1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 /* for detection of endless loops, caused by custom element programming */
1123 /* (using maximal playfield width x 10 is just a rough approximation) */
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 /* ------------------------------------------------------------------------- */
1153 /* definition of elements that automatically change to other elements after */
1154 /* a specified time, eventually calling a function when changing */
1155 /* ------------------------------------------------------------------------- */
1157 /* forward declaration for changer functions */
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* used instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2770 void UpdateGameDoorValues(void)
2772 UpdateGameControlValues();
2775 void DrawGameDoorValues(void)
2777 DisplayGameControlValues();
2782 =============================================================================
2784 -----------------------------------------------------------------------------
2785 initialize game engine due to level / tape version number
2786 =============================================================================
2789 static void InitGameEngine(void)
2791 int i, j, k, l, x, y;
2793 /* set game engine from tape file when re-playing, else from level file */
2794 game.engine_version = (tape.playing ? tape.engine_version :
2795 level.game_version);
2797 /* set single or multi-player game mode (needed for re-playing tapes) */
2798 game.team_mode = setup.team_mode;
2802 int num_players = 0;
2804 for (i = 0; i < MAX_PLAYERS; i++)
2805 if (tape.player_participates[i])
2808 /* multi-player tapes contain input data for more than one player */
2809 game.team_mode = (num_players > 1);
2812 /* ---------------------------------------------------------------------- */
2813 /* set flags for bugs and changes according to active game engine version */
2814 /* ---------------------------------------------------------------------- */
2817 Summary of bugfix/change:
2818 Fixed handling for custom elements that change when pushed by the player.
2820 Fixed/changed in version:
2824 Before 3.1.0, custom elements that "change when pushing" changed directly
2825 after the player started pushing them (until then handled in "DigField()").
2826 Since 3.1.0, these custom elements are not changed until the "pushing"
2827 move of the element is finished (now handled in "ContinueMoving()").
2829 Affected levels/tapes:
2830 The first condition is generally needed for all levels/tapes before version
2831 3.1.0, which might use the old behaviour before it was changed; known tapes
2832 that are affected are some tapes from the level set "Walpurgis Gardens" by
2834 The second condition is an exception from the above case and is needed for
2835 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2836 above (including some development versions of 3.1.0), but before it was
2837 known that this change would break tapes like the above and was fixed in
2838 3.1.1, so that the changed behaviour was active although the engine version
2839 while recording maybe was before 3.1.0. There is at least one tape that is
2840 affected by this exception, which is the tape for the one-level set "Bug
2841 Machine" by Juergen Bonhagen.
2844 game.use_change_when_pushing_bug =
2845 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2847 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2848 tape.game_version < VERSION_IDENT(3,1,1,0)));
2851 Summary of bugfix/change:
2852 Fixed handling for blocking the field the player leaves when moving.
2854 Fixed/changed in version:
2858 Before 3.1.1, when "block last field when moving" was enabled, the field
2859 the player is leaving when moving was blocked for the time of the move,
2860 and was directly unblocked afterwards. This resulted in the last field
2861 being blocked for exactly one less than the number of frames of one player
2862 move. Additionally, even when blocking was disabled, the last field was
2863 blocked for exactly one frame.
2864 Since 3.1.1, due to changes in player movement handling, the last field
2865 is not blocked at all when blocking is disabled. When blocking is enabled,
2866 the last field is blocked for exactly the number of frames of one player
2867 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2868 last field is blocked for exactly one more than the number of frames of
2871 Affected levels/tapes:
2872 (!!! yet to be determined -- probably many !!!)
2875 game.use_block_last_field_bug =
2876 (game.engine_version < VERSION_IDENT(3,1,1,0));
2878 game_em.use_single_button =
2879 (game.engine_version > VERSION_IDENT(4,0,0,2));
2881 game_em.use_snap_key_bug =
2882 (game.engine_version < VERSION_IDENT(4,0,1,0));
2884 /* ---------------------------------------------------------------------- */
2886 /* set maximal allowed number of custom element changes per game frame */
2887 game.max_num_changes_per_frame = 1;
2889 /* default scan direction: scan playfield from top/left to bottom/right */
2890 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2892 /* dynamically adjust element properties according to game engine version */
2893 InitElementPropertiesEngine(game.engine_version);
2896 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2897 printf(" tape version == %06d [%s] [file: %06d]\n",
2898 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2900 printf(" => game.engine_version == %06d\n", game.engine_version);
2903 /* ---------- initialize player's initial move delay --------------------- */
2905 /* dynamically adjust player properties according to level information */
2906 for (i = 0; i < MAX_PLAYERS; i++)
2907 game.initial_move_delay_value[i] =
2908 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2910 /* dynamically adjust player properties according to game engine version */
2911 for (i = 0; i < MAX_PLAYERS; i++)
2912 game.initial_move_delay[i] =
2913 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2914 game.initial_move_delay_value[i] : 0);
2916 /* ---------- initialize player's initial push delay --------------------- */
2918 /* dynamically adjust player properties according to game engine version */
2919 game.initial_push_delay_value =
2920 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2922 /* ---------- initialize changing elements ------------------------------- */
2924 /* initialize changing elements information */
2925 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2927 struct ElementInfo *ei = &element_info[i];
2929 /* this pointer might have been changed in the level editor */
2930 ei->change = &ei->change_page[0];
2932 if (!IS_CUSTOM_ELEMENT(i))
2934 ei->change->target_element = EL_EMPTY_SPACE;
2935 ei->change->delay_fixed = 0;
2936 ei->change->delay_random = 0;
2937 ei->change->delay_frames = 1;
2940 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2942 ei->has_change_event[j] = FALSE;
2944 ei->event_page_nr[j] = 0;
2945 ei->event_page[j] = &ei->change_page[0];
2949 /* add changing elements from pre-defined list */
2950 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2952 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2953 struct ElementInfo *ei = &element_info[ch_delay->element];
2955 ei->change->target_element = ch_delay->target_element;
2956 ei->change->delay_fixed = ch_delay->change_delay;
2958 ei->change->pre_change_function = ch_delay->pre_change_function;
2959 ei->change->change_function = ch_delay->change_function;
2960 ei->change->post_change_function = ch_delay->post_change_function;
2962 ei->change->can_change = TRUE;
2963 ei->change->can_change_or_has_action = TRUE;
2965 ei->has_change_event[CE_DELAY] = TRUE;
2967 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2968 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2971 /* ---------- initialize internal run-time variables --------------------- */
2973 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2975 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2977 for (j = 0; j < ei->num_change_pages; j++)
2979 ei->change_page[j].can_change_or_has_action =
2980 (ei->change_page[j].can_change |
2981 ei->change_page[j].has_action);
2985 /* add change events from custom element configuration */
2986 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2988 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2990 for (j = 0; j < ei->num_change_pages; j++)
2992 if (!ei->change_page[j].can_change_or_has_action)
2995 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2997 /* only add event page for the first page found with this event */
2998 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3000 ei->has_change_event[k] = TRUE;
3002 ei->event_page_nr[k] = j;
3003 ei->event_page[k] = &ei->change_page[j];
3009 /* ---------- initialize reference elements in change conditions --------- */
3011 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3013 int element = EL_CUSTOM_START + i;
3014 struct ElementInfo *ei = &element_info[element];
3016 for (j = 0; j < ei->num_change_pages; j++)
3018 int trigger_element = ei->change_page[j].initial_trigger_element;
3020 if (trigger_element >= EL_PREV_CE_8 &&
3021 trigger_element <= EL_NEXT_CE_8)
3022 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3024 ei->change_page[j].trigger_element = trigger_element;
3028 /* ---------- initialize run-time trigger player and element ------------- */
3030 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3032 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3034 for (j = 0; j < ei->num_change_pages; j++)
3036 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3037 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3038 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3039 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3040 ei->change_page[j].actual_trigger_ce_value = 0;
3041 ei->change_page[j].actual_trigger_ce_score = 0;
3045 /* ---------- initialize trigger events ---------------------------------- */
3047 /* initialize trigger events information */
3048 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3049 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3050 trigger_events[i][j] = FALSE;
3052 /* add trigger events from element change event properties */
3053 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3055 struct ElementInfo *ei = &element_info[i];
3057 for (j = 0; j < ei->num_change_pages; j++)
3059 if (!ei->change_page[j].can_change_or_has_action)
3062 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3064 int trigger_element = ei->change_page[j].trigger_element;
3066 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3068 if (ei->change_page[j].has_event[k])
3070 if (IS_GROUP_ELEMENT(trigger_element))
3072 struct ElementGroupInfo *group =
3073 element_info[trigger_element].group;
3075 for (l = 0; l < group->num_elements_resolved; l++)
3076 trigger_events[group->element_resolved[l]][k] = TRUE;
3078 else if (trigger_element == EL_ANY_ELEMENT)
3079 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3080 trigger_events[l][k] = TRUE;
3082 trigger_events[trigger_element][k] = TRUE;
3089 /* ---------- initialize push delay -------------------------------------- */
3091 /* initialize push delay values to default */
3092 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3094 if (!IS_CUSTOM_ELEMENT(i))
3096 /* set default push delay values (corrected since version 3.0.7-1) */
3097 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3099 element_info[i].push_delay_fixed = 2;
3100 element_info[i].push_delay_random = 8;
3104 element_info[i].push_delay_fixed = 8;
3105 element_info[i].push_delay_random = 8;
3110 /* set push delay value for certain elements from pre-defined list */
3111 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3113 int e = push_delay_list[i].element;
3115 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3116 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3119 /* set push delay value for Supaplex elements for newer engine versions */
3120 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3122 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3124 if (IS_SP_ELEMENT(i))
3126 /* set SP push delay to just enough to push under a falling zonk */
3127 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3129 element_info[i].push_delay_fixed = delay;
3130 element_info[i].push_delay_random = 0;
3135 /* ---------- initialize move stepsize ----------------------------------- */
3137 /* initialize move stepsize values to default */
3138 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3139 if (!IS_CUSTOM_ELEMENT(i))
3140 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3142 /* set move stepsize value for certain elements from pre-defined list */
3143 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3145 int e = move_stepsize_list[i].element;
3147 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3150 /* ---------- initialize collect score ----------------------------------- */
3152 /* initialize collect score values for custom elements from initial value */
3153 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 if (IS_CUSTOM_ELEMENT(i))
3155 element_info[i].collect_score = element_info[i].collect_score_initial;
3157 /* ---------- initialize collect count ----------------------------------- */
3159 /* initialize collect count values for non-custom elements */
3160 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3161 if (!IS_CUSTOM_ELEMENT(i))
3162 element_info[i].collect_count_initial = 0;
3164 /* add collect count values for all elements from pre-defined list */
3165 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3166 element_info[collect_count_list[i].element].collect_count_initial =
3167 collect_count_list[i].count;
3169 /* ---------- initialize access direction -------------------------------- */
3171 /* initialize access direction values to default (access from every side) */
3172 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3173 if (!IS_CUSTOM_ELEMENT(i))
3174 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3176 /* set access direction value for certain elements from pre-defined list */
3177 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3178 element_info[access_direction_list[i].element].access_direction =
3179 access_direction_list[i].direction;
3181 /* ---------- initialize explosion content ------------------------------- */
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3184 if (IS_CUSTOM_ELEMENT(i))
3187 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3189 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3191 element_info[i].content.e[x][y] =
3192 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3193 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3194 i == EL_PLAYER_3 ? EL_EMERALD :
3195 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3196 i == EL_MOLE ? EL_EMERALD_RED :
3197 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3198 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3199 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3200 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3201 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3202 i == EL_WALL_EMERALD ? EL_EMERALD :
3203 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3204 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3205 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3206 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3207 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3208 i == EL_WALL_PEARL ? EL_PEARL :
3209 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3214 /* ---------- initialize recursion detection ------------------------------ */
3215 recursion_loop_depth = 0;
3216 recursion_loop_detected = FALSE;
3217 recursion_loop_element = EL_UNDEFINED;
3219 /* ---------- initialize graphics engine ---------------------------------- */
3220 game.scroll_delay_value =
3221 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3222 setup.scroll_delay ? setup.scroll_delay_value : 0);
3223 game.scroll_delay_value =
3224 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3226 /* ---------- initialize game engine snapshots ---------------------------- */
3227 for (i = 0; i < MAX_PLAYERS; i++)
3228 game.snapshot.last_action[i] = 0;
3229 game.snapshot.changed_action = FALSE;
3230 game.snapshot.collected_item = FALSE;
3231 game.snapshot.mode =
3232 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3233 SNAPSHOT_MODE_EVERY_STEP :
3234 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3235 SNAPSHOT_MODE_EVERY_MOVE :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3237 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3238 game.snapshot.save_snapshot = FALSE;
3240 /* ---------- initialize level time for Supaplex engine ------------------- */
3241 /* Supaplex levels with time limit currently unsupported -- should be added */
3242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3246 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);
3342 /* needed if different viewport properties defined for playing */
3343 ChangeViewportPropertiesIfNeeded();
3347 DrawCompleteVideoDisplay();
3349 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3352 InitGameControlValues();
3354 /* don't play tapes over network */
3355 network_playing = (network.enabled && !tape.playing);
3357 for (i = 0; i < MAX_PLAYERS; i++)
3359 struct PlayerInfo *player = &stored_player[i];
3361 player->index_nr = i;
3362 player->index_bit = (1 << i);
3363 player->element_nr = EL_PLAYER_1 + i;
3365 player->present = FALSE;
3366 player->active = FALSE;
3367 player->mapped = FALSE;
3369 player->killed = FALSE;
3370 player->reanimated = FALSE;
3373 player->effective_action = 0;
3374 player->programmed_action = 0;
3376 player->mouse_action.lx = 0;
3377 player->mouse_action.ly = 0;
3378 player->mouse_action.button = 0;
3379 player->mouse_action.button_hint = 0;
3381 player->effective_mouse_action.lx = 0;
3382 player->effective_mouse_action.ly = 0;
3383 player->effective_mouse_action.button = 0;
3384 player->effective_mouse_action.button_hint = 0;
3387 player->score_final = 0;
3389 player->health = MAX_HEALTH;
3390 player->health_final = MAX_HEALTH;
3392 player->gems_still_needed = level.gems_needed;
3393 player->sokobanfields_still_needed = 0;
3394 player->lights_still_needed = 0;
3395 player->players_still_needed = 0;
3396 player->friends_still_needed = 0;
3398 for (j = 0; j < MAX_NUM_KEYS; j++)
3399 player->key[j] = FALSE;
3401 player->num_white_keys = 0;
3403 player->dynabomb_count = 0;
3404 player->dynabomb_size = 1;
3405 player->dynabombs_left = 0;
3406 player->dynabomb_xl = FALSE;
3408 player->MovDir = initial_move_dir;
3411 player->GfxDir = initial_move_dir;
3412 player->GfxAction = ACTION_DEFAULT;
3414 player->StepFrame = 0;
3416 player->initial_element = player->element_nr;
3417 player->artwork_element =
3418 (level.use_artwork_element[i] ? level.artwork_element[i] :
3419 player->element_nr);
3420 player->use_murphy = FALSE;
3422 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3423 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3425 player->gravity = level.initial_player_gravity[i];
3427 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3429 player->actual_frame_counter = 0;
3431 player->step_counter = 0;
3433 player->last_move_dir = initial_move_dir;
3435 player->is_active = FALSE;
3437 player->is_waiting = FALSE;
3438 player->is_moving = FALSE;
3439 player->is_auto_moving = FALSE;
3440 player->is_digging = FALSE;
3441 player->is_snapping = FALSE;
3442 player->is_collecting = FALSE;
3443 player->is_pushing = FALSE;
3444 player->is_switching = FALSE;
3445 player->is_dropping = FALSE;
3446 player->is_dropping_pressed = FALSE;
3448 player->is_bored = FALSE;
3449 player->is_sleeping = FALSE;
3451 player->was_waiting = TRUE;
3452 player->was_moving = FALSE;
3453 player->was_snapping = FALSE;
3454 player->was_dropping = FALSE;
3456 player->force_dropping = FALSE;
3458 player->frame_counter_bored = -1;
3459 player->frame_counter_sleeping = -1;
3461 player->anim_delay_counter = 0;
3462 player->post_delay_counter = 0;
3464 player->dir_waiting = initial_move_dir;
3465 player->action_waiting = ACTION_DEFAULT;
3466 player->last_action_waiting = ACTION_DEFAULT;
3467 player->special_action_bored = ACTION_DEFAULT;
3468 player->special_action_sleeping = ACTION_DEFAULT;
3470 player->switch_x = -1;
3471 player->switch_y = -1;
3473 player->drop_x = -1;
3474 player->drop_y = -1;
3476 player->show_envelope = 0;
3478 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3480 player->push_delay = -1; /* initialized when pushing starts */
3481 player->push_delay_value = game.initial_push_delay_value;
3483 player->drop_delay = 0;
3484 player->drop_pressed_delay = 0;
3486 player->last_jx = -1;
3487 player->last_jy = -1;
3491 player->shield_normal_time_left = 0;
3492 player->shield_deadly_time_left = 0;
3494 player->inventory_infinite_element = EL_UNDEFINED;
3495 player->inventory_size = 0;
3497 if (level.use_initial_inventory[i])
3499 for (j = 0; j < level.initial_inventory_size[i]; j++)
3501 int element = level.initial_inventory_content[i][j];
3502 int collect_count = element_info[element].collect_count_initial;
3505 if (!IS_CUSTOM_ELEMENT(element))
3508 if (collect_count == 0)
3509 player->inventory_infinite_element = element;
3511 for (k = 0; k < collect_count; k++)
3512 if (player->inventory_size < MAX_INVENTORY_SIZE)
3513 player->inventory_element[player->inventory_size++] = element;
3517 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3518 SnapField(player, 0, 0);
3520 player->LevelSolved = FALSE;
3521 player->GameOver = FALSE;
3523 player->LevelSolved_GameWon = FALSE;
3524 player->LevelSolved_GameEnd = FALSE;
3525 player->LevelSolved_PanelOff = FALSE;
3526 player->LevelSolved_SaveTape = FALSE;
3527 player->LevelSolved_SaveScore = FALSE;
3529 player->LevelSolved_CountingTime = 0;
3530 player->LevelSolved_CountingScore = 0;
3531 player->LevelSolved_CountingHealth = 0;
3533 map_player_action[i] = i;
3536 network_player_action_received = FALSE;
3538 /* initial null action */
3539 if (network_playing)
3540 SendToServer_MovePlayer(MV_NONE);
3548 TimeLeft = level.time;
3551 ScreenMovDir = MV_NONE;
3555 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3557 AllPlayersGone = FALSE;
3559 game.no_time_limit = (level.time == 0);
3561 game.yamyam_content_nr = 0;
3562 game.robot_wheel_active = FALSE;
3563 game.magic_wall_active = FALSE;
3564 game.magic_wall_time_left = 0;
3565 game.light_time_left = 0;
3566 game.timegate_time_left = 0;
3567 game.switchgate_pos = 0;
3568 game.wind_direction = level.wind_direction_initial;
3570 game.lenses_time_left = 0;
3571 game.magnify_time_left = 0;
3573 game.ball_state = level.ball_state_initial;
3574 game.ball_content_nr = 0;
3576 game.explosions_delayed = TRUE;
3578 game.envelope_active = FALSE;
3580 for (i = 0; i < NUM_BELTS; i++)
3582 game.belt_dir[i] = MV_NONE;
3583 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3586 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3587 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3589 #if DEBUG_INIT_PLAYER
3590 DebugPrintPlayerStatus("Player status at level initialization");
3593 SCAN_PLAYFIELD(x, y)
3595 Feld[x][y] = level.field[x][y];
3596 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3597 ChangeDelay[x][y] = 0;
3598 ChangePage[x][y] = -1;
3599 CustomValue[x][y] = 0; /* initialized in InitField() */
3600 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3602 WasJustMoving[x][y] = 0;
3603 WasJustFalling[x][y] = 0;
3604 CheckCollision[x][y] = 0;
3605 CheckImpact[x][y] = 0;
3607 Pushed[x][y] = FALSE;
3609 ChangeCount[x][y] = 0;
3610 ChangeEvent[x][y] = -1;
3612 ExplodePhase[x][y] = 0;
3613 ExplodeDelay[x][y] = 0;
3614 ExplodeField[x][y] = EX_TYPE_NONE;
3616 RunnerVisit[x][y] = 0;
3617 PlayerVisit[x][y] = 0;
3620 GfxRandom[x][y] = INIT_GFX_RANDOM();
3621 GfxElement[x][y] = EL_UNDEFINED;
3622 GfxAction[x][y] = ACTION_DEFAULT;
3623 GfxDir[x][y] = MV_NONE;
3624 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3627 SCAN_PLAYFIELD(x, y)
3629 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3631 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3633 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3636 InitField(x, y, TRUE);
3638 ResetGfxAnimation(x, y);
3643 for (i = 0; i < MAX_PLAYERS; i++)
3645 struct PlayerInfo *player = &stored_player[i];
3647 /* set number of special actions for bored and sleeping animation */
3648 player->num_special_action_bored =
3649 get_num_special_action(player->artwork_element,
3650 ACTION_BORING_1, ACTION_BORING_LAST);
3651 player->num_special_action_sleeping =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3656 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3657 emulate_sb ? EMU_SOKOBAN :
3658 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3660 /* initialize type of slippery elements */
3661 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3663 if (!IS_CUSTOM_ELEMENT(i))
3665 /* default: elements slip down either to the left or right randomly */
3666 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3668 /* SP style elements prefer to slip down on the left side */
3669 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3670 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3672 /* BD style elements prefer to slip down on the left side */
3673 if (game.emulation == EMU_BOULDERDASH)
3674 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3678 /* initialize explosion and ignition delay */
3679 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3681 if (!IS_CUSTOM_ELEMENT(i))
3684 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3685 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3686 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3687 int last_phase = (num_phase + 1) * delay;
3688 int half_phase = (num_phase / 2) * delay;
3690 element_info[i].explosion_delay = last_phase - 1;
3691 element_info[i].ignition_delay = half_phase;
3693 if (i == EL_BLACK_ORB)
3694 element_info[i].ignition_delay = 1;
3698 /* correct non-moving belts to start moving left */
3699 for (i = 0; i < NUM_BELTS; i++)
3700 if (game.belt_dir[i] == MV_NONE)
3701 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3703 #if USE_NEW_PLAYER_ASSIGNMENTS
3704 for (i = 0; i < MAX_PLAYERS; i++)
3706 stored_player[i].connected = FALSE;
3708 /* in network game mode, the local player might not be the first player */
3709 if (stored_player[i].connected_locally)
3710 local_player = &stored_player[i];
3713 if (!network.enabled)
3714 local_player->connected = TRUE;
3718 for (i = 0; i < MAX_PLAYERS; i++)
3719 stored_player[i].connected = tape.player_participates[i];
3721 else if (network.enabled)
3723 /* add team mode players connected over the network (needed for correct
3724 assignment of player figures from level to locally playing players) */
3726 for (i = 0; i < MAX_PLAYERS; i++)
3727 if (stored_player[i].connected_network)
3728 stored_player[i].connected = TRUE;
3730 else if (game.team_mode)
3732 /* try to guess locally connected team mode players (needed for correct
3733 assignment of player figures from level to locally playing players) */
3735 for (i = 0; i < MAX_PLAYERS; i++)
3736 if (setup.input[i].use_joystick ||
3737 setup.input[i].key.left != KSYM_UNDEFINED)
3738 stored_player[i].connected = TRUE;
3741 #if DEBUG_INIT_PLAYER
3742 DebugPrintPlayerStatus("Player status after level initialization");
3745 #if DEBUG_INIT_PLAYER
3747 printf("Reassigning players ...\n");
3750 /* check if any connected player was not found in playfield */
3751 for (i = 0; i < MAX_PLAYERS; i++)
3753 struct PlayerInfo *player = &stored_player[i];
3755 if (player->connected && !player->present)
3757 struct PlayerInfo *field_player = NULL;
3759 #if DEBUG_INIT_PLAYER
3761 printf("- looking for field player for player %d ...\n", i + 1);
3764 /* assign first free player found that is present in the playfield */
3766 /* first try: look for unmapped playfield player that is not connected */
3767 for (j = 0; j < MAX_PLAYERS; j++)
3768 if (field_player == NULL &&
3769 stored_player[j].present &&
3770 !stored_player[j].mapped &&
3771 !stored_player[j].connected)
3772 field_player = &stored_player[j];
3774 /* second try: look for *any* unmapped playfield player */
3775 for (j = 0; j < MAX_PLAYERS; j++)
3776 if (field_player == NULL &&
3777 stored_player[j].present &&
3778 !stored_player[j].mapped)
3779 field_player = &stored_player[j];
3781 if (field_player != NULL)
3783 int jx = field_player->jx, jy = field_player->jy;
3785 #if DEBUG_INIT_PLAYER
3787 printf("- found player %d\n", field_player->index_nr + 1);
3790 player->present = FALSE;
3791 player->active = FALSE;
3793 field_player->present = TRUE;
3794 field_player->active = TRUE;
3797 player->initial_element = field_player->initial_element;
3798 player->artwork_element = field_player->artwork_element;
3800 player->block_last_field = field_player->block_last_field;
3801 player->block_delay_adjustment = field_player->block_delay_adjustment;
3804 StorePlayer[jx][jy] = field_player->element_nr;
3806 field_player->jx = field_player->last_jx = jx;
3807 field_player->jy = field_player->last_jy = jy;
3809 if (local_player == player)
3810 local_player = field_player;
3812 map_player_action[field_player->index_nr] = i;
3814 field_player->mapped = TRUE;
3816 #if DEBUG_INIT_PLAYER
3818 printf("- map_player_action[%d] == %d\n",
3819 field_player->index_nr + 1, i + 1);
3824 if (player->connected && player->present)
3825 player->mapped = TRUE;
3828 #if DEBUG_INIT_PLAYER
3829 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3834 /* check if any connected player was not found in playfield */
3835 for (i = 0; i < MAX_PLAYERS; i++)
3837 struct PlayerInfo *player = &stored_player[i];
3839 if (player->connected && !player->present)
3841 for (j = 0; j < MAX_PLAYERS; j++)
3843 struct PlayerInfo *field_player = &stored_player[j];
3844 int jx = field_player->jx, jy = field_player->jy;
3846 /* assign first free player found that is present in the playfield */
3847 if (field_player->present && !field_player->connected)
3849 player->present = TRUE;
3850 player->active = TRUE;
3852 field_player->present = FALSE;
3853 field_player->active = FALSE;
3855 player->initial_element = field_player->initial_element;
3856 player->artwork_element = field_player->artwork_element;
3858 player->block_last_field = field_player->block_last_field;
3859 player->block_delay_adjustment = field_player->block_delay_adjustment;
3861 StorePlayer[jx][jy] = player->element_nr;
3863 player->jx = player->last_jx = jx;
3864 player->jy = player->last_jy = jy;
3874 printf("::: local_player->present == %d\n", local_player->present);
3877 /* set focus to local player for network games, else to all players */
3878 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3879 game.centered_player_nr_next = game.centered_player_nr;
3880 game.set_centered_player = FALSE;
3882 if (network_playing && tape.recording)
3884 /* store client dependent player focus when recording network games */
3885 tape.centered_player_nr_next = game.centered_player_nr_next;
3886 tape.set_centered_player = TRUE;
3891 /* when playing a tape, eliminate all players who do not participate */
3893 #if USE_NEW_PLAYER_ASSIGNMENTS
3895 if (!game.team_mode)
3897 for (i = 0; i < MAX_PLAYERS; i++)
3899 if (stored_player[i].active &&
3900 !tape.player_participates[map_player_action[i]])
3902 struct PlayerInfo *player = &stored_player[i];
3903 int jx = player->jx, jy = player->jy;
3905 #if DEBUG_INIT_PLAYER
3907 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3910 player->active = FALSE;
3911 StorePlayer[jx][jy] = 0;
3912 Feld[jx][jy] = EL_EMPTY;
3919 for (i = 0; i < MAX_PLAYERS; i++)
3921 if (stored_player[i].active &&
3922 !tape.player_participates[i])
3924 struct PlayerInfo *player = &stored_player[i];
3925 int jx = player->jx, jy = player->jy;
3927 player->active = FALSE;
3928 StorePlayer[jx][jy] = 0;
3929 Feld[jx][jy] = EL_EMPTY;
3934 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3936 /* when in single player mode, eliminate all but the local player */
3938 for (i = 0; i < MAX_PLAYERS; i++)
3940 struct PlayerInfo *player = &stored_player[i];
3942 if (player->active && player != local_player)
3944 int jx = player->jx, jy = player->jy;
3946 player->active = FALSE;
3947 player->present = FALSE;
3949 StorePlayer[jx][jy] = 0;
3950 Feld[jx][jy] = EL_EMPTY;
3955 for (i = 0; i < MAX_PLAYERS; i++)
3956 if (stored_player[i].active)
3957 local_player->players_still_needed++;
3959 if (level.solved_by_one_player)
3960 local_player->players_still_needed = 1;
3962 /* when recording the game, store which players take part in the game */
3965 #if USE_NEW_PLAYER_ASSIGNMENTS
3966 for (i = 0; i < MAX_PLAYERS; i++)
3967 if (stored_player[i].connected)
3968 tape.player_participates[i] = TRUE;
3970 for (i = 0; i < MAX_PLAYERS; i++)
3971 if (stored_player[i].active)
3972 tape.player_participates[i] = TRUE;
3976 #if DEBUG_INIT_PLAYER
3977 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3980 if (BorderElement == EL_EMPTY)
3983 SBX_Right = lev_fieldx - SCR_FIELDX;
3985 SBY_Lower = lev_fieldy - SCR_FIELDY;
3990 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3992 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3995 if (full_lev_fieldx <= SCR_FIELDX)
3996 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3997 if (full_lev_fieldy <= SCR_FIELDY)
3998 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4000 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4002 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4005 /* if local player not found, look for custom element that might create
4006 the player (make some assumptions about the right custom element) */
4007 if (!local_player->present)
4009 int start_x = 0, start_y = 0;
4010 int found_rating = 0;
4011 int found_element = EL_UNDEFINED;
4012 int player_nr = local_player->index_nr;
4014 SCAN_PLAYFIELD(x, y)
4016 int element = Feld[x][y];
4021 if (level.use_start_element[player_nr] &&
4022 level.start_element[player_nr] == element &&
4029 found_element = element;
4032 if (!IS_CUSTOM_ELEMENT(element))
4035 if (CAN_CHANGE(element))
4037 for (i = 0; i < element_info[element].num_change_pages; i++)
4039 /* check for player created from custom element as single target */
4040 content = element_info[element].change_page[i].target_element;
4041 is_player = ELEM_IS_PLAYER(content);
4043 if (is_player && (found_rating < 3 ||
4044 (found_rating == 3 && element < found_element)))
4050 found_element = element;
4055 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4057 /* check for player created from custom element as explosion content */
4058 content = element_info[element].content.e[xx][yy];
4059 is_player = ELEM_IS_PLAYER(content);
4061 if (is_player && (found_rating < 2 ||
4062 (found_rating == 2 && element < found_element)))
4064 start_x = x + xx - 1;
4065 start_y = y + yy - 1;
4068 found_element = element;
4071 if (!CAN_CHANGE(element))
4074 for (i = 0; i < element_info[element].num_change_pages; i++)
4076 /* check for player created from custom element as extended target */
4078 element_info[element].change_page[i].target_content.e[xx][yy];
4080 is_player = ELEM_IS_PLAYER(content);
4082 if (is_player && (found_rating < 1 ||
4083 (found_rating == 1 && element < found_element)))
4085 start_x = x + xx - 1;
4086 start_y = y + yy - 1;
4089 found_element = element;
4095 scroll_x = SCROLL_POSITION_X(start_x);
4096 scroll_y = SCROLL_POSITION_Y(start_y);
4100 scroll_x = SCROLL_POSITION_X(local_player->jx);
4101 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4104 /* !!! FIX THIS (START) !!! */
4105 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4107 InitGameEngine_EM();
4109 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4111 InitGameEngine_SP();
4113 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4115 InitGameEngine_MM();
4119 DrawLevel(REDRAW_FIELD);
4122 /* after drawing the level, correct some elements */
4123 if (game.timegate_time_left == 0)
4124 CloseAllOpenTimegates();
4127 /* blit playfield from scroll buffer to normal back buffer for fading in */
4128 BlitScreenToBitmap(backbuffer);
4129 /* !!! FIX THIS (END) !!! */
4131 DrawMaskedBorder(fade_mask);
4136 // full screen redraw is required at this point in the following cases:
4137 // - special editor door undrawn when game was started from level editor
4138 // - drawing area (playfield) was changed and has to be removed completely
4139 redraw_mask = REDRAW_ALL;
4143 if (!game.restart_level)
4145 /* copy default game door content to main double buffer */
4147 /* !!! CHECK AGAIN !!! */
4148 SetPanelBackground();
4149 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4150 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4153 SetPanelBackground();
4154 SetDrawBackgroundMask(REDRAW_DOOR_1);
4156 UpdateAndDisplayGameControlValues();
4158 if (!game.restart_level)
4164 CreateGameButtons();
4169 /* copy actual game door content to door double buffer for OpenDoor() */
4170 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4172 OpenDoor(DOOR_OPEN_ALL);
4174 KeyboardAutoRepeatOffUnlessAutoplay();
4176 #if DEBUG_INIT_PLAYER
4177 DebugPrintPlayerStatus("Player status (final)");
4186 if (!game.restart_level && !tape.playing)
4188 LevelStats_incPlayed(level_nr);
4190 SaveLevelSetup_SeriesInfo();
4193 game.restart_level = FALSE;
4194 game.restart_game_message = NULL;
4196 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4197 InitGameActions_MM();
4199 SaveEngineSnapshotToListInitial();
4201 if (!game.restart_level)
4203 PlaySound(SND_GAME_STARTING);
4205 if (setup.sound_music)
4210 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4211 int actual_player_x, int actual_player_y)
4213 /* this is used for non-R'n'D game engines to update certain engine values */
4215 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4217 actual_player_x = correctLevelPosX_EM(actual_player_x);
4218 actual_player_y = correctLevelPosY_EM(actual_player_y);
4221 /* needed to determine if sounds are played within the visible screen area */
4222 scroll_x = actual_scroll_x;
4223 scroll_y = actual_scroll_y;
4225 /* needed to get player position for "follow finger" playing input method */
4226 local_player->jx = actual_player_x;
4227 local_player->jy = actual_player_y;
4230 void InitMovDir(int x, int y)
4232 int i, element = Feld[x][y];
4233 static int xy[4][2] =
4240 static int direction[3][4] =
4242 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4243 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4244 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4253 Feld[x][y] = EL_BUG;
4254 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4257 case EL_SPACESHIP_RIGHT:
4258 case EL_SPACESHIP_UP:
4259 case EL_SPACESHIP_LEFT:
4260 case EL_SPACESHIP_DOWN:
4261 Feld[x][y] = EL_SPACESHIP;
4262 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4265 case EL_BD_BUTTERFLY_RIGHT:
4266 case EL_BD_BUTTERFLY_UP:
4267 case EL_BD_BUTTERFLY_LEFT:
4268 case EL_BD_BUTTERFLY_DOWN:
4269 Feld[x][y] = EL_BD_BUTTERFLY;
4270 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4273 case EL_BD_FIREFLY_RIGHT:
4274 case EL_BD_FIREFLY_UP:
4275 case EL_BD_FIREFLY_LEFT:
4276 case EL_BD_FIREFLY_DOWN:
4277 Feld[x][y] = EL_BD_FIREFLY;
4278 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4281 case EL_PACMAN_RIGHT:
4283 case EL_PACMAN_LEFT:
4284 case EL_PACMAN_DOWN:
4285 Feld[x][y] = EL_PACMAN;
4286 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4289 case EL_YAMYAM_LEFT:
4290 case EL_YAMYAM_RIGHT:
4292 case EL_YAMYAM_DOWN:
4293 Feld[x][y] = EL_YAMYAM;
4294 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4297 case EL_SP_SNIKSNAK:
4298 MovDir[x][y] = MV_UP;
4301 case EL_SP_ELECTRON:
4302 MovDir[x][y] = MV_LEFT;
4309 Feld[x][y] = EL_MOLE;
4310 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4314 if (IS_CUSTOM_ELEMENT(element))
4316 struct ElementInfo *ei = &element_info[element];
4317 int move_direction_initial = ei->move_direction_initial;
4318 int move_pattern = ei->move_pattern;
4320 if (move_direction_initial == MV_START_PREVIOUS)
4322 if (MovDir[x][y] != MV_NONE)
4325 move_direction_initial = MV_START_AUTOMATIC;
4328 if (move_direction_initial == MV_START_RANDOM)
4329 MovDir[x][y] = 1 << RND(4);
4330 else if (move_direction_initial & MV_ANY_DIRECTION)
4331 MovDir[x][y] = move_direction_initial;
4332 else if (move_pattern == MV_ALL_DIRECTIONS ||
4333 move_pattern == MV_TURNING_LEFT ||
4334 move_pattern == MV_TURNING_RIGHT ||
4335 move_pattern == MV_TURNING_LEFT_RIGHT ||
4336 move_pattern == MV_TURNING_RIGHT_LEFT ||
4337 move_pattern == MV_TURNING_RANDOM)
4338 MovDir[x][y] = 1 << RND(4);
4339 else if (move_pattern == MV_HORIZONTAL)
4340 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4341 else if (move_pattern == MV_VERTICAL)
4342 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4343 else if (move_pattern & MV_ANY_DIRECTION)
4344 MovDir[x][y] = element_info[element].move_pattern;
4345 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4346 move_pattern == MV_ALONG_RIGHT_SIDE)
4348 /* use random direction as default start direction */
4349 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4350 MovDir[x][y] = 1 << RND(4);
4352 for (i = 0; i < NUM_DIRECTIONS; i++)
4354 int x1 = x + xy[i][0];
4355 int y1 = y + xy[i][1];
4357 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4359 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4360 MovDir[x][y] = direction[0][i];
4362 MovDir[x][y] = direction[1][i];
4371 MovDir[x][y] = 1 << RND(4);
4373 if (element != EL_BUG &&
4374 element != EL_SPACESHIP &&
4375 element != EL_BD_BUTTERFLY &&
4376 element != EL_BD_FIREFLY)
4379 for (i = 0; i < NUM_DIRECTIONS; i++)
4381 int x1 = x + xy[i][0];
4382 int y1 = y + xy[i][1];
4384 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4386 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4388 MovDir[x][y] = direction[0][i];
4391 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4392 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4394 MovDir[x][y] = direction[1][i];
