1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 // forward declaration for internal use
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 // for detection of endless loops, caused by custom element programming
1123 // (using maximal playfield width x 10 is just a rough approximation)
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 // ----------------------------------------------------------------------------
1153 // definition of elements that automatically change to other elements after
1154 // a specified time, eventually calling a function when changing
1155 // ----------------------------------------------------------------------------
1157 // forward declaration for changer functions
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 // static variables for playfield scan mode (scanning forward or backward)
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 // make sure that stepsize value is always a power of 2
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 // do no immediately change move delay -- the player might just be moving
1623 player->move_delay_value_next = move_delay;
1625 // information if player can move must be set separately
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void IncrementSokobanFieldsNeeded(void)
1688 if (level.sb_fields_needed)
1689 game.sokoban_fields_still_needed++;
1692 static void IncrementSokobanObjectsNeeded(void)
1694 if (level.sb_objects_needed)
1695 game.sokoban_objects_still_needed++;
1698 static void DecrementSokobanFieldsNeeded(void)
1700 if (game.sokoban_fields_still_needed > 0)
1701 game.sokoban_fields_still_needed--;
1704 static void DecrementSokobanObjectsNeeded(void)
1706 if (game.sokoban_objects_still_needed > 0)
1707 game.sokoban_objects_still_needed--;
1710 static void InitPlayerField(int x, int y, int element, boolean init_game)
1712 if (element == EL_SP_MURPHY)
1716 if (stored_player[0].present)
1718 Feld[x][y] = EL_SP_MURPHY_CLONE;
1724 stored_player[0].initial_element = element;
1725 stored_player[0].use_murphy = TRUE;
1727 if (!level.use_artwork_element[0])
1728 stored_player[0].artwork_element = EL_SP_MURPHY;
1731 Feld[x][y] = EL_PLAYER_1;
1737 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1738 int jx = player->jx, jy = player->jy;
1740 player->present = TRUE;
1742 player->block_last_field = (element == EL_SP_MURPHY ?
1743 level.sp_block_last_field :
1744 level.block_last_field);
1746 // ---------- initialize player's last field block delay ------------------
1748 // always start with reliable default value (no adjustment needed)
1749 player->block_delay_adjustment = 0;
1751 // special case 1: in Supaplex, Murphy blocks last field one more frame
1752 if (player->block_last_field && element == EL_SP_MURPHY)
1753 player->block_delay_adjustment = 1;
1755 // special case 2: in game engines before 3.1.1, blocking was different
1756 if (game.use_block_last_field_bug)
1757 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1759 if (!network.enabled || player->connected_network)
1761 player->active = TRUE;
1763 // remove potentially duplicate players
1764 if (StorePlayer[jx][jy] == Feld[x][y])
1765 StorePlayer[jx][jy] = 0;
1767 StorePlayer[x][y] = Feld[x][y];
1769 #if DEBUG_INIT_PLAYER
1772 printf("- player element %d activated", player->element_nr);
1773 printf(" (local player is %d and currently %s)\n",
1774 local_player->element_nr,
1775 local_player->active ? "active" : "not active");
1780 Feld[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Feld[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Feld[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementSokobanFieldsNeeded();
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementSokobanObjectsNeeded();
1827 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1828 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1881 case EL_AMOEBA_FULL:
1886 case EL_AMOEBA_DROP:
1887 if (y == lev_fieldy - 1)
1889 Feld[x][y] = EL_AMOEBA_GROWING;
1890 Store[x][y] = EL_AMOEBA_WET;
1894 case EL_DYNAMITE_ACTIVE:
1895 case EL_SP_DISK_RED_ACTIVE:
1896 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1897 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1900 MovDelay[x][y] = 96;
1903 case EL_EM_DYNAMITE_ACTIVE:
1904 MovDelay[x][y] = 32;
1908 game.lights_still_needed++;
1912 game.friends_still_needed++;
1917 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1920 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1921 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1922 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1923 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1924 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1925 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1926 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1927 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1928 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1929 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1930 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1931 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1934 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1935 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1936 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1938 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1940 game.belt_dir[belt_nr] = belt_dir;
1941 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1943 else // more than one switch -- set it like the first switch
1945 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1950 case EL_LIGHT_SWITCH_ACTIVE:
1952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1955 case EL_INVISIBLE_STEELWALL:
1956 case EL_INVISIBLE_WALL:
1957 case EL_INVISIBLE_SAND:
1958 if (game.light_time_left > 0 ||
1959 game.lenses_time_left > 0)
1960 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1963 case EL_EMC_MAGIC_BALL:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1968 case EL_EMC_MAGIC_BALL_SWITCH:
1969 if (game.ball_state)
1970 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1973 case EL_TRIGGER_PLAYER:
1974 case EL_TRIGGER_ELEMENT:
1975 case EL_TRIGGER_CE_VALUE:
1976 case EL_TRIGGER_CE_SCORE:
1978 case EL_ANY_ELEMENT:
1979 case EL_CURRENT_CE_VALUE:
1980 case EL_CURRENT_CE_SCORE:
1997 // reference elements should not be used on the playfield
1998 Feld[x][y] = EL_EMPTY;
2002 if (IS_CUSTOM_ELEMENT(element))
2004 if (CAN_MOVE(element))
2007 if (!element_info[element].use_last_ce_value || init_game)
2008 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2010 else if (IS_GROUP_ELEMENT(element))
2012 Feld[x][y] = GetElementFromGroupElement(element);
2014 InitField(x, y, init_game);
2021 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 static void InitField_WithBug1(int x, int y, boolean init_game)
2026 InitField(x, y, init_game);
2028 // not needed to call InitMovDir() -- already done by InitField()!
2029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030 CAN_MOVE(Feld[x][y]))
2034 static void InitField_WithBug2(int x, int y, boolean init_game)
2036 int old_element = Feld[x][y];
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(old_element) &&
2043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046 /* this case is in fact a combination of not less than three bugs:
2047 first, it calls InitMovDir() for elements that can move, although this is
2048 already done by InitField(); then, it checks the element that was at this
2049 field _before_ the call to InitField() (which can change it); lastly, it
2050 was not called for "mole with direction" elements, which were treated as
2051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2055 static int get_key_element_from_nr(int key_nr)
2057 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2058 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2059 EL_EM_KEY_1 : EL_KEY_1);
2061 return key_base_element + key_nr;
2064 static int get_next_dropped_element(struct PlayerInfo *player)
2066 return (player->inventory_size > 0 ?
2067 player->inventory_element[player->inventory_size - 1] :
2068 player->inventory_infinite_element != EL_UNDEFINED ?
2069 player->inventory_infinite_element :
2070 player->dynabombs_left > 0 ?
2071 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2075 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2077 // pos >= 0: get element from bottom of the stack;
2078 // pos < 0: get element from top of the stack
2082 int min_inventory_size = -pos;
2083 int inventory_pos = player->inventory_size - min_inventory_size;
2084 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2086 return (player->inventory_size >= min_inventory_size ?
2087 player->inventory_element[inventory_pos] :
2088 player->inventory_infinite_element != EL_UNDEFINED ?
2089 player->inventory_infinite_element :
2090 player->dynabombs_left >= min_dynabombs_left ?
2091 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2096 int min_dynabombs_left = pos + 1;
2097 int min_inventory_size = pos + 1 - player->dynabombs_left;
2098 int inventory_pos = pos - player->dynabombs_left;
2100 return (player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2104 player->inventory_size >= min_inventory_size ?
2105 player->inventory_element[inventory_pos] :
2110 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2112 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2113 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2116 if (gpo1->sort_priority != gpo2->sort_priority)
2117 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2119 compare_result = gpo1->nr - gpo2->nr;
2121 return compare_result;
2124 int getPlayerInventorySize(int player_nr)
2126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2127 return level.native_em_level->ply[player_nr]->dynamite;
2128 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2129 return level.native_sp_level->game_sp->red_disk_count;
2131 return stored_player[player_nr].inventory_size;
2134 static void InitGameControlValues(void)
2138 for (i = 0; game_panel_controls[i].nr != -1; i++)
2140 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2141 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2142 struct TextPosInfo *pos = gpc->pos;
2144 int type = gpc->type;
2148 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2149 Error(ERR_EXIT, "this should not happen -- please debug");
2152 // force update of game controls after initialization
2153 gpc->value = gpc->last_value = -1;
2154 gpc->frame = gpc->last_frame = -1;
2155 gpc->gfx_frame = -1;
2157 // determine panel value width for later calculation of alignment
2158 if (type == TYPE_INTEGER || type == TYPE_STRING)
2160 pos->width = pos->size * getFontWidth(pos->font);
2161 pos->height = getFontHeight(pos->font);
2163 else if (type == TYPE_ELEMENT)
2165 pos->width = pos->size;
2166 pos->height = pos->size;
2169 // fill structure for game panel draw order
2171 gpo->sort_priority = pos->sort_priority;
2174 // sort game panel controls according to sort_priority and control number
2175 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2176 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2179 static void UpdatePlayfieldElementCount(void)
2181 boolean use_element_count = FALSE;
2184 // first check if it is needed at all to calculate playfield element count
2185 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2186 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2187 use_element_count = TRUE;
2189 if (!use_element_count)
2192 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2193 element_info[i].element_count = 0;
2195 SCAN_PLAYFIELD(x, y)
2197 element_info[Feld[x][y]].element_count++;
2200 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2201 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2202 if (IS_IN_GROUP(j, i))
2203 element_info[EL_GROUP_START + i].element_count +=
2204 element_info[j].element_count;
2207 static void UpdateGameControlValues(void)
2210 int time = (game.LevelSolved ?
2211 game.LevelSolved_CountingTime :
2212 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->time :
2214 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2215 level.native_sp_level->game_sp->time_played :
2216 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2217 game_mm.energy_left :
2218 game.no_time_limit ? TimePlayed : TimeLeft);
2219 int score = (game.LevelSolved ?
2220 game.LevelSolved_CountingScore :
2221 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2222 level.native_em_level->lev->score :
2223 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2224 level.native_sp_level->game_sp->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2228 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->required :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->infotrons_still_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233 game_mm.kettles_still_needed :
2234 game.gems_still_needed);
2235 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->required > 0 :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2240 game_mm.kettles_still_needed > 0 ||
2241 game_mm.lights_still_needed > 0 :
2242 game.gems_still_needed > 0 ||
2243 game.sokoban_fields_still_needed > 0 ||
2244 game.sokoban_objects_still_needed > 0 ||
2245 game.lights_still_needed > 0);
2246 int health = (game.LevelSolved ?
2247 game.LevelSolved_CountingHealth :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 MM_HEALTH(game_mm.laser_overload_value) :
2252 UpdatePlayfieldElementCount();
2254 // update game panel control values
2256 // used instead of "level_nr" (for network games)
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 // only one player in Supaplex game engine
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288 getPlayerInventorySize(i);
2290 if (stored_player[i].num_white_keys > 0)
2291 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2294 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2295 stored_player[i].num_white_keys;
2300 int player_nr = game.centered_player_nr;
2302 for (k = 0; k < MAX_NUM_KEYS; k++)
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2306 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2307 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2308 get_key_element_from_nr(k);
2310 else if (stored_player[player_nr].key[k])
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2315 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2316 getPlayerInventorySize(player_nr);
2318 if (stored_player[player_nr].num_white_keys > 0)
2319 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2321 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2322 stored_player[player_nr].num_white_keys;
2325 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2327 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2328 get_inventory_element_from_pos(local_player, i);
2329 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, -i - 1);
2333 game_panel_controls[GAME_PANEL_SCORE].value = score;
2334 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2336 game_panel_controls[GAME_PANEL_TIME].value = time;
2338 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2339 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2340 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2342 if (level.time == 0)
2343 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2347 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2348 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2350 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2352 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2353 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2355 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2356 local_player->shield_normal_time_left;
2357 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2358 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2360 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2361 local_player->shield_deadly_time_left;
2363 game_panel_controls[GAME_PANEL_EXIT].value =
2364 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2366 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2367 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2369 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2370 EL_EMC_MAGIC_BALL_SWITCH);
2372 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2373 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2375 game.light_time_left;
2377 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2378 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2380 game.timegate_time_left;
2382 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2383 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2385 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2386 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2387 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2388 game.lenses_time_left;
2390 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2391 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2393 game.magnify_time_left;
2395 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2396 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2397 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2398 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2399 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2400 EL_BALLOON_SWITCH_NONE);
2402 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2403 local_player->dynabomb_count;
2404 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2405 local_player->dynabomb_size;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2407 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2409 game_panel_controls[GAME_PANEL_PENGUINS].value =
2410 game.friends_still_needed;
2412 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413 game.sokoban_objects_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415 game.sokoban_fields_still_needed;
2417 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2420 for (i = 0; i < NUM_BELTS; i++)
2422 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432 game.magic_wall_time_left;
2434 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435 local_player->gravity;
2437 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2440 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443 game.panel.element[i].id : EL_UNDEFINED);
2445 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448 element_info[game.panel.element_count[i].id].element_count : 0);
2450 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453 element_info[game.panel.ce_score[i].id].collect_score : 0);
2455 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458 element_info[game.panel.ce_score_element[i].id].collect_score :
2461 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2465 // update game panel control frames
2467 for (i = 0; game_panel_controls[i].nr != -1; i++)
2469 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2471 if (gpc->type == TYPE_ELEMENT)
2473 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2475 int last_anim_random_frame = gfx.anim_random_frame;
2476 int element = gpc->value;
2477 int graphic = el2panelimg(element);
2479 if (gpc->value != gpc->last_value)
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2488 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494 gfx.anim_random_frame = gpc->gfx_random;
2496 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497 gpc->gfx_frame = element_info[element].collect_score;
2499 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2506 else if (gpc->type == TYPE_GRAPHIC)
2508 if (gpc->graphic != IMG_UNDEFINED)
2510 int last_anim_random_frame = gfx.anim_random_frame;
2511 int graphic = gpc->graphic;
2513 if (gpc->value != gpc->last_value)
2516 gpc->gfx_random = INIT_GFX_RANDOM();
2522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524 gpc->gfx_random = INIT_GFX_RANDOM();
2527 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528 gfx.anim_random_frame = gpc->gfx_random;
2530 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2532 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533 gfx.anim_random_frame = last_anim_random_frame;
2539 static void DisplayGameControlValues(void)
2541 boolean redraw_panel = FALSE;
2544 for (i = 0; game_panel_controls[i].nr != -1; i++)
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2548 if (PANEL_DEACTIVATED(gpc->pos))
2551 if (gpc->value == gpc->last_value &&
2552 gpc->frame == gpc->last_frame)
2555 redraw_panel = TRUE;
2561 // copy default game door content to main double buffer
2563 // !!! CHECK AGAIN !!!
2564 SetPanelBackground();
2565 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2568 // redraw game control buttons
2569 RedrawGameButtons();
2571 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2573 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2575 int nr = game_panel_order[i].nr;
2576 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577 struct TextPosInfo *pos = gpc->pos;
2578 int type = gpc->type;
2579 int value = gpc->value;
2580 int frame = gpc->frame;
2581 int size = pos->size;
2582 int font = pos->font;
2583 boolean draw_masked = pos->draw_masked;
2584 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2586 if (PANEL_DEACTIVATED(pos))
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2592 if (type == TYPE_INTEGER)
2594 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595 nr == GAME_PANEL_TIME)
2597 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2599 if (use_dynamic_size) // use dynamic number of digits
2601 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603 int size2 = size1 + 1;
2604 int font1 = pos->font;
2605 int font2 = pos->font_alt;
2607 size = (value < value_change ? size1 : size2);
2608 font = (value < value_change ? font1 : font2);
2612 // correct text size if "digits" is zero or less
2614 size = strlen(int2str(value, size));
2616 // dynamically correct text alignment
2617 pos->width = size * getFontWidth(font);
2619 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620 int2str(value, size), font, mask_mode);
2622 else if (type == TYPE_ELEMENT)
2624 int element, graphic;
2628 int dst_x = PANEL_XPOS(pos);
2629 int dst_y = PANEL_YPOS(pos);
2631 if (value != EL_UNDEFINED && value != EL_EMPTY)
2634 graphic = el2panelimg(value);
2636 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2638 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644 width = graphic_info[graphic].width * size / TILESIZE;
2645 height = graphic_info[graphic].height * size / TILESIZE;
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2655 else if (type == TYPE_GRAPHIC)
2657 int graphic = gpc->graphic;
2658 int graphic_active = gpc->graphic_active;
2662 int dst_x = PANEL_XPOS(pos);
2663 int dst_y = PANEL_YPOS(pos);
2664 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2667 if (graphic != IMG_UNDEFINED && !skip)
2669 if (pos->style == STYLE_REVERSE)
2670 value = 100 - value;
2672 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2674 if (pos->direction & MV_HORIZONTAL)
2676 width = graphic_info[graphic_active].width * value / 100;
2677 height = graphic_info[graphic_active].height;
2679 if (pos->direction == MV_LEFT)
2681 src_x += graphic_info[graphic_active].width - width;
2682 dst_x += graphic_info[graphic_active].width - width;
2687 width = graphic_info[graphic_active].width;
2688 height = graphic_info[graphic_active].height * value / 100;
2690 if (pos->direction == MV_UP)
2692 src_y += graphic_info[graphic_active].height - height;
2693 dst_y += graphic_info[graphic_active].height - height;
2698 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2706 if (pos->direction & MV_HORIZONTAL)
2708 if (pos->direction == MV_RIGHT)
2715 dst_x = PANEL_XPOS(pos);
2718 width = graphic_info[graphic].width - width;
2722 if (pos->direction == MV_DOWN)
2729 dst_y = PANEL_YPOS(pos);
2732 height = graphic_info[graphic].height - height;
2736 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2743 else if (type == TYPE_STRING)
2745 boolean active = (value != 0);
2746 char *state_normal = "off";
2747 char *state_active = "on";
2748 char *state = (active ? state_active : state_normal);
2749 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2751 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2752 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2754 if (nr == GAME_PANEL_GRAVITY_STATE)
2756 int font1 = pos->font; // (used for normal state)
2757 int font2 = pos->font_alt; // (used for active state)
2759 font = (active ? font2 : font1);
2768 // don't truncate output if "chars" is zero or less
2771 // dynamically correct text alignment
2772 pos->width = size * getFontWidth(font);
2775 s_cut = getStringCopyN(s, size);
2777 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778 s_cut, font, mask_mode);
2784 redraw_mask |= REDRAW_DOOR_1;
2787 SetGameStatus(GAME_MODE_PLAYING);
2790 void UpdateAndDisplayGameControlValues(void)
2792 if (tape.deactivate_display)
2795 UpdateGameControlValues();
2796 DisplayGameControlValues();
2800 static void UpdateGameDoorValues(void)
2802 UpdateGameControlValues();
2806 void DrawGameDoorValues(void)
2808 DisplayGameControlValues();
2812 // ============================================================================
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2818 static void InitGameEngine(void)
2820 int i, j, k, l, x, y;
2822 // set game engine from tape file when re-playing, else from level file
2823 game.engine_version = (tape.playing ? tape.engine_version :
2824 level.game_version);
2826 // set single or multi-player game mode (needed for re-playing tapes)
2827 game.team_mode = setup.team_mode;
2831 int num_players = 0;
2833 for (i = 0; i < MAX_PLAYERS; i++)
2834 if (tape.player_participates[i])
2837 // multi-player tapes contain input data for more than one player
2838 game.team_mode = (num_players > 1);
2841 // --------------------------------------------------------------------------
2842 // set flags for bugs and changes according to active game engine version
2843 // --------------------------------------------------------------------------
2846 Summary of bugfix/change:
2847 Fixed handling for custom elements that change when pushed by the player.
2849 Fixed/changed in version:
2853 Before 3.1.0, custom elements that "change when pushing" changed directly
2854 after the player started pushing them (until then handled in "DigField()").
