (GfxElement[x][y] == EL_UNDEFINED)
5540 GfxElement[x][y] = EL_EMPTY;
5542 border_element = Store2[x][y];
5543 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5544 border_element = StorePlayer[x][y];
5546 if (phase == element_info[border_element].ignition_delay ||
5547 phase == last_phase)
5549 boolean border_explosion = FALSE;
5551 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5552 !PLAYER_EXPLOSION_PROTECTED(x, y))
5554 KillPlayerUnlessExplosionProtected(x, y);
5555 border_explosion = TRUE;
5557 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5559 Feld[x][y] = Store2[x][y];
5562 border_explosion = TRUE;
5564 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5566 AmoebeUmwandeln(x, y);
5568 border_explosion = TRUE;
5571 /* if an element just explodes due to another explosion (chain-reaction),
5572 do not immediately end the new explosion when it was the last frame of
5573 the explosion (as it would be done in the following "if"-statement!) */
5574 if (border_explosion && phase == last_phase)
5578 if (phase == last_phase)
5582 element = Feld[x][y] = Store[x][y];
5583 Store[x][y] = Store2[x][y] = 0;
5584 GfxElement[x][y] = EL_UNDEFINED;
5586 /* player can escape from explosions and might therefore be still alive */
5587 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5588 element <= EL_PLAYER_IS_EXPLODING_4)
5590 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5591 int explosion_element = EL_PLAYER_1 + player_nr;
5592 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5593 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5595 if (level.use_explosion_element[player_nr])
5596 explosion_element = level.explosion_element[player_nr];
5598 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5599 element_info[explosion_element].content.e[xx][yy]);
5602 /* restore probably existing indestructible background element */
5603 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5604 element = Feld[x][y] = Back[x][y];
5607 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5608 GfxDir[x][y] = MV_NONE;
5609 ChangeDelay[x][y] = 0;
5610 ChangePage[x][y] = -1;
5612 CustomValue[x][y] = 0;
5614 InitField_WithBug2(x, y, FALSE);
5616 TEST_DrawLevelField(x, y);
5618 TestIfElementTouchesCustomElement(x, y);
5620 if (GFX_CRUMBLED(element))
5621 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5623 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5624 StorePlayer[x][y] = 0;
5626 if (ELEM_IS_PLAYER(element))
5627 RelocatePlayer(x, y, element);
5629 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5631 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5632 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5635 TEST_DrawLevelFieldCrumbled(x, y);
5637 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5639 DrawLevelElement(x, y, Back[x][y]);
5640 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5642 else if (IS_WALKABLE_UNDER(Back[x][y]))
5644 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5645 DrawLevelElementThruMask(x, y, Back[x][y]);
5647 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5648 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5652 void DynaExplode(int ex, int ey)
5655 int dynabomb_element = Feld[ex][ey];
5656 int dynabomb_size = 1;
5657 boolean dynabomb_xl = FALSE;
5658 struct PlayerInfo *player;
5659 static int xy[4][2] =
5667 if (IS_ACTIVE_BOMB(dynabomb_element))
5669 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5670 dynabomb_size = player->dynabomb_size;
5671 dynabomb_xl = player->dynabomb_xl;
5672 player->dynabombs_left++;
5675 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5677 for (i = 0; i < NUM_DIRECTIONS; i++)
5679 for (j = 1; j <= dynabomb_size; j++)
5681 int x = ex + j * xy[i][0];
5682 int y = ey + j * xy[i][1];
5685 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5688 element = Feld[x][y];
5690 /* do not restart explosions of fields with active bombs */
5691 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5694 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5696 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5697 !IS_DIGGABLE(element) && !dynabomb_xl)
5703 void Bang(int x, int y)
5705 int element = MovingOrBlocked2Element(x, y);
5706 int explosion_type = EX_TYPE_NORMAL;
5708 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5710 struct PlayerInfo *player = PLAYERINFO(x, y);
5712 element = Feld[x][y] = player->initial_element;
5714 if (level.use_explosion_element[player->index_nr])
5716 int explosion_element = level.explosion_element[player->index_nr];
5718 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5719 explosion_type = EX_TYPE_CROSS;
5720 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5721 explosion_type = EX_TYPE_CENTER;
5729 case EL_BD_BUTTERFLY:
5732 case EL_DARK_YAMYAM:
5736 RaiseScoreElement(element);
5739 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5740 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5741 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5742 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5743 case EL_DYNABOMB_INCREASE_NUMBER:
5744 case EL_DYNABOMB_INCREASE_SIZE:
5745 case EL_DYNABOMB_INCREASE_POWER:
5746 explosion_type = EX_TYPE_DYNA;
5749 case EL_DC_LANDMINE:
5750 explosion_type = EX_TYPE_CENTER;
5755 case EL_LAMP_ACTIVE:
5756 case EL_AMOEBA_TO_DIAMOND:
5757 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5758 explosion_type = EX_TYPE_CENTER;
5762 if (element_info[element].explosion_type == EXPLODES_CROSS)
5763 explosion_type = EX_TYPE_CROSS;
5764 else if (element_info[element].explosion_type == EXPLODES_1X1)
5765 explosion_type = EX_TYPE_CENTER;
5769 if (explosion_type == EX_TYPE_DYNA)
5772 Explode(x, y, EX_PHASE_START, explosion_type);
5774 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5777 void SplashAcid(int x, int y)
5779 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5780 (!IN_LEV_FIELD(x - 1, y - 2) ||
5781 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5782 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5784 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5785 (!IN_LEV_FIELD(x + 1, y - 2) ||
5786 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5787 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5789 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5792 static void InitBeltMovement()
5794 static int belt_base_element[4] =
5796 EL_CONVEYOR_BELT_1_LEFT,
5797 EL_CONVEYOR_BELT_2_LEFT,
5798 EL_CONVEYOR_BELT_3_LEFT,
5799 EL_CONVEYOR_BELT_4_LEFT
5801 static int belt_base_active_element[4] =
5803 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5804 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5805 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5806 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5811 /* set frame order for belt animation graphic according to belt direction */
5812 for (i = 0; i < NUM_BELTS; i++)
5816 for (j = 0; j < NUM_BELT_PARTS; j++)
5818 int element = belt_base_active_element[belt_nr] + j;
5819 int graphic_1 = el2img(element);
5820 int graphic_2 = el2panelimg(element);
5822 if (game.belt_dir[i] == MV_LEFT)
5824 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5825 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5829 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5830 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5835 SCAN_PLAYFIELD(x, y)
5837 int element = Feld[x][y];
5839 for (i = 0; i < NUM_BELTS; i++)
5841 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5843 int e_belt_nr = getBeltNrFromBeltElement(element);
5846 if (e_belt_nr == belt_nr)
5848 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5850 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5857 static void ToggleBeltSwitch(int x, int y)
5859 static int belt_base_element[4] =
5861 EL_CONVEYOR_BELT_1_LEFT,
5862 EL_CONVEYOR_BELT_2_LEFT,
5863 EL_CONVEYOR_BELT_3_LEFT,
5864 EL_CONVEYOR_BELT_4_LEFT
5866 static int belt_base_active_element[4] =
5868 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5869 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5870 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5871 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5873 static int belt_base_switch_element[4] =
5875 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5876 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5877 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5878 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5880 static int belt_move_dir[4] =
5888 int element = Feld[x][y];
5889 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5890 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5891 int belt_dir = belt_move_dir[belt_dir_nr];
5894 if (!IS_BELT_SWITCH(element))
5897 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5898 game.belt_dir[belt_nr] = belt_dir;
5900 if (belt_dir_nr == 3)
5903 /* set frame order for belt animation graphic according to belt direction */
5904 for (i = 0; i < NUM_BELT_PARTS; i++)
5906 int element = belt_base_active_element[belt_nr] + i;
5907 int graphic_1 = el2img(element);
5908 int graphic_2 = el2panelimg(element);
5910 if (belt_dir == MV_LEFT)
5912 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5913 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5917 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5918 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5922 SCAN_PLAYFIELD(xx, yy)
5924 int element = Feld[xx][yy];
5926 if (IS_BELT_SWITCH(element))
5928 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5930 if (e_belt_nr == belt_nr)
5932 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5933 TEST_DrawLevelField(xx, yy);
5936 else if (IS_BELT(element) && belt_dir != MV_NONE)
5938 int e_belt_nr = getBeltNrFromBeltElement(element);
5940 if (e_belt_nr == belt_nr)
5942 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5944 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5945 TEST_DrawLevelField(xx, yy);
5948 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5950 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5952 if (e_belt_nr == belt_nr)
5954 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5956 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5957 TEST_DrawLevelField(xx, yy);
5963 static void ToggleSwitchgateSwitch(int x, int y)
5967 game.switchgate_pos = !game.switchgate_pos;
5969 SCAN_PLAYFIELD(xx, yy)
5971 int element = Feld[xx][yy];
5973 if (element == EL_SWITCHGATE_SWITCH_UP)
5975 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5976 TEST_DrawLevelField(xx, yy);
5978 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5980 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5981 TEST_DrawLevelField(xx, yy);
5983 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5985 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5986 TEST_DrawLevelField(xx, yy);
5988 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5990 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5991 TEST_DrawLevelField(xx, yy);
5993 else if (element == EL_SWITCHGATE_OPEN ||
5994 element == EL_SWITCHGATE_OPENING)
5996 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5998 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6000 else if (element == EL_SWITCHGATE_CLOSED ||
6001 element == EL_SWITCHGATE_CLOSING)
6003 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6005 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6010 static int getInvisibleActiveFromInvisibleElement(int element)
6012 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6013 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6014 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6018 static int getInvisibleFromInvisibleActiveElement(int element)
6020 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6021 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6022 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6026 static void RedrawAllLightSwitchesAndInvisibleElements()
6030 SCAN_PLAYFIELD(x, y)
6032 int element = Feld[x][y];
6034 if (element == EL_LIGHT_SWITCH &&
6035 game.light_time_left > 0)
6037 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6038 TEST_DrawLevelField(x, y);
6040 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6041 game.light_time_left == 0)
6043 Feld[x][y] = EL_LIGHT_SWITCH;
6044 TEST_DrawLevelField(x, y);
6046 else if (element == EL_EMC_DRIPPER &&
6047 game.light_time_left > 0)
6049 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6050 TEST_DrawLevelField(x, y);
6052 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6053 game.light_time_left == 0)
6055 Feld[x][y] = EL_EMC_DRIPPER;
6056 TEST_DrawLevelField(x, y);
6058 else if (element == EL_INVISIBLE_STEELWALL ||
6059 element == EL_INVISIBLE_WALL ||
6060 element == EL_INVISIBLE_SAND)
6062 if (game.light_time_left > 0)
6063 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6065 TEST_DrawLevelField(x, y);
6067 /* uncrumble neighbour fields, if needed */
6068 if (element == EL_INVISIBLE_SAND)
6069 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6071 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6072 element == EL_INVISIBLE_WALL_ACTIVE ||
6073 element == EL_INVISIBLE_SAND_ACTIVE)
6075 if (game.light_time_left == 0)
6076 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6078 TEST_DrawLevelField(x, y);
6080 /* re-crumble neighbour fields, if needed */
6081 if (element == EL_INVISIBLE_SAND)
6082 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6087 static void RedrawAllInvisibleElementsForLenses()
6091 SCAN_PLAYFIELD(x, y)
6093 int element = Feld[x][y];
6095 if (element == EL_EMC_DRIPPER &&
6096 game.lenses_time_left > 0)
6098 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6099 TEST_DrawLevelField(x, y);
6101 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6102 game.lenses_time_left == 0)
6104 Feld[x][y] = EL_EMC_DRIPPER;
6105 TEST_DrawLevelField(x, y);
6107 else if (element == EL_INVISIBLE_STEELWALL ||
6108 element == EL_INVISIBLE_WALL ||
6109 element == EL_INVISIBLE_SAND)
6111 if (game.lenses_time_left > 0)
6112 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6114 TEST_DrawLevelField(x, y);
6116 /* uncrumble neighbour fields, if needed */
6117 if (element == EL_INVISIBLE_SAND)
6118 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6120 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6121 element == EL_INVISIBLE_WALL_ACTIVE ||
6122 element == EL_INVISIBLE_SAND_ACTIVE)
6124 if (game.lenses_time_left == 0)
6125 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6127 TEST_DrawLevelField(x, y);
6129 /* re-crumble neighbour fields, if needed */
6130 if (element == EL_INVISIBLE_SAND)
6131 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6136 static void RedrawAllInvisibleElementsForMagnifier()
6140 SCAN_PLAYFIELD(x, y)
6142 int element = Feld[x][y];
6144 if (element == EL_EMC_FAKE_GRASS &&
6145 game.magnify_time_left > 0)
6147 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6148 TEST_DrawLevelField(x, y);
6150 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6151 game.magnify_time_left == 0)
6153 Feld[x][y] = EL_EMC_FAKE_GRASS;
6154 TEST_DrawLevelField(x, y);
6156 else if (IS_GATE_GRAY(element) &&
6157 game.magnify_time_left > 0)
6159 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6160 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6161 IS_EM_GATE_GRAY(element) ?
6162 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6163 IS_EMC_GATE_GRAY(element) ?
6164 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6165 IS_DC_GATE_GRAY(element) ?
6166 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6168 TEST_DrawLevelField(x, y);
6170 else if (IS_GATE_GRAY_ACTIVE(element) &&
6171 game.magnify_time_left == 0)
6173 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6174 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6175 IS_EM_GATE_GRAY_ACTIVE(element) ?
6176 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6177 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6178 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6179 IS_DC_GATE_GRAY_ACTIVE(element) ?
6180 EL_DC_GATE_WHITE_GRAY :
6182 TEST_DrawLevelField(x, y);
6187 static void ToggleLightSwitch(int x, int y)
6189 int element = Feld[x][y];
6191 game.light_time_left =
6192 (element == EL_LIGHT_SWITCH ?
6193 level.time_light * FRAMES_PER_SECOND : 0);
6195 RedrawAllLightSwitchesAndInvisibleElements();
6198 static void ActivateTimegateSwitch(int x, int y)
6202 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6204 SCAN_PLAYFIELD(xx, yy)
6206 int element = Feld[xx][yy];
6208 if (element == EL_TIMEGATE_CLOSED ||
6209 element == EL_TIMEGATE_CLOSING)
6211 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6212 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6216 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6218 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6219 TEST_DrawLevelField(xx, yy);
6225 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6226 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6229 void Impact(int x, int y)
6231 boolean last_line = (y == lev_fieldy - 1);
6232 boolean object_hit = FALSE;
6233 boolean impact = (last_line || object_hit);
6234 int element = Feld[x][y];
6235 int smashed = EL_STEELWALL;
6237 if (!last_line) /* check if element below was hit */
6239 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6242 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6243 MovDir[x][y + 1] != MV_DOWN ||
6244 MovPos[x][y + 1] <= TILEY / 2));
6246 /* do not smash moving elements that left the smashed field in time */
6247 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6248 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6251 #if USE_QUICKSAND_IMPACT_BUGFIX
6252 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6254 RemoveMovingField(x, y + 1);
6255 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6256 Feld[x][y + 2] = EL_ROCK;
6257 TEST_DrawLevelField(x, y + 2);
6262 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6264 RemoveMovingField(x, y + 1);
6265 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6266 Feld[x][y + 2] = EL_ROCK;
6267 TEST_DrawLevelField(x, y + 2);
6274 smashed = MovingOrBlocked2Element(x, y + 1);
6276 impact = (last_line || object_hit);
6279 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6281 SplashAcid(x, y + 1);
6285 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6286 /* only reset graphic animation if graphic really changes after impact */
6288 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6290 ResetGfxAnimation(x, y);
6291 TEST_DrawLevelField(x, y);
6294 if (impact && CAN_EXPLODE_IMPACT(element))
6299 else if (impact && element == EL_PEARL &&
6300 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6302 ResetGfxAnimation(x, y);
6304 Feld[x][y] = EL_PEARL_BREAKING;
6305 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6308 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6310 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6315 if (impact && element == EL_AMOEBA_DROP)
6317 if (object_hit && IS_PLAYER(x, y + 1))
6318 KillPlayerUnlessEnemyProtected(x, y + 1);
6319 else if (object_hit && smashed == EL_PENGUIN)
6323 Feld[x][y] = EL_AMOEBA_GROWING;
6324 Store[x][y] = EL_AMOEBA_WET;
6326 ResetRandomAnimationValue(x, y);
6331 if (object_hit) /* check which object was hit */
6333 if ((CAN_PASS_MAGIC_WALL(element) &&
6334 (smashed == EL_MAGIC_WALL ||
6335 smashed == EL_BD_MAGIC_WALL)) ||
6336 (CAN_PASS_DC_MAGIC_WALL(element) &&
6337 smashed == EL_DC_MAGIC_WALL))
6340 int activated_magic_wall =
6341 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6342 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6343 EL_DC_MAGIC_WALL_ACTIVE);
6345 /* activate magic wall / mill */
6346 SCAN_PLAYFIELD(xx, yy)
6348 if (Feld[xx][yy] == smashed)
6349 Feld[xx][yy] = activated_magic_wall;
6352 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6353 game.magic_wall_active = TRUE;
6355 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6356 SND_MAGIC_WALL_ACTIVATING :
6357 smashed == EL_BD_MAGIC_WALL ?
6358 SND_BD_MAGIC_WALL_ACTIVATING :
6359 SND_DC_MAGIC_WALL_ACTIVATING));
6362 if (IS_PLAYER(x, y + 1))
6364 if (CAN_SMASH_PLAYER(element))
6366 KillPlayerUnlessEnemyProtected(x, y + 1);
6370 else if (smashed == EL_PENGUIN)
6372 if (CAN_SMASH_PLAYER(element))
6378 else if (element == EL_BD_DIAMOND)
6380 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6386 else if (((element == EL_SP_INFOTRON ||
6387 element == EL_SP_ZONK) &&
6388 (smashed == EL_SP_SNIKSNAK ||
6389 smashed == EL_SP_ELECTRON ||
6390 smashed == EL_SP_DISK_ORANGE)) ||
6391 (element == EL_SP_INFOTRON &&
6392 smashed == EL_SP_DISK_YELLOW))
6397 else if (CAN_SMASH_EVERYTHING(element))
6399 if (IS_CLASSIC_ENEMY(smashed) ||
6400 CAN_EXPLODE_SMASHED(smashed))
6405 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6407 if (smashed == EL_LAMP ||
6408 smashed == EL_LAMP_ACTIVE)
6413 else if (smashed == EL_NUT)
6415 Feld[x][y + 1] = EL_NUT_BREAKING;
6416 PlayLevelSound(x, y, SND_NUT_BREAKING);
6417 RaiseScoreElement(EL_NUT);
6420 else if (smashed == EL_PEARL)
6422 ResetGfxAnimation(x, y);
6424 Feld[x][y + 1] = EL_PEARL_BREAKING;
6425 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6428 else if (smashed == EL_DIAMOND)
6430 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6431 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6434 else if (IS_BELT_SWITCH(smashed))
6436 ToggleBeltSwitch(x, y + 1);
6438 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6439 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6440 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6441 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6443 ToggleSwitchgateSwitch(x, y + 1);
6445 else if (smashed == EL_LIGHT_SWITCH ||
6446 smashed == EL_LIGHT_SWITCH_ACTIVE)
6448 ToggleLightSwitch(x, y + 1);
6452 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6454 CheckElementChangeBySide(x, y + 1, smashed, element,
6455 CE_SWITCHED, CH_SIDE_TOP);
6456 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6462 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6467 /* play sound of magic wall / mill */
6469 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6470 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6471 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6473 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6474 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6475 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6476 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6477 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6478 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6483 /* play sound of object that hits the ground */
6484 if (last_line || object_hit)
6485 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6488 inline static void TurnRoundExt(int x, int y)
6500 { 0, 0 }, { 0, 0 }, { 0, 0 },
6505 int left, right, back;
6509 { MV_DOWN, MV_UP, MV_RIGHT },
6510 { MV_UP, MV_DOWN, MV_LEFT },
6512 { MV_LEFT, MV_RIGHT, MV_DOWN },
6516 { MV_RIGHT, MV_LEFT, MV_UP }
6519 int element = Feld[x][y];
6520 int move_pattern = element_info[element].move_pattern;
6522 int old_move_dir = MovDir[x][y];
6523 int left_dir = turn[old_move_dir].left;
6524 int right_dir = turn[old_move_dir].right;
6525 int back_dir = turn[old_move_dir].back;
6527 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6528 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6529 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6530 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6532 int left_x = x + left_dx, left_y = y + left_dy;
6533 int right_x = x + right_dx, right_y = y + right_dy;
6534 int move_x = x + move_dx, move_y = y + move_dy;
6538 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6540 TestIfBadThingTouchesOtherBadThing(x, y);
6542 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6543 MovDir[x][y] = right_dir;
6544 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6545 MovDir[x][y] = left_dir;
6547 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6549 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6552 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6554 TestIfBadThingTouchesOtherBadThing(x, y);
6556 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6557 MovDir[x][y] = left_dir;
6558 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6559 MovDir[x][y] = right_dir;
6561 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6563 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6566 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6568 TestIfBadThingTouchesOtherBadThing(x, y);
6570 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6571 MovDir[x][y] = left_dir;
6572 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6573 MovDir[x][y] = right_dir;
6575 if (MovDir[x][y] != old_move_dir)
6578 else if (element == EL_YAMYAM)
6580 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6581 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6583 if (can_turn_left && can_turn_right)
6584 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6585 else if (can_turn_left)
6586 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6587 else if (can_turn_right)
6588 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6590 MovDir[x][y] = back_dir;
6592 MovDelay[x][y] = 16 + 16 * RND(3);
6594 else if (element == EL_DARK_YAMYAM)
6596 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6598 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6601 if (can_turn_left && can_turn_right)
6602 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6603 else if (can_turn_left)
6604 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6605 else if (can_turn_right)
6606 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6608 MovDir[x][y] = back_dir;
6610 MovDelay[x][y] = 16 + 16 * RND(3);
6612 else if (element == EL_PACMAN)
6614 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6615 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6617 if (can_turn_left && can_turn_right)
6618 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6619 else if (can_turn_left)
6620 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6621 else if (can_turn_right)
6622 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6624 MovDir[x][y] = back_dir;
6626 MovDelay[x][y] = 6 + RND(40);
6628 else if (element == EL_PIG)
6630 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6631 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6632 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6633 boolean should_turn_left, should_turn_right, should_move_on;
6635 int rnd = RND(rnd_value);
6637 should_turn_left = (can_turn_left &&
6639 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6640 y + back_dy + left_dy)));
6641 should_turn_right = (can_turn_right &&
6643 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6644 y + back_dy + right_dy)));
6645 should_move_on = (can_move_on &&
6648 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6649 y + move_dy + left_dy) ||
6650 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6651 y + move_dy + right_dy)));
6653 if (should_turn_left || should_turn_right || should_move_on)
6655 if (should_turn_left && should_turn_right && should_move_on)
6656 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6657 rnd < 2 * rnd_value / 3 ? right_dir :
6659 else if (should_turn_left && should_turn_right)
6660 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6661 else if (should_turn_left && should_move_on)
6662 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6663 else if (should_turn_right && should_move_on)
6664 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6665 else if (should_turn_left)
6666 MovDir[x][y] = left_dir;
6667 else if (should_turn_right)
6668 MovDir[x][y] = right_dir;
6669 else if (should_move_on)
6670 MovDir[x][y] = old_move_dir;
6672 else if (can_move_on && rnd > rnd_value / 8)
6673 MovDir[x][y] = old_move_dir;
6674 else if (can_turn_left && can_turn_right)
6675 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6676 else if (can_turn_left && rnd > rnd_value / 8)
6677 MovDir[x][y] = left_dir;
6678 else if (can_turn_right && rnd > rnd_value/8)
6679 MovDir[x][y] = right_dir;
6681 MovDir[x][y] = back_dir;
6683 xx = x + move_xy[MovDir[x][y]].dx;
6684 yy = y + move_xy[MovDir[x][y]].dy;
6686 if (!IN_LEV_FIELD(xx, yy) ||
6687 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6688 MovDir[x][y] = old_move_dir;
6692 else if (element == EL_DRAGON)
6694 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6695 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6696 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6698 int rnd = RND(rnd_value);
6700 if (can_move_on && rnd > rnd_value / 8)
6701 MovDir[x][y] = old_move_dir;
6702 else if (can_turn_left && can_turn_right)
6703 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6704 else if (can_turn_left && rnd > rnd_value / 8)
6705 MovDir[x][y] = left_dir;
6706 else if (can_turn_right && rnd > rnd_value / 8)
6707 MovDir[x][y] = right_dir;
6709 MovDir[x][y] = back_dir;
6711 xx = x + move_xy[MovDir[x][y]].dx;
6712 yy = y + move_xy[MovDir[x][y]].dy;
6714 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6715 MovDir[x][y] = old_move_dir;
6719 else if (element == EL_MOLE)
6721 boolean can_move_on =
6722 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6723 IS_AMOEBOID(Feld[move_x][move_y]) ||
6724 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6727 boolean can_turn_left =
6728 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6729 IS_AMOEBOID(Feld[left_x][left_y])));
6731 boolean can_turn_right =
6732 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6733 IS_AMOEBOID(Feld[right_x][right_y])));
6735 if (can_turn_left && can_turn_right)
6736 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6737 else if (can_turn_left)
6738 MovDir[x][y] = left_dir;
6740 MovDir[x][y] = right_dir;
6743 if (MovDir[x][y] != old_move_dir)
6746 else if (element == EL_BALLOON)
6748 MovDir[x][y] = game.wind_direction;
6751 else if (element == EL_SPRING)
6753 if (MovDir[x][y] & MV_HORIZONTAL)
6755 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6756 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6758 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6759 ResetGfxAnimation(move_x, move_y);
6760 TEST_DrawLevelField(move_x, move_y);
6762 MovDir[x][y] = back_dir;
6764 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6765 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6766 MovDir[x][y] = MV_NONE;
6771 else if (element == EL_ROBOT ||
6772 element == EL_SATELLITE ||
6773 element == EL_PENGUIN ||
6774 element == EL_EMC_ANDROID)
6776 int attr_x = -1, attr_y = -1;
6787 for (i = 0; i < MAX_PLAYERS; i++)
6789 struct PlayerInfo *player = &stored_player[i];
6790 int jx = player->jx, jy = player->jy;
6792 if (!player->active)