4403 GfxDir[x][y] = MovDir[x][y];
4406 void InitAmoebaNr(int x, int y)
4409 int group_nr = AmoebeNachbarNr(x, y);
4413 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4415 if (AmoebaCnt[i] == 0)
4423 AmoebaNr[x][y] = group_nr;
4424 AmoebaCnt[group_nr]++;
4425 AmoebaCnt2[group_nr]++;
4428 static void PlayerWins(struct PlayerInfo *player)
4430 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4431 local_player->players_still_needed > 0)
4434 player->LevelSolved = TRUE;
4435 player->GameOver = TRUE;
4437 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4438 level.native_em_level->lev->score :
4439 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4442 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4443 MM_HEALTH(game_mm.laser_overload_value) :
4446 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4448 player->LevelSolved_CountingScore = player->score_final;
4449 player->LevelSolved_CountingHealth = player->health_final;
4454 static int time_count_steps;
4455 static int time, time_final;
4456 static int score, score_final;
4457 static int health, health_final;
4458 static int game_over_delay_1 = 0;
4459 static int game_over_delay_2 = 0;
4460 static int game_over_delay_3 = 0;
4461 int game_over_delay_value_1 = 50;
4462 int game_over_delay_value_2 = 25;
4463 int game_over_delay_value_3 = 50;
4465 if (!local_player->LevelSolved_GameWon)
4469 /* do not start end game actions before the player stops moving (to exit) */
4470 if (local_player->MovPos)
4473 local_player->LevelSolved_GameWon = TRUE;
4474 local_player->LevelSolved_SaveTape = tape.recording;
4475 local_player->LevelSolved_SaveScore = !tape.playing;
4479 LevelStats_incSolved(level_nr);
4481 SaveLevelSetup_SeriesInfo();
4484 if (tape.auto_play) /* tape might already be stopped here */
4485 tape.auto_play_level_solved = TRUE;
4489 game_over_delay_1 = 0;
4490 game_over_delay_2 = 0;
4491 game_over_delay_3 = game_over_delay_value_3;
4493 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4494 score = score_final = local_player->score_final;
4495 health = health_final = local_player->health_final;
4497 if (level.score[SC_TIME_BONUS] > 0)
4502 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4504 else if (game.no_time_limit && TimePlayed < 999)
4507 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4510 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4512 game_over_delay_1 = game_over_delay_value_1;
4514 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4517 score_final += health * level.score[SC_TIME_BONUS];
4519 game_over_delay_2 = game_over_delay_value_2;
4522 local_player->score_final = score_final;
4523 local_player->health_final = health_final;
4526 if (level_editor_test_game)
4529 score = score_final;
4531 local_player->LevelSolved_CountingTime = time;
4532 local_player->LevelSolved_CountingScore = score;
4534 game_panel_controls[GAME_PANEL_TIME].value = time;
4535 game_panel_controls[GAME_PANEL_SCORE].value = score;
4537 DisplayGameControlValues();
4540 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4542 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4544 /* close exit door after last player */
4545 if ((AllPlayersGone &&
4546 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4547 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4548 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4549 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4550 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4552 int element = Feld[ExitX][ExitY];
4554 Feld[ExitX][ExitY] =
4555 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4556 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4557 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4558 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4559 EL_EM_STEEL_EXIT_CLOSING);
4561 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4564 /* player disappears */
4565 DrawLevelField(ExitX, ExitY);
4568 for (i = 0; i < MAX_PLAYERS; i++)
4570 struct PlayerInfo *player = &stored_player[i];
4572 if (player->present)
4574 RemovePlayer(player);
4576 /* player disappears */
4577 DrawLevelField(player->jx, player->jy);
4582 PlaySound(SND_GAME_WINNING);
4585 if (game_over_delay_1 > 0)
4587 game_over_delay_1--;
4592 if (time != time_final)
4594 int time_to_go = ABS(time_final - time);
4595 int time_count_dir = (time < time_final ? +1 : -1);
4597 if (time_to_go < time_count_steps)
4598 time_count_steps = 1;
4600 time += time_count_steps * time_count_dir;
4601 score += time_count_steps * level.score[SC_TIME_BONUS];
4603 local_player->LevelSolved_CountingTime = time;
4604 local_player->LevelSolved_CountingScore = score;
4606 game_panel_controls[GAME_PANEL_TIME].value = time;
4607 game_panel_controls[GAME_PANEL_SCORE].value = score;
4609 DisplayGameControlValues();
4611 if (time == time_final)
4612 StopSound(SND_GAME_LEVELTIME_BONUS);
4613 else if (setup.sound_loops)
4614 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4616 PlaySound(SND_GAME_LEVELTIME_BONUS);
4621 if (game_over_delay_2 > 0)
4623 game_over_delay_2--;
4628 if (health != health_final)
4630 int health_count_dir = (health < health_final ? +1 : -1);
4632 health += health_count_dir;
4633 score += level.score[SC_TIME_BONUS];
4635 local_player->LevelSolved_CountingHealth = health;
4636 local_player->LevelSolved_CountingScore = score;
4638 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4639 game_panel_controls[GAME_PANEL_SCORE].value = score;
4641 DisplayGameControlValues();
4643 if (health == health_final)
4644 StopSound(SND_GAME_LEVELTIME_BONUS);
4645 else if (setup.sound_loops)
4646 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4648 PlaySound(SND_GAME_LEVELTIME_BONUS);
4653 local_player->LevelSolved_PanelOff = TRUE;
4655 if (game_over_delay_3 > 0)
4657 game_over_delay_3--;
4669 local_player->LevelSolved_GameEnd = TRUE;
4671 if (local_player->LevelSolved_SaveTape)
4673 /* make sure that request dialog to save tape does not open door again */
4674 if (!global.use_envelope_request)
4675 CloseDoor(DOOR_CLOSE_1);
4677 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4680 /* if no tape is to be saved, close both doors simultaneously */
4681 CloseDoor(DOOR_CLOSE_ALL);
4683 if (level_editor_test_game)
4685 SetGameStatus(GAME_MODE_MAIN);
4692 if (!local_player->LevelSolved_SaveScore)
4694 SetGameStatus(GAME_MODE_MAIN);
4701 if (level_nr == leveldir_current->handicap_level)
4703 leveldir_current->handicap_level++;
4705 SaveLevelSetup_SeriesInfo();
4708 if (setup.increment_levels &&
4709 level_nr < leveldir_current->last_level &&
4712 level_nr++; /* advance to next level */
4713 TapeErase(); /* start with empty tape */
4715 if (setup.auto_play_next_level)
4717 LoadLevel(level_nr);
4719 SaveLevelSetup_SeriesInfo();
4723 /* used instead of last "level_nr" (for network games) */
4724 hi_pos = NewHiScore(levelset.level_nr);
4726 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4728 SetGameStatus(GAME_MODE_SCORES);
4730 DrawHallOfFame(levelset.level_nr, hi_pos);
4732 else if (setup.auto_play_next_level && setup.increment_levels &&
4735 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4739 SetGameStatus(GAME_MODE_MAIN);
4745 int NewHiScore(int level_nr)
4749 boolean one_score_entry_per_name = !program.many_scores_per_name;
4751 LoadScore(level_nr);
4753 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4754 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4757 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4759 if (local_player->score_final > highscore[k].Score)
4761 /* player has made it to the hall of fame */
4763 if (k < MAX_SCORE_ENTRIES - 1)
4765 int m = MAX_SCORE_ENTRIES - 1;
4767 if (one_score_entry_per_name)
4769 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4770 if (strEqual(setup.player_name, highscore[l].Name))
4773 if (m == k) /* player's new highscore overwrites his old one */
4777 for (l = m; l > k; l--)
4779 strcpy(highscore[l].Name, highscore[l - 1].Name);
4780 highscore[l].Score = highscore[l - 1].Score;
4786 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4787 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4788 highscore[k].Score = local_player->score_final;
4793 else if (one_score_entry_per_name &&
4794 !strncmp(setup.player_name, highscore[k].Name,
4795 MAX_PLAYER_NAME_LEN))
4796 break; /* player already there with a higher score */
4800 SaveScore(level_nr);
4805 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4807 int element = Feld[x][y];
4808 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4809 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4810 int horiz_move = (dx != 0);
4811 int sign = (horiz_move ? dx : dy);
4812 int step = sign * element_info[element].move_stepsize;
4814 /* special values for move stepsize for spring and things on conveyor belt */
4817 if (CAN_FALL(element) &&
4818 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4819 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4820 else if (element == EL_SPRING)
4821 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4827 inline static int getElementMoveStepsize(int x, int y)
4829 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4832 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4834 if (player->GfxAction != action || player->GfxDir != dir)
4836 player->GfxAction = action;
4837 player->GfxDir = dir;
4839 player->StepFrame = 0;
4843 static void ResetGfxFrame(int x, int y)
4845 // profiling showed that "autotest" spends 10~20% of its time in this function
4846 if (DrawingDeactivatedField())
4849 int element = Feld[x][y];
4850 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4852 if (graphic_info[graphic].anim_global_sync)
4853 GfxFrame[x][y] = FrameCounter;
4854 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4855 GfxFrame[x][y] = CustomValue[x][y];
4856 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4857 GfxFrame[x][y] = element_info[element].collect_score;
4858 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4859 GfxFrame[x][y] = ChangeDelay[x][y];
4862 static void ResetGfxAnimation(int x, int y)
4864 GfxAction[x][y] = ACTION_DEFAULT;
4865 GfxDir[x][y] = MovDir[x][y];
4868 ResetGfxFrame(x, y);
4871 static void ResetRandomAnimationValue(int x, int y)
4873 GfxRandom[x][y] = INIT_GFX_RANDOM();
4876 void InitMovingField(int x, int y, int direction)
4878 int element = Feld[x][y];
4879 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4880 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4883 boolean is_moving_before, is_moving_after;
4885 /* check if element was/is moving or being moved before/after mode change */
4886 is_moving_before = (WasJustMoving[x][y] != 0);
4887 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4889 /* reset animation only for moving elements which change direction of moving
4890 or which just started or stopped moving
4891 (else CEs with property "can move" / "not moving" are reset each frame) */
4892 if (is_moving_before != is_moving_after ||
4893 direction != MovDir[x][y])
4894 ResetGfxAnimation(x, y);
4896 MovDir[x][y] = direction;
4897 GfxDir[x][y] = direction;
4899 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4900 direction == MV_DOWN && CAN_FALL(element) ?
4901 ACTION_FALLING : ACTION_MOVING);
4903 /* this is needed for CEs with property "can move" / "not moving" */
4905 if (is_moving_after)
4907 if (Feld[newx][newy] == EL_EMPTY)
4908 Feld[newx][newy] = EL_BLOCKED;
4910 MovDir[newx][newy] = MovDir[x][y];
4912 CustomValue[newx][newy] = CustomValue[x][y];
4914 GfxFrame[newx][newy] = GfxFrame[x][y];
4915 GfxRandom[newx][newy] = GfxRandom[x][y];
4916 GfxAction[newx][newy] = GfxAction[x][y];
4917 GfxDir[newx][newy] = GfxDir[x][y];
4921 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4923 int direction = MovDir[x][y];
4924 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4925 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4931 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4933 int oldx = x, oldy = y;
4934 int direction = MovDir[x][y];
4936 if (direction == MV_LEFT)
4938 else if (direction == MV_RIGHT)
4940 else if (direction == MV_UP)
4942 else if (direction == MV_DOWN)
4945 *comes_from_x = oldx;
4946 *comes_from_y = oldy;
4949 int MovingOrBlocked2Element(int x, int y)
4951 int element = Feld[x][y];
4953 if (element == EL_BLOCKED)
4957 Blocked2Moving(x, y, &oldx, &oldy);
4958 return Feld[oldx][oldy];
4964 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4966 /* like MovingOrBlocked2Element(), but if element is moving
4967 and (x,y) is the field the moving element is just leaving,
4968 return EL_BLOCKED instead of the element value */
4969 int element = Feld[x][y];
4971 if (IS_MOVING(x, y))
4973 if (element == EL_BLOCKED)
4977 Blocked2Moving(x, y, &oldx, &oldy);
4978 return Feld[oldx][oldy];
4987 static void RemoveField(int x, int y)
4989 Feld[x][y] = EL_EMPTY;
4995 CustomValue[x][y] = 0;
4998 ChangeDelay[x][y] = 0;
4999 ChangePage[x][y] = -1;
5000 Pushed[x][y] = FALSE;
5002 GfxElement[x][y] = EL_UNDEFINED;
5003 GfxAction[x][y] = ACTION_DEFAULT;
5004 GfxDir[x][y] = MV_NONE;
5007 void RemoveMovingField(int x, int y)
5009 int oldx = x, oldy = y, newx = x, newy = y;
5010 int element = Feld[x][y];
5011 int next_element = EL_UNDEFINED;
5013 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5016 if (IS_MOVING(x, y))
5018 Moving2Blocked(x, y, &newx, &newy);
5020 if (Feld[newx][newy] != EL_BLOCKED)
5022 /* element is moving, but target field is not free (blocked), but
5023 already occupied by something different (example: acid pool);
5024 in this case, only remove the moving field, but not the target */
5026 RemoveField(oldx, oldy);
5028 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5030 TEST_DrawLevelField(oldx, oldy);
5035 else if (element == EL_BLOCKED)
5037 Blocked2Moving(x, y, &oldx, &oldy);
5038 if (!IS_MOVING(oldx, oldy))
5042 if (element == EL_BLOCKED &&
5043 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5044 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5045 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5046 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5047 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5048 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5049 next_element = get_next_element(Feld[oldx][oldy]);
5051 RemoveField(oldx, oldy);
5052 RemoveField(newx, newy);
5054 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5056 if (next_element != EL_UNDEFINED)
5057 Feld[oldx][oldy] = next_element;
5059 TEST_DrawLevelField(oldx, oldy);
5060 TEST_DrawLevelField(newx, newy);
5063 void DrawDynamite(int x, int y)
5065 int sx = SCREENX(x), sy = SCREENY(y);
5066 int graphic = el2img(Feld[x][y]);
5069 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5072 if (IS_WALKABLE_INSIDE(Back[x][y]))
5076 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5077 else if (Store[x][y])
5078 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5080 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5082 if (Back[x][y] || Store[x][y])
5083 DrawGraphicThruMask(sx, sy, graphic, frame);
5085 DrawGraphic(sx, sy, graphic, frame);
5088 void CheckDynamite(int x, int y)
5090 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5094 if (MovDelay[x][y] != 0)
5097 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5103 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5108 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5110 boolean num_checked_players = 0;
5113 for (i = 0; i < MAX_PLAYERS; i++)
5115 if (stored_player[i].active)
5117 int sx = stored_player[i].jx;
5118 int sy = stored_player[i].jy;
5120 if (num_checked_players == 0)
5127 *sx1 = MIN(*sx1, sx);
5128 *sy1 = MIN(*sy1, sy);
5129 *sx2 = MAX(*sx2, sx);
5130 *sy2 = MAX(*sy2, sy);
5133 num_checked_players++;
5138 static boolean checkIfAllPlayersFitToScreen_RND(void)
5140 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5142 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5144 return (sx2 - sx1 < SCR_FIELDX &&
5145 sy2 - sy1 < SCR_FIELDY);
5148 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5150 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5152 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5154 *sx = (sx1 + sx2) / 2;
5155 *sy = (sy1 + sy2) / 2;
5158 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5159 boolean center_screen, boolean quick_relocation)
5161 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5162 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5163 boolean no_delay = (tape.warp_forward);
5164 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5165 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5166 int new_scroll_x, new_scroll_y;
5168 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5170 /* case 1: quick relocation inside visible screen (without scrolling) */
5177 if (!level.shifted_relocation || center_screen)
5179 /* relocation _with_ centering of screen */
5181 new_scroll_x = SCROLL_POSITION_X(x);
5182 new_scroll_y = SCROLL_POSITION_Y(y);
5186 /* relocation _without_ centering of screen */
5188 int center_scroll_x = SCROLL_POSITION_X(old_x);
5189 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5190 int offset_x = x + (scroll_x - center_scroll_x);
5191 int offset_y = y + (scroll_y - center_scroll_y);
5193 /* for new screen position, apply previous offset to center position */
5194 new_scroll_x = SCROLL_POSITION_X(offset_x);
5195 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5198 if (quick_relocation)
5200 /* case 2: quick relocation (redraw without visible scrolling) */
5202 scroll_x = new_scroll_x;
5203 scroll_y = new_scroll_y;
5210 /* case 3: visible relocation (with scrolling to new position) */
5212 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5214 SetVideoFrameDelay(wait_delay_value);
5216 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5219 int fx = FX, fy = FY;
5221 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5222 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5224 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5230 fx += dx * TILEX / 2;
5231 fy += dy * TILEY / 2;
5233 ScrollLevel(dx, dy);
5236 /* scroll in two steps of half tile size to make things smoother */
5237 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5239 /* scroll second step to align at full tile size */
5240 BlitScreenToBitmap(window);
5246 SetVideoFrameDelay(frame_delay_value_old);
5249 void RelocatePlayer(int jx, int jy, int el_player_raw)
5251 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5252 int player_nr = GET_PLAYER_NR(el_player);
5253 struct PlayerInfo *player = &stored_player[player_nr];
5254 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5255 boolean no_delay = (tape.warp_forward);
5256 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5257 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5258 int old_jx = player->jx;
5259 int old_jy = player->jy;
5260 int old_element = Feld[old_jx][old_jy];
5261 int element = Feld[jx][jy];
5262 boolean player_relocated = (old_jx != jx || old_jy != jy);
5264 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5265 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5266 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5267 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5268 int leave_side_horiz = move_dir_horiz;
5269 int leave_side_vert = move_dir_vert;
5270 int enter_side = enter_side_horiz | enter_side_vert;
5271 int leave_side = leave_side_horiz | leave_side_vert;
5273 if (player->GameOver) /* do not reanimate dead player */
5276 if (!player_relocated) /* no need to relocate the player */
5279 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5281 RemoveField(jx, jy); /* temporarily remove newly placed player */
5282 DrawLevelField(jx, jy);
5285 if (player->present)
5287 while (player->MovPos)
5289 ScrollPlayer(player, SCROLL_GO_ON);
5290 ScrollScreen(NULL, SCROLL_GO_ON);
5292 AdvanceFrameAndPlayerCounters(player->index_nr);
5296 BackToFront_WithFrameDelay(wait_delay_value);
5299 DrawPlayer(player); /* needed here only to cleanup last field */
5300 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5302 player->is_moving = FALSE;
5305 if (IS_CUSTOM_ELEMENT(old_element))
5306 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5308 player->index_bit, leave_side);
5310 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5312 player->index_bit, leave_side);
5314 Feld[jx][jy] = el_player;
5315 InitPlayerField(jx, jy, el_player, TRUE);
5317 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5318 possible that the relocation target field did not contain a player element,
5319 but a walkable element, to which the new player was relocated -- in this
5320 case, restore that (already initialized!) element on the player field */
5321 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5323 Feld[jx][jy] = element; /* restore previously existing element */
5326 /* only visually relocate centered player */
5327 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5328 FALSE, level.instant_relocation);
5330 TestIfPlayerTouchesBadThing(jx, jy);
5331 TestIfPlayerTouchesCustomElement(jx, jy);
5333 if (IS_CUSTOM_ELEMENT(element))
5334 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5335 player->index_bit, enter_side);
5337 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5338 player->index_bit, enter_side);
5340 if (player->is_switching)
5342 /* ensure that relocation while still switching an element does not cause
5343 a new element to be treated as also switched directly after relocation
5344 (this is important for teleporter switches that teleport the player to
5345 a place where another teleporter switch is in the same direction, which
5346 would then incorrectly be treated as immediately switched before the
5347 direction key that caused the switch was released) */
5349 player->switch_x += jx - old_jx;
5350 player->switch_y += jy - old_jy;
5354 void Explode(int ex, int ey, int phase, int mode)
5360 /* !!! eliminate this variable !!! */
5361 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5363 if (game.explosions_delayed)
5365 ExplodeField[ex][ey] = mode;
5369 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5371 int center_element = Feld[ex][ey];
5372 int artwork_element, explosion_element; /* set these values later */
5374 /* remove things displayed in background while burning dynamite */
5375 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5378 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5380 /* put moving element to center field (and let it explode there) */
5381 center_element = MovingOrBlocked2Element(ex, ey);
5382 RemoveMovingField(ex, ey);
5383 Feld[ex][ey] = center_element;
5386 /* now "center_element" is finally determined -- set related values now */
5387 artwork_element = center_element; /* for custom player artwork */
5388 explosion_element = center_element; /* for custom player artwork */
5390 if (IS_PLAYER(ex, ey))
5392 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5394 artwork_element = stored_player[player_nr].artwork_element;
5396 if (level.use_explosion_element[player_nr])
5398 explosion_element = level.explosion_element[player_nr];
5399 artwork_element = explosion_element;
5403 if (mode == EX_TYPE_NORMAL ||
5404 mode == EX_TYPE_CENTER ||
5405 mode == EX_TYPE_CROSS)
5406 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5408 last_phase = element_info[explosion_element].explosion_delay + 1;
5410 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5412 int xx = x - ex + 1;
5413 int yy = y - ey + 1;
5416 if (!IN_LEV_FIELD(x, y) ||
5417 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5418 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5421 element = Feld[x][y];
5423 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5425 element = MovingOrBlocked2Element(x, y);
5427 if (!IS_EXPLOSION_PROOF(element))
5428 RemoveMovingField(x, y);
5431 /* indestructible elements can only explode in center (but not flames) */
5432 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5433 mode == EX_TYPE_BORDER)) ||
5434 element == EL_FLAMES)
5437 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5438 behaviour, for example when touching a yamyam that explodes to rocks
5439 with active deadly shield, a rock is created under the player !!! */
5440 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5442 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5443 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5444 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5446 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5449 if (IS_ACTIVE_BOMB(element))
5451 /* re-activate things under the bomb like gate or penguin */
5452 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5459 /* save walkable background elements while explosion on same tile */
5460 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5461 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5462 Back[x][y] = element;
5464 /* ignite explodable elements reached by other explosion */
5465 if (element == EL_EXPLOSION)
5466 element = Store2[x][y];
5468 if (AmoebaNr[x][y] &&
5469 (element == EL_AMOEBA_FULL ||
5470 element == EL_BD_AMOEBA ||
5471 element == EL_AMOEBA_GROWING))
5473 AmoebaCnt[AmoebaNr[x][y]]--;
5474 AmoebaCnt2[AmoebaNr[x][y]]--;
5479 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5481 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5483 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5485 if (PLAYERINFO(ex, ey)->use_murphy)
5486 Store[x][y] = EL_EMPTY;
5489 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5490 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5491 else if (ELEM_IS_PLAYER(center_element))
5492 Store[x][y] = EL_EMPTY;
5493 else if (center_element == EL_YAMYAM)
5494 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5495 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5496 Store[x][y] = element_info[center_element].content.e[xx][yy];
5498 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5499 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5500 otherwise) -- FIX THIS !!! */
5501 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5502 Store[x][y] = element_info[element].content.e[1][1];
5504 else if (!CAN_EXPLODE(element))
5505 Store[x][y] = element_info[element].content.e[1][1];
5508 Store[x][y] = EL_EMPTY;
5510 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5511 center_element == EL_AMOEBA_TO_DIAMOND)
5512 Store2[x][y] = element;
5514 Feld[x][y] = EL_EXPLOSION;
5515 GfxElement[x][y] = artwork_element;
5517 ExplodePhase[x][y] = 1;
5518 ExplodeDelay[x][y] = last_phase;
5523 if (center_element == EL_YAMYAM)
5524 game.yamyam_content_nr =
5525 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5537 GfxFrame[x][y] = 0; /* restart explosion animation */
5539 last_phase = ExplodeDelay[x][y];
5541 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5543 /* this can happen if the player leaves an explosion just in time */
5544 if (GfxElement[x][y] == EL_UNDEFINED)
5545 GfxElement[x][y] = EL_EMPTY;
5547 border_element = Store2[x][y];
5548 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5549 border_element = StorePlayer[x][y];
5551 if (phase == element_info[border_element].ignition_delay ||
5552 phase == last_phase)
5554 boolean border_explosion = FALSE;
5556 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5557 !PLAYER_EXPLOSION_PROTECTED(x, y))
5559 KillPlayerUnlessExplosionProtected(x, y);
5560 border_explosion = TRUE;
5562 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5564 Feld[x][y] = Store2[x][y];
5567 border_explosion = TRUE;
5569 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5571 AmoebeUmwandeln(x, y);
5573 border_explosion = TRUE;
5576 /* if an element just explodes due to another explosion (chain-reaction),
5577 do not immediately end the new explosion when it was the last frame of
5578 the explosion (as it would be done in the following "if"-statement!) */
5579 if (border_explosion && phase == last_phase)
5583 if (phase == last_phase)
5587 element = Feld[x][y] = Store[x][y];
5588 Store[x][y] = Store2[x][y] = 0;
5589 GfxElement[x][y] = EL_UNDEFINED;
5591 /* player can escape from explosions and might therefore be still alive */
5592 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5593 element <= EL_PLAYER_IS_EXPLODING_4)
5595 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5596 int explosion_element = EL_PLAYER_1 + player_nr;
5597 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5598 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5600 if (level.use_explosion_element[player_nr])
5601 explosion_element = level.explosion_element[player_nr];
5603 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5604 element_info[explosion_element].content.e[xx][yy]);
5607 /* restore probably existing indestructible background element */
5608 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5609 element = Feld[x][y] = Back[x][y];
5612 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5613 GfxDir[x][y] = MV_NONE;
5614 ChangeDelay[x][y] = 0;
5615 ChangePage[x][y] = -1;
5617 CustomValue[x][y] = 0;
5619 InitField_WithBug2(x, y, FALSE);
5621 TEST_DrawLevelField(x, y);
5623 TestIfElementTouchesCustomElement(x, y);
5625 if (GFX_CRUMBLED(element))
5626 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5628 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5629 StorePlayer[x][y] = 0;
5631 if (ELEM_IS_PLAYER(element))
5632 RelocatePlayer(x, y, element);
5634 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5636 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5637 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5640 TEST_DrawLevelFieldCrumbled(x, y);
5642 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5644 DrawLevelElement(x, y, Back[x][y]);
5645 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5647 else if (IS_WALKABLE_UNDER(Back[x][y]))
5649 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5650 DrawLevelElementThruMask(x, y, Back[x][y]);
5652 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5653 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5657 void DynaExplode(int ex, int ey)
5660 int dynabomb_element = Feld[ex][ey];
5661 int dynabomb_size = 1;
5662 boolean dynabomb_xl = FALSE;
5663 struct PlayerInfo *player;
5664 static int xy[4][2] =
5672 if (IS_ACTIVE_BOMB(dynabomb_element))
5674 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5675 dynabomb_size = player->dynabomb_size;
5676 dynabomb_xl = player->dynabomb_xl;
5677 player->dynabombs_left++;
5680 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5682 for (i = 0; i < NUM_DIRECTIONS; i++)
5684 for (j = 1; j <= dynabomb_size; j++)
5686 int x = ex + j * xy[i][0];
5687 int y = ey + j * xy[i][1];
5690 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5693 element = Feld[x][y];
5695 /* do not restart explosions of fields with active bombs */
5696 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5699 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5701 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5702 !IS_DIGGABLE(element) && !dynabomb_xl)
5708 void Bang(int x, int y)
5710 int element = MovingOrBlocked2Element(x, y);
5711 int explosion_type = EX_TYPE_NORMAL;
5713 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5715 struct PlayerInfo *player = PLAYERINFO(x, y);
5717 element = Feld[x][y] = player->initial_element;
5719 if (level.use_explosion_element[player->index_nr])
5721 int explosion_element = level.explosion_element[player->index_nr];
5723 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5724 explosion_type = EX_TYPE_CROSS;
5725 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5726 explosion_type = EX_TYPE_CENTER;
5734 case EL_BD_BUTTERFLY:
5737 case EL_DARK_YAMYAM:
5741 RaiseScoreElement(element);
5744 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5745 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5746 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5747 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5748 case EL_DYNABOMB_INCREASE_NUMBER:
5749 case EL_DYNABOMB_INCREASE_SIZE:
5750 case EL_DYNABOMB_INCREASE_POWER:
5751 explosion_type = EX_TYPE_DYNA;
5754 case EL_DC_LANDMINE:
5755 explosion_type = EX_TYPE_CENTER;
5760 case EL_LAMP_ACTIVE:
5761 case EL_AMOEBA_TO_DIAMOND:
5762 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5763 explosion_type = EX_TYPE_CENTER;
5767 if (element_info[element].explosion_type == EXPLODES_CROSS)
5768 explosion_type = EX_TYPE_CROSS;
5769 else if (element_info[element].explosion_type == EXPLODES_1X1)
5770 explosion_type = EX_TYPE_CENTER;
5774 if (explosion_type == EX_TYPE_DYNA)
5777 Explode(x, y, EX_PHASE_START, explosion_type);
5779 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5782 void SplashAcid(int x, int y)
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_LEFT;
5789 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5790 (!IN_LEV_FIELD(x + 1, y - 2) ||
5791 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5792 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5794 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5797 static void InitBeltMovement(void)
5799 static int belt_base_element[4] =
5801 EL_CONVEYOR_BELT_1_LEFT,
5802 EL_CONVEYOR_BELT_2_LEFT,
5803 EL_CONVEYOR_BELT_3_LEFT,
5804 EL_CONVEYOR_BELT_4_LEFT
5806 static int belt_base_active_element[4] =
5808 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5809 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5810 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5811 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5816 /* set frame order for belt animation graphic according to belt direction */
5817 for (i = 0; i < NUM_BELTS; i++)
5821 for (j = 0; j < NUM_BELT_PARTS; j++)
5823 int element = belt_base_active_element[belt_nr] + j;
5824 int graphic_1 = el2img(element);
5825 int graphic_2 = el2panelimg(element);
5827 if (game.belt_dir[i] == MV_LEFT)
5829 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5830 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5834 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5835 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5840 SCAN_PLAYFIELD(x, y)
5842 int element = Feld[x][y];
5844 for (i = 0; i < NUM_BELTS; i++)
5846 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5848 int e_belt_nr = getBeltNrFromBeltElement(element);
5851 if (e_belt_nr == belt_nr)
5853 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5855 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5862 static void ToggleBeltSwitch(int x, int y)
5864 static int belt_base_element[4] =
5866 EL_CONVEYOR_BELT_1_LEFT,
5867 EL_CONVEYOR_BELT_2_LEFT,
5868 EL_CONVEYOR_BELT_3_LEFT,
5869 EL_CONVEYOR_BELT_4_LEFT
5871 static int belt_base_active_element[4] =
5873 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5874 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5875 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5876 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5878 static int belt_base_switch_element[4] =
5880 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5881 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5882 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5883 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5885 static int belt_move_dir[4] =
5893 int element = Feld[x][y];
5894 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5895 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5896 int belt_dir = belt_move_dir[belt_dir_nr];
5899 if (!IS_BELT_SWITCH(element))
5902 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5903 game.belt_dir[belt_nr] = belt_dir;
5905 if (belt_dir_nr == 3)
5908 /* set frame order for belt animation graphic according to belt direction */
5909 for (i = 0; i < NUM_BELT_PARTS; i++)
5911 int element = belt_base_active_element[belt_nr] + i;
5912 int graphic_1 = el2img(element);
5913 int graphic_2 = el2panelimg(element);
5915 if (belt_dir == MV_LEFT)
5917 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5918 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5922 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5923 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5927 SCAN_PLAYFIELD(xx, yy)
5929 int element = Feld[xx][yy];
5931 if (IS_BELT_SWITCH(element))
5933 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5935 if (e_belt_nr == belt_nr)
5937 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5938 TEST_DrawLevelField(xx, yy);
5941 else if (IS_BELT(element) && belt_dir != MV_NONE)
5943 int e_belt_nr = getBeltNrFromBeltElement(element);
5945 if (e_belt_nr == belt_nr)
5947 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5949 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5950 TEST_DrawLevelField(xx, yy);
5953 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5955 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5957 if (e_belt_nr == belt_nr)
5959 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5961 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5962 TEST_DrawLevelField(xx, yy);
5968 static void ToggleSwitchgateSwitch(int x, int y)
5972 game.switchgate_pos = !game.switchgate_pos;
5974 SCAN_PLAYFIELD(xx, yy)
5976 int element = Feld[xx][yy];
5978 if (element == EL_SWITCHGATE_SWITCH_UP)
5980 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5981 TEST_DrawLevelField(xx, yy);
5983 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5985 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5986 TEST_DrawLevelField(xx, yy);
5988 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5990 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5991 TEST_DrawLevelField(xx, yy);
5993 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5995 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5996 TEST_DrawLevelField(xx, yy);
5998 else if (element == EL_SWITCHGATE_OPEN ||
5999 element == EL_SWITCHGATE_OPENING)
6001 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6003 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6005 else if (element == EL_SWITCHGATE_CLOSED ||
6006 element == EL_SWITCHGATE_CLOSING)
6008 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6010 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6015 static int getInvisibleActiveFromInvisibleElement(int element)
6017 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6018 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6019 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6023 static int getInvisibleFromInvisibleActiveElement(int element)
6025 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6026 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6027 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6031 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6035 SCAN_PLAYFIELD(x, y)
6037 int element = Feld[x][y];
6039 if (element == EL_LIGHT_SWITCH &&
6040 game.light_time_left > 0)
6042 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6043 TEST_DrawLevelField(x, y);
6045 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6046 game.light_time_left == 0)
6048 Feld[x][y] = EL_LIGHT_SWITCH;
6049 TEST_DrawLevelField(x, y);
6051 else if (element == EL_EMC_DRIPPER &&
6052 game.light_time_left > 0)
6054 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6055 TEST_DrawLevelField(x, y);
6057 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6058 game.light_time_left == 0)
6060 Feld[x][y] = EL_EMC_DRIPPER;
6061 TEST_DrawLevelField(x, y);
6063 else if (element == EL_INVISIBLE_STEELWALL ||
6064 element == EL_INVISIBLE_WALL ||
6065 element == EL_INVISIBLE_SAND)
6067 if (game.light_time_left > 0)
6068 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6070 TEST_DrawLevelField(x, y);
6072 /* uncrumble neighbour fields, if needed */
6073 if (element == EL_INVISIBLE_SAND)
6074 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6076 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6077 element == EL_INVISIBLE_WALL_ACTIVE ||
6078 element == EL_INVISIBLE_SAND_ACTIVE)
6080 if (game.light_time_left == 0)
6081 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6083 TEST_DrawLevelField(x, y);
6085 /* re-crumble neighbour fields, if needed */
6086 if (element == EL_INVISIBLE_SAND)
6087 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6092 static void RedrawAllInvisibleElementsForLenses(void)
6096 SCAN_PLAYFIELD(x, y)
6098 int element = Feld[x][y];
6100 if (element == EL_EMC_DRIPPER &&
6101 game.lenses_time_left > 0)
6103 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6104 TEST_DrawLevelField(x, y);
6106 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6107 game.lenses_time_left == 0)
6109 Feld[x][y] = EL_EMC_DRIPPER;
6110 TEST_DrawLevelField(x, y);
6112 else if (element == EL_INVISIBLE_STEELWALL ||
6113 element == EL_INVISIBLE_WALL ||
6114 element == EL_INVISIBLE_SAND)
6116 if (game.lenses_time_left > 0)
6117 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6119 TEST_DrawLevelField(x, y);
6121 /* uncrumble neighbour fields, if needed */
6122 if (element == EL_INVISIBLE_SAND)
6123 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6125 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6126 element == EL_INVISIBLE_WALL_ACTIVE ||
6127 element == EL_INVISIBLE_SAND_ACTIVE)
6129 if (game.lenses_time_left == 0)
6130 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6132 TEST_DrawLevelField(x, y);
6134 /* re-crumble neighbour fields, if needed */
6135 if (element == EL_INVISIBLE_SAND)
6136 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6141 static void RedrawAllInvisibleElementsForMagnifier(void)
6145 SCAN_PLAYFIELD(x, y)
6147 int element = Feld[x][y];
6149 if (element == EL_EMC_FAKE_GRASS &&
6150 game.magnify_time_left > 0)
6152 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6153 TEST_DrawLevelField(x, y);
6155 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6156 game.magnify_time_left == 0)
6158 Feld[x][y] = EL_EMC_FAKE_GRASS;
6159 TEST_DrawLevelField(x, y);
6161 else if (IS_GATE_GRAY(element) &&
6162 game.magnify_time_left > 0)
6164 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6165 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6166 IS_EM_GATE_GRAY(element) ?