2855 Since 3.1.0, these custom elements are not changed until the "pushing"
2856 move of the element is finished (now handled in "ContinueMoving()").
2858 Affected levels/tapes:
2859 The first condition is generally needed for all levels/tapes before version
2860 3.1.0, which might use the old behaviour before it was changed; known tapes
2861 that are affected are some tapes from the level set "Walpurgis Gardens" by
2863 The second condition is an exception from the above case and is needed for
2864 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865 above (including some development versions of 3.1.0), but before it was
2866 known that this change would break tapes like the above and was fixed in
2867 3.1.1, so that the changed behaviour was active although the engine version
2868 while recording maybe was before 3.1.0. There is at least one tape that is
2869 affected by this exception, which is the tape for the one-level set "Bug
2870 Machine" by Juergen Bonhagen.
2873 game.use_change_when_pushing_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2876 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877 tape.game_version < VERSION_IDENT(3,1,1,0)));
2880 Summary of bugfix/change:
2881 Fixed handling for blocking the field the player leaves when moving.
2883 Fixed/changed in version:
2887 Before 3.1.1, when "block last field when moving" was enabled, the field
2888 the player is leaving when moving was blocked for the time of the move,
2889 and was directly unblocked afterwards. This resulted in the last field
2890 being blocked for exactly one less than the number of frames of one player
2891 move. Additionally, even when blocking was disabled, the last field was
2892 blocked for exactly one frame.
2893 Since 3.1.1, due to changes in player movement handling, the last field
2894 is not blocked at all when blocking is disabled. When blocking is enabled,
2895 the last field is blocked for exactly the number of frames of one player
2896 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897 last field is blocked for exactly one more than the number of frames of
2900 Affected levels/tapes:
2901 (!!! yet to be determined -- probably many !!!)
2904 game.use_block_last_field_bug =
2905 (game.engine_version < VERSION_IDENT(3,1,1,0));
2907 game_em.use_single_button =
2908 (game.engine_version > VERSION_IDENT(4,0,0,2));
2910 game_em.use_snap_key_bug =
2911 (game.engine_version < VERSION_IDENT(4,0,1,0));
2913 // --------------------------------------------------------------------------
2915 // set maximal allowed number of custom element changes per game frame
2916 game.max_num_changes_per_frame = 1;
2918 // default scan direction: scan playfield from top/left to bottom/right
2919 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2921 // dynamically adjust element properties according to game engine version
2922 InitElementPropertiesEngine(game.engine_version);
2925 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926 printf(" tape version == %06d [%s] [file: %06d]\n",
2927 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2929 printf(" => game.engine_version == %06d\n", game.engine_version);
2932 // ---------- initialize player's initial move delay ------------------------
2934 // dynamically adjust player properties according to level information
2935 for (i = 0; i < MAX_PLAYERS; i++)
2936 game.initial_move_delay_value[i] =
2937 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2939 // dynamically adjust player properties according to game engine version
2940 for (i = 0; i < MAX_PLAYERS; i++)
2941 game.initial_move_delay[i] =
2942 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943 game.initial_move_delay_value[i] : 0);
2945 // ---------- initialize player's initial push delay ------------------------
2947 // dynamically adjust player properties according to game engine version
2948 game.initial_push_delay_value =
2949 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2951 // ---------- initialize changing elements ----------------------------------
2953 // initialize changing elements information
2954 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2956 struct ElementInfo *ei = &element_info[i];
2958 // this pointer might have been changed in the level editor
2959 ei->change = &ei->change_page[0];
2961 if (!IS_CUSTOM_ELEMENT(i))
2963 ei->change->target_element = EL_EMPTY_SPACE;
2964 ei->change->delay_fixed = 0;
2965 ei->change->delay_random = 0;
2966 ei->change->delay_frames = 1;
2969 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2971 ei->has_change_event[j] = FALSE;
2973 ei->event_page_nr[j] = 0;
2974 ei->event_page[j] = &ei->change_page[0];
2978 // add changing elements from pre-defined list
2979 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2981 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982 struct ElementInfo *ei = &element_info[ch_delay->element];
2984 ei->change->target_element = ch_delay->target_element;
2985 ei->change->delay_fixed = ch_delay->change_delay;
2987 ei->change->pre_change_function = ch_delay->pre_change_function;
2988 ei->change->change_function = ch_delay->change_function;
2989 ei->change->post_change_function = ch_delay->post_change_function;
2991 ei->change->can_change = TRUE;
2992 ei->change->can_change_or_has_action = TRUE;
2994 ei->has_change_event[CE_DELAY] = TRUE;
2996 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3000 // ---------- initialize internal run-time variables ------------------------
3002 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3004 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3006 for (j = 0; j < ei->num_change_pages; j++)
3008 ei->change_page[j].can_change_or_has_action =
3009 (ei->change_page[j].can_change |
3010 ei->change_page[j].has_action);
3014 // add change events from custom element configuration
3015 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3017 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3019 for (j = 0; j < ei->num_change_pages; j++)
3021 if (!ei->change_page[j].can_change_or_has_action)
3024 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3026 // only add event page for the first page found with this event
3027 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3029 ei->has_change_event[k] = TRUE;
3031 ei->event_page_nr[k] = j;
3032 ei->event_page[k] = &ei->change_page[j];
3038 // ---------- initialize reference elements in change conditions ------------
3040 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3042 int element = EL_CUSTOM_START + i;
3043 struct ElementInfo *ei = &element_info[element];
3045 for (j = 0; j < ei->num_change_pages; j++)
3047 int trigger_element = ei->change_page[j].initial_trigger_element;
3049 if (trigger_element >= EL_PREV_CE_8 &&
3050 trigger_element <= EL_NEXT_CE_8)
3051 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3053 ei->change_page[j].trigger_element = trigger_element;
3057 // ---------- initialize run-time trigger player and element ----------------
3059 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3061 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3063 for (j = 0; j < ei->num_change_pages; j++)
3065 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069 ei->change_page[j].actual_trigger_ce_value = 0;
3070 ei->change_page[j].actual_trigger_ce_score = 0;
3074 // ---------- initialize trigger events -------------------------------------
3076 // initialize trigger events information
3077 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079 trigger_events[i][j] = FALSE;
3081 // add trigger events from element change event properties
3082 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3084 struct ElementInfo *ei = &element_info[i];
3086 for (j = 0; j < ei->num_change_pages; j++)
3088 if (!ei->change_page[j].can_change_or_has_action)
3091 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3093 int trigger_element = ei->change_page[j].trigger_element;
3095 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3097 if (ei->change_page[j].has_event[k])
3099 if (IS_GROUP_ELEMENT(trigger_element))
3101 struct ElementGroupInfo *group =
3102 element_info[trigger_element].group;
3104 for (l = 0; l < group->num_elements_resolved; l++)
3105 trigger_events[group->element_resolved[l]][k] = TRUE;
3107 else if (trigger_element == EL_ANY_ELEMENT)
3108 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109 trigger_events[l][k] = TRUE;
3111 trigger_events[trigger_element][k] = TRUE;
3118 // ---------- initialize push delay -----------------------------------------
3120 // initialize push delay values to default
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (!IS_CUSTOM_ELEMENT(i))
3125 // set default push delay values (corrected since version 3.0.7-1)
3126 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3128 element_info[i].push_delay_fixed = 2;
3129 element_info[i].push_delay_random = 8;
3133 element_info[i].push_delay_fixed = 8;
3134 element_info[i].push_delay_random = 8;
3139 // set push delay value for certain elements from pre-defined list
3140 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3142 int e = push_delay_list[i].element;
3144 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3145 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3148 // set push delay value for Supaplex elements for newer engine versions
3149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_SP_ELEMENT(i))
3155 // set SP push delay to just enough to push under a falling zonk
3156 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3158 element_info[i].push_delay_fixed = delay;
3159 element_info[i].push_delay_random = 0;
3164 // ---------- initialize move stepsize --------------------------------------
3166 // initialize move stepsize values to default
3167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 if (!IS_CUSTOM_ELEMENT(i))
3169 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3171 // set move stepsize value for certain elements from pre-defined list
3172 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3174 int e = move_stepsize_list[i].element;
3176 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3179 // ---------- initialize collect score --------------------------------------
3181 // initialize collect score values for custom elements from initial value
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3184 element_info[i].collect_score = element_info[i].collect_score_initial;
3186 // ---------- initialize collect count --------------------------------------
3188 // initialize collect count values for non-custom elements
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (!IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_count_initial = 0;
3193 // add collect count values for all elements from pre-defined list
3194 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195 element_info[collect_count_list[i].element].collect_count_initial =
3196 collect_count_list[i].count;
3198 // ---------- initialize access direction -----------------------------------
3200 // initialize access direction values to default (access from every side)
3201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 if (!IS_CUSTOM_ELEMENT(i))
3203 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3205 // set access direction value for certain elements from pre-defined list
3206 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207 element_info[access_direction_list[i].element].access_direction =
3208 access_direction_list[i].direction;
3210 // ---------- initialize explosion content ----------------------------------
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 if (IS_CUSTOM_ELEMENT(i))
3216 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3218 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3220 element_info[i].content.e[x][y] =
3221 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223 i == EL_PLAYER_3 ? EL_EMERALD :
3224 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225 i == EL_MOLE ? EL_EMERALD_RED :
3226 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231 i == EL_WALL_EMERALD ? EL_EMERALD :
3232 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237 i == EL_WALL_PEARL ? EL_PEARL :
3238 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3243 // ---------- initialize recursion detection --------------------------------
3244 recursion_loop_depth = 0;
3245 recursion_loop_detected = FALSE;
3246 recursion_loop_element = EL_UNDEFINED;
3248 // ---------- initialize graphics engine ------------------------------------
3249 game.scroll_delay_value =
3250 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251 setup.scroll_delay ? setup.scroll_delay_value : 0);
3252 game.scroll_delay_value =
3253 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3255 // ---------- initialize game engine snapshots ------------------------------
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.snapshot.last_action[i] = 0;
3258 game.snapshot.changed_action = FALSE;
3259 game.snapshot.collected_item = FALSE;
3260 game.snapshot.mode =
3261 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262 SNAPSHOT_MODE_EVERY_STEP :
3263 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264 SNAPSHOT_MODE_EVERY_MOVE :
3265 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267 game.snapshot.save_snapshot = FALSE;
3269 // ---------- initialize level time for Supaplex engine ---------------------
3270 // Supaplex levels with time limit currently unsupported -- should be added
3271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3275 static int get_num_special_action(int element, int action_first,
3278 int num_special_action = 0;
3281 for (i = action_first; i <= action_last; i++)
3283 boolean found = FALSE;
3285 for (j = 0; j < NUM_DIRECTIONS; j++)
3286 if (el_act_dir2img(element, i, j) !=
3287 el_act_dir2img(element, ACTION_DEFAULT, j))
3291 num_special_action++;
3296 return num_special_action;
3300 // ============================================================================
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3314 printf("%s:\n", message);
3316 for (i = 0; i < MAX_PLAYERS; i++)
3318 struct PlayerInfo *player = &stored_player[i];
3320 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3324 player->connected_locally,
3325 player->connected_network,
3328 if (local_player == player)
3329 printf(" (local player)");
3338 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340 int fade_mask = REDRAW_FIELD;
3342 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3343 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3344 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3345 int initial_move_dir = MV_DOWN;
3348 // required here to update video display before fading (FIX THIS)
3349 DrawMaskedBorder(REDRAW_DOOR_2);
3351 if (!game.restart_level)
3352 CloseDoor(DOOR_CLOSE_1);
3354 SetGameStatus(GAME_MODE_PLAYING);
3356 if (level_editor_test_game)
3357 FadeSkipNextFadeIn();
3359 FadeSetEnterScreen();
3361 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3370 // needed if different viewport properties defined for playing
3371 ChangeViewportPropertiesIfNeeded();
3375 DrawCompleteVideoDisplay();
3377 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3380 InitGameControlValues();
3382 // don't play tapes over network
3383 network_playing = (network.enabled && !tape.playing);
3385 for (i = 0; i < MAX_PLAYERS; i++)
3387 struct PlayerInfo *player = &stored_player[i];
3389 player->index_nr = i;
3390 player->index_bit = (1 << i);
3391 player->element_nr = EL_PLAYER_1 + i;
3393 player->present = FALSE;
3394 player->active = FALSE;
3395 player->mapped = FALSE;
3397 player->killed = FALSE;
3398 player->reanimated = FALSE;
3399 player->buried = FALSE;
3402 player->effective_action = 0;
3403 player->programmed_action = 0;
3405 player->mouse_action.lx = 0;
3406 player->mouse_action.ly = 0;
3407 player->mouse_action.button = 0;
3408 player->mouse_action.button_hint = 0;
3410 player->effective_mouse_action.lx = 0;
3411 player->effective_mouse_action.ly = 0;
3412 player->effective_mouse_action.button = 0;
3413 player->effective_mouse_action.button_hint = 0;
3415 for (j = 0; j < MAX_NUM_KEYS; j++)
3416 player->key[j] = FALSE;
3418 player->num_white_keys = 0;
3420 player->dynabomb_count = 0;
3421 player->dynabomb_size = 1;
3422 player->dynabombs_left = 0;
3423 player->dynabomb_xl = FALSE;
3425 player->MovDir = initial_move_dir;
3428 player->GfxDir = initial_move_dir;
3429 player->GfxAction = ACTION_DEFAULT;
3431 player->StepFrame = 0;
3433 player->initial_element = player->element_nr;
3434 player->artwork_element =
3435 (level.use_artwork_element[i] ? level.artwork_element[i] :
3436 player->element_nr);
3437 player->use_murphy = FALSE;
3439 player->block_last_field = FALSE; // initialized in InitPlayerField()
3440 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3442 player->gravity = level.initial_player_gravity[i];
3444 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3446 player->actual_frame_counter = 0;
3448 player->step_counter = 0;
3450 player->last_move_dir = initial_move_dir;
3452 player->is_active = FALSE;
3454 player->is_waiting = FALSE;
3455 player->is_moving = FALSE;
3456 player->is_auto_moving = FALSE;
3457 player->is_digging = FALSE;
3458 player->is_snapping = FALSE;
3459 player->is_collecting = FALSE;
3460 player->is_pushing = FALSE;
3461 player->is_switching = FALSE;