6796 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6804 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6805 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6806 game.engine_version < VERSION_IDENT(3,1,0,0)))
6812 if (element == EL_PENGUIN)
6815 static int xy[4][2] =
6823 for (i = 0; i < NUM_DIRECTIONS; i++)
6825 int ex = x + xy[i][0];
6826 int ey = y + xy[i][1];
6828 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6829 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6830 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6831 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6840 MovDir[x][y] = MV_NONE;
6842 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6843 else if (attr_x > x)
6844 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6846 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6847 else if (attr_y > y)
6848 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6850 if (element == EL_ROBOT)
6854 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6855 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6856 Moving2Blocked(x, y, &newx, &newy);
6858 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6859 MovDelay[x][y] = 8 + 8 * !RND(3);
6861 MovDelay[x][y] = 16;
6863 else if (element == EL_PENGUIN)
6869 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6871 boolean first_horiz = RND(2);
6872 int new_move_dir = MovDir[x][y];
6875 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6876 Moving2Blocked(x, y, &newx, &newy);
6878 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6882 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6883 Moving2Blocked(x, y, &newx, &newy);
6885 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6888 MovDir[x][y] = old_move_dir;
6892 else if (element == EL_SATELLITE)
6898 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6900 boolean first_horiz = RND(2);
6901 int new_move_dir = MovDir[x][y];
6904 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6905 Moving2Blocked(x, y, &newx, &newy);
6907 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6911 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6912 Moving2Blocked(x, y, &newx, &newy);
6914 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6917 MovDir[x][y] = old_move_dir;
6921 else if (element == EL_EMC_ANDROID)
6923 static int check_pos[16] =
6925 -1, /* 0 => (invalid) */
6926 7, /* 1 => MV_LEFT */
6927 3, /* 2 => MV_RIGHT */
6928 -1, /* 3 => (invalid) */
6930 0, /* 5 => MV_LEFT | MV_UP */
6931 2, /* 6 => MV_RIGHT | MV_UP */
6932 -1, /* 7 => (invalid) */
6933 5, /* 8 => MV_DOWN */
6934 6, /* 9 => MV_LEFT | MV_DOWN */
6935 4, /* 10 => MV_RIGHT | MV_DOWN */
6936 -1, /* 11 => (invalid) */
6937 -1, /* 12 => (invalid) */
6938 -1, /* 13 => (invalid) */
6939 -1, /* 14 => (invalid) */
6940 -1, /* 15 => (invalid) */
6948 { -1, -1, MV_LEFT | MV_UP },
6950 { +1, -1, MV_RIGHT | MV_UP },
6951 { +1, 0, MV_RIGHT },
6952 { +1, +1, MV_RIGHT | MV_DOWN },
6954 { -1, +1, MV_LEFT | MV_DOWN },
6957 int start_pos, check_order;
6958 boolean can_clone = FALSE;
6961 /* check if there is any free field around current position */
6962 for (i = 0; i < 8; i++)
6964 int newx = x + check_xy[i].dx;
6965 int newy = y + check_xy[i].dy;
6967 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6975 if (can_clone) /* randomly find an element to clone */
6979 start_pos = check_pos[RND(8)];
6980 check_order = (RND(2) ? -1 : +1);
6982 for (i = 0; i < 8; i++)
6984 int pos_raw = start_pos + i * check_order;
6985 int pos = (pos_raw + 8) % 8;
6986 int newx = x + check_xy[pos].dx;
6987 int newy = y + check_xy[pos].dy;
6989 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6991 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6992 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6994 Store[x][y] = Feld[newx][newy];
7003 if (can_clone) /* randomly find a direction to move */
7007 start_pos = check_pos[RND(8)];
7008 check_order = (RND(2) ? -1 : +1);
7010 for (i = 0; i < 8; i++)
7012 int pos_raw = start_pos + i * check_order;
7013 int pos = (pos_raw + 8) % 8;
7014 int newx = x + check_xy[pos].dx;
7015 int newy = y + check_xy[pos].dy;
7016 int new_move_dir = check_xy[pos].dir;
7018 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7020 MovDir[x][y] = new_move_dir;
7021 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7030 if (can_clone) /* cloning and moving successful */
7033 /* cannot clone -- try to move towards player */
7035 start_pos = check_pos[MovDir[x][y] & 0x0f];
7036 check_order = (RND(2) ? -1 : +1);
7038 for (i = 0; i < 3; i++)
7040 /* first check start_pos, then previous/next or (next/previous) pos */
7041 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7042 int pos = (pos_raw + 8) % 8;
7043 int newx = x + check_xy[pos].dx;
7044 int newy = y + check_xy[pos].dy;
7045 int new_move_dir = check_xy[pos].dir;
7047 if (IS_PLAYER(newx, newy))
7050 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7052 MovDir[x][y] = new_move_dir;
7053 MovDelay[x][y] = level.android_move_time * 8 + 1;
7060 else if (move_pattern == MV_TURNING_LEFT ||
7061 move_pattern == MV_TURNING_RIGHT ||
7062 move_pattern == MV_TURNING_LEFT_RIGHT ||
7063 move_pattern == MV_TURNING_RIGHT_LEFT ||
7064 move_pattern == MV_TURNING_RANDOM ||
7065 move_pattern == MV_ALL_DIRECTIONS)
7067 boolean can_turn_left =
7068 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7069 boolean can_turn_right =
7070 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7072 if (element_info[element].move_stepsize == 0) /* "not moving" */
7075 if (move_pattern == MV_TURNING_LEFT)
7076 MovDir[x][y] = left_dir;
7077 else if (move_pattern == MV_TURNING_RIGHT)
7078 MovDir[x][y] = right_dir;
7079 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7080 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7081 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7082 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7083 else if (move_pattern == MV_TURNING_RANDOM)
7084 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7085 can_turn_right && !can_turn_left ? right_dir :
7086 RND(2) ? left_dir : right_dir);
7087 else if (can_turn_left && can_turn_right)
7088 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7089 else if (can_turn_left)
7090 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7091 else if (can_turn_right)
7092 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7094 MovDir[x][y] = back_dir;
7096 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7098 else if (move_pattern == MV_HORIZONTAL ||
7099 move_pattern == MV_VERTICAL)
7101 if (move_pattern & old_move_dir)
7102 MovDir[x][y] = back_dir;
7103 else if (move_pattern == MV_HORIZONTAL)
7104 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7105 else if (move_pattern == MV_VERTICAL)
7106 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7108 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7110 else if (move_pattern & MV_ANY_DIRECTION)
7112 MovDir[x][y] = move_pattern;
7113 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7115 else if (move_pattern & MV_WIND_DIRECTION)
7117 MovDir[x][y] = game.wind_direction;
7118 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7120 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7122 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7123 MovDir[x][y] = left_dir;
7124 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7125 MovDir[x][y] = right_dir;
7127 if (MovDir[x][y] != old_move_dir)
7128 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7130 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7132 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7133 MovDir[x][y] = right_dir;
7134 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7135 MovDir[x][y] = left_dir;
7137 if (MovDir[x][y] != old_move_dir)
7138 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7140 else if (move_pattern == MV_TOWARDS_PLAYER ||
7141 move_pattern == MV_AWAY_FROM_PLAYER)
7143 int attr_x = -1, attr_y = -1;
7145 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7156 for (i = 0; i < MAX_PLAYERS; i++)
7158 struct PlayerInfo *player = &stored_player[i];
7159 int jx = player->jx, jy = player->jy;
7161 if (!player->active)
7165 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7173 MovDir[x][y] = MV_NONE;
7175 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7176 else if (attr_x > x)
7177 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7179 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7180 else if (attr_y > y)
7181 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7183 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7185 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7187 boolean first_horiz = RND(2);
7188 int new_move_dir = MovDir[x][y];
7190 if (element_info[element].move_stepsize == 0) /* "not moving" */
7192 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7193 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7199 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7200 Moving2Blocked(x, y, &newx, &newy);
7202 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7206 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7207 Moving2Blocked(x, y, &newx, &newy);
7209 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7212 MovDir[x][y] = old_move_dir;
7215 else if (move_pattern == MV_WHEN_PUSHED ||
7216 move_pattern == MV_WHEN_DROPPED)
7218 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7219 MovDir[x][y] = MV_NONE;
7223 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7225 static int test_xy[7][2] =
7235 static int test_dir[7] =
7245 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7246 int move_preference = -1000000; /* start with very low preference */
7247 int new_move_dir = MV_NONE;
7248 int start_test = RND(4);
7251 for (i = 0; i < NUM_DIRECTIONS; i++)
7253 int move_dir = test_dir[start_test + i];
7254 int move_dir_preference;
7256 xx = x + test_xy[start_test + i][0];
7257 yy = y + test_xy[start_test + i][1];
7259 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7260 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7262 new_move_dir = move_dir;
7267 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7270 move_dir_preference = -1 * RunnerVisit[xx][yy];
7271 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7272 move_dir_preference = PlayerVisit[xx][yy];
7274 if (move_dir_preference > move_preference)
7276 /* prefer field that has not been visited for the longest time */
7277 move_preference = move_dir_preference;
7278 new_move_dir = move_dir;
7280 else if (move_dir_preference == move_preference &&
7281 move_dir == old_move_dir)
7283 /* prefer last direction when all directions are preferred equally */
7284 move_preference = move_dir_preference;
7285 new_move_dir = move_dir;
7289 MovDir[x][y] = new_move_dir;
7290 if (old_move_dir != new_move_dir)
7291 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7295 static void TurnRound(int x, int y)
7297 int direction = MovDir[x][y];
7301 GfxDir[x][y] = MovDir[x][y];
7303 if (direction != MovDir[x][y])
7307 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7309 ResetGfxFrame(x, y);
7312 static boolean JustBeingPushed(int x, int y)
7316 for (i = 0; i < MAX_PLAYERS; i++)
7318 struct PlayerInfo *player = &stored_player[i];
7320 if (player->active && player->is_pushing && player->MovPos)
7322 int next_jx = player->jx + (player->jx - player->last_jx);
7323 int next_jy = player->jy + (player->jy - player->last_jy);
7325 if (x == next_jx && y == next_jy)
7333 void StartMoving(int x, int y)
7335 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7336 int element = Feld[x][y];
7341 if (MovDelay[x][y] == 0)
7342 GfxAction[x][y] = ACTION_DEFAULT;
7344 if (CAN_FALL(element) && y < lev_fieldy - 1)
7346 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7347 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7348 if (JustBeingPushed(x, y))
7351 if (element == EL_QUICKSAND_FULL)
7353 if (IS_FREE(x, y + 1))
7355 InitMovingField(x, y, MV_DOWN);
7356 started_moving = TRUE;
7358 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7359 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7360 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7361 Store[x][y] = EL_ROCK;
7363 Store[x][y] = EL_ROCK;
7366 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7368 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7370 if (!MovDelay[x][y])
7372 MovDelay[x][y] = TILEY + 1;
7374 ResetGfxAnimation(x, y);
7375 ResetGfxAnimation(x, y + 1);
7380 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7381 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7388 Feld[x][y] = EL_QUICKSAND_EMPTY;
7389 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7390 Store[x][y + 1] = Store[x][y];
7393 PlayLevelSoundAction(x, y, ACTION_FILLING);
7395 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7397 if (!MovDelay[x][y])
7399 MovDelay[x][y] = TILEY + 1;
7401 ResetGfxAnimation(x, y);
7402 ResetGfxAnimation(x, y + 1);
7407 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7408 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7415 Feld[x][y] = EL_QUICKSAND_EMPTY;
7416 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7417 Store[x][y + 1] = Store[x][y];
7420 PlayLevelSoundAction(x, y, ACTION_FILLING);
7423 else if (element == EL_QUICKSAND_FAST_FULL)
7425 if (IS_FREE(x, y + 1))
7427 InitMovingField(x, y, MV_DOWN);
7428 started_moving = TRUE;
7430 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7431 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7432 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7433 Store[x][y] = EL_ROCK;
7435 Store[x][y] = EL_ROCK;
7438 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7440 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7442 if (!MovDelay[x][y])
7444 MovDelay[x][y] = TILEY + 1;
7446 ResetGfxAnimation(x, y);
7447 ResetGfxAnimation(x, y + 1);
7452 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7453 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7460 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7461 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7462 Store[x][y + 1] = Store[x][y];
7465 PlayLevelSoundAction(x, y, ACTION_FILLING);
7467 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7469 if (!MovDelay[x][y])
7471 MovDelay[x][y] = TILEY + 1;
7473 ResetGfxAnimation(x, y);
7474 ResetGfxAnimation(x, y + 1);
7479 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7480 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7487 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7488 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7489 Store[x][y + 1] = Store[x][y];
7492 PlayLevelSoundAction(x, y, ACTION_FILLING);
7495 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7496 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7498 InitMovingField(x, y, MV_DOWN);
7499 started_moving = TRUE;
7501 Feld[x][y] = EL_QUICKSAND_FILLING;
7502 Store[x][y] = element;
7504 PlayLevelSoundAction(x, y, ACTION_FILLING);
7506 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7507 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7509 InitMovingField(x, y, MV_DOWN);
7510 started_moving = TRUE;
7512 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7513 Store[x][y] = element;
7515 PlayLevelSoundAction(x, y, ACTION_FILLING);
7517 else if (element == EL_MAGIC_WALL_FULL)
7519 if (IS_FREE(x, y + 1))
7521 InitMovingField(x, y, MV_DOWN);
7522 started_moving = TRUE;
7524 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7525 Store[x][y] = EL_CHANGED(Store[x][y]);
7527 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7529 if (!MovDelay[x][y])
7530 MovDelay[x][y] = TILEY / 4 + 1;
7539 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7540 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7541 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7545 else if (element == EL_BD_MAGIC_WALL_FULL)
7547 if (IS_FREE(x, y + 1))
7549 InitMovingField(x, y, MV_DOWN);
7550 started_moving = TRUE;
7552 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7553 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7555 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7557 if (!MovDelay[x][y])
7558 MovDelay[x][y] = TILEY / 4 + 1;
7567 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7568 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7569 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7573 else if (element == EL_DC_MAGIC_WALL_FULL)
7575 if (IS_FREE(x, y + 1))
7577 InitMovingField(x, y, MV_DOWN);
7578 started_moving = TRUE;
7580 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7581 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7583 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7585 if (!MovDelay[x][y])
7586 MovDelay[x][y] = TILEY / 4 + 1;
7595 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7596 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7597 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7601 else if ((CAN_PASS_MAGIC_WALL(element) &&
7602 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7603 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7604 (CAN_PASS_DC_MAGIC_WALL(element) &&
7605 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7608 InitMovingField(x, y, MV_DOWN);
7609 started_moving = TRUE;
7612 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7613 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7614 EL_DC_MAGIC_WALL_FILLING);
7615 Store[x][y] = element;
7617 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7619 SplashAcid(x, y + 1);
7621 InitMovingField(x, y, MV_DOWN);
7622 started_moving = TRUE;
7624 Store[x][y] = EL_ACID;
7627 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7628 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7629 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7630 CAN_FALL(element) && WasJustFalling[x][y] &&
7631 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7633 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7634 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7635 (Feld[x][y + 1] == EL_BLOCKED)))
7637 /* this is needed for a special case not covered by calling "Impact()"
7638 from "ContinueMoving()": if an element moves to a tile directly below
7639 another element which was just falling on that tile (which was empty
7640 in the previous frame), the falling element above would just stop
7641 instead of smashing the element below (in previous version, the above
7642 element was just checked for "moving" instead of "falling", resulting
7643 in incorrect smashes caused by horizontal movement of the above
7644 element; also, the case of the player being the element to smash was
7645 simply not covered here... :-/ ) */
7647 CheckCollision[x][y] = 0;
7648 CheckImpact[x][y] = 0;
7652 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7654 if (MovDir[x][y] == MV_NONE)
7656 InitMovingField(x, y, MV_DOWN);
7657 started_moving = TRUE;
7660 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7662 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7663 MovDir[x][y] = MV_DOWN;
7665 InitMovingField(x, y, MV_DOWN);
7666 started_moving = TRUE;
7668 else if (element == EL_AMOEBA_DROP)
7670 Feld[x][y] = EL_AMOEBA_GROWING;
7671 Store[x][y] = EL_AMOEBA_WET;
7673 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7674 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7675 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7676 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7678 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7679 (IS_FREE(x - 1, y + 1) ||
7680 Feld[x - 1][y + 1] == EL_ACID));
7681 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7682 (IS_FREE(x + 1, y + 1) ||
7683 Feld[x + 1][y + 1] == EL_ACID));
7684 boolean can_fall_any = (can_fall_left || can_fall_right);
7685 boolean can_fall_both = (can_fall_left && can_fall_right);
7686 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7688 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7690 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7691 can_fall_right = FALSE;
7692 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7693 can_fall_left = FALSE;
7694 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7695 can_fall_right = FALSE;
7696 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7697 can_fall_left = FALSE;
7699 can_fall_any = (can_fall_left || can_fall_right);
7700 can_fall_both = FALSE;
7705 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7706 can_fall_right = FALSE; /* slip down on left side */
7708 can_fall_left = !(can_fall_right = RND(2));
7710 can_fall_both = FALSE;
7715 /* if not determined otherwise, prefer left side for slipping down */
7716 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7717 started_moving = TRUE;
7720 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7722 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7723 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7724 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7725 int belt_dir = game.belt_dir[belt_nr];
7727 if ((belt_dir == MV_LEFT && left_is_free) ||
7728 (belt_dir == MV_RIGHT && right_is_free))
7730 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7732 InitMovingField(x, y, belt_dir);
7733 started_moving = TRUE;
7735 Pushed[x][y] = TRUE;
7736 Pushed[nextx][y] = TRUE;
7738 GfxAction[x][y] = ACTION_DEFAULT;
7742 MovDir[x][y] = 0; /* if element was moving, stop it */
7747 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7748 if (CAN_MOVE(element) && !started_moving)
7750 int move_pattern = element_info[element].move_pattern;
7753 Moving2Blocked(x, y, &newx, &newy);
7755 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7758 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7759 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7761 WasJustMoving[x][y] = 0;
7762 CheckCollision[x][y] = 0;
7764 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7766 if (Feld[x][y] != element) /* element has changed */
7770 if (!MovDelay[x][y]) /* start new movement phase */
7772 /* all objects that can change their move direction after each step
7773 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7775 if (element != EL_YAMYAM &&
7776 element != EL_DARK_YAMYAM &&
7777 element != EL_PACMAN &&
7778 !(move_pattern & MV_ANY_DIRECTION) &&
7779 move_pattern != MV_TURNING_LEFT &&
7780 move_pattern != MV_TURNING_RIGHT &&
7781 move_pattern != MV_TURNING_LEFT_RIGHT &&
7782 move_pattern != MV_TURNING_RIGHT_LEFT &&
7783 move_pattern != MV_TURNING_RANDOM)
7787 if (MovDelay[x][y] && (element == EL_BUG ||
7788 element == EL_SPACESHIP ||
7789 element == EL_SP_SNIKSNAK ||
7790 element == EL_SP_ELECTRON ||
7791 element == EL_MOLE))
7792 TEST_DrawLevelField(x, y);
7796 if (MovDelay[x][y]) /* wait some time before next movement */
7800 if (element == EL_ROBOT ||
7801 element == EL_YAMYAM ||
7802 element == EL_DARK_YAMYAM)
7804 DrawLevelElementAnimationIfNeeded(x, y, element);
7805 PlayLevelSoundAction(x, y, ACTION_WAITING);
7807 else if (element == EL_SP_ELECTRON)
7808 DrawLevelElementAnimationIfNeeded(x, y, element);
7809 else if (element == EL_DRAGON)
7812 int dir = MovDir[x][y];
7813 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7814 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7815 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7816 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7817 dir == MV_UP ? IMG_FLAMES_1_UP :
7818 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7819 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7821 GfxAction[x][y] = ACTION_ATTACKING;
7823 if (IS_PLAYER(x, y))
7824 DrawPlayerField(x, y);
7826 TEST_DrawLevelField(x, y);
7828 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7830 for (i = 1; i <= 3; i++)
7832 int xx = x + i * dx;
7833 int yy = y + i * dy;
7834 int sx = SCREENX(xx);
7835 int sy = SCREENY(yy);
7836 int flame_graphic = graphic + (i - 1);
7838 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7843 int flamed = MovingOrBlocked2Element(xx, yy);
7845 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7848 RemoveMovingField(xx, yy);
7850 ChangeDelay[xx][yy] = 0;
7852 Feld[xx][yy] = EL_FLAMES;
7854 if (IN_SCR_FIELD(sx, sy))
7856 TEST_DrawLevelFieldCrumbled(xx, yy);
7857 DrawGraphic(sx, sy, flame_graphic, frame);
7862 if (Feld[xx][yy] == EL_FLAMES)
7863 Feld[xx][yy] = EL_EMPTY;
7864 TEST_DrawLevelField(xx, yy);
7869 if (MovDelay[x][y]) /* element still has to wait some time */
7871 PlayLevelSoundAction(x, y, ACTION_WAITING);
7877 /* now make next step */
7879 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7881 if (DONT_COLLIDE_WITH(element) &&
7882 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7883 !PLAYER_ENEMY_PROTECTED(newx, newy))
7885 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7890 else if (CAN_MOVE_INTO_ACID(element) &&
7891 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7892 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7893 (MovDir[x][y] == MV_DOWN ||
7894 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7896 SplashAcid(newx, newy);
7897 Store[x][y] = EL_ACID;
7899 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7901 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7902 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7903 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7904 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7907 TEST_DrawLevelField(x, y);
7909 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7910 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7911 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7913 local_player->friends_still_needed--;
7914 if (!local_player->friends_still_needed &&
7915 !local_player->GameOver && AllPlayersGone)
7916 PlayerWins(local_player);
7920 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7922 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7923 TEST_DrawLevelField(newx, newy);
7925 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7927 else if (!IS_FREE(newx, newy))
7929 GfxAction[x][y] = ACTION_WAITING;
7931 if (IS_PLAYER(x, y))
7932 DrawPlayerField(x, y);
7934 TEST_DrawLevelField(x, y);
7939 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7941 if (IS_FOOD_PIG(Feld[newx][newy]))
7943 if (IS_MOVING(newx, newy))
7944 RemoveMovingField(newx, newy);
7947 Feld[newx][newy] = EL_EMPTY;
7948 TEST_DrawLevelField(newx, newy);
7951 PlayLevelSound(x, y, SND_PIG_DIGGING);
7953 else if (!IS_FREE(newx, newy))
7955 if (IS_PLAYER(x, y))
7956 DrawPlayerField(x, y);
7958 TEST_DrawLevelField(x, y);
7963 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7965 if (Store[x][y] != EL_EMPTY)
7967 boolean can_clone = FALSE;
7970 /* check if element to clone is still there */
7971 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7973 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7981 /* cannot clone or target field not free anymore -- do not clone */
7982 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7983 Store[x][y] = EL_EMPTY;
7986 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7988 if (IS_MV_DIAGONAL(MovDir[x][y]))
7990 int diagonal_move_dir = MovDir[x][y];
7991 int stored = Store[x][y];
7992 int change_delay = 8;
7995 /* android is moving diagonally */
7997 CreateField(x, y, EL_DIAGONAL_SHRINKING);
7999 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8000 GfxElement[x][y] = EL_EMC_ANDROID;
8001 GfxAction[x][y] = ACTION_SHRINKING;
8002 GfxDir[x][y] = diagonal_move_dir;
8003 ChangeDelay[x][y] = change_delay;
8005 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8008 DrawLevelGraphicAnimation(x, y, graphic);
8009 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8011 if (Feld[newx][newy] == EL_ACID)
8013 SplashAcid(newx, newy);
8018 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8020 Store[newx][newy] = EL_EMC_ANDROID;
8021 GfxElement[newx][newy] = EL_EMC_ANDROID;
8022 GfxAction[newx][newy] = ACTION_GROWING;
8023 GfxDir[newx][newy] = diagonal_move_dir;
8024 ChangeDelay[newx][newy] = change_delay;
8026 graphic = el_act_dir2img(GfxElement[newx][newy],
8027 GfxAction[newx][newy], GfxDir[newx][newy]);
8029 DrawLevelGraphicAnimation(newx, newy, graphic);
8030 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8036 Feld[newx][newy] = EL_EMPTY;
8037 TEST_DrawLevelField(newx, newy);
8039 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8042 else if (!IS_FREE(newx, newy))
8047 else if (IS_CUSTOM_ELEMENT(element) &&
8048 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8050 if (!DigFieldByCE(newx, newy, element))
8053 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8055 RunnerVisit[x][y] = FrameCounter;
8056 PlayerVisit[x][y] /= 8; /* expire player visit path */
8059 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8061 if (!IS_FREE(newx, newy))
8063 if (IS_PLAYER(x, y))
8064 DrawPlayerField(x, y);
8066 TEST_DrawLevelField(x, y);
8072 boolean wanna_flame = !RND(10);
8073 int dx = newx - x, dy = newy - y;
8074 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8075 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8076 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8077 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8078 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8079 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8082 IS_CLASSIC_ENEMY(element1) ||
8083 IS_CLASSIC_ENEMY(element2)) &&
8084 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8085 element1 != EL_FLAMES && element2 != EL_FLAMES)
8087 ResetGfxAnimation(x, y);
8088 GfxAction[x][y] = ACTION_ATTACKING;
8090 if (IS_PLAYER(x, y))
8091 DrawPlayerField(x, y);
8093 TEST_DrawLevelField(x, y);
8095 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8097 MovDelay[x][y] = 50;
8099 Feld[newx][newy] = EL_FLAMES;
8100 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8101 Feld[newx1][newy1] = EL_FLAMES;
8102 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8103 Feld[newx2][newy2] = EL_FLAMES;
8109 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8110 Feld[newx][newy] == EL_DIAMOND)
8112 if (IS_MOVING(newx, newy))
8113 RemoveMovingField(newx, newy);
8116 Feld[newx][newy] = EL_EMPTY;
8117 TEST_DrawLevelField(newx, newy);
8120 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8122 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8123 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8125 if (AmoebaNr[newx][newy])
8127 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8128 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8129 Feld[newx][newy] == EL_BD_AMOEBA)
8130 AmoebaCnt[AmoebaNr[newx][newy]]--;
8133 if (IS_MOVING(newx, newy))
8135 RemoveMovingField(newx, newy);
8139 Feld[newx][newy] = EL_EMPTY;
8140 TEST_DrawLevelField(newx, newy);
8143 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8145 else if ((element == EL_PACMAN || element == EL_MOLE)
8146 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8148 if (AmoebaNr[newx][newy])