6167 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6168 IS_EMC_GATE_GRAY(element) ?
6169 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6170 IS_DC_GATE_GRAY(element) ?
6171 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6173 TEST_DrawLevelField(x, y);
6175 else if (IS_GATE_GRAY_ACTIVE(element) &&
6176 game.magnify_time_left == 0)
6178 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6179 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6180 IS_EM_GATE_GRAY_ACTIVE(element) ?
6181 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6182 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6183 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6184 IS_DC_GATE_GRAY_ACTIVE(element) ?
6185 EL_DC_GATE_WHITE_GRAY :
6187 TEST_DrawLevelField(x, y);
6192 static void ToggleLightSwitch(int x, int y)
6194 int element = Feld[x][y];
6196 game.light_time_left =
6197 (element == EL_LIGHT_SWITCH ?
6198 level.time_light * FRAMES_PER_SECOND : 0);
6200 RedrawAllLightSwitchesAndInvisibleElements();
6203 static void ActivateTimegateSwitch(int x, int y)
6207 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6209 SCAN_PLAYFIELD(xx, yy)
6211 int element = Feld[xx][yy];
6213 if (element == EL_TIMEGATE_CLOSED ||
6214 element == EL_TIMEGATE_CLOSING)
6216 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6217 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6221 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6223 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6224 TEST_DrawLevelField(xx, yy);
6230 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6231 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6234 void Impact(int x, int y)
6236 boolean last_line = (y == lev_fieldy - 1);
6237 boolean object_hit = FALSE;
6238 boolean impact = (last_line || object_hit);
6239 int element = Feld[x][y];
6240 int smashed = EL_STEELWALL;
6242 if (!last_line) /* check if element below was hit */
6244 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6247 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6248 MovDir[x][y + 1] != MV_DOWN ||
6249 MovPos[x][y + 1] <= TILEY / 2));
6251 /* do not smash moving elements that left the smashed field in time */
6252 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6253 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6256 #if USE_QUICKSAND_IMPACT_BUGFIX
6257 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6259 RemoveMovingField(x, y + 1);
6260 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6261 Feld[x][y + 2] = EL_ROCK;
6262 TEST_DrawLevelField(x, y + 2);
6267 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6269 RemoveMovingField(x, y + 1);
6270 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6271 Feld[x][y + 2] = EL_ROCK;
6272 TEST_DrawLevelField(x, y + 2);
6279 smashed = MovingOrBlocked2Element(x, y + 1);
6281 impact = (last_line || object_hit);
6284 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6286 SplashAcid(x, y + 1);
6290 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6291 /* only reset graphic animation if graphic really changes after impact */
6293 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6295 ResetGfxAnimation(x, y);
6296 TEST_DrawLevelField(x, y);
6299 if (impact && CAN_EXPLODE_IMPACT(element))
6304 else if (impact && element == EL_PEARL &&
6305 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6307 ResetGfxAnimation(x, y);
6309 Feld[x][y] = EL_PEARL_BREAKING;
6310 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6313 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6315 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6320 if (impact && element == EL_AMOEBA_DROP)
6322 if (object_hit && IS_PLAYER(x, y + 1))
6323 KillPlayerUnlessEnemyProtected(x, y + 1);
6324 else if (object_hit && smashed == EL_PENGUIN)
6328 Feld[x][y] = EL_AMOEBA_GROWING;
6329 Store[x][y] = EL_AMOEBA_WET;
6331 ResetRandomAnimationValue(x, y);
6336 if (object_hit) /* check which object was hit */
6338 if ((CAN_PASS_MAGIC_WALL(element) &&
6339 (smashed == EL_MAGIC_WALL ||
6340 smashed == EL_BD_MAGIC_WALL)) ||
6341 (CAN_PASS_DC_MAGIC_WALL(element) &&
6342 smashed == EL_DC_MAGIC_WALL))
6345 int activated_magic_wall =
6346 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6347 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6348 EL_DC_MAGIC_WALL_ACTIVE);
6350 /* activate magic wall / mill */
6351 SCAN_PLAYFIELD(xx, yy)
6353 if (Feld[xx][yy] == smashed)
6354 Feld[xx][yy] = activated_magic_wall;
6357 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6358 game.magic_wall_active = TRUE;
6360 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6361 SND_MAGIC_WALL_ACTIVATING :
6362 smashed == EL_BD_MAGIC_WALL ?
6363 SND_BD_MAGIC_WALL_ACTIVATING :
6364 SND_DC_MAGIC_WALL_ACTIVATING));
6367 if (IS_PLAYER(x, y + 1))
6369 if (CAN_SMASH_PLAYER(element))
6371 KillPlayerUnlessEnemyProtected(x, y + 1);
6375 else if (smashed == EL_PENGUIN)
6377 if (CAN_SMASH_PLAYER(element))
6383 else if (element == EL_BD_DIAMOND)
6385 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6391 else if (((element == EL_SP_INFOTRON ||
6392 element == EL_SP_ZONK) &&
6393 (smashed == EL_SP_SNIKSNAK ||
6394 smashed == EL_SP_ELECTRON ||
6395 smashed == EL_SP_DISK_ORANGE)) ||
6396 (element == EL_SP_INFOTRON &&
6397 smashed == EL_SP_DISK_YELLOW))
6402 else if (CAN_SMASH_EVERYTHING(element))
6404 if (IS_CLASSIC_ENEMY(smashed) ||
6405 CAN_EXPLODE_SMASHED(smashed))
6410 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6412 if (smashed == EL_LAMP ||
6413 smashed == EL_LAMP_ACTIVE)
6418 else if (smashed == EL_NUT)
6420 Feld[x][y + 1] = EL_NUT_BREAKING;
6421 PlayLevelSound(x, y, SND_NUT_BREAKING);
6422 RaiseScoreElement(EL_NUT);
6425 else if (smashed == EL_PEARL)
6427 ResetGfxAnimation(x, y);
6429 Feld[x][y + 1] = EL_PEARL_BREAKING;
6430 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6433 else if (smashed == EL_DIAMOND)
6435 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6436 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6439 else if (IS_BELT_SWITCH(smashed))
6441 ToggleBeltSwitch(x, y + 1);
6443 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6444 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6445 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6446 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6448 ToggleSwitchgateSwitch(x, y + 1);
6450 else if (smashed == EL_LIGHT_SWITCH ||
6451 smashed == EL_LIGHT_SWITCH_ACTIVE)
6453 ToggleLightSwitch(x, y + 1);
6457 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6459 CheckElementChangeBySide(x, y + 1, smashed, element,
6460 CE_SWITCHED, CH_SIDE_TOP);
6461 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6467 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6472 /* play sound of magic wall / mill */
6474 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6475 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6476 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6478 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6479 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6480 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6481 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6482 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6483 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6488 /* play sound of object that hits the ground */
6489 if (last_line || object_hit)
6490 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6493 inline static void TurnRoundExt(int x, int y)
6505 { 0, 0 }, { 0, 0 }, { 0, 0 },
6510 int left, right, back;
6514 { MV_DOWN, MV_UP, MV_RIGHT },
6515 { MV_UP, MV_DOWN, MV_LEFT },
6517 { MV_LEFT, MV_RIGHT, MV_DOWN },
6521 { MV_RIGHT, MV_LEFT, MV_UP }
6524 int element = Feld[x][y];
6525 int move_pattern = element_info[element].move_pattern;
6527 int old_move_dir = MovDir[x][y];
6528 int left_dir = turn[old_move_dir].left;
6529 int right_dir = turn[old_move_dir].right;
6530 int back_dir = turn[old_move_dir].back;
6532 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6533 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6534 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6535 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6537 int left_x = x + left_dx, left_y = y + left_dy;
6538 int right_x = x + right_dx, right_y = y + right_dy;
6539 int move_x = x + move_dx, move_y = y + move_dy;
6543 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6545 TestIfBadThingTouchesOtherBadThing(x, y);
6547 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6548 MovDir[x][y] = right_dir;
6549 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6550 MovDir[x][y] = left_dir;
6552 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6554 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6557 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6559 TestIfBadThingTouchesOtherBadThing(x, y);
6561 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6562 MovDir[x][y] = left_dir;
6563 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6564 MovDir[x][y] = right_dir;
6566 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6568 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6571 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6573 TestIfBadThingTouchesOtherBadThing(x, y);
6575 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6576 MovDir[x][y] = left_dir;
6577 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6578 MovDir[x][y] = right_dir;
6580 if (MovDir[x][y] != old_move_dir)
6583 else if (element == EL_YAMYAM)
6585 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6586 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6588 if (can_turn_left && can_turn_right)
6589 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6590 else if (can_turn_left)
6591 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6592 else if (can_turn_right)
6593 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6595 MovDir[x][y] = back_dir;
6597 MovDelay[x][y] = 16 + 16 * RND(3);
6599 else if (element == EL_DARK_YAMYAM)
6601 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6603 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6606 if (can_turn_left && can_turn_right)
6607 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6608 else if (can_turn_left)
6609 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6610 else if (can_turn_right)
6611 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6613 MovDir[x][y] = back_dir;
6615 MovDelay[x][y] = 16 + 16 * RND(3);
6617 else if (element == EL_PACMAN)
6619 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6620 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6622 if (can_turn_left && can_turn_right)
6623 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6624 else if (can_turn_left)
6625 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6626 else if (can_turn_right)
6627 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6629 MovDir[x][y] = back_dir;
6631 MovDelay[x][y] = 6 + RND(40);
6633 else if (element == EL_PIG)
6635 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6636 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6637 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6638 boolean should_turn_left, should_turn_right, should_move_on;
6640 int rnd = RND(rnd_value);
6642 should_turn_left = (can_turn_left &&
6644 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6645 y + back_dy + left_dy)));
6646 should_turn_right = (can_turn_right &&
6648 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6649 y + back_dy + right_dy)));
6650 should_move_on = (can_move_on &&
6653 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6654 y + move_dy + left_dy) ||
6655 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6656 y + move_dy + right_dy)));
6658 if (should_turn_left || should_turn_right || should_move_on)
6660 if (should_turn_left && should_turn_right && should_move_on)
6661 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6662 rnd < 2 * rnd_value / 3 ? right_dir :
6664 else if (should_turn_left && should_turn_right)
6665 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6666 else if (should_turn_left && should_move_on)
6667 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6668 else if (should_turn_right && should_move_on)
6669 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6670 else if (should_turn_left)
6671 MovDir[x][y] = left_dir;
6672 else if (should_turn_right)
6673 MovDir[x][y] = right_dir;
6674 else if (should_move_on)
6675 MovDir[x][y] = old_move_dir;
6677 else if (can_move_on && rnd > rnd_value / 8)
6678 MovDir[x][y] = old_move_dir;
6679 else if (can_turn_left && can_turn_right)
6680 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6681 else if (can_turn_left && rnd > rnd_value / 8)
6682 MovDir[x][y] = left_dir;
6683 else if (can_turn_right && rnd > rnd_value/8)
6684 MovDir[x][y] = right_dir;
6686 MovDir[x][y] = back_dir;
6688 xx = x + move_xy[MovDir[x][y]].dx;
6689 yy = y + move_xy[MovDir[x][y]].dy;
6691 if (!IN_LEV_FIELD(xx, yy) ||
6692 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6693 MovDir[x][y] = old_move_dir;
6697 else if (element == EL_DRAGON)
6699 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6700 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6701 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6703 int rnd = RND(rnd_value);
6705 if (can_move_on && rnd > rnd_value / 8)
6706 MovDir[x][y] = old_move_dir;
6707 else if (can_turn_left && can_turn_right)
6708 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6709 else if (can_turn_left && rnd > rnd_value / 8)
6710 MovDir[x][y] = left_dir;
6711 else if (can_turn_right && rnd > rnd_value / 8)
6712 MovDir[x][y] = right_dir;
6714 MovDir[x][y] = back_dir;
6716 xx = x + move_xy[MovDir[x][y]].dx;
6717 yy = y + move_xy[MovDir[x][y]].dy;
6719 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6720 MovDir[x][y] = old_move_dir;
6724 else if (element == EL_MOLE)
6726 boolean can_move_on =
6727 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6728 IS_AMOEBOID(Feld[move_x][move_y]) ||
6729 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6732 boolean can_turn_left =
6733 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6734 IS_AMOEBOID(Feld[left_x][left_y])));
6736 boolean can_turn_right =
6737 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6738 IS_AMOEBOID(Feld[right_x][right_y])));
6740 if (can_turn_left && can_turn_right)
6741 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6742 else if (can_turn_left)
6743 MovDir[x][y] = left_dir;
6745 MovDir[x][y] = right_dir;
6748 if (MovDir[x][y] != old_move_dir)
6751 else if (element == EL_BALLOON)
6753 MovDir[x][y] = game.wind_direction;
6756 else if (element == EL_SPRING)
6758 if (MovDir[x][y] & MV_HORIZONTAL)
6760 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6761 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6763 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6764 ResetGfxAnimation(move_x, move_y);
6765 TEST_DrawLevelField(move_x, move_y);
6767 MovDir[x][y] = back_dir;
6769 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6770 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6771 MovDir[x][y] = MV_NONE;
6776 else if (element == EL_ROBOT ||
6777 element == EL_SATELLITE ||
6778 element == EL_PENGUIN ||
6779 element == EL_EMC_ANDROID)
6781 int attr_x = -1, attr_y = -1;
6792 for (i = 0; i < MAX_PLAYERS; i++)
6794 struct PlayerInfo *player = &stored_player[i];
6795 int jx = player->jx, jy = player->jy;
6797 if (!player->active)
6801 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6809 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6810 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6811 game.engine_version < VERSION_IDENT(3,1,0,0)))
6817 if (element == EL_PENGUIN)
6820 static int xy[4][2] =
6828 for (i = 0; i < NUM_DIRECTIONS; i++)
6830 int ex = x + xy[i][0];
6831 int ey = y + xy[i][1];
6833 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6834 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6835 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6836 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6845 MovDir[x][y] = MV_NONE;
6847 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6848 else if (attr_x > x)
6849 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6851 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6852 else if (attr_y > y)
6853 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6855 if (element == EL_ROBOT)
6859 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6860 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6861 Moving2Blocked(x, y, &newx, &newy);
6863 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6864 MovDelay[x][y] = 8 + 8 * !RND(3);
6866 MovDelay[x][y] = 16;
6868 else if (element == EL_PENGUIN)
6874 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6876 boolean first_horiz = RND(2);
6877 int new_move_dir = MovDir[x][y];
6880 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6881 Moving2Blocked(x, y, &newx, &newy);
6883 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6887 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6888 Moving2Blocked(x, y, &newx, &newy);
6890 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6893 MovDir[x][y] = old_move_dir;
6897 else if (element == EL_SATELLITE)
6903 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6905 boolean first_horiz = RND(2);
6906 int new_move_dir = MovDir[x][y];
6909 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6910 Moving2Blocked(x, y, &newx, &newy);
6912 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6916 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6917 Moving2Blocked(x, y, &newx, &newy);
6919 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6922 MovDir[x][y] = old_move_dir;
6926 else if (element == EL_EMC_ANDROID)
6928 static int check_pos[16] =
6930 -1, /* 0 => (invalid) */
6931 7, /* 1 => MV_LEFT */
6932 3, /* 2 => MV_RIGHT */
6933 -1, /* 3 => (invalid) */
6935 0, /* 5 => MV_LEFT | MV_UP */
6936 2, /* 6 => MV_RIGHT | MV_UP */
6937 -1, /* 7 => (invalid) */
6938 5, /* 8 => MV_DOWN */
6939 6, /* 9 => MV_LEFT | MV_DOWN */
6940 4, /* 10 => MV_RIGHT | MV_DOWN */
6941 -1, /* 11 => (invalid) */
6942 -1, /* 12 => (invalid) */
6943 -1, /* 13 => (invalid) */
6944 -1, /* 14 => (invalid) */
6945 -1, /* 15 => (invalid) */
6953 { -1, -1, MV_LEFT | MV_UP },
6955 { +1, -1, MV_RIGHT | MV_UP },
6956 { +1, 0, MV_RIGHT },
6957 { +1, +1, MV_RIGHT | MV_DOWN },
6959 { -1, +1, MV_LEFT | MV_DOWN },
6962 int start_pos, check_order;
6963 boolean can_clone = FALSE;
6966 /* check if there is any free field around current position */
6967 for (i = 0; i < 8; i++)
6969 int newx = x + check_xy[i].dx;
6970 int newy = y + check_xy[i].dy;
6972 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6980 if (can_clone) /* randomly find an element to clone */
6984 start_pos = check_pos[RND(8)];
6985 check_order = (RND(2) ? -1 : +1);
6987 for (i = 0; i < 8; i++)
6989 int pos_raw = start_pos + i * check_order;
6990 int pos = (pos_raw + 8) % 8;
6991 int newx = x + check_xy[pos].dx;
6992 int newy = y + check_xy[pos].dy;
6994 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6996 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6997 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6999 Store[x][y] = Feld[newx][newy];
7008 if (can_clone) /* randomly find a direction to move */
7012 start_pos = check_pos[RND(8)];
7013 check_order = (RND(2) ? -1 : +1);
7015 for (i = 0; i < 8; i++)
7017 int pos_raw = start_pos + i * check_order;
7018 int pos = (pos_raw + 8) % 8;
7019 int newx = x + check_xy[pos].dx;
7020 int newy = y + check_xy[pos].dy;
7021 int new_move_dir = check_xy[pos].dir;
7023 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7025 MovDir[x][y] = new_move_dir;
7026 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7035 if (can_clone) /* cloning and moving successful */
7038 /* cannot clone -- try to move towards player */
7040 start_pos = check_pos[MovDir[x][y] & 0x0f];
7041 check_order = (RND(2) ? -1 : +1);
7043 for (i = 0; i < 3; i++)
7045 /* first check start_pos, then previous/next or (next/previous) pos */
7046 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7047 int pos = (pos_raw + 8) % 8;
7048 int newx = x + check_xy[pos].dx;
7049 int newy = y + check_xy[pos].dy;
7050 int new_move_dir = check_xy[pos].dir;
7052 if (IS_PLAYER(newx, newy))
7055 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7057 MovDir[x][y] = new_move_dir;
7058 MovDelay[x][y] = level.android_move_time * 8 + 1;
7065 else if (move_pattern == MV_TURNING_LEFT ||
7066 move_pattern == MV_TURNING_RIGHT ||
7067 move_pattern == MV_TURNING_LEFT_RIGHT ||
7068 move_pattern == MV_TURNING_RIGHT_LEFT ||
7069 move_pattern == MV_TURNING_RANDOM ||
7070 move_pattern == MV_ALL_DIRECTIONS)
7072 boolean can_turn_left =
7073 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7074 boolean can_turn_right =
7075 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7077 if (element_info[element].move_stepsize == 0) /* "not moving" */
7080 if (move_pattern == MV_TURNING_LEFT)
7081 MovDir[x][y] = left_dir;
7082 else if (move_pattern == MV_TURNING_RIGHT)
7083 MovDir[x][y] = right_dir;
7084 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7085 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7086 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7087 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7088 else if (move_pattern == MV_TURNING_RANDOM)
7089 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7090 can_turn_right && !can_turn_left ? right_dir :
7091 RND(2) ? left_dir : right_dir);
7092 else if (can_turn_left && can_turn_right)
7093 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7094 else if (can_turn_left)
7095 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7096 else if (can_turn_right)
7097 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7099 MovDir[x][y] = back_dir;
7101 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7103 else if (move_pattern == MV_HORIZONTAL ||
7104 move_pattern == MV_VERTICAL)
7106 if (move_pattern & old_move_dir)
7107 MovDir[x][y] = back_dir;
7108 else if (move_pattern == MV_HORIZONTAL)
7109 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7110 else if (move_pattern == MV_VERTICAL)
7111 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7113 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7115 else if (move_pattern & MV_ANY_DIRECTION)
7117 MovDir[x][y] = move_pattern;
7118 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7120 else if (move_pattern & MV_WIND_DIRECTION)
7122 MovDir[x][y] = game.wind_direction;
7123 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7125 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7127 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7128 MovDir[x][y] = left_dir;
7129 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7130 MovDir[x][y] = right_dir;
7132 if (MovDir[x][y] != old_move_dir)
7133 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7135 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7137 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7138 MovDir[x][y] = right_dir;
7139 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7140 MovDir[x][y] = left_dir;
7142 if (MovDir[x][y] != old_move_dir)
7143 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7145 else if (move_pattern == MV_TOWARDS_PLAYER ||
7146 move_pattern == MV_AWAY_FROM_PLAYER)
7148 int attr_x = -1, attr_y = -1;
7150 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7161 for (i = 0; i < MAX_PLAYERS; i++)
7163 struct PlayerInfo *player = &stored_player[i];
7164 int jx = player->jx, jy = player->jy;
7166 if (!player->active)
7170 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7178 MovDir[x][y] = MV_NONE;
7180 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7181 else if (attr_x > x)
7182 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7184 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7185 else if (attr_y > y)
7186 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7188 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7190 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7192 boolean first_horiz = RND(2);
7193 int new_move_dir = MovDir[x][y];
7195 if (element_info[element].move_stepsize == 0) /* "not moving" */
7197 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7198 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7204 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7205 Moving2Blocked(x, y, &newx, &newy);
7207 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7211 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7212 Moving2Blocked(x, y, &newx, &newy);
7214 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7217 MovDir[x][y] = old_move_dir;
7220 else if (move_pattern == MV_WHEN_PUSHED ||
7221 move_pattern == MV_WHEN_DROPPED)
7223 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7224 MovDir[x][y] = MV_NONE;
7228 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7230 static int test_xy[7][2] =
7240 static int test_dir[7] =
7250 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7251 int move_preference = -1000000; /* start with very low preference */
7252 int new_move_dir = MV_NONE;
7253 int start_test = RND(4);
7256 for (i = 0; i < NUM_DIRECTIONS; i++)
7258 int move_dir = test_dir[start_test + i];
7259 int move_dir_preference;
7261 xx = x + test_xy[start_test + i][0];
7262 yy = y + test_xy[start_test + i][1];
7264 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7265 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7267 new_move_dir = move_dir;
7272 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7275 move_dir_preference = -1 * RunnerVisit[xx][yy];
7276 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7277 move_dir_preference = PlayerVisit[xx][yy];
7279 if (move_dir_preference > move_preference)
7281 /* prefer field that has not been visited for the longest time */
7282 move_preference = move_dir_preference;
7283 new_move_dir = move_dir;
7285 else if (move_dir_preference == move_preference &&
7286 move_dir == old_move_dir)
7288 /* prefer last direction when all directions are preferred equally */
7289 move_preference = move_dir_preference;
7290 new_move_dir = move_dir;
7294 MovDir[x][y] = new_move_dir;
7295 if (old_move_dir != new_move_dir)
7296 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7300 static void TurnRound(int x, int y)
7302 int direction = MovDir[x][y];
7306 GfxDir[x][y] = MovDir[x][y];
7308 if (direction != MovDir[x][y])
7312 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7314 ResetGfxFrame(x, y);
7317 static boolean JustBeingPushed(int x, int y)
7321 for (i = 0; i < MAX_PLAYERS; i++)
7323 struct PlayerInfo *player = &stored_player[i];
7325 if (player->active && player->is_pushing && player->MovPos)
7327 int next_jx = player->jx + (player->jx - player->last_jx);
7328 int next_jy = player->jy + (player->jy - player->last_jy);
7330 if (x == next_jx && y == next_jy)
7338 void StartMoving(int x, int y)
7340 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7341 int element = Feld[x][y];
7346 if (MovDelay[x][y] == 0)
7347 GfxAction[x][y] = ACTION_DEFAULT;
7349 if (CAN_FALL(element) && y < lev_fieldy - 1)
7351 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7352 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7353 if (JustBeingPushed(x, y))
7356 if (element == EL_QUICKSAND_FULL)
7358 if (IS_FREE(x, y + 1))
7360 InitMovingField(x, y, MV_DOWN);
7361 started_moving = TRUE;
7363 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7364 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7365 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7366 Store[x][y] = EL_ROCK;
7368 Store[x][y] = EL_ROCK;
7371 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7373 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7375 if (!MovDelay[x][y])
7377 MovDelay[x][y] = TILEY + 1;
7379 ResetGfxAnimation(x, y);
7380 ResetGfxAnimation(x, y + 1);
7385 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7386 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7393 Feld[x][y] = EL_QUICKSAND_EMPTY;
7394 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7395 Store[x][y + 1] = Store[x][y];
7398 PlayLevelSoundAction(x, y, ACTION_FILLING);
7400 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7402 if (!MovDelay[x][y])
7404 MovDelay[x][y] = TILEY + 1;
7406 ResetGfxAnimation(x, y);
7407 ResetGfxAnimation(x, y + 1);
7412 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7413 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7420 Feld[x][y] = EL_QUICKSAND_EMPTY;
7421 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7422 Store[x][y + 1] = Store[x][y];
7425 PlayLevelSoundAction(x, y, ACTION_FILLING);
7428 else if (element == EL_QUICKSAND_FAST_FULL)
7430 if (IS_FREE(x, y + 1))
7432 InitMovingField(x, y, MV_DOWN);
7433 started_moving = TRUE;
7435 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7436 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7437 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7438 Store[x][y] = EL_ROCK;
7440 Store[x][y] = EL_ROCK;
7443 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7445 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7447 if (!MovDelay[x][y])
7449 MovDelay[x][y] = TILEY + 1;
7451 ResetGfxAnimation(x, y);
7452 ResetGfxAnimation(x, y + 1);
7457 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7458 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7465 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7466 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7467 Store[x][y + 1] = Store[x][y];
7470 PlayLevelSoundAction(x, y, ACTION_FILLING);
7472 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7474 if (!MovDelay[x][y])
7476 MovDelay[x][y] = TILEY + 1;
7478 ResetGfxAnimation(x, y);
7479 ResetGfxAnimation(x, y + 1);
7484 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7485 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7492 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7493 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7494 Store[x][y + 1] = Store[x][y];
7497 PlayLevelSoundAction(x, y, ACTION_FILLING);
7500 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7501 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7503 InitMovingField(x, y, MV_DOWN);
7504 started_moving = TRUE;
7506 Feld[x][y] = EL_QUICKSAND_FILLING;
7507 Store[x][y] = element;
7509 PlayLevelSoundAction(x, y, ACTION_FILLING);
7511 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7512 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7514 InitMovingField(x, y, MV_DOWN);
7515 started_moving = TRUE;
7517 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7518 Store[x][y] = element;
7520 PlayLevelSoundAction(x, y, ACTION_FILLING);
7522 else if (element == EL_MAGIC_WALL_FULL)
7524 if (IS_FREE(x, y + 1))
7526 InitMovingField(x, y, MV_DOWN);
7527 started_moving = TRUE;
7529 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7530 Store[x][y] = EL_CHANGED(Store[x][y]);
7532 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7534 if (!MovDelay[x][y])
7535 MovDelay[x][y] = TILEY / 4 + 1;
7544 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7545 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7546 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7550 else if (element == EL_BD_MAGIC_WALL_FULL)
7552 if (IS_FREE(x, y + 1))
7554 InitMovingField(x, y, MV_DOWN);
7555 started_moving = TRUE;
7557 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7558 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7560 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7562 if (!MovDelay[x][y])
7563 MovDelay[x][y] = TILEY / 4 + 1;
7572 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7573 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7574 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7578 else if (element == EL_DC_MAGIC_WALL_FULL)
7580 if (IS_FREE(x, y + 1))
7582 InitMovingField(x, y, MV_DOWN);
7583 started_moving = TRUE;
7585 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7586 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7588 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7590 if (!MovDelay[x][y])
7591 MovDelay[x][y] = TILEY / 4 + 1;
7600 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7601 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7602 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7606 else if ((CAN_PASS_MAGIC_WALL(element) &&
7607 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7608 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7609 (CAN_PASS_DC_MAGIC_WALL(element) &&
7610 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7613 InitMovingField(x, y, MV_DOWN);
7614 started_moving = TRUE;
7617 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7618 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7619 EL_DC_MAGIC_WALL_FILLING);
7620 Store[x][y] = element;
7622 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7624 SplashAcid(x, y + 1);
7626 InitMovingField(x, y, MV_DOWN);
7627 started_moving = TRUE;
7629 Store[x][y] = EL_ACID;
7632 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7633 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7634 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7635 CAN_FALL(element) && WasJustFalling[x][y] &&
7636 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7638 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7639 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7640 (Feld[x][y + 1] == EL_BLOCKED)))
7642 /* this is needed for a special case not covered by calling "Impact()"
7643 from "ContinueMoving()": if an element moves to a tile directly below
7644 another element which was just falling on that tile (which was empty
7645 in the previous frame), the falling element above would just stop
7646 instead of smashing the element below (in previous version, the above
7647 element was just checked for "moving" instead of "falling", resulting
7648 in incorrect smashes caused by horizontal movement of the above
7649 element; also, the case of the player being the element to smash was
7650 simply not covered here... :-/ ) */
7652 CheckCollision[x][y] = 0;
7653 CheckImpact[x][y] = 0;
7657 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7659 if (MovDir[x][y] == MV_NONE)
7661 InitMovingField(x, y, MV_DOWN);
7662 started_moving = TRUE;
7665 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7667 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7668 MovDir[x][y] = MV_DOWN;
7670 InitMovingField(x, y, MV_DOWN);
7671 started_moving = TRUE;
7673 else if (element == EL_AMOEBA_DROP)
7675 Feld[x][y] = EL_AMOEBA_GROWING;
7676 Store[x][y] = EL_AMOEBA_WET;
7678 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7679 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7680 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7681 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7683 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7684 (IS_FREE(x - 1, y + 1) ||
7685 Feld[x - 1][y + 1] == EL_ACID));
7686 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7687 (IS_FREE(x + 1, y + 1) ||
7688 Feld[x + 1][y + 1] == EL_ACID));
7689 boolean can_fall_any = (can_fall_left || can_fall_right);
7690 boolean can_fall_both = (can_fall_left && can_fall_right);
7691 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7693 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7695 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7696 can_fall_right = FALSE;
7697 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7698 can_fall_left = FALSE;
7699 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7700 can_fall_right = FALSE;
7701 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7702 can_fall_left = FALSE;
7704 can_fall_any = (can_fall_left || can_fall_right);
7705 can_fall_both = FALSE;
7710 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7711 can_fall_right = FALSE; /* slip down on left side */
7713 can_fall_left = !(can_fall_right = RND(2));
7715 can_fall_both = FALSE;
7720 /* if not determined otherwise, prefer left side for slipping down */
7721 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7722 started_moving = TRUE;
7725 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7727 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7728 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7729 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7730 int belt_dir = game.belt_dir[belt_nr];
7732 if ((belt_dir == MV_LEFT && left_is_free) ||
7733 (belt_dir == MV_RIGHT && right_is_free))
7735 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7737 InitMovingField(x, y, belt_dir);
7738 started_moving = TRUE;
7740 Pushed[x][y] = TRUE;
7741 Pushed[nextx][y] = TRUE;
7743 GfxAction[x][y] = ACTION_DEFAULT;
7747 MovDir[x][y] = 0; /* if element was moving, stop it */
7752 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7753 if (CAN_MOVE(element) && !started_moving)
7755 int move_pattern = element_info[element].move_pattern;
7758 Moving2Blocked(x, y, &newx, &newy);
7760 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7763 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7764 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7766 WasJustMoving[x][y] = 0;
7767 CheckCollision[x][y] = 0;
7769 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7771 if (Feld[x][y] != element) /* element has changed */
7775 if (!MovDelay[x][y]) /* start new movement phase */
7777 /* all objects that can change their move direction after each step
7778 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7780 if (element != EL_YAMYAM &&
7781 element != EL_DARK_YAMYAM &&
7782 element != EL_PACMAN &&
7783 !(move_pattern & MV_ANY_DIRECTION) &&
7784 move_pattern != MV_TURNING_LEFT &&
7785 move_pattern != MV_TURNING_RIGHT &&
7786 move_pattern != MV_TURNING_LEFT_RIGHT &&
7787 move_pattern != MV_TURNING_RIGHT_LEFT &&
7788 move_pattern != MV_TURNING_RANDOM)
7792 if (MovDelay[x][y] && (element == EL_BUG ||
7793 element == EL_SPACESHIP ||
7794 element == EL_SP_SNIKSNAK ||
7795 element == EL_SP_ELECTRON ||
7796 element == EL_MOLE))
7797 TEST_DrawLevelField(x, y);
7801 if (MovDelay[x][y]) /* wait some time before next movement */
7805 if (element == EL_ROBOT ||
7806 element == EL_YAMYAM ||
7807 element == EL_DARK_YAMYAM)
7809 DrawLevelElementAnimationIfNeeded(x, y, element);
7810 PlayLevelSoundAction(x, y, ACTION_WAITING);
7812 else if (element == EL_SP_ELECTRON)
7813 DrawLevelElementAnimationIfNeeded(x, y, element);
7814 else if (element == EL_DRAGON)
7817 int dir = MovDir[x][y];