3462 player->is_dropping = FALSE;
3463 player->is_dropping_pressed = FALSE;
3465 player->is_bored = FALSE;
3466 player->is_sleeping = FALSE;
3468 player->was_waiting = TRUE;
3469 player->was_moving = FALSE;
3470 player->was_snapping = FALSE;
3471 player->was_dropping = FALSE;
3473 player->force_dropping = FALSE;
3475 player->frame_counter_bored = -1;
3476 player->frame_counter_sleeping = -1;
3478 player->anim_delay_counter = 0;
3479 player->post_delay_counter = 0;
3481 player->dir_waiting = initial_move_dir;
3482 player->action_waiting = ACTION_DEFAULT;
3483 player->last_action_waiting = ACTION_DEFAULT;
3484 player->special_action_bored = ACTION_DEFAULT;
3485 player->special_action_sleeping = ACTION_DEFAULT;
3487 player->switch_x = -1;
3488 player->switch_y = -1;
3490 player->drop_x = -1;
3491 player->drop_y = -1;
3493 player->show_envelope = 0;
3495 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3497 player->push_delay = -1; // initialized when pushing starts
3498 player->push_delay_value = game.initial_push_delay_value;
3500 player->drop_delay = 0;
3501 player->drop_pressed_delay = 0;
3503 player->last_jx = -1;
3504 player->last_jy = -1;
3508 player->shield_normal_time_left = 0;
3509 player->shield_deadly_time_left = 0;
3511 player->inventory_infinite_element = EL_UNDEFINED;
3512 player->inventory_size = 0;
3514 if (level.use_initial_inventory[i])
3516 for (j = 0; j < level.initial_inventory_size[i]; j++)
3518 int element = level.initial_inventory_content[i][j];
3519 int collect_count = element_info[element].collect_count_initial;
3522 if (!IS_CUSTOM_ELEMENT(element))
3525 if (collect_count == 0)
3526 player->inventory_infinite_element = element;
3528 for (k = 0; k < collect_count; k++)
3529 if (player->inventory_size < MAX_INVENTORY_SIZE)
3530 player->inventory_element[player->inventory_size++] = element;
3534 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3535 SnapField(player, 0, 0);
3537 map_player_action[i] = i;
3540 network_player_action_received = FALSE;
3542 // initial null action
3543 if (network_playing)
3544 SendToServer_MovePlayer(MV_NONE);
3549 TimeLeft = level.time;
3552 ScreenMovDir = MV_NONE;
3556 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3558 game.robot_wheel_x = -1;
3559 game.robot_wheel_y = -1;
3564 game.all_players_gone = FALSE;
3566 game.LevelSolved = FALSE;
3567 game.GameOver = FALSE;
3569 game.LevelSolved_GameWon = FALSE;
3570 game.LevelSolved_GameEnd = FALSE;
3571 game.LevelSolved_SaveTape = FALSE;
3572 game.LevelSolved_SaveScore = FALSE;
3574 game.LevelSolved_CountingTime = 0;
3575 game.LevelSolved_CountingScore = 0;
3576 game.LevelSolved_CountingHealth = 0;
3578 game.panel.active = TRUE;
3580 game.no_time_limit = (level.time == 0);
3582 game.yamyam_content_nr = 0;
3583 game.robot_wheel_active = FALSE;
3584 game.magic_wall_active = FALSE;
3585 game.magic_wall_time_left = 0;
3586 game.light_time_left = 0;
3587 game.timegate_time_left = 0;
3588 game.switchgate_pos = 0;
3589 game.wind_direction = level.wind_direction_initial;
3592 game.score_final = 0;
3594 game.health = MAX_HEALTH;
3595 game.health_final = MAX_HEALTH;
3597 game.gems_still_needed = level.gems_needed;
3598 game.sokoban_fields_still_needed = 0;
3599 game.sokoban_objects_still_needed = 0;
3600 game.lights_still_needed = 0;
3601 game.players_still_needed = 0;
3602 game.friends_still_needed = 0;
3604 game.lenses_time_left = 0;
3605 game.magnify_time_left = 0;
3607 game.ball_state = level.ball_state_initial;
3608 game.ball_content_nr = 0;
3610 game.explosions_delayed = TRUE;
3612 game.envelope_active = FALSE;
3614 for (i = 0; i < NUM_BELTS; i++)
3616 game.belt_dir[i] = MV_NONE;
3617 game.belt_dir_nr[i] = 3; // not moving, next moving left
3620 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3621 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3623 #if DEBUG_INIT_PLAYER
3624 DebugPrintPlayerStatus("Player status at level initialization");
3627 SCAN_PLAYFIELD(x, y)
3629 Feld[x][y] = Last[x][y] = level.field[x][y];
3630 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3631 ChangeDelay[x][y] = 0;
3632 ChangePage[x][y] = -1;
3633 CustomValue[x][y] = 0; // initialized in InitField()
3634 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3636 WasJustMoving[x][y] = 0;
3637 WasJustFalling[x][y] = 0;
3638 CheckCollision[x][y] = 0;
3639 CheckImpact[x][y] = 0;
3641 Pushed[x][y] = FALSE;
3643 ChangeCount[x][y] = 0;
3644 ChangeEvent[x][y] = -1;
3646 ExplodePhase[x][y] = 0;
3647 ExplodeDelay[x][y] = 0;
3648 ExplodeField[x][y] = EX_TYPE_NONE;
3650 RunnerVisit[x][y] = 0;
3651 PlayerVisit[x][y] = 0;
3654 GfxRandom[x][y] = INIT_GFX_RANDOM();
3655 GfxElement[x][y] = EL_UNDEFINED;
3656 GfxAction[x][y] = ACTION_DEFAULT;
3657 GfxDir[x][y] = MV_NONE;
3658 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3661 SCAN_PLAYFIELD(x, y)
3663 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3665 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3667 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3670 InitField(x, y, TRUE);
3672 ResetGfxAnimation(x, y);
3677 for (i = 0; i < MAX_PLAYERS; i++)
3679 struct PlayerInfo *player = &stored_player[i];
3681 // set number of special actions for bored and sleeping animation
3682 player->num_special_action_bored =
3683 get_num_special_action(player->artwork_element,
3684 ACTION_BORING_1, ACTION_BORING_LAST);
3685 player->num_special_action_sleeping =
3686 get_num_special_action(player->artwork_element,
3687 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3690 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3691 emulate_sb ? EMU_SOKOBAN :
3692 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3694 // initialize type of slippery elements
3695 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3697 if (!IS_CUSTOM_ELEMENT(i))
3699 // default: elements slip down either to the left or right randomly
3700 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3702 // SP style elements prefer to slip down on the left side
3703 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3704 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3706 // BD style elements prefer to slip down on the left side
3707 if (game.emulation == EMU_BOULDERDASH)
3708 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3712 // initialize explosion and ignition delay
3713 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3715 if (!IS_CUSTOM_ELEMENT(i))
3718 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3719 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3720 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3721 int last_phase = (num_phase + 1) * delay;
3722 int half_phase = (num_phase / 2) * delay;
3724 element_info[i].explosion_delay = last_phase - 1;
3725 element_info[i].ignition_delay = half_phase;
3727 if (i == EL_BLACK_ORB)
3728 element_info[i].ignition_delay = 1;
3732 // correct non-moving belts to start moving left
3733 for (i = 0; i < NUM_BELTS; i++)
3734 if (game.belt_dir[i] == MV_NONE)
3735 game.belt_dir_nr[i] = 3; // not moving, next moving left
3737 #if USE_NEW_PLAYER_ASSIGNMENTS
3738 for (i = 0; i < MAX_PLAYERS; i++)
3740 stored_player[i].connected = FALSE;
3742 // in network game mode, the local player might not be the first player
3743 if (stored_player[i].connected_locally)
3744 local_player = &stored_player[i];
3747 if (!network.enabled)
3748 local_player->connected = TRUE;
3752 for (i = 0; i < MAX_PLAYERS; i++)
3753 stored_player[i].connected = tape.player_participates[i];
3755 else if (network.enabled)
3757 // add team mode players connected over the network (needed for correct
3758 // assignment of player figures from level to locally playing players)
3760 for (i = 0; i < MAX_PLAYERS; i++)
3761 if (stored_player[i].connected_network)
3762 stored_player[i].connected = TRUE;
3764 else if (game.team_mode)
3766 // try to guess locally connected team mode players (needed for correct
3767 // assignment of player figures from level to locally playing players)
3769 for (i = 0; i < MAX_PLAYERS; i++)
3770 if (setup.input[i].use_joystick ||
3771 setup.input[i].key.left != KSYM_UNDEFINED)
3772 stored_player[i].connected = TRUE;
3775 #if DEBUG_INIT_PLAYER
3776 DebugPrintPlayerStatus("Player status after level initialization");
3779 #if DEBUG_INIT_PLAYER
3781 printf("Reassigning players ...\n");
3784 // check if any connected player was not found in playfield
3785 for (i = 0; i < MAX_PLAYERS; i++)
3787 struct PlayerInfo *player = &stored_player[i];
3789 if (player->connected && !player->present)
3791 struct PlayerInfo *field_player = NULL;
3793 #if DEBUG_INIT_PLAYER
3795 printf("- looking for field player for player %d ...\n", i + 1);
3798 // assign first free player found that is present in the playfield
3800 // first try: look for unmapped playfield player that is not connected
3801 for (j = 0; j < MAX_PLAYERS; j++)
3802 if (field_player == NULL &&
3803 stored_player[j].present &&
3804 !stored_player[j].mapped &&
3805 !stored_player[j].connected)
3806 field_player = &stored_player[j];
3808 // second try: look for *any* unmapped playfield player
3809 for (j = 0; j < MAX_PLAYERS; j++)
3810 if (field_player == NULL &&
3811 stored_player[j].present &&
3812 !stored_player[j].mapped)
3813 field_player = &stored_player[j];
3815 if (field_player != NULL)
3817 int jx = field_player->jx, jy = field_player->jy;
3819 #if DEBUG_INIT_PLAYER
3821 printf("- found player %d\n", field_player->index_nr + 1);
3824 player->present = FALSE;
3825 player->active = FALSE;
3827 field_player->present = TRUE;
3828 field_player->active = TRUE;
3831 player->initial_element = field_player->initial_element;
3832 player->artwork_element = field_player->artwork_element;
3834 player->block_last_field = field_player->block_last_field;
3835 player->block_delay_adjustment = field_player->block_delay_adjustment;
3838 StorePlayer[jx][jy] = field_player->element_nr;
3840 field_player->jx = field_player->last_jx = jx;
3841 field_player->jy = field_player->last_jy = jy;
3843 if (local_player == player)
3844 local_player = field_player;
3846 map_player_action[field_player->index_nr] = i;
3848 field_player->mapped = TRUE;
3850 #if DEBUG_INIT_PLAYER
3852 printf("- map_player_action[%d] == %d\n",
3853 field_player->index_nr + 1, i + 1);
3858 if (player->connected && player->present)
3859 player->mapped = TRUE;
3862 #if DEBUG_INIT_PLAYER
3863 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3868 // check if any connected player was not found in playfield
3869 for (i = 0; i < MAX_PLAYERS; i++)
3871 struct PlayerInfo *player = &stored_player[i];
3873 if (player->connected && !player->present)
3875 for (j = 0; j < MAX_PLAYERS; j++)
3877 struct PlayerInfo *field_player = &stored_player[j];
3878 int jx = field_player->jx, jy = field_player->jy;
3880 // assign first free player found that is present in the playfield
3881 if (field_player->present && !field_player->connected)
3883 player->present = TRUE;
3884 player->active = TRUE;
3886 field_player->present = FALSE;
3887 field_player->active = FALSE;
3889 player->initial_element = field_player->initial_element;
3890 player->artwork_element = field_player->artwork_element;
3892 player->block_last_field = field_player->block_last_field;
3893 player->block_delay_adjustment = field_player->block_delay_adjustment;
3895 StorePlayer[jx][jy] = player->element_nr;
3897 player->jx = player->last_jx = jx;
3898 player->jy = player->last_jy = jy;
3908 printf("::: local_player->present == %d\n", local_player->present);
3911 // set focus to local player for network games, else to all players
3912 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3913 game.centered_player_nr_next = game.centered_player_nr;
3914 game.set_centered_player = FALSE;
3916 if (network_playing && tape.recording)
3918 // store client dependent player focus when recording network games
3919 tape.centered_player_nr_next = game.centered_player_nr_next;
3920 tape.set_centered_player = TRUE;
3925 // when playing a tape, eliminate all players who do not participate
3927 #if USE_NEW_PLAYER_ASSIGNMENTS
3929 if (!game.team_mode)
3931 for (i = 0; i < MAX_PLAYERS; i++)
3933 if (stored_player[i].active &&
3934 !tape.player_participates[map_player_action[i]])
3936 struct PlayerInfo *player = &stored_player[i];
3937 int jx = player->jx, jy = player->jy;
3939 #if DEBUG_INIT_PLAYER
3941 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3944 player->active = FALSE;
3945 StorePlayer[jx][jy] = 0;
3946 Feld[jx][jy] = EL_EMPTY;
3953 for (i = 0; i < MAX_PLAYERS; i++)
3955 if (stored_player[i].active &&
3956 !tape.player_participates[i])
3958 struct PlayerInfo *player = &stored_player[i];
3959 int jx = player->jx, jy = player->jy;
3961 player->active = FALSE;
3962 StorePlayer[jx][jy] = 0;
3963 Feld[jx][jy] = EL_EMPTY;
3968 else if (!network.enabled && !game.team_mode) // && !tape.playing
3970 // when in single player mode, eliminate all but the local player
3972 for (i = 0; i < MAX_PLAYERS; i++)
3974 struct PlayerInfo *player = &stored_player[i];
3976 if (player->active && player != local_player)
3978 int jx = player->jx, jy = player->jy;
3980 player->active = FALSE;
3981 player->present = FALSE;
3983 StorePlayer[jx][jy] = 0;
3984 Feld[jx][jy] = EL_EMPTY;
3989 for (i = 0; i < MAX_PLAYERS; i++)
3990 if (stored_player[i].active)
3991 game.players_still_needed++;
3993 if (level.solved_by_one_player)
3994 game.players_still_needed = 1;
3996 // when recording the game, store which players take part in the game
3999 #if USE_NEW_PLAYER_ASSIGNMENTS
4000 for (i = 0; i < MAX_PLAYERS; i++)
4001 if (stored_player[i].connected)
4002 tape.player_participates[i] = TRUE;
4004 for (i = 0; i < MAX_PLAYERS; i++)
4005 if (stored_player[i].active)
4006 tape.player_participates[i] = TRUE;
4010 #if DEBUG_INIT_PLAYER
4011 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4014 if (BorderElement == EL_EMPTY)
4017 SBX_Right = lev_fieldx - SCR_FIELDX;
4019 SBY_Lower = lev_fieldy - SCR_FIELDY;
4024 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4026 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4029 if (full_lev_fieldx <= SCR_FIELDX)
4030 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4031 if (full_lev_fieldy <= SCR_FIELDY)
4032 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4034 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4036 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4039 // if local player not found, look for custom element that might create
4040 // the player (make some assumptions about the right custom element)
4041 if (!local_player->present)
4043 int start_x = 0, start_y = 0;
4044 int found_rating = 0;
4045 int found_element = EL_UNDEFINED;
4046 int player_nr = local_player->index_nr;
4048 SCAN_PLAYFIELD(x, y)
4050 int element = Feld[x][y];
4055 if (level.use_start_element[player_nr] &&
4056 level.start_element[player_nr] == element &&
4063 found_element = element;
4066 if (!IS_CUSTOM_ELEMENT(element))
4069 if (CAN_CHANGE(element))
4071 for (i = 0; i < element_info[element].num_change_pages; i++)
4073 // check for player created from custom element as single target
4074 content = element_info[element].change_page[i].target_element;
4075 is_player = ELEM_IS_PLAYER(content);
4077 if (is_player && (found_rating < 3 ||
4078 (found_rating == 3 && element < found_element)))
4084 found_element = element;
4089 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4091 // check for player created from custom element as explosion content
4092 content = element_info[element].content.e[xx][yy];
4093 is_player = ELEM_IS_PLAYER(content);
4095 if (is_player && (found_rating < 2 ||
4096 (found_rating == 2 && element < found_element)))
4098 start_x = x + xx - 1;
4099 start_y = y + yy - 1;
4102 found_element = element;
4105 if (!CAN_CHANGE(element))
4108 for (i = 0; i < element_info[element].num_change_pages; i++)
4110 // check for player created from custom element as extended target
4112 element_info[element].change_page[i].target_content.e[xx][yy];
4114 is_player = ELEM_IS_PLAYER(content);
4116 if (is_player && (found_rating < 1 ||
4117 (found_rating == 1 && element < found_element)))
4119 start_x = x + xx - 1;
4120 start_y = y + yy - 1;
4123 found_element = element;
4129 scroll_x = SCROLL_POSITION_X(start_x);
4130 scroll_y = SCROLL_POSITION_Y(start_y);
4134 scroll_x = SCROLL_POSITION_X(local_player->jx);
4135 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4138 // !!! FIX THIS (START) !!!
4139 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4141 InitGameEngine_EM();
4143 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4145 InitGameEngine_SP();
4147 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4149 InitGameEngine_MM();
4153 DrawLevel(REDRAW_FIELD);
4156 // after drawing the level, correct some elements
4157 if (game.timegate_time_left == 0)
4158 CloseAllOpenTimegates();
4161 // blit playfield from scroll buffer to normal back buffer for fading in
4162 BlitScreenToBitmap(backbuffer);
4163 // !!! FIX THIS (END) !!!
4165 DrawMaskedBorder(fade_mask);
4170 // full screen redraw is required at this point in the following cases:
4171 // - special editor door undrawn when game was started from level editor
4172 // - drawing area (playfield) was changed and has to be removed completely
4173 redraw_mask = REDRAW_ALL;
4177 if (!game.restart_level)
4179 // copy default game door content to main double buffer
4181 // !!! CHECK AGAIN !!!