8150 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8151 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8152 Feld[newx][newy] == EL_BD_AMOEBA)
8153 AmoebaCnt[AmoebaNr[newx][newy]]--;
8156 if (element == EL_MOLE)
8158 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8159 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8161 ResetGfxAnimation(x, y);
8162 GfxAction[x][y] = ACTION_DIGGING;
8163 TEST_DrawLevelField(x, y);
8165 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8167 return; /* wait for shrinking amoeba */
8169 else /* element == EL_PACMAN */
8171 Feld[newx][newy] = EL_EMPTY;
8172 TEST_DrawLevelField(newx, newy);
8173 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8176 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8177 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8178 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8180 /* wait for shrinking amoeba to completely disappear */
8183 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8185 /* object was running against a wall */
8189 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8190 DrawLevelElementAnimation(x, y, element);
8192 if (DONT_TOUCH(element))
8193 TestIfBadThingTouchesPlayer(x, y);
8198 InitMovingField(x, y, MovDir[x][y]);
8200 PlayLevelSoundAction(x, y, ACTION_MOVING);
8204 ContinueMoving(x, y);
8207 void ContinueMoving(int x, int y)
8209 int element = Feld[x][y];
8210 struct ElementInfo *ei = &element_info[element];
8211 int direction = MovDir[x][y];
8212 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8213 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8214 int newx = x + dx, newy = y + dy;
8215 int stored = Store[x][y];
8216 int stored_new = Store[newx][newy];
8217 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8218 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8219 boolean last_line = (newy == lev_fieldy - 1);
8221 MovPos[x][y] += getElementMoveStepsize(x, y);
8223 if (pushed_by_player) /* special case: moving object pushed by player */
8224 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8226 if (ABS(MovPos[x][y]) < TILEX)
8228 TEST_DrawLevelField(x, y);
8230 return; /* element is still moving */
8233 /* element reached destination field */
8235 Feld[x][y] = EL_EMPTY;
8236 Feld[newx][newy] = element;
8237 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8239 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8241 element = Feld[newx][newy] = EL_ACID;
8243 else if (element == EL_MOLE)
8245 Feld[x][y] = EL_SAND;
8247 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8249 else if (element == EL_QUICKSAND_FILLING)
8251 element = Feld[newx][newy] = get_next_element(element);
8252 Store[newx][newy] = Store[x][y];
8254 else if (element == EL_QUICKSAND_EMPTYING)
8256 Feld[x][y] = get_next_element(element);
8257 element = Feld[newx][newy] = Store[x][y];
8259 else if (element == EL_QUICKSAND_FAST_FILLING)
8261 element = Feld[newx][newy] = get_next_element(element);
8262 Store[newx][newy] = Store[x][y];
8264 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8266 Feld[x][y] = get_next_element(element);
8267 element = Feld[newx][newy] = Store[x][y];
8269 else if (element == EL_MAGIC_WALL_FILLING)
8271 element = Feld[newx][newy] = get_next_element(element);
8272 if (!game.magic_wall_active)
8273 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8274 Store[newx][newy] = Store[x][y];
8276 else if (element == EL_MAGIC_WALL_EMPTYING)
8278 Feld[x][y] = get_next_element(element);
8279 if (!game.magic_wall_active)
8280 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8281 element = Feld[newx][newy] = Store[x][y];
8283 InitField(newx, newy, FALSE);
8285 else if (element == EL_BD_MAGIC_WALL_FILLING)
8287 element = Feld[newx][newy] = get_next_element(element);
8288 if (!game.magic_wall_active)
8289 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8290 Store[newx][newy] = Store[x][y];
8292 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8294 Feld[x][y] = get_next_element(element);
8295 if (!game.magic_wall_active)
8296 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8297 element = Feld[newx][newy] = Store[x][y];
8299 InitField(newx, newy, FALSE);
8301 else if (element == EL_DC_MAGIC_WALL_FILLING)
8303 element = Feld[newx][newy] = get_next_element(element);
8304 if (!game.magic_wall_active)
8305 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8306 Store[newx][newy] = Store[x][y];
8308 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8310 Feld[x][y] = get_next_element(element);
8311 if (!game.magic_wall_active)
8312 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8313 element = Feld[newx][newy] = Store[x][y];
8315 InitField(newx, newy, FALSE);
8317 else if (element == EL_AMOEBA_DROPPING)
8319 Feld[x][y] = get_next_element(element);
8320 element = Feld[newx][newy] = Store[x][y];
8322 else if (element == EL_SOKOBAN_OBJECT)
8325 Feld[x][y] = Back[x][y];
8327 if (Back[newx][newy])
8328 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8330 Back[x][y] = Back[newx][newy] = 0;
8333 Store[x][y] = EL_EMPTY;
8338 MovDelay[newx][newy] = 0;
8340 if (CAN_CHANGE_OR_HAS_ACTION(element))
8342 /* copy element change control values to new field */
8343 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8344 ChangePage[newx][newy] = ChangePage[x][y];
8345 ChangeCount[newx][newy] = ChangeCount[x][y];
8346 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8349 CustomValue[newx][newy] = CustomValue[x][y];
8351 ChangeDelay[x][y] = 0;
8352 ChangePage[x][y] = -1;
8353 ChangeCount[x][y] = 0;
8354 ChangeEvent[x][y] = -1;
8356 CustomValue[x][y] = 0;
8358 /* copy animation control values to new field */
8359 GfxFrame[newx][newy] = GfxFrame[x][y];
8360 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8361 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8362 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8364 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8366 /* some elements can leave other elements behind after moving */
8367 if (ei->move_leave_element != EL_EMPTY &&
8368 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8369 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8371 int move_leave_element = ei->move_leave_element;
8373 /* this makes it possible to leave the removed element again */
8374 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8375 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8377 Feld[x][y] = move_leave_element;
8379 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8380 MovDir[x][y] = direction;
8382 InitField(x, y, FALSE);
8384 if (GFX_CRUMBLED(Feld[x][y]))
8385 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8387 if (ELEM_IS_PLAYER(move_leave_element))
8388 RelocatePlayer(x, y, move_leave_element);
8391 /* do this after checking for left-behind element */
8392 ResetGfxAnimation(x, y); /* reset animation values for old field */
8394 if (!CAN_MOVE(element) ||
8395 (CAN_FALL(element) && direction == MV_DOWN &&
8396 (element == EL_SPRING ||
8397 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8398 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8399 GfxDir[x][y] = MovDir[newx][newy] = 0;
8401 TEST_DrawLevelField(x, y);
8402 TEST_DrawLevelField(newx, newy);
8404 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8406 /* prevent pushed element from moving on in pushed direction */
8407 if (pushed_by_player && CAN_MOVE(element) &&
8408 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8409 !(element_info[element].move_pattern & direction))
8410 TurnRound(newx, newy);
8412 /* prevent elements on conveyor belt from moving on in last direction */
8413 if (pushed_by_conveyor && CAN_FALL(element) &&
8414 direction & MV_HORIZONTAL)
8415 MovDir[newx][newy] = 0;
8417 if (!pushed_by_player)
8419 int nextx = newx + dx, nexty = newy + dy;
8420 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8422 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8424 if (CAN_FALL(element) && direction == MV_DOWN)
8425 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8427 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8428 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8430 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8431 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8434 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8436 TestIfBadThingTouchesPlayer(newx, newy);
8437 TestIfBadThingTouchesFriend(newx, newy);
8439 if (!IS_CUSTOM_ELEMENT(element))
8440 TestIfBadThingTouchesOtherBadThing(newx, newy);
8442 else if (element == EL_PENGUIN)
8443 TestIfFriendTouchesBadThing(newx, newy);
8445 if (DONT_GET_HIT_BY(element))
8447 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8450 /* give the player one last chance (one more frame) to move away */
8451 if (CAN_FALL(element) && direction == MV_DOWN &&
8452 (last_line || (!IS_FREE(x, newy + 1) &&
8453 (!IS_PLAYER(x, newy + 1) ||
8454 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8457 if (pushed_by_player && !game.use_change_when_pushing_bug)
8459 int push_side = MV_DIR_OPPOSITE(direction);
8460 struct PlayerInfo *player = PLAYERINFO(x, y);
8462 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8463 player->index_bit, push_side);
8464 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8465 player->index_bit, push_side);
8468 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8469 MovDelay[newx][newy] = 1;
8471 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8473 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8474 TestIfElementHitsCustomElement(newx, newy, direction);
8475 TestIfPlayerTouchesCustomElement(newx, newy);
8476 TestIfElementTouchesCustomElement(newx, newy);
8478 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8479 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8480 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8481 MV_DIR_OPPOSITE(direction));
8484 int AmoebeNachbarNr(int ax, int ay)
8487 int element = Feld[ax][ay];
8489 static int xy[4][2] =
8497 for (i = 0; i < NUM_DIRECTIONS; i++)
8499 int x = ax + xy[i][0];
8500 int y = ay + xy[i][1];
8502 if (!IN_LEV_FIELD(x, y))
8505 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8506 group_nr = AmoebaNr[x][y];
8512 void AmoebenVereinigen(int ax, int ay)
8514 int i, x, y, xx, yy;
8515 int new_group_nr = AmoebaNr[ax][ay];
8516 static int xy[4][2] =
8524 if (new_group_nr == 0)
8527 for (i = 0; i < NUM_DIRECTIONS; i++)
8532 if (!IN_LEV_FIELD(x, y))
8535 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8536 Feld[x][y] == EL_BD_AMOEBA ||
8537 Feld[x][y] == EL_AMOEBA_DEAD) &&
8538 AmoebaNr[x][y] != new_group_nr)
8540 int old_group_nr = AmoebaNr[x][y];
8542 if (old_group_nr == 0)
8545 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8546 AmoebaCnt[old_group_nr] = 0;
8547 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8548 AmoebaCnt2[old_group_nr] = 0;
8550 SCAN_PLAYFIELD(xx, yy)
8552 if (AmoebaNr[xx][yy] == old_group_nr)
8553 AmoebaNr[xx][yy] = new_group_nr;
8559 void AmoebeUmwandeln(int ax, int ay)
8563 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8565 int group_nr = AmoebaNr[ax][ay];
8570 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8571 printf("AmoebeUmwandeln(): This should never happen!\n");
8576 SCAN_PLAYFIELD(x, y)
8578 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8581 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8585 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8586 SND_AMOEBA_TURNING_TO_GEM :
8587 SND_AMOEBA_TURNING_TO_ROCK));
8592 static int xy[4][2] =
8600 for (i = 0; i < NUM_DIRECTIONS; i++)
8605 if (!IN_LEV_FIELD(x, y))
8608 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8610 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8611 SND_AMOEBA_TURNING_TO_GEM :
8612 SND_AMOEBA_TURNING_TO_ROCK));
8619 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8622 int group_nr = AmoebaNr[ax][ay];
8623 boolean done = FALSE;
8628 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8629 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8634 SCAN_PLAYFIELD(x, y)
8636 if (AmoebaNr[x][y] == group_nr &&
8637 (Feld[x][y] == EL_AMOEBA_DEAD ||
8638 Feld[x][y] == EL_BD_AMOEBA ||
8639 Feld[x][y] == EL_AMOEBA_GROWING))
8642 Feld[x][y] = new_element;
8643 InitField(x, y, FALSE);
8644 TEST_DrawLevelField(x, y);
8650 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8651 SND_BD_AMOEBA_TURNING_TO_ROCK :
8652 SND_BD_AMOEBA_TURNING_TO_GEM));
8655 void AmoebeWaechst(int x, int y)
8657 static unsigned int sound_delay = 0;
8658 static unsigned int sound_delay_value = 0;
8660 if (!MovDelay[x][y]) /* start new growing cycle */
8664 if (DelayReached(&sound_delay, sound_delay_value))
8666 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8667 sound_delay_value = 30;
8671 if (MovDelay[x][y]) /* wait some time before growing bigger */
8674 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8676 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8677 6 - MovDelay[x][y]);
8679 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8682 if (!MovDelay[x][y])
8684 Feld[x][y] = Store[x][y];
8686 TEST_DrawLevelField(x, y);
8691 void AmoebaDisappearing(int x, int y)
8693 static unsigned int sound_delay = 0;
8694 static unsigned int sound_delay_value = 0;
8696 if (!MovDelay[x][y]) /* start new shrinking cycle */
8700 if (DelayReached(&sound_delay, sound_delay_value))
8701 sound_delay_value = 30;
8704 if (MovDelay[x][y]) /* wait some time before shrinking */
8707 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8709 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8710 6 - MovDelay[x][y]);
8712 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8715 if (!MovDelay[x][y])
8717 Feld[x][y] = EL_EMPTY;
8718 TEST_DrawLevelField(x, y);
8720 /* don't let mole enter this field in this cycle;
8721 (give priority to objects falling to this field from above) */
8727 void AmoebeAbleger(int ax, int ay)
8730 int element = Feld[ax][ay];
8731 int graphic = el2img(element);
8732 int newax = ax, neway = ay;
8733 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8734 static int xy[4][2] =
8742 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8744 Feld[ax][ay] = EL_AMOEBA_DEAD;
8745 TEST_DrawLevelField(ax, ay);
8749 if (IS_ANIMATED(graphic))
8750 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8752 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8753 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8755 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8758 if (MovDelay[ax][ay])
8762 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8765 int x = ax + xy[start][0];
8766 int y = ay + xy[start][1];
8768 if (!IN_LEV_FIELD(x, y))
8771 if (IS_FREE(x, y) ||
8772 CAN_GROW_INTO(Feld[x][y]) ||
8773 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8774 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8780 if (newax == ax && neway == ay)
8783 else /* normal or "filled" (BD style) amoeba */
8786 boolean waiting_for_player = FALSE;
8788 for (i = 0; i < NUM_DIRECTIONS; i++)
8790 int j = (start + i) % 4;
8791 int x = ax + xy[j][0];
8792 int y = ay + xy[j][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 else if (IS_PLAYER(x, y))
8807 waiting_for_player = TRUE;
8810 if (newax == ax && neway == ay) /* amoeba cannot grow */
8812 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8814 Feld[ax][ay] = EL_AMOEBA_DEAD;
8815 TEST_DrawLevelField(ax, ay);
8816 AmoebaCnt[AmoebaNr[ax][ay]]--;
8818 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8820 if (element == EL_AMOEBA_FULL)
8821 AmoebeUmwandeln(ax, ay);
8822 else if (element == EL_BD_AMOEBA)
8823 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8828 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8830 /* amoeba gets larger by growing in some direction */
8832 int new_group_nr = AmoebaNr[ax][ay];
8835 if (new_group_nr == 0)
8837 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8838 printf("AmoebeAbleger(): This should never happen!\n");
8843 AmoebaNr[newax][neway] = new_group_nr;
8844 AmoebaCnt[new_group_nr]++;
8845 AmoebaCnt2[new_group_nr]++;
8847 /* if amoeba touches other amoeba(s) after growing, unify them */
8848 AmoebenVereinigen(newax, neway);
8850 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8852 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8858 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8859 (neway == lev_fieldy - 1 && newax != ax))
8861 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8862 Store[newax][neway] = element;
8864 else if (neway == ay || element == EL_EMC_DRIPPER)
8866 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8868 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8872 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8873 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8874 Store[ax][ay] = EL_AMOEBA_DROP;
8875 ContinueMoving(ax, ay);
8879 TEST_DrawLevelField(newax, neway);
8882 void Life(int ax, int ay)
8886 int element = Feld[ax][ay];
8887 int graphic = el2img(element);
8888 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8890 boolean changed = FALSE;
8892 if (IS_ANIMATED(graphic))
8893 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8898 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8899 MovDelay[ax][ay] = life_time;
8901 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8904 if (MovDelay[ax][ay])
8908 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8910 int xx = ax+x1, yy = ay+y1;
8913 if (!IN_LEV_FIELD(xx, yy))
8916 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8918 int x = xx+x2, y = yy+y2;
8920 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8923 if (((Feld[x][y] == element ||
8924 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8926 (IS_FREE(x, y) && Stop[x][y]))
8930 if (xx == ax && yy == ay) /* field in the middle */
8932 if (nachbarn < life_parameter[0] ||
8933 nachbarn > life_parameter[1])
8935 Feld[xx][yy] = EL_EMPTY;
8937 TEST_DrawLevelField(xx, yy);
8938 Stop[xx][yy] = TRUE;
8942 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8943 { /* free border field */
8944 if (nachbarn >= life_parameter[2] &&
8945 nachbarn <= life_parameter[3])
8947 Feld[xx][yy] = element;
8948 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8950 TEST_DrawLevelField(xx, yy);
8951 Stop[xx][yy] = TRUE;
8958 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8959 SND_GAME_OF_LIFE_GROWING);
8962 static void InitRobotWheel(int x, int y)
8964 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8967 static void RunRobotWheel(int x, int y)
8969 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8972 static void StopRobotWheel(int x, int y)
8974 if (ZX == x && ZY == y)
8978 game.robot_wheel_active = FALSE;
8982 static void InitTimegateWheel(int x, int y)
8984 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8987 static void RunTimegateWheel(int x, int y)
8989 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8992 static void InitMagicBallDelay(int x, int y)
8994 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8997 static void ActivateMagicBall(int bx, int by)
9001 if (level.ball_random)
9003 int pos_border = RND(8); /* select one of the eight border elements */
9004 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9005 int xx = pos_content % 3;
9006 int yy = pos_content / 3;
9011 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9012 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9016 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9018 int xx = x - bx + 1;
9019 int yy = y - by + 1;
9021 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9022 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9026 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9029 void CheckExit(int x, int y)
9031 if (local_player->gems_still_needed > 0 ||
9032 local_player->sokobanfields_still_needed > 0 ||
9033 local_player->lights_still_needed > 0)
9035 int element = Feld[x][y];
9036 int graphic = el2img(element);
9038 if (IS_ANIMATED(graphic))
9039 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9044 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9047 Feld[x][y] = EL_EXIT_OPENING;
9049 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9052 void CheckExitEM(int x, int y)
9054 if (local_player->gems_still_needed > 0 ||
9055 local_player->sokobanfields_still_needed > 0 ||
9056 local_player->lights_still_needed > 0)
9058 int element = Feld[x][y];
9059 int graphic = el2img(element);
9061 if (IS_ANIMATED(graphic))
9062 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9067 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9070 Feld[x][y] = EL_EM_EXIT_OPENING;
9072 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9075 void CheckExitSteel(int x, int y)
9077 if (local_player->gems_still_needed > 0 ||
9078 local_player->sokobanfields_still_needed > 0 ||
9079 local_player->lights_still_needed > 0)
9081 int element = Feld[x][y];
9082 int graphic = el2img(element);
9084 if (IS_ANIMATED(graphic))
9085 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9090 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9093 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9095 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9098 void CheckExitSteelEM(int x, int y)
9100 if (local_player->gems_still_needed > 0 ||
9101 local_player->sokobanfields_still_needed > 0 ||
9102 local_player->lights_still_needed > 0)
9104 int element = Feld[x][y];
9105 int graphic = el2img(element);
9107 if (IS_ANIMATED(graphic))
9108 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9113 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9116 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9118 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9121 void CheckExitSP(int x, int y)
9123 if (local_player->gems_still_needed > 0)
9125 int element = Feld[x][y];
9126 int graphic = el2img(element);
9128 if (IS_ANIMATED(graphic))
9129 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9134 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9137 Feld[x][y] = EL_SP_EXIT_OPENING;
9139 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9142 static void CloseAllOpenTimegates()
9146 SCAN_PLAYFIELD(x, y)
9148 int element = Feld[x][y];
9150 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9152 Feld[x][y] = EL_TIMEGATE_CLOSING;
9154 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9159 void DrawTwinkleOnField(int x, int y)
9161 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9164 if (Feld[x][y] == EL_BD_DIAMOND)
9167 if (MovDelay[x][y] == 0) /* next animation frame */
9168 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9170 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9174 DrawLevelElementAnimation(x, y, Feld[x][y]);
9176 if (MovDelay[x][y] != 0)
9178 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9179 10 - MovDelay[x][y]);
9181 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9186 void MauerWaechst(int x, int y)
9190 if (!MovDelay[x][y]) /* next animation frame */
9191 MovDelay[x][y] = 3 * delay;
9193 if (MovDelay[x][y]) /* wait some time before next frame */
9197 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9199 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9200 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9202 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9205 if (!MovDelay[x][y])
9207 if (MovDir[x][y] == MV_LEFT)
9209 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9210 TEST_DrawLevelField(x - 1, y);
9212 else if (MovDir[x][y] == MV_RIGHT)
9214 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9215 TEST_DrawLevelField(x + 1, y);
9217 else if (MovDir[x][y] == MV_UP)
9219 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9220 TEST_DrawLevelField(x, y - 1);
9224 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9225 TEST_DrawLevelField(x, y + 1);
9228 Feld[x][y] = Store[x][y];
9230 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9231 TEST_DrawLevelField(x, y);
9236 void MauerAbleger(int ax, int ay)
9238 int element = Feld[ax][ay];
9239 int graphic = el2img(element);
9240 boolean oben_frei = FALSE, unten_frei = FALSE;
9241 boolean links_frei = FALSE, rechts_frei = FALSE;
9242 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9243 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9244 boolean new_wall = FALSE;
9246 if (IS_ANIMATED(graphic))
9247 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9249 if (!MovDelay[ax][ay]) /* start building new wall */
9250 MovDelay[ax][ay] = 6;
9252 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9255 if (MovDelay[ax][ay])
9259 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9261 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9263 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9265 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9268 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9269 element == EL_EXPANDABLE_WALL_ANY)
9273 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9274 Store[ax][ay-1] = element;
9275 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9276 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9277 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9278 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9283 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9284 Store[ax][ay+1] = element;
9285 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9286 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9287 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9288 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9293 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9294 element == EL_EXPANDABLE_WALL_ANY ||
9295 element == EL_EXPANDABLE_WALL ||
9296 element == EL_BD_EXPANDABLE_WALL)
9300 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9301 Store[ax-1][ay] = element;
9302 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9303 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9304 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9305 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9311 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9312 Store[ax+1][ay] = element;
9313 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9314 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9315 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9316 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9321 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9322 TEST_DrawLevelField(ax, ay);
9324 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9326 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9327 unten_massiv = TRUE;
9328 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9329 links_massiv = TRUE;
9330 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9331 rechts_massiv = TRUE;
9333 if (((oben_massiv && unten_massiv) ||
9334 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9335 element == EL_EXPANDABLE_WALL) &&
9336 ((links_massiv && rechts_massiv) ||
9337 element == EL_EXPANDABLE_WALL_VERTICAL))
9338 Feld[ax][ay] = EL_WALL;
9341 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9344 void MauerAblegerStahl(int ax, int ay)
9346 int element = Feld[ax][ay];
9347 int graphic = el2img(element);
9348 boolean oben_frei = FALSE, unten_frei = FALSE;
9349 boolean links_frei = FALSE, rechts_frei = FALSE;
9350 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9351 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9352 boolean new_wall = FALSE;
9354 if (IS_ANIMATED(graphic))
9355 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9357 if (!MovDelay[ax][ay]) /* start building new wall */
9358 MovDelay[ax][ay] = 6;
9360 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9363 if (MovDelay[ax][ay])
9367 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9369 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9371 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9373 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9376 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9377 element == EL_EXPANDABLE_STEELWALL_ANY)
9381 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9382 Store[ax][ay-1] = element;
9383 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9384 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9385 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9386 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9391 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9392 Store[ax][ay+1] = element;
9393 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9394 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9395 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9396 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9401 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9402 element == EL_EXPANDABLE_STEELWALL_ANY)
9406 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9407 Store[ax-1][ay] = element;
9408 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9409 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9410 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9411 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9417 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9418 Store[ax+1][ay] = element;
9419 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9420 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9421 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9422 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9427 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9429 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9430 unten_massiv = TRUE;
9431 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9432 links_massiv = TRUE;
9433 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9434 rechts_massiv = TRUE;
9436 if (((oben_massiv && unten_massiv) ||
9437 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9438 ((links_massiv && rechts_massiv) ||
9439 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9440 Feld[ax][ay] = EL_STEELWALL;
9443 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9446 void CheckForDragon(int x, int y)
9449 boolean dragon_found = FALSE;
9450 static int xy[4][2] =
9458 for (i = 0; i < NUM_DIRECTIONS; i++)
9460 for (j = 0; j < 4; j++)
9462 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9464 if (IN_LEV_FIELD(xx, yy) &&
9465 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9467 if (Feld[xx][yy] == EL_DRAGON)
9468 dragon_found = TRUE;
9477 for (i = 0; i < NUM_DIRECTIONS; i++)
9479 for (j = 0; j < 3; j++)
9481 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9483 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9485 Feld[xx][yy] = EL_EMPTY;
9486 TEST_DrawLevelField(xx, yy);
9495 static void InitBuggyBase(int x, int y)
9497 int element = Feld[x][y];
9498 int activating_delay = FRAMES_PER_SECOND / 4;
9501 (element == EL_SP_BUGGY_BASE ?
9502 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9503 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9505 element == EL_SP_BUGGY_BASE_ACTIVE ?