7818 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7819 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7820 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7821 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7822 dir == MV_UP ? IMG_FLAMES_1_UP :
7823 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7824 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7826 GfxAction[x][y] = ACTION_ATTACKING;
7828 if (IS_PLAYER(x, y))
7829 DrawPlayerField(x, y);
7831 TEST_DrawLevelField(x, y);
7833 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7835 for (i = 1; i <= 3; i++)
7837 int xx = x + i * dx;
7838 int yy = y + i * dy;
7839 int sx = SCREENX(xx);
7840 int sy = SCREENY(yy);
7841 int flame_graphic = graphic + (i - 1);
7843 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7848 int flamed = MovingOrBlocked2Element(xx, yy);
7850 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7853 RemoveMovingField(xx, yy);
7855 ChangeDelay[xx][yy] = 0;
7857 Feld[xx][yy] = EL_FLAMES;
7859 if (IN_SCR_FIELD(sx, sy))
7861 TEST_DrawLevelFieldCrumbled(xx, yy);
7862 DrawGraphic(sx, sy, flame_graphic, frame);
7867 if (Feld[xx][yy] == EL_FLAMES)
7868 Feld[xx][yy] = EL_EMPTY;
7869 TEST_DrawLevelField(xx, yy);
7874 if (MovDelay[x][y]) /* element still has to wait some time */
7876 PlayLevelSoundAction(x, y, ACTION_WAITING);
7882 /* now make next step */
7884 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7886 if (DONT_COLLIDE_WITH(element) &&
7887 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7888 !PLAYER_ENEMY_PROTECTED(newx, newy))
7890 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7895 else if (CAN_MOVE_INTO_ACID(element) &&
7896 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7897 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7898 (MovDir[x][y] == MV_DOWN ||
7899 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7901 SplashAcid(newx, newy);
7902 Store[x][y] = EL_ACID;
7904 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7906 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7907 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7908 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7909 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7912 TEST_DrawLevelField(x, y);
7914 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7915 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7916 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7918 local_player->friends_still_needed--;
7919 if (!local_player->friends_still_needed &&
7920 !local_player->GameOver && AllPlayersGone)
7921 PlayerWins(local_player);
7925 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7927 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7928 TEST_DrawLevelField(newx, newy);
7930 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7932 else if (!IS_FREE(newx, newy))
7934 GfxAction[x][y] = ACTION_WAITING;
7936 if (IS_PLAYER(x, y))
7937 DrawPlayerField(x, y);
7939 TEST_DrawLevelField(x, y);
7944 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7946 if (IS_FOOD_PIG(Feld[newx][newy]))
7948 if (IS_MOVING(newx, newy))
7949 RemoveMovingField(newx, newy);
7952 Feld[newx][newy] = EL_EMPTY;
7953 TEST_DrawLevelField(newx, newy);
7956 PlayLevelSound(x, y, SND_PIG_DIGGING);
7958 else if (!IS_FREE(newx, newy))
7960 if (IS_PLAYER(x, y))
7961 DrawPlayerField(x, y);
7963 TEST_DrawLevelField(x, y);
7968 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7970 if (Store[x][y] != EL_EMPTY)
7972 boolean can_clone = FALSE;
7975 /* check if element to clone is still there */
7976 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7978 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7986 /* cannot clone or target field not free anymore -- do not clone */
7987 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7988 Store[x][y] = EL_EMPTY;
7991 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7993 if (IS_MV_DIAGONAL(MovDir[x][y]))
7995 int diagonal_move_dir = MovDir[x][y];
7996 int stored = Store[x][y];
7997 int change_delay = 8;
8000 /* android is moving diagonally */
8002 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8004 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8005 GfxElement[x][y] = EL_EMC_ANDROID;
8006 GfxAction[x][y] = ACTION_SHRINKING;
8007 GfxDir[x][y] = diagonal_move_dir;
8008 ChangeDelay[x][y] = change_delay;
8010 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8013 DrawLevelGraphicAnimation(x, y, graphic);
8014 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8016 if (Feld[newx][newy] == EL_ACID)
8018 SplashAcid(newx, newy);
8023 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8025 Store[newx][newy] = EL_EMC_ANDROID;
8026 GfxElement[newx][newy] = EL_EMC_ANDROID;
8027 GfxAction[newx][newy] = ACTION_GROWING;
8028 GfxDir[newx][newy] = diagonal_move_dir;
8029 ChangeDelay[newx][newy] = change_delay;
8031 graphic = el_act_dir2img(GfxElement[newx][newy],
8032 GfxAction[newx][newy], GfxDir[newx][newy]);
8034 DrawLevelGraphicAnimation(newx, newy, graphic);
8035 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8041 Feld[newx][newy] = EL_EMPTY;
8042 TEST_DrawLevelField(newx, newy);
8044 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8047 else if (!IS_FREE(newx, newy))
8052 else if (IS_CUSTOM_ELEMENT(element) &&
8053 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8055 if (!DigFieldByCE(newx, newy, element))
8058 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8060 RunnerVisit[x][y] = FrameCounter;
8061 PlayerVisit[x][y] /= 8; /* expire player visit path */
8064 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8066 if (!IS_FREE(newx, newy))
8068 if (IS_PLAYER(x, y))
8069 DrawPlayerField(x, y);
8071 TEST_DrawLevelField(x, y);
8077 boolean wanna_flame = !RND(10);
8078 int dx = newx - x, dy = newy - y;
8079 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8080 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8081 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8082 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8083 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8084 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8087 IS_CLASSIC_ENEMY(element1) ||
8088 IS_CLASSIC_ENEMY(element2)) &&
8089 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8090 element1 != EL_FLAMES && element2 != EL_FLAMES)
8092 ResetGfxAnimation(x, y);
8093 GfxAction[x][y] = ACTION_ATTACKING;
8095 if (IS_PLAYER(x, y))
8096 DrawPlayerField(x, y);
8098 TEST_DrawLevelField(x, y);
8100 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8102 MovDelay[x][y] = 50;
8104 Feld[newx][newy] = EL_FLAMES;
8105 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8106 Feld[newx1][newy1] = EL_FLAMES;
8107 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8108 Feld[newx2][newy2] = EL_FLAMES;
8114 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8115 Feld[newx][newy] == EL_DIAMOND)
8117 if (IS_MOVING(newx, newy))
8118 RemoveMovingField(newx, newy);
8121 Feld[newx][newy] = EL_EMPTY;
8122 TEST_DrawLevelField(newx, newy);
8125 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8127 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8128 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8130 if (AmoebaNr[newx][newy])
8132 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8133 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8134 Feld[newx][newy] == EL_BD_AMOEBA)
8135 AmoebaCnt[AmoebaNr[newx][newy]]--;
8138 if (IS_MOVING(newx, newy))
8140 RemoveMovingField(newx, newy);
8144 Feld[newx][newy] = EL_EMPTY;
8145 TEST_DrawLevelField(newx, newy);
8148 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8150 else if ((element == EL_PACMAN || element == EL_MOLE)
8151 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8153 if (AmoebaNr[newx][newy])
8155 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8156 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8157 Feld[newx][newy] == EL_BD_AMOEBA)
8158 AmoebaCnt[AmoebaNr[newx][newy]]--;
8161 if (element == EL_MOLE)
8163 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8164 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8166 ResetGfxAnimation(x, y);
8167 GfxAction[x][y] = ACTION_DIGGING;
8168 TEST_DrawLevelField(x, y);
8170 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8172 return; /* wait for shrinking amoeba */
8174 else /* element == EL_PACMAN */
8176 Feld[newx][newy] = EL_EMPTY;
8177 TEST_DrawLevelField(newx, newy);
8178 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8181 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8182 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8183 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8185 /* wait for shrinking amoeba to completely disappear */
8188 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8190 /* object was running against a wall */
8194 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8195 DrawLevelElementAnimation(x, y, element);
8197 if (DONT_TOUCH(element))
8198 TestIfBadThingTouchesPlayer(x, y);
8203 InitMovingField(x, y, MovDir[x][y]);
8205 PlayLevelSoundAction(x, y, ACTION_MOVING);
8209 ContinueMoving(x, y);
8212 void ContinueMoving(int x, int y)
8214 int element = Feld[x][y];
8215 struct ElementInfo *ei = &element_info[element];
8216 int direction = MovDir[x][y];
8217 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8218 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8219 int newx = x + dx, newy = y + dy;
8220 int stored = Store[x][y];
8221 int stored_new = Store[newx][newy];
8222 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8223 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8224 boolean last_line = (newy == lev_fieldy - 1);
8226 MovPos[x][y] += getElementMoveStepsize(x, y);
8228 if (pushed_by_player) /* special case: moving object pushed by player */
8229 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8231 if (ABS(MovPos[x][y]) < TILEX)
8233 TEST_DrawLevelField(x, y);
8235 return; /* element is still moving */
8238 /* element reached destination field */
8240 Feld[x][y] = EL_EMPTY;
8241 Feld[newx][newy] = element;
8242 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8244 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8246 element = Feld[newx][newy] = EL_ACID;
8248 else if (element == EL_MOLE)
8250 Feld[x][y] = EL_SAND;
8252 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8254 else if (element == EL_QUICKSAND_FILLING)
8256 element = Feld[newx][newy] = get_next_element(element);
8257 Store[newx][newy] = Store[x][y];
8259 else if (element == EL_QUICKSAND_EMPTYING)
8261 Feld[x][y] = get_next_element(element);
8262 element = Feld[newx][newy] = Store[x][y];
8264 else if (element == EL_QUICKSAND_FAST_FILLING)
8266 element = Feld[newx][newy] = get_next_element(element);
8267 Store[newx][newy] = Store[x][y];
8269 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8271 Feld[x][y] = get_next_element(element);
8272 element = Feld[newx][newy] = Store[x][y];
8274 else if (element == EL_MAGIC_WALL_FILLING)
8276 element = Feld[newx][newy] = get_next_element(element);
8277 if (!game.magic_wall_active)
8278 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8279 Store[newx][newy] = Store[x][y];
8281 else if (element == EL_MAGIC_WALL_EMPTYING)
8283 Feld[x][y] = get_next_element(element);
8284 if (!game.magic_wall_active)
8285 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8286 element = Feld[newx][newy] = Store[x][y];
8288 InitField(newx, newy, FALSE);
8290 else if (element == EL_BD_MAGIC_WALL_FILLING)
8292 element = Feld[newx][newy] = get_next_element(element);
8293 if (!game.magic_wall_active)
8294 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8295 Store[newx][newy] = Store[x][y];
8297 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8299 Feld[x][y] = get_next_element(element);
8300 if (!game.magic_wall_active)
8301 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8302 element = Feld[newx][newy] = Store[x][y];
8304 InitField(newx, newy, FALSE);
8306 else if (element == EL_DC_MAGIC_WALL_FILLING)
8308 element = Feld[newx][newy] = get_next_element(element);
8309 if (!game.magic_wall_active)
8310 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8311 Store[newx][newy] = Store[x][y];
8313 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8315 Feld[x][y] = get_next_element(element);
8316 if (!game.magic_wall_active)
8317 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8318 element = Feld[newx][newy] = Store[x][y];
8320 InitField(newx, newy, FALSE);
8322 else if (element == EL_AMOEBA_DROPPING)
8324 Feld[x][y] = get_next_element(element);
8325 element = Feld[newx][newy] = Store[x][y];
8327 else if (element == EL_SOKOBAN_OBJECT)
8330 Feld[x][y] = Back[x][y];
8332 if (Back[newx][newy])
8333 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8335 Back[x][y] = Back[newx][newy] = 0;
8338 Store[x][y] = EL_EMPTY;
8343 MovDelay[newx][newy] = 0;
8345 if (CAN_CHANGE_OR_HAS_ACTION(element))
8347 /* copy element change control values to new field */
8348 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8349 ChangePage[newx][newy] = ChangePage[x][y];
8350 ChangeCount[newx][newy] = ChangeCount[x][y];
8351 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8354 CustomValue[newx][newy] = CustomValue[x][y];
8356 ChangeDelay[x][y] = 0;
8357 ChangePage[x][y] = -1;
8358 ChangeCount[x][y] = 0;
8359 ChangeEvent[x][y] = -1;
8361 CustomValue[x][y] = 0;
8363 /* copy animation control values to new field */
8364 GfxFrame[newx][newy] = GfxFrame[x][y];
8365 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8366 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8367 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8369 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8371 /* some elements can leave other elements behind after moving */
8372 if (ei->move_leave_element != EL_EMPTY &&
8373 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8374 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8376 int move_leave_element = ei->move_leave_element;
8378 /* this makes it possible to leave the removed element again */
8379 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8380 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8382 Feld[x][y] = move_leave_element;
8384 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8385 MovDir[x][y] = direction;
8387 InitField(x, y, FALSE);
8389 if (GFX_CRUMBLED(Feld[x][y]))
8390 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8392 if (ELEM_IS_PLAYER(move_leave_element))
8393 RelocatePlayer(x, y, move_leave_element);
8396 /* do this after checking for left-behind element */
8397 ResetGfxAnimation(x, y); /* reset animation values for old field */
8399 if (!CAN_MOVE(element) ||
8400 (CAN_FALL(element) && direction == MV_DOWN &&
8401 (element == EL_SPRING ||
8402 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8403 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8404 GfxDir[x][y] = MovDir[newx][newy] = 0;
8406 TEST_DrawLevelField(x, y);
8407 TEST_DrawLevelField(newx, newy);
8409 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8411 /* prevent pushed element from moving on in pushed direction */
8412 if (pushed_by_player && CAN_MOVE(element) &&
8413 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8414 !(element_info[element].move_pattern & direction))
8415 TurnRound(newx, newy);
8417 /* prevent elements on conveyor belt from moving on in last direction */
8418 if (pushed_by_conveyor && CAN_FALL(element) &&
8419 direction & MV_HORIZONTAL)
8420 MovDir[newx][newy] = 0;
8422 if (!pushed_by_player)
8424 int nextx = newx + dx, nexty = newy + dy;
8425 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8427 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8429 if (CAN_FALL(element) && direction == MV_DOWN)
8430 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8432 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8433 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8435 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8436 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8439 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8441 TestIfBadThingTouchesPlayer(newx, newy);
8442 TestIfBadThingTouchesFriend(newx, newy);
8444 if (!IS_CUSTOM_ELEMENT(element))
8445 TestIfBadThingTouchesOtherBadThing(newx, newy);
8447 else if (element == EL_PENGUIN)
8448 TestIfFriendTouchesBadThing(newx, newy);
8450 if (DONT_GET_HIT_BY(element))
8452 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8455 /* give the player one last chance (one more frame) to move away */
8456 if (CAN_FALL(element) && direction == MV_DOWN &&
8457 (last_line || (!IS_FREE(x, newy + 1) &&
8458 (!IS_PLAYER(x, newy + 1) ||
8459 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8462 if (pushed_by_player && !game.use_change_when_pushing_bug)
8464 int push_side = MV_DIR_OPPOSITE(direction);
8465 struct PlayerInfo *player = PLAYERINFO(x, y);
8467 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8468 player->index_bit, push_side);
8469 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8470 player->index_bit, push_side);
8473 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8474 MovDelay[newx][newy] = 1;
8476 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8478 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8479 TestIfElementHitsCustomElement(newx, newy, direction);
8480 TestIfPlayerTouchesCustomElement(newx, newy);
8481 TestIfElementTouchesCustomElement(newx, newy);
8483 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8484 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8485 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8486 MV_DIR_OPPOSITE(direction));
8489 int AmoebeNachbarNr(int ax, int ay)
8492 int element = Feld[ax][ay];
8494 static int xy[4][2] =
8502 for (i = 0; i < NUM_DIRECTIONS; i++)
8504 int x = ax + xy[i][0];
8505 int y = ay + xy[i][1];
8507 if (!IN_LEV_FIELD(x, y))
8510 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8511 group_nr = AmoebaNr[x][y];
8517 void AmoebenVereinigen(int ax, int ay)
8519 int i, x, y, xx, yy;
8520 int new_group_nr = AmoebaNr[ax][ay];
8521 static int xy[4][2] =
8529 if (new_group_nr == 0)
8532 for (i = 0; i < NUM_DIRECTIONS; i++)
8537 if (!IN_LEV_FIELD(x, y))
8540 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8541 Feld[x][y] == EL_BD_AMOEBA ||
8542 Feld[x][y] == EL_AMOEBA_DEAD) &&
8543 AmoebaNr[x][y] != new_group_nr)
8545 int old_group_nr = AmoebaNr[x][y];
8547 if (old_group_nr == 0)
8550 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8551 AmoebaCnt[old_group_nr] = 0;
8552 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8553 AmoebaCnt2[old_group_nr] = 0;
8555 SCAN_PLAYFIELD(xx, yy)
8557 if (AmoebaNr[xx][yy] == old_group_nr)
8558 AmoebaNr[xx][yy] = new_group_nr;
8564 void AmoebeUmwandeln(int ax, int ay)
8568 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8570 int group_nr = AmoebaNr[ax][ay];
8575 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8576 printf("AmoebeUmwandeln(): This should never happen!\n");
8581 SCAN_PLAYFIELD(x, y)
8583 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8586 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8590 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8591 SND_AMOEBA_TURNING_TO_GEM :
8592 SND_AMOEBA_TURNING_TO_ROCK));
8597 static int xy[4][2] =
8605 for (i = 0; i < NUM_DIRECTIONS; i++)
8610 if (!IN_LEV_FIELD(x, y))
8613 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8615 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8616 SND_AMOEBA_TURNING_TO_GEM :
8617 SND_AMOEBA_TURNING_TO_ROCK));
8624 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8627 int group_nr = AmoebaNr[ax][ay];
8628 boolean done = FALSE;
8633 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8634 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8639 SCAN_PLAYFIELD(x, y)
8641 if (AmoebaNr[x][y] == group_nr &&
8642 (Feld[x][y] == EL_AMOEBA_DEAD ||
8643 Feld[x][y] == EL_BD_AMOEBA ||
8644 Feld[x][y] == EL_AMOEBA_GROWING))
8647 Feld[x][y] = new_element;
8648 InitField(x, y, FALSE);
8649 TEST_DrawLevelField(x, y);
8655 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8656 SND_BD_AMOEBA_TURNING_TO_ROCK :
8657 SND_BD_AMOEBA_TURNING_TO_GEM));
8660 void AmoebeWaechst(int x, int y)
8662 static unsigned int sound_delay = 0;
8663 static unsigned int sound_delay_value = 0;
8665 if (!MovDelay[x][y]) /* start new growing cycle */
8669 if (DelayReached(&sound_delay, sound_delay_value))
8671 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8672 sound_delay_value = 30;
8676 if (MovDelay[x][y]) /* wait some time before growing bigger */
8679 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8681 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8682 6 - MovDelay[x][y]);
8684 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8687 if (!MovDelay[x][y])
8689 Feld[x][y] = Store[x][y];
8691 TEST_DrawLevelField(x, y);
8696 void AmoebaDisappearing(int x, int y)
8698 static unsigned int sound_delay = 0;
8699 static unsigned int sound_delay_value = 0;
8701 if (!MovDelay[x][y]) /* start new shrinking cycle */
8705 if (DelayReached(&sound_delay, sound_delay_value))
8706 sound_delay_value = 30;
8709 if (MovDelay[x][y]) /* wait some time before shrinking */
8712 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8714 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8715 6 - MovDelay[x][y]);
8717 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8720 if (!MovDelay[x][y])
8722 Feld[x][y] = EL_EMPTY;
8723 TEST_DrawLevelField(x, y);
8725 /* don't let mole enter this field in this cycle;
8726 (give priority to objects falling to this field from above) */
8732 void AmoebeAbleger(int ax, int ay)
8735 int element = Feld[ax][ay];
8736 int graphic = el2img(element);
8737 int newax = ax, neway = ay;
8738 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8739 static int xy[4][2] =
8747 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8749 Feld[ax][ay] = EL_AMOEBA_DEAD;
8750 TEST_DrawLevelField(ax, ay);
8754 if (IS_ANIMATED(graphic))
8755 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8757 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8758 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8760 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8763 if (MovDelay[ax][ay])
8767 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8770 int x = ax + xy[start][0];
8771 int y = ay + xy[start][1];
8773 if (!IN_LEV_FIELD(x, y))
8776 if (IS_FREE(x, y) ||
8777 CAN_GROW_INTO(Feld[x][y]) ||
8778 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8779 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8785 if (newax == ax && neway == ay)
8788 else /* normal or "filled" (BD style) amoeba */
8791 boolean waiting_for_player = FALSE;
8793 for (i = 0; i < NUM_DIRECTIONS; i++)
8795 int j = (start + i) % 4;
8796 int x = ax + xy[j][0];
8797 int y = ay + xy[j][1];
8799 if (!IN_LEV_FIELD(x, y))
8802 if (IS_FREE(x, y) ||
8803 CAN_GROW_INTO(Feld[x][y]) ||
8804 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8805 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8811 else if (IS_PLAYER(x, y))
8812 waiting_for_player = TRUE;
8815 if (newax == ax && neway == ay) /* amoeba cannot grow */
8817 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8819 Feld[ax][ay] = EL_AMOEBA_DEAD;
8820 TEST_DrawLevelField(ax, ay);
8821 AmoebaCnt[AmoebaNr[ax][ay]]--;
8823 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8825 if (element == EL_AMOEBA_FULL)
8826 AmoebeUmwandeln(ax, ay);
8827 else if (element == EL_BD_AMOEBA)
8828 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8833 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8835 /* amoeba gets larger by growing in some direction */
8837 int new_group_nr = AmoebaNr[ax][ay];
8840 if (new_group_nr == 0)
8842 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8843 printf("AmoebeAbleger(): This should never happen!\n");
8848 AmoebaNr[newax][neway] = new_group_nr;
8849 AmoebaCnt[new_group_nr]++;
8850 AmoebaCnt2[new_group_nr]++;
8852 /* if amoeba touches other amoeba(s) after growing, unify them */
8853 AmoebenVereinigen(newax, neway);
8855 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8857 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8863 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8864 (neway == lev_fieldy - 1 && newax != ax))
8866 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8867 Store[newax][neway] = element;
8869 else if (neway == ay || element == EL_EMC_DRIPPER)
8871 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8873 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8877 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8878 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8879 Store[ax][ay] = EL_AMOEBA_DROP;
8880 ContinueMoving(ax, ay);
8884 TEST_DrawLevelField(newax, neway);
8887 void Life(int ax, int ay)
8891 int element = Feld[ax][ay];
8892 int graphic = el2img(element);
8893 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8895 boolean changed = FALSE;
8897 if (IS_ANIMATED(graphic))
8898 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8903 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8904 MovDelay[ax][ay] = life_time;
8906 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8909 if (MovDelay[ax][ay])
8913 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8915 int xx = ax+x1, yy = ay+y1;
8918 if (!IN_LEV_FIELD(xx, yy))
8921 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8923 int x = xx+x2, y = yy+y2;
8925 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8928 if (((Feld[x][y] == element ||
8929 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8931 (IS_FREE(x, y) && Stop[x][y]))
8935 if (xx == ax && yy == ay) /* field in the middle */
8937 if (nachbarn < life_parameter[0] ||
8938 nachbarn > life_parameter[1])
8940 Feld[xx][yy] = EL_EMPTY;
8942 TEST_DrawLevelField(xx, yy);
8943 Stop[xx][yy] = TRUE;
8947 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8948 { /* free border field */
8949 if (nachbarn >= life_parameter[2] &&
8950 nachbarn <= life_parameter[3])
8952 Feld[xx][yy] = element;
8953 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8955 TEST_DrawLevelField(xx, yy);
8956 Stop[xx][yy] = TRUE;
8963 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8964 SND_GAME_OF_LIFE_GROWING);
8967 static void InitRobotWheel(int x, int y)
8969 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8972 static void RunRobotWheel(int x, int y)
8974 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8977 static void StopRobotWheel(int x, int y)
8979 if (ZX == x && ZY == y)
8983 game.robot_wheel_active = FALSE;
8987 static void InitTimegateWheel(int x, int y)
8989 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8992 static void RunTimegateWheel(int x, int y)
8994 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8997 static void InitMagicBallDelay(int x, int y)
8999 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9002 static void ActivateMagicBall(int bx, int by)
9006 if (level.ball_random)
9008 int pos_border = RND(8); /* select one of the eight border elements */
9009 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9010 int xx = pos_content % 3;
9011 int yy = pos_content / 3;
9016 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9017 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9021 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9023 int xx = x - bx + 1;
9024 int yy = y - by + 1;
9026 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9027 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9031 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9034 void CheckExit(int x, int y)
9036 if (local_player->gems_still_needed > 0 ||
9037 local_player->sokobanfields_still_needed > 0 ||
9038 local_player->lights_still_needed > 0)
9040 int element = Feld[x][y];
9041 int graphic = el2img(element);
9043 if (IS_ANIMATED(graphic))
9044 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9049 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9052 Feld[x][y] = EL_EXIT_OPENING;
9054 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9057 void CheckExitEM(int x, int y)
9059 if (local_player->gems_still_needed > 0 ||
9060 local_player->sokobanfields_still_needed > 0 ||
9061 local_player->lights_still_needed > 0)
9063 int element = Feld[x][y];
9064 int graphic = el2img(element);
9066 if (IS_ANIMATED(graphic))
9067 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9072 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9075 Feld[x][y] = EL_EM_EXIT_OPENING;
9077 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9080 void CheckExitSteel(int x, int y)
9082 if (local_player->gems_still_needed > 0 ||
9083 local_player->sokobanfields_still_needed > 0 ||
9084 local_player->lights_still_needed > 0)
9086 int element = Feld[x][y];
9087 int graphic = el2img(element);
9089 if (IS_ANIMATED(graphic))
9090 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9095 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9098 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9100 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9103 void CheckExitSteelEM(int x, int y)
9105 if (local_player->gems_still_needed > 0 ||
9106 local_player->sokobanfields_still_needed > 0 ||
9107 local_player->lights_still_needed > 0)
9109 int element = Feld[x][y];
9110 int graphic = el2img(element);
9112 if (IS_ANIMATED(graphic))
9113 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9118 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9121 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9123 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9126 void CheckExitSP(int x, int y)
9128 if (local_player->gems_still_needed > 0)
9130 int element = Feld[x][y];
9131 int graphic = el2img(element);
9133 if (IS_ANIMATED(graphic))
9134 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9139 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9142 Feld[x][y] = EL_SP_EXIT_OPENING;
9144 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9147 static void CloseAllOpenTimegates(void)
9151 SCAN_PLAYFIELD(x, y)
9153 int element = Feld[x][y];
9155 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9157 Feld[x][y] = EL_TIMEGATE_CLOSING;
9159 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9164 void DrawTwinkleOnField(int x, int y)
9166 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9169 if (Feld[x][y] == EL_BD_DIAMOND)
9172 if (MovDelay[x][y] == 0) /* next animation frame */
9173 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9175 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9179 DrawLevelElementAnimation(x, y, Feld[x][y]);
9181 if (MovDelay[x][y] != 0)
9183 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9184 10 - MovDelay[x][y]);
9186 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9191 void MauerWaechst(int x, int y)
9195 if (!MovDelay[x][y]) /* next animation frame */
9196 MovDelay[x][y] = 3 * delay;
9198 if (MovDelay[x][y]) /* wait some time before next frame */
9202 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9204 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9205 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9207 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9210 if (!MovDelay[x][y])
9212 if (MovDir[x][y] == MV_LEFT)
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_RIGHT)
9219 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9220 TEST_DrawLevelField(x + 1, y);
9222 else if (MovDir[x][y] == MV_UP)
9224 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9225 TEST_DrawLevelField(x, y - 1);
9229 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9230 TEST_DrawLevelField(x, y + 1);
9233 Feld[x][y] = Store[x][y];
9235 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9236 TEST_DrawLevelField(x, y);
9241 void MauerAbleger(int ax, int ay)
9243 int element = Feld[ax][ay];
9244 int graphic = el2img(element);
9245 boolean oben_frei = FALSE, unten_frei = FALSE;
9246 boolean links_frei = FALSE, rechts_frei = FALSE;
9247 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9248 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9249 boolean new_wall = FALSE;
9251 if (IS_ANIMATED(graphic))
9252 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9254 if (!MovDelay[ax][ay]) /* start building new wall */
9255 MovDelay[ax][ay] = 6;
9257 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9260 if (MovDelay[ax][ay])
9264 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9266 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9268 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9270 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9273 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9274 element == EL_EXPANDABLE_WALL_ANY)
9278 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9279 Store[ax][ay-1] = element;
9280 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9281 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9282 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9283 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9288 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9289 Store[ax][ay+1] = element;
9290 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9291 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9292 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9293 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9298 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9299 element == EL_EXPANDABLE_WALL_ANY ||
9300 element == EL_EXPANDABLE_WALL ||
9301 element == EL_BD_EXPANDABLE_WALL)
9305 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9306 Store[ax-1][ay] = element;
9307 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9308 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9309 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9310 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9316 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9317 Store[ax+1][ay] = element;
9318 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9319 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9320 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9321 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9326 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9327 TEST_DrawLevelField(ax, ay);
9329 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9331 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9332 unten_massiv = TRUE;
9333 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9334 links_massiv = TRUE;
9335 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9336 rechts_massiv = TRUE;
9338 if (((oben_massiv && unten_massiv) ||
9339 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9340 element == EL_EXPANDABLE_WALL) &&
9341 ((links_massiv && rechts_massiv) ||
9342 element == EL_EXPANDABLE_WALL_VERTICAL))
9343 Feld[ax][ay] = EL_WALL;
9346 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9349 void MauerAblegerStahl(int ax, int ay)
9351 int element = Feld[ax][ay];
9352 int graphic = el2img(element);
9353 boolean oben_frei = FALSE, unten_frei = FALSE;
9354 boolean links_frei = FALSE, rechts_frei = FALSE;
9355 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9356 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9357 boolean new_wall = FALSE;
9359 if (IS_ANIMATED(graphic))
9360 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9362 if (!MovDelay[ax][ay]) /* start building new wall */
9363 MovDelay[ax][ay] = 6;
9365 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9368 if (MovDelay[ax][ay])
9372 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9374 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9376 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9378 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9381 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9382 element == EL_EXPANDABLE_STEELWALL_ANY)
9386 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9387 Store[ax][ay-1] = element;
9388 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9389 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9390 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9391 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9396 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9397 Store[ax][ay+1] = element;
9398 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9399 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9400 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9401 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9406 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9407 element == EL_EXPANDABLE_STEELWALL_ANY)
9411 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9412 Store[ax-1][ay] = element;
9413 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9414 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9415 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9416 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9422 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9423 Store[ax+1][ay] = element;
9424 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9425 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9426 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9427 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9432 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9434 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9435 unten_massiv = TRUE;
9436 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9437 links_massiv = TRUE;
9438 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9439 rechts_massiv = TRUE;
9441 if (((oben_massiv && unten_massiv) ||
9442 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9443 ((links_massiv && rechts_massiv) ||
9444 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9445 Feld[ax][ay] = EL_STEELWALL;
9448 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9451 void CheckForDragon(int x, int y)
9454 boolean dragon_found = FALSE;
9455 static int xy[4][2] =
9463 for (i = 0; i < NUM_DIRECTIONS; i++)
9465 for (j = 0; j < 4; j++)
9467 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9469 if (IN_LEV_FIELD(xx, yy) &&
9470 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9472 if (Feld[xx][yy] == EL_DRAGON)
9473 dragon_found = TRUE;
9482 for (i = 0; i < NUM_DIRECTIONS; i++)
9484 for (j = 0; j < 3; j++)
9486 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9488 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9490 Feld[xx][yy] = EL_EMPTY;
9491 TEST_DrawLevelField(xx, yy);
9500 static void InitBuggyBase(int x, int y)
9502 int element = Feld[x][y];
9503 int activating_delay = FRAMES_PER_SECOND / 4;
9506 (element == EL_SP_BUGGY_BASE ?