4182 SetPanelBackground();
4183 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4184 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4187 SetPanelBackground();
4188 SetDrawBackgroundMask(REDRAW_DOOR_1);
4190 UpdateAndDisplayGameControlValues();
4192 if (!game.restart_level)
4198 CreateGameButtons();
4203 // copy actual game door content to door double buffer for OpenDoor()
4204 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4206 OpenDoor(DOOR_OPEN_ALL);
4208 KeyboardAutoRepeatOffUnlessAutoplay();
4210 #if DEBUG_INIT_PLAYER
4211 DebugPrintPlayerStatus("Player status (final)");
4220 if (!game.restart_level && !tape.playing)
4222 LevelStats_incPlayed(level_nr);
4224 SaveLevelSetup_SeriesInfo();
4227 game.restart_level = FALSE;
4228 game.restart_game_message = NULL;
4229 game.request_active = FALSE;
4231 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4232 InitGameActions_MM();
4234 SaveEngineSnapshotToListInitial();
4236 if (!game.restart_level)
4238 PlaySound(SND_GAME_STARTING);
4240 if (setup.sound_music)
4245 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4246 int actual_player_x, int actual_player_y)
4248 // this is used for non-R'n'D game engines to update certain engine values
4250 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4252 actual_player_x = correctLevelPosX_EM(actual_player_x);
4253 actual_player_y = correctLevelPosY_EM(actual_player_y);
4256 // needed to determine if sounds are played within the visible screen area
4257 scroll_x = actual_scroll_x;
4258 scroll_y = actual_scroll_y;
4260 // needed to get player position for "follow finger" playing input method
4261 local_player->jx = actual_player_x;
4262 local_player->jy = actual_player_y;
4265 void InitMovDir(int x, int y)
4267 int i, element = Feld[x][y];
4268 static int xy[4][2] =
4275 static int direction[3][4] =
4277 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4278 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4279 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4288 Feld[x][y] = EL_BUG;
4289 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4292 case EL_SPACESHIP_RIGHT:
4293 case EL_SPACESHIP_UP:
4294 case EL_SPACESHIP_LEFT:
4295 case EL_SPACESHIP_DOWN:
4296 Feld[x][y] = EL_SPACESHIP;
4297 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4300 case EL_BD_BUTTERFLY_RIGHT:
4301 case EL_BD_BUTTERFLY_UP:
4302 case EL_BD_BUTTERFLY_LEFT:
4303 case EL_BD_BUTTERFLY_DOWN:
4304 Feld[x][y] = EL_BD_BUTTERFLY;
4305 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4308 case EL_BD_FIREFLY_RIGHT:
4309 case EL_BD_FIREFLY_UP:
4310 case EL_BD_FIREFLY_LEFT:
4311 case EL_BD_FIREFLY_DOWN:
4312 Feld[x][y] = EL_BD_FIREFLY;
4313 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4316 case EL_PACMAN_RIGHT:
4318 case EL_PACMAN_LEFT:
4319 case EL_PACMAN_DOWN:
4320 Feld[x][y] = EL_PACMAN;
4321 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4324 case EL_YAMYAM_LEFT:
4325 case EL_YAMYAM_RIGHT:
4327 case EL_YAMYAM_DOWN:
4328 Feld[x][y] = EL_YAMYAM;
4329 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4332 case EL_SP_SNIKSNAK:
4333 MovDir[x][y] = MV_UP;
4336 case EL_SP_ELECTRON:
4337 MovDir[x][y] = MV_LEFT;
4344 Feld[x][y] = EL_MOLE;
4345 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4349 if (IS_CUSTOM_ELEMENT(element))
4351 struct ElementInfo *ei = &element_info[element];
4352 int move_direction_initial = ei->move_direction_initial;
4353 int move_pattern = ei->move_pattern;
4355 if (move_direction_initial == MV_START_PREVIOUS)
4357 if (MovDir[x][y] != MV_NONE)
4360 move_direction_initial = MV_START_AUTOMATIC;
4363 if (move_direction_initial == MV_START_RANDOM)
4364 MovDir[x][y] = 1 << RND(4);
4365 else if (move_direction_initial & MV_ANY_DIRECTION)
4366 MovDir[x][y] = move_direction_initial;
4367 else if (move_pattern == MV_ALL_DIRECTIONS ||
4368 move_pattern == MV_TURNING_LEFT ||
4369 move_pattern == MV_TURNING_RIGHT ||
4370 move_pattern == MV_TURNING_LEFT_RIGHT ||
4371 move_pattern == MV_TURNING_RIGHT_LEFT ||
4372 move_pattern == MV_TURNING_RANDOM)
4373 MovDir[x][y] = 1 << RND(4);
4374 else if (move_pattern == MV_HORIZONTAL)
4375 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4376 else if (move_pattern == MV_VERTICAL)
4377 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4378 else if (move_pattern & MV_ANY_DIRECTION)
4379 MovDir[x][y] = element_info[element].move_pattern;
4380 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4381 move_pattern == MV_ALONG_RIGHT_SIDE)
4383 // use random direction as default start direction
4384 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4385 MovDir[x][y] = 1 << RND(4);
4387 for (i = 0; i < NUM_DIRECTIONS; i++)
4389 int x1 = x + xy[i][0];
4390 int y1 = y + xy[i][1];
4392 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4394 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4395 MovDir[x][y] = direction[0][i];
4397 MovDir[x][y] = direction[1][i];
4406 MovDir[x][y] = 1 << RND(4);
4408 if (element != EL_BUG &&
4409 element != EL_SPACESHIP &&
4410 element != EL_BD_BUTTERFLY &&
4411 element != EL_BD_FIREFLY)
4414 for (i = 0; i < NUM_DIRECTIONS; i++)
4416 int x1 = x + xy[i][0];
4417 int y1 = y + xy[i][1];
4419 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4421 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4423 MovDir[x][y] = direction[0][i];
4426 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4427 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4429 MovDir[x][y] = direction[1][i];
4438 GfxDir[x][y] = MovDir[x][y];
4441 void InitAmoebaNr(int x, int y)
4444 int group_nr = AmoebeNachbarNr(x, y);
4448 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4450 if (AmoebaCnt[i] == 0)
4458 AmoebaNr[x][y] = group_nr;
4459 AmoebaCnt[group_nr]++;
4460 AmoebaCnt2[group_nr]++;
4463 static void LevelSolved(void)
4465 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4466 game.players_still_needed > 0)
4469 game.LevelSolved = TRUE;
4470 game.GameOver = TRUE;
4472 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4473 level.native_em_level->lev->score :
4474 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4477 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4478 MM_HEALTH(game_mm.laser_overload_value) :
4481 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4482 game.LevelSolved_CountingScore = game.score_final;
4483 game.LevelSolved_CountingHealth = game.health_final;
4488 static int time_count_steps;
4489 static int time, time_final;
4490 static int score, score_final;
4491 static int health, health_final;
4492 static int game_over_delay_1 = 0;
4493 static int game_over_delay_2 = 0;
4494 static int game_over_delay_3 = 0;
4495 int game_over_delay_value_1 = 50;
4496 int game_over_delay_value_2 = 25;
4497 int game_over_delay_value_3 = 50;
4499 if (!game.LevelSolved_GameWon)
4503 // do not start end game actions before the player stops moving (to exit)
4504 if (local_player->MovPos)
4507 game.LevelSolved_GameWon = TRUE;
4508 game.LevelSolved_SaveTape = tape.recording;
4509 game.LevelSolved_SaveScore = !tape.playing;
4513 LevelStats_incSolved(level_nr);
4515 SaveLevelSetup_SeriesInfo();
4518 if (tape.auto_play) // tape might already be stopped here
4519 tape.auto_play_level_solved = TRUE;
4523 game_over_delay_1 = 0;
4524 game_over_delay_2 = 0;
4525 game_over_delay_3 = game_over_delay_value_3;
4527 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4528 score = score_final = game.score_final;
4529 health = health_final = game.health_final;
4531 if (level.score[SC_TIME_BONUS] > 0)
4536 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4538 else if (game.no_time_limit && TimePlayed < 999)
4541 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4544 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4546 game_over_delay_1 = game_over_delay_value_1;
4548 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4551 score_final += health * level.score[SC_TIME_BONUS];
4553 game_over_delay_2 = game_over_delay_value_2;
4556 game.score_final = score_final;
4557 game.health_final = health_final;
4560 if (level_editor_test_game)
4563 score = score_final;
4565 game.LevelSolved_CountingTime = time;
4566 game.LevelSolved_CountingScore = score;
4568 game_panel_controls[GAME_PANEL_TIME].value = time;
4569 game_panel_controls[GAME_PANEL_SCORE].value = score;
4571 DisplayGameControlValues();
4574 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4576 // check if last player has left the level
4577 if (game.exit_x >= 0 &&
4580 int x = game.exit_x;
4581 int y = game.exit_y;
4582 int element = Feld[x][y];
4584 // close exit door after last player
4585 if ((game.all_players_gone &&
4586 (element == EL_EXIT_OPEN ||
4587 element == EL_SP_EXIT_OPEN ||
4588 element == EL_STEEL_EXIT_OPEN)) ||
4589 element == EL_EM_EXIT_OPEN ||
4590 element == EL_EM_STEEL_EXIT_OPEN)
4594 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4595 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4596 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4597 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4598 EL_EM_STEEL_EXIT_CLOSING);
4600 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4603 // player disappears
4604 DrawLevelField(x, y);
4607 for (i = 0; i < MAX_PLAYERS; i++)
4609 struct PlayerInfo *player = &stored_player[i];
4611 if (player->present)
4613 RemovePlayer(player);
4615 // player disappears
4616 DrawLevelField(player->jx, player->jy);
4621 PlaySound(SND_GAME_WINNING);
4624 if (game_over_delay_1 > 0)
4626 game_over_delay_1--;
4631 if (time != time_final)
4633 int time_to_go = ABS(time_final - time);
4634 int time_count_dir = (time < time_final ? +1 : -1);
4636 if (time_to_go < time_count_steps)
4637 time_count_steps = 1;
4639 time += time_count_steps * time_count_dir;
4640 score += time_count_steps * level.score[SC_TIME_BONUS];
4642 game.LevelSolved_CountingTime = time;
4643 game.LevelSolved_CountingScore = score;
4645 game_panel_controls[GAME_PANEL_TIME].value = time;
4646 game_panel_controls[GAME_PANEL_SCORE].value = score;
4648 DisplayGameControlValues();
4650 if (time == time_final)
4651 StopSound(SND_GAME_LEVELTIME_BONUS);
4652 else if (setup.sound_loops)
4653 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4655 PlaySound(SND_GAME_LEVELTIME_BONUS);
4660 if (game_over_delay_2 > 0)
4662 game_over_delay_2--;
4667 if (health != health_final)
4669 int health_count_dir = (health < health_final ? +1 : -1);
4671 health += health_count_dir;
4672 score += level.score[SC_TIME_BONUS];
4674 game.LevelSolved_CountingHealth = health;
4675 game.LevelSolved_CountingScore = score;
4677 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4678 game_panel_controls[GAME_PANEL_SCORE].value = score;
4680 DisplayGameControlValues();
4682 if (health == health_final)
4683 StopSound(SND_GAME_LEVELTIME_BONUS);
4684 else if (setup.sound_loops)
4685 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4687 PlaySound(SND_GAME_LEVELTIME_BONUS);
4692 game.panel.active = FALSE;
4694 if (game_over_delay_3 > 0)
4696 game_over_delay_3--;
4706 // used instead of "level_nr" (needed for network games)
4707 int last_level_nr = levelset.level_nr;
4710 game.LevelSolved_GameEnd = TRUE;
4712 if (game.LevelSolved_SaveTape)
4714 // make sure that request dialog to save tape does not open door again
4715 if (!global.use_envelope_request)
4716 CloseDoor(DOOR_CLOSE_1);
4718 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4721 // if no tape is to be saved, close both doors simultaneously
4722 CloseDoor(DOOR_CLOSE_ALL);
4724 if (level_editor_test_game)
4726 SetGameStatus(GAME_MODE_MAIN);
4733 if (!game.LevelSolved_SaveScore)
4735 SetGameStatus(GAME_MODE_MAIN);
4742 if (level_nr == leveldir_current->handicap_level)
4744 leveldir_current->handicap_level++;
4746 SaveLevelSetup_SeriesInfo();
4749 if (setup.increment_levels &&
4750 level_nr < leveldir_current->last_level &&
4753 level_nr++; // advance to next level
4754 TapeErase(); // start with empty tape
4756 if (setup.auto_play_next_level)
4758 LoadLevel(level_nr);
4760 SaveLevelSetup_SeriesInfo();
4764 hi_pos = NewHiScore(last_level_nr);
4766 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4768 SetGameStatus(GAME_MODE_SCORES);
4770 DrawHallOfFame(last_level_nr, hi_pos);
4772 else if (setup.auto_play_next_level && setup.increment_levels &&
4773 last_level_nr < leveldir_current->last_level &&
4776 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4780 SetGameStatus(GAME_MODE_MAIN);
4786 int NewHiScore(int level_nr)
4790 boolean one_score_entry_per_name = !program.many_scores_per_name;
4792 LoadScore(level_nr);
4794 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4795 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4798 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4800 if (game.score_final > highscore[k].Score)
4802 // player has made it to the hall of fame
4804 if (k < MAX_SCORE_ENTRIES - 1)
4806 int m = MAX_SCORE_ENTRIES - 1;
4808 if (one_score_entry_per_name)
4810 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4811 if (strEqual(setup.player_name, highscore[l].Name))
4814 if (m == k) // player's new highscore overwrites his old one
4818 for (l = m; l > k; l--)
4820 strcpy(highscore[l].Name, highscore[l - 1].Name);
4821 highscore[l].Score = highscore[l - 1].Score;
4827 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4828 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4829 highscore[k].Score = game.score_final;
4834 else if (one_score_entry_per_name &&
4835 !strncmp(setup.player_name, highscore[k].Name,
4836 MAX_PLAYER_NAME_LEN))
4837 break; // player already there with a higher score
4841 SaveScore(level_nr);
4846 static int getElementMoveStepsizeExt(int x, int y, int direction)
4848 int element = Feld[x][y];
4849 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4850 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4851 int horiz_move = (dx != 0);
4852 int sign = (horiz_move ? dx : dy);
4853 int step = sign * element_info[element].move_stepsize;
4855 // special values for move stepsize for spring and things on conveyor belt
4858 if (CAN_FALL(element) &&
4859 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4860 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4861 else if (element == EL_SPRING)
4862 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4868 static int getElementMoveStepsize(int x, int y)
4870 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4873 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4875 if (player->GfxAction != action || player->GfxDir != dir)
4877 player->GfxAction = action;
4878 player->GfxDir = dir;
4880 player->StepFrame = 0;
4884 static void ResetGfxFrame(int x, int y)
4886 // profiling showed that "autotest" spends 10~20% of its time in this function
4887 if (DrawingDeactivatedField())
4890 int element = Feld[x][y];
4891 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4893 if (graphic_info[graphic].anim_global_sync)
4894 GfxFrame[x][y] = FrameCounter;
4895 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4896 GfxFrame[x][y] = CustomValue[x][y];
4897 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4898 GfxFrame[x][y] = element_info[element].collect_score;
4899 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4900 GfxFrame[x][y] = ChangeDelay[x][y];
4903 static void ResetGfxAnimation(int x, int y)
4905 GfxAction[x][y] = ACTION_DEFAULT;
4906 GfxDir[x][y] = MovDir[x][y];
4909 ResetGfxFrame(x, y);
4912 static void ResetRandomAnimationValue(int x, int y)
4914 GfxRandom[x][y] = INIT_GFX_RANDOM();
4917 static void InitMovingField(int x, int y, int direction)
4919 int element = Feld[x][y];
4920 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4921 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4924 boolean is_moving_before, is_moving_after;
4926 // check if element was/is moving or being moved before/after mode change
4927 is_moving_before = (WasJustMoving[x][y] != 0);
4928 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4930 // reset animation only for moving elements which change direction of moving
4931 // or which just started or stopped moving
4932 // (else CEs with property "can move" / "not moving" are reset each frame)
4933 if (is_moving_before != is_moving_after ||
4934 direction != MovDir[x][y])
4935 ResetGfxAnimation(x, y);
4937 MovDir[x][y] = direction;
4938 GfxDir[x][y] = direction;
4940 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4941 direction == MV_DOWN && CAN_FALL(element) ?
4942 ACTION_FALLING : ACTION_MOVING);
4944 // this is needed for CEs with property "can move" / "not moving"
4946 if (is_moving_after)
4948 if (Feld[newx][newy] == EL_EMPTY)
4949 Feld[newx][newy] = EL_BLOCKED;
4951 MovDir[newx][newy] = MovDir[x][y];
4953 CustomValue[newx][newy] = CustomValue[x][y];
4955 GfxFrame[newx][newy] = GfxFrame[x][y];
4956 GfxRandom[newx][newy] = GfxRandom[x][y];
4957 GfxAction[newx][newy] = GfxAction[x][y];
4958 GfxDir[newx][newy] = GfxDir[x][y];
4962 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4964 int direction = MovDir[x][y];
4965 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4966 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4972 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4974 int oldx = x, oldy = y;
4975 int direction = MovDir[x][y];
4977 if (direction == MV_LEFT)
4979 else if (direction == MV_RIGHT)
4981 else if (direction == MV_UP)
4983 else if (direction == MV_DOWN)
4986 *comes_from_x = oldx;
4987 *comes_from_y = oldy;
4990 static int MovingOrBlocked2Element(int x, int y)
4992 int element = Feld[x][y];
4994 if (element == EL_BLOCKED)
4998 Blocked2Moving(x, y, &oldx, &oldy);
4999 return Feld[oldx][oldy];
5005 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5007 // like MovingOrBlocked2Element(), but if element is moving
5008 // and (x,y) is the field the moving element is just leaving,
5009 // return EL_BLOCKED instead of the element value
5010 int element = Feld[x][y];
5012 if (IS_MOVING(x, y))
5014 if (element == EL_BLOCKED)
5018 Blocked2Moving(x, y, &oldx, &oldy);
5019 return Feld[oldx][oldy];
5028 static void RemoveField(int x, int y)
5030 Feld[x][y] = EL_EMPTY;
5036 CustomValue[x][y] = 0;
5039 ChangeDelay[x][y] = 0;
5040 ChangePage[x][y] = -1;
5041 Pushed[x][y] = FALSE;
5043 GfxElement[x][y] = EL_UNDEFINED;
5044 GfxAction[x][y] = ACTION_DEFAULT;
5045 GfxDir[x][y] = MV_NONE;
5048 static void RemoveMovingField(int x, int y)
5050 int oldx = x, oldy = y, newx = x, newy = y;
5051 int element = Feld[x][y];
5052 int next_element = EL_UNDEFINED;
5054 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5057 if (IS_MOVING(x, y))
5059 Moving2Blocked(x, y, &newx, &newy);
5061 if (Feld[newx][newy] != EL_BLOCKED)
5063 // element is moving, but target field is not free (blocked), but
5064 // already occupied by something different (example: acid pool);
5065 // in this case, only remove the moving field, but not the target
5067 RemoveField(oldx, oldy);
5069 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5071 TEST_DrawLevelField(oldx, oldy);
5076 else if (element == EL_BLOCKED)
5078 Blocked2Moving(x, y, &oldx, &oldy);
5079 if (!IS_MOVING(oldx, oldy))
5083 if (element == EL_BLOCKED &&
5084 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5085 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5086 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5087 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5088 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5089 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5090 next_element = get_next_element(Feld[oldx][oldy]);
5092 RemoveField(oldx, oldy);
5093 RemoveField(newx, newy);
5095 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5097 if (next_element != EL_UNDEFINED)
5098 Feld[oldx][oldy] = next_element;
5100 TEST_DrawLevelField(oldx, oldy);
5101 TEST_DrawLevelField(newx, newy);
5104 void DrawDynamite(int x, int y)
5106 int sx = SCREENX(x), sy = SCREENY(y);
5107 int graphic = el2img(Feld[x][y]);
5110 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5113 if (IS_WALKABLE_INSIDE(Back[x][y]))
5117 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5118 else if (Store[x][y])
5119 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5121 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5123 if (Back[x][y] || Store[x][y])
5124 DrawGraphicThruMask(sx, sy, graphic, frame);
5126 DrawGraphic(sx, sy, graphic, frame);
5129 static void CheckDynamite(int x, int y)
5131 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5135 if (MovDelay[x][y] != 0)
5138 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5144 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5149 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5151 boolean num_checked_players = 0;
5154 for (i = 0; i < MAX_PLAYERS; i++)
5156 if (stored_player[i].active)
5158 int sx = stored_player[i].jx;
5159 int sy = stored_player[i].jy;
5161 if (num_checked_players == 0)
5168 *sx1 = MIN(*sx1, sx);
5169 *sy1 = MIN(*sy1, sy);
5170 *sx2 = MAX(*sx2, sx);
5171 *sy2 = MAX(*sy2, sy);
5174 num_checked_players++;
5179 static boolean checkIfAllPlayersFitToScreen_RND(void)
5181 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5183 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5185 return (sx2 - sx1 < SCR_FIELDX &&
5186 sy2 - sy1 < SCR_FIELDY);
5189 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5191 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5193 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5195 *sx = (sx1 + sx2) / 2;
5196 *sy = (sy1 + sy2) / 2;
5199 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5200 boolean center_screen, boolean quick_relocation)
5202 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5203 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5204 boolean no_delay = (tape.warp_forward);
5205 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5206 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5207 int new_scroll_x, new_scroll_y;
5209 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5211 // case 1: quick relocation inside visible screen (without scrolling)
5218 if (!level.shifted_relocation || center_screen)
5220 // relocation _with_ centering of screen
5222 new_scroll_x = SCROLL_POSITION_X(x);
5223 new_scroll_y = SCROLL_POSITION_Y(y);
5227 // relocation _without_ centering of screen
5229 int center_scroll_x = SCROLL_POSITION_X(old_x);
5230 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5231 int offset_x = x + (scroll_x - center_scroll_x);
5232 int offset_y = y + (scroll_y - center_scroll_y);
5234 // for new screen position, apply previous offset to center position
5235 new_scroll_x = SCROLL_POSITION_X(offset_x);
5236 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5239 if (quick_relocation)
5241 // case 2: quick relocation (redraw without visible scrolling)
5243 scroll_x = new_scroll_x;
5244 scroll_y = new_scroll_y;
5251 // case 3: visible relocation (with scrolling to new position)
5253 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5255 SetVideoFrameDelay(wait_delay_value);
5257 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5260 int fx = FX, fy = FY;
5262 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5263 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5265 if (dx == 0 && dy == 0) // no scrolling needed at all
5271 fx += dx * TILEX / 2;
5272 fy += dy * TILEY / 2;
5274 ScrollLevel(dx, dy);
5277 // scroll in two steps of half tile size to make things smoother
5278 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5280 // scroll second step to align at full tile size
5281 BlitScreenToBitmap(window);
5287 SetVideoFrameDelay(frame_delay_value_old);
5290 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5292 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5293 int player_nr = GET_PLAYER_NR(el_player);
5294 struct PlayerInfo *player = &stored_player[player_nr];
5295 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5296 boolean no_delay = (tape.warp_forward);
5297 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5298 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5299 int old_jx = player->jx;
5300 int old_jy = player->jy;
5301 int old_element = Feld[old_jx][old_jy];
5302 int element = Feld[jx][jy];
5303 boolean player_relocated = (old_jx != jx || old_jy != jy);
5305 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5306 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5307 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5308 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5309 int leave_side_horiz = move_dir_horiz;
5310 int leave_side_vert = move_dir_vert;
5311 int enter_side = enter_side_horiz | enter_side_vert;
5312 int leave_side = leave_side_horiz | leave_side_vert;
5314 if (player->buried) // do not reanimate dead player
5317 if (!player_relocated) // no need to relocate the player
5320 if (IS_PLAYER(jx, jy)) // player already placed at new position
5322 RemoveField(jx, jy); // temporarily remove newly placed player
5323 DrawLevelField(jx, jy);
5326 if (player->present)
5328 while (player->MovPos)
5330 ScrollPlayer(player, SCROLL_GO_ON);
5331 ScrollScreen(NULL, SCROLL_GO_ON);
5333 AdvanceFrameAndPlayerCounters(player->index_nr);
5337 BackToFront_WithFrameDelay(wait_delay_value);
5340 DrawPlayer(player); // needed here only to cleanup last field
5341 DrawLevelField(player->jx, player->jy); // remove player graphic
5343 player->is_moving = FALSE;
5346 if (IS_CUSTOM_ELEMENT(old_element))
5347 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5349 player->index_bit, leave_side);
5351 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5353 player->index_bit, leave_side);
5355 Feld[jx][jy] = el_player;
5356 InitPlayerField(jx, jy, el_player, TRUE);
5358 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5359 possible that the relocation target field did not contain a player element,
5360 but a walkable element, to which the new player was relocated -- in this
5361 case, restore that (already initialized!) element on the player field */
5362 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5364 Feld[jx][jy] = element; // restore previously existing element
5367 // only visually relocate centered player
5368 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5369 FALSE, level.instant_relocation);
5371 TestIfPlayerTouchesBadThing(jx, jy);
5372 TestIfPlayerTouchesCustomElement(jx, jy);
5374 if (IS_CUSTOM_ELEMENT(element))
5375 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5376 player->index_bit, enter_side);
5378 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5379 player->index_bit, enter_side);
5381 if (player->is_switching)
5383 /* ensure that relocation while still switching an element does not cause
5384 a new element to be treated as also switched directly after relocation
5385 (this is important for teleporter switches that teleport the player to
5386 a place where another teleporter switch is in the same direction, which
5387 would then incorrectly be treated as immediately switched before the
5388 direction key that caused the switch was released) */
5390 player->switch_x += jx - old_jx;
5391 player->switch_y += jy - old_jy;
5395 static void Explode(int ex, int ey, int phase, int mode)
5401 // !!! eliminate this variable !!!