9506 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9509 static void WarnBuggyBase(int x, int y)
9512 static int xy[4][2] =
9520 for (i = 0; i < NUM_DIRECTIONS; i++)
9522 int xx = x + xy[i][0];
9523 int yy = y + xy[i][1];
9525 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9527 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9534 static void InitTrap(int x, int y)
9536 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9539 static void ActivateTrap(int x, int y)
9541 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9544 static void ChangeActiveTrap(int x, int y)
9546 int graphic = IMG_TRAP_ACTIVE;
9548 /* if new animation frame was drawn, correct crumbled sand border */
9549 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9550 TEST_DrawLevelFieldCrumbled(x, y);
9553 static int getSpecialActionElement(int element, int number, int base_element)
9555 return (element != EL_EMPTY ? element :
9556 number != -1 ? base_element + number - 1 :
9560 static int getModifiedActionNumber(int value_old, int operator, int operand,
9561 int value_min, int value_max)
9563 int value_new = (operator == CA_MODE_SET ? operand :
9564 operator == CA_MODE_ADD ? value_old + operand :
9565 operator == CA_MODE_SUBTRACT ? value_old - operand :
9566 operator == CA_MODE_MULTIPLY ? value_old * operand :
9567 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9568 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9571 return (value_new < value_min ? value_min :
9572 value_new > value_max ? value_max :
9576 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9578 struct ElementInfo *ei = &element_info[element];
9579 struct ElementChangeInfo *change = &ei->change_page[page];
9580 int target_element = change->target_element;
9581 int action_type = change->action_type;
9582 int action_mode = change->action_mode;
9583 int action_arg = change->action_arg;
9584 int action_element = change->action_element;
9587 if (!change->has_action)
9590 /* ---------- determine action paramater values -------------------------- */
9592 int level_time_value =
9593 (level.time > 0 ? TimeLeft :
9596 int action_arg_element_raw =
9597 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9598 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9599 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9600 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9601 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9602 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9603 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9605 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9607 int action_arg_direction =
9608 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9609 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9610 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9611 change->actual_trigger_side :
9612 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9613 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9616 int action_arg_number_min =
9617 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9620 int action_arg_number_max =
9621 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9622 action_type == CA_SET_LEVEL_GEMS ? 999 :
9623 action_type == CA_SET_LEVEL_TIME ? 9999 :
9624 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9625 action_type == CA_SET_CE_VALUE ? 9999 :
9626 action_type == CA_SET_CE_SCORE ? 9999 :
9629 int action_arg_number_reset =
9630 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9631 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9632 action_type == CA_SET_LEVEL_TIME ? level.time :
9633 action_type == CA_SET_LEVEL_SCORE ? 0 :
9634 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9635 action_type == CA_SET_CE_SCORE ? 0 :
9638 int action_arg_number =
9639 (action_arg <= CA_ARG_MAX ? action_arg :
9640 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9641 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9642 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9643 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9644 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9645 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9646 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9647 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9648 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9649 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9650 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9651 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9652 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9653 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9654 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9655 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9656 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9657 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9658 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9659 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9660 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9663 int action_arg_number_old =
9664 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9665 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9666 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9667 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9668 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9671 int action_arg_number_new =
9672 getModifiedActionNumber(action_arg_number_old,
9673 action_mode, action_arg_number,
9674 action_arg_number_min, action_arg_number_max);
9676 int trigger_player_bits =
9677 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9678 change->actual_trigger_player_bits : change->trigger_player);
9680 int action_arg_player_bits =
9681 (action_arg >= CA_ARG_PLAYER_1 &&
9682 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9683 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9684 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9687 /* ---------- execute action -------------------------------------------- */
9689 switch (action_type)
9696 /* ---------- level actions ------------------------------------------- */
9698 case CA_RESTART_LEVEL:
9700 game.restart_level = TRUE;
9705 case CA_SHOW_ENVELOPE:
9707 int element = getSpecialActionElement(action_arg_element,
9708 action_arg_number, EL_ENVELOPE_1);
9710 if (IS_ENVELOPE(element))
9711 local_player->show_envelope = element;
9716 case CA_SET_LEVEL_TIME:
9718 if (level.time > 0) /* only modify limited time value */
9720 TimeLeft = action_arg_number_new;
9722 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9724 DisplayGameControlValues();
9726 if (!TimeLeft && setup.time_limit)
9727 for (i = 0; i < MAX_PLAYERS; i++)
9728 KillPlayer(&stored_player[i]);
9734 case CA_SET_LEVEL_SCORE:
9736 local_player->score = action_arg_number_new;
9738 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9740 DisplayGameControlValues();
9745 case CA_SET_LEVEL_GEMS:
9747 local_player->gems_still_needed = action_arg_number_new;
9749 game.snapshot.collected_item = TRUE;
9751 game_panel_controls[GAME_PANEL_GEMS].value =
9752 local_player->gems_still_needed;
9754 DisplayGameControlValues();
9759 case CA_SET_LEVEL_WIND:
9761 game.wind_direction = action_arg_direction;
9766 case CA_SET_LEVEL_RANDOM_SEED:
9768 /* ensure that setting a new random seed while playing is predictable */
9769 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9774 /* ---------- player actions ------------------------------------------ */
9776 case CA_MOVE_PLAYER:
9778 /* automatically move to the next field in specified direction */
9779 for (i = 0; i < MAX_PLAYERS; i++)
9780 if (trigger_player_bits & (1 << i))
9781 stored_player[i].programmed_action = action_arg_direction;
9786 case CA_EXIT_PLAYER:
9788 for (i = 0; i < MAX_PLAYERS; i++)
9789 if (action_arg_player_bits & (1 << i))
9790 ExitPlayer(&stored_player[i]);
9793 PlayerWins(local_player);
9798 case CA_KILL_PLAYER:
9800 for (i = 0; i < MAX_PLAYERS; i++)
9801 if (action_arg_player_bits & (1 << i))
9802 KillPlayer(&stored_player[i]);
9807 case CA_SET_PLAYER_KEYS:
9809 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9810 int element = getSpecialActionElement(action_arg_element,
9811 action_arg_number, EL_KEY_1);
9813 if (IS_KEY(element))
9815 for (i = 0; i < MAX_PLAYERS; i++)
9817 if (trigger_player_bits & (1 << i))
9819 stored_player[i].key[KEY_NR(element)] = key_state;
9821 DrawGameDoorValues();
9829 case CA_SET_PLAYER_SPEED:
9831 for (i = 0; i < MAX_PLAYERS; i++)
9833 if (trigger_player_bits & (1 << i))
9835 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9837 if (action_arg == CA_ARG_SPEED_FASTER &&
9838 stored_player[i].cannot_move)
9840 action_arg_number = STEPSIZE_VERY_SLOW;
9842 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9843 action_arg == CA_ARG_SPEED_FASTER)
9845 action_arg_number = 2;
9846 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9849 else if (action_arg == CA_ARG_NUMBER_RESET)
9851 action_arg_number = level.initial_player_stepsize[i];
9855 getModifiedActionNumber(move_stepsize,
9858 action_arg_number_min,
9859 action_arg_number_max);
9861 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9868 case CA_SET_PLAYER_SHIELD:
9870 for (i = 0; i < MAX_PLAYERS; i++)
9872 if (trigger_player_bits & (1 << i))
9874 if (action_arg == CA_ARG_SHIELD_OFF)
9876 stored_player[i].shield_normal_time_left = 0;
9877 stored_player[i].shield_deadly_time_left = 0;
9879 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9881 stored_player[i].shield_normal_time_left = 999999;
9883 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9885 stored_player[i].shield_normal_time_left = 999999;
9886 stored_player[i].shield_deadly_time_left = 999999;
9894 case CA_SET_PLAYER_GRAVITY:
9896 for (i = 0; i < MAX_PLAYERS; i++)
9898 if (trigger_player_bits & (1 << i))
9900 stored_player[i].gravity =
9901 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9902 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9903 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9904 stored_player[i].gravity);
9911 case CA_SET_PLAYER_ARTWORK:
9913 for (i = 0; i < MAX_PLAYERS; i++)
9915 if (trigger_player_bits & (1 << i))
9917 int artwork_element = action_arg_element;
9919 if (action_arg == CA_ARG_ELEMENT_RESET)
9921 (level.use_artwork_element[i] ? level.artwork_element[i] :
9922 stored_player[i].element_nr);
9924 if (stored_player[i].artwork_element != artwork_element)
9925 stored_player[i].Frame = 0;
9927 stored_player[i].artwork_element = artwork_element;
9929 SetPlayerWaiting(&stored_player[i], FALSE);
9931 /* set number of special actions for bored and sleeping animation */
9932 stored_player[i].num_special_action_bored =
9933 get_num_special_action(artwork_element,
9934 ACTION_BORING_1, ACTION_BORING_LAST);
9935 stored_player[i].num_special_action_sleeping =
9936 get_num_special_action(artwork_element,
9937 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9944 case CA_SET_PLAYER_INVENTORY:
9946 for (i = 0; i < MAX_PLAYERS; i++)
9948 struct PlayerInfo *player = &stored_player[i];
9951 if (trigger_player_bits & (1 << i))
9953 int inventory_element = action_arg_element;
9955 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9956 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9957 action_arg == CA_ARG_ELEMENT_ACTION)
9959 int element = inventory_element;
9960 int collect_count = element_info[element].collect_count_initial;
9962 if (!IS_CUSTOM_ELEMENT(element))
9965 if (collect_count == 0)
9966 player->inventory_infinite_element = element;
9968 for (k = 0; k < collect_count; k++)
9969 if (player->inventory_size < MAX_INVENTORY_SIZE)
9970 player->inventory_element[player->inventory_size++] =
9973 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9974 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9975 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9977 if (player->inventory_infinite_element != EL_UNDEFINED &&
9978 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9979 action_arg_element_raw))
9980 player->inventory_infinite_element = EL_UNDEFINED;
9982 for (k = 0, j = 0; j < player->inventory_size; j++)
9984 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9985 action_arg_element_raw))
9986 player->inventory_element[k++] = player->inventory_element[j];
9989 player->inventory_size = k;
9991 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9993 if (player->inventory_size > 0)
9995 for (j = 0; j < player->inventory_size - 1; j++)
9996 player->inventory_element[j] = player->inventory_element[j + 1];
9998 player->inventory_size--;
10001 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10003 if (player->inventory_size > 0)
10004 player->inventory_size--;
10006 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10008 player->inventory_infinite_element = EL_UNDEFINED;
10009 player->inventory_size = 0;
10011 else if (action_arg == CA_ARG_INVENTORY_RESET)
10013 player->inventory_infinite_element = EL_UNDEFINED;
10014 player->inventory_size = 0;
10016 if (level.use_initial_inventory[i])
10018 for (j = 0; j < level.initial_inventory_size[i]; j++)
10020 int element = level.initial_inventory_content[i][j];
10021 int collect_count = element_info[element].collect_count_initial;
10023 if (!IS_CUSTOM_ELEMENT(element))
10026 if (collect_count == 0)
10027 player->inventory_infinite_element = element;
10029 for (k = 0; k < collect_count; k++)
10030 if (player->inventory_size < MAX_INVENTORY_SIZE)
10031 player->inventory_element[player->inventory_size++] =
10042 /* ---------- CE actions ---------------------------------------------- */
10044 case CA_SET_CE_VALUE:
10046 int last_ce_value = CustomValue[x][y];
10048 CustomValue[x][y] = action_arg_number_new;
10050 if (CustomValue[x][y] != last_ce_value)
10052 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10053 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10055 if (CustomValue[x][y] == 0)
10057 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10058 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10065 case CA_SET_CE_SCORE:
10067 int last_ce_score = ei->collect_score;
10069 ei->collect_score = action_arg_number_new;
10071 if (ei->collect_score != last_ce_score)
10073 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10074 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10076 if (ei->collect_score == 0)
10080 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10081 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10084 This is a very special case that seems to be a mixture between
10085 CheckElementChange() and CheckTriggeredElementChange(): while
10086 the first one only affects single elements that are triggered
10087 directly, the second one affects multiple elements in the playfield
10088 that are triggered indirectly by another element. This is a third
10089 case: Changing the CE score always affects multiple identical CEs,
10090 so every affected CE must be checked, not only the single CE for
10091 which the CE score was changed in the first place (as every instance
10092 of that CE shares the same CE score, and therefore also can change)!
10094 SCAN_PLAYFIELD(xx, yy)
10096 if (Feld[xx][yy] == element)
10097 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10098 CE_SCORE_GETS_ZERO);
10106 case CA_SET_CE_ARTWORK:
10108 int artwork_element = action_arg_element;
10109 boolean reset_frame = FALSE;
10112 if (action_arg == CA_ARG_ELEMENT_RESET)
10113 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10116 if (ei->gfx_element != artwork_element)
10117 reset_frame = TRUE;
10119 ei->gfx_element = artwork_element;
10121 SCAN_PLAYFIELD(xx, yy)
10123 if (Feld[xx][yy] == element)
10127 ResetGfxAnimation(xx, yy);
10128 ResetRandomAnimationValue(xx, yy);
10131 TEST_DrawLevelField(xx, yy);
10138 /* ---------- engine actions ------------------------------------------ */
10140 case CA_SET_ENGINE_SCAN_MODE:
10142 InitPlayfieldScanMode(action_arg);
10152 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10154 int old_element = Feld[x][y];
10155 int new_element = GetElementFromGroupElement(element);
10156 int previous_move_direction = MovDir[x][y];
10157 int last_ce_value = CustomValue[x][y];
10158 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10159 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10160 boolean add_player_onto_element = (new_element_is_player &&
10161 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10162 IS_WALKABLE(old_element));
10164 if (!add_player_onto_element)
10166 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10167 RemoveMovingField(x, y);
10171 Feld[x][y] = new_element;
10173 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10174 MovDir[x][y] = previous_move_direction;
10176 if (element_info[new_element].use_last_ce_value)
10177 CustomValue[x][y] = last_ce_value;
10179 InitField_WithBug1(x, y, FALSE);
10181 new_element = Feld[x][y]; /* element may have changed */
10183 ResetGfxAnimation(x, y);
10184 ResetRandomAnimationValue(x, y);
10186 TEST_DrawLevelField(x, y);
10188 if (GFX_CRUMBLED(new_element))
10189 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10192 /* check if element under the player changes from accessible to unaccessible
10193 (needed for special case of dropping element which then changes) */
10194 /* (must be checked after creating new element for walkable group elements) */
10195 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10196 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10203 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10204 if (new_element_is_player)
10205 RelocatePlayer(x, y, new_element);
10208 ChangeCount[x][y]++; /* count number of changes in the same frame */
10210 TestIfBadThingTouchesPlayer(x, y);
10211 TestIfPlayerTouchesCustomElement(x, y);
10212 TestIfElementTouchesCustomElement(x, y);
10215 static void CreateField(int x, int y, int element)
10217 CreateFieldExt(x, y, element, FALSE);
10220 static void CreateElementFromChange(int x, int y, int element)
10222 element = GET_VALID_RUNTIME_ELEMENT(element);
10224 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10226 int old_element = Feld[x][y];
10228 /* prevent changed element from moving in same engine frame
10229 unless both old and new element can either fall or move */
10230 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10231 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10235 CreateFieldExt(x, y, element, TRUE);
10238 static boolean ChangeElement(int x, int y, int element, int page)
10240 struct ElementInfo *ei = &element_info[element];
10241 struct ElementChangeInfo *change = &ei->change_page[page];
10242 int ce_value = CustomValue[x][y];
10243 int ce_score = ei->collect_score;
10244 int target_element;
10245 int old_element = Feld[x][y];
10247 /* always use default change event to prevent running into a loop */
10248 if (ChangeEvent[x][y] == -1)
10249 ChangeEvent[x][y] = CE_DELAY;
10251 if (ChangeEvent[x][y] == CE_DELAY)
10253 /* reset actual trigger element, trigger player and action element */
10254 change->actual_trigger_element = EL_EMPTY;
10255 change->actual_trigger_player = EL_EMPTY;
10256 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10257 change->actual_trigger_side = CH_SIDE_NONE;
10258 change->actual_trigger_ce_value = 0;
10259 change->actual_trigger_ce_score = 0;
10262 /* do not change elements more than a specified maximum number of changes */
10263 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10266 ChangeCount[x][y]++; /* count number of changes in the same frame */
10268 if (change->explode)
10275 if (change->use_target_content)
10277 boolean complete_replace = TRUE;
10278 boolean can_replace[3][3];
10281 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10284 boolean is_walkable;
10285 boolean is_diggable;
10286 boolean is_collectible;
10287 boolean is_removable;
10288 boolean is_destructible;
10289 int ex = x + xx - 1;
10290 int ey = y + yy - 1;
10291 int content_element = change->target_content.e[xx][yy];
10294 can_replace[xx][yy] = TRUE;
10296 if (ex == x && ey == y) /* do not check changing element itself */
10299 if (content_element == EL_EMPTY_SPACE)
10301 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10306 if (!IN_LEV_FIELD(ex, ey))
10308 can_replace[xx][yy] = FALSE;
10309 complete_replace = FALSE;
10316 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10317 e = MovingOrBlocked2Element(ex, ey);
10319 is_empty = (IS_FREE(ex, ey) ||
10320 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10322 is_walkable = (is_empty || IS_WALKABLE(e));
10323 is_diggable = (is_empty || IS_DIGGABLE(e));
10324 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10325 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10326 is_removable = (is_diggable || is_collectible);
10328 can_replace[xx][yy] =
10329 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10330 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10331 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10332 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10333 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10334 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10335 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10337 if (!can_replace[xx][yy])
10338 complete_replace = FALSE;
10341 if (!change->only_if_complete || complete_replace)
10343 boolean something_has_changed = FALSE;
10345 if (change->only_if_complete && change->use_random_replace &&
10346 RND(100) < change->random_percentage)
10349 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10351 int ex = x + xx - 1;
10352 int ey = y + yy - 1;
10353 int content_element;
10355 if (can_replace[xx][yy] && (!change->use_random_replace ||
10356 RND(100) < change->random_percentage))
10358 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10359 RemoveMovingField(ex, ey);
10361 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10363 content_element = change->target_content.e[xx][yy];
10364 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10365 ce_value, ce_score);
10367 CreateElementFromChange(ex, ey, target_element);
10369 something_has_changed = TRUE;
10371 /* for symmetry reasons, freeze newly created border elements */
10372 if (ex != x || ey != y)
10373 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10377 if (something_has_changed)
10379 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10380 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10386 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10387 ce_value, ce_score);
10389 if (element == EL_DIAGONAL_GROWING ||
10390 element == EL_DIAGONAL_SHRINKING)
10392 target_element = Store[x][y];
10394 Store[x][y] = EL_EMPTY;
10397 CreateElementFromChange(x, y, target_element);
10399 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10400 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10403 /* this uses direct change before indirect change */
10404 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10409 static void HandleElementChange(int x, int y, int page)
10411 int element = MovingOrBlocked2Element(x, y);
10412 struct ElementInfo *ei = &element_info[element];
10413 struct ElementChangeInfo *change = &ei->change_page[page];
10414 boolean handle_action_before_change = FALSE;
10417 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10418 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10421 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10422 x, y, element, element_info[element].token_name);
10423 printf("HandleElementChange(): This should never happen!\n");
10428 /* this can happen with classic bombs on walkable, changing elements */
10429 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10434 if (ChangeDelay[x][y] == 0) /* initialize element change */
10436 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10438 if (change->can_change)
10440 /* !!! not clear why graphic animation should be reset at all here !!! */
10441 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10442 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10445 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10447 When using an animation frame delay of 1 (this only happens with
10448 "sp_zonk.moving.left/right" in the classic graphics), the default
10449 (non-moving) animation shows wrong animation frames (while the
10450 moving animation, like "sp_zonk.moving.left/right", is correct,
10451 so this graphical bug never shows up with the classic graphics).
10452 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10453 be drawn instead of the correct frames 0,1,2,3. This is caused by
10454 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10455 an element change: First when the change delay ("ChangeDelay[][]")
10456 counter has reached zero after decrementing, then a second time in
10457 the next frame (after "GfxFrame[][]" was already incremented) when
10458 "ChangeDelay[][]" is reset to the initial delay value again.
10460 This causes frame 0 to be drawn twice, while the last frame won't
10461 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10463 As some animations may already be cleverly designed around this bug
10464 (at least the "Snake Bite" snake tail animation does this), it cannot
10465 simply be fixed here without breaking such existing animations.
10466 Unfortunately, it cannot easily be detected if a graphics set was
10467 designed "before" or "after" the bug was fixed. As a workaround,
10468 a new graphics set option "game.graphics_engine_version" was added
10469 to be able to specify the game's major release version for which the
10470 graphics set was designed, which can then be used to decide if the
10471 bugfix should be used (version 4 and above) or not (version 3 or
10472 below, or if no version was specified at all, as with old sets).
10474 (The wrong/fixed animation frames can be tested with the test level set
10475 "test_gfxframe" and level "000", which contains a specially prepared
10476 custom element at level position (x/y) == (11/9) which uses the zonk
10477 animation mentioned above. Using "game.graphics_engine_version: 4"
10478 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10479 This can also be seen from the debug output for this test element.)