9507 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9508 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9510 element == EL_SP_BUGGY_BASE_ACTIVE ?
9511 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9514 static void WarnBuggyBase(int x, int y)
9517 static int xy[4][2] =
9525 for (i = 0; i < NUM_DIRECTIONS; i++)
9527 int xx = x + xy[i][0];
9528 int yy = y + xy[i][1];
9530 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9532 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9539 static void InitTrap(int x, int y)
9541 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9544 static void ActivateTrap(int x, int y)
9546 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9549 static void ChangeActiveTrap(int x, int y)
9551 int graphic = IMG_TRAP_ACTIVE;
9553 /* if new animation frame was drawn, correct crumbled sand border */
9554 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9555 TEST_DrawLevelFieldCrumbled(x, y);
9558 static int getSpecialActionElement(int element, int number, int base_element)
9560 return (element != EL_EMPTY ? element :
9561 number != -1 ? base_element + number - 1 :
9565 static int getModifiedActionNumber(int value_old, int operator, int operand,
9566 int value_min, int value_max)
9568 int value_new = (operator == CA_MODE_SET ? operand :
9569 operator == CA_MODE_ADD ? value_old + operand :
9570 operator == CA_MODE_SUBTRACT ? value_old - operand :
9571 operator == CA_MODE_MULTIPLY ? value_old * operand :
9572 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9573 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9576 return (value_new < value_min ? value_min :
9577 value_new > value_max ? value_max :
9581 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9583 struct ElementInfo *ei = &element_info[element];
9584 struct ElementChangeInfo *change = &ei->change_page[page];
9585 int target_element = change->target_element;
9586 int action_type = change->action_type;
9587 int action_mode = change->action_mode;
9588 int action_arg = change->action_arg;
9589 int action_element = change->action_element;
9592 if (!change->has_action)
9595 /* ---------- determine action paramater values -------------------------- */
9597 int level_time_value =
9598 (level.time > 0 ? TimeLeft :
9601 int action_arg_element_raw =
9602 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9603 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9604 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9605 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9606 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9607 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9608 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9610 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9612 int action_arg_direction =
9613 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9614 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9615 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9616 change->actual_trigger_side :
9617 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9618 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9621 int action_arg_number_min =
9622 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9625 int action_arg_number_max =
9626 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9627 action_type == CA_SET_LEVEL_GEMS ? 999 :
9628 action_type == CA_SET_LEVEL_TIME ? 9999 :
9629 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9630 action_type == CA_SET_CE_VALUE ? 9999 :
9631 action_type == CA_SET_CE_SCORE ? 9999 :
9634 int action_arg_number_reset =
9635 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9636 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9637 action_type == CA_SET_LEVEL_TIME ? level.time :
9638 action_type == CA_SET_LEVEL_SCORE ? 0 :
9639 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9640 action_type == CA_SET_CE_SCORE ? 0 :
9643 int action_arg_number =
9644 (action_arg <= CA_ARG_MAX ? action_arg :
9645 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9646 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9647 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9648 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9649 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9650 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9651 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9652 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9653 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9654 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9655 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9656 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9657 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9658 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9659 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9660 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9661 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9662 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9663 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9664 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9665 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9668 int action_arg_number_old =
9669 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9670 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9671 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9672 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9673 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9676 int action_arg_number_new =
9677 getModifiedActionNumber(action_arg_number_old,
9678 action_mode, action_arg_number,
9679 action_arg_number_min, action_arg_number_max);
9681 int trigger_player_bits =
9682 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9683 change->actual_trigger_player_bits : change->trigger_player);
9685 int action_arg_player_bits =
9686 (action_arg >= CA_ARG_PLAYER_1 &&
9687 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9688 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9689 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9692 /* ---------- execute action -------------------------------------------- */
9694 switch (action_type)
9701 /* ---------- level actions ------------------------------------------- */
9703 case CA_RESTART_LEVEL:
9705 game.restart_level = TRUE;
9710 case CA_SHOW_ENVELOPE:
9712 int element = getSpecialActionElement(action_arg_element,
9713 action_arg_number, EL_ENVELOPE_1);
9715 if (IS_ENVELOPE(element))
9716 local_player->show_envelope = element;
9721 case CA_SET_LEVEL_TIME:
9723 if (level.time > 0) /* only modify limited time value */
9725 TimeLeft = action_arg_number_new;
9727 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9729 DisplayGameControlValues();
9731 if (!TimeLeft && setup.time_limit)
9732 for (i = 0; i < MAX_PLAYERS; i++)
9733 KillPlayer(&stored_player[i]);
9739 case CA_SET_LEVEL_SCORE:
9741 local_player->score = action_arg_number_new;
9743 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9745 DisplayGameControlValues();
9750 case CA_SET_LEVEL_GEMS:
9752 local_player->gems_still_needed = action_arg_number_new;
9754 game.snapshot.collected_item = TRUE;
9756 game_panel_controls[GAME_PANEL_GEMS].value =
9757 local_player->gems_still_needed;
9759 DisplayGameControlValues();
9764 case CA_SET_LEVEL_WIND:
9766 game.wind_direction = action_arg_direction;
9771 case CA_SET_LEVEL_RANDOM_SEED:
9773 /* ensure that setting a new random seed while playing is predictable */
9774 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9779 /* ---------- player actions ------------------------------------------ */
9781 case CA_MOVE_PLAYER:
9783 /* automatically move to the next field in specified direction */
9784 for (i = 0; i < MAX_PLAYERS; i++)
9785 if (trigger_player_bits & (1 << i))
9786 stored_player[i].programmed_action = action_arg_direction;
9791 case CA_EXIT_PLAYER:
9793 for (i = 0; i < MAX_PLAYERS; i++)
9794 if (action_arg_player_bits & (1 << i))
9795 ExitPlayer(&stored_player[i]);
9798 PlayerWins(local_player);
9803 case CA_KILL_PLAYER:
9805 for (i = 0; i < MAX_PLAYERS; i++)
9806 if (action_arg_player_bits & (1 << i))
9807 KillPlayer(&stored_player[i]);
9812 case CA_SET_PLAYER_KEYS:
9814 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9815 int element = getSpecialActionElement(action_arg_element,
9816 action_arg_number, EL_KEY_1);
9818 if (IS_KEY(element))
9820 for (i = 0; i < MAX_PLAYERS; i++)
9822 if (trigger_player_bits & (1 << i))
9824 stored_player[i].key[KEY_NR(element)] = key_state;
9826 DrawGameDoorValues();
9834 case CA_SET_PLAYER_SPEED:
9836 for (i = 0; i < MAX_PLAYERS; i++)
9838 if (trigger_player_bits & (1 << i))
9840 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9842 if (action_arg == CA_ARG_SPEED_FASTER &&
9843 stored_player[i].cannot_move)
9845 action_arg_number = STEPSIZE_VERY_SLOW;
9847 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9848 action_arg == CA_ARG_SPEED_FASTER)
9850 action_arg_number = 2;
9851 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9854 else if (action_arg == CA_ARG_NUMBER_RESET)
9856 action_arg_number = level.initial_player_stepsize[i];
9860 getModifiedActionNumber(move_stepsize,
9863 action_arg_number_min,
9864 action_arg_number_max);
9866 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9873 case CA_SET_PLAYER_SHIELD:
9875 for (i = 0; i < MAX_PLAYERS; i++)
9877 if (trigger_player_bits & (1 << i))
9879 if (action_arg == CA_ARG_SHIELD_OFF)
9881 stored_player[i].shield_normal_time_left = 0;
9882 stored_player[i].shield_deadly_time_left = 0;
9884 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9886 stored_player[i].shield_normal_time_left = 999999;
9888 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9890 stored_player[i].shield_normal_time_left = 999999;
9891 stored_player[i].shield_deadly_time_left = 999999;
9899 case CA_SET_PLAYER_GRAVITY:
9901 for (i = 0; i < MAX_PLAYERS; i++)
9903 if (trigger_player_bits & (1 << i))
9905 stored_player[i].gravity =
9906 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9907 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9908 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9909 stored_player[i].gravity);
9916 case CA_SET_PLAYER_ARTWORK:
9918 for (i = 0; i < MAX_PLAYERS; i++)
9920 if (trigger_player_bits & (1 << i))
9922 int artwork_element = action_arg_element;
9924 if (action_arg == CA_ARG_ELEMENT_RESET)
9926 (level.use_artwork_element[i] ? level.artwork_element[i] :
9927 stored_player[i].element_nr);
9929 if (stored_player[i].artwork_element != artwork_element)
9930 stored_player[i].Frame = 0;
9932 stored_player[i].artwork_element = artwork_element;
9934 SetPlayerWaiting(&stored_player[i], FALSE);
9936 /* set number of special actions for bored and sleeping animation */
9937 stored_player[i].num_special_action_bored =
9938 get_num_special_action(artwork_element,
9939 ACTION_BORING_1, ACTION_BORING_LAST);
9940 stored_player[i].num_special_action_sleeping =
9941 get_num_special_action(artwork_element,
9942 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9949 case CA_SET_PLAYER_INVENTORY:
9951 for (i = 0; i < MAX_PLAYERS; i++)
9953 struct PlayerInfo *player = &stored_player[i];
9956 if (trigger_player_bits & (1 << i))
9958 int inventory_element = action_arg_element;
9960 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9961 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9962 action_arg == CA_ARG_ELEMENT_ACTION)
9964 int element = inventory_element;
9965 int collect_count = element_info[element].collect_count_initial;
9967 if (!IS_CUSTOM_ELEMENT(element))
9970 if (collect_count == 0)
9971 player->inventory_infinite_element = element;
9973 for (k = 0; k < collect_count; k++)
9974 if (player->inventory_size < MAX_INVENTORY_SIZE)
9975 player->inventory_element[player->inventory_size++] =
9978 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9979 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9980 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9982 if (player->inventory_infinite_element != EL_UNDEFINED &&
9983 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9984 action_arg_element_raw))
9985 player->inventory_infinite_element = EL_UNDEFINED;
9987 for (k = 0, j = 0; j < player->inventory_size; j++)
9989 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9990 action_arg_element_raw))
9991 player->inventory_element[k++] = player->inventory_element[j];
9994 player->inventory_size = k;
9996 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9998 if (player->inventory_size > 0)
10000 for (j = 0; j < player->inventory_size - 1; j++)
10001 player->inventory_element[j] = player->inventory_element[j + 1];
10003 player->inventory_size--;
10006 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10008 if (player->inventory_size > 0)
10009 player->inventory_size--;
10011 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10013 player->inventory_infinite_element = EL_UNDEFINED;
10014 player->inventory_size = 0;
10016 else if (action_arg == CA_ARG_INVENTORY_RESET)
10018 player->inventory_infinite_element = EL_UNDEFINED;
10019 player->inventory_size = 0;
10021 if (level.use_initial_inventory[i])
10023 for (j = 0; j < level.initial_inventory_size[i]; j++)
10025 int element = level.initial_inventory_content[i][j];
10026 int collect_count = element_info[element].collect_count_initial;
10028 if (!IS_CUSTOM_ELEMENT(element))
10031 if (collect_count == 0)
10032 player->inventory_infinite_element = element;
10034 for (k = 0; k < collect_count; k++)
10035 if (player->inventory_size < MAX_INVENTORY_SIZE)
10036 player->inventory_element[player->inventory_size++] =
10047 /* ---------- CE actions ---------------------------------------------- */
10049 case CA_SET_CE_VALUE:
10051 int last_ce_value = CustomValue[x][y];
10053 CustomValue[x][y] = action_arg_number_new;
10055 if (CustomValue[x][y] != last_ce_value)
10057 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10058 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10060 if (CustomValue[x][y] == 0)
10062 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10063 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10070 case CA_SET_CE_SCORE:
10072 int last_ce_score = ei->collect_score;
10074 ei->collect_score = action_arg_number_new;
10076 if (ei->collect_score != last_ce_score)
10078 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10079 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10081 if (ei->collect_score == 0)
10085 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10086 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10089 This is a very special case that seems to be a mixture between
10090 CheckElementChange() and CheckTriggeredElementChange(): while
10091 the first one only affects single elements that are triggered
10092 directly, the second one affects multiple elements in the playfield
10093 that are triggered indirectly by another element. This is a third
10094 case: Changing the CE score always affects multiple identical CEs,
10095 so every affected CE must be checked, not only the single CE for
10096 which the CE score was changed in the first place (as every instance
10097 of that CE shares the same CE score, and therefore also can change)!
10099 SCAN_PLAYFIELD(xx, yy)
10101 if (Feld[xx][yy] == element)
10102 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10103 CE_SCORE_GETS_ZERO);
10111 case CA_SET_CE_ARTWORK:
10113 int artwork_element = action_arg_element;
10114 boolean reset_frame = FALSE;
10117 if (action_arg == CA_ARG_ELEMENT_RESET)
10118 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10121 if (ei->gfx_element != artwork_element)
10122 reset_frame = TRUE;
10124 ei->gfx_element = artwork_element;
10126 SCAN_PLAYFIELD(xx, yy)
10128 if (Feld[xx][yy] == element)
10132 ResetGfxAnimation(xx, yy);
10133 ResetRandomAnimationValue(xx, yy);
10136 TEST_DrawLevelField(xx, yy);
10143 /* ---------- engine actions ------------------------------------------ */
10145 case CA_SET_ENGINE_SCAN_MODE:
10147 InitPlayfieldScanMode(action_arg);
10157 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10159 int old_element = Feld[x][y];
10160 int new_element = GetElementFromGroupElement(element);
10161 int previous_move_direction = MovDir[x][y];
10162 int last_ce_value = CustomValue[x][y];
10163 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10164 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10165 boolean add_player_onto_element = (new_element_is_player &&
10166 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10167 IS_WALKABLE(old_element));
10169 if (!add_player_onto_element)
10171 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10172 RemoveMovingField(x, y);
10176 Feld[x][y] = new_element;
10178 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10179 MovDir[x][y] = previous_move_direction;
10181 if (element_info[new_element].use_last_ce_value)
10182 CustomValue[x][y] = last_ce_value;
10184 InitField_WithBug1(x, y, FALSE);
10186 new_element = Feld[x][y]; /* element may have changed */
10188 ResetGfxAnimation(x, y);
10189 ResetRandomAnimationValue(x, y);
10191 TEST_DrawLevelField(x, y);
10193 if (GFX_CRUMBLED(new_element))
10194 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10197 /* check if element under the player changes from accessible to unaccessible
10198 (needed for special case of dropping element which then changes) */
10199 /* (must be checked after creating new element for walkable group elements) */
10200 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10201 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10208 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10209 if (new_element_is_player)
10210 RelocatePlayer(x, y, new_element);
10213 ChangeCount[x][y]++; /* count number of changes in the same frame */
10215 TestIfBadThingTouchesPlayer(x, y);
10216 TestIfPlayerTouchesCustomElement(x, y);
10217 TestIfElementTouchesCustomElement(x, y);
10220 static void CreateField(int x, int y, int element)
10222 CreateFieldExt(x, y, element, FALSE);
10225 static void CreateElementFromChange(int x, int y, int element)
10227 element = GET_VALID_RUNTIME_ELEMENT(element);
10229 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10231 int old_element = Feld[x][y];
10233 /* prevent changed element from moving in same engine frame
10234 unless both old and new element can either fall or move */
10235 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10236 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10240 CreateFieldExt(x, y, element, TRUE);
10243 static boolean ChangeElement(int x, int y, int element, int page)
10245 struct ElementInfo *ei = &element_info[element];
10246 struct ElementChangeInfo *change = &ei->change_page[page];
10247 int ce_value = CustomValue[x][y];
10248 int ce_score = ei->collect_score;
10249 int target_element;
10250 int old_element = Feld[x][y];
10252 /* always use default change event to prevent running into a loop */
10253 if (ChangeEvent[x][y] == -1)
10254 ChangeEvent[x][y] = CE_DELAY;
10256 if (ChangeEvent[x][y] == CE_DELAY)
10258 /* reset actual trigger element, trigger player and action element */
10259 change->actual_trigger_element = EL_EMPTY;
10260 change->actual_trigger_player = EL_EMPTY;
10261 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10262 change->actual_trigger_side = CH_SIDE_NONE;
10263 change->actual_trigger_ce_value = 0;
10264 change->actual_trigger_ce_score = 0;
10267 /* do not change elements more than a specified maximum number of changes */
10268 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10271 ChangeCount[x][y]++; /* count number of changes in the same frame */
10273 if (change->explode)
10280 if (change->use_target_content)
10282 boolean complete_replace = TRUE;
10283 boolean can_replace[3][3];
10286 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10289 boolean is_walkable;
10290 boolean is_diggable;
10291 boolean is_collectible;
10292 boolean is_removable;
10293 boolean is_destructible;
10294 int ex = x + xx - 1;
10295 int ey = y + yy - 1;
10296 int content_element = change->target_content.e[xx][yy];
10299 can_replace[xx][yy] = TRUE;
10301 if (ex == x && ey == y) /* do not check changing element itself */
10304 if (content_element == EL_EMPTY_SPACE)
10306 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10311 if (!IN_LEV_FIELD(ex, ey))
10313 can_replace[xx][yy] = FALSE;
10314 complete_replace = FALSE;
10321 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10322 e = MovingOrBlocked2Element(ex, ey);
10324 is_empty = (IS_FREE(ex, ey) ||
10325 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10327 is_walkable = (is_empty || IS_WALKABLE(e));
10328 is_diggable = (is_empty || IS_DIGGABLE(e));
10329 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10330 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10331 is_removable = (is_diggable || is_collectible);
10333 can_replace[xx][yy] =
10334 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10335 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10336 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10337 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10338 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10339 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10340 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10342 if (!can_replace[xx][yy])
10343 complete_replace = FALSE;
10346 if (!change->only_if_complete || complete_replace)
10348 boolean something_has_changed = FALSE;
10350 if (change->only_if_complete && change->use_random_replace &&
10351 RND(100) < change->random_percentage)
10354 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10356 int ex = x + xx - 1;
10357 int ey = y + yy - 1;
10358 int content_element;
10360 if (can_replace[xx][yy] && (!change->use_random_replace ||
10361 RND(100) < change->random_percentage))
10363 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10364 RemoveMovingField(ex, ey);
10366 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10368 content_element = change->target_content.e[xx][yy];
10369 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10370 ce_value, ce_score);
10372 CreateElementFromChange(ex, ey, target_element);
10374 something_has_changed = TRUE;
10376 /* for symmetry reasons, freeze newly created border elements */
10377 if (ex != x || ey != y)
10378 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10382 if (something_has_changed)
10384 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10385 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10391 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10392 ce_value, ce_score);
10394 if (element == EL_DIAGONAL_GROWING ||
10395 element == EL_DIAGONAL_SHRINKING)
10397 target_element = Store[x][y];
10399 Store[x][y] = EL_EMPTY;
10402 CreateElementFromChange(x, y, target_element);
10404 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10405 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10408 /* this uses direct change before indirect change */
10409 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10414 static void HandleElementChange(int x, int y, int page)
10416 int element = MovingOrBlocked2Element(x, y);
10417 struct ElementInfo *ei = &element_info[element];
10418 struct ElementChangeInfo *change = &ei->change_page[page];
10419 boolean handle_action_before_change = FALSE;
10422 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10423 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10426 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10427 x, y, element, element_info[element].token_name);
10428 printf("HandleElementChange(): This should never happen!\n");
10433 /* this can happen with classic bombs on walkable, changing elements */
10434 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10439 if (ChangeDelay[x][y] == 0) /* initialize element change */
10441 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10443 if (change->can_change)
10445 /* !!! not clear why graphic animation should be reset at all here !!! */
10446 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10447 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10450 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10452 When using an animation frame delay of 1 (this only happens with
10453 "sp_zonk.moving.left/right" in the classic graphics), the default
10454 (non-moving) animation shows wrong animation frames (while the
10455 moving animation, like "sp_zonk.moving.left/right", is correct,
10456 so this graphical bug never shows up with the classic graphics).
10457 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10458 be drawn instead of the correct frames 0,1,2,3. This is caused by
10459 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10460 an element change: First when the change delay ("ChangeDelay[][]")
10461 counter has reached zero after decrementing, then a second time in
10462 the next frame (after "GfxFrame[][]" was already incremented) when
10463 "ChangeDelay[][]" is reset to the initial delay value again.
10465 This causes frame 0 to be drawn twice, while the last frame won't
10466 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10468 As some animations may already be cleverly designed around this bug
10469 (at least the "Snake Bite" snake tail animation does this), it cannot
10470 simply be fixed here without breaking such existing animations.
10471 Unfortunately, it cannot easily be detected if a graphics set was
10472 designed "before" or "after" the bug was fixed. As a workaround,
10473 a new graphics set option "game.graphics_engine_version" was added
10474 to be able to specify the game's major release version for which the
10475 graphics set was designed, which can then be used to decide if the
10476 bugfix should be used (version 4 and above) or not (version 3 or
10477 below, or if no version was specified at all, as with old sets).
10479 (The wrong/fixed animation frames can be tested with the test level set
10480 "test_gfxframe" and level "000", which contains a specially prepared
10481 custom element at level position (x/y) == (11/9) which uses the zonk
10482 animation mentioned above. Using "game.graphics_engine_version: 4"
10483 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10484 This can also be seen from the debug output for this test element.)
10487 /* when a custom element is about to change (for example by change delay),
10488 do not reset graphic animation when the custom element is moving */
10489 if (game.graphics_engine_version < 4 &&
10492 ResetGfxAnimation(x, y);
10493 ResetRandomAnimationValue(x, y);
10496 if (change->pre_change_function)
10497 change->pre_change_function(x, y);
10501 ChangeDelay[x][y]--;
10503 if (ChangeDelay[x][y] != 0) /* continue element change */
10505 if (change->can_change)
10507 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10509 if (IS_ANIMATED(graphic))
10510 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10512 if (change->change_function)
10513 change->change_function(x, y);
10516 else /* finish element change */
10518 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10520 page = ChangePage[x][y];
10521 ChangePage[x][y] = -1;
10523 change = &ei->change_page[page];
10526 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10528 ChangeDelay[x][y] = 1; /* try change after next move step */
10529 ChangePage[x][y] = page; /* remember page to use for change */
10534 /* special case: set new level random seed before changing element */
10535 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10536 handle_action_before_change = TRUE;
10538 if (change->has_action && handle_action_before_change)
10539 ExecuteCustomElementAction(x, y, element, page);
10541 if (change->can_change)
10543 if (ChangeElement(x, y, element, page))
10545 if (change->post_change_function)
10546 change->post_change_function(x, y);
10550 if (change->has_action && !handle_action_before_change)
10551 ExecuteCustomElementAction(x, y, element, page);
10555 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10556 int trigger_element,
10558 int trigger_player,
10562 boolean change_done_any = FALSE;
10563 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10566 if (!(trigger_events[trigger_element][trigger_event]))
10569 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10571 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10573 int element = EL_CUSTOM_START + i;
10574 boolean change_done = FALSE;
10577 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10578 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10581 for (p = 0; p < element_info[element].num_change_pages; p++)
10583 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10585 if (change->can_change_or_has_action &&
10586 change->has_event[trigger_event] &&
10587 change->trigger_side & trigger_side &&
10588 change->trigger_player & trigger_player &&
10589 change->trigger_page & trigger_page_bits &&
10590 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10592 change->actual_trigger_element = trigger_element;
10593 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10594 change->actual_trigger_player_bits = trigger_player;
10595 change->actual_trigger_side = trigger_side;
10596 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10597 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10599 if ((change->can_change && !change_done) || change->has_action)
10603 SCAN_PLAYFIELD(x, y)
10605 if (Feld[x][y] == element)
10607 if (change->can_change && !change_done)
10609 /* if element already changed in this frame, not only prevent
10610 another element change (checked in ChangeElement()), but
10611 also prevent additional element actions for this element */
10613 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10614 !level.use_action_after_change_bug)
10617 ChangeDelay[x][y] = 1;
10618 ChangeEvent[x][y] = trigger_event;
10620 HandleElementChange(x, y, p);
10622 else if (change->has_action)
10624 /* if element already changed in this frame, not only prevent
10625 another element change (checked in ChangeElement()), but
10626 also prevent additional element actions for this element */
10628 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10629 !level.use_action_after_change_bug)
10632 ExecuteCustomElementAction(x, y, element, p);
10633 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10638 if (change->can_change)
10640 change_done = TRUE;
10641 change_done_any = TRUE;
10648 RECURSION_LOOP_DETECTION_END();
10650 return change_done_any;
10653 static boolean CheckElementChangeExt(int x, int y,
10655 int trigger_element,
10657 int trigger_player,
10660 boolean change_done = FALSE;
10663 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10664 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10667 if (Feld[x][y] == EL_BLOCKED)
10669 Blocked2Moving(x, y, &x, &y);
10670 element = Feld[x][y];
10673 /* check if element has already changed or is about to change after moving */
10674 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10675 Feld[x][y] != element) ||
10677 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10678 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10679 ChangePage[x][y] != -1)))
10682 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10684 for (p = 0; p < element_info[element].num_change_pages; p++)
10686 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10688 /* check trigger element for all events where the element that is checked
10689 for changing interacts with a directly adjacent element -- this is
10690 different to element changes that affect other elements to change on the
10691 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10692 boolean check_trigger_element =
10693 (trigger_event == CE_TOUCHING_X ||
10694 trigger_event == CE_HITTING_X ||
10695 trigger_event == CE_HIT_BY_X ||
10696 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10698 if (change->can_change_or_has_action &&
10699 change->has_event[trigger_event] &&
10700 change->trigger_side & trigger_side &&
10701 change->trigger_player & trigger_player &&
10702 (!check_trigger_element ||
10703 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10705 change->actual_trigger_element = trigger_element;
10706 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10707 change->actual_trigger_player_bits = trigger_player;
10708 change->actual_trigger_side = trigger_side;
10709 change->actual_trigger_ce_value = CustomValue[x][y];
10710 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10712 /* special case: trigger element not at (x,y) position for some events */
10713 if (check_trigger_element)
10725 { 0, 0 }, { 0, 0 }, { 0, 0 },
10729 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10730 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10732 change->actual_trigger_ce_value = CustomValue[xx][yy];
10733 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10736 if (change->can_change && !change_done)
10738 ChangeDelay[x][y] = 1;
10739 ChangeEvent[x][y] = trigger_event;
10741 HandleElementChange(x, y, p);
10743 change_done = TRUE;
10745 else if (change->has_action)
10747 ExecuteCustomElementAction(x, y, element, p);
10748 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10753 RECURSION_LOOP_DETECTION_END();
10755 return change_done;
10758 static void PlayPlayerSound(struct PlayerInfo *player)
10760 int jx = player->jx, jy = player->jy;
10761 int sound_element = player->artwork_element;
10762 int last_action = player->last_action_waiting;
10763 int action = player->action_waiting;
10765 if (player->is_waiting)
10767 if (action != last_action)
10768 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10770 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10774 if (action != last_action)
10775 StopSound(element_info[sound_element].sound[last_action]);
10777 if (last_action == ACTION_SLEEPING)
10778 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10782 static void PlayAllPlayersSound(void)
10786 for (i = 0; i < MAX_PLAYERS; i++)
10787 if (stored_player[i].active)
10788 PlayPlayerSound(&stored_player[i]);
10791 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10793 boolean last_waiting = player->is_waiting;
10794 int move_dir = player->MovDir;
10796 player->dir_waiting = move_dir;
10797 player->last_action_waiting = player->action_waiting;
10801 if (!last_waiting) /* not waiting -> waiting */
10803 player->is_waiting = TRUE;
10805 player->frame_counter_bored =
10807 game.player_boring_delay_fixed +
10808 GetSimpleRandom(game.player_boring_delay_random);
10809 player->frame_counter_sleeping =
10811 game.player_sleeping_delay_fixed +
10812 GetSimpleRandom(game.player_sleeping_delay_random);
10814 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10817 if (game.player_sleeping_delay_fixed +
10818 game.player_sleeping_delay_random > 0 &&
10819 player->anim_delay_counter == 0 &&
10820 player->post_delay_counter == 0 &&
10821 FrameCounter >= player->frame_counter_sleeping)
10822 player->is_sleeping = TRUE;
10823 else if (game.player_boring_delay_fixed +
10824 game.player_boring_delay_random > 0 &&
10825 FrameCounter >= player->frame_counter_bored)
10826 player->is_bored = TRUE;
10828 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10829 player->is_bored ? ACTION_BORING :
10832 if (player->is_sleeping && player->use_murphy)
10834 /* special case for sleeping Murphy when leaning against non-free tile */
10836 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10837 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10838 !IS_MOVING(player->jx - 1, player->jy)))
10839 move_dir = MV_LEFT;
10840 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10841 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10842 !IS_MOVING(player->jx + 1, player->jy)))
10843 move_dir = MV_RIGHT;
10845 player->is_sleeping = FALSE;
10847 player->dir_waiting = move_dir;
10850 if (player->is_sleeping)
10852 if (player->num_special_action_sleeping > 0)
10854 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10856 int last_special_action = player->special_action_sleeping;
10857 int num_special_action = player->num_special_action_sleeping;
10858 int special_action =
10859 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10860 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10861 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10862 last_special_action + 1 : ACTION_SLEEPING);
10863 int special_graphic =
10864 el_act_dir2img(player->artwork_element, special_action, move_dir);
10866 player->anim_delay_counter =
10867 graphic_info[special_graphic].anim_delay_fixed +
10868 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10869 player->post_delay_counter =
10870 graphic_info[special_graphic].post_delay_fixed +
10871 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10873 player->special_action_sleeping = special_action;
10876 if (player->anim_delay_counter > 0)
10878 player->action_waiting = player->special_action_sleeping;
10879 player->anim_delay_counter--;
10881 else if (player->post_delay_counter > 0)
10883 player->post_delay_counter--;
10887 else if (player->is_bored)
10889 if (player->num_special_action_bored > 0)
10891 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10893 int special_action =
10894 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10895 int special_graphic =
10896 el_act_dir2img(player->artwork_element, special_action, move_dir);
10898 player->anim_delay_counter =
10899 graphic_info[special_graphic].anim_delay_fixed +
10900 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10901 player->post_delay_counter =
10902 graphic_info[special_graphic].post_delay_fixed +
10903 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10905 player->special_action_bored = special_action;
10908 if (player->anim_delay_counter > 0)
10910 player->action_waiting = player->special_action_bored;
10911 player->anim_delay_counter--;
10913 else if (player->post_delay_counter > 0)
10915 player->post_delay_counter--;
10920 else if (last_waiting) /* waiting -> not waiting */
10922 player->is_waiting = FALSE;
10923 player->is_bored = FALSE;
10924 player->is_sleeping = FALSE;
10926 player->frame_counter_bored = -1;
10927 player->frame_counter_sleeping = -1;
10929 player->anim_delay_counter = 0;
10930 player->post_delay_counter = 0;
10932 player->dir_waiting = player->MovDir;
10933 player->action_waiting = ACTION_DEFAULT;
10935 player->special_action_bored = ACTION_DEFAULT;
10936 player->special_action_sleeping = ACTION_DEFAULT;
10940 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10942 if ((!player->is_moving && player->was_moving) ||
10943 (player->MovPos == 0 && player->was_moving) ||
10944 (player->is_snapping && !player->was_snapping) ||
10945 (player->is_dropping && !player->was_dropping))
10947 if (!CheckSaveEngineSnapshotToList())
10950 player->was_moving = FALSE;
10951 player->was_snapping = TRUE;
10952 player->was_dropping = TRUE;
10956 if (player->is_moving)
10957 player->was_moving = TRUE;
10959 if (!player->is_snapping)
10960 player->was_snapping = FALSE;
10962 if (!player->is_dropping)
10963 player->was_dropping = FALSE;
10967 static void CheckSingleStepMode(struct PlayerInfo *player)
10969 if (tape.single_step && tape.recording && !tape.pausing)
10971 /* as it is called "single step mode", just return to pause mode when the
10972 player stopped moving after one tile (or never starts moving at all) */
10973 if (!player->is_moving &&
10974 !player->is_pushing &&
10975 !player->is_dropping_pressed)
10977 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10978 SnapField(player, 0, 0); /* stop snapping */
10982 CheckSaveEngineSnapshot(player);
10985 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10987 int left = player_action & JOY_LEFT;
10988 int right = player_action & JOY_RIGHT;
10989 int up = player_action & JOY_UP;
10990 int down = player_action & JOY_DOWN;
10991 int button1 = player_action & JOY_BUTTON_1;
10992 int button2 = player_action & JOY_BUTTON_2;
10993 int dx = (left ? -1 : right ? 1 : 0);
10994 int dy = (up ? -1 : down ? 1 : 0);
10996 if (!player->active || tape.pausing)
11002 SnapField(player, dx, dy);
11006 DropElement(player);
11008 MovePlayer(player, dx, dy);
11011 CheckSingleStepMode(player);
11013 SetPlayerWaiting(player, FALSE);
11015 return player_action;
11019 /* no actions for this player (no input at player's configured device) */
11021 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11022 SnapField(player, 0, 0);
11023 CheckGravityMovementWhenNotMoving(player);
11025 if (player->MovPos == 0)
11026 SetPlayerWaiting(player, TRUE);
11028 if (player->MovPos == 0) /* needed for tape.playing */
11029 player->is_moving = FALSE;
11031 player->is_dropping = FALSE;
11032 player->is_dropping_pressed = FALSE;
11033 player->drop_pressed_delay = 0;
11035 CheckSingleStepMode(player);
11041 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11044 if (!tape.use_mouse)
11047 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11048 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11049 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11052 static void SetTapeActionFromMouseAction(byte *tape_action,
11053 struct MouseActionInfo *mouse_action)
11055 if (!tape.use_mouse)
11058 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11059 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11060 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11063 static void CheckLevelTime(void)
11067 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11068 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11070 if (level.native_em_level->lev->home == 0) /* all players at home */
11072 PlayerWins(local_player);
11074 AllPlayersGone = TRUE;
11076 level.native_em_level->lev->home = -1;
11079 if (level.native_em_level->ply[0]->alive == 0 &&
11080 level.native_em_level->ply[1]->alive == 0 &&
11081 level.native_em_level->ply[2]->alive == 0 &&
11082 level.native_em_level->ply[3]->alive == 0) /* all dead */
11083 AllPlayersGone = TRUE;
11085 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11087 if (game_sp.LevelSolved &&
11088 !game_sp.GameOver) /* game won */
11090 PlayerWins(local_player);
11092 game_sp.GameOver = TRUE;
11094 AllPlayersGone = TRUE;
11097 if (game_sp.GameOver) /* game lost */
11098 AllPlayersGone = TRUE;
11100 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11102 if (game_mm.level_solved &&
11103 !game_mm.game_over) /* game won */
11105 PlayerWins(local_player);
11107 game_mm.game_over = TRUE;
11109 AllPlayersGone = TRUE;
11112 if (game_mm.game_over) /* game lost */
11113 AllPlayersGone = TRUE;
11116 if (TimeFrames >= FRAMES_PER_SECOND)
11121 for (i = 0; i < MAX_PLAYERS; i++)
11123 struct PlayerInfo *player = &stored_player[i];
11125 if (SHIELD_ON(player))
11127 player->shield_normal_time_left--;
11129 if (player->shield_deadly_time_left > 0)
11130 player->shield_deadly_time_left--;
11134 if (!local_player->LevelSolved && !level.use_step_counter)
11142 if (TimeLeft <= 10 && setup.time_limit)
11143 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11145 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11146 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11148 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11150 if (!TimeLeft && setup.time_limit)
11152 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11153 level.native_em_level->lev->killed_out_of_time = TRUE;
11155 for (i = 0; i < MAX_PLAYERS; i++)
11156 KillPlayer(&stored_player[i]);
11159 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11161 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11164 level.native_em_level->lev->time =
11165 (game.no_time_limit ? TimePlayed : TimeLeft);
11168 if (tape.recording || tape.playing)
11169 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11172 if (tape.recording || tape.playing)
11173 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11175 UpdateAndDisplayGameControlValues();
11178 void AdvanceFrameAndPlayerCounters(int player_nr)
11182 /* advance frame counters (global frame counter and time frame counter) */
11186 /* advance player counters (counters for move delay, move animation etc.) */
11187 for (i = 0; i < MAX_PLAYERS; i++)
11189 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11190 int move_delay_value = stored_player[i].move_delay_value;
11191 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11193 if (!advance_player_counters) /* not all players may be affected */
11196 if (move_frames == 0) /* less than one move per game frame */
11198 int stepsize = TILEX / move_delay_value;
11199 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11200 int count = (stored_player[i].is_moving ?