5402 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5404 if (game.explosions_delayed)
5406 ExplodeField[ex][ey] = mode;
5410 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5412 int center_element = Feld[ex][ey];
5413 int artwork_element, explosion_element; // set these values later
5415 // remove things displayed in background while burning dynamite
5416 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5419 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5421 // put moving element to center field (and let it explode there)
5422 center_element = MovingOrBlocked2Element(ex, ey);
5423 RemoveMovingField(ex, ey);
5424 Feld[ex][ey] = center_element;
5427 // now "center_element" is finally determined -- set related values now
5428 artwork_element = center_element; // for custom player artwork
5429 explosion_element = center_element; // for custom player artwork
5431 if (IS_PLAYER(ex, ey))
5433 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5435 artwork_element = stored_player[player_nr].artwork_element;
5437 if (level.use_explosion_element[player_nr])
5439 explosion_element = level.explosion_element[player_nr];
5440 artwork_element = explosion_element;
5444 if (mode == EX_TYPE_NORMAL ||
5445 mode == EX_TYPE_CENTER ||
5446 mode == EX_TYPE_CROSS)
5447 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5449 last_phase = element_info[explosion_element].explosion_delay + 1;
5451 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5453 int xx = x - ex + 1;
5454 int yy = y - ey + 1;
5457 if (!IN_LEV_FIELD(x, y) ||
5458 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5459 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5462 element = Feld[x][y];
5464 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5466 element = MovingOrBlocked2Element(x, y);
5468 if (!IS_EXPLOSION_PROOF(element))
5469 RemoveMovingField(x, y);
5472 // indestructible elements can only explode in center (but not flames)
5473 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5474 mode == EX_TYPE_BORDER)) ||
5475 element == EL_FLAMES)
5478 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5479 behaviour, for example when touching a yamyam that explodes to rocks
5480 with active deadly shield, a rock is created under the player !!! */
5481 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5483 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5484 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5485 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5487 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5490 if (IS_ACTIVE_BOMB(element))
5492 // re-activate things under the bomb like gate or penguin
5493 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5500 // save walkable background elements while explosion on same tile
5501 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5502 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5503 Back[x][y] = element;
5505 // ignite explodable elements reached by other explosion
5506 if (element == EL_EXPLOSION)
5507 element = Store2[x][y];
5509 if (AmoebaNr[x][y] &&
5510 (element == EL_AMOEBA_FULL ||
5511 element == EL_BD_AMOEBA ||
5512 element == EL_AMOEBA_GROWING))
5514 AmoebaCnt[AmoebaNr[x][y]]--;
5515 AmoebaCnt2[AmoebaNr[x][y]]--;
5520 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5522 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5524 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5526 if (PLAYERINFO(ex, ey)->use_murphy)
5527 Store[x][y] = EL_EMPTY;
5530 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5531 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5532 else if (ELEM_IS_PLAYER(center_element))
5533 Store[x][y] = EL_EMPTY;
5534 else if (center_element == EL_YAMYAM)
5535 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5536 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5537 Store[x][y] = element_info[center_element].content.e[xx][yy];
5539 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5540 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5541 // otherwise) -- FIX THIS !!!
5542 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5543 Store[x][y] = element_info[element].content.e[1][1];
5545 else if (!CAN_EXPLODE(element))
5546 Store[x][y] = element_info[element].content.e[1][1];
5549 Store[x][y] = EL_EMPTY;
5551 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5552 center_element == EL_AMOEBA_TO_DIAMOND)
5553 Store2[x][y] = element;
5555 Feld[x][y] = EL_EXPLOSION;
5556 GfxElement[x][y] = artwork_element;
5558 ExplodePhase[x][y] = 1;
5559 ExplodeDelay[x][y] = last_phase;
5564 if (center_element == EL_YAMYAM)
5565 game.yamyam_content_nr =
5566 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5578 GfxFrame[x][y] = 0; // restart explosion animation
5580 last_phase = ExplodeDelay[x][y];
5582 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5584 // this can happen if the player leaves an explosion just in time
5585 if (GfxElement[x][y] == EL_UNDEFINED)
5586 GfxElement[x][y] = EL_EMPTY;
5588 border_element = Store2[x][y];
5589 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5590 border_element = StorePlayer[x][y];
5592 if (phase == element_info[border_element].ignition_delay ||
5593 phase == last_phase)
5595 boolean border_explosion = FALSE;
5597 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5598 !PLAYER_EXPLOSION_PROTECTED(x, y))
5600 KillPlayerUnlessExplosionProtected(x, y);
5601 border_explosion = TRUE;
5603 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5605 Feld[x][y] = Store2[x][y];
5608 border_explosion = TRUE;
5610 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5612 AmoebeUmwandeln(x, y);
5614 border_explosion = TRUE;
5617 // if an element just explodes due to another explosion (chain-reaction),
5618 // do not immediately end the new explosion when it was the last frame of
5619 // the explosion (as it would be done in the following "if"-statement!)
5620 if (border_explosion && phase == last_phase)
5624 if (phase == last_phase)
5628 element = Feld[x][y] = Store[x][y];
5629 Store[x][y] = Store2[x][y] = 0;
5630 GfxElement[x][y] = EL_UNDEFINED;
5632 // player can escape from explosions and might therefore be still alive
5633 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5634 element <= EL_PLAYER_IS_EXPLODING_4)
5636 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5637 int explosion_element = EL_PLAYER_1 + player_nr;
5638 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5639 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5641 if (level.use_explosion_element[player_nr])
5642 explosion_element = level.explosion_element[player_nr];
5644 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5645 element_info[explosion_element].content.e[xx][yy]);
5648 // restore probably existing indestructible background element
5649 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5650 element = Feld[x][y] = Back[x][y];
5653 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5654 GfxDir[x][y] = MV_NONE;
5655 ChangeDelay[x][y] = 0;
5656 ChangePage[x][y] = -1;
5658 CustomValue[x][y] = 0;
5660 InitField_WithBug2(x, y, FALSE);
5662 TEST_DrawLevelField(x, y);
5664 TestIfElementTouchesCustomElement(x, y);
5666 if (GFX_CRUMBLED(element))
5667 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5669 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5670 StorePlayer[x][y] = 0;
5672 if (ELEM_IS_PLAYER(element))
5673 RelocatePlayer(x, y, element);
5675 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5677 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5678 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5681 TEST_DrawLevelFieldCrumbled(x, y);
5683 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5685 DrawLevelElement(x, y, Back[x][y]);
5686 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5688 else if (IS_WALKABLE_UNDER(Back[x][y]))
5690 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5691 DrawLevelElementThruMask(x, y, Back[x][y]);
5693 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5694 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5698 static void DynaExplode(int ex, int ey)
5701 int dynabomb_element = Feld[ex][ey];
5702 int dynabomb_size = 1;
5703 boolean dynabomb_xl = FALSE;
5704 struct PlayerInfo *player;
5705 static int xy[4][2] =
5713 if (IS_ACTIVE_BOMB(dynabomb_element))
5715 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5716 dynabomb_size = player->dynabomb_size;
5717 dynabomb_xl = player->dynabomb_xl;
5718 player->dynabombs_left++;
5721 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5723 for (i = 0; i < NUM_DIRECTIONS; i++)
5725 for (j = 1; j <= dynabomb_size; j++)
5727 int x = ex + j * xy[i][0];
5728 int y = ey + j * xy[i][1];
5731 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5734 element = Feld[x][y];
5736 // do not restart explosions of fields with active bombs
5737 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5740 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5742 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5743 !IS_DIGGABLE(element) && !dynabomb_xl)
5749 void Bang(int x, int y)
5751 int element = MovingOrBlocked2Element(x, y);
5752 int explosion_type = EX_TYPE_NORMAL;
5754 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5756 struct PlayerInfo *player = PLAYERINFO(x, y);
5758 element = Feld[x][y] = player->initial_element;
5760 if (level.use_explosion_element[player->index_nr])
5762 int explosion_element = level.explosion_element[player->index_nr];
5764 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5765 explosion_type = EX_TYPE_CROSS;
5766 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5767 explosion_type = EX_TYPE_CENTER;
5775 case EL_BD_BUTTERFLY:
5778 case EL_DARK_YAMYAM:
5782 RaiseScoreElement(element);
5785 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5786 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5787 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5788 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5789 case EL_DYNABOMB_INCREASE_NUMBER:
5790 case EL_DYNABOMB_INCREASE_SIZE:
5791 case EL_DYNABOMB_INCREASE_POWER:
5792 explosion_type = EX_TYPE_DYNA;
5795 case EL_DC_LANDMINE:
5796 explosion_type = EX_TYPE_CENTER;
5801 case EL_LAMP_ACTIVE:
5802 case EL_AMOEBA_TO_DIAMOND:
5803 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5804 explosion_type = EX_TYPE_CENTER;
5808 if (element_info[element].explosion_type == EXPLODES_CROSS)
5809 explosion_type = EX_TYPE_CROSS;
5810 else if (element_info[element].explosion_type == EXPLODES_1X1)
5811 explosion_type = EX_TYPE_CENTER;
5815 if (explosion_type == EX_TYPE_DYNA)
5818 Explode(x, y, EX_PHASE_START, explosion_type);
5820 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5823 static void SplashAcid(int x, int y)
5825 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5826 (!IN_LEV_FIELD(x - 1, y - 2) ||
5827 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5828 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5830 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5831 (!IN_LEV_FIELD(x + 1, y - 2) ||
5832 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5833 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5835 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5838 static void InitBeltMovement(void)
5840 static int belt_base_element[4] =
5842 EL_CONVEYOR_BELT_1_LEFT,
5843 EL_CONVEYOR_BELT_2_LEFT,
5844 EL_CONVEYOR_BELT_3_LEFT,
5845 EL_CONVEYOR_BELT_4_LEFT
5847 static int belt_base_active_element[4] =
5849 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5850 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5851 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5852 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5857 // set frame order for belt animation graphic according to belt direction
5858 for (i = 0; i < NUM_BELTS; i++)
5862 for (j = 0; j < NUM_BELT_PARTS; j++)
5864 int element = belt_base_active_element[belt_nr] + j;
5865 int graphic_1 = el2img(element);
5866 int graphic_2 = el2panelimg(element);
5868 if (game.belt_dir[i] == MV_LEFT)
5870 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5871 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5875 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5876 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5881 SCAN_PLAYFIELD(x, y)
5883 int element = Feld[x][y];
5885 for (i = 0; i < NUM_BELTS; i++)
5887 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5889 int e_belt_nr = getBeltNrFromBeltElement(element);
5892 if (e_belt_nr == belt_nr)
5894 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5896 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5903 static void ToggleBeltSwitch(int x, int y)
5905 static int belt_base_element[4] =
5907 EL_CONVEYOR_BELT_1_LEFT,
5908 EL_CONVEYOR_BELT_2_LEFT,
5909 EL_CONVEYOR_BELT_3_LEFT,
5910 EL_CONVEYOR_BELT_4_LEFT
5912 static int belt_base_active_element[4] =
5914 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5915 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5916 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5917 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5919 static int belt_base_switch_element[4] =
5921 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5922 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5923 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5924 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5926 static int belt_move_dir[4] =
5934 int element = Feld[x][y];
5935 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5936 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5937 int belt_dir = belt_move_dir[belt_dir_nr];
5940 if (!IS_BELT_SWITCH(element))
5943 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5944 game.belt_dir[belt_nr] = belt_dir;
5946 if (belt_dir_nr == 3)
5949 // set frame order for belt animation graphic according to belt direction
5950 for (i = 0; i < NUM_BELT_PARTS; i++)
5952 int element = belt_base_active_element[belt_nr] + i;
5953 int graphic_1 = el2img(element);
5954 int graphic_2 = el2panelimg(element);
5956 if (belt_dir == MV_LEFT)
5958 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5959 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5963 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5964 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5968 SCAN_PLAYFIELD(xx, yy)
5970 int element = Feld[xx][yy];
5972 if (IS_BELT_SWITCH(element))
5974 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5976 if (e_belt_nr == belt_nr)
5978 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5979 TEST_DrawLevelField(xx, yy);
5982 else if (IS_BELT(element) && belt_dir != MV_NONE)
5984 int e_belt_nr = getBeltNrFromBeltElement(element);
5986 if (e_belt_nr == belt_nr)
5988 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5990 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5991 TEST_DrawLevelField(xx, yy);
5994 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5996 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5998 if (e_belt_nr == belt_nr)
6000 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6002 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6003 TEST_DrawLevelField(xx, yy);
6009 static void ToggleSwitchgateSwitch(int x, int y)
6013 game.switchgate_pos = !game.switchgate_pos;
6015 SCAN_PLAYFIELD(xx, yy)
6017 int element = Feld[xx][yy];
6019 if (element == EL_SWITCHGATE_SWITCH_UP)
6021 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6022 TEST_DrawLevelField(xx, yy);
6024 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6026 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6027 TEST_DrawLevelField(xx, yy);
6029 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6031 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6032 TEST_DrawLevelField(xx, yy);
6034 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6036 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6037 TEST_DrawLevelField(xx, yy);
6039 else if (element == EL_SWITCHGATE_OPEN ||
6040 element == EL_SWITCHGATE_OPENING)
6042 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6044 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6046 else if (element == EL_SWITCHGATE_CLOSED ||
6047 element == EL_SWITCHGATE_CLOSING)
6049 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6051 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6056 static int getInvisibleActiveFromInvisibleElement(int element)
6058 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6059 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6060 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6064 static int getInvisibleFromInvisibleActiveElement(int element)
6066 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6067 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6068 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6072 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6076 SCAN_PLAYFIELD(x, y)
6078 int element = Feld[x][y];
6080 if (element == EL_LIGHT_SWITCH &&
6081 game.light_time_left > 0)
6083 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6084 TEST_DrawLevelField(x, y);
6086 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6087 game.light_time_left == 0)
6089 Feld[x][y] = EL_LIGHT_SWITCH;
6090 TEST_DrawLevelField(x, y);
6092 else if (element == EL_EMC_DRIPPER &&
6093 game.light_time_left > 0)
6095 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6096 TEST_DrawLevelField(x, y);
6098 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6099 game.light_time_left == 0)
6101 Feld[x][y] = EL_EMC_DRIPPER;
6102 TEST_DrawLevelField(x, y);
6104 else if (element == EL_INVISIBLE_STEELWALL ||
6105 element == EL_INVISIBLE_WALL ||
6106 element == EL_INVISIBLE_SAND)
6108 if (game.light_time_left > 0)
6109 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6111 TEST_DrawLevelField(x, y);
6113 // uncrumble neighbour fields, if needed
6114 if (element == EL_INVISIBLE_SAND)
6115 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6117 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6118 element == EL_INVISIBLE_WALL_ACTIVE ||
6119 element == EL_INVISIBLE_SAND_ACTIVE)
6121 if (game.light_time_left == 0)
6122 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6124 TEST_DrawLevelField(x, y);
6126 // re-crumble neighbour fields, if needed
6127 if (element == EL_INVISIBLE_SAND)
6128 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6133 static void RedrawAllInvisibleElementsForLenses(void)
6137 SCAN_PLAYFIELD(x, y)
6139 int element = Feld[x][y];
6141 if (element == EL_EMC_DRIPPER &&
6142 game.lenses_time_left > 0)
6144 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6145 TEST_DrawLevelField(x, y);
6147 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6148 game.lenses_time_left == 0)
6150 Feld[x][y] = EL_EMC_DRIPPER;
6151 TEST_DrawLevelField(x, y);
6153 else if (element == EL_INVISIBLE_STEELWALL ||
6154 element == EL_INVISIBLE_WALL ||
6155 element == EL_INVISIBLE_SAND)
6157 if (game.lenses_time_left > 0)
6158 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6160 TEST_DrawLevelField(x, y);
6162 // uncrumble neighbour fields, if needed
6163 if (element == EL_INVISIBLE_SAND)
6164 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6166 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6167 element == EL_INVISIBLE_WALL_ACTIVE ||
6168 element == EL_INVISIBLE_SAND_ACTIVE)
6170 if (game.lenses_time_left == 0)
6171 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6173 TEST_DrawLevelField(x, y);
6175 // re-crumble neighbour fields, if needed
6176 if (element == EL_INVISIBLE_SAND)
6177 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6182 static void RedrawAllInvisibleElementsForMagnifier(void)
6186 SCAN_PLAYFIELD(x, y)
6188 int element = Feld[x][y];
6190 if (element == EL_EMC_FAKE_GRASS &&
6191 game.magnify_time_left > 0)
6193 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6194 TEST_DrawLevelField(x, y);
6196 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6197 game.magnify_time_left == 0)
6199 Feld[x][y] = EL_EMC_FAKE_GRASS;
6200 TEST_DrawLevelField(x, y);
6202 else if (IS_GATE_GRAY(element) &&
6203 game.magnify_time_left > 0)
6205 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6206 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6207 IS_EM_GATE_GRAY(element) ?
6208 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6209 IS_EMC_GATE_GRAY(element) ?
6210 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6211 IS_DC_GATE_GRAY(element) ?
6212 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6214 TEST_DrawLevelField(x, y);
6216 else if (IS_GATE_GRAY_ACTIVE(element) &&
6217 game.magnify_time_left == 0)
6219 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6220 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6221 IS_EM_GATE_GRAY_ACTIVE(element) ?
6222 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6223 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6224 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6225 IS_DC_GATE_GRAY_ACTIVE(element) ?
6226 EL_DC_GATE_WHITE_GRAY :
6228 TEST_DrawLevelField(x, y);
6233 static void ToggleLightSwitch(int x, int y)
6235 int element = Feld[x][y];
6237 game.light_time_left =
6238 (element == EL_LIGHT_SWITCH ?