10482 /* when a custom element is about to change (for example by change delay),
10483 do not reset graphic animation when the custom element is moving */
10484 if (game.graphics_engine_version < 4 &&
10487 ResetGfxAnimation(x, y);
10488 ResetRandomAnimationValue(x, y);
10491 if (change->pre_change_function)
10492 change->pre_change_function(x, y);
10496 ChangeDelay[x][y]--;
10498 if (ChangeDelay[x][y] != 0) /* continue element change */
10500 if (change->can_change)
10502 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10504 if (IS_ANIMATED(graphic))
10505 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10507 if (change->change_function)
10508 change->change_function(x, y);
10511 else /* finish element change */
10513 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10515 page = ChangePage[x][y];
10516 ChangePage[x][y] = -1;
10518 change = &ei->change_page[page];
10521 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10523 ChangeDelay[x][y] = 1; /* try change after next move step */
10524 ChangePage[x][y] = page; /* remember page to use for change */
10529 /* special case: set new level random seed before changing element */
10530 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10531 handle_action_before_change = TRUE;
10533 if (change->has_action && handle_action_before_change)
10534 ExecuteCustomElementAction(x, y, element, page);
10536 if (change->can_change)
10538 if (ChangeElement(x, y, element, page))
10540 if (change->post_change_function)
10541 change->post_change_function(x, y);
10545 if (change->has_action && !handle_action_before_change)
10546 ExecuteCustomElementAction(x, y, element, page);
10550 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10551 int trigger_element,
10553 int trigger_player,
10557 boolean change_done_any = FALSE;
10558 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10561 if (!(trigger_events[trigger_element][trigger_event]))
10564 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10566 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10568 int element = EL_CUSTOM_START + i;
10569 boolean change_done = FALSE;
10572 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10573 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10576 for (p = 0; p < element_info[element].num_change_pages; p++)
10578 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10580 if (change->can_change_or_has_action &&
10581 change->has_event[trigger_event] &&
10582 change->trigger_side & trigger_side &&
10583 change->trigger_player & trigger_player &&
10584 change->trigger_page & trigger_page_bits &&
10585 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10587 change->actual_trigger_element = trigger_element;
10588 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10589 change->actual_trigger_player_bits = trigger_player;
10590 change->actual_trigger_side = trigger_side;
10591 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10592 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10594 if ((change->can_change && !change_done) || change->has_action)
10598 SCAN_PLAYFIELD(x, y)
10600 if (Feld[x][y] == element)
10602 if (change->can_change && !change_done)
10604 /* if element already changed in this frame, not only prevent
10605 another element change (checked in ChangeElement()), but
10606 also prevent additional element actions for this element */
10608 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10609 !level.use_action_after_change_bug)
10612 ChangeDelay[x][y] = 1;
10613 ChangeEvent[x][y] = trigger_event;
10615 HandleElementChange(x, y, p);
10617 else if (change->has_action)
10619 /* if element already changed in this frame, not only prevent
10620 another element change (checked in ChangeElement()), but
10621 also prevent additional element actions for this element */
10623 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10624 !level.use_action_after_change_bug)
10627 ExecuteCustomElementAction(x, y, element, p);
10628 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10633 if (change->can_change)
10635 change_done = TRUE;
10636 change_done_any = TRUE;
10643 RECURSION_LOOP_DETECTION_END();
10645 return change_done_any;
10648 static boolean CheckElementChangeExt(int x, int y,
10650 int trigger_element,
10652 int trigger_player,
10655 boolean change_done = FALSE;
10658 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10659 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10662 if (Feld[x][y] == EL_BLOCKED)
10664 Blocked2Moving(x, y, &x, &y);
10665 element = Feld[x][y];
10668 /* check if element has already changed or is about to change after moving */
10669 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10670 Feld[x][y] != element) ||
10672 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10673 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10674 ChangePage[x][y] != -1)))
10677 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10679 for (p = 0; p < element_info[element].num_change_pages; p++)
10681 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10683 /* check trigger element for all events where the element that is checked
10684 for changing interacts with a directly adjacent element -- this is
10685 different to element changes that affect other elements to change on the
10686 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10687 boolean check_trigger_element =
10688 (trigger_event == CE_TOUCHING_X ||
10689 trigger_event == CE_HITTING_X ||
10690 trigger_event == CE_HIT_BY_X ||
10691 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10693 if (change->can_change_or_has_action &&
10694 change->has_event[trigger_event] &&
10695 change->trigger_side & trigger_side &&
10696 change->trigger_player & trigger_player &&
10697 (!check_trigger_element ||
10698 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10700 change->actual_trigger_element = trigger_element;
10701 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10702 change->actual_trigger_player_bits = trigger_player;
10703 change->actual_trigger_side = trigger_side;
10704 change->actual_trigger_ce_value = CustomValue[x][y];
10705 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10707 /* special case: trigger element not at (x,y) position for some events */
10708 if (check_trigger_element)
10720 { 0, 0 }, { 0, 0 }, { 0, 0 },
10724 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10725 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10727 change->actual_trigger_ce_value = CustomValue[xx][yy];
10728 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10731 if (change->can_change && !change_done)
10733 ChangeDelay[x][y] = 1;
10734 ChangeEvent[x][y] = trigger_event;
10736 HandleElementChange(x, y, p);
10738 change_done = TRUE;
10740 else if (change->has_action)
10742 ExecuteCustomElementAction(x, y, element, p);
10743 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10748 RECURSION_LOOP_DETECTION_END();
10750 return change_done;
10753 static void PlayPlayerSound(struct PlayerInfo *player)
10755 int jx = player->jx, jy = player->jy;
10756 int sound_element = player->artwork_element;
10757 int last_action = player->last_action_waiting;
10758 int action = player->action_waiting;
10760 if (player->is_waiting)
10762 if (action != last_action)
10763 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10765 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10769 if (action != last_action)
10770 StopSound(element_info[sound_element].sound[last_action]);
10772 if (last_action == ACTION_SLEEPING)
10773 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10777 static void PlayAllPlayersSound()
10781 for (i = 0; i < MAX_PLAYERS; i++)
10782 if (stored_player[i].active)
10783 PlayPlayerSound(&stored_player[i]);
10786 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10788 boolean last_waiting = player->is_waiting;
10789 int move_dir = player->MovDir;
10791 player->dir_waiting = move_dir;
10792 player->last_action_waiting = player->action_waiting;
10796 if (!last_waiting) /* not waiting -> waiting */
10798 player->is_waiting = TRUE;
10800 player->frame_counter_bored =
10802 game.player_boring_delay_fixed +
10803 GetSimpleRandom(game.player_boring_delay_random);
10804 player->frame_counter_sleeping =
10806 game.player_sleeping_delay_fixed +
10807 GetSimpleRandom(game.player_sleeping_delay_random);
10809 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10812 if (game.player_sleeping_delay_fixed +
10813 game.player_sleeping_delay_random > 0 &&
10814 player->anim_delay_counter == 0 &&
10815 player->post_delay_counter == 0 &&
10816 FrameCounter >= player->frame_counter_sleeping)
10817 player->is_sleeping = TRUE;
10818 else if (game.player_boring_delay_fixed +
10819 game.player_boring_delay_random > 0 &&
10820 FrameCounter >= player->frame_counter_bored)
10821 player->is_bored = TRUE;
10823 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10824 player->is_bored ? ACTION_BORING :
10827 if (player->is_sleeping && player->use_murphy)
10829 /* special case for sleeping Murphy when leaning against non-free tile */
10831 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10832 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10833 !IS_MOVING(player->jx - 1, player->jy)))
10834 move_dir = MV_LEFT;
10835 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10836 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10837 !IS_MOVING(player->jx + 1, player->jy)))
10838 move_dir = MV_RIGHT;
10840 player->is_sleeping = FALSE;
10842 player->dir_waiting = move_dir;
10845 if (player->is_sleeping)
10847 if (player->num_special_action_sleeping > 0)
10849 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10851 int last_special_action = player->special_action_sleeping;
10852 int num_special_action = player->num_special_action_sleeping;
10853 int special_action =
10854 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10855 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10856 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10857 last_special_action + 1 : ACTION_SLEEPING);
10858 int special_graphic =
10859 el_act_dir2img(player->artwork_element, special_action, move_dir);
10861 player->anim_delay_counter =
10862 graphic_info[special_graphic].anim_delay_fixed +
10863 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10864 player->post_delay_counter =
10865 graphic_info[special_graphic].post_delay_fixed +
10866 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10868 player->special_action_sleeping = special_action;
10871 if (player->anim_delay_counter > 0)
10873 player->action_waiting = player->special_action_sleeping;
10874 player->anim_delay_counter--;
10876 else if (player->post_delay_counter > 0)
10878 player->post_delay_counter--;
10882 else if (player->is_bored)
10884 if (player->num_special_action_bored > 0)
10886 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10888 int special_action =
10889 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10890 int special_graphic =
10891 el_act_dir2img(player->artwork_element, special_action, move_dir);
10893 player->anim_delay_counter =
10894 graphic_info[special_graphic].anim_delay_fixed +
10895 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10896 player->post_delay_counter =
10897 graphic_info[special_graphic].post_delay_fixed +
10898 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10900 player->special_action_bored = special_action;
10903 if (player->anim_delay_counter > 0)
10905 player->action_waiting = player->special_action_bored;
10906 player->anim_delay_counter--;
10908 else if (player->post_delay_counter > 0)
10910 player->post_delay_counter--;
10915 else if (last_waiting) /* waiting -> not waiting */
10917 player->is_waiting = FALSE;
10918 player->is_bored = FALSE;
10919 player->is_sleeping = FALSE;
10921 player->frame_counter_bored = -1;
10922 player->frame_counter_sleeping = -1;
10924 player->anim_delay_counter = 0;
10925 player->post_delay_counter = 0;
10927 player->dir_waiting = player->MovDir;
10928 player->action_waiting = ACTION_DEFAULT;
10930 player->special_action_bored = ACTION_DEFAULT;
10931 player->special_action_sleeping = ACTION_DEFAULT;
10935 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10937 if ((!player->is_moving && player->was_moving) ||
10938 (player->MovPos == 0 && player->was_moving) ||
10939 (player->is_snapping && !player->was_snapping) ||
10940 (player->is_dropping && !player->was_dropping))
10942 if (!CheckSaveEngineSnapshotToList())
10945 player->was_moving = FALSE;
10946 player->was_snapping = TRUE;
10947 player->was_dropping = TRUE;
10951 if (player->is_moving)
10952 player->was_moving = TRUE;
10954 if (!player->is_snapping)
10955 player->was_snapping = FALSE;
10957 if (!player->is_dropping)
10958 player->was_dropping = FALSE;
10962 static void CheckSingleStepMode(struct PlayerInfo *player)
10964 if (tape.single_step && tape.recording && !tape.pausing)
10966 /* as it is called "single step mode", just return to pause mode when the
10967 player stopped moving after one tile (or never starts moving at all) */
10968 if (!player->is_moving &&
10969 !player->is_pushing &&
10970 !player->is_dropping_pressed)
10972 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10973 SnapField(player, 0, 0); /* stop snapping */
10977 CheckSaveEngineSnapshot(player);
10980 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10982 int left = player_action & JOY_LEFT;
10983 int right = player_action & JOY_RIGHT;
10984 int up = player_action & JOY_UP;
10985 int down = player_action & JOY_DOWN;
10986 int button1 = player_action & JOY_BUTTON_1;
10987 int button2 = player_action & JOY_BUTTON_2;
10988 int dx = (left ? -1 : right ? 1 : 0);
10989 int dy = (up ? -1 : down ? 1 : 0);
10991 if (!player->active || tape.pausing)
10997 SnapField(player, dx, dy);
11001 DropElement(player);
11003 MovePlayer(player, dx, dy);
11006 CheckSingleStepMode(player);
11008 SetPlayerWaiting(player, FALSE);
11010 return player_action;
11014 /* no actions for this player (no input at player's configured device) */
11016 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11017 SnapField(player, 0, 0);
11018 CheckGravityMovementWhenNotMoving(player);
11020 if (player->MovPos == 0)
11021 SetPlayerWaiting(player, TRUE);
11023 if (player->MovPos == 0) /* needed for tape.playing */
11024 player->is_moving = FALSE;
11026 player->is_dropping = FALSE;
11027 player->is_dropping_pressed = FALSE;
11028 player->drop_pressed_delay = 0;
11030 CheckSingleStepMode(player);
11036 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11039 if (!tape.use_mouse)
11042 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11043 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11044 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11047 static void SetTapeActionFromMouseAction(byte *tape_action,
11048 struct MouseActionInfo *mouse_action)
11050 if (!tape.use_mouse)
11053 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11054 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11055 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11058 static void CheckLevelTime()
11062 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11063 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11065 if (level.native_em_level->lev->home == 0) /* all players at home */
11067 PlayerWins(local_player);
11069 AllPlayersGone = TRUE;
11071 level.native_em_level->lev->home = -1;
11074 if (level.native_em_level->ply[0]->alive == 0 &&
11075 level.native_em_level->ply[1]->alive == 0 &&
11076 level.native_em_level->ply[2]->alive == 0 &&
11077 level.native_em_level->ply[3]->alive == 0) /* all dead */
11078 AllPlayersGone = TRUE;
11080 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11082 if (game_sp.LevelSolved &&
11083 !game_sp.GameOver) /* game won */
11085 PlayerWins(local_player);
11087 game_sp.GameOver = TRUE;
11089 AllPlayersGone = TRUE;
11092 if (game_sp.GameOver) /* game lost */
11093 AllPlayersGone = TRUE;
11095 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11097 if (game_mm.level_solved &&
11098 !game_mm.game_over) /* game won */
11100 PlayerWins(local_player);
11102 game_mm.game_over = TRUE;
11104 AllPlayersGone = TRUE;
11107 if (game_mm.game_over) /* game lost */
11108 AllPlayersGone = TRUE;
11111 if (TimeFrames >= FRAMES_PER_SECOND)
11116 for (i = 0; i < MAX_PLAYERS; i++)
11118 struct PlayerInfo *player = &stored_player[i];
11120 if (SHIELD_ON(player))
11122 player->shield_normal_time_left--;
11124 if (player->shield_deadly_time_left > 0)
11125 player->shield_deadly_time_left--;
11129 if (!local_player->LevelSolved && !level.use_step_counter)
11137 if (TimeLeft <= 10 && setup.time_limit)
11138 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11140 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11141 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11143 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11145 if (!TimeLeft && setup.time_limit)
11147 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11148 level.native_em_level->lev->killed_out_of_time = TRUE;
11150 for (i = 0; i < MAX_PLAYERS; i++)
11151 KillPlayer(&stored_player[i]);
11154 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11156 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11159 level.native_em_level->lev->time =
11160 (game.no_time_limit ? TimePlayed : TimeLeft);
11163 if (tape.recording || tape.playing)
11164 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11167 if (tape.recording || tape.playing)
11168 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11170 UpdateAndDisplayGameControlValues();
11173 void AdvanceFrameAndPlayerCounters(int player_nr)
11177 /* advance frame counters (global frame counter and time frame counter) */
11181 /* advance player counters (counters for move delay, move animation etc.) */
11182 for (i = 0; i < MAX_PLAYERS; i++)
11184 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11185 int move_delay_value = stored_player[i].move_delay_value;
11186 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11188 if (!advance_player_counters) /* not all players may be affected */
11191 if (move_frames == 0) /* less than one move per game frame */
11193 int stepsize = TILEX / move_delay_value;
11194 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11195 int count = (stored_player[i].is_moving ?
11196 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11198 if (count % delay == 0)
11202 stored_player[i].Frame += move_frames;
11204 if (stored_player[i].MovPos != 0)
11205 stored_player[i].StepFrame += move_frames;
11207 if (stored_player[i].move_delay > 0)
11208 stored_player[i].move_delay--;
11210 /* due to bugs in previous versions, counter must count up, not down */
11211 if (stored_player[i].push_delay != -1)
11212 stored_player[i].push_delay++;
11214 if (stored_player[i].drop_delay > 0)
11215 stored_player[i].drop_delay--;
11217 if (stored_player[i].is_dropping_pressed)
11218 stored_player[i].drop_pressed_delay++;
11222 void StartGameActions(boolean init_network_game, boolean record_tape,
11225 unsigned int new_random_seed = InitRND(random_seed);
11228 TapeStartRecording(new_random_seed);
11230 if (init_network_game)
11232 SendToServer_LevelFile();
11233 SendToServer_StartPlaying();
11241 void GameActionsExt()
11244 static unsigned int game_frame_delay = 0;
11246 unsigned int game_frame_delay_value;
11247 byte *recorded_player_action;
11248 byte summarized_player_action = 0;
11249 byte tape_action[MAX_PLAYERS];
11252 /* detect endless loops, caused by custom element programming */
11253 if (recursion_loop_detected && recursion_loop_depth == 0)
11255 char *message = getStringCat3("Internal Error! Element ",
11256 EL_NAME(recursion_loop_element),
11257 " caused endless loop! Quit the game?");
11259 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11260 EL_NAME(recursion_loop_element));
11262 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11264 recursion_loop_detected = FALSE; /* if game should be continued */
11271 if (game.restart_level)
11272 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11274 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11277 if (level.native_em_level->lev->home == 0) /* all players at home */
11279 PlayerWins(local_player);
11281 AllPlayersGone = TRUE;
11283 level.native_em_level->lev->home = -1;
11286 if (level.native_em_level->ply[0]->alive == 0 &&
11287 level.native_em_level->ply[1]->alive == 0 &&
11288 level.native_em_level->ply[2]->alive == 0 &&
11289 level.native_em_level->ply[3]->alive == 0) /* all dead */
11290 AllPlayersGone = TRUE;
11292 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11294 if (game_sp.LevelSolved &&
11295 !game_sp.GameOver) /* game won */
11297 PlayerWins(local_player);
11299 game_sp.GameOver = TRUE;
11301 AllPlayersGone = TRUE;
11304 if (game_sp.GameOver) /* game lost */
11305 AllPlayersGone = TRUE;
11307 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11309 if (game_mm.level_solved &&
11310 !game_mm.game_over) /* game won */
11312 PlayerWins(local_player);
11314 game_mm.game_over = TRUE;
11316 AllPlayersGone = TRUE;
11319 if (game_mm.game_over) /* game lost */
11320 AllPlayersGone = TRUE;
11323 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11326 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11329 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11332 game_frame_delay_value =
11333 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11335 if (tape.playing && tape.warp_forward && !tape.pausing)
11336 game_frame_delay_value = 0;
11338 SetVideoFrameDelay(game_frame_delay_value);
11342 /* ---------- main game synchronization point ---------- */
11344 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11346 printf("::: skip == %d\n", skip);
11349 /* ---------- main game synchronization point ---------- */
11351 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11355 if (network_playing && !network_player_action_received)
11357 /* try to get network player actions in time */
11359 /* last chance to get network player actions without main loop delay */
11360 HandleNetworking();
11362 /* game was quit by network peer */
11363 if (game_status != GAME_MODE_PLAYING)
11366 if (!network_player_action_received)
11367 return; /* failed to get network player actions in time */
11369 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11375 /* at this point we know that we really continue executing the game */
11377 network_player_action_received = FALSE;
11379 /* when playing tape, read previously recorded player input from tape data */
11380 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11382 local_player->effective_mouse_action = local_player->mouse_action;
11384 if (recorded_player_action != NULL)
11385 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11386 recorded_player_action);
11388 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11392 if (tape.set_centered_player)
11394 game.centered_player_nr_next = tape.centered_player_nr_next;
11395 game.set_centered_player = TRUE;
11398 for (i = 0; i < MAX_PLAYERS; i++)
11400 summarized_player_action |= stored_player[i].action;
11402 if (!network_playing && (game.team_mode || tape.playing))
11403 stored_player[i].effective_action = stored_player[i].action;
11406 if (network_playing)
11407 SendToServer_MovePlayer(summarized_player_action);
11409 // summarize all actions at local players mapped input device position
11410 // (this allows using different input devices in single player mode)
11411 if (!network.enabled && !game.team_mode)
11412 stored_player[map_player_action[local_player->index_nr]].effective_action =
11413 summarized_player_action;
11415 if (tape.recording &&
11417 setup.input_on_focus &&
11418 game.centered_player_nr != -1)
11420 for (i = 0; i < MAX_PLAYERS; i++)
11421 stored_player[i].effective_action =
11422 (i == game.centered_player_nr ? summarized_player_action : 0);
11425 if (recorded_player_action != NULL)
11426 for (i = 0; i < MAX_PLAYERS; i++)
11427 stored_player[i].effective_action = recorded_player_action[i];
11429 for (i = 0; i < MAX_PLAYERS; i++)
11431 tape_action[i] = stored_player[i].effective_action;
11433 /* (this may happen in the RND game engine if a player was not present on
11434 the playfield on level start, but appeared later from a custom element */
11435 if (setup.team_mode &&
11438 !tape.player_participates[i])
11439 tape.player_participates[i] = TRUE;
11442 SetTapeActionFromMouseAction(tape_action,
11443 &local_player->effective_mouse_action);
11445 /* only record actions from input devices, but not programmed actions */
11446 if (tape.recording)
11447 TapeRecordAction(tape_action);
11449 #if USE_NEW_PLAYER_ASSIGNMENTS
11450 // !!! also map player actions in single player mode !!!
11451 // if (game.team_mode)
11454 byte mapped_action[MAX_PLAYERS];
11456 #if DEBUG_PLAYER_ACTIONS
11458 for (i = 0; i < MAX_PLAYERS; i++)
11459 printf(" %d, ", stored_player[i].effective_action);
11462 for (i = 0; i < MAX_PLAYERS; i++)
11463 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11465 for (i = 0; i < MAX_PLAYERS; i++)
11466 stored_player[i].effective_action = mapped_action[i];
11468 #if DEBUG_PLAYER_ACTIONS
11470 for (i = 0; i < MAX_PLAYERS; i++)
11471 printf(" %d, ", stored_player[i].effective_action);
11475 #if DEBUG_PLAYER_ACTIONS
11479 for (i = 0; i < MAX_PLAYERS; i++)
11480 printf(" %d, ", stored_player[i].effective_action);
11486 for (i = 0; i < MAX_PLAYERS; i++)
11488 // allow engine snapshot in case of changed movement attempt
11489 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11490 (stored_player[i].effective_action & KEY_MOTION))
11491 game.snapshot.changed_action = TRUE;
11493 // allow engine snapshot in case of snapping/dropping attempt
11494 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11495 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11496 game.snapshot.changed_action = TRUE;
11498 game.snapshot.last_action[i] = stored_player[i].effective_action;
11501 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11503 GameActions_EM_Main();
11505 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11507 GameActions_SP_Main();
11509 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11511 GameActions_MM_Main();
11515 GameActions_RND_Main();
11518 BlitScreenToBitmap(backbuffer);
11522 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11524 if (global.show_frames_per_second)
11526 static unsigned int fps_counter = 0;
11527 static int fps_frames = 0;
11528 unsigned int fps_delay_ms = Counter() - fps_counter;
11532 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11534 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11537 fps_counter = Counter();
11539 /* always draw FPS to screen after FPS value was updated */
11540 redraw_mask |= REDRAW_FPS;
11543 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11544 if (GetDrawDeactivationMask() == REDRAW_NONE)
11545 redraw_mask |= REDRAW_FPS;
11549 static void GameActions_CheckSaveEngineSnapshot()
11551 if (!game.snapshot.save_snapshot)
11554 // clear flag for saving snapshot _before_ saving snapshot
11555 game.snapshot.save_snapshot = FALSE;
11557 SaveEngineSnapshotToList();
11564 GameActions_CheckSaveEngineSnapshot();
11567 void GameActions_EM_Main()
11569 byte effective_action[MAX_PLAYERS];
11570 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11573 for (i = 0; i < MAX_PLAYERS; i++)
11574 effective_action[i] = stored_player[i].effective_action;
11576 GameActions_EM(effective_action, warp_mode);
11579 void GameActions_SP_Main()
11581 byte effective_action[MAX_PLAYERS];
11582 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11585 for (i = 0; i < MAX_PLAYERS; i++)
11586 effective_action[i] = stored_player[i].effective_action;
11588 GameActions_SP(effective_action, warp_mode);
11590 for (i = 0; i < MAX_PLAYERS; i++)
11592 if (stored_player[i].force_dropping)
11593 stored_player[i].action |= KEY_BUTTON_DROP;
11595 stored_player[i].force_dropping = FALSE;
11599 void GameActions_MM_Main()
11601 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11603 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11606 void GameActions_RND_Main()
11611 void GameActions_RND()
11613 int magic_wall_x = 0, magic_wall_y = 0;
11614 int i, x, y, element, graphic, last_gfx_frame;
11616 InitPlayfieldScanModeVars();
11618 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11620 SCAN_PLAYFIELD(x, y)
11622 ChangeCount[x][y] = 0;
11623 ChangeEvent[x][y] = -1;
11627 if (game.set_centered_player)
11629 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11631 /* switching to "all players" only possible if all players fit to screen */
11632 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11634 game.centered_player_nr_next = game.centered_player_nr;
11635 game.set_centered_player = FALSE;
11638 /* do not switch focus to non-existing (or non-active) player */
11639 if (game.centered_player_nr_next >= 0 &&
11640 !stored_player[game.centered_player_nr_next].active)
11642 game.centered_player_nr_next = game.centered_player_nr;
11643 game.set_centered_player = FALSE;
11647 if (game.set_centered_player &&
11648 ScreenMovPos == 0) /* screen currently aligned at tile position */
11652 if (game.centered_player_nr_next == -1)
11654 setScreenCenteredToAllPlayers(&sx, &sy);
11658 sx = stored_player[game.centered_player_nr_next].jx;
11659 sy = stored_player[game.centered_player_nr_next].jy;
11662 game.centered_player_nr = game.centered_player_nr_next;
11663 game.set_centered_player = FALSE;
11665 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11666 DrawGameDoorValues();
11669 for (i = 0; i < MAX_PLAYERS; i++)
11671 int actual_player_action = stored_player[i].effective_action;
11674 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11675 - rnd_equinox_tetrachloride 048
11676 - rnd_equinox_tetrachloride_ii 096
11677 - rnd_emanuel_schmieg 002
11678 - doctor_sloan_ww 001, 020
11680 if (stored_player[i].MovPos == 0)
11681 CheckGravityMovement(&stored_player[i]);
11684 /* overwrite programmed action with tape action */
11685 if (stored_player[i].programmed_action)
11686 actual_player_action = stored_player[i].programmed_action;
11688 PlayerActions(&stored_player[i], actual_player_action);
11690 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11693 ScrollScreen(NULL, SCROLL_GO_ON);
11695 /* for backwards compatibility, the following code emulates a fixed bug that
11696 occured when pushing elements (causing elements that just made their last
11697 pushing step to already (if possible) make their first falling step in the
11698 same game frame, which is bad); this code is also needed to use the famous
11699 "spring push bug" which is used in older levels and might be wanted to be
11700 used also in newer levels, but in this case the buggy pushing code is only
11701 affecting the "spring" element and no other elements */
11703 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11705 for (i = 0; i < MAX_PLAYERS; i++)
11707 struct PlayerInfo *player = &stored_player[i];
11708 int x = player->jx;
11709 int y = player->jy;
11711 if (player->active && player->is_pushing && player->is_moving &&
11713 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11714 Feld[x][y] == EL_SPRING))
11716 ContinueMoving(x, y);
11718 /* continue moving after pushing (this is actually a bug) */
11719 if (!IS_MOVING(x, y))
11720 Stop[x][y] = FALSE;
11725 SCAN_PLAYFIELD(x, y)
11727 ChangeCount[x][y] = 0;
11728 ChangeEvent[x][y] = -1;
11730 /* this must be handled before main playfield loop */
11731 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11734 if (MovDelay[x][y] <= 0)
11738 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11741 if (MovDelay[x][y] <= 0)
11744 TEST_DrawLevelField(x, y);
11746 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11751 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11753 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11754 printf("GameActions(): This should never happen!\n");
11756 ChangePage[x][y] = -1;
11760 Stop[x][y] = FALSE;
11761 if (WasJustMoving[x][y] > 0)
11762 WasJustMoving[x][y]--;
11763 if (WasJustFalling[x][y] > 0)
11764 WasJustFalling[x][y]--;
11765 if (CheckCollision[x][y] > 0)
11766 CheckCollision[x][y]--;
11767 if (CheckImpact[x][y] > 0)
11768 CheckImpact[x][y]--;
11772 /* reset finished pushing action (not done in ContinueMoving() to allow
11773 continuous pushing animation for elements with zero push delay) */
11774 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11776 ResetGfxAnimation(x, y);
11777 TEST_DrawLevelField(x, y);
11781 if (IS_BLOCKED(x, y))
11785 Blocked2Moving(x, y, &oldx, &oldy);
11786 if (!IS_MOVING(oldx, oldy))
11788 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11789 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11790 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11791 printf("GameActions(): This should never happen!\n");
11797 SCAN_PLAYFIELD(x, y)
11799 element = Feld[x][y];
11800 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11801 last_gfx_frame = GfxFrame[x][y];
11803 ResetGfxFrame(x, y);
11805 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11806 DrawLevelGraphicAnimation(x, y, graphic);
11808 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11809 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11810 ResetRandomAnimationValue(x, y);
11812 SetRandomAnimationValue(x, y);
11814 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11816 if (IS_INACTIVE(element))
11818 if (IS_ANIMATED(graphic))
11819 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11824 /* this may take place after moving, so 'element' may have changed */
11825 if (IS_CHANGING(x, y) &&
11826 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11828 int page = element_info[element].event_page_nr[CE_DELAY];
11830 HandleElementChange(x, y, page);
11832 element = Feld[x][y];
11833 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11836 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11840 element = Feld[x][y];
11841 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11843 if (IS_ANIMATED(graphic) &&
11844 !IS_MOVING(x, y) &&
11846 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11848 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11849 TEST_DrawTwinkleOnField(x, y);
11851 else if (element == EL_ACID)
11854 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11856 else if ((element == EL_EXIT_OPEN ||
11857 element == EL_EM_EXIT_OPEN ||
11858 element == EL_SP_EXIT_OPEN ||
11859 element == EL_STEEL_EXIT_OPEN ||
11860 element == EL_EM_STEEL_EXIT_OPEN ||
11861 element == EL_SP_TERMINAL ||
11862 element == EL_SP_TERMINAL_ACTIVE ||
11863 element == EL_EXTRA_TIME ||
11864 element == EL_SHIELD_NORMAL ||
11865 element == EL_SHIELD_DEADLY) &&
11866 IS_ANIMATED(graphic))
11867 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11868 else if (IS_MOVING(x, y))
11869 ContinueMoving(x, y);
11870 else if (IS_ACTIVE_BOMB(element))
11871 CheckDynamite(x, y);
11872 else if (element == EL_AMOEBA_GROWING)
11873 AmoebeWaechst(x, y);
11874 else if (element == EL_AMOEBA_SHRINKING)
11875 AmoebaDisappearing(x, y);
11877 #if !USE_NEW_AMOEBA_CODE
11878 else if (IS_AMOEBALIVE(element))
11879 AmoebeAbleger(x, y);
11882 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11884 else if (element == EL_EXIT_CLOSED)
11886 else if (element == EL_EM_EXIT_CLOSED)
11888 else if (element == EL_STEEL_EXIT_CLOSED)
11889 CheckExitSteel(x, y);
11890 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11891 CheckExitSteelEM(x, y);
11892 else if (element == EL_SP_EXIT_CLOSED)
11894 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11895 element == EL_EXPANDABLE_STEELWALL_GROWING)
11896 MauerWaechst(x, y);
11897 else if (element == EL_EXPANDABLE_WALL ||
11898 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11899 element == EL_EXPANDABLE_WALL_VERTICAL ||
11900 element == EL_EXPANDABLE_WALL_ANY ||
11901 element == EL_BD_EXPANDABLE_WALL)
11902 MauerAbleger(x, y);
11903 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11904 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11905 element == EL_EXPANDABLE_STEELWALL_ANY)
11906 MauerAblegerStahl(x, y);
11907 else if (element == EL_FLAMES)
11908 CheckForDragon(x, y);
11909 else if (element == EL_EXPLOSION)
11910 ; /* drawing of correct explosion animation is handled separately */
11911 else if (element == EL_ELEMENT_SNAPPING ||
11912 element == EL_DIAGONAL_SHRINKING ||
11913 element == EL_DIAGONAL_GROWING)
11915 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11917 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11919 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11920 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11922 if (IS_BELT_ACTIVE(element))
11923 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11925 if (game.magic_wall_active)
11927 int jx = local_player->jx, jy = local_player->jy;
11929 /* play the element sound at the position nearest to the player */
11930 if ((element == EL_MAGIC_WALL_FULL ||
11931 element == EL_MAGIC_WALL_ACTIVE ||
11932 element == EL_MAGIC_WALL_EMPTYING ||
11933 element == EL_BD_MAGIC_WALL_FULL ||
11934 element == EL_BD_MAGIC_WALL_ACTIVE ||
11935 element == EL_BD_MAGIC_WALL_EMPTYING ||
11936 element == EL_DC_MAGIC_WALL_FULL ||
11937 element == EL_DC_MAGIC_WALL_ACTIVE ||
11938 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11939 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11947 #if USE_NEW_AMOEBA_CODE
11948 /* new experimental amoeba growth stuff */
11949 if (!(FrameCounter % 8))
11951 static unsigned int random = 1684108901;
11953 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11955 x = RND(lev_fieldx);
11956 y = RND(lev_fieldy);
11957 element = Feld[x][y];
11959 if (!IS_PLAYER(x,y) &&
11960 (element == EL_EMPTY ||
11961 CAN_GROW_INTO(element) ||
11962 element == EL_QUICKSAND_EMPTY ||
11963 element == EL_QUICKSAND_FAST_EMPTY ||
11964 element == EL_ACID_SPLASH_LEFT ||
11965 element == EL_ACID_SPLASH_RIGHT))