11201 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11203 if (count % delay == 0)
11207 stored_player[i].Frame += move_frames;
11209 if (stored_player[i].MovPos != 0)
11210 stored_player[i].StepFrame += move_frames;
11212 if (stored_player[i].move_delay > 0)
11213 stored_player[i].move_delay--;
11215 /* due to bugs in previous versions, counter must count up, not down */
11216 if (stored_player[i].push_delay != -1)
11217 stored_player[i].push_delay++;
11219 if (stored_player[i].drop_delay > 0)
11220 stored_player[i].drop_delay--;
11222 if (stored_player[i].is_dropping_pressed)
11223 stored_player[i].drop_pressed_delay++;
11227 void StartGameActions(boolean init_network_game, boolean record_tape,
11230 unsigned int new_random_seed = InitRND(random_seed);
11233 TapeStartRecording(new_random_seed);
11235 if (init_network_game)
11237 SendToServer_LevelFile();
11238 SendToServer_StartPlaying();
11246 void GameActionsExt(void)
11249 static unsigned int game_frame_delay = 0;
11251 unsigned int game_frame_delay_value;
11252 byte *recorded_player_action;
11253 byte summarized_player_action = 0;
11254 byte tape_action[MAX_PLAYERS];
11257 /* detect endless loops, caused by custom element programming */
11258 if (recursion_loop_detected && recursion_loop_depth == 0)
11260 char *message = getStringCat3("Internal Error! Element ",
11261 EL_NAME(recursion_loop_element),
11262 " caused endless loop! Quit the game?");
11264 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11265 EL_NAME(recursion_loop_element));
11267 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11269 recursion_loop_detected = FALSE; /* if game should be continued */
11276 if (game.restart_level)
11277 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11279 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11282 if (level.native_em_level->lev->home == 0) /* all players at home */
11284 PlayerWins(local_player);
11286 AllPlayersGone = TRUE;
11288 level.native_em_level->lev->home = -1;
11291 if (level.native_em_level->ply[0]->alive == 0 &&
11292 level.native_em_level->ply[1]->alive == 0 &&
11293 level.native_em_level->ply[2]->alive == 0 &&
11294 level.native_em_level->ply[3]->alive == 0) /* all dead */
11295 AllPlayersGone = TRUE;
11297 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11299 if (game_sp.LevelSolved &&
11300 !game_sp.GameOver) /* game won */
11302 PlayerWins(local_player);
11304 game_sp.GameOver = TRUE;
11306 AllPlayersGone = TRUE;
11309 if (game_sp.GameOver) /* game lost */
11310 AllPlayersGone = TRUE;
11312 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11314 if (game_mm.level_solved &&
11315 !game_mm.game_over) /* game won */
11317 PlayerWins(local_player);
11319 game_mm.game_over = TRUE;
11321 AllPlayersGone = TRUE;
11324 if (game_mm.game_over) /* game lost */
11325 AllPlayersGone = TRUE;
11328 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11331 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11334 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11337 game_frame_delay_value =
11338 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11340 if (tape.playing && tape.warp_forward && !tape.pausing)
11341 game_frame_delay_value = 0;
11343 SetVideoFrameDelay(game_frame_delay_value);
11347 /* ---------- main game synchronization point ---------- */
11349 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11351 printf("::: skip == %d\n", skip);
11354 /* ---------- main game synchronization point ---------- */
11356 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11360 if (network_playing && !network_player_action_received)
11362 /* try to get network player actions in time */
11364 /* last chance to get network player actions without main loop delay */
11365 HandleNetworking();
11367 /* game was quit by network peer */
11368 if (game_status != GAME_MODE_PLAYING)
11371 if (!network_player_action_received)
11372 return; /* failed to get network player actions in time */
11374 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11380 /* at this point we know that we really continue executing the game */
11382 network_player_action_received = FALSE;
11384 /* when playing tape, read previously recorded player input from tape data */
11385 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11387 local_player->effective_mouse_action = local_player->mouse_action;
11389 if (recorded_player_action != NULL)
11390 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11391 recorded_player_action);
11393 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11397 if (tape.set_centered_player)
11399 game.centered_player_nr_next = tape.centered_player_nr_next;
11400 game.set_centered_player = TRUE;
11403 for (i = 0; i < MAX_PLAYERS; i++)
11405 summarized_player_action |= stored_player[i].action;
11407 if (!network_playing && (game.team_mode || tape.playing))
11408 stored_player[i].effective_action = stored_player[i].action;
11411 if (network_playing)
11412 SendToServer_MovePlayer(summarized_player_action);
11414 // summarize all actions at local players mapped input device position
11415 // (this allows using different input devices in single player mode)
11416 if (!network.enabled && !game.team_mode)
11417 stored_player[map_player_action[local_player->index_nr]].effective_action =
11418 summarized_player_action;
11420 if (tape.recording &&
11422 setup.input_on_focus &&
11423 game.centered_player_nr != -1)
11425 for (i = 0; i < MAX_PLAYERS; i++)
11426 stored_player[i].effective_action =
11427 (i == game.centered_player_nr ? summarized_player_action : 0);
11430 if (recorded_player_action != NULL)
11431 for (i = 0; i < MAX_PLAYERS; i++)
11432 stored_player[i].effective_action = recorded_player_action[i];
11434 for (i = 0; i < MAX_PLAYERS; i++)
11436 tape_action[i] = stored_player[i].effective_action;
11438 /* (this may happen in the RND game engine if a player was not present on
11439 the playfield on level start, but appeared later from a custom element */
11440 if (setup.team_mode &&
11443 !tape.player_participates[i])
11444 tape.player_participates[i] = TRUE;
11447 SetTapeActionFromMouseAction(tape_action,
11448 &local_player->effective_mouse_action);
11450 /* only record actions from input devices, but not programmed actions */
11451 if (tape.recording)
11452 TapeRecordAction(tape_action);
11454 #if USE_NEW_PLAYER_ASSIGNMENTS
11455 // !!! also map player actions in single player mode !!!
11456 // if (game.team_mode)
11459 byte mapped_action[MAX_PLAYERS];
11461 #if DEBUG_PLAYER_ACTIONS
11463 for (i = 0; i < MAX_PLAYERS; i++)
11464 printf(" %d, ", stored_player[i].effective_action);
11467 for (i = 0; i < MAX_PLAYERS; i++)
11468 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11470 for (i = 0; i < MAX_PLAYERS; i++)
11471 stored_player[i].effective_action = mapped_action[i];
11473 #if DEBUG_PLAYER_ACTIONS
11475 for (i = 0; i < MAX_PLAYERS; i++)
11476 printf(" %d, ", stored_player[i].effective_action);
11480 #if DEBUG_PLAYER_ACTIONS
11484 for (i = 0; i < MAX_PLAYERS; i++)
11485 printf(" %d, ", stored_player[i].effective_action);
11491 for (i = 0; i < MAX_PLAYERS; i++)
11493 // allow engine snapshot in case of changed movement attempt
11494 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11495 (stored_player[i].effective_action & KEY_MOTION))
11496 game.snapshot.changed_action = TRUE;
11498 // allow engine snapshot in case of snapping/dropping attempt
11499 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11500 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11501 game.snapshot.changed_action = TRUE;
11503 game.snapshot.last_action[i] = stored_player[i].effective_action;
11506 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11508 GameActions_EM_Main();
11510 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11512 GameActions_SP_Main();
11514 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11516 GameActions_MM_Main();
11520 GameActions_RND_Main();
11523 BlitScreenToBitmap(backbuffer);
11527 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11529 if (global.show_frames_per_second)
11531 static unsigned int fps_counter = 0;
11532 static int fps_frames = 0;
11533 unsigned int fps_delay_ms = Counter() - fps_counter;
11537 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11539 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11542 fps_counter = Counter();
11544 /* always draw FPS to screen after FPS value was updated */
11545 redraw_mask |= REDRAW_FPS;
11548 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11549 if (GetDrawDeactivationMask() == REDRAW_NONE)
11550 redraw_mask |= REDRAW_FPS;
11554 static void GameActions_CheckSaveEngineSnapshot(void)
11556 if (!game.snapshot.save_snapshot)
11559 // clear flag for saving snapshot _before_ saving snapshot
11560 game.snapshot.save_snapshot = FALSE;
11562 SaveEngineSnapshotToList();
11565 void GameActions(void)
11569 GameActions_CheckSaveEngineSnapshot();
11572 void GameActions_EM_Main(void)
11574 byte effective_action[MAX_PLAYERS];
11575 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11578 for (i = 0; i < MAX_PLAYERS; i++)
11579 effective_action[i] = stored_player[i].effective_action;
11581 GameActions_EM(effective_action, warp_mode);
11584 void GameActions_SP_Main(void)
11586 byte effective_action[MAX_PLAYERS];
11587 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11590 for (i = 0; i < MAX_PLAYERS; i++)
11591 effective_action[i] = stored_player[i].effective_action;
11593 GameActions_SP(effective_action, warp_mode);
11595 for (i = 0; i < MAX_PLAYERS; i++)
11597 if (stored_player[i].force_dropping)
11598 stored_player[i].action |= KEY_BUTTON_DROP;
11600 stored_player[i].force_dropping = FALSE;
11604 void GameActions_MM_Main(void)
11606 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11608 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11611 void GameActions_RND_Main(void)
11616 void GameActions_RND(void)
11618 int magic_wall_x = 0, magic_wall_y = 0;
11619 int i, x, y, element, graphic, last_gfx_frame;
11621 InitPlayfieldScanModeVars();
11623 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11625 SCAN_PLAYFIELD(x, y)
11627 ChangeCount[x][y] = 0;
11628 ChangeEvent[x][y] = -1;
11632 if (game.set_centered_player)
11634 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11636 /* switching to "all players" only possible if all players fit to screen */
11637 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11639 game.centered_player_nr_next = game.centered_player_nr;
11640 game.set_centered_player = FALSE;
11643 /* do not switch focus to non-existing (or non-active) player */
11644 if (game.centered_player_nr_next >= 0 &&
11645 !stored_player[game.centered_player_nr_next].active)
11647 game.centered_player_nr_next = game.centered_player_nr;
11648 game.set_centered_player = FALSE;
11652 if (game.set_centered_player &&
11653 ScreenMovPos == 0) /* screen currently aligned at tile position */
11657 if (game.centered_player_nr_next == -1)
11659 setScreenCenteredToAllPlayers(&sx, &sy);
11663 sx = stored_player[game.centered_player_nr_next].jx;
11664 sy = stored_player[game.centered_player_nr_next].jy;
11667 game.centered_player_nr = game.centered_player_nr_next;
11668 game.set_centered_player = FALSE;
11670 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11671 DrawGameDoorValues();
11674 for (i = 0; i < MAX_PLAYERS; i++)
11676 int actual_player_action = stored_player[i].effective_action;
11679 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11680 - rnd_equinox_tetrachloride 048
11681 - rnd_equinox_tetrachloride_ii 096
11682 - rnd_emanuel_schmieg 002
11683 - doctor_sloan_ww 001, 020
11685 if (stored_player[i].MovPos == 0)
11686 CheckGravityMovement(&stored_player[i]);
11689 /* overwrite programmed action with tape action */
11690 if (stored_player[i].programmed_action)
11691 actual_player_action = stored_player[i].programmed_action;
11693 PlayerActions(&stored_player[i], actual_player_action);
11695 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11698 ScrollScreen(NULL, SCROLL_GO_ON);
11700 /* for backwards compatibility, the following code emulates a fixed bug that
11701 occured when pushing elements (causing elements that just made their last
11702 pushing step to already (if possible) make their first falling step in the
11703 same game frame, which is bad); this code is also needed to use the famous
11704 "spring push bug" which is used in older levels and might be wanted to be
11705 used also in newer levels, but in this case the buggy pushing code is only
11706 affecting the "spring" element and no other elements */
11708 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11710 for (i = 0; i < MAX_PLAYERS; i++)
11712 struct PlayerInfo *player = &stored_player[i];
11713 int x = player->jx;
11714 int y = player->jy;
11716 if (player->active && player->is_pushing && player->is_moving &&
11718 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11719 Feld[x][y] == EL_SPRING))
11721 ContinueMoving(x, y);
11723 /* continue moving after pushing (this is actually a bug) */
11724 if (!IS_MOVING(x, y))
11725 Stop[x][y] = FALSE;
11730 SCAN_PLAYFIELD(x, y)
11732 ChangeCount[x][y] = 0;
11733 ChangeEvent[x][y] = -1;
11735 /* this must be handled before main playfield loop */
11736 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11739 if (MovDelay[x][y] <= 0)
11743 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11746 if (MovDelay[x][y] <= 0)
11749 TEST_DrawLevelField(x, y);
11751 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11756 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11758 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11759 printf("GameActions(): This should never happen!\n");
11761 ChangePage[x][y] = -1;
11765 Stop[x][y] = FALSE;
11766 if (WasJustMoving[x][y] > 0)
11767 WasJustMoving[x][y]--;
11768 if (WasJustFalling[x][y] > 0)
11769 WasJustFalling[x][y]--;
11770 if (CheckCollision[x][y] > 0)
11771 CheckCollision[x][y]--;
11772 if (CheckImpact[x][y] > 0)
11773 CheckImpact[x][y]--;
11777 /* reset finished pushing action (not done in ContinueMoving() to allow
11778 continuous pushing animation for elements with zero push delay) */
11779 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11781 ResetGfxAnimation(x, y);
11782 TEST_DrawLevelField(x, y);
11786 if (IS_BLOCKED(x, y))
11790 Blocked2Moving(x, y, &oldx, &oldy);
11791 if (!IS_MOVING(oldx, oldy))
11793 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11794 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11795 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11796 printf("GameActions(): This should never happen!\n");
11802 SCAN_PLAYFIELD(x, y)
11804 element = Feld[x][y];
11805 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11806 last_gfx_frame = GfxFrame[x][y];
11808 ResetGfxFrame(x, y);
11810 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11811 DrawLevelGraphicAnimation(x, y, graphic);
11813 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11814 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11815 ResetRandomAnimationValue(x, y);
11817 SetRandomAnimationValue(x, y);
11819 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11821 if (IS_INACTIVE(element))
11823 if (IS_ANIMATED(graphic))
11824 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11829 /* this may take place after moving, so 'element' may have changed */
11830 if (IS_CHANGING(x, y) &&
11831 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11833 int page = element_info[element].event_page_nr[CE_DELAY];
11835 HandleElementChange(x, y, page);
11837 element = Feld[x][y];
11838 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11841 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11845 element = Feld[x][y];
11846 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11848 if (IS_ANIMATED(graphic) &&
11849 !IS_MOVING(x, y) &&
11851 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11853 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11854 TEST_DrawTwinkleOnField(x, y);
11856 else if (element == EL_ACID)
11859 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11861 else if ((element == EL_EXIT_OPEN ||
11862 element == EL_EM_EXIT_OPEN ||
11863 element == EL_SP_EXIT_OPEN ||
11864 element == EL_STEEL_EXIT_OPEN ||
11865 element == EL_EM_STEEL_EXIT_OPEN ||
11866 element == EL_SP_TERMINAL ||
11867 element == EL_SP_TERMINAL_ACTIVE ||
11868 element == EL_EXTRA_TIME ||
11869 element == EL_SHIELD_NORMAL ||
11870 element == EL_SHIELD_DEADLY) &&
11871 IS_ANIMATED(graphic))
11872 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11873 else if (IS_MOVING(x, y))
11874 ContinueMoving(x, y);
11875 else if (IS_ACTIVE_BOMB(element))
11876 CheckDynamite(x, y);
11877 else if (element == EL_AMOEBA_GROWING)
11878 AmoebeWaechst(x, y);
11879 else if (element == EL_AMOEBA_SHRINKING)
11880 AmoebaDisappearing(x, y);
11882 #if !USE_NEW_AMOEBA_CODE
11883 else if (IS_AMOEBALIVE(element))
11884 AmoebeAbleger(x, y);
11887 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11889 else if (element == EL_EXIT_CLOSED)
11891 else if (element == EL_EM_EXIT_CLOSED)
11893 else if (element == EL_STEEL_EXIT_CLOSED)
11894 CheckExitSteel(x, y);
11895 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11896 CheckExitSteelEM(x, y);
11897 else if (element == EL_SP_EXIT_CLOSED)
11899 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11900 element == EL_EXPANDABLE_STEELWALL_GROWING)
11901 MauerWaechst(x, y);
11902 else if (element == EL_EXPANDABLE_WALL ||
11903 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11904 element == EL_EXPANDABLE_WALL_VERTICAL ||
11905 element == EL_EXPANDABLE_WALL_ANY ||
11906 element == EL_BD_EXPANDABLE_WALL)
11907 MauerAbleger(x, y);
11908 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11909 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11910 element == EL_EXPANDABLE_STEELWALL_ANY)
11911 MauerAblegerStahl(x, y);
11912 else if (element == EL_FLAMES)
11913 CheckForDragon(x, y);
11914 else if (element == EL_EXPLOSION)
11915 ; /* drawing of correct explosion animation is handled separately */
11916 else if (element == EL_ELEMENT_SNAPPING ||
11917 element == EL_DIAGONAL_SHRINKING ||
11918 element == EL_DIAGONAL_GROWING)
11920 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11922 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11924 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11925 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11927 if (IS_BELT_ACTIVE(element))
11928 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11930 if (game.magic_wall_active)
11932 int jx = local_player->jx, jy = local_player->jy;
11934 /* play the element sound at the position nearest to the player */
11935 if ((element == EL_MAGIC_WALL_FULL ||
11936 element == EL_MAGIC_WALL_ACTIVE ||
11937 element == EL_MAGIC_WALL_EMPTYING ||
11938 element == EL_BD_MAGIC_WALL_FULL ||
11939 element == EL_BD_MAGIC_WALL_ACTIVE ||
11940 element == EL_BD_MAGIC_WALL_EMPTYING ||
11941 element == EL_DC_MAGIC_WALL_FULL ||
11942 element == EL_DC_MAGIC_WALL_ACTIVE ||
11943 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11944 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11952 #if USE_NEW_AMOEBA_CODE
11953 /* new experimental amoeba growth stuff */
11954 if (!(FrameCounter % 8))
11956 static unsigned int random = 1684108901;
11958 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11960 x = RND(lev_fieldx);
11961 y = RND(lev_fieldy);
11962 element = Feld[x][y];
11964 if (!IS_PLAYER(x,y) &&
11965 (element == EL_EMPTY ||
11966 CAN_GROW_INTO(element) ||
11967 element == EL_QUICKSAND_EMPTY ||
11968 element == EL_QUICKSAND_FAST_EMPTY ||
11969 element == EL_ACID_SPLASH_LEFT ||
11970 element == EL_ACID_SPLASH_RIGHT))
11972 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11973 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11974 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11975 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11976 Feld[x][y] = EL_AMOEBA_DROP;
11979 random = random * 129 + 1;
11984 game.explosions_delayed = FALSE;
11986 SCAN_PLAYFIELD(x, y)
11988 element = Feld[x][y];
11990 if (ExplodeField[x][y])
11991 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11992 else if (element == EL_EXPLOSION)
11993 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11995 ExplodeField[x][y] = EX_TYPE_NONE;
11998 game.explosions_delayed = TRUE;
12000 if (game.magic_wall_active)
12002 if (!(game.magic_wall_time_left % 4))
12004 int element = Feld[magic_wall_x][magic_wall_y];
12006 if (element == EL_BD_MAGIC_WALL_FULL ||
12007 element == EL_BD_MAGIC_WALL_ACTIVE ||
12008 element == EL_BD_MAGIC_WALL_EMPTYING)
12009 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12010 else if (element == EL_DC_MAGIC_WALL_FULL ||
12011 element == EL_DC_MAGIC_WALL_ACTIVE ||
12012 element == EL_DC_MAGIC_WALL_EMPTYING)
12013 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12015 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12018 if (game.magic_wall_time_left > 0)
12020 game.magic_wall_time_left--;
12022 if (!game.magic_wall_time_left)
12024 SCAN_PLAYFIELD(x, y)
12026 element = Feld[x][y];
12028 if (element == EL_MAGIC_WALL_ACTIVE ||
12029 element == EL_MAGIC_WALL_FULL)
12031 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12032 TEST_DrawLevelField(x, y);
12034 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12035 element == EL_BD_MAGIC_WALL_FULL)
12037 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12038 TEST_DrawLevelField(x, y);
12040 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12041 element == EL_DC_MAGIC_WALL_FULL)
12043 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12044 TEST_DrawLevelField(x, y);
12048 game.magic_wall_active = FALSE;
12053 if (game.light_time_left > 0)
12055 game.light_time_left--;
12057 if (game.light_time_left == 0)
12058 RedrawAllLightSwitchesAndInvisibleElements();
12061 if (game.timegate_time_left > 0)
12063 game.timegate_time_left--;
12065 if (game.timegate_time_left == 0)
12066 CloseAllOpenTimegates();
12069 if (game.lenses_time_left > 0)
12071 game.lenses_time_left--;
12073 if (game.lenses_time_left == 0)
12074 RedrawAllInvisibleElementsForLenses();
12077 if (game.magnify_time_left > 0)
12079 game.magnify_time_left--;
12081 if (game.magnify_time_left == 0)
12082 RedrawAllInvisibleElementsForMagnifier();
12085 for (i = 0; i < MAX_PLAYERS; i++)
12087 struct PlayerInfo *player = &stored_player[i];
12089 if (SHIELD_ON(player))
12091 if (player->shield_deadly_time_left)
12092 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12093 else if (player->shield_normal_time_left)
12094 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12098 #if USE_DELAYED_GFX_REDRAW
12099 SCAN_PLAYFIELD(x, y)
12101 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12103 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12104 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12106 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12107 DrawLevelField(x, y);
12109 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12110 DrawLevelFieldCrumbled(x, y);
12112 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12113 DrawLevelFieldCrumbledNeighbours(x, y);
12115 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12116 DrawTwinkleOnField(x, y);
12119 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12124 PlayAllPlayersSound();
12126 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12128 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12130 local_player->show_envelope = 0;
12133 /* use random number generator in every frame to make it less predictable */
12134 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12138 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12140 int min_x = x, min_y = y, max_x = x, max_y = y;
12143 for (i = 0; i < MAX_PLAYERS; i++)
12145 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12147 if (!stored_player[i].active || &stored_player[i] == player)
12150 min_x = MIN(min_x, jx);
12151 min_y = MIN(min_y, jy);
12152 max_x = MAX(max_x, jx);
12153 max_y = MAX(max_y, jy);
12156 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12159 static boolean AllPlayersInVisibleScreen(void)
12163 for (i = 0; i < MAX_PLAYERS; i++)
12165 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12167 if (!stored_player[i].active)
12170 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12177 void ScrollLevel(int dx, int dy)
12179 int scroll_offset = 2 * TILEX_VAR;
12182 BlitBitmap(drawto_field, drawto_field,
12183 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12184 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12185 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12186 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12187 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12188 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12192 x = (dx == 1 ? BX1 : BX2);
12193 for (y = BY1; y <= BY2; y++)
12194 DrawScreenField(x, y);
12199 y = (dy == 1 ? BY1 : BY2);
12200 for (x = BX1; x <= BX2; x++)
12201 DrawScreenField(x, y);
12204 redraw_mask |= REDRAW_FIELD;
12207 static boolean canFallDown(struct PlayerInfo *player)
12209 int jx = player->jx, jy = player->jy;
12211 return (IN_LEV_FIELD(jx, jy + 1) &&
12212 (IS_FREE(jx, jy + 1) ||
12213 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12214 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12215 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12218 static boolean canPassField(int x, int y, int move_dir)
12220 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12221 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12222 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12223 int nextx = x + dx;
12224 int nexty = y + dy;
12225 int element = Feld[x][y];
12227 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12228 !CAN_MOVE(element) &&
12229 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12230 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12231 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12234 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12236 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12237 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12238 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12242 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12243 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12244 (IS_DIGGABLE(Feld[newx][newy]) ||
12245 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12246 canPassField(newx, newy, move_dir)));
12249 static void CheckGravityMovement(struct PlayerInfo *player)
12251 if (player->gravity && !player->programmed_action)
12253 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12254 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12255 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12256 int jx = player->jx, jy = player->jy;
12257 boolean player_is_moving_to_valid_field =
12258 (!player_is_snapping &&
12259 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12260 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12261 boolean player_can_fall_down = canFallDown(player);
12263 if (player_can_fall_down &&
12264 !player_is_moving_to_valid_field)
12265 player->programmed_action = MV_DOWN;
12269 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12271 return CheckGravityMovement(player);
12273 if (player->gravity && !player->programmed_action)
12275 int jx = player->jx, jy = player->jy;
12276 boolean field_under_player_is_free =
12277 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12278 boolean player_is_standing_on_valid_field =
12279 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12280 (IS_WALKABLE(Feld[jx][jy]) &&
12281 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12283 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12284 player->programmed_action = MV_DOWN;
12289 MovePlayerOneStep()
12290 -----------------------------------------------------------------------------
12291 dx, dy: direction (non-diagonal) to try to move the player to
12292 real_dx, real_dy: direction as read from input device (can be diagonal)
12295 boolean MovePlayerOneStep(struct PlayerInfo *player,
12296 int dx, int dy, int real_dx, int real_dy)
12298 int jx = player->jx, jy = player->jy;
12299 int new_jx = jx + dx, new_jy = jy + dy;
12301 boolean player_can_move = !player->cannot_move;
12303 if (!player->active || (!dx && !dy))
12304 return MP_NO_ACTION;
12306 player->MovDir = (dx < 0 ? MV_LEFT :
12307 dx > 0 ? MV_RIGHT :
12309 dy > 0 ? MV_DOWN : MV_NONE);
12311 if (!IN_LEV_FIELD(new_jx, new_jy))
12312 return MP_NO_ACTION;
12314 if (!player_can_move)
12316 if (player->MovPos == 0)
12318 player->is_moving = FALSE;
12319 player->is_digging = FALSE;
12320 player->is_collecting = FALSE;
12321 player->is_snapping = FALSE;
12322 player->is_pushing = FALSE;
12326 if (!network.enabled && game.centered_player_nr == -1 &&
12327 !AllPlayersInSight(player, new_jx, new_jy))
12328 return MP_NO_ACTION;
12330 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12331 if (can_move != MP_MOVING)
12334 /* check if DigField() has caused relocation of the player */
12335 if (player->jx != jx || player->jy != jy)
12336 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12338 StorePlayer[jx][jy] = 0;
12339 player->last_jx = jx;
12340 player->last_jy = jy;
12341 player->jx = new_jx;
12342 player->jy = new_jy;
12343 StorePlayer[new_jx][new_jy] = player->element_nr;
12345 if (player->move_delay_value_next != -1)
12347 player->move_delay_value = player->move_delay_value_next;
12348 player->move_delay_value_next = -1;
12352 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12354 player->step_counter++;
12356 PlayerVisit[jx][jy] = FrameCounter;
12358 player->is_moving = TRUE;
12361 /* should better be called in MovePlayer(), but this breaks some tapes */
12362 ScrollPlayer(player, SCROLL_INIT);
12368 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12370 int jx = player->jx, jy = player->jy;
12371 int old_jx = jx, old_jy = jy;
12372 int moved = MP_NO_ACTION;
12374 if (!player->active)
12379 if (player->MovPos == 0)
12381 player->is_moving = FALSE;
12382 player->is_digging = FALSE;
12383 player->is_collecting = FALSE;
12384 player->is_snapping = FALSE;
12385 player->is_pushing = FALSE;
12391 if (player->move_delay > 0)
12394 player->move_delay = -1; /* set to "uninitialized" value */
12396 /* store if player is automatically moved to next field */
12397 player->is_auto_moving = (player->programmed_action != MV_NONE);
12399 /* remove the last programmed player action */
12400 player->programmed_action = 0;
12402 if (player->MovPos)
12404 /* should only happen if pre-1.2 tape recordings are played */
12405 /* this is only for backward compatibility */
12407 int original_move_delay_value = player->move_delay_value;
12410 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12414 /* scroll remaining steps with finest movement resolution */
12415 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12417 while (player->MovPos)
12419 ScrollPlayer(player, SCROLL_GO_ON);
12420 ScrollScreen(NULL, SCROLL_GO_ON);
12422 AdvanceFrameAndPlayerCounters(player->index_nr);
12425 BackToFront_WithFrameDelay(0);
12428 player->move_delay_value = original_move_delay_value;
12431 player->is_active = FALSE;
12433 if (player->last_move_dir & MV_HORIZONTAL)
12435 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12436 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12440 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12441 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12444 if (!moved && !player->is_active)
12446 player->is_moving = FALSE;
12447 player->is_digging = FALSE;
12448 player->is_collecting = FALSE;
12449 player->is_snapping = FALSE;
12450 player->is_pushing = FALSE;
12456 if (moved & MP_MOVING && !ScreenMovPos &&
12457 (player->index_nr == game.centered_player_nr ||
12458 game.centered_player_nr == -1))
12460 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12461 int offset = game.scroll_delay_value;
12463 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12465 /* actual player has left the screen -- scroll in that direction */
12466 if (jx != old_jx) /* player has moved horizontally */
12467 scroll_x += (jx - old_jx);
12468 else /* player has moved vertically */
12469 scroll_y += (jy - old_jy);
12473 if (jx != old_jx) /* player has moved horizontally */
12475 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12476 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12477 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12479 /* don't scroll over playfield boundaries */
12480 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12481 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12483 /* don't scroll more than one field at a time */
12484 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12486 /* don't scroll against the player's moving direction */
12487 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12488 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12489 scroll_x = old_scroll_x;
12491 else /* player has moved vertically */
12493 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12494 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12495 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12497 /* don't scroll over playfield boundaries */
12498 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12499 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12501 /* don't scroll more than one field at a time */
12502 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12504 /* don't scroll against the player's moving direction */
12505 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12506 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12507 scroll_y = old_scroll_y;
12511 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12513 if (!network.enabled && game.centered_player_nr == -1 &&
12514 !AllPlayersInVisibleScreen())
12516 scroll_x = old_scroll_x;
12517 scroll_y = old_scroll_y;
12521 ScrollScreen(player, SCROLL_INIT);
12522 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12527 player->StepFrame = 0;
12529 if (moved & MP_MOVING)
12531 if (old_jx != jx && old_jy == jy)
12532 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12533 else if (old_jx == jx && old_jy != jy)
12534 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12536 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12538 player->last_move_dir = player->MovDir;
12539 player->is_moving = TRUE;
12540 player->is_snapping = FALSE;
12541 player->is_switching = FALSE;
12542 player->is_dropping = FALSE;
12543 player->is_dropping_pressed = FALSE;
12544 player->drop_pressed_delay = 0;
12547 /* should better be called here than above, but this breaks some tapes */
12548 ScrollPlayer(player, SCROLL_INIT);
12553 CheckGravityMovementWhenNotMoving(player);
12555 player->is_moving = FALSE;
12557 /* at this point, the player is allowed to move, but cannot move right now
12558 (e.g. because of something blocking the way) -- ensure that the player
12559 is also allowed to move in the next frame (in old versions before 3.1.1,
12560 the player was forced to wait again for eight frames before next try) */
12562 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12563 player->move_delay = 0; /* allow direct movement in the next frame */
12566 if (player->move_delay == -1) /* not yet initialized by DigField() */
12567 player->move_delay = player->move_delay_value;
12569 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12571 TestIfPlayerTouchesBadThing(jx, jy);
12572 TestIfPlayerTouchesCustomElement(jx, jy);
12575 if (!player->active)
12576 RemovePlayer(player);
12581 void ScrollPlayer(struct PlayerInfo *player, int mode)
12583 int jx = player->jx, jy = player->jy;
12584 int last_jx = player->last_jx, last_jy = player->last_jy;
12585 int move_stepsize = TILEX / player->move_delay_value;
12587 if (!player->active)
12590 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12593 if (mode == SCROLL_INIT)
12595 player->actual_frame_counter = FrameCounter;
12596 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12598 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12599 Feld[last_jx][last_jy] == EL_EMPTY)
12601 int last_field_block_delay = 0; /* start with no blocking at all */
12602 int block_delay_adjustment = player->block_delay_adjustment;
12604 /* if player blocks last field, add delay for exactly one move */
12605 if (player->block_last_field)
12607 last_field_block_delay += player->move_delay_value;
12609 /* when blocking enabled, prevent moving up despite gravity */
12610 if (player->gravity && player->MovDir == MV_UP)
12611 block_delay_adjustment = -1;
12614 /* add block delay adjustment (also possible when not blocking) */
12615 last_field_block_delay += block_delay_adjustment;
12617 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12618 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12621 if (player->MovPos != 0) /* player has not yet reached destination */
12624 else if (!FrameReached(&player->actual_frame_counter, 1))
12627 if (player->MovPos != 0)
12629 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12630 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12632 /* before DrawPlayer() to draw correct player graphic for this case */
12633 if (player->MovPos == 0)
12634 CheckGravityMovement(player);
12637 if (player->MovPos == 0) /* player reached destination field */
12639 if (player->move_delay_reset_counter > 0)
12641 player->move_delay_reset_counter--;
12643 if (player->move_delay_reset_counter == 0)
12645 /* continue with normal speed after quickly moving through gate */
12646 HALVE_PLAYER_SPEED(player);
12648 /* be able to make the next move without delay */
12649 player->move_delay = 0;
12653 player->last_jx = jx;
12654 player->last_jy = jy;
12656 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12657 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12658 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12659 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12660 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12661 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12662 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12663 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12665 ExitPlayer(player);
12667 if ((local_player->friends_still_needed == 0 ||
12668 IS_SP_ELEMENT(Feld[jx][jy])) &&