6239 level.time_light * FRAMES_PER_SECOND : 0);
6241 RedrawAllLightSwitchesAndInvisibleElements();
6244 static void ActivateTimegateSwitch(int x, int y)
6248 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6250 SCAN_PLAYFIELD(xx, yy)
6252 int element = Feld[xx][yy];
6254 if (element == EL_TIMEGATE_CLOSED ||
6255 element == EL_TIMEGATE_CLOSING)
6257 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6258 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6262 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6264 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6265 TEST_DrawLevelField(xx, yy);
6271 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6272 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6275 static void Impact(int x, int y)
6277 boolean last_line = (y == lev_fieldy - 1);
6278 boolean object_hit = FALSE;
6279 boolean impact = (last_line || object_hit);
6280 int element = Feld[x][y];
6281 int smashed = EL_STEELWALL;
6283 if (!last_line) // check if element below was hit
6285 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6288 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6289 MovDir[x][y + 1] != MV_DOWN ||
6290 MovPos[x][y + 1] <= TILEY / 2));
6292 // do not smash moving elements that left the smashed field in time
6293 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6294 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6297 #if USE_QUICKSAND_IMPACT_BUGFIX
6298 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6300 RemoveMovingField(x, y + 1);
6301 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6302 Feld[x][y + 2] = EL_ROCK;
6303 TEST_DrawLevelField(x, y + 2);
6308 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6310 RemoveMovingField(x, y + 1);
6311 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6312 Feld[x][y + 2] = EL_ROCK;
6313 TEST_DrawLevelField(x, y + 2);
6320 smashed = MovingOrBlocked2Element(x, y + 1);
6322 impact = (last_line || object_hit);
6325 if (!last_line && smashed == EL_ACID) // element falls into acid
6327 SplashAcid(x, y + 1);
6331 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6332 // only reset graphic animation if graphic really changes after impact
6334 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6336 ResetGfxAnimation(x, y);
6337 TEST_DrawLevelField(x, y);
6340 if (impact && CAN_EXPLODE_IMPACT(element))
6345 else if (impact && element == EL_PEARL &&
6346 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6348 ResetGfxAnimation(x, y);
6350 Feld[x][y] = EL_PEARL_BREAKING;
6351 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6354 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6356 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6361 if (impact && element == EL_AMOEBA_DROP)
6363 if (object_hit && IS_PLAYER(x, y + 1))
6364 KillPlayerUnlessEnemyProtected(x, y + 1);
6365 else if (object_hit && smashed == EL_PENGUIN)
6369 Feld[x][y] = EL_AMOEBA_GROWING;
6370 Store[x][y] = EL_AMOEBA_WET;
6372 ResetRandomAnimationValue(x, y);
6377 if (object_hit) // check which object was hit
6379 if ((CAN_PASS_MAGIC_WALL(element) &&
6380 (smashed == EL_MAGIC_WALL ||
6381 smashed == EL_BD_MAGIC_WALL)) ||
6382 (CAN_PASS_DC_MAGIC_WALL(element) &&
6383 smashed == EL_DC_MAGIC_WALL))
6386 int activated_magic_wall =
6387 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6388 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6389 EL_DC_MAGIC_WALL_ACTIVE);
6391 // activate magic wall / mill
6392 SCAN_PLAYFIELD(xx, yy)
6394 if (Feld[xx][yy] == smashed)
6395 Feld[xx][yy] = activated_magic_wall;
6398 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6399 game.magic_wall_active = TRUE;
6401 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6402 SND_MAGIC_WALL_ACTIVATING :
6403 smashed == EL_BD_MAGIC_WALL ?
6404 SND_BD_MAGIC_WALL_ACTIVATING :
6405 SND_DC_MAGIC_WALL_ACTIVATING));
6408 if (IS_PLAYER(x, y + 1))
6410 if (CAN_SMASH_PLAYER(element))
6412 KillPlayerUnlessEnemyProtected(x, y + 1);
6416 else if (smashed == EL_PENGUIN)
6418 if (CAN_SMASH_PLAYER(element))
6424 else if (element == EL_BD_DIAMOND)
6426 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6432 else if (((element == EL_SP_INFOTRON ||
6433 element == EL_SP_ZONK) &&
6434 (smashed == EL_SP_SNIKSNAK ||
6435 smashed == EL_SP_ELECTRON ||
6436 smashed == EL_SP_DISK_ORANGE)) ||
6437 (element == EL_SP_INFOTRON &&
6438 smashed == EL_SP_DISK_YELLOW))
6443 else if (CAN_SMASH_EVERYTHING(element))
6445 if (IS_CLASSIC_ENEMY(smashed) ||
6446 CAN_EXPLODE_SMASHED(smashed))
6451 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6453 if (smashed == EL_LAMP ||
6454 smashed == EL_LAMP_ACTIVE)
6459 else if (smashed == EL_NUT)
6461 Feld[x][y + 1] = EL_NUT_BREAKING;
6462 PlayLevelSound(x, y, SND_NUT_BREAKING);
6463 RaiseScoreElement(EL_NUT);
6466 else if (smashed == EL_PEARL)
6468 ResetGfxAnimation(x, y);
6470 Feld[x][y + 1] = EL_PEARL_BREAKING;
6471 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6474 else if (smashed == EL_DIAMOND)
6476 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6477 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6480 else if (IS_BELT_SWITCH(smashed))
6482 ToggleBeltSwitch(x, y + 1);
6484 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6485 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6486 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6487 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6489 ToggleSwitchgateSwitch(x, y + 1);
6491 else if (smashed == EL_LIGHT_SWITCH ||
6492 smashed == EL_LIGHT_SWITCH_ACTIVE)
6494 ToggleLightSwitch(x, y + 1);
6498 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6500 CheckElementChangeBySide(x, y + 1, smashed, element,
6501 CE_SWITCHED, CH_SIDE_TOP);
6502 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6508 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6513 // play sound of magic wall / mill
6515 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6516 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6517 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6519 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6520 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6521 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6522 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6523 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6524 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6529 // play sound of object that hits the ground
6530 if (last_line || object_hit)
6531 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6534 static void TurnRoundExt(int x, int y)
6546 { 0, 0 }, { 0, 0 }, { 0, 0 },
6551 int left, right, back;
6555 { MV_DOWN, MV_UP, MV_RIGHT },
6556 { MV_UP, MV_DOWN, MV_LEFT },
6558 { MV_LEFT, MV_RIGHT, MV_DOWN },
6562 { MV_RIGHT, MV_LEFT, MV_UP }
6565 int element = Feld[x][y];
6566 int move_pattern = element_info[element].move_pattern;
6568 int old_move_dir = MovDir[x][y];
6569 int left_dir = turn[old_move_dir].left;
6570 int right_dir = turn[old_move_dir].right;
6571 int back_dir = turn[old_move_dir].back;
6573 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6574 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6575 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6576 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6578 int left_x = x + left_dx, left_y = y + left_dy;
6579 int right_x = x + right_dx, right_y = y + right_dy;
6580 int move_x = x + move_dx, move_y = y + move_dy;
6584 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6586 TestIfBadThingTouchesOtherBadThing(x, y);
6588 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6589 MovDir[x][y] = right_dir;
6590 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6591 MovDir[x][y] = left_dir;
6593 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6595 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6598 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6600 TestIfBadThingTouchesOtherBadThing(x, y);
6602 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6603 MovDir[x][y] = left_dir;
6604 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6605 MovDir[x][y] = right_dir;
6607 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6609 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6612 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6614 TestIfBadThingTouchesOtherBadThing(x, y);
6616 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6617 MovDir[x][y] = left_dir;
6618 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6619 MovDir[x][y] = right_dir;
6621 if (MovDir[x][y] != old_move_dir)
6624 else if (element == EL_YAMYAM)
6626 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6627 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6629 if (can_turn_left && can_turn_right)
6630 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6631 else if (can_turn_left)
6632 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6633 else if (can_turn_right)
6634 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6636 MovDir[x][y] = back_dir;
6638 MovDelay[x][y] = 16 + 16 * RND(3);
6640 else if (element == EL_DARK_YAMYAM)
6642 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6644 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6647 if (can_turn_left && can_turn_right)
6648 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6649 else if (can_turn_left)
6650 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6651 else if (can_turn_right)
6652 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6654 MovDir[x][y] = back_dir;
6656 MovDelay[x][y] = 16 + 16 * RND(3);
6658 else if (element == EL_PACMAN)
6660 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6661 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6663 if (can_turn_left && can_turn_right)
6664 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6665 else if (can_turn_left)
6666 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6667 else if (can_turn_right)
6668 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6670 MovDir[x][y] = back_dir;
6672 MovDelay[x][y] = 6 + RND(40);
6674 else if (element == EL_PIG)
6676 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6677 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6678 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6679 boolean should_turn_left, should_turn_right, should_move_on;
6681 int rnd = RND(rnd_value);
6683 should_turn_left = (can_turn_left &&
6685 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6686 y + back_dy + left_dy)));
6687 should_turn_right = (can_turn_right &&
6689 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6690 y + back_dy + right_dy)));
6691 should_move_on = (can_move_on &&
6694 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6695 y + move_dy + left_dy) ||
6696 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6697 y + move_dy + right_dy)));
6699 if (should_turn_left || should_turn_right || should_move_on)
6701 if (should_turn_left && should_turn_right && should_move_on)
6702 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6703 rnd < 2 * rnd_value / 3 ? right_dir :
6705 else if (should_turn_left && should_turn_right)
6706 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6707 else if (should_turn_left && should_move_on)
6708 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6709 else if (should_turn_right && should_move_on)
6710 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6711 else if (should_turn_left)
6712 MovDir[x][y] = left_dir;
6713 else if (should_turn_right)
6714 MovDir[x][y] = right_dir;
6715 else if (should_move_on)
6716 MovDir[x][y] = old_move_dir;
6718 else if (can_move_on && rnd > rnd_value / 8)
6719 MovDir[x][y] = old_move_dir;
6720 else if (can_turn_left && can_turn_right)
6721 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6722 else if (can_turn_left && rnd > rnd_value / 8)
6723 MovDir[x][y] = left_dir;
6724 else if (can_turn_right && rnd > rnd_value/8)
6725 MovDir[x][y] = right_dir;
6727 MovDir[x][y] = back_dir;
6729 xx = x + move_xy[MovDir[x][y]].dx;
6730 yy = y + move_xy[MovDir[x][y]].dy;
6732 if (!IN_LEV_FIELD(xx, yy) ||
6733 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6734 MovDir[x][y] = old_move_dir;
6738 else if (element == EL_DRAGON)
6740 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6741 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6742 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6744 int rnd = RND(rnd_value);
6746 if (can_move_on && rnd > rnd_value / 8)
6747 MovDir[x][y] = old_move_dir;
6748 else if (can_turn_left && can_turn_right)
6749 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6750 else if (can_turn_left && rnd > rnd_value / 8)
6751 MovDir[x][y] = left_dir;
6752 else if (can_turn_right && rnd > rnd_value / 8)
6753 MovDir[x][y] = right_dir;
6755 MovDir[x][y] = back_dir;
6757 xx = x + move_xy[MovDir[x][y]].dx;
6758 yy = y + move_xy[MovDir[x][y]].dy;
6760 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6761 MovDir[x][y] = old_move_dir;
6765 else if (element == EL_MOLE)
6767 boolean can_move_on =
6768 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6769 IS_AMOEBOID(Feld[move_x][move_y]) ||
6770 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6773 boolean can_turn_left =
6774 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6775 IS_AMOEBOID(Feld[left_x][left_y])));
6777 boolean can_turn_right =
6778 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6779 IS_AMOEBOID(Feld[right_x][right_y])));
6781 if (can_turn_left && can_turn_right)
6782 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6783 else if (can_turn_left)
6784 MovDir[x][y] = left_dir;
6786 MovDir[x][y] = right_dir;
6789 if (MovDir[x][y] != old_move_dir)
6792 else if (element == EL_BALLOON)
6794 MovDir[x][y] = game.wind_direction;
6797 else if (element == EL_SPRING)
6799 if (MovDir[x][y] & MV_HORIZONTAL)
6801 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6802 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6804 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6805 ResetGfxAnimation(move_x, move_y);
6806 TEST_DrawLevelField(move_x, move_y);
6808 MovDir[x][y] = back_dir;
6810 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6811 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6812 MovDir[x][y] = MV_NONE;
6817 else if (element == EL_ROBOT ||
6818 element == EL_SATELLITE ||
6819 element == EL_PENGUIN ||
6820 element == EL_EMC_ANDROID)
6822 int attr_x = -1, attr_y = -1;
6824 if (game.all_players_gone)
6826 attr_x = game.exit_x;
6827 attr_y = game.exit_y;
6833 for (i = 0; i < MAX_PLAYERS; i++)
6835 struct PlayerInfo *player = &stored_player[i];
6836 int jx = player->jx, jy = player->jy;
6838 if (!player->active)
6842 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6850 if (element == EL_ROBOT &&
6851 game.robot_wheel_x >= 0 &&
6852 game.robot_wheel_y >= 0 &&
6853 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6854 game.engine_version < VERSION_IDENT(3,1,0,0)))
6856 attr_x = game.robot_wheel_x;
6857 attr_y = game.robot_wheel_y;
6860 if (element == EL_PENGUIN)
6863 static int xy[4][2] =
6871 for (i = 0; i < NUM_DIRECTIONS; i++)
6873 int ex = x + xy[i][0];
6874 int ey = y + xy[i][1];
6876 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6877 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6878 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6879 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6888 MovDir[x][y] = MV_NONE;
6890 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6891 else if (attr_x > x)
6892 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6894 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6895 else if (attr_y > y)
6896 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6898 if (element == EL_ROBOT)
6902 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6903 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6904 Moving2Blocked(x, y, &newx, &newy);
6906 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6907 MovDelay[x][y] = 8 + 8 * !RND(3);
6909 MovDelay[x][y] = 16;
6911 else if (element == EL_PENGUIN)
6917 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6919 boolean first_horiz = RND(2);
6920 int new_move_dir = MovDir[x][y];
6923 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6924 Moving2Blocked(x, y, &newx, &newy);
6926 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6930 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6931 Moving2Blocked(x, y, &newx, &newy);
6933 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6936 MovDir[x][y] = old_move_dir;
6940 else if (element == EL_SATELLITE)
6946 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6948 boolean first_horiz = RND(2);
6949 int new_move_dir = MovDir[x][y];
6952 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6953 Moving2Blocked(x, y, &newx, &newy);
6955 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6959 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6960 Moving2Blocked(x, y, &newx, &newy);
6962 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6965 MovDir[x][y] = old_move_dir;
6969 else if (element == EL_EMC_ANDROID)
6971 static int check_pos[16] =
6973 -1, // 0 => (invalid)
6976 -1, // 3 => (invalid)
6978 0, // 5 => MV_LEFT | MV_UP
6979 2, // 6 => MV_RIGHT | MV_UP
6980 -1, // 7 => (invalid)
6982 6, // 9 => MV_LEFT | MV_DOWN
6983 4, // 10 => MV_RIGHT | MV_DOWN
6984 -1, // 11 => (invalid)
6985 -1, // 12 => (invalid)
6986 -1, // 13 => (invalid)
6987 -1, // 14 => (invalid)
6988 -1, // 15 => (invalid)
6996 { -1, -1, MV_LEFT | MV_UP },
6998 { +1, -1, MV_RIGHT | MV_UP },
6999 { +1, 0, MV_RIGHT },
7000 { +1, +1, MV_RIGHT | MV_DOWN },
7002 { -1, +1, MV_LEFT | MV_DOWN },
7005 int start_pos, check_order;
7006 boolean can_clone = FALSE;
7009 // check if there is any free field around current position
7010 for (i = 0; i < 8; i++)
7012 int newx = x + check_xy[i].dx;
7013 int newy = y + check_xy[i].dy;
7015 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7023 if (can_clone) // randomly find an element to clone
7027 start_pos = check_pos[RND(8)];
7028 check_order = (RND(2) ? -1 : +1);
7030 for (i = 0; i < 8; i++)
7032 int pos_raw = start_pos + i * check_order;
7033 int pos = (pos_raw + 8) % 8;
7034 int newx = x + check_xy[pos].dx;
7035 int newy = y + check_xy[pos].dy;
7037 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7039 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7040 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7042 Store[x][y] = Feld[newx][newy];
7051 if (can_clone) // randomly find a direction to move
7055 start_pos = check_pos[RND(8)];
7056 check_order = (RND(2) ? -1 : +1);
7058 for (i = 0; i < 8; i++)
7060 int pos_raw = start_pos + i * check_order;
7061 int pos = (pos_raw + 8) % 8;
7062 int newx = x + check_xy[pos].dx;
7063 int newy = y + check_xy[pos].dy;
7064 int new_move_dir = check_xy[pos].dir;
7066 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7068 MovDir[x][y] = new_move_dir;
7069 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7078 if (can_clone) // cloning and moving successful
7081 // cannot clone -- try to move towards player
7083 start_pos = check_pos[MovDir[x][y] & 0x0f];
7084 check_order = (RND(2) ? -1 : +1);
7086 for (i = 0; i < 3; i++)
7088 // first check start_pos, then previous/next or (next/previous) pos
7089 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7090 int pos = (pos_raw + 8) % 8;
7091 int newx = x + check_xy[pos].dx;
7092 int newy = y + check_xy[pos].dy;
7093 int new_move_dir = check_xy[pos].dir;
7095 if (IS_PLAYER(newx, newy))
7098 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7100 MovDir[x][y] = new_move_dir;
7101 MovDelay[x][y] = level.android_move_time * 8 + 1;
7108 else if (move_pattern == MV_TURNING_LEFT ||
7109 move_pattern == MV_TURNING_RIGHT ||
7110 move_pattern == MV_TURNING_LEFT_RIGHT ||
7111 move_pattern == MV_TURNING_RIGHT_LEFT ||
7112 move_pattern == MV_TURNING_RANDOM ||
7113 move_pattern == MV_ALL_DIRECTIONS)
7115 boolean can_turn_left =
7116 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7117 boolean can_turn_right =
7118 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7120 if (element_info[element].move_stepsize == 0) // "not moving"
7123 if (move_pattern == MV_TURNING_LEFT)
7124 MovDir[x][y] = left_dir;
7125 else if (move_pattern == MV_TURNING_RIGHT)
7126 MovDir[x][y] = right_dir;
7127 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7128 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7129 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7130 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7131 else if (move_pattern == MV_TURNING_RANDOM)
7132 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7133 can_turn_right && !can_turn_left ? right_dir :
7134 RND(2) ? left_dir : right_dir);
7135 else if (can_turn_left && can_turn_right)
7136 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7137 else if (can_turn_left)
7138 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7139 else if (can_turn_right)
7140 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7142 MovDir[x][y] = back_dir;
7144 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7146 else if (move_pattern == MV_HORIZONTAL ||
7147 move_pattern == MV_VERTICAL)
7149 if (move_pattern & old_move_dir)
7150 MovDir[x][y] = back_dir;
7151 else if (move_pattern == MV_HORIZONTAL)
7152 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7153 else if (move_pattern == MV_VERTICAL)
7154 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7156 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7158 else if (move_pattern & MV_ANY_DIRECTION)
7160 MovDir[x][y] = move_pattern;
7161 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7163 else if (move_pattern & MV_WIND_DIRECTION)