11967 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11968 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11969 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11970 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11971 Feld[x][y] = EL_AMOEBA_DROP;
11974 random = random * 129 + 1;
11979 game.explosions_delayed = FALSE;
11981 SCAN_PLAYFIELD(x, y)
11983 element = Feld[x][y];
11985 if (ExplodeField[x][y])
11986 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11987 else if (element == EL_EXPLOSION)
11988 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11990 ExplodeField[x][y] = EX_TYPE_NONE;
11993 game.explosions_delayed = TRUE;
11995 if (game.magic_wall_active)
11997 if (!(game.magic_wall_time_left % 4))
11999 int element = Feld[magic_wall_x][magic_wall_y];
12001 if (element == EL_BD_MAGIC_WALL_FULL ||
12002 element == EL_BD_MAGIC_WALL_ACTIVE ||
12003 element == EL_BD_MAGIC_WALL_EMPTYING)
12004 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12005 else if (element == EL_DC_MAGIC_WALL_FULL ||
12006 element == EL_DC_MAGIC_WALL_ACTIVE ||
12007 element == EL_DC_MAGIC_WALL_EMPTYING)
12008 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12010 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12013 if (game.magic_wall_time_left > 0)
12015 game.magic_wall_time_left--;
12017 if (!game.magic_wall_time_left)
12019 SCAN_PLAYFIELD(x, y)
12021 element = Feld[x][y];
12023 if (element == EL_MAGIC_WALL_ACTIVE ||
12024 element == EL_MAGIC_WALL_FULL)
12026 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12027 TEST_DrawLevelField(x, y);
12029 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12030 element == EL_BD_MAGIC_WALL_FULL)
12032 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12033 TEST_DrawLevelField(x, y);
12035 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12036 element == EL_DC_MAGIC_WALL_FULL)
12038 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12039 TEST_DrawLevelField(x, y);
12043 game.magic_wall_active = FALSE;
12048 if (game.light_time_left > 0)
12050 game.light_time_left--;
12052 if (game.light_time_left == 0)
12053 RedrawAllLightSwitchesAndInvisibleElements();
12056 if (game.timegate_time_left > 0)
12058 game.timegate_time_left--;
12060 if (game.timegate_time_left == 0)
12061 CloseAllOpenTimegates();
12064 if (game.lenses_time_left > 0)
12066 game.lenses_time_left--;
12068 if (game.lenses_time_left == 0)
12069 RedrawAllInvisibleElementsForLenses();
12072 if (game.magnify_time_left > 0)
12074 game.magnify_time_left--;
12076 if (game.magnify_time_left == 0)
12077 RedrawAllInvisibleElementsForMagnifier();
12080 for (i = 0; i < MAX_PLAYERS; i++)
12082 struct PlayerInfo *player = &stored_player[i];
12084 if (SHIELD_ON(player))
12086 if (player->shield_deadly_time_left)
12087 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12088 else if (player->shield_normal_time_left)
12089 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12093 #if USE_DELAYED_GFX_REDRAW
12094 SCAN_PLAYFIELD(x, y)
12096 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12098 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12099 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12101 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12102 DrawLevelField(x, y);
12104 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12105 DrawLevelFieldCrumbled(x, y);
12107 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12108 DrawLevelFieldCrumbledNeighbours(x, y);
12110 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12111 DrawTwinkleOnField(x, y);
12114 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12119 PlayAllPlayersSound();
12121 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12123 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12125 local_player->show_envelope = 0;
12128 /* use random number generator in every frame to make it less predictable */
12129 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12133 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12135 int min_x = x, min_y = y, max_x = x, max_y = y;
12138 for (i = 0; i < MAX_PLAYERS; i++)
12140 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12142 if (!stored_player[i].active || &stored_player[i] == player)
12145 min_x = MIN(min_x, jx);
12146 min_y = MIN(min_y, jy);
12147 max_x = MAX(max_x, jx);
12148 max_y = MAX(max_y, jy);
12151 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12154 static boolean AllPlayersInVisibleScreen()
12158 for (i = 0; i < MAX_PLAYERS; i++)
12160 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12162 if (!stored_player[i].active)
12165 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12172 void ScrollLevel(int dx, int dy)
12174 int scroll_offset = 2 * TILEX_VAR;
12177 BlitBitmap(drawto_field, drawto_field,
12178 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12179 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12180 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12181 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12182 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12183 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12187 x = (dx == 1 ? BX1 : BX2);
12188 for (y = BY1; y <= BY2; y++)
12189 DrawScreenField(x, y);
12194 y = (dy == 1 ? BY1 : BY2);
12195 for (x = BX1; x <= BX2; x++)
12196 DrawScreenField(x, y);
12199 redraw_mask |= REDRAW_FIELD;
12202 static boolean canFallDown(struct PlayerInfo *player)
12204 int jx = player->jx, jy = player->jy;
12206 return (IN_LEV_FIELD(jx, jy + 1) &&
12207 (IS_FREE(jx, jy + 1) ||
12208 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12209 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12210 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12213 static boolean canPassField(int x, int y, int move_dir)
12215 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12216 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12217 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12218 int nextx = x + dx;
12219 int nexty = y + dy;
12220 int element = Feld[x][y];
12222 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12223 !CAN_MOVE(element) &&
12224 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12225 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12226 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12229 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12231 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12232 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12233 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12237 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12238 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12239 (IS_DIGGABLE(Feld[newx][newy]) ||
12240 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12241 canPassField(newx, newy, move_dir)));
12244 static void CheckGravityMovement(struct PlayerInfo *player)
12246 if (player->gravity && !player->programmed_action)
12248 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12249 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12250 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12251 int jx = player->jx, jy = player->jy;
12252 boolean player_is_moving_to_valid_field =
12253 (!player_is_snapping &&
12254 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12255 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12256 boolean player_can_fall_down = canFallDown(player);
12258 if (player_can_fall_down &&
12259 !player_is_moving_to_valid_field)
12260 player->programmed_action = MV_DOWN;
12264 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12266 return CheckGravityMovement(player);
12268 if (player->gravity && !player->programmed_action)
12270 int jx = player->jx, jy = player->jy;
12271 boolean field_under_player_is_free =
12272 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12273 boolean player_is_standing_on_valid_field =
12274 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12275 (IS_WALKABLE(Feld[jx][jy]) &&
12276 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12278 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12279 player->programmed_action = MV_DOWN;
12284 MovePlayerOneStep()
12285 -----------------------------------------------------------------------------
12286 dx, dy: direction (non-diagonal) to try to move the player to
12287 real_dx, real_dy: direction as read from input device (can be diagonal)
12290 boolean MovePlayerOneStep(struct PlayerInfo *player,
12291 int dx, int dy, int real_dx, int real_dy)
12293 int jx = player->jx, jy = player->jy;
12294 int new_jx = jx + dx, new_jy = jy + dy;
12296 boolean player_can_move = !player->cannot_move;
12298 if (!player->active || (!dx && !dy))
12299 return MP_NO_ACTION;
12301 player->MovDir = (dx < 0 ? MV_LEFT :
12302 dx > 0 ? MV_RIGHT :
12304 dy > 0 ? MV_DOWN : MV_NONE);
12306 if (!IN_LEV_FIELD(new_jx, new_jy))
12307 return MP_NO_ACTION;
12309 if (!player_can_move)
12311 if (player->MovPos == 0)
12313 player->is_moving = FALSE;
12314 player->is_digging = FALSE;
12315 player->is_collecting = FALSE;
12316 player->is_snapping = FALSE;
12317 player->is_pushing = FALSE;
12321 if (!network.enabled && game.centered_player_nr == -1 &&
12322 !AllPlayersInSight(player, new_jx, new_jy))
12323 return MP_NO_ACTION;
12325 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12326 if (can_move != MP_MOVING)
12329 /* check if DigField() has caused relocation of the player */
12330 if (player->jx != jx || player->jy != jy)
12331 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12333 StorePlayer[jx][jy] = 0;
12334 player->last_jx = jx;
12335 player->last_jy = jy;
12336 player->jx = new_jx;
12337 player->jy = new_jy;
12338 StorePlayer[new_jx][new_jy] = player->element_nr;
12340 if (player->move_delay_value_next != -1)
12342 player->move_delay_value = player->move_delay_value_next;
12343 player->move_delay_value_next = -1;
12347 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12349 player->step_counter++;
12351 PlayerVisit[jx][jy] = FrameCounter;
12353 player->is_moving = TRUE;
12356 /* should better be called in MovePlayer(), but this breaks some tapes */
12357 ScrollPlayer(player, SCROLL_INIT);
12363 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12365 int jx = player->jx, jy = player->jy;
12366 int old_jx = jx, old_jy = jy;
12367 int moved = MP_NO_ACTION;
12369 if (!player->active)
12374 if (player->MovPos == 0)
12376 player->is_moving = FALSE;
12377 player->is_digging = FALSE;
12378 player->is_collecting = FALSE;
12379 player->is_snapping = FALSE;
12380 player->is_pushing = FALSE;
12386 if (player->move_delay > 0)
12389 player->move_delay = -1; /* set to "uninitialized" value */
12391 /* store if player is automatically moved to next field */
12392 player->is_auto_moving = (player->programmed_action != MV_NONE);
12394 /* remove the last programmed player action */
12395 player->programmed_action = 0;
12397 if (player->MovPos)
12399 /* should only happen if pre-1.2 tape recordings are played */
12400 /* this is only for backward compatibility */
12402 int original_move_delay_value = player->move_delay_value;
12405 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12409 /* scroll remaining steps with finest movement resolution */
12410 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12412 while (player->MovPos)
12414 ScrollPlayer(player, SCROLL_GO_ON);
12415 ScrollScreen(NULL, SCROLL_GO_ON);
12417 AdvanceFrameAndPlayerCounters(player->index_nr);
12420 BackToFront_WithFrameDelay(0);
12423 player->move_delay_value = original_move_delay_value;
12426 player->is_active = FALSE;
12428 if (player->last_move_dir & MV_HORIZONTAL)
12430 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12431 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12435 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12436 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12439 if (!moved && !player->is_active)
12441 player->is_moving = FALSE;
12442 player->is_digging = FALSE;
12443 player->is_collecting = FALSE;
12444 player->is_snapping = FALSE;
12445 player->is_pushing = FALSE;
12451 if (moved & MP_MOVING && !ScreenMovPos &&
12452 (player->index_nr == game.centered_player_nr ||
12453 game.centered_player_nr == -1))
12455 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12456 int offset = game.scroll_delay_value;
12458 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12460 /* actual player has left the screen -- scroll in that direction */
12461 if (jx != old_jx) /* player has moved horizontally */
12462 scroll_x += (jx - old_jx);
12463 else /* player has moved vertically */
12464 scroll_y += (jy - old_jy);
12468 if (jx != old_jx) /* player has moved horizontally */
12470 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12471 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12472 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12474 /* don't scroll over playfield boundaries */
12475 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12476 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12478 /* don't scroll more than one field at a time */
12479 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12481 /* don't scroll against the player's moving direction */
12482 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12483 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12484 scroll_x = old_scroll_x;
12486 else /* player has moved vertically */
12488 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12489 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12490 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12492 /* don't scroll over playfield boundaries */
12493 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12494 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12496 /* don't scroll more than one field at a time */
12497 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12499 /* don't scroll against the player's moving direction */
12500 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12501 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12502 scroll_y = old_scroll_y;
12506 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12508 if (!network.enabled && game.centered_player_nr == -1 &&
12509 !AllPlayersInVisibleScreen())
12511 scroll_x = old_scroll_x;
12512 scroll_y = old_scroll_y;
12516 ScrollScreen(player, SCROLL_INIT);
12517 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12522 player->StepFrame = 0;
12524 if (moved & MP_MOVING)
12526 if (old_jx != jx && old_jy == jy)
12527 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12528 else if (old_jx == jx && old_jy != jy)
12529 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12531 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12533 player->last_move_dir = player->MovDir;
12534 player->is_moving = TRUE;
12535 player->is_snapping = FALSE;
12536 player->is_switching = FALSE;
12537 player->is_dropping = FALSE;
12538 player->is_dropping_pressed = FALSE;
12539 player->drop_pressed_delay = 0;
12542 /* should better be called here than above, but this breaks some tapes */
12543 ScrollPlayer(player, SCROLL_INIT);
12548 CheckGravityMovementWhenNotMoving(player);
12550 player->is_moving = FALSE;
12552 /* at this point, the player is allowed to move, but cannot move right now
12553 (e.g. because of something blocking the way) -- ensure that the player
12554 is also allowed to move in the next frame (in old versions before 3.1.1,
12555 the player was forced to wait again for eight frames before next try) */
12557 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12558 player->move_delay = 0; /* allow direct movement in the next frame */
12561 if (player->move_delay == -1) /* not yet initialized by DigField() */
12562 player->move_delay = player->move_delay_value;
12564 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12566 TestIfPlayerTouchesBadThing(jx, jy);
12567 TestIfPlayerTouchesCustomElement(jx, jy);
12570 if (!player->active)
12571 RemovePlayer(player);
12576 void ScrollPlayer(struct PlayerInfo *player, int mode)
12578 int jx = player->jx, jy = player->jy;
12579 int last_jx = player->last_jx, last_jy = player->last_jy;
12580 int move_stepsize = TILEX / player->move_delay_value;
12582 if (!player->active)
12585 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12588 if (mode == SCROLL_INIT)
12590 player->actual_frame_counter = FrameCounter;
12591 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12593 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12594 Feld[last_jx][last_jy] == EL_EMPTY)
12596 int last_field_block_delay = 0; /* start with no blocking at all */
12597 int block_delay_adjustment = player->block_delay_adjustment;
12599 /* if player blocks last field, add delay for exactly one move */
12600 if (player->block_last_field)
12602 last_field_block_delay += player->move_delay_value;
12604 /* when blocking enabled, prevent moving up despite gravity */
12605 if (player->gravity && player->MovDir == MV_UP)
12606 block_delay_adjustment = -1;
12609 /* add block delay adjustment (also possible when not blocking) */
12610 last_field_block_delay += block_delay_adjustment;
12612 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12613 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12616 if (player->MovPos != 0) /* player has not yet reached destination */
12619 else if (!FrameReached(&player->actual_frame_counter, 1))
12622 if (player->MovPos != 0)
12624 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12625 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12627 /* before DrawPlayer() to draw correct player graphic for this case */
12628 if (player->MovPos == 0)
12629 CheckGravityMovement(player);
12632 if (player->MovPos == 0) /* player reached destination field */
12634 if (player->move_delay_reset_counter > 0)
12636 player->move_delay_reset_counter--;
12638 if (player->move_delay_reset_counter == 0)
12640 /* continue with normal speed after quickly moving through gate */
12641 HALVE_PLAYER_SPEED(player);
12643 /* be able to make the next move without delay */
12644 player->move_delay = 0;
12648 player->last_jx = jx;
12649 player->last_jy = jy;
12651 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12652 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12653 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12654 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12655 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12656 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12657 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12658 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12660 ExitPlayer(player);
12662 if ((local_player->friends_still_needed == 0 ||
12663 IS_SP_ELEMENT(Feld[jx][jy])) &&
12665 PlayerWins(local_player);
12668 /* this breaks one level: "machine", level 000 */
12670 int move_direction = player->MovDir;
12671 int enter_side = MV_DIR_OPPOSITE(move_direction);
12672 int leave_side = move_direction;
12673 int old_jx = last_jx;
12674 int old_jy = last_jy;
12675 int old_element = Feld[old_jx][old_jy];
12676 int new_element = Feld[jx][jy];
12678 if (IS_CUSTOM_ELEMENT(old_element))
12679 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12681 player->index_bit, leave_side);
12683 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12684 CE_PLAYER_LEAVES_X,
12685 player->index_bit, leave_side);
12687 if (IS_CUSTOM_ELEMENT(new_element))
12688 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12689 player->index_bit, enter_side);
12691 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12692 CE_PLAYER_ENTERS_X,
12693 player->index_bit, enter_side);
12695 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12696 CE_MOVE_OF_X, move_direction);
12699 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12701 TestIfPlayerTouchesBadThing(jx, jy);
12702 TestIfPlayerTouchesCustomElement(jx, jy);
12704 /* needed because pushed element has not yet reached its destination,
12705 so it would trigger a change event at its previous field location */
12706 if (!player->is_pushing)
12707 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12709 if (!player->active)
12710 RemovePlayer(player);
12713 if (!local_player->LevelSolved && level.use_step_counter)
12723 if (TimeLeft <= 10 && setup.time_limit)
12724 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12726 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12728 DisplayGameControlValues();
12730 if (!TimeLeft && setup.time_limit)
12731 for (i = 0; i < MAX_PLAYERS; i++)
12732 KillPlayer(&stored_player[i]);
12734 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12736 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12738 DisplayGameControlValues();
12742 if (tape.single_step && tape.recording && !tape.pausing &&
12743 !player->programmed_action)
12744 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12746 if (!player->programmed_action)
12747 CheckSaveEngineSnapshot(player);
12751 void ScrollScreen(struct PlayerInfo *player, int mode)
12753 static unsigned int screen_frame_counter = 0;
12755 if (mode == SCROLL_INIT)
12757 /* set scrolling step size according to actual player's moving speed */
12758 ScrollStepSize = TILEX / player->move_delay_value;
12760 screen_frame_counter = FrameCounter;
12761 ScreenMovDir = player->MovDir;
12762 ScreenMovPos = player->MovPos;
12763 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12766 else if (!FrameReached(&screen_frame_counter, 1))
12771 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12772 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12773 redraw_mask |= REDRAW_FIELD;
12776 ScreenMovDir = MV_NONE;
12779 void TestIfPlayerTouchesCustomElement(int x, int y)
12781 static int xy[4][2] =
12788 static int trigger_sides[4][2] =
12790 /* center side border side */
12791 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12792 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12793 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12794 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12796 static int touch_dir[4] =
12798 MV_LEFT | MV_RIGHT,
12803 int center_element = Feld[x][y]; /* should always be non-moving! */
12806 for (i = 0; i < NUM_DIRECTIONS; i++)
12808 int xx = x + xy[i][0];
12809 int yy = y + xy[i][1];
12810 int center_side = trigger_sides[i][0];
12811 int border_side = trigger_sides[i][1];
12812 int border_element;
12814 if (!IN_LEV_FIELD(xx, yy))
12817 if (IS_PLAYER(x, y)) /* player found at center element */
12819 struct PlayerInfo *player = PLAYERINFO(x, y);
12821 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12822 border_element = Feld[xx][yy]; /* may be moving! */
12823 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12824 border_element = Feld[xx][yy];
12825 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12826 border_element = MovingOrBlocked2Element(xx, yy);
12828 continue; /* center and border element do not touch */
12830 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12831 player->index_bit, border_side);
12832 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12833 CE_PLAYER_TOUCHES_X,
12834 player->index_bit, border_side);
12837 /* use player element that is initially defined in the level playfield,
12838 not the player element that corresponds to the runtime player number
12839 (example: a level that contains EL_PLAYER_3 as the only player would
12840 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12841 int player_element = PLAYERINFO(x, y)->initial_element;
12843 CheckElementChangeBySide(xx, yy, border_element, player_element,
12844 CE_TOUCHING_X, border_side);
12847 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12849 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12851 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12853 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12854 continue; /* center and border element do not touch */
12857 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12858 player->index_bit, center_side);
12859 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12860 CE_PLAYER_TOUCHES_X,
12861 player->index_bit, center_side);
12864 /* use player element that is initially defined in the level playfield,
12865 not the player element that corresponds to the runtime player number
12866 (example: a level that contains EL_PLAYER_3 as the only player would
12867 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12868 int player_element = PLAYERINFO(xx, yy)->initial_element;
12870 CheckElementChangeBySide(x, y, center_element, player_element,
12871 CE_TOUCHING_X, center_side);
12879 void TestIfElementTouchesCustomElement(int x, int y)
12881 static int xy[4][2] =
12888 static int trigger_sides[4][2] =
12890 /* center side border side */
12891 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12892 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12893 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12894 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12896 static int touch_dir[4] =
12898 MV_LEFT | MV_RIGHT,
12903 boolean change_center_element = FALSE;
12904 int center_element = Feld[x][y]; /* should always be non-moving! */
12905 int border_element_old[NUM_DIRECTIONS];
12908 for (i = 0; i < NUM_DIRECTIONS; i++)
12910 int xx = x + xy[i][0];
12911 int yy = y + xy[i][1];
12912 int border_element;
12914 border_element_old[i] = -1;
12916 if (!IN_LEV_FIELD(xx, yy))
12919 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12920 border_element = Feld[xx][yy]; /* may be moving! */
12921 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12922 border_element = Feld[xx][yy];
12923 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12924 border_element = MovingOrBlocked2Element(xx, yy);
12926 continue; /* center and border element do not touch */
12928 border_element_old[i] = border_element;
12931 for (i = 0; i < NUM_DIRECTIONS; i++)
12933 int xx = x + xy[i][0];
12934 int yy = y + xy[i][1];
12935 int center_side = trigger_sides[i][0];
12936 int border_element = border_element_old[i];
12938 if (border_element == -1)
12941 /* check for change of border element */
12942 CheckElementChangeBySide(xx, yy, border_element, center_element,
12943 CE_TOUCHING_X, center_side);
12945 /* (center element cannot be player, so we dont have to check this here) */
12948 for (i = 0; i < NUM_DIRECTIONS; i++)
12950 int xx = x + xy[i][0];
12951 int yy = y + xy[i][1];
12952 int border_side = trigger_sides[i][1];
12953 int border_element = border_element_old[i];
12955 if (border_element == -1)
12958 /* check for change of center element (but change it only once) */
12959 if (!change_center_element)
12960 change_center_element =
12961 CheckElementChangeBySide(x, y, center_element, border_element,
12962 CE_TOUCHING_X, border_side);
12964 if (IS_PLAYER(xx, yy))
12966 /* use player element that is initially defined in the level playfield,
12967 not the player element that corresponds to the runtime player number
12968 (example: a level that contains EL_PLAYER_3 as the only player would
12969 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12970 int player_element = PLAYERINFO(xx, yy)->initial_element;
12972 CheckElementChangeBySide(x, y, center_element, player_element,
12973 CE_TOUCHING_X, border_side);
12978 void TestIfElementHitsCustomElement(int x, int y, int direction)
12980 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12981 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12982 int hitx = x + dx, hity = y + dy;
12983 int hitting_element = Feld[x][y];
12984 int touched_element;
12986 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12989 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12990 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12992 if (IN_LEV_FIELD(hitx, hity))
12994 int opposite_direction = MV_DIR_OPPOSITE(direction);
12995 int hitting_side = direction;
12996 int touched_side = opposite_direction;
12997 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12998 MovDir[hitx][hity] != direction ||
12999 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13005 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13006 CE_HITTING_X, touched_side);
13008 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13009 CE_HIT_BY_X, hitting_side);
13011 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13012 CE_HIT_BY_SOMETHING, opposite_direction);
13014 if (IS_PLAYER(hitx, hity))
13016 /* use player element that is initially defined in the level playfield,
13017 not the player element that corresponds to the runtime player number
13018 (example: a level that contains EL_PLAYER_3 as the only player would
13019 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13020 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13022 CheckElementChangeBySide(x, y, hitting_element, player_element,
13023 CE_HITTING_X, touched_side);
13028 /* "hitting something" is also true when hitting the playfield border */
13029 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13030 CE_HITTING_SOMETHING, direction);
13033 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13035 int i, kill_x = -1, kill_y = -1;
13037 int bad_element = -1;
13038 static int test_xy[4][2] =
13045 static int test_dir[4] =
13053 for (i = 0; i < NUM_DIRECTIONS; i++)
13055 int test_x, test_y, test_move_dir, test_element;
13057 test_x = good_x + test_xy[i][0];
13058 test_y = good_y + test_xy[i][1];
13060 if (!IN_LEV_FIELD(test_x, test_y))
13064 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13066 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13068 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13069 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13071 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13072 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13076 bad_element = test_element;
13082 if (kill_x != -1 || kill_y != -1)
13084 if (IS_PLAYER(good_x, good_y))
13086 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13088 if (player->shield_deadly_time_left > 0 &&
13089 !IS_INDESTRUCTIBLE(bad_element))
13090 Bang(kill_x, kill_y);
13091 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13092 KillPlayer(player);
13095 Bang(good_x, good_y);
13099 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13101 int i, kill_x = -1, kill_y = -1;
13102 int bad_element = Feld[bad_x][bad_y];
13103 static int test_xy[4][2] =
13110 static int touch_dir[4] =
13112 MV_LEFT | MV_RIGHT,
13117 static int test_dir[4] =
13125 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13128 for (i = 0; i < NUM_DIRECTIONS; i++)
13130 int test_x, test_y, test_move_dir, test_element;
13132 test_x = bad_x + test_xy[i][0];
13133 test_y = bad_y + test_xy[i][1];
13135 if (!IN_LEV_FIELD(test_x, test_y))
13139 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13141 test_element = Feld[test_x][test_y];
13143 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13144 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13146 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13147 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13149 /* good thing is player or penguin that does not move away */
13150 if (IS_PLAYER(test_x, test_y))
13152 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13154 if (bad_element == EL_ROBOT && player->is_moving)
13155 continue; /* robot does not kill player if he is moving */
13157 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13159 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13160 continue; /* center and border element do not touch */
13168 else if (test_element == EL_PENGUIN)
13178 if (kill_x != -1 || kill_y != -1)
13180 if (IS_PLAYER(kill_x, kill_y))
13182 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13184 if (player->shield_deadly_time_left > 0 &&
13185 !IS_INDESTRUCTIBLE(bad_element))
13186 Bang(bad_x, bad_y);
13187 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13188 KillPlayer(player);
13191 Bang(kill_x, kill_y);
13195 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13197 int bad_element = Feld[bad_x][bad_y];
13198 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13199 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13200 int test_x = bad_x + dx, test_y = bad_y + dy;
13201 int test_move_dir, test_element;
13202 int kill_x = -1, kill_y = -1;
13204 if (!IN_LEV_FIELD(test_x, test_y))
13208 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13210 test_element = Feld[test_x][test_y];
13212 if (test_move_dir != bad_move_dir)
13214 /* good thing can be player or penguin that does not move away */
13215 if (IS_PLAYER(test_x, test_y))
13217 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13219 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13220 player as being hit when he is moving towards the bad thing, because
13221 the "get hit by" condition would be lost after the player stops) */
13222 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13223 return; /* player moves away from bad thing */
13228 else if (test_element == EL_PENGUIN)
13235 if (kill_x != -1 || kill_y != -1)
13237 if (IS_PLAYER(kill_x, kill_y))
13239 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13241 if (player->shield_deadly_time_left > 0 &&
13242 !IS_INDESTRUCTIBLE(bad_element))
13243 Bang(bad_x, bad_y);
13244 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13245 KillPlayer(player);
13248 Bang(kill_x, kill_y);
13252 void TestIfPlayerTouchesBadThing(int x, int y)
13254 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13257 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13259 TestIfGoodThingHitsBadThing(x, y, move_dir);
13262 void TestIfBadThingTouchesPlayer(int x, int y)
13264 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13267 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13269 TestIfBadThingHitsGoodThing(x, y, move_dir);
13272 void TestIfFriendTouchesBadThing(int x, int y)
13274 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13277 void TestIfBadThingTouchesFriend(int x, int y)
13279 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13282 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13284 int i, kill_x = bad_x, kill_y = bad_y;
13285 static int xy[4][2] =
13293 for (i = 0; i < NUM_DIRECTIONS; i++)
13297 x = bad_x + xy[i][0];
13298 y = bad_y + xy[i][1];
13299 if (!IN_LEV_FIELD(x, y))
13302 element = Feld[x][y];
13303 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13304 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13312 if (kill_x != bad_x || kill_y != bad_y)
13313 Bang(bad_x, bad_y);
13316 void KillPlayer(struct PlayerInfo *player)
13318 int jx = player->jx, jy = player->jy;
13320 if (!player->active)
13324 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13325 player->killed, player->active, player->reanimated);
13328 /* the following code was introduced to prevent an infinite loop when calling
13330 -> CheckTriggeredElementChangeExt()
13331 -> ExecuteCustomElementAction()
13333 -> (infinitely repeating the above sequence of function calls)
13334 which occurs when killing the player while having a CE with the setting
13335 "kill player X when explosion of <player X>"; the solution using a new
13336 field "player->killed" was chosen for backwards compatibility, although
13337 clever use of the fields "player->active" etc. would probably also work */
13339 if (player->killed)
13343 player->killed = TRUE;
13345 /* remove accessible field at the player's position */
13346 Feld[jx][jy] = EL_EMPTY;
13348 /* deactivate shield (else Bang()/Explode() would not work right) */
13349 player->shield_normal_time_left = 0;
13350 player->shield_deadly_time_left = 0;
13353 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13354 player->killed, player->active, player->reanimated);
13360 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13361 player->killed, player->active, player->reanimated);
13364 if (player->reanimated) /* killed player may have been reanimated */
13365 player->killed = player->reanimated = FALSE;
13367 BuryPlayer(player);
13370 static void KillPlayerUnlessEnemyProtected(int x, int y)
13372 if (!PLAYER_ENEMY_PROTECTED(x, y))
13373 KillPlayer(PLAYERINFO(x, y));
13376 static void KillPlayerUnlessExplosionProtected(int x, int y)
13378 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13379 KillPlayer(PLAYERINFO(x, y));
13382 void BuryPlayer(struct PlayerInfo *player)
13384 int jx = player->jx, jy = player->jy;
13386 if (!player->active)
13389 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13390 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13392 player->GameOver = TRUE;
13393 RemovePlayer(player);
13396 void RemovePlayer(struct PlayerInfo *player)
13398 int jx = player->jx, jy = player->jy;
13399 int i, found = FALSE;
13401 player->present = FALSE;
13402 player->active = FALSE;
13404 if (!ExplodeField[jx][jy])
13405 StorePlayer[jx][jy] = 0;
13407 if (player->is_moving)
13408 TEST_DrawLevelField(player->last_jx, player->last_jy);
13410 for (i = 0; i < MAX_PLAYERS; i++)
13411 if (stored_player[i].active)
13415 AllPlayersGone = TRUE;
13421 void ExitPlayer(struct PlayerInfo *player)
13423 DrawPlayer(player); /* needed here only to cleanup last field */
13424 RemovePlayer(player);
13426 local_player->players_still_needed--;
13429 static void setFieldForSnapping(int x, int y, int element, int direction)
13431 struct ElementInfo *ei = &element_info[element];
13432 int direction_bit = MV_DIR_TO_BIT(direction);
13433 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13434 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13435 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13437 Feld[x][y] = EL_ELEMENT_SNAPPING;
13438 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13440 ResetGfxAnimation(x, y);
13442 GfxElement[x][y] = element;
13443 GfxAction[x][y] = action;
13444 GfxDir[x][y] = direction;
13445 GfxFrame[x][y] = -1;
13449 =============================================================================
13450 checkDiagonalPushing()
13451 -----------------------------------------------------------------------------
13452 check if diagonal input device direction results in pushing of object
13453 (by checking if the alternative direction is walkable, diggable, ...)