12670 PlayerWins(local_player);
12673 /* this breaks one level: "machine", level 000 */
12675 int move_direction = player->MovDir;
12676 int enter_side = MV_DIR_OPPOSITE(move_direction);
12677 int leave_side = move_direction;
12678 int old_jx = last_jx;
12679 int old_jy = last_jy;
12680 int old_element = Feld[old_jx][old_jy];
12681 int new_element = Feld[jx][jy];
12683 if (IS_CUSTOM_ELEMENT(old_element))
12684 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12686 player->index_bit, leave_side);
12688 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12689 CE_PLAYER_LEAVES_X,
12690 player->index_bit, leave_side);
12692 if (IS_CUSTOM_ELEMENT(new_element))
12693 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12694 player->index_bit, enter_side);
12696 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12697 CE_PLAYER_ENTERS_X,
12698 player->index_bit, enter_side);
12700 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12701 CE_MOVE_OF_X, move_direction);
12704 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12706 TestIfPlayerTouchesBadThing(jx, jy);
12707 TestIfPlayerTouchesCustomElement(jx, jy);
12709 /* needed because pushed element has not yet reached its destination,
12710 so it would trigger a change event at its previous field location */
12711 if (!player->is_pushing)
12712 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12714 if (!player->active)
12715 RemovePlayer(player);
12718 if (!local_player->LevelSolved && level.use_step_counter)
12728 if (TimeLeft <= 10 && setup.time_limit)
12729 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12731 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12733 DisplayGameControlValues();
12735 if (!TimeLeft && setup.time_limit)
12736 for (i = 0; i < MAX_PLAYERS; i++)
12737 KillPlayer(&stored_player[i]);
12739 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12741 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12743 DisplayGameControlValues();
12747 if (tape.single_step && tape.recording && !tape.pausing &&
12748 !player->programmed_action)
12749 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12751 if (!player->programmed_action)
12752 CheckSaveEngineSnapshot(player);
12756 void ScrollScreen(struct PlayerInfo *player, int mode)
12758 static unsigned int screen_frame_counter = 0;
12760 if (mode == SCROLL_INIT)
12762 /* set scrolling step size according to actual player's moving speed */
12763 ScrollStepSize = TILEX / player->move_delay_value;
12765 screen_frame_counter = FrameCounter;
12766 ScreenMovDir = player->MovDir;
12767 ScreenMovPos = player->MovPos;
12768 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12771 else if (!FrameReached(&screen_frame_counter, 1))
12776 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12777 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12778 redraw_mask |= REDRAW_FIELD;
12781 ScreenMovDir = MV_NONE;
12784 void TestIfPlayerTouchesCustomElement(int x, int y)
12786 static int xy[4][2] =
12793 static int trigger_sides[4][2] =
12795 /* center side border side */
12796 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12797 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12798 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12799 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12801 static int touch_dir[4] =
12803 MV_LEFT | MV_RIGHT,
12808 int center_element = Feld[x][y]; /* should always be non-moving! */
12811 for (i = 0; i < NUM_DIRECTIONS; i++)
12813 int xx = x + xy[i][0];
12814 int yy = y + xy[i][1];
12815 int center_side = trigger_sides[i][0];
12816 int border_side = trigger_sides[i][1];
12817 int border_element;
12819 if (!IN_LEV_FIELD(xx, yy))
12822 if (IS_PLAYER(x, y)) /* player found at center element */
12824 struct PlayerInfo *player = PLAYERINFO(x, y);
12826 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12827 border_element = Feld[xx][yy]; /* may be moving! */
12828 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12829 border_element = Feld[xx][yy];
12830 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12831 border_element = MovingOrBlocked2Element(xx, yy);
12833 continue; /* center and border element do not touch */
12835 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12836 player->index_bit, border_side);
12837 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12838 CE_PLAYER_TOUCHES_X,
12839 player->index_bit, border_side);
12842 /* use player element that is initially defined in the level playfield,
12843 not the player element that corresponds to the runtime player number
12844 (example: a level that contains EL_PLAYER_3 as the only player would
12845 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12846 int player_element = PLAYERINFO(x, y)->initial_element;
12848 CheckElementChangeBySide(xx, yy, border_element, player_element,
12849 CE_TOUCHING_X, border_side);
12852 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12854 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12856 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12858 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12859 continue; /* center and border element do not touch */
12862 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12863 player->index_bit, center_side);
12864 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12865 CE_PLAYER_TOUCHES_X,
12866 player->index_bit, center_side);
12869 /* use player element that is initially defined in the level playfield,
12870 not the player element that corresponds to the runtime player number
12871 (example: a level that contains EL_PLAYER_3 as the only player would
12872 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12873 int player_element = PLAYERINFO(xx, yy)->initial_element;
12875 CheckElementChangeBySide(x, y, center_element, player_element,
12876 CE_TOUCHING_X, center_side);
12884 void TestIfElementTouchesCustomElement(int x, int y)
12886 static int xy[4][2] =
12893 static int trigger_sides[4][2] =
12895 /* center side border side */
12896 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12897 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12898 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12899 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12901 static int touch_dir[4] =
12903 MV_LEFT | MV_RIGHT,
12908 boolean change_center_element = FALSE;
12909 int center_element = Feld[x][y]; /* should always be non-moving! */
12910 int border_element_old[NUM_DIRECTIONS];
12913 for (i = 0; i < NUM_DIRECTIONS; i++)
12915 int xx = x + xy[i][0];
12916 int yy = y + xy[i][1];
12917 int border_element;
12919 border_element_old[i] = -1;
12921 if (!IN_LEV_FIELD(xx, yy))
12924 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12925 border_element = Feld[xx][yy]; /* may be moving! */
12926 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12927 border_element = Feld[xx][yy];
12928 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12929 border_element = MovingOrBlocked2Element(xx, yy);
12931 continue; /* center and border element do not touch */
12933 border_element_old[i] = border_element;
12936 for (i = 0; i < NUM_DIRECTIONS; i++)
12938 int xx = x + xy[i][0];
12939 int yy = y + xy[i][1];
12940 int center_side = trigger_sides[i][0];
12941 int border_element = border_element_old[i];
12943 if (border_element == -1)
12946 /* check for change of border element */
12947 CheckElementChangeBySide(xx, yy, border_element, center_element,
12948 CE_TOUCHING_X, center_side);
12950 /* (center element cannot be player, so we dont have to check this here) */
12953 for (i = 0; i < NUM_DIRECTIONS; i++)
12955 int xx = x + xy[i][0];
12956 int yy = y + xy[i][1];
12957 int border_side = trigger_sides[i][1];
12958 int border_element = border_element_old[i];
12960 if (border_element == -1)
12963 /* check for change of center element (but change it only once) */
12964 if (!change_center_element)
12965 change_center_element =
12966 CheckElementChangeBySide(x, y, center_element, border_element,
12967 CE_TOUCHING_X, border_side);
12969 if (IS_PLAYER(xx, yy))
12971 /* use player element that is initially defined in the level playfield,
12972 not the player element that corresponds to the runtime player number
12973 (example: a level that contains EL_PLAYER_3 as the only player would
12974 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12975 int player_element = PLAYERINFO(xx, yy)->initial_element;
12977 CheckElementChangeBySide(x, y, center_element, player_element,
12978 CE_TOUCHING_X, border_side);
12983 void TestIfElementHitsCustomElement(int x, int y, int direction)
12985 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12986 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12987 int hitx = x + dx, hity = y + dy;
12988 int hitting_element = Feld[x][y];
12989 int touched_element;
12991 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12994 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12995 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12997 if (IN_LEV_FIELD(hitx, hity))
12999 int opposite_direction = MV_DIR_OPPOSITE(direction);
13000 int hitting_side = direction;
13001 int touched_side = opposite_direction;
13002 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13003 MovDir[hitx][hity] != direction ||
13004 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13010 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13011 CE_HITTING_X, touched_side);
13013 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13014 CE_HIT_BY_X, hitting_side);
13016 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13017 CE_HIT_BY_SOMETHING, opposite_direction);
13019 if (IS_PLAYER(hitx, hity))
13021 /* use player element that is initially defined in the level playfield,
13022 not the player element that corresponds to the runtime player number
13023 (example: a level that contains EL_PLAYER_3 as the only player would
13024 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13025 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13027 CheckElementChangeBySide(x, y, hitting_element, player_element,
13028 CE_HITTING_X, touched_side);
13033 /* "hitting something" is also true when hitting the playfield border */
13034 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13035 CE_HITTING_SOMETHING, direction);
13038 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13040 int i, kill_x = -1, kill_y = -1;
13042 int bad_element = -1;
13043 static int test_xy[4][2] =
13050 static int test_dir[4] =
13058 for (i = 0; i < NUM_DIRECTIONS; i++)
13060 int test_x, test_y, test_move_dir, test_element;
13062 test_x = good_x + test_xy[i][0];
13063 test_y = good_y + test_xy[i][1];
13065 if (!IN_LEV_FIELD(test_x, test_y))
13069 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13071 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13073 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13074 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13076 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13077 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13081 bad_element = test_element;
13087 if (kill_x != -1 || kill_y != -1)
13089 if (IS_PLAYER(good_x, good_y))
13091 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13093 if (player->shield_deadly_time_left > 0 &&
13094 !IS_INDESTRUCTIBLE(bad_element))
13095 Bang(kill_x, kill_y);
13096 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13097 KillPlayer(player);
13100 Bang(good_x, good_y);
13104 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13106 int i, kill_x = -1, kill_y = -1;
13107 int bad_element = Feld[bad_x][bad_y];
13108 static int test_xy[4][2] =
13115 static int touch_dir[4] =
13117 MV_LEFT | MV_RIGHT,
13122 static int test_dir[4] =
13130 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13133 for (i = 0; i < NUM_DIRECTIONS; i++)
13135 int test_x, test_y, test_move_dir, test_element;
13137 test_x = bad_x + test_xy[i][0];
13138 test_y = bad_y + test_xy[i][1];
13140 if (!IN_LEV_FIELD(test_x, test_y))
13144 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13146 test_element = Feld[test_x][test_y];
13148 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13149 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13151 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13152 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13154 /* good thing is player or penguin that does not move away */
13155 if (IS_PLAYER(test_x, test_y))
13157 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13159 if (bad_element == EL_ROBOT && player->is_moving)
13160 continue; /* robot does not kill player if he is moving */
13162 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13164 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13165 continue; /* center and border element do not touch */
13173 else if (test_element == EL_PENGUIN)
13183 if (kill_x != -1 || kill_y != -1)
13185 if (IS_PLAYER(kill_x, kill_y))
13187 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13189 if (player->shield_deadly_time_left > 0 &&
13190 !IS_INDESTRUCTIBLE(bad_element))
13191 Bang(bad_x, bad_y);
13192 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13193 KillPlayer(player);
13196 Bang(kill_x, kill_y);
13200 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13202 int bad_element = Feld[bad_x][bad_y];
13203 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13204 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13205 int test_x = bad_x + dx, test_y = bad_y + dy;
13206 int test_move_dir, test_element;
13207 int kill_x = -1, kill_y = -1;
13209 if (!IN_LEV_FIELD(test_x, test_y))
13213 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13215 test_element = Feld[test_x][test_y];
13217 if (test_move_dir != bad_move_dir)
13219 /* good thing can be player or penguin that does not move away */
13220 if (IS_PLAYER(test_x, test_y))
13222 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13224 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13225 player as being hit when he is moving towards the bad thing, because
13226 the "get hit by" condition would be lost after the player stops) */
13227 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13228 return; /* player moves away from bad thing */
13233 else if (test_element == EL_PENGUIN)
13240 if (kill_x != -1 || kill_y != -1)
13242 if (IS_PLAYER(kill_x, kill_y))
13244 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13246 if (player->shield_deadly_time_left > 0 &&
13247 !IS_INDESTRUCTIBLE(bad_element))
13248 Bang(bad_x, bad_y);
13249 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13250 KillPlayer(player);
13253 Bang(kill_x, kill_y);
13257 void TestIfPlayerTouchesBadThing(int x, int y)
13259 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13262 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13264 TestIfGoodThingHitsBadThing(x, y, move_dir);
13267 void TestIfBadThingTouchesPlayer(int x, int y)
13269 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13272 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13274 TestIfBadThingHitsGoodThing(x, y, move_dir);
13277 void TestIfFriendTouchesBadThing(int x, int y)
13279 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13282 void TestIfBadThingTouchesFriend(int x, int y)
13284 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13287 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13289 int i, kill_x = bad_x, kill_y = bad_y;
13290 static int xy[4][2] =
13298 for (i = 0; i < NUM_DIRECTIONS; i++)
13302 x = bad_x + xy[i][0];
13303 y = bad_y + xy[i][1];
13304 if (!IN_LEV_FIELD(x, y))
13307 element = Feld[x][y];
13308 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13309 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13317 if (kill_x != bad_x || kill_y != bad_y)
13318 Bang(bad_x, bad_y);
13321 void KillPlayer(struct PlayerInfo *player)
13323 int jx = player->jx, jy = player->jy;
13325 if (!player->active)
13329 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13330 player->killed, player->active, player->reanimated);
13333 /* the following code was introduced to prevent an infinite loop when calling
13335 -> CheckTriggeredElementChangeExt()
13336 -> ExecuteCustomElementAction()
13338 -> (infinitely repeating the above sequence of function calls)
13339 which occurs when killing the player while having a CE with the setting
13340 "kill player X when explosion of <player X>"; the solution using a new
13341 field "player->killed" was chosen for backwards compatibility, although
13342 clever use of the fields "player->active" etc. would probably also work */
13344 if (player->killed)
13348 player->killed = TRUE;
13350 /* remove accessible field at the player's position */
13351 Feld[jx][jy] = EL_EMPTY;
13353 /* deactivate shield (else Bang()/Explode() would not work right) */
13354 player->shield_normal_time_left = 0;
13355 player->shield_deadly_time_left = 0;
13358 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13359 player->killed, player->active, player->reanimated);
13365 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13366 player->killed, player->active, player->reanimated);
13369 if (player->reanimated) /* killed player may have been reanimated */
13370 player->killed = player->reanimated = FALSE;
13372 BuryPlayer(player);
13375 static void KillPlayerUnlessEnemyProtected(int x, int y)
13377 if (!PLAYER_ENEMY_PROTECTED(x, y))
13378 KillPlayer(PLAYERINFO(x, y));
13381 static void KillPlayerUnlessExplosionProtected(int x, int y)
13383 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13384 KillPlayer(PLAYERINFO(x, y));
13387 void BuryPlayer(struct PlayerInfo *player)
13389 int jx = player->jx, jy = player->jy;
13391 if (!player->active)
13394 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13395 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13397 player->GameOver = TRUE;
13398 RemovePlayer(player);
13401 void RemovePlayer(struct PlayerInfo *player)
13403 int jx = player->jx, jy = player->jy;
13404 int i, found = FALSE;
13406 player->present = FALSE;
13407 player->active = FALSE;
13409 if (!ExplodeField[jx][jy])
13410 StorePlayer[jx][jy] = 0;
13412 if (player->is_moving)
13413 TEST_DrawLevelField(player->last_jx, player->last_jy);
13415 for (i = 0; i < MAX_PLAYERS; i++)
13416 if (stored_player[i].active)
13420 AllPlayersGone = TRUE;
13426 void ExitPlayer(struct PlayerInfo *player)
13428 DrawPlayer(player); /* needed here only to cleanup last field */
13429 RemovePlayer(player);
13431 if (local_player->players_still_needed > 0)
13432 local_player->players_still_needed--;
13435 static void setFieldForSnapping(int x, int y, int element, int direction)
13437 struct ElementInfo *ei = &element_info[element];
13438 int direction_bit = MV_DIR_TO_BIT(direction);
13439 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13440 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13441 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13443 Feld[x][y] = EL_ELEMENT_SNAPPING;
13444 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13446 ResetGfxAnimation(x, y);
13448 GfxElement[x][y] = element;
13449 GfxAction[x][y] = action;
13450 GfxDir[x][y] = direction;
13451 GfxFrame[x][y] = -1;
13455 =============================================================================
13456 checkDiagonalPushing()
13457 -----------------------------------------------------------------------------
13458 check if diagonal input device direction results in pushing of object
13459 (by checking if the alternative direction is walkable, diggable, ...)
13460 =============================================================================
13463 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13464 int x, int y, int real_dx, int real_dy)
13466 int jx, jy, dx, dy, xx, yy;
13468 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13471 /* diagonal direction: check alternative direction */
13476 xx = jx + (dx == 0 ? real_dx : 0);
13477 yy = jy + (dy == 0 ? real_dy : 0);
13479 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13483 =============================================================================
13485 -----------------------------------------------------------------------------
13486 x, y: field next to player (non-diagonal) to try to dig to
13487 real_dx, real_dy: direction as read from input device (can be diagonal)
13488 =============================================================================
13491 static int DigField(struct PlayerInfo *player,
13492 int oldx, int oldy, int x, int y,
13493 int real_dx, int real_dy, int mode)
13495 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13496 boolean player_was_pushing = player->is_pushing;
13497 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13498 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13499 int jx = oldx, jy = oldy;
13500 int dx = x - jx, dy = y - jy;
13501 int nextx = x + dx, nexty = y + dy;
13502 int move_direction = (dx == -1 ? MV_LEFT :
13503 dx == +1 ? MV_RIGHT :
13505 dy == +1 ? MV_DOWN : MV_NONE);
13506 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13507 int dig_side = MV_DIR_OPPOSITE(move_direction);
13508 int old_element = Feld[jx][jy];
13509 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13512 if (is_player) /* function can also be called by EL_PENGUIN */
13514 if (player->MovPos == 0)
13516 player->is_digging = FALSE;
13517 player->is_collecting = FALSE;
13520 if (player->MovPos == 0) /* last pushing move finished */
13521 player->is_pushing = FALSE;
13523 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13525 player->is_switching = FALSE;
13526 player->push_delay = -1;
13528 return MP_NO_ACTION;
13532 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13533 old_element = Back[jx][jy];
13535 /* in case of element dropped at player position, check background */
13536 else if (Back[jx][jy] != EL_EMPTY &&
13537 game.engine_version >= VERSION_IDENT(2,2,0,0))
13538 old_element = Back[jx][jy];
13540 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13541 return MP_NO_ACTION; /* field has no opening in this direction */
13543 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13544 return MP_NO_ACTION; /* field has no opening in this direction */
13546 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13550 Feld[jx][jy] = player->artwork_element;
13551 InitMovingField(jx, jy, MV_DOWN);
13552 Store[jx][jy] = EL_ACID;
13553 ContinueMoving(jx, jy);
13554 BuryPlayer(player);
13556 return MP_DONT_RUN_INTO;
13559 if (player_can_move && DONT_RUN_INTO(element))
13561 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13563 return MP_DONT_RUN_INTO;
13566 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13567 return MP_NO_ACTION;
13569 collect_count = element_info[element].collect_count_initial;
13571 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13572 return MP_NO_ACTION;
13574 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13575 player_can_move = player_can_move_or_snap;
13577 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13578 game.engine_version >= VERSION_IDENT(2,2,0,0))
13580 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13581 player->index_bit, dig_side);
13582 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13583 player->index_bit, dig_side);
13585 if (element == EL_DC_LANDMINE)
13588 if (Feld[x][y] != element) /* field changed by snapping */
13591 return MP_NO_ACTION;
13594 if (player->gravity && is_player && !player->is_auto_moving &&
13595 canFallDown(player) && move_direction != MV_DOWN &&
13596 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13597 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13599 if (player_can_move &&
13600 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13602 int sound_element = SND_ELEMENT(element);
13603 int sound_action = ACTION_WALKING;
13605 if (IS_RND_GATE(element))
13607 if (!player->key[RND_GATE_NR(element)])
13608 return MP_NO_ACTION;
13610 else if (IS_RND_GATE_GRAY(element))
13612 if (!player->key[RND_GATE_GRAY_NR(element)])
13613 return MP_NO_ACTION;
13615 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13617 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13618 return MP_NO_ACTION;
13620 else if (element == EL_EXIT_OPEN ||
13621 element == EL_EM_EXIT_OPEN ||
13622 element == EL_EM_EXIT_OPENING ||
13623 element == EL_STEEL_EXIT_OPEN ||
13624 element == EL_EM_STEEL_EXIT_OPEN ||
13625 element == EL_EM_STEEL_EXIT_OPENING ||
13626 element == EL_SP_EXIT_OPEN ||
13627 element == EL_SP_EXIT_OPENING)
13629 sound_action = ACTION_PASSING; /* player is passing exit */
13631 else if (element == EL_EMPTY)
13633 sound_action = ACTION_MOVING; /* nothing to walk on */
13636 /* play sound from background or player, whatever is available */
13637 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13638 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13640 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13642 else if (player_can_move &&
13643 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13645 if (!ACCESS_FROM(element, opposite_direction))
13646 return MP_NO_ACTION; /* field not accessible from this direction */
13648 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13649 return MP_NO_ACTION;
13651 if (IS_EM_GATE(element))
13653 if (!player->key[EM_GATE_NR(element)])
13654 return MP_NO_ACTION;
13656 else if (IS_EM_GATE_GRAY(element))
13658 if (!player->key[EM_GATE_GRAY_NR(element)])
13659 return MP_NO_ACTION;
13661 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13663 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13664 return MP_NO_ACTION;
13666 else if (IS_EMC_GATE(element))
13668 if (!player->key[EMC_GATE_NR(element)])
13669 return MP_NO_ACTION;
13671 else if (IS_EMC_GATE_GRAY(element))
13673 if (!player->key[EMC_GATE_GRAY_NR(element)])
13674 return MP_NO_ACTION;
13676 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13678 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13679 return MP_NO_ACTION;
13681 else if (element == EL_DC_GATE_WHITE ||
13682 element == EL_DC_GATE_WHITE_GRAY ||
13683 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13685 if (player->num_white_keys == 0)
13686 return MP_NO_ACTION;
13688 player->num_white_keys--;
13690 else if (IS_SP_PORT(element))
13692 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13693 element == EL_SP_GRAVITY_PORT_RIGHT ||
13694 element == EL_SP_GRAVITY_PORT_UP ||
13695 element == EL_SP_GRAVITY_PORT_DOWN)
13696 player->gravity = !player->gravity;
13697 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13698 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13699 element == EL_SP_GRAVITY_ON_PORT_UP ||
13700 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13701 player->gravity = TRUE;
13702 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13703 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13704 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13705 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13706 player->gravity = FALSE;
13709 /* automatically move to the next field with double speed */
13710 player->programmed_action = move_direction;
13712 if (player->move_delay_reset_counter == 0)
13714 player->move_delay_reset_counter = 2; /* two double speed steps */
13716 DOUBLE_PLAYER_SPEED(player);
13719 PlayLevelSoundAction(x, y, ACTION_PASSING);
13721 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13725 if (mode != DF_SNAP)
13727 GfxElement[x][y] = GFX_ELEMENT(element);
13728 player->is_digging = TRUE;
13731 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13733 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13734 player->index_bit, dig_side);
13736 if (mode == DF_SNAP)
13738 if (level.block_snap_field)
13739 setFieldForSnapping(x, y, element, move_direction);
13741 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13743 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13744 player->index_bit, dig_side);
13747 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13751 if (is_player && mode != DF_SNAP)
13753 GfxElement[x][y] = element;
13754 player->is_collecting = TRUE;
13757 if (element == EL_SPEED_PILL)
13759 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13761 else if (element == EL_EXTRA_TIME && level.time > 0)
13763 TimeLeft += level.extra_time;
13765 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13767 DisplayGameControlValues();
13769 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13771 player->shield_normal_time_left += level.shield_normal_time;
13772 if (element == EL_SHIELD_DEADLY)
13773 player->shield_deadly_time_left += level.shield_deadly_time;
13775 else if (element == EL_DYNAMITE ||
13776 element == EL_EM_DYNAMITE ||
13777 element == EL_SP_DISK_RED)
13779 if (player->inventory_size < MAX_INVENTORY_SIZE)
13780 player->inventory_element[player->inventory_size++] = element;
13782 DrawGameDoorValues();
13784 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13786 player->dynabomb_count++;
13787 player->dynabombs_left++;
13789 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13791 player->dynabomb_size++;
13793 else if (element == EL_DYNABOMB_INCREASE_POWER)
13795 player->dynabomb_xl = TRUE;
13797 else if (IS_KEY(element))
13799 player->key[KEY_NR(element)] = TRUE;
13801 DrawGameDoorValues();
13803 else if (element == EL_DC_KEY_WHITE)
13805 player->num_white_keys++;
13807 /* display white keys? */
13808 /* DrawGameDoorValues(); */
13810 else if (IS_ENVELOPE(element))
13812 player->show_envelope = element;
13814 else if (element == EL_EMC_LENSES)
13816 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13818 RedrawAllInvisibleElementsForLenses();
13820 else if (element == EL_EMC_MAGNIFIER)
13822 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13824 RedrawAllInvisibleElementsForMagnifier();
13826 else if (IS_DROPPABLE(element) ||
13827 IS_THROWABLE(element)) /* can be collected and dropped */
13831 if (collect_count == 0)
13832 player->inventory_infinite_element = element;
13834 for (i = 0; i < collect_count; i++)
13835 if (player->inventory_size < MAX_INVENTORY_SIZE)
13836 player->inventory_element[player->inventory_size++] = element;
13838 DrawGameDoorValues();
13840 else if (collect_count > 0)
13842 local_player->gems_still_needed -= collect_count;
13843 if (local_player->gems_still_needed < 0)
13844 local_player->gems_still_needed = 0;
13846 game.snapshot.collected_item = TRUE;
13848 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13850 DisplayGameControlValues();
13853 RaiseScoreElement(element);
13854 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13857 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13858 player->index_bit, dig_side);
13860 if (mode == DF_SNAP)
13862 if (level.block_snap_field)
13863 setFieldForSnapping(x, y, element, move_direction);
13865 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13867 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13868 player->index_bit, dig_side);
13871 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13873 if (mode == DF_SNAP && element != EL_BD_ROCK)
13874 return MP_NO_ACTION;
13876 if (CAN_FALL(element) && dy)
13877 return MP_NO_ACTION;
13879 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13880 !(element == EL_SPRING && level.use_spring_bug))
13881 return MP_NO_ACTION;
13883 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13884 ((move_direction & MV_VERTICAL &&
13885 ((element_info[element].move_pattern & MV_LEFT &&
13886 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13887 (element_info[element].move_pattern & MV_RIGHT &&
13888 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13889 (move_direction & MV_HORIZONTAL &&
13890 ((element_info[element].move_pattern & MV_UP &&
13891 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13892 (element_info[element].move_pattern & MV_DOWN &&
13893 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13894 return MP_NO_ACTION;
13896 /* do not push elements already moving away faster than player */
13897 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13898 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13899 return MP_NO_ACTION;
13901 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13903 if (player->push_delay_value == -1 || !player_was_pushing)
13904 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13906 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13908 if (player->push_delay_value == -1)
13909 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13911 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13913 if (!player->is_pushing)
13914 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13917 player->is_pushing = TRUE;
13918 player->is_active = TRUE;
13920 if (!(IN_LEV_FIELD(nextx, nexty) &&
13921 (IS_FREE(nextx, nexty) ||
13922 (IS_SB_ELEMENT(element) &&
13923 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13924 (IS_CUSTOM_ELEMENT(element) &&
13925 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13926 return MP_NO_ACTION;
13928 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13929 return MP_NO_ACTION;
13931 if (player->push_delay == -1) /* new pushing; restart delay */
13932 player->push_delay = 0;
13934 if (player->push_delay < player->push_delay_value &&
13935 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13936 element != EL_SPRING && element != EL_BALLOON)
13938 /* make sure that there is no move delay before next try to push */
13939 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13940 player->move_delay = 0;
13942 return MP_NO_ACTION;
13945 if (IS_CUSTOM_ELEMENT(element) &&
13946 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13948 if (!DigFieldByCE(nextx, nexty, element))
13949 return MP_NO_ACTION;
13952 if (IS_SB_ELEMENT(element))
13954 if (element == EL_SOKOBAN_FIELD_FULL)
13956 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13957 local_player->sokobanfields_still_needed++;
13960 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13962 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13963 local_player->sokobanfields_still_needed--;
13966 Feld[x][y] = EL_SOKOBAN_OBJECT;
13968 if (Back[x][y] == Back[nextx][nexty])
13969 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13970 else if (Back[x][y] != 0)
13971 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13974 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13977 if (local_player->sokobanfields_still_needed == 0 &&
13978 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13980 local_player->players_still_needed = 0;
13982 PlayerWins(player);
13984 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13988 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13990 InitMovingField(x, y, move_direction);
13991 GfxAction[x][y] = ACTION_PUSHING;
13993 if (mode == DF_SNAP)
13994 ContinueMoving(x, y);
13996 MovPos[x][y] = (dx != 0 ? dx : dy);
13998 Pushed[x][y] = TRUE;
13999 Pushed[nextx][nexty] = TRUE;
14001 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14002 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14004 player->push_delay_value = -1; /* get new value later */
14006 /* check for element change _after_ element has been pushed */
14007 if (game.use_change_when_pushing_bug)
14009 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14010 player->index_bit, dig_side);
14011 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14012 player->index_bit, dig_side);
14015 else if (IS_SWITCHABLE(element))
14017 if (PLAYER_SWITCHING(player, x, y))
14019 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14020 player->index_bit, dig_side);
14025 player->is_switching = TRUE;
14026 player->switch_x = x;
14027 player->switch_y = y;
14029 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14031 if (element == EL_ROBOT_WHEEL)
14033 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14037 game.robot_wheel_active = TRUE;
14039 TEST_DrawLevelField(x, y);
14041 else if (element == EL_SP_TERMINAL)
14045 SCAN_PLAYFIELD(xx, yy)
14047 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14051 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14053 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14055 ResetGfxAnimation(xx, yy);
14056 TEST_DrawLevelField(xx, yy);
14060 else if (IS_BELT_SWITCH(element))
14062 ToggleBeltSwitch(x, y);
14064 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14065 element == EL_SWITCHGATE_SWITCH_DOWN ||
14066 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14067 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14069 ToggleSwitchgateSwitch(x, y);
14071 else if (element == EL_LIGHT_SWITCH ||
14072 element == EL_LIGHT_SWITCH_ACTIVE)
14074 ToggleLightSwitch(x, y);
14076 else if (element == EL_TIMEGATE_SWITCH ||
14077 element == EL_DC_TIMEGATE_SWITCH)
14079 ActivateTimegateSwitch(x, y);
14081 else if (element == EL_BALLOON_SWITCH_LEFT ||
14082 element == EL_BALLOON_SWITCH_RIGHT ||
14083 element == EL_BALLOON_SWITCH_UP ||
14084 element == EL_BALLOON_SWITCH_DOWN ||
14085 element == EL_BALLOON_SWITCH_NONE ||
14086 element == EL_BALLOON_SWITCH_ANY)
14088 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14089 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14090 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14091 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14092 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14095 else if (element == EL_LAMP)
14097 Feld[x][y] = EL_LAMP_ACTIVE;
14098 local_player->lights_still_needed--;
14100 ResetGfxAnimation(x, y);
14101 TEST_DrawLevelField(x, y);
14103 else if (element == EL_TIME_ORB_FULL)
14105 Feld[x][y] = EL_TIME_ORB_EMPTY;
14107 if (level.time > 0 || level.use_time_orb_bug)
14109 TimeLeft += level.time_orb_time;
14110 game.no_time_limit = FALSE;
14112 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14114 DisplayGameControlValues();
14117 ResetGfxAnimation(x, y);
14118 TEST_DrawLevelField(x, y);
14120 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14121 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14125 game.ball_state = !game.ball_state;
14127 SCAN_PLAYFIELD(xx, yy)
14129 int e = Feld[xx][yy];
14131 if (game.ball_state)
14133 if (e == EL_EMC_MAGIC_BALL)
14134 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14135 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14136 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14140 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14141 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14142 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14143 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14148 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14149 player->index_bit, dig_side);