7165 MovDir[x][y] = game.wind_direction;
7166 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7168 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7170 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7171 MovDir[x][y] = left_dir;
7172 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7173 MovDir[x][y] = right_dir;
7175 if (MovDir[x][y] != old_move_dir)
7176 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7178 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7180 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7181 MovDir[x][y] = right_dir;
7182 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7183 MovDir[x][y] = left_dir;
7185 if (MovDir[x][y] != old_move_dir)
7186 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7188 else if (move_pattern == MV_TOWARDS_PLAYER ||
7189 move_pattern == MV_AWAY_FROM_PLAYER)
7191 int attr_x = -1, attr_y = -1;
7193 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7195 if (game.all_players_gone)
7197 attr_x = game.exit_x;
7198 attr_y = game.exit_y;
7204 for (i = 0; i < MAX_PLAYERS; i++)
7206 struct PlayerInfo *player = &stored_player[i];
7207 int jx = player->jx, jy = player->jy;
7209 if (!player->active)
7213 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7221 MovDir[x][y] = MV_NONE;
7223 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7224 else if (attr_x > x)
7225 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7227 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7228 else if (attr_y > y)
7229 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7231 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7233 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7235 boolean first_horiz = RND(2);
7236 int new_move_dir = MovDir[x][y];
7238 if (element_info[element].move_stepsize == 0) // "not moving"
7240 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7241 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7247 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7248 Moving2Blocked(x, y, &newx, &newy);
7250 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7254 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7255 Moving2Blocked(x, y, &newx, &newy);
7257 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7260 MovDir[x][y] = old_move_dir;
7263 else if (move_pattern == MV_WHEN_PUSHED ||
7264 move_pattern == MV_WHEN_DROPPED)
7266 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7267 MovDir[x][y] = MV_NONE;
7271 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7273 static int test_xy[7][2] =
7283 static int test_dir[7] =
7293 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7294 int move_preference = -1000000; // start with very low preference
7295 int new_move_dir = MV_NONE;
7296 int start_test = RND(4);
7299 for (i = 0; i < NUM_DIRECTIONS; i++)
7301 int move_dir = test_dir[start_test + i];
7302 int move_dir_preference;
7304 xx = x + test_xy[start_test + i][0];
7305 yy = y + test_xy[start_test + i][1];
7307 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7308 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7310 new_move_dir = move_dir;
7315 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7318 move_dir_preference = -1 * RunnerVisit[xx][yy];
7319 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7320 move_dir_preference = PlayerVisit[xx][yy];
7322 if (move_dir_preference > move_preference)
7324 // prefer field that has not been visited for the longest time
7325 move_preference = move_dir_preference;
7326 new_move_dir = move_dir;
7328 else if (move_dir_preference == move_preference &&
7329 move_dir == old_move_dir)
7331 // prefer last direction when all directions are preferred equally
7332 move_preference = move_dir_preference;
7333 new_move_dir = move_dir;
7337 MovDir[x][y] = new_move_dir;
7338 if (old_move_dir != new_move_dir)
7339 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7343 static void TurnRound(int x, int y)
7345 int direction = MovDir[x][y];
7349 GfxDir[x][y] = MovDir[x][y];
7351 if (direction != MovDir[x][y])
7355 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7357 ResetGfxFrame(x, y);
7360 static boolean JustBeingPushed(int x, int y)
7364 for (i = 0; i < MAX_PLAYERS; i++)
7366 struct PlayerInfo *player = &stored_player[i];
7368 if (player->active && player->is_pushing && player->MovPos)
7370 int next_jx = player->jx + (player->jx - player->last_jx);
7371 int next_jy = player->jy + (player->jy - player->last_jy);
7373 if (x == next_jx && y == next_jy)
7381 static void StartMoving(int x, int y)
7383 boolean started_moving = FALSE; // some elements can fall _and_ move
7384 int element = Feld[x][y];
7389 if (MovDelay[x][y] == 0)
7390 GfxAction[x][y] = ACTION_DEFAULT;
7392 if (CAN_FALL(element) && y < lev_fieldy - 1)
7394 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7395 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7396 if (JustBeingPushed(x, y))
7399 if (element == EL_QUICKSAND_FULL)
7401 if (IS_FREE(x, y + 1))
7403 InitMovingField(x, y, MV_DOWN);
7404 started_moving = TRUE;
7406 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7407 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7408 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7409 Store[x][y] = EL_ROCK;
7411 Store[x][y] = EL_ROCK;
7414 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7416 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7418 if (!MovDelay[x][y])
7420 MovDelay[x][y] = TILEY + 1;
7422 ResetGfxAnimation(x, y);
7423 ResetGfxAnimation(x, y + 1);
7428 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7429 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7436 Feld[x][y] = EL_QUICKSAND_EMPTY;
7437 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7438 Store[x][y + 1] = Store[x][y];
7441 PlayLevelSoundAction(x, y, ACTION_FILLING);
7443 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7445 if (!MovDelay[x][y])
7447 MovDelay[x][y] = TILEY + 1;
7449 ResetGfxAnimation(x, y);
7450 ResetGfxAnimation(x, y + 1);
7455 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7456 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7463 Feld[x][y] = EL_QUICKSAND_EMPTY;
7464 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7465 Store[x][y + 1] = Store[x][y];
7468 PlayLevelSoundAction(x, y, ACTION_FILLING);
7471 else if (element == EL_QUICKSAND_FAST_FULL)
7473 if (IS_FREE(x, y + 1))
7475 InitMovingField(x, y, MV_DOWN);
7476 started_moving = TRUE;
7478 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7479 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7480 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7481 Store[x][y] = EL_ROCK;
7483 Store[x][y] = EL_ROCK;
7486 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7488 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7490 if (!MovDelay[x][y])
7492 MovDelay[x][y] = TILEY + 1;
7494 ResetGfxAnimation(x, y);
7495 ResetGfxAnimation(x, y + 1);
7500 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7501 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7508 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7509 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7510 Store[x][y + 1] = Store[x][y];
7513 PlayLevelSoundAction(x, y, ACTION_FILLING);
7515 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7517 if (!MovDelay[x][y])
7519 MovDelay[x][y] = TILEY + 1;
7521 ResetGfxAnimation(x, y);
7522 ResetGfxAnimation(x, y + 1);
7527 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7528 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7535 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7536 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7537 Store[x][y + 1] = Store[x][y];
7540 PlayLevelSoundAction(x, y, ACTION_FILLING);
7543 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7544 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7546 InitMovingField(x, y, MV_DOWN);
7547 started_moving = TRUE;
7549 Feld[x][y] = EL_QUICKSAND_FILLING;
7550 Store[x][y] = element;
7552 PlayLevelSoundAction(x, y, ACTION_FILLING);
7554 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7555 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7561 Store[x][y] = element;
7563 PlayLevelSoundAction(x, y, ACTION_FILLING);
7565 else if (element == EL_MAGIC_WALL_FULL)
7567 if (IS_FREE(x, y + 1))
7569 InitMovingField(x, y, MV_DOWN);
7570 started_moving = TRUE;
7572 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7573 Store[x][y] = EL_CHANGED(Store[x][y]);
7575 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7577 if (!MovDelay[x][y])
7578 MovDelay[x][y] = TILEY / 4 + 1;
7587 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7588 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7589 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7593 else if (element == EL_BD_MAGIC_WALL_FULL)
7595 if (IS_FREE(x, y + 1))
7597 InitMovingField(x, y, MV_DOWN);
7598 started_moving = TRUE;
7600 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7601 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7603 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7605 if (!MovDelay[x][y])
7606 MovDelay[x][y] = TILEY / 4 + 1;
7615 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7616 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7617 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7621 else if (element == EL_DC_MAGIC_WALL_FULL)
7623 if (IS_FREE(x, y + 1))
7625 InitMovingField(x, y, MV_DOWN);
7626 started_moving = TRUE;
7628 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7629 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7631 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7633 if (!MovDelay[x][y])
7634 MovDelay[x][y] = TILEY / 4 + 1;
7643 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7644 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7645 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7649 else if ((CAN_PASS_MAGIC_WALL(element) &&
7650 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7651 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7652 (CAN_PASS_DC_MAGIC_WALL(element) &&
7653 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7656 InitMovingField(x, y, MV_DOWN);
7657 started_moving = TRUE;
7660 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7661 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7662 EL_DC_MAGIC_WALL_FILLING);
7663 Store[x][y] = element;
7665 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7667 SplashAcid(x, y + 1);
7669 InitMovingField(x, y, MV_DOWN);
7670 started_moving = TRUE;
7672 Store[x][y] = EL_ACID;
7675 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7676 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7677 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7678 CAN_FALL(element) && WasJustFalling[x][y] &&
7679 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7681 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7682 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7683 (Feld[x][y + 1] == EL_BLOCKED)))
7685 /* this is needed for a special case not covered by calling "Impact()"
7686 from "ContinueMoving()": if an element moves to a tile directly below
7687 another element which was just falling on that tile (which was empty
7688 in the previous frame), the falling element above would just stop
7689 instead of smashing the element below (in previous version, the above
7690 element was just checked for "moving" instead of "falling", resulting
7691 in incorrect smashes caused by horizontal movement of the above
7692 element; also, the case of the player being the element to smash was
7693 simply not covered here... :-/ ) */
7695 CheckCollision[x][y] = 0;
7696 CheckImpact[x][y] = 0;
7700 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7702 if (MovDir[x][y] == MV_NONE)
7704 InitMovingField(x, y, MV_DOWN);
7705 started_moving = TRUE;
7708 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7710 if (WasJustFalling[x][y]) // prevent animation from being restarted
7711 MovDir[x][y] = MV_DOWN;
7713 InitMovingField(x, y, MV_DOWN);
7714 started_moving = TRUE;
7716 else if (element == EL_AMOEBA_DROP)
7718 Feld[x][y] = EL_AMOEBA_GROWING;
7719 Store[x][y] = EL_AMOEBA_WET;
7721 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7722 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7723 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7724 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7726 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7727 (IS_FREE(x - 1, y + 1) ||
7728 Feld[x - 1][y + 1] == EL_ACID));
7729 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7730 (IS_FREE(x + 1, y + 1) ||
7731 Feld[x + 1][y + 1] == EL_ACID));
7732 boolean can_fall_any = (can_fall_left || can_fall_right);
7733 boolean can_fall_both = (can_fall_left && can_fall_right);
7734 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7736 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7738 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7739 can_fall_right = FALSE;
7740 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7741 can_fall_left = FALSE;
7742 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7743 can_fall_right = FALSE;
7744 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7745 can_fall_left = FALSE;
7747 can_fall_any = (can_fall_left || can_fall_right);
7748 can_fall_both = FALSE;
7753 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7754 can_fall_right = FALSE; // slip down on left side
7756 can_fall_left = !(can_fall_right = RND(2));
7758 can_fall_both = FALSE;
7763 // if not determined otherwise, prefer left side for slipping down
7764 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7765 started_moving = TRUE;
7768 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7770 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7771 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7772 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7773 int belt_dir = game.belt_dir[belt_nr];
7775 if ((belt_dir == MV_LEFT && left_is_free) ||
7776 (belt_dir == MV_RIGHT && right_is_free))
7778 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7780 InitMovingField(x, y, belt_dir);
7781 started_moving = TRUE;
7783 Pushed[x][y] = TRUE;
7784 Pushed[nextx][y] = TRUE;
7786 GfxAction[x][y] = ACTION_DEFAULT;
7790 MovDir[x][y] = 0; // if element was moving, stop it
7795 // not "else if" because of elements that can fall and move (EL_SPRING)
7796 if (CAN_MOVE(element) && !started_moving)
7798 int move_pattern = element_info[element].move_pattern;
7801 Moving2Blocked(x, y, &newx, &newy);
7803 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7806 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7807 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7809 WasJustMoving[x][y] = 0;
7810 CheckCollision[x][y] = 0;
7812 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7814 if (Feld[x][y] != element) // element has changed
7818 if (!MovDelay[x][y]) // start new movement phase
7820 // all objects that can change their move direction after each step
7821 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7823 if (element != EL_YAMYAM &&
7824 element != EL_DARK_YAMYAM &&
7825 element != EL_PACMAN &&
7826 !(move_pattern & MV_ANY_DIRECTION) &&
7827 move_pattern != MV_TURNING_LEFT &&
7828 move_pattern != MV_TURNING_RIGHT &&
7829 move_pattern != MV_TURNING_LEFT_RIGHT &&
7830 move_pattern != MV_TURNING_RIGHT_LEFT &&
7831 move_pattern != MV_TURNING_RANDOM)
7835 if (MovDelay[x][y] && (element == EL_BUG ||
7836 element == EL_SPACESHIP ||
7837 element == EL_SP_SNIKSNAK ||
7838 element == EL_SP_ELECTRON ||
7839 element == EL_MOLE))
7840 TEST_DrawLevelField(x, y);
7844 if (MovDelay[x][y]) // wait some time before next movement
7848 if (element == EL_ROBOT ||
7849 element == EL_YAMYAM ||
7850 element == EL_DARK_YAMYAM)
7852 DrawLevelElementAnimationIfNeeded(x, y, element);
7853 PlayLevelSoundAction(x, y, ACTION_WAITING);
7855 else if (element == EL_SP_ELECTRON)
7856 DrawLevelElementAnimationIfNeeded(x, y, element);
7857 else if (element == EL_DRAGON)
7860 int dir = MovDir[x][y];
7861 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7862 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7863 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7864 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7865 dir == MV_UP ? IMG_FLAMES_1_UP :
7866 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7867 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7869 GfxAction[x][y] = ACTION_ATTACKING;
7871 if (IS_PLAYER(x, y))
7872 DrawPlayerField(x, y);
7874 TEST_DrawLevelField(x, y);
7876 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7878 for (i = 1; i <= 3; i++)
7880 int xx = x + i * dx;
7881 int yy = y + i * dy;
7882 int sx = SCREENX(xx);
7883 int sy = SCREENY(yy);
7884 int flame_graphic = graphic + (i - 1);
7886 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7891 int flamed = MovingOrBlocked2Element(xx, yy);
7893 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7896 RemoveMovingField(xx, yy);
7898 ChangeDelay[xx][yy] = 0;
7900 Feld[xx][yy] = EL_FLAMES;
7902 if (IN_SCR_FIELD(sx, sy))
7904 TEST_DrawLevelFieldCrumbled(xx, yy);
7905 DrawGraphic(sx, sy, flame_graphic, frame);
7910 if (Feld[xx][yy] == EL_FLAMES)
7911 Feld[xx][yy] = EL_EMPTY;
7912 TEST_DrawLevelField(xx, yy);
7917 if (MovDelay[x][y]) // element still has to wait some time
7919 PlayLevelSoundAction(x, y, ACTION_WAITING);
7925 // now make next step
7927 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7929 if (DONT_COLLIDE_WITH(element) &&
7930 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7931 !PLAYER_ENEMY_PROTECTED(newx, newy))
7933 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7938 else if (CAN_MOVE_INTO_ACID(element) &&
7939 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7940 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7941 (MovDir[x][y] == MV_DOWN ||
7942 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7944 SplashAcid(newx, newy);
7945 Store[x][y] = EL_ACID;
7947 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7949 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7950 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7951 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7952 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7955 TEST_DrawLevelField(x, y);
7957 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7958 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7959 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7961 game.friends_still_needed--;
7962 if (!game.friends_still_needed &&
7964 game.all_players_gone)
7969 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7971 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7972 TEST_DrawLevelField(newx, newy);
7974 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7976 else if (!IS_FREE(newx, newy))
7978 GfxAction[x][y] = ACTION_WAITING;
7980 if (IS_PLAYER(x, y))
7981 DrawPlayerField(x, y);
7983 TEST_DrawLevelField(x, y);
7988 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7990 if (IS_FOOD_PIG(Feld[newx][newy]))
7992 if (IS_MOVING(newx, newy))
7993 RemoveMovingField(newx, newy);
7996 Feld[newx][newy] = EL_EMPTY;
7997 TEST_DrawLevelField(newx, newy);
8000 PlayLevelSound(x, y, SND_PIG_DIGGING);
8002 else if (!IS_FREE(newx, newy))
8004 if (IS_PLAYER(x, y))
8005 DrawPlayerField(x, y);
8007 TEST_DrawLevelField(x, y);
8012 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8014 if (Store[x][y] != EL_EMPTY)
8016 boolean can_clone = FALSE;
8019 // check if element to clone is still there
8020 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8022 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8030 // cannot clone or target field not free anymore -- do not clone
8031 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8032 Store[x][y] = EL_EMPTY;
8035 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8037 if (IS_MV_DIAGONAL(MovDir[x][y]))
8039 int diagonal_move_dir = MovDir[x][y];
8040 int stored = Store[x][y];
8041 int change_delay = 8;
8044 // android is moving diagonally
8046 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8048 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8049 GfxElement[x][y] = EL_EMC_ANDROID;
8050 GfxAction[x][y] = ACTION_SHRINKING;
8051 GfxDir[x][y] = diagonal_move_dir;
8052 ChangeDelay[x][y] = change_delay;
8054 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8057 DrawLevelGraphicAnimation(x, y, graphic);
8058 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8060 if (Feld[newx][newy] == EL_ACID)
8062 SplashAcid(newx, newy);
8067 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8069 Store[newx][newy] = EL_EMC_ANDROID;
8070 GfxElement[newx][newy] = EL_EMC_ANDROID;
8071 GfxAction[newx][newy] = ACTION_GROWING;
8072 GfxDir[newx][newy] = diagonal_move_dir;
8073 ChangeDelay[newx][newy] = change_delay;
8075 graphic = el_act_dir2img(GfxElement[newx][newy],
8076 GfxAction[newx][newy], GfxDir[newx][newy]);
8078 DrawLevelGraphicAnimation(newx, newy, graphic);
8079 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8085 Feld[newx][newy] = EL_EMPTY;
8086 TEST_DrawLevelField(newx, newy);
8088 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8091 else if (!IS_FREE(newx, newy))
8096 else if (IS_CUSTOM_ELEMENT(element) &&
8097 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8099 if (!DigFieldByCE(newx, newy, element))
8102 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8104 RunnerVisit[x][y] = FrameCounter;
8105 PlayerVisit[x][y] /= 8; // expire player visit path
8108 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8110 if (!IS_FREE(newx, newy))
8112 if (IS_PLAYER(x, y))
8113 DrawPlayerField(x, y);
8115 TEST_DrawLevelField(x, y);