13454 =============================================================================
13457 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13458 int x, int y, int real_dx, int real_dy)
13460 int jx, jy, dx, dy, xx, yy;
13462 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13465 /* diagonal direction: check alternative direction */
13470 xx = jx + (dx == 0 ? real_dx : 0);
13471 yy = jy + (dy == 0 ? real_dy : 0);
13473 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13477 =============================================================================
13479 -----------------------------------------------------------------------------
13480 x, y: field next to player (non-diagonal) to try to dig to
13481 real_dx, real_dy: direction as read from input device (can be diagonal)
13482 =============================================================================
13485 static int DigField(struct PlayerInfo *player,
13486 int oldx, int oldy, int x, int y,
13487 int real_dx, int real_dy, int mode)
13489 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13490 boolean player_was_pushing = player->is_pushing;
13491 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13492 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13493 int jx = oldx, jy = oldy;
13494 int dx = x - jx, dy = y - jy;
13495 int nextx = x + dx, nexty = y + dy;
13496 int move_direction = (dx == -1 ? MV_LEFT :
13497 dx == +1 ? MV_RIGHT :
13499 dy == +1 ? MV_DOWN : MV_NONE);
13500 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13501 int dig_side = MV_DIR_OPPOSITE(move_direction);
13502 int old_element = Feld[jx][jy];
13503 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13506 if (is_player) /* function can also be called by EL_PENGUIN */
13508 if (player->MovPos == 0)
13510 player->is_digging = FALSE;
13511 player->is_collecting = FALSE;
13514 if (player->MovPos == 0) /* last pushing move finished */
13515 player->is_pushing = FALSE;
13517 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13519 player->is_switching = FALSE;
13520 player->push_delay = -1;
13522 return MP_NO_ACTION;
13526 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13527 old_element = Back[jx][jy];
13529 /* in case of element dropped at player position, check background */
13530 else if (Back[jx][jy] != EL_EMPTY &&
13531 game.engine_version >= VERSION_IDENT(2,2,0,0))
13532 old_element = Back[jx][jy];
13534 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13535 return MP_NO_ACTION; /* field has no opening in this direction */
13537 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13538 return MP_NO_ACTION; /* field has no opening in this direction */
13540 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13544 Feld[jx][jy] = player->artwork_element;
13545 InitMovingField(jx, jy, MV_DOWN);
13546 Store[jx][jy] = EL_ACID;
13547 ContinueMoving(jx, jy);
13548 BuryPlayer(player);
13550 return MP_DONT_RUN_INTO;
13553 if (player_can_move && DONT_RUN_INTO(element))
13555 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13557 return MP_DONT_RUN_INTO;
13560 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13561 return MP_NO_ACTION;
13563 collect_count = element_info[element].collect_count_initial;
13565 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13566 return MP_NO_ACTION;
13568 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13569 player_can_move = player_can_move_or_snap;
13571 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13572 game.engine_version >= VERSION_IDENT(2,2,0,0))
13574 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13575 player->index_bit, dig_side);
13576 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13577 player->index_bit, dig_side);
13579 if (element == EL_DC_LANDMINE)
13582 if (Feld[x][y] != element) /* field changed by snapping */
13585 return MP_NO_ACTION;
13588 if (player->gravity && is_player && !player->is_auto_moving &&
13589 canFallDown(player) && move_direction != MV_DOWN &&
13590 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13591 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13593 if (player_can_move &&
13594 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13596 int sound_element = SND_ELEMENT(element);
13597 int sound_action = ACTION_WALKING;
13599 if (IS_RND_GATE(element))
13601 if (!player->key[RND_GATE_NR(element)])
13602 return MP_NO_ACTION;
13604 else if (IS_RND_GATE_GRAY(element))
13606 if (!player->key[RND_GATE_GRAY_NR(element)])
13607 return MP_NO_ACTION;
13609 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13611 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13612 return MP_NO_ACTION;
13614 else if (element == EL_EXIT_OPEN ||
13615 element == EL_EM_EXIT_OPEN ||
13616 element == EL_EM_EXIT_OPENING ||
13617 element == EL_STEEL_EXIT_OPEN ||
13618 element == EL_EM_STEEL_EXIT_OPEN ||
13619 element == EL_EM_STEEL_EXIT_OPENING ||
13620 element == EL_SP_EXIT_OPEN ||
13621 element == EL_SP_EXIT_OPENING)
13623 sound_action = ACTION_PASSING; /* player is passing exit */
13625 else if (element == EL_EMPTY)
13627 sound_action = ACTION_MOVING; /* nothing to walk on */
13630 /* play sound from background or player, whatever is available */
13631 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13632 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13634 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13636 else if (player_can_move &&
13637 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13639 if (!ACCESS_FROM(element, opposite_direction))
13640 return MP_NO_ACTION; /* field not accessible from this direction */
13642 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13643 return MP_NO_ACTION;
13645 if (IS_EM_GATE(element))
13647 if (!player->key[EM_GATE_NR(element)])
13648 return MP_NO_ACTION;
13650 else if (IS_EM_GATE_GRAY(element))
13652 if (!player->key[EM_GATE_GRAY_NR(element)])
13653 return MP_NO_ACTION;
13655 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13657 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13658 return MP_NO_ACTION;
13660 else if (IS_EMC_GATE(element))
13662 if (!player->key[EMC_GATE_NR(element)])
13663 return MP_NO_ACTION;
13665 else if (IS_EMC_GATE_GRAY(element))
13667 if (!player->key[EMC_GATE_GRAY_NR(element)])
13668 return MP_NO_ACTION;
13670 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13672 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13673 return MP_NO_ACTION;
13675 else if (element == EL_DC_GATE_WHITE ||
13676 element == EL_DC_GATE_WHITE_GRAY ||
13677 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13679 if (player->num_white_keys == 0)
13680 return MP_NO_ACTION;
13682 player->num_white_keys--;
13684 else if (IS_SP_PORT(element))
13686 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13687 element == EL_SP_GRAVITY_PORT_RIGHT ||
13688 element == EL_SP_GRAVITY_PORT_UP ||
13689 element == EL_SP_GRAVITY_PORT_DOWN)
13690 player->gravity = !player->gravity;
13691 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13692 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13693 element == EL_SP_GRAVITY_ON_PORT_UP ||
13694 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13695 player->gravity = TRUE;
13696 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13697 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13698 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13699 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13700 player->gravity = FALSE;
13703 /* automatically move to the next field with double speed */
13704 player->programmed_action = move_direction;
13706 if (player->move_delay_reset_counter == 0)
13708 player->move_delay_reset_counter = 2; /* two double speed steps */
13710 DOUBLE_PLAYER_SPEED(player);
13713 PlayLevelSoundAction(x, y, ACTION_PASSING);
13715 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13719 if (mode != DF_SNAP)
13721 GfxElement[x][y] = GFX_ELEMENT(element);
13722 player->is_digging = TRUE;
13725 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13727 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13728 player->index_bit, dig_side);
13730 if (mode == DF_SNAP)
13732 if (level.block_snap_field)
13733 setFieldForSnapping(x, y, element, move_direction);
13735 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13737 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13738 player->index_bit, dig_side);
13741 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13745 if (is_player && mode != DF_SNAP)
13747 GfxElement[x][y] = element;
13748 player->is_collecting = TRUE;
13751 if (element == EL_SPEED_PILL)
13753 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13755 else if (element == EL_EXTRA_TIME && level.time > 0)
13757 TimeLeft += level.extra_time;
13759 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13761 DisplayGameControlValues();
13763 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13765 player->shield_normal_time_left += level.shield_normal_time;
13766 if (element == EL_SHIELD_DEADLY)
13767 player->shield_deadly_time_left += level.shield_deadly_time;
13769 else if (element == EL_DYNAMITE ||
13770 element == EL_EM_DYNAMITE ||
13771 element == EL_SP_DISK_RED)
13773 if (player->inventory_size < MAX_INVENTORY_SIZE)
13774 player->inventory_element[player->inventory_size++] = element;
13776 DrawGameDoorValues();
13778 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13780 player->dynabomb_count++;
13781 player->dynabombs_left++;
13783 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13785 player->dynabomb_size++;
13787 else if (element == EL_DYNABOMB_INCREASE_POWER)
13789 player->dynabomb_xl = TRUE;
13791 else if (IS_KEY(element))
13793 player->key[KEY_NR(element)] = TRUE;
13795 DrawGameDoorValues();
13797 else if (element == EL_DC_KEY_WHITE)
13799 player->num_white_keys++;
13801 /* display white keys? */
13802 /* DrawGameDoorValues(); */
13804 else if (IS_ENVELOPE(element))
13806 player->show_envelope = element;
13808 else if (element == EL_EMC_LENSES)
13810 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13812 RedrawAllInvisibleElementsForLenses();
13814 else if (element == EL_EMC_MAGNIFIER)
13816 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13818 RedrawAllInvisibleElementsForMagnifier();
13820 else if (IS_DROPPABLE(element) ||
13821 IS_THROWABLE(element)) /* can be collected and dropped */
13825 if (collect_count == 0)
13826 player->inventory_infinite_element = element;
13828 for (i = 0; i < collect_count; i++)
13829 if (player->inventory_size < MAX_INVENTORY_SIZE)
13830 player->inventory_element[player->inventory_size++] = element;
13832 DrawGameDoorValues();
13834 else if (collect_count > 0)
13836 local_player->gems_still_needed -= collect_count;
13837 if (local_player->gems_still_needed < 0)
13838 local_player->gems_still_needed = 0;
13840 game.snapshot.collected_item = TRUE;
13842 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13844 DisplayGameControlValues();
13847 RaiseScoreElement(element);
13848 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13851 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13852 player->index_bit, dig_side);
13854 if (mode == DF_SNAP)
13856 if (level.block_snap_field)
13857 setFieldForSnapping(x, y, element, move_direction);
13859 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13861 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13862 player->index_bit, dig_side);
13865 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13867 if (mode == DF_SNAP && element != EL_BD_ROCK)
13868 return MP_NO_ACTION;
13870 if (CAN_FALL(element) && dy)
13871 return MP_NO_ACTION;
13873 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13874 !(element == EL_SPRING && level.use_spring_bug))
13875 return MP_NO_ACTION;
13877 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13878 ((move_direction & MV_VERTICAL &&
13879 ((element_info[element].move_pattern & MV_LEFT &&
13880 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13881 (element_info[element].move_pattern & MV_RIGHT &&
13882 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13883 (move_direction & MV_HORIZONTAL &&
13884 ((element_info[element].move_pattern & MV_UP &&
13885 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13886 (element_info[element].move_pattern & MV_DOWN &&
13887 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13888 return MP_NO_ACTION;
13890 /* do not push elements already moving away faster than player */
13891 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13892 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13893 return MP_NO_ACTION;
13895 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13897 if (player->push_delay_value == -1 || !player_was_pushing)
13898 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13900 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13902 if (player->push_delay_value == -1)
13903 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13905 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13907 if (!player->is_pushing)
13908 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13911 player->is_pushing = TRUE;
13912 player->is_active = TRUE;
13914 if (!(IN_LEV_FIELD(nextx, nexty) &&
13915 (IS_FREE(nextx, nexty) ||
13916 (IS_SB_ELEMENT(element) &&
13917 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13918 (IS_CUSTOM_ELEMENT(element) &&
13919 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13920 return MP_NO_ACTION;
13922 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13923 return MP_NO_ACTION;
13925 if (player->push_delay == -1) /* new pushing; restart delay */
13926 player->push_delay = 0;
13928 if (player->push_delay < player->push_delay_value &&
13929 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13930 element != EL_SPRING && element != EL_BALLOON)
13932 /* make sure that there is no move delay before next try to push */
13933 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13934 player->move_delay = 0;
13936 return MP_NO_ACTION;
13939 if (IS_CUSTOM_ELEMENT(element) &&
13940 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13942 if (!DigFieldByCE(nextx, nexty, element))
13943 return MP_NO_ACTION;
13946 if (IS_SB_ELEMENT(element))
13948 if (element == EL_SOKOBAN_FIELD_FULL)
13950 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13951 local_player->sokobanfields_still_needed++;
13954 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13956 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13957 local_player->sokobanfields_still_needed--;
13960 Feld[x][y] = EL_SOKOBAN_OBJECT;
13962 if (Back[x][y] == Back[nextx][nexty])
13963 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13964 else if (Back[x][y] != 0)
13965 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13968 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13971 if (local_player->sokobanfields_still_needed == 0 &&
13972 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13974 local_player->players_still_needed = 0;
13976 PlayerWins(player);
13978 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13982 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13984 InitMovingField(x, y, move_direction);
13985 GfxAction[x][y] = ACTION_PUSHING;
13987 if (mode == DF_SNAP)
13988 ContinueMoving(x, y);
13990 MovPos[x][y] = (dx != 0 ? dx : dy);
13992 Pushed[x][y] = TRUE;
13993 Pushed[nextx][nexty] = TRUE;
13995 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13996 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13998 player->push_delay_value = -1; /* get new value later */
14000 /* check for element change _after_ element has been pushed */
14001 if (game.use_change_when_pushing_bug)
14003 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14004 player->index_bit, dig_side);
14005 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14006 player->index_bit, dig_side);
14009 else if (IS_SWITCHABLE(element))
14011 if (PLAYER_SWITCHING(player, x, y))
14013 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14014 player->index_bit, dig_side);
14019 player->is_switching = TRUE;
14020 player->switch_x = x;
14021 player->switch_y = y;
14023 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14025 if (element == EL_ROBOT_WHEEL)
14027 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14031 game.robot_wheel_active = TRUE;
14033 TEST_DrawLevelField(x, y);
14035 else if (element == EL_SP_TERMINAL)
14039 SCAN_PLAYFIELD(xx, yy)
14041 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14045 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14047 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14049 ResetGfxAnimation(xx, yy);
14050 TEST_DrawLevelField(xx, yy);
14054 else if (IS_BELT_SWITCH(element))
14056 ToggleBeltSwitch(x, y);
14058 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14059 element == EL_SWITCHGATE_SWITCH_DOWN ||
14060 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14061 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14063 ToggleSwitchgateSwitch(x, y);
14065 else if (element == EL_LIGHT_SWITCH ||
14066 element == EL_LIGHT_SWITCH_ACTIVE)
14068 ToggleLightSwitch(x, y);
14070 else if (element == EL_TIMEGATE_SWITCH ||
14071 element == EL_DC_TIMEGATE_SWITCH)
14073 ActivateTimegateSwitch(x, y);
14075 else if (element == EL_BALLOON_SWITCH_LEFT ||
14076 element == EL_BALLOON_SWITCH_RIGHT ||
14077 element == EL_BALLOON_SWITCH_UP ||
14078 element == EL_BALLOON_SWITCH_DOWN ||
14079 element == EL_BALLOON_SWITCH_NONE ||
14080 element == EL_BALLOON_SWITCH_ANY)
14082 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14083 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14084 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14085 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14086 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14089 else if (element == EL_LAMP)
14091 Feld[x][y] = EL_LAMP_ACTIVE;
14092 local_player->lights_still_needed--;
14094 ResetGfxAnimation(x, y);
14095 TEST_DrawLevelField(x, y);
14097 else if (element == EL_TIME_ORB_FULL)
14099 Feld[x][y] = EL_TIME_ORB_EMPTY;
14101 if (level.time > 0 || level.use_time_orb_bug)
14103 TimeLeft += level.time_orb_time;
14104 game.no_time_limit = FALSE;
14106 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14108 DisplayGameControlValues();
14111 ResetGfxAnimation(x, y);
14112 TEST_DrawLevelField(x, y);
14114 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14115 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14119 game.ball_state = !game.ball_state;
14121 SCAN_PLAYFIELD(xx, yy)
14123 int e = Feld[xx][yy];
14125 if (game.ball_state)
14127 if (e == EL_EMC_MAGIC_BALL)
14128 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14129 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14130 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14134 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14135 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14136 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14137 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14142 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14143 player->index_bit, dig_side);
14145 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14146 player->index_bit, dig_side);
14148 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14149 player->index_bit, dig_side);
14155 if (!PLAYER_SWITCHING(player, x, y))
14157 player->is_switching = TRUE;
14158 player->switch_x = x;
14159 player->switch_y = y;
14161 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14162 player->index_bit, dig_side);
14163 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14164 player->index_bit, dig_side);
14166 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14167 player->index_bit, dig_side);
14168 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14169 player->index_bit, dig_side);
14172 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14173 player->index_bit, dig_side);
14174 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14175 player->index_bit, dig_side);
14177 return MP_NO_ACTION;
14180 player->push_delay = -1;
14182 if (is_player) /* function can also be called by EL_PENGUIN */
14184 if (Feld[x][y] != element) /* really digged/collected something */
14186 player->is_collecting = !player->is_digging;
14187 player->is_active = TRUE;
14194 static boolean DigFieldByCE(int x, int y, int digging_element)
14196 int element = Feld[x][y];
14198 if (!IS_FREE(x, y))
14200 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14201 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14204 /* no element can dig solid indestructible elements */
14205 if (IS_INDESTRUCTIBLE(element) &&
14206 !IS_DIGGABLE(element) &&
14207 !IS_COLLECTIBLE(element))
14210 if (AmoebaNr[x][y] &&
14211 (element == EL_AMOEBA_FULL ||
14212 element == EL_BD_AMOEBA ||
14213 element == EL_AMOEBA_GROWING))
14215 AmoebaCnt[AmoebaNr[x][y]]--;
14216 AmoebaCnt2[AmoebaNr[x][y]]--;
14219 if (IS_MOVING(x, y))
14220 RemoveMovingField(x, y);
14224 TEST_DrawLevelField(x, y);
14227 /* if digged element was about to explode, prevent the explosion */
14228 ExplodeField[x][y] = EX_TYPE_NONE;
14230 PlayLevelSoundAction(x, y, action);
14233 Store[x][y] = EL_EMPTY;
14235 /* this makes it possible to leave the removed element again */
14236 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14237 Store[x][y] = element;
14242 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14244 int jx = player->jx, jy = player->jy;
14245 int x = jx + dx, y = jy + dy;
14246 int snap_direction = (dx == -1 ? MV_LEFT :
14247 dx == +1 ? MV_RIGHT :
14249 dy == +1 ? MV_DOWN : MV_NONE);
14250 boolean can_continue_snapping = (level.continuous_snapping &&
14251 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14253 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14256 if (!player->active || !IN_LEV_FIELD(x, y))
14264 if (player->MovPos == 0)
14265 player->is_pushing = FALSE;
14267 player->is_snapping = FALSE;
14269 if (player->MovPos == 0)
14271 player->is_moving = FALSE;
14272 player->is_digging = FALSE;
14273 player->is_collecting = FALSE;
14279 /* prevent snapping with already pressed snap key when not allowed */
14280 if (player->is_snapping && !can_continue_snapping)
14283 player->MovDir = snap_direction;
14285 if (player->MovPos == 0)
14287 player->is_moving = FALSE;
14288 player->is_digging = FALSE;
14289 player->is_collecting = FALSE;
14292 player->is_dropping = FALSE;
14293 player->is_dropping_pressed = FALSE;
14294 player->drop_pressed_delay = 0;
14296 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14299 player->is_snapping = TRUE;
14300 player->is_active = TRUE;
14302 if (player->MovPos == 0)
14304 player->is_moving = FALSE;
14305 player->is_digging = FALSE;
14306 player->is_collecting = FALSE;
14309 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14310 TEST_DrawLevelField(player->last_jx, player->last_jy);
14312 TEST_DrawLevelField(x, y);
14317 static boolean DropElement(struct PlayerInfo *player)
14319 int old_element, new_element;
14320 int dropx = player->jx, dropy = player->jy;
14321 int drop_direction = player->MovDir;
14322 int drop_side = drop_direction;
14323 int drop_element = get_next_dropped_element(player);
14325 /* do not drop an element on top of another element; when holding drop key
14326 pressed without moving, dropped element must move away before the next
14327 element can be dropped (this is especially important if the next element
14328 is dynamite, which can be placed on background for historical reasons) */
14329 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14332 if (IS_THROWABLE(drop_element))
14334 dropx += GET_DX_FROM_DIR(drop_direction);
14335 dropy += GET_DY_FROM_DIR(drop_direction);
14337 if (!IN_LEV_FIELD(dropx, dropy))
14341 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14342 new_element = drop_element; /* default: no change when dropping */
14344 /* check if player is active, not moving and ready to drop */
14345 if (!player->active || player->MovPos || player->drop_delay > 0)
14348 /* check if player has anything that can be dropped */
14349 if (new_element == EL_UNDEFINED)
14352 /* only set if player has anything that can be dropped */
14353 player->is_dropping_pressed = TRUE;
14355 /* check if drop key was pressed long enough for EM style dynamite */
14356 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14359 /* check if anything can be dropped at the current position */
14360 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14363 /* collected custom elements can only be dropped on empty fields */
14364 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14367 if (old_element != EL_EMPTY)
14368 Back[dropx][dropy] = old_element; /* store old element on this field */
14370 ResetGfxAnimation(dropx, dropy);
14371 ResetRandomAnimationValue(dropx, dropy);
14373 if (player->inventory_size > 0 ||
14374 player->inventory_infinite_element != EL_UNDEFINED)
14376 if (player->inventory_size > 0)
14378 player->inventory_size--;
14380 DrawGameDoorValues();
14382 if (new_element == EL_DYNAMITE)
14383 new_element = EL_DYNAMITE_ACTIVE;
14384 else if (new_element == EL_EM_DYNAMITE)
14385 new_element = EL_EM_DYNAMITE_ACTIVE;
14386 else if (new_element == EL_SP_DISK_RED)
14387 new_element = EL_SP_DISK_RED_ACTIVE;
14390 Feld[dropx][dropy] = new_element;
14392 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14393 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14394 el2img(Feld[dropx][dropy]), 0);
14396 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14398 /* needed if previous element just changed to "empty" in the last frame */
14399 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14401 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14402 player->index_bit, drop_side);
14403 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14405 player->index_bit, drop_side);
14407 TestIfElementTouchesCustomElement(dropx, dropy);
14409 else /* player is dropping a dyna bomb */
14411 player->dynabombs_left--;
14413 Feld[dropx][dropy] = new_element;
14415 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14416 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14417 el2img(Feld[dropx][dropy]), 0);
14419 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14422 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14423 InitField_WithBug1(dropx, dropy, FALSE);
14425 new_element = Feld[dropx][dropy]; /* element might have changed */
14427 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14428 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14430 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14431 MovDir[dropx][dropy] = drop_direction;
14433 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14435 /* do not cause impact style collision by dropping elements that can fall */
14436 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14439 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14440 player->is_dropping = TRUE;
14442 player->drop_pressed_delay = 0;
14443 player->is_dropping_pressed = FALSE;
14445 player->drop_x = dropx;
14446 player->drop_y = dropy;
14451 /* ------------------------------------------------------------------------- */
14452 /* game sound playing functions */
14453 /* ------------------------------------------------------------------------- */
14455 static int *loop_sound_frame = NULL;
14456 static int *loop_sound_volume = NULL;
14458 void InitPlayLevelSound()
14460 int num_sounds = getSoundListSize();
14462 checked_free(loop_sound_frame);
14463 checked_free(loop_sound_volume);
14465 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14466 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14469 static void PlayLevelSound(int x, int y, int nr)
14471 int sx = SCREENX(x), sy = SCREENY(y);
14472 int volume, stereo_position;
14473 int max_distance = 8;
14474 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14476 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14477 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14480 if (!IN_LEV_FIELD(x, y) ||
14481 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14482 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14485 volume = SOUND_MAX_VOLUME;
14487 if (!IN_SCR_FIELD(sx, sy))
14489 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14490 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14492 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14495 stereo_position = (SOUND_MAX_LEFT +
14496 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14497 (SCR_FIELDX + 2 * max_distance));
14499 if (IS_LOOP_SOUND(nr))
14501 /* This assures that quieter loop sounds do not overwrite louder ones,
14502 while restarting sound volume comparison with each new game frame. */