14151 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14152 player->index_bit, dig_side);
14154 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14155 player->index_bit, dig_side);
14161 if (!PLAYER_SWITCHING(player, x, y))
14163 player->is_switching = TRUE;
14164 player->switch_x = x;
14165 player->switch_y = y;
14167 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14168 player->index_bit, dig_side);
14169 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14170 player->index_bit, dig_side);
14172 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14173 player->index_bit, dig_side);
14174 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14175 player->index_bit, dig_side);
14178 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14179 player->index_bit, dig_side);
14180 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14181 player->index_bit, dig_side);
14183 return MP_NO_ACTION;
14186 player->push_delay = -1;
14188 if (is_player) /* function can also be called by EL_PENGUIN */
14190 if (Feld[x][y] != element) /* really digged/collected something */
14192 player->is_collecting = !player->is_digging;
14193 player->is_active = TRUE;
14200 static boolean DigFieldByCE(int x, int y, int digging_element)
14202 int element = Feld[x][y];
14204 if (!IS_FREE(x, y))
14206 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14207 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14210 /* no element can dig solid indestructible elements */
14211 if (IS_INDESTRUCTIBLE(element) &&
14212 !IS_DIGGABLE(element) &&
14213 !IS_COLLECTIBLE(element))
14216 if (AmoebaNr[x][y] &&
14217 (element == EL_AMOEBA_FULL ||
14218 element == EL_BD_AMOEBA ||
14219 element == EL_AMOEBA_GROWING))
14221 AmoebaCnt[AmoebaNr[x][y]]--;
14222 AmoebaCnt2[AmoebaNr[x][y]]--;
14225 if (IS_MOVING(x, y))
14226 RemoveMovingField(x, y);
14230 TEST_DrawLevelField(x, y);
14233 /* if digged element was about to explode, prevent the explosion */
14234 ExplodeField[x][y] = EX_TYPE_NONE;
14236 PlayLevelSoundAction(x, y, action);
14239 Store[x][y] = EL_EMPTY;
14241 /* this makes it possible to leave the removed element again */
14242 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14243 Store[x][y] = element;
14248 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14250 int jx = player->jx, jy = player->jy;
14251 int x = jx + dx, y = jy + dy;
14252 int snap_direction = (dx == -1 ? MV_LEFT :
14253 dx == +1 ? MV_RIGHT :
14255 dy == +1 ? MV_DOWN : MV_NONE);
14256 boolean can_continue_snapping = (level.continuous_snapping &&
14257 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14259 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14262 if (!player->active || !IN_LEV_FIELD(x, y))
14270 if (player->MovPos == 0)
14271 player->is_pushing = FALSE;
14273 player->is_snapping = FALSE;
14275 if (player->MovPos == 0)
14277 player->is_moving = FALSE;
14278 player->is_digging = FALSE;
14279 player->is_collecting = FALSE;
14285 /* prevent snapping with already pressed snap key when not allowed */
14286 if (player->is_snapping && !can_continue_snapping)
14289 player->MovDir = snap_direction;
14291 if (player->MovPos == 0)
14293 player->is_moving = FALSE;
14294 player->is_digging = FALSE;
14295 player->is_collecting = FALSE;
14298 player->is_dropping = FALSE;
14299 player->is_dropping_pressed = FALSE;
14300 player->drop_pressed_delay = 0;
14302 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14305 player->is_snapping = TRUE;
14306 player->is_active = TRUE;
14308 if (player->MovPos == 0)
14310 player->is_moving = FALSE;
14311 player->is_digging = FALSE;
14312 player->is_collecting = FALSE;
14315 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14316 TEST_DrawLevelField(player->last_jx, player->last_jy);
14318 TEST_DrawLevelField(x, y);
14323 static boolean DropElement(struct PlayerInfo *player)
14325 int old_element, new_element;
14326 int dropx = player->jx, dropy = player->jy;
14327 int drop_direction = player->MovDir;
14328 int drop_side = drop_direction;
14329 int drop_element = get_next_dropped_element(player);
14331 /* do not drop an element on top of another element; when holding drop key
14332 pressed without moving, dropped element must move away before the next
14333 element can be dropped (this is especially important if the next element
14334 is dynamite, which can be placed on background for historical reasons) */
14335 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14338 if (IS_THROWABLE(drop_element))
14340 dropx += GET_DX_FROM_DIR(drop_direction);
14341 dropy += GET_DY_FROM_DIR(drop_direction);
14343 if (!IN_LEV_FIELD(dropx, dropy))
14347 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14348 new_element = drop_element; /* default: no change when dropping */
14350 /* check if player is active, not moving and ready to drop */
14351 if (!player->active || player->MovPos || player->drop_delay > 0)
14354 /* check if player has anything that can be dropped */
14355 if (new_element == EL_UNDEFINED)
14358 /* only set if player has anything that can be dropped */
14359 player->is_dropping_pressed = TRUE;
14361 /* check if drop key was pressed long enough for EM style dynamite */
14362 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14365 /* check if anything can be dropped at the current position */
14366 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14369 /* collected custom elements can only be dropped on empty fields */
14370 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14373 if (old_element != EL_EMPTY)
14374 Back[dropx][dropy] = old_element; /* store old element on this field */
14376 ResetGfxAnimation(dropx, dropy);
14377 ResetRandomAnimationValue(dropx, dropy);
14379 if (player->inventory_size > 0 ||
14380 player->inventory_infinite_element != EL_UNDEFINED)
14382 if (player->inventory_size > 0)
14384 player->inventory_size--;
14386 DrawGameDoorValues();
14388 if (new_element == EL_DYNAMITE)
14389 new_element = EL_DYNAMITE_ACTIVE;
14390 else if (new_element == EL_EM_DYNAMITE)
14391 new_element = EL_EM_DYNAMITE_ACTIVE;
14392 else if (new_element == EL_SP_DISK_RED)
14393 new_element = EL_SP_DISK_RED_ACTIVE;
14396 Feld[dropx][dropy] = new_element;
14398 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14399 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14400 el2img(Feld[dropx][dropy]), 0);
14402 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14404 /* needed if previous element just changed to "empty" in the last frame */
14405 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14407 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14408 player->index_bit, drop_side);
14409 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14411 player->index_bit, drop_side);
14413 TestIfElementTouchesCustomElement(dropx, dropy);
14415 else /* player is dropping a dyna bomb */
14417 player->dynabombs_left--;
14419 Feld[dropx][dropy] = new_element;
14421 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14422 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14423 el2img(Feld[dropx][dropy]), 0);
14425 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14428 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14429 InitField_WithBug1(dropx, dropy, FALSE);
14431 new_element = Feld[dropx][dropy]; /* element might have changed */
14433 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14434 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14436 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14437 MovDir[dropx][dropy] = drop_direction;
14439 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14441 /* do not cause impact style collision by dropping elements that can fall */
14442 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14445 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14446 player->is_dropping = TRUE;
14448 player->drop_pressed_delay = 0;
14449 player->is_dropping_pressed = FALSE;
14451 player->drop_x = dropx;
14452 player->drop_y = dropy;
14457 /* ------------------------------------------------------------------------- */
14458 /* game sound playing functions */
14459 /* ------------------------------------------------------------------------- */
14461 static int *loop_sound_frame = NULL;
14462 static int *loop_sound_volume = NULL;
14464 void InitPlayLevelSound(void)
14466 int num_sounds = getSoundListSize();
14468 checked_free(loop_sound_frame);
14469 checked_free(loop_sound_volume);
14471 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14472 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14475 static void PlayLevelSound(int x, int y, int nr)
14477 int sx = SCREENX(x), sy = SCREENY(y);
14478 int volume, stereo_position;
14479 int max_distance = 8;
14480 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14482 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14483 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14486 if (!IN_LEV_FIELD(x, y) ||
14487 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14488 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14491 volume = SOUND_MAX_VOLUME;
14493 if (!IN_SCR_FIELD(sx, sy))
14495 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14496 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14498 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14501 stereo_position = (SOUND_MAX_LEFT +
14502 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14503 (SCR_FIELDX + 2 * max_distance));
14505 if (IS_LOOP_SOUND(nr))
14507 /* This assures that quieter loop sounds do not overwrite louder ones,
14508 while restarting sound volume comparison with each new game frame. */
14510 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14513 loop_sound_volume[nr] = volume;
14514 loop_sound_frame[nr] = FrameCounter;
14517 PlaySoundExt(nr, volume, stereo_position, type);
14520 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14522 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14523 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14524 y < LEVELY(BY1) ? LEVELY(BY1) :
14525 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14529 static void PlayLevelSoundAction(int x, int y, int action)
14531 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14534 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14536 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14538 if (sound_effect != SND_UNDEFINED)
14539 PlayLevelSound(x, y, sound_effect);
14542 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14545 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14547 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14548 PlayLevelSound(x, y, sound_effect);
14551 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14553 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14555 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14556 PlayLevelSound(x, y, sound_effect);
14559 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14561 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14563 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14564 StopSound(sound_effect);
14567 static int getLevelMusicNr(void)
14569 if (levelset.music[level_nr] != MUS_UNDEFINED)
14570 return levelset.music[level_nr]; /* from config file */
14572 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14575 static void FadeLevelSounds(void)
14580 static void FadeLevelMusic(void)
14582 int music_nr = getLevelMusicNr();
14583 char *curr_music = getCurrentlyPlayingMusicFilename();
14584 char *next_music = getMusicInfoEntryFilename(music_nr);
14586 if (!strEqual(curr_music, next_music))
14590 void FadeLevelSoundsAndMusic(void)
14596 static void PlayLevelMusic(void)
14598 int music_nr = getLevelMusicNr();
14599 char *curr_music = getCurrentlyPlayingMusicFilename();
14600 char *next_music = getMusicInfoEntryFilename(music_nr);
14602 if (!strEqual(curr_music, next_music))
14603 PlayMusicLoop(music_nr);
14606 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14608 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14609 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14610 int x = xx - 1 - offset;
14611 int y = yy - 1 - offset;
14616 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14620 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14624 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14628 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14632 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14636 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14640 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14643 case SAMPLE_android_clone:
14644 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14647 case SAMPLE_android_move:
14648 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14651 case SAMPLE_spring:
14652 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14656 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14660 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14663 case SAMPLE_eater_eat:
14664 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14668 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14671 case SAMPLE_collect:
14672 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14675 case SAMPLE_diamond:
14676 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14679 case SAMPLE_squash:
14680 /* !!! CHECK THIS !!! */
14682 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14684 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14688 case SAMPLE_wonderfall:
14689 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14693 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14697 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14701 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14709 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14713 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14716 case SAMPLE_wonder:
14717 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14721 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14724 case SAMPLE_exit_open:
14725 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14728 case SAMPLE_exit_leave:
14729 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14732 case SAMPLE_dynamite:
14733 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14737 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14741 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14745 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14749 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14753 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14757 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14761 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14766 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14768 int element = map_element_SP_to_RND(element_sp);
14769 int action = map_action_SP_to_RND(action_sp);
14770 int offset = (setup.sp_show_border_elements ? 0 : 1);
14771 int x = xx - offset;
14772 int y = yy - offset;
14774 PlayLevelSoundElementAction(x, y, element, action);
14777 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14779 int element = map_element_MM_to_RND(element_mm);
14780 int action = map_action_MM_to_RND(action_mm);
14782 int x = xx - offset;
14783 int y = yy - offset;
14785 if (!IS_MM_ELEMENT(element))
14786 element = EL_MM_DEFAULT;
14788 PlayLevelSoundElementAction(x, y, element, action);
14791 void PlaySound_MM(int sound_mm)
14793 int sound = map_sound_MM_to_RND(sound_mm);
14795 if (sound == SND_UNDEFINED)
14801 void PlaySoundLoop_MM(int sound_mm)
14803 int sound = map_sound_MM_to_RND(sound_mm);
14805 if (sound == SND_UNDEFINED)
14808 PlaySoundLoop(sound);
14811 void StopSound_MM(int sound_mm)
14813 int sound = map_sound_MM_to_RND(sound_mm);
14815 if (sound == SND_UNDEFINED)
14821 void RaiseScore(int value)
14823 local_player->score += value;
14825 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14827 DisplayGameControlValues();
14830 void RaiseScoreElement(int element)
14835 case EL_BD_DIAMOND:
14836 case EL_EMERALD_YELLOW:
14837 case EL_EMERALD_RED:
14838 case EL_EMERALD_PURPLE:
14839 case EL_SP_INFOTRON:
14840 RaiseScore(level.score[SC_EMERALD]);
14843 RaiseScore(level.score[SC_DIAMOND]);
14846 RaiseScore(level.score[SC_CRYSTAL]);
14849 RaiseScore(level.score[SC_PEARL]);
14852 case EL_BD_BUTTERFLY:
14853 case EL_SP_ELECTRON:
14854 RaiseScore(level.score[SC_BUG]);
14857 case EL_BD_FIREFLY:
14858 case EL_SP_SNIKSNAK:
14859 RaiseScore(level.score[SC_SPACESHIP]);
14862 case EL_DARK_YAMYAM:
14863 RaiseScore(level.score[SC_YAMYAM]);
14866 RaiseScore(level.score[SC_ROBOT]);
14869 RaiseScore(level.score[SC_PACMAN]);
14872 RaiseScore(level.score[SC_NUT]);
14875 case EL_EM_DYNAMITE:
14876 case EL_SP_DISK_RED:
14877 case EL_DYNABOMB_INCREASE_NUMBER:
14878 case EL_DYNABOMB_INCREASE_SIZE:
14879 case EL_DYNABOMB_INCREASE_POWER:
14880 RaiseScore(level.score[SC_DYNAMITE]);
14882 case EL_SHIELD_NORMAL:
14883 case EL_SHIELD_DEADLY:
14884 RaiseScore(level.score[SC_SHIELD]);
14886 case EL_EXTRA_TIME:
14887 RaiseScore(level.extra_time_score);
14901 case EL_DC_KEY_WHITE:
14902 RaiseScore(level.score[SC_KEY]);
14905 RaiseScore(element_info[element].collect_score);
14910 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14912 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14914 /* closing door required in case of envelope style request dialogs */
14916 CloseDoor(DOOR_CLOSE_1);
14918 if (network.enabled)
14919 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14923 FadeSkipNextFadeIn();
14925 SetGameStatus(GAME_MODE_MAIN);
14930 else /* continue playing the game */
14932 if (tape.playing && tape.deactivate_display)
14933 TapeDeactivateDisplayOff(TRUE);
14935 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14937 if (tape.playing && tape.deactivate_display)
14938 TapeDeactivateDisplayOn();
14942 void RequestQuitGame(boolean ask_if_really_quit)
14944 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14945 boolean skip_request = AllPlayersGone || quick_quit;
14947 RequestQuitGameExt(skip_request, quick_quit,
14948 "Do you really want to quit the game?");
14951 void RequestRestartGame(char *message)
14953 game.restart_game_message = NULL;
14955 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14957 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14961 SetGameStatus(GAME_MODE_MAIN);
14968 /* ------------------------------------------------------------------------- */
14969 /* random generator functions */
14970 /* ------------------------------------------------------------------------- */
14972 unsigned int InitEngineRandom_RND(int seed)
14974 game.num_random_calls = 0;
14976 return InitEngineRandom(seed);
14979 unsigned int RND(int max)
14983 game.num_random_calls++;
14985 return GetEngineRandom(max);
14992 /* ------------------------------------------------------------------------- */
14993 /* game engine snapshot handling functions */
14994 /* ------------------------------------------------------------------------- */
14996 struct EngineSnapshotInfo
14998 /* runtime values for custom element collect score */
14999 int collect_score[NUM_CUSTOM_ELEMENTS];
15001 /* runtime values for group element choice position */
15002 int choice_pos[NUM_GROUP_ELEMENTS];
15004 /* runtime values for belt position animations */
15005 int belt_graphic[4][NUM_BELT_PARTS];
15006 int belt_anim_mode[4][NUM_BELT_PARTS];
15009 static struct EngineSnapshotInfo engine_snapshot_rnd;
15010 static char *snapshot_level_identifier = NULL;
15011 static int snapshot_level_nr = -1;
15013 static void SaveEngineSnapshotValues_RND(void)
15015 static int belt_base_active_element[4] =
15017 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15018 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15019 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15020 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15024 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15026 int element = EL_CUSTOM_START + i;
15028 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15031 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15033 int element = EL_GROUP_START + i;
15035 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15038 for (i = 0; i < 4; i++)
15040 for (j = 0; j < NUM_BELT_PARTS; j++)
15042 int element = belt_base_active_element[i] + j;
15043 int graphic = el2img(element);
15044 int anim_mode = graphic_info[graphic].anim_mode;
15046 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15047 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15052 static void LoadEngineSnapshotValues_RND(void)
15054 unsigned int num_random_calls = game.num_random_calls;
15057 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15059 int element = EL_CUSTOM_START + i;
15061 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15064 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15066 int element = EL_GROUP_START + i;
15068 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15071 for (i = 0; i < 4; i++)
15073 for (j = 0; j < NUM_BELT_PARTS; j++)
15075 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15076 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15078 graphic_info[graphic].anim_mode = anim_mode;
15082 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15084 InitRND(tape.random_seed);
15085 for (i = 0; i < num_random_calls; i++)
15089 if (game.num_random_calls != num_random_calls)
15091 Error(ERR_INFO, "number of random calls out of sync");
15092 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15093 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15094 Error(ERR_EXIT, "this should not happen -- please debug");
15098 void FreeEngineSnapshotSingle(void)
15100 FreeSnapshotSingle();
15102 setString(&snapshot_level_identifier, NULL);
15103 snapshot_level_nr = -1;
15106 void FreeEngineSnapshotList(void)
15108 FreeSnapshotList();
15111 ListNode *SaveEngineSnapshotBuffers(void)
15113 ListNode *buffers = NULL;
15115 /* copy some special values to a structure better suited for the snapshot */
15117 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15118 SaveEngineSnapshotValues_RND();
15119 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15120 SaveEngineSnapshotValues_EM();
15121 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15122 SaveEngineSnapshotValues_SP(&buffers);
15123 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15124 SaveEngineSnapshotValues_MM(&buffers);
15126 /* save values stored in special snapshot structure */
15128 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15129 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15130 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15131 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15132 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15133 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15134 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15135 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15137 /* save further RND engine values */
15139 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15140 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15141 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15143 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15144 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15145 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15146 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15148 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15149 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15151 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15152 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15163 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15197 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15200 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15204 ListNode *node = engine_snapshot_list_rnd;
15207 while (node != NULL)
15209 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15214 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15220 void SaveEngineSnapshotSingle(void)
15222 ListNode *buffers = SaveEngineSnapshotBuffers();
15224 /* finally save all snapshot buffers to single snapshot */
15225 SaveSnapshotSingle(buffers);
15227 /* save level identification information */
15228 setString(&snapshot_level_identifier, leveldir_current->identifier);
15229 snapshot_level_nr = level_nr;
15232 boolean CheckSaveEngineSnapshotToList(void)
15234 boolean save_snapshot =
15235 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15236 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15237 game.snapshot.changed_action) ||
15238 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15239 game.snapshot.collected_item));
15241 game.snapshot.changed_action = FALSE;
15242 game.snapshot.collected_item = FALSE;
15243 game.snapshot.save_snapshot = save_snapshot;
15245 return save_snapshot;
15248 void SaveEngineSnapshotToList(void)
15250 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15254 ListNode *buffers = SaveEngineSnapshotBuffers();
15256 /* finally save all snapshot buffers to snapshot list */
15257 SaveSnapshotToList(buffers);
15260 void SaveEngineSnapshotToListInitial(void)
15262 FreeEngineSnapshotList();
15264 SaveEngineSnapshotToList();
15267 void LoadEngineSnapshotValues(void)
15269 /* restore special values from snapshot structure */
15271 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15272 LoadEngineSnapshotValues_RND();
15273 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15274 LoadEngineSnapshotValues_EM();
15275 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15276 LoadEngineSnapshotValues_SP();
15277 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15278 LoadEngineSnapshotValues_MM();
15281 void LoadEngineSnapshotSingle(void)
15283 LoadSnapshotSingle();
15285 LoadEngineSnapshotValues();
15288 void LoadEngineSnapshot_Undo(int steps)
15290 LoadSnapshotFromList_Older(steps);
15292 LoadEngineSnapshotValues();
15295 void LoadEngineSnapshot_Redo(int steps)
15297 LoadSnapshotFromList_Newer(steps);
15299 LoadEngineSnapshotValues();
15302 boolean CheckEngineSnapshotSingle(void)
15304 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15305 snapshot_level_nr == level_nr);
15308 boolean CheckEngineSnapshotList(void)
15310 return CheckSnapshotList();
15314 /* ---------- new game button stuff ---------------------------------------- */
15321 boolean *setup_value;
15322 boolean allowed_on_tape;
15324 } gamebutton_info[NUM_GAME_BUTTONS] =
15327 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15328 GAME_CTRL_ID_STOP, NULL,
15332 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15333 GAME_CTRL_ID_PAUSE, NULL,
15337 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15338 GAME_CTRL_ID_PLAY, NULL,
15342 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15343 GAME_CTRL_ID_UNDO, NULL,
15347 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15348 GAME_CTRL_ID_REDO, NULL,
15352 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15353 GAME_CTRL_ID_SAVE, NULL,
15357 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15358 GAME_CTRL_ID_PAUSE2, NULL,
15362 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15363 GAME_CTRL_ID_LOAD, NULL,
15367 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15368 GAME_CTRL_ID_PANEL_STOP, NULL,
15372 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15373 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15374 FALSE, "pause game"
15377 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15378 GAME_CTRL_ID_PANEL_PLAY, NULL,
15382 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15383 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15384 TRUE, "background music on/off"
15387 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15388 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15389 TRUE, "sound loops on/off"
15392 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15393 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15394 TRUE, "normal sounds on/off"
15397 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15398 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15399 FALSE, "background music on/off"
15402 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15403 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15404 FALSE, "sound loops on/off"
15407 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15408 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15409 FALSE, "normal sounds on/off"
15413 void CreateGameButtons(void)
15417 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15419 int graphic = gamebutton_info[i].graphic;
15420 struct GraphicInfo *gfx = &graphic_info[graphic];
15421 struct XY *pos = gamebutton_info[i].pos;
15422 struct GadgetInfo *gi;
15425 unsigned int event_mask;
15426 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15427 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15428 int base_x = (on_tape ? VX : DX);
15429 int base_y = (on_tape ? VY : DY);
15430 int gd_x = gfx->src_x;
15431 int gd_y = gfx->src_y;
15432 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15433 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15434 int gd_xa = gfx->src_x + gfx->active_xoffset;
15435 int gd_ya = gfx->src_y + gfx->active_yoffset;
15436 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15437 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15440 if (gfx->bitmap == NULL)
15442 game_gadget[id] = NULL;
15447 if (id == GAME_CTRL_ID_STOP ||
15448 id == GAME_CTRL_ID_PANEL_STOP ||
15449 id == GAME_CTRL_ID_PLAY ||
15450 id == GAME_CTRL_ID_PANEL_PLAY ||
15451 id == GAME_CTRL_ID_SAVE ||
15452 id == GAME_CTRL_ID_LOAD)
15454 button_type = GD_TYPE_NORMAL_BUTTON;
15456 event_mask = GD_EVENT_RELEASED;
15458 else if (id == GAME_CTRL_ID_UNDO ||
15459 id == GAME_CTRL_ID_REDO)
15461 button_type = GD_TYPE_NORMAL_BUTTON;
15463 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15467 button_type = GD_TYPE_CHECK_BUTTON;
15468 checked = (gamebutton_info[i].setup_value != NULL ?
15469 *gamebutton_info[i].setup_value : FALSE);
15470 event_mask = GD_EVENT_PRESSED;
15473 gi = CreateGadget(GDI_CUSTOM_ID, id,
15474 GDI_IMAGE_ID, graphic,
15475 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15476 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15477 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15478 GDI_WIDTH, gfx->width,
15479 GDI_HEIGHT, gfx->height,
15480 GDI_TYPE, button_type,
15481 GDI_STATE, GD_BUTTON_UNPRESSED,
15482 GDI_CHECKED, checked,
15483 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15484 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15485 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15486 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15487 GDI_DIRECT_DRAW, FALSE,
15488 GDI_EVENT_MASK, event_mask,
15489 GDI_CALLBACK_ACTION, HandleGameButtons,
15493 Error(ERR_EXIT, "cannot create gadget");
15495 game_gadget[id] = gi;
15499 void FreeGameButtons(void)
15503 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15504 FreeGadget(game_gadget[i]);
15507 static void UnmapGameButtonsAtSamePosition(int id)
15511 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15513 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15514 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15515 UnmapGadget(game_gadget[i]);
15518 static void UnmapGameButtonsAtSamePosition_All(void)
15520 if (setup.show_snapshot_buttons)
15522 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15523 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15524 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15528 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15529 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15530 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15532 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15533 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15534 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15538 static void MapGameButtonsAtSamePosition(int id)
15542 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15544 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15545 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15546 MapGadget(game_gadget[i]);
15548 UnmapGameButtonsAtSamePosition_All();
15551 void MapUndoRedoButtons(void)
15553 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15554 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15556 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15557 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15559 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15562 void UnmapUndoRedoButtons(void)
15564 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15565 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15567 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15568 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15570 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15573 void MapGameButtonsExt(boolean on_tape)
15577 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15578 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15579 i != GAME_CTRL_ID_UNDO &&
15580 i != GAME_CTRL_ID_REDO)
15581 MapGadget(game_gadget[i]);
15583 UnmapGameButtonsAtSamePosition_All();
15585 RedrawGameButtons();
15588 void UnmapGameButtonsExt(boolean on_tape)
15592 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15593 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15594 UnmapGadget(game_gadget[i]);
15597 void RedrawGameButtonsExt(boolean on_tape)
15601 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15602 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15603 RedrawGadget(game_gadget[i]);
15605 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15606 redraw_mask &= ~REDRAW_ALL;
15609 void SetGadgetState(struct GadgetInfo *gi, boolean state)
15614 gi->checked = state;
15617 void RedrawSoundButtonGadget(int id)
15619 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15620 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15621 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15622 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15623 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15624 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15627 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15628 RedrawGadget(game_gadget[id2]);
15631 void MapGameButtons(void)
15633 MapGameButtonsExt(FALSE);
15636 void UnmapGameButtons(void)
15638 UnmapGameButtonsExt(FALSE);
15641 void RedrawGameButtons(void)
15643 RedrawGameButtonsExt(FALSE);
15646 void MapGameButtonsOnTape(void)
15648 MapGameButtonsExt(TRUE);
15651 void UnmapGameButtonsOnTape(void)
15653 UnmapGameButtonsExt(TRUE);
15656 void RedrawGameButtonsOnTape(void)
15658 RedrawGameButtonsExt(TRUE);
15661 void GameUndoRedoExt(void)
15663 ClearPlayerAction();
15665 tape.pausing = TRUE;
15668 UpdateAndDisplayGameControlValues();
15670 DrawCompleteVideoDisplay();
15671 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15672 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15673 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15678 void GameUndo(int steps)
15680 if (!CheckEngineSnapshotList())
15683 LoadEngineSnapshot_Undo(steps);
15688 void GameRedo(int steps)
15690 if (!CheckEngineSnapshotList())
15693 LoadEngineSnapshot_Redo(steps);
15698 static void HandleGameButtonsExt(int id, int button)
15700 static boolean game_undo_executed = FALSE;
15701 int steps = BUTTON_STEPSIZE(button);
15702 boolean handle_game_buttons =
15703 (game_status == GAME_MODE_PLAYING ||
15704 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15706 if (!handle_game_buttons)
15711 case GAME_CTRL_ID_STOP:
15712 case GAME_CTRL_ID_PANEL_STOP:
15713 if (game_status == GAME_MODE_MAIN)
15719 RequestQuitGame(TRUE);
15723 case GAME_CTRL_ID_PAUSE:
15724 case GAME_CTRL_ID_PAUSE2:
15725 case GAME_CTRL_ID_PANEL_PAUSE:
15726 if (network.enabled && game_status == GAME_MODE_PLAYING)
15729 SendToServer_ContinuePlaying();
15731 SendToServer_PausePlaying();
15734 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15736 game_undo_executed = FALSE;
15740 case GAME_CTRL_ID_PLAY:
15741 case GAME_CTRL_ID_PANEL_PLAY:
15742 if (game_status == GAME_MODE_MAIN)
15744 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15746 else if (tape.pausing)
15748 if (network.enabled)
15749 SendToServer_ContinuePlaying();
15751 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15755 case GAME_CTRL_ID_UNDO:
15756 // Important: When using "save snapshot when collecting an item" mode,
15757 // load last (current) snapshot for first "undo" after pressing "pause"
15758 // (else the last-but-one snapshot would be loaded, because the snapshot
15759 // pointer already points to the last snapshot when pressing "pause",
15760 // which is fine for "every step/move" mode, but not for "every collect")
15761 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15762 !game_undo_executed)
15765 game_undo_executed = TRUE;
15770 case GAME_CTRL_ID_REDO:
15774 case GAME_CTRL_ID_SAVE:
15778 case GAME_CTRL_ID_LOAD:
15782 case SOUND_CTRL_ID_MUSIC:
15783 case SOUND_CTRL_ID_PANEL_MUSIC:
15784 if (setup.sound_music)
15786 setup.sound_music = FALSE;
15790 else if (audio.music_available)
15792 setup.sound = setup.sound_music = TRUE;
15794 SetAudioMode(setup.sound);
15796 if (game_status == GAME_MODE_PLAYING)
15800 RedrawSoundButtonGadget(id);
15804 case SOUND_CTRL_ID_LOOPS:
15805 case SOUND_CTRL_ID_PANEL_LOOPS:
15806 if (setup.sound_loops)
15807 setup.sound_loops = FALSE;
15808 else if (audio.loops_available)
15810 setup.sound = setup.sound_loops = TRUE;
15812 SetAudioMode(setup.sound);
15815 RedrawSoundButtonGadget(id);
15819 case SOUND_CTRL_ID_SIMPLE:
15820 case SOUND_CTRL_ID_PANEL_SIMPLE:
15821 if (setup.sound_simple)
15822 setup.sound_simple = FALSE;
15823 else if (audio.sound_available)
15825 setup.sound = setup.sound_simple = TRUE;
15827 SetAudioMode(setup.sound);
15830 RedrawSoundButtonGadget(id);
15839 static void HandleGameButtons(struct GadgetInfo *gi)
15841 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15844 void HandleSoundButtonKeys(Key key)
15846 if (key == setup.shortcut.sound_simple)
15847 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15848 else if (key == setup.shortcut.sound_loops)
15849 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15850 else if (key == setup.shortcut.sound_music)
15851 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);