8121 boolean wanna_flame = !RND(10);
8122 int dx = newx - x, dy = newy - y;
8123 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8124 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8125 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8126 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8127 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8128 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8131 IS_CLASSIC_ENEMY(element1) ||
8132 IS_CLASSIC_ENEMY(element2)) &&
8133 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8134 element1 != EL_FLAMES && element2 != EL_FLAMES)
8136 ResetGfxAnimation(x, y);
8137 GfxAction[x][y] = ACTION_ATTACKING;
8139 if (IS_PLAYER(x, y))
8140 DrawPlayerField(x, y);
8142 TEST_DrawLevelField(x, y);
8144 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8146 MovDelay[x][y] = 50;
8148 Feld[newx][newy] = EL_FLAMES;
8149 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8150 Feld[newx1][newy1] = EL_FLAMES;
8151 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8152 Feld[newx2][newy2] = EL_FLAMES;
8158 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8159 Feld[newx][newy] == EL_DIAMOND)
8161 if (IS_MOVING(newx, newy))
8162 RemoveMovingField(newx, newy);
8165 Feld[newx][newy] = EL_EMPTY;
8166 TEST_DrawLevelField(newx, newy);
8169 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8171 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8172 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8174 if (AmoebaNr[newx][newy])
8176 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8177 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8178 Feld[newx][newy] == EL_BD_AMOEBA)
8179 AmoebaCnt[AmoebaNr[newx][newy]]--;
8182 if (IS_MOVING(newx, newy))
8184 RemoveMovingField(newx, newy);
8188 Feld[newx][newy] = EL_EMPTY;
8189 TEST_DrawLevelField(newx, newy);
8192 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8194 else if ((element == EL_PACMAN || element == EL_MOLE)
8195 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8197 if (AmoebaNr[newx][newy])
8199 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8200 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8201 Feld[newx][newy] == EL_BD_AMOEBA)
8202 AmoebaCnt[AmoebaNr[newx][newy]]--;
8205 if (element == EL_MOLE)
8207 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8208 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8210 ResetGfxAnimation(x, y);
8211 GfxAction[x][y] = ACTION_DIGGING;
8212 TEST_DrawLevelField(x, y);
8214 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8216 return; // wait for shrinking amoeba
8218 else // element == EL_PACMAN
8220 Feld[newx][newy] = EL_EMPTY;
8221 TEST_DrawLevelField(newx, newy);
8222 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8225 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8226 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8227 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8229 // wait for shrinking amoeba to completely disappear
8232 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8234 // object was running against a wall
8238 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8239 DrawLevelElementAnimation(x, y, element);
8241 if (DONT_TOUCH(element))
8242 TestIfBadThingTouchesPlayer(x, y);
8247 InitMovingField(x, y, MovDir[x][y]);
8249 PlayLevelSoundAction(x, y, ACTION_MOVING);
8253 ContinueMoving(x, y);
8256 void ContinueMoving(int x, int y)
8258 int element = Feld[x][y];
8259 struct ElementInfo *ei = &element_info[element];
8260 int direction = MovDir[x][y];
8261 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8262 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8263 int newx = x + dx, newy = y + dy;
8264 int stored = Store[x][y];
8265 int stored_new = Store[newx][newy];
8266 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8267 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8268 boolean last_line = (newy == lev_fieldy - 1);
8270 MovPos[x][y] += getElementMoveStepsize(x, y);
8272 if (pushed_by_player) // special case: moving object pushed by player
8273 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8275 if (ABS(MovPos[x][y]) < TILEX)
8277 TEST_DrawLevelField(x, y);
8279 return; // element is still moving
8282 // element reached destination field
8284 Feld[x][y] = EL_EMPTY;
8285 Feld[newx][newy] = element;
8286 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8288 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8290 element = Feld[newx][newy] = EL_ACID;
8292 else if (element == EL_MOLE)
8294 Feld[x][y] = EL_SAND;
8296 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8298 else if (element == EL_QUICKSAND_FILLING)
8300 element = Feld[newx][newy] = get_next_element(element);
8301 Store[newx][newy] = Store[x][y];
8303 else if (element == EL_QUICKSAND_EMPTYING)
8305 Feld[x][y] = get_next_element(element);
8306 element = Feld[newx][newy] = Store[x][y];
8308 else if (element == EL_QUICKSAND_FAST_FILLING)
8310 element = Feld[newx][newy] = get_next_element(element);
8311 Store[newx][newy] = Store[x][y];
8313 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8315 Feld[x][y] = get_next_element(element);
8316 element = Feld[newx][newy] = Store[x][y];
8318 else if (element == EL_MAGIC_WALL_FILLING)
8320 element = Feld[newx][newy] = get_next_element(element);
8321 if (!game.magic_wall_active)
8322 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8323 Store[newx][newy] = Store[x][y];
8325 else if (element == EL_MAGIC_WALL_EMPTYING)
8327 Feld[x][y] = get_next_element(element);
8328 if (!game.magic_wall_active)
8329 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8330 element = Feld[newx][newy] = Store[x][y];
8332 InitField(newx, newy, FALSE);
8334 else if (element == EL_BD_MAGIC_WALL_FILLING)
8336 element = Feld[newx][newy] = get_next_element(element);
8337 if (!game.magic_wall_active)
8338 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8339 Store[newx][newy] = Store[x][y];
8341 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8343 Feld[x][y] = get_next_element(element);
8344 if (!game.magic_wall_active)
8345 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8346 element = Feld[newx][newy] = Store[x][y];
8348 InitField(newx, newy, FALSE);
8350 else if (element == EL_DC_MAGIC_WALL_FILLING)
8352 element = Feld[newx][newy] = get_next_element(element);
8353 if (!game.magic_wall_active)
8354 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8355 Store[newx][newy] = Store[x][y];
8357 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8359 Feld[x][y] = get_next_element(element);
8360 if (!game.magic_wall_active)
8361 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8362 element = Feld[newx][newy] = Store[x][y];
8364 InitField(newx, newy, FALSE);
8366 else if (element == EL_AMOEBA_DROPPING)
8368 Feld[x][y] = get_next_element(element);
8369 element = Feld[newx][newy] = Store[x][y];
8371 else if (element == EL_SOKOBAN_OBJECT)
8374 Feld[x][y] = Back[x][y];
8376 if (Back[newx][newy])
8377 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8379 Back[x][y] = Back[newx][newy] = 0;
8382 Store[x][y] = EL_EMPTY;
8387 MovDelay[newx][newy] = 0;
8389 if (CAN_CHANGE_OR_HAS_ACTION(element))
8391 // copy element change control values to new field
8392 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8393 ChangePage[newx][newy] = ChangePage[x][y];
8394 ChangeCount[newx][newy] = ChangeCount[x][y];
8395 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8398 CustomValue[newx][newy] = CustomValue[x][y];
8400 ChangeDelay[x][y] = 0;
8401 ChangePage[x][y] = -1;
8402 ChangeCount[x][y] = 0;
8403 ChangeEvent[x][y] = -1;
8405 CustomValue[x][y] = 0;
8407 // copy animation control values to new field
8408 GfxFrame[newx][newy] = GfxFrame[x][y];
8409 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8410 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8411 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8413 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8415 // some elements can leave other elements behind after moving
8416 if (ei->move_leave_element != EL_EMPTY &&
8417 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8418 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8420 int move_leave_element = ei->move_leave_element;
8422 // this makes it possible to leave the removed element again
8423 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8424 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8426 Feld[x][y] = move_leave_element;
8428 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8429 MovDir[x][y] = direction;
8431 InitField(x, y, FALSE);
8433 if (GFX_CRUMBLED(Feld[x][y]))
8434 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8436 if (ELEM_IS_PLAYER(move_leave_element))
8437 RelocatePlayer(x, y, move_leave_element);
8440 // do this after checking for left-behind element
8441 ResetGfxAnimation(x, y); // reset animation values for old field
8443 if (!CAN_MOVE(element) ||
8444 (CAN_FALL(element) && direction == MV_DOWN &&
8445 (element == EL_SPRING ||
8446 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8447 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8448 GfxDir[x][y] = MovDir[newx][newy] = 0;
8450 TEST_DrawLevelField(x, y);
8451 TEST_DrawLevelField(newx, newy);
8453 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8455 // prevent pushed element from moving on in pushed direction
8456 if (pushed_by_player && CAN_MOVE(element) &&
8457 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8458 !(element_info[element].move_pattern & direction))
8459 TurnRound(newx, newy);
8461 // prevent elements on conveyor belt from moving on in last direction
8462 if (pushed_by_conveyor && CAN_FALL(element) &&
8463 direction & MV_HORIZONTAL)
8464 MovDir[newx][newy] = 0;
8466 if (!pushed_by_player)
8468 int nextx = newx + dx, nexty = newy + dy;
8469 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8471 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8473 if (CAN_FALL(element) && direction == MV_DOWN)
8474 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8476 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8477 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8479 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8480 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8483 if (DONT_TOUCH(element)) // object may be nasty to player or others
8485 TestIfBadThingTouchesPlayer(newx, newy);
8486 TestIfBadThingTouchesFriend(newx, newy);
8488 if (!IS_CUSTOM_ELEMENT(element))
8489 TestIfBadThingTouchesOtherBadThing(newx, newy);
8491 else if (element == EL_PENGUIN)
8492 TestIfFriendTouchesBadThing(newx, newy);
8494 if (DONT_GET_HIT_BY(element))
8496 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8499 // give the player one last chance (one more frame) to move away
8500 if (CAN_FALL(element) && direction == MV_DOWN &&
8501 (last_line || (!IS_FREE(x, newy + 1) &&
8502 (!IS_PLAYER(x, newy + 1) ||
8503 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8506 if (pushed_by_player && !game.use_change_when_pushing_bug)
8508 int push_side = MV_DIR_OPPOSITE(direction);
8509 struct PlayerInfo *player = PLAYERINFO(x, y);
8511 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8512 player->index_bit, push_side);
8513 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8514 player->index_bit, push_side);
8517 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8518 MovDelay[newx][newy] = 1;
8520 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8522 TestIfElementTouchesCustomElement(x, y); // empty or new element
8523 TestIfElementHitsCustomElement(newx, newy, direction);
8524 TestIfPlayerTouchesCustomElement(newx, newy);
8525 TestIfElementTouchesCustomElement(newx, newy);
8527 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8528 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8529 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8530 MV_DIR_OPPOSITE(direction));
8533 int AmoebeNachbarNr(int ax, int ay)
8536 int element = Feld[ax][ay];
8538 static int xy[4][2] =
8546 for (i = 0; i < NUM_DIRECTIONS; i++)
8548 int x = ax + xy[i][0];
8549 int y = ay + xy[i][1];
8551 if (!IN_LEV_FIELD(x, y))
8554 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8555 group_nr = AmoebaNr[x][y];
8561 static void AmoebenVereinigen(int ax, int ay)
8563 int i, x, y, xx, yy;
8564 int new_group_nr = AmoebaNr[ax][ay];
8565 static int xy[4][2] =
8573 if (new_group_nr == 0)
8576 for (i = 0; i < NUM_DIRECTIONS; i++)
8581 if (!IN_LEV_FIELD(x, y))
8584 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8585 Feld[x][y] == EL_BD_AMOEBA ||
8586 Feld[x][y] == EL_AMOEBA_DEAD) &&
8587 AmoebaNr[x][y] != new_group_nr)
8589 int old_group_nr = AmoebaNr[x][y];
8591 if (old_group_nr == 0)
8594 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8595 AmoebaCnt[old_group_nr] = 0;
8596 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8597 AmoebaCnt2[old_group_nr] = 0;
8599 SCAN_PLAYFIELD(xx, yy)
8601 if (AmoebaNr[xx][yy] == old_group_nr)
8602 AmoebaNr[xx][yy] = new_group_nr;
8608 void AmoebeUmwandeln(int ax, int ay)
8612 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8614 int group_nr = AmoebaNr[ax][ay];
8619 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8620 printf("AmoebeUmwandeln(): This should never happen!\n");
8625 SCAN_PLAYFIELD(x, y)
8627 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8630 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8634 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8635 SND_AMOEBA_TURNING_TO_GEM :
8636 SND_AMOEBA_TURNING_TO_ROCK));
8641 static int xy[4][2] =
8649 for (i = 0; i < NUM_DIRECTIONS; i++)
8654 if (!IN_LEV_FIELD(x, y))
8657 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8659 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8660 SND_AMOEBA_TURNING_TO_GEM :
8661 SND_AMOEBA_TURNING_TO_ROCK));
8668 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8671 int group_nr = AmoebaNr[ax][ay];
8672 boolean done = FALSE;
8677 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8678 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8683 SCAN_PLAYFIELD(x, y)
8685 if (AmoebaNr[x][y] == group_nr &&
8686 (Feld[x][y] == EL_AMOEBA_DEAD ||
8687 Feld[x][y] == EL_BD_AMOEBA ||
8688 Feld[x][y] == EL_AMOEBA_GROWING))
8691 Feld[x][y] = new_element;
8692 InitField(x, y, FALSE);
8693 TEST_DrawLevelField(x, y);
8699 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8700 SND_BD_AMOEBA_TURNING_TO_ROCK :
8701 SND_BD_AMOEBA_TURNING_TO_GEM));
8704 static void AmoebeWaechst(int x, int y)
8706 static unsigned int sound_delay = 0;
8707 static unsigned int sound_delay_value = 0;
8709 if (!MovDelay[x][y]) // start new growing cycle
8713 if (DelayReached(&sound_delay, sound_delay_value))
8715 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8716 sound_delay_value = 30;
8720 if (MovDelay[x][y]) // wait some time before growing bigger
8723 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8725 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8726 6 - MovDelay[x][y]);
8728 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8731 if (!MovDelay[x][y])
8733 Feld[x][y] = Store[x][y];
8735 TEST_DrawLevelField(x, y);
8740 static void AmoebaDisappearing(int x, int y)
8742 static unsigned int sound_delay = 0;
8743 static unsigned int sound_delay_value = 0;
8745 if (!MovDelay[x][y]) // start new shrinking cycle
8749 if (DelayReached(&sound_delay, sound_delay_value))
8750 sound_delay_value = 30;
8753 if (MovDelay[x][y]) // wait some time before shrinking
8756 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8758 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8759 6 - MovDelay[x][y]);
8761 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8764 if (!MovDelay[x][y])
8766 Feld[x][y] = EL_EMPTY;
8767 TEST_DrawLevelField(x, y);
8769 // don't let mole enter this field in this cycle;
8770 // (give priority to objects falling to this field from above)
8776 static void AmoebeAbleger(int ax, int ay)
8779 int element = Feld[ax][ay];
8780 int graphic = el2img(element);
8781 int newax = ax, neway = ay;
8782 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8783 static int xy[4][2] =
8791 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8793 Feld[ax][ay] = EL_AMOEBA_DEAD;
8794 TEST_DrawLevelField(ax, ay);
8798 if (IS_ANIMATED(graphic))
8799 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8801 if (!MovDelay[ax][ay]) // start making new amoeba field
8802 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8804 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8807 if (MovDelay[ax][ay])
8811 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8814 int x = ax + xy[start][0];
8815 int y = ay + xy[start][1];
8817 if (!IN_LEV_FIELD(x, y))
8820 if (IS_FREE(x, y) ||
8821 CAN_GROW_INTO(Feld[x][y]) ||
8822 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8823 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8829 if (newax == ax && neway == ay)
8832 else // normal or "filled" (BD style) amoeba
8835 boolean waiting_for_player = FALSE;
8837 for (i = 0; i < NUM_DIRECTIONS; i++)
8839 int j = (start + i) % 4;
8840 int x = ax + xy[j][0];
8841 int y = ay + xy[j][1];
8843 if (!IN_LEV_FIELD(x, y))
8846 if (IS_FREE(x, y) ||
8847 CAN_GROW_INTO(Feld[x][y]) ||
8848 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8849 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8855 else if (IS_PLAYER(x, y))
8856 waiting_for_player = TRUE;
8859 if (newax == ax && neway == ay) // amoeba cannot grow
8861 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8863 Feld[ax][ay] = EL_AMOEBA_DEAD;
8864 TEST_DrawLevelField(ax, ay);
8865 AmoebaCnt[AmoebaNr[ax][ay]]--;
8867 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8869 if (element == EL_AMOEBA_FULL)
8870 AmoebeUmwandeln(ax, ay);
8871 else if (element == EL_BD_AMOEBA)
8872 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8877 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8879 // amoeba gets larger by growing in some direction
8881 int new_group_nr = AmoebaNr[ax][ay];
8884 if (new_group_nr == 0)
8886 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8887 printf("AmoebeAbleger(): This should never happen!\n");
8892 AmoebaNr[newax][neway] = new_group_nr;
8893 AmoebaCnt[new_group_nr]++;
8894 AmoebaCnt2[new_group_nr]++;
8896 // if amoeba touches other amoeba(s) after growing, unify them
8897 AmoebenVereinigen(newax, neway);
8899 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8901 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8907 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8908 (neway == lev_fieldy - 1 && newax != ax))
8910 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8911 Store[newax][neway] = element;
8913 else if (neway == ay || element == EL_EMC_DRIPPER)
8915 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8917 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8921 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8922 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8923 Store[ax][ay] = EL_AMOEBA_DROP;
8924 ContinueMoving(ax, ay);
8928 TEST_DrawLevelField(newax, neway);
8931 static void Life(int ax, int ay)
8935 int element = Feld[ax][ay];
8936 int graphic = el2img(element);
8937 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8939 boolean changed = FALSE;
8941 if (IS_ANIMATED(graphic))
8942 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8947 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8948 MovDelay[ax][ay] = life_time;
8950 if (MovDelay[ax][ay]) // wait some time before next cycle
8953 if (MovDelay[ax][ay])
8957 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8959 int xx = ax+x1, yy = ay+y1;
8960 int old_element = Feld[xx][yy];
8961 int num_neighbours = 0;
8963 if (!IN_LEV_FIELD(xx, yy))
8966 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8968 int x = xx+x2, y = yy+y2;
8970 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8973 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8974 boolean is_neighbour = FALSE;
8976 if (level.use_life_bugs)
8978 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8979 (IS_FREE(x, y) && Stop[x][y]));
8982 (Last[x][y] == element || is_player_cell);
8988 boolean is_free = FALSE;
8990 if (level.use_life_bugs)
8991 is_free = (IS_FREE(xx, yy));
8993 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8995 if (xx == ax && yy == ay) // field in the middle
8997 if (num_neighbours < life_parameter[0] ||
8998 num_neighbours > life_parameter[1])
9000 Feld[xx][yy] = EL_EMPTY;
9001 if (Feld[xx][yy] != old_element)
9002 TEST_DrawLevelField(xx, yy);
9003 Stop[xx][yy] = TRUE;
9007 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9008 { // free border field
9009 if (num_neighbours >= life_parameter[2] &&
9010 num_neighbours <= life_parameter[3])
9012 Feld[xx][yy] = element;
9013 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9014 if (Feld[xx][yy] != old_element)
9015 TEST_DrawLevelField(xx, yy);
9016 Stop[xx][yy] = TRUE;
9023 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9024 SND_GAME_OF_LIFE_GROWING);
9027 static void InitRobotWheel(int x, int y)
9029 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9032 static void RunRobotWheel(int x, int y)
9034 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9037 static void StopRobotWheel(int x, int y)
9039 if (game.robot_wheel_x == x &&
9040 game.robot_wheel_y == y)
9042 game.robot_wheel_x = -1;
9043 game.robot_wheel_y = -1;
9044 game.robot_wheel_active = FALSE;
9048 static void InitTimegateWheel(int x, int y)
9050 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9053 static void RunTimegateWheel(int x, int y)
9055 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9058 static void InitMagicBallDelay(int x, int y