14504 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14507 loop_sound_volume[nr] = volume;
14508 loop_sound_frame[nr] = FrameCounter;
14511 PlaySoundExt(nr, volume, stereo_position, type);
14514 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14516 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14517 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14518 y < LEVELY(BY1) ? LEVELY(BY1) :
14519 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14523 static void PlayLevelSoundAction(int x, int y, int action)
14525 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14528 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14530 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14532 if (sound_effect != SND_UNDEFINED)
14533 PlayLevelSound(x, y, sound_effect);
14536 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14539 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14541 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14542 PlayLevelSound(x, y, sound_effect);
14545 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14547 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14549 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14550 PlayLevelSound(x, y, sound_effect);
14553 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14555 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14557 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14558 StopSound(sound_effect);
14561 static int getLevelMusicNr()
14563 if (levelset.music[level_nr] != MUS_UNDEFINED)
14564 return levelset.music[level_nr]; /* from config file */
14566 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14569 static void FadeLevelSounds()
14574 static void FadeLevelMusic()
14576 int music_nr = getLevelMusicNr();
14577 char *curr_music = getCurrentlyPlayingMusicFilename();
14578 char *next_music = getMusicInfoEntryFilename(music_nr);
14580 if (!strEqual(curr_music, next_music))
14584 void FadeLevelSoundsAndMusic()
14590 static void PlayLevelMusic()
14592 int music_nr = getLevelMusicNr();
14593 char *curr_music = getCurrentlyPlayingMusicFilename();
14594 char *next_music = getMusicInfoEntryFilename(music_nr);
14596 if (!strEqual(curr_music, next_music))
14597 PlayMusic(music_nr);
14600 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14602 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14603 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14604 int x = xx - 1 - offset;
14605 int y = yy - 1 - offset;
14610 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14614 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14618 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14622 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14626 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14630 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14634 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14637 case SAMPLE_android_clone:
14638 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14641 case SAMPLE_android_move:
14642 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14645 case SAMPLE_spring:
14646 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14650 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14654 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14657 case SAMPLE_eater_eat:
14658 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14662 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14665 case SAMPLE_collect:
14666 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14669 case SAMPLE_diamond:
14670 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14673 case SAMPLE_squash:
14674 /* !!! CHECK THIS !!! */
14676 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14678 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14682 case SAMPLE_wonderfall:
14683 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14687 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14691 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14695 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14699 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14703 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14707 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14710 case SAMPLE_wonder:
14711 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14715 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14718 case SAMPLE_exit_open:
14719 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14722 case SAMPLE_exit_leave:
14723 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14726 case SAMPLE_dynamite:
14727 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14735 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14739 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14743 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14747 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14751 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14755 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14760 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14762 int element = map_element_SP_to_RND(element_sp);
14763 int action = map_action_SP_to_RND(action_sp);
14764 int offset = (setup.sp_show_border_elements ? 0 : 1);
14765 int x = xx - offset;
14766 int y = yy - offset;
14768 PlayLevelSoundElementAction(x, y, element, action);
14771 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14773 int element = map_element_MM_to_RND(element_mm);
14774 int action = map_action_MM_to_RND(action_mm);
14776 int x = xx - offset;
14777 int y = yy - offset;
14779 if (!IS_MM_ELEMENT(element))
14780 element = EL_MM_DEFAULT;
14782 PlayLevelSoundElementAction(x, y, element, action);
14785 void PlaySound_MM(int sound_mm)
14787 int sound = map_sound_MM_to_RND(sound_mm);
14789 if (sound == SND_UNDEFINED)
14795 void PlaySoundLoop_MM(int sound_mm)
14797 int sound = map_sound_MM_to_RND(sound_mm);
14799 if (sound == SND_UNDEFINED)
14802 PlaySoundLoop(sound);
14805 void StopSound_MM(int sound_mm)
14807 int sound = map_sound_MM_to_RND(sound_mm);
14809 if (sound == SND_UNDEFINED)
14815 void RaiseScore(int value)
14817 local_player->score += value;
14819 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14821 DisplayGameControlValues();
14824 void RaiseScoreElement(int element)
14829 case EL_BD_DIAMOND:
14830 case EL_EMERALD_YELLOW:
14831 case EL_EMERALD_RED:
14832 case EL_EMERALD_PURPLE:
14833 case EL_SP_INFOTRON:
14834 RaiseScore(level.score[SC_EMERALD]);
14837 RaiseScore(level.score[SC_DIAMOND]);
14840 RaiseScore(level.score[SC_CRYSTAL]);
14843 RaiseScore(level.score[SC_PEARL]);
14846 case EL_BD_BUTTERFLY:
14847 case EL_SP_ELECTRON:
14848 RaiseScore(level.score[SC_BUG]);
14851 case EL_BD_FIREFLY:
14852 case EL_SP_SNIKSNAK:
14853 RaiseScore(level.score[SC_SPACESHIP]);
14856 case EL_DARK_YAMYAM:
14857 RaiseScore(level.score[SC_YAMYAM]);
14860 RaiseScore(level.score[SC_ROBOT]);
14863 RaiseScore(level.score[SC_PACMAN]);
14866 RaiseScore(level.score[SC_NUT]);
14869 case EL_EM_DYNAMITE:
14870 case EL_SP_DISK_RED:
14871 case EL_DYNABOMB_INCREASE_NUMBER:
14872 case EL_DYNABOMB_INCREASE_SIZE:
14873 case EL_DYNABOMB_INCREASE_POWER:
14874 RaiseScore(level.score[SC_DYNAMITE]);
14876 case EL_SHIELD_NORMAL:
14877 case EL_SHIELD_DEADLY:
14878 RaiseScore(level.score[SC_SHIELD]);
14880 case EL_EXTRA_TIME:
14881 RaiseScore(level.extra_time_score);
14895 case EL_DC_KEY_WHITE:
14896 RaiseScore(level.score[SC_KEY]);
14899 RaiseScore(element_info[element].collect_score);
14904 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14906 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14908 /* closing door required in case of envelope style request dialogs */
14910 CloseDoor(DOOR_CLOSE_1);
14912 if (network.enabled)
14913 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14917 FadeSkipNextFadeIn();
14919 SetGameStatus(GAME_MODE_MAIN);
14924 else /* continue playing the game */
14926 if (tape.playing && tape.deactivate_display)
14927 TapeDeactivateDisplayOff(TRUE);
14929 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14931 if (tape.playing && tape.deactivate_display)
14932 TapeDeactivateDisplayOn();
14936 void RequestQuitGame(boolean ask_if_really_quit)
14938 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14939 boolean skip_request = AllPlayersGone || quick_quit;
14941 RequestQuitGameExt(skip_request, quick_quit,
14942 "Do you really want to quit the game?");
14945 void RequestRestartGame(char *message)
14947 game.restart_game_message = NULL;
14949 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14951 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14955 SetGameStatus(GAME_MODE_MAIN);
14962 /* ------------------------------------------------------------------------- */
14963 /* random generator functions */
14964 /* ------------------------------------------------------------------------- */
14966 unsigned int InitEngineRandom_RND(int seed)
14968 game.num_random_calls = 0;
14970 return InitEngineRandom(seed);
14973 unsigned int RND(int max)
14977 game.num_random_calls++;
14979 return GetEngineRandom(max);
14986 /* ------------------------------------------------------------------------- */
14987 /* game engine snapshot handling functions */
14988 /* ------------------------------------------------------------------------- */
14990 struct EngineSnapshotInfo
14992 /* runtime values for custom element collect score */
14993 int collect_score[NUM_CUSTOM_ELEMENTS];
14995 /* runtime values for group element choice position */
14996 int choice_pos[NUM_GROUP_ELEMENTS];
14998 /* runtime values for belt position animations */
14999 int belt_graphic[4][NUM_BELT_PARTS];
15000 int belt_anim_mode[4][NUM_BELT_PARTS];
15003 static struct EngineSnapshotInfo engine_snapshot_rnd;
15004 static char *snapshot_level_identifier = NULL;
15005 static int snapshot_level_nr = -1;
15007 static void SaveEngineSnapshotValues_RND()
15009 static int belt_base_active_element[4] =
15011 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15012 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15013 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15014 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15018 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15020 int element = EL_CUSTOM_START + i;
15022 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15025 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15027 int element = EL_GROUP_START + i;
15029 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15032 for (i = 0; i < 4; i++)
15034 for (j = 0; j < NUM_BELT_PARTS; j++)
15036 int element = belt_base_active_element[i] + j;
15037 int graphic = el2img(element);
15038 int anim_mode = graphic_info[graphic].anim_mode;
15040 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15041 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15046 static void LoadEngineSnapshotValues_RND()
15048 unsigned int num_random_calls = game.num_random_calls;
15051 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15053 int element = EL_CUSTOM_START + i;
15055 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15058 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15060 int element = EL_GROUP_START + i;
15062 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15065 for (i = 0; i < 4; i++)
15067 for (j = 0; j < NUM_BELT_PARTS; j++)
15069 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15070 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15072 graphic_info[graphic].anim_mode = anim_mode;
15076 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15078 InitRND(tape.random_seed);
15079 for (i = 0; i < num_random_calls; i++)
15083 if (game.num_random_calls != num_random_calls)
15085 Error(ERR_INFO, "number of random calls out of sync");
15086 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15087 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15088 Error(ERR_EXIT, "this should not happen -- please debug");
15092 void FreeEngineSnapshotSingle()
15094 FreeSnapshotSingle();
15096 setString(&snapshot_level_identifier, NULL);
15097 snapshot_level_nr = -1;
15100 void FreeEngineSnapshotList()
15102 FreeSnapshotList();
15105 ListNode *SaveEngineSnapshotBuffers()
15107 ListNode *buffers = NULL;
15109 /* copy some special values to a structure better suited for the snapshot */
15111 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15112 SaveEngineSnapshotValues_RND();
15113 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15114 SaveEngineSnapshotValues_EM();
15115 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15116 SaveEngineSnapshotValues_SP(&buffers);
15117 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15118 SaveEngineSnapshotValues_MM(&buffers);
15120 /* save values stored in special snapshot structure */
15122 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15123 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15124 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15125 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15126 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15127 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15128 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15129 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15131 /* save further RND engine values */
15133 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15134 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15135 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15137 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15138 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15139 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15140 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15142 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15143 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15144 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15145 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15146 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15148 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15149 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15152 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15163 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15198 ListNode *node = engine_snapshot_list_rnd;
15201 while (node != NULL)
15203 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15208 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15214 void SaveEngineSnapshotSingle()
15216 ListNode *buffers = SaveEngineSnapshotBuffers();
15218 /* finally save all snapshot buffers to single snapshot */
15219 SaveSnapshotSingle(buffers);
15221 /* save level identification information */
15222 setString(&snapshot_level_identifier, leveldir_current->identifier);
15223 snapshot_level_nr = level_nr;
15226 boolean CheckSaveEngineSnapshotToList()
15228 boolean save_snapshot =
15229 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15230 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15231 game.snapshot.changed_action) ||
15232 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15233 game.snapshot.collected_item));
15235 game.snapshot.changed_action = FALSE;
15236 game.snapshot.collected_item = FALSE;
15237 game.snapshot.save_snapshot = save_snapshot;
15239 return save_snapshot;
15242 void SaveEngineSnapshotToList()
15244 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15248 ListNode *buffers = SaveEngineSnapshotBuffers();
15250 /* finally save all snapshot buffers to snapshot list */
15251 SaveSnapshotToList(buffers);
15254 void SaveEngineSnapshotToListInitial()
15256 FreeEngineSnapshotList();
15258 SaveEngineSnapshotToList();
15261 void LoadEngineSnapshotValues()
15263 /* restore special values from snapshot structure */
15265 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15266 LoadEngineSnapshotValues_RND();
15267 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15268 LoadEngineSnapshotValues_EM();
15269 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15270 LoadEngineSnapshotValues_SP();
15271 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15272 LoadEngineSnapshotValues_MM();
15275 void LoadEngineSnapshotSingle()
15277 LoadSnapshotSingle();
15279 LoadEngineSnapshotValues();
15282 void LoadEngineSnapshot_Undo(int steps)
15284 LoadSnapshotFromList_Older(steps);
15286 LoadEngineSnapshotValues();
15289 void LoadEngineSnapshot_Redo(int steps)
15291 LoadSnapshotFromList_Newer(steps);
15293 LoadEngineSnapshotValues();
15296 boolean CheckEngineSnapshotSingle()
15298 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15299 snapshot_level_nr == level_nr);
15302 boolean CheckEngineSnapshotList()
15304 return CheckSnapshotList();
15308 /* ---------- new game button stuff ---------------------------------------- */
15315 boolean *setup_value;
15316 boolean allowed_on_tape;
15318 } gamebutton_info[NUM_GAME_BUTTONS] =
15321 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15322 GAME_CTRL_ID_STOP, NULL,
15326 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15327 GAME_CTRL_ID_PAUSE, NULL,
15331 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15332 GAME_CTRL_ID_PLAY, NULL,
15336 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15337 GAME_CTRL_ID_UNDO, NULL,
15341 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15342 GAME_CTRL_ID_REDO, NULL,
15346 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15347 GAME_CTRL_ID_SAVE, NULL,
15351 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15352 GAME_CTRL_ID_PAUSE2, NULL,
15356 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15357 GAME_CTRL_ID_LOAD, NULL,
15361 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15362 GAME_CTRL_ID_PANEL_STOP, NULL,
15366 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15367 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15368 FALSE, "pause game"
15371 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15372 GAME_CTRL_ID_PANEL_PLAY, NULL,
15376 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15377 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15378 TRUE, "background music on/off"
15381 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15382 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15383 TRUE, "sound loops on/off"
15386 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15387 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15388 TRUE, "normal sounds on/off"
15391 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15392 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15393 FALSE, "background music on/off"
15396 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15397 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15398 FALSE, "sound loops on/off"
15401 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15402 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15403 FALSE, "normal sounds on/off"
15407 void CreateGameButtons()
15411 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15413 int graphic = gamebutton_info[i].graphic;
15414 struct GraphicInfo *gfx = &graphic_info[graphic];
15415 struct XY *pos = gamebutton_info[i].pos;
15416 struct GadgetInfo *gi;
15419 unsigned int event_mask;
15420 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15421 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15422 int base_x = (on_tape ? VX : DX);
15423 int base_y = (on_tape ? VY : DY);
15424 int gd_x = gfx->src_x;
15425 int gd_y = gfx->src_y;
15426 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15427 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15428 int gd_xa = gfx->src_x + gfx->active_xoffset;
15429 int gd_ya = gfx->src_y + gfx->active_yoffset;
15430 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15431 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15434 if (gfx->bitmap == NULL)
15436 game_gadget[id] = NULL;
15441 if (id == GAME_CTRL_ID_STOP ||
15442 id == GAME_CTRL_ID_PANEL_STOP ||
15443 id == GAME_CTRL_ID_PLAY ||
15444 id == GAME_CTRL_ID_PANEL_PLAY ||
15445 id == GAME_CTRL_ID_SAVE ||
15446 id == GAME_CTRL_ID_LOAD)
15448 button_type = GD_TYPE_NORMAL_BUTTON;
15450 event_mask = GD_EVENT_RELEASED;
15452 else if (id == GAME_CTRL_ID_UNDO ||
15453 id == GAME_CTRL_ID_REDO)
15455 button_type = GD_TYPE_NORMAL_BUTTON;
15457 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15461 button_type = GD_TYPE_CHECK_BUTTON;
15462 checked = (gamebutton_info[i].setup_value != NULL ?
15463 *gamebutton_info[i].setup_value : FALSE);
15464 event_mask = GD_EVENT_PRESSED;
15467 gi = CreateGadget(GDI_CUSTOM_ID, id,
15468 GDI_IMAGE_ID, graphic,
15469 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15470 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15471 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15472 GDI_WIDTH, gfx->width,
15473 GDI_HEIGHT, gfx->height,
15474 GDI_TYPE, button_type,
15475 GDI_STATE, GD_BUTTON_UNPRESSED,
15476 GDI_CHECKED, checked,
15477 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15478 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15479 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15480 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15481 GDI_DIRECT_DRAW, FALSE,
15482 GDI_EVENT_MASK, event_mask,
15483 GDI_CALLBACK_ACTION, HandleGameButtons,
15487 Error(ERR_EXIT, "cannot create gadget");
15489 game_gadget[id] = gi;
15493 void FreeGameButtons()
15497 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15498 FreeGadget(game_gadget[i]);
15501 static void UnmapGameButtonsAtSamePosition(int id)
15505 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15507 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15508 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15509 UnmapGadget(game_gadget[i]);
15512 static void UnmapGameButtonsAtSamePosition_All()
15514 if (setup.show_snapshot_buttons)
15516 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15517 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15518 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15522 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15523 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15524 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15526 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15527 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15528 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15532 static void MapGameButtonsAtSamePosition(int id)
15536 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15538 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15539 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15540 MapGadget(game_gadget[i]);
15542 UnmapGameButtonsAtSamePosition_All();
15545 void MapUndoRedoButtons()
15547 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15548 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15550 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15551 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15553 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15556 void UnmapUndoRedoButtons()
15558 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15559 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15561 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15562 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15564 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15567 void MapGameButtonsExt(boolean on_tape)
15571 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15572 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15573 i != GAME_CTRL_ID_UNDO &&
15574 i != GAME_CTRL_ID_REDO)
15575 MapGadget(game_gadget[i]);
15577 UnmapGameButtonsAtSamePosition_All();
15579 RedrawGameButtons();
15582 void UnmapGameButtonsExt(boolean on_tape)
15586 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15587 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15588 UnmapGadget(game_gadget[i]);
15591 void RedrawGameButtonsExt(boolean on_tape)
15595 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15596 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15597 RedrawGadget(game_gadget[i]);
15599 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15600 redraw_mask &= ~REDRAW_ALL;
15603 void SetGadgetState(struct GadgetInfo *gi, boolean state)
15608 gi->checked = state;
15611 void RedrawSoundButtonGadget(int id)
15613 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15614 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15615 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15616 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15617 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15618 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15621 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15622 RedrawGadget(game_gadget[id2]);
15625 void MapGameButtons()
15627 MapGameButtonsExt(FALSE);
15630 void UnmapGameButtons()
15632 UnmapGameButtonsExt(FALSE);
15635 void RedrawGameButtons()
15637 RedrawGameButtonsExt(FALSE);
15640 void MapGameButtonsOnTape()
15642 MapGameButtonsExt(TRUE);
15645 void UnmapGameButtonsOnTape()
15647 UnmapGameButtonsExt(TRUE);
15650 void RedrawGameButtonsOnTape()
15652 RedrawGameButtonsExt(TRUE);
15655 void GameUndoRedoExt()
15657 ClearPlayerAction();
15659 tape.pausing = TRUE;
15662 UpdateAndDisplayGameControlValues();
15664 DrawCompleteVideoDisplay();
15665 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15666 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15667 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15672 void GameUndo(int steps)
15674 if (!CheckEngineSnapshotList())
15677 LoadEngineSnapshot_Undo(steps);
15682 void GameRedo(int steps)
15684 if (!CheckEngineSnapshotList())
15687 LoadEngineSnapshot_Redo(steps);
15692 static void HandleGameButtonsExt(int id, int button)
15694 static boolean game_undo_executed = FALSE;
15695 int steps = BUTTON_STEPSIZE(button);
15696 boolean handle_game_buttons =
15697 (game_status == GAME_MODE_PLAYING ||
15698 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15700 if (!handle_game_buttons)
15705 case GAME_CTRL_ID_STOP:
15706 case GAME_CTRL_ID_PANEL_STOP:
15707 if (game_status == GAME_MODE_MAIN)
15713 RequestQuitGame(TRUE);
15717 case GAME_CTRL_ID_PAUSE:
15718 case GAME_CTRL_ID_PAUSE2:
15719 case GAME_CTRL_ID_PANEL_PAUSE:
15720 if (network.enabled && game_status == GAME_MODE_PLAYING)
15723 SendToServer_ContinuePlaying();
15725 SendToServer_PausePlaying();
15728 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15730 game_undo_executed = FALSE;
15734 case GAME_CTRL_ID_PLAY:
15735 case GAME_CTRL_ID_PANEL_PLAY:
15736 if (game_status == GAME_MODE_MAIN)
15738 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15740 else if (tape.pausing)
15742 if (network.enabled)
15743 SendToServer_ContinuePlaying();
15745 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15749 case GAME_CTRL_ID_UNDO:
15750 // Important: When using "save snapshot when collecting an item" mode,
15751 // load last (current) snapshot for first "undo" after pressing "pause"
15752 // (else the last-but-one snapshot would be loaded, because the snapshot
15753 // pointer already points to the last snapshot when pressing "pause",
15754 // which is fine for "every step/move" mode, but not for "every collect")
15755 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15756 !game_undo_executed)
15759 game_undo_executed = TRUE;
15764 case GAME_CTRL_ID_REDO:
15768 case GAME_CTRL_ID_SAVE:
15772 case GAME_CTRL_ID_LOAD:
15776 case SOUND_CTRL_ID_MUSIC:
15777 case SOUND_CTRL_ID_PANEL_MUSIC:
15778 if (setup.sound_music)
15780 setup.sound_music = FALSE;
15784 else if (audio.music_available)
15786 setup.sound = setup.sound_music = TRUE;
15788 SetAudioMode(setup.sound);
15790 if (game_status == GAME_MODE_PLAYING)
15794 RedrawSoundButtonGadget(id);
15798 case SOUND_CTRL_ID_LOOPS:
15799 case SOUND_CTRL_ID_PANEL_LOOPS:
15800 if (setup.sound_loops)
15801 setup.sound_loops = FALSE;
15802 else if (audio.loops_available)
15804 setup.sound = setup.sound_loops = TRUE;
15806 SetAudioMode(setup.sound);
15809 RedrawSoundButtonGadget(id);
15813 case SOUND_CTRL_ID_SIMPLE:
15814 case SOUND_CTRL_ID_PANEL_SIMPLE:
15815 if (setup.sound_simple)
15816 setup.sound_simple = FALSE;
15817 else if (audio.sound_available)
15819 setup.sound = setup.sound_simple = TRUE;
15821 SetAudioMode(setup.sound);
15824 RedrawSoundButtonGadget(id);
15833 static void HandleGameButtons(struct GadgetInfo *gi)
15835 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15838 void HandleSoundButtonKeys(Key key)
15840 if (key == setup.shortcut.sound_simple)
15841 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15842 else if (key == setup.shortcut.sound_loops)
15843 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15844 else if (key == setup.shortcut.sound_music)
15845 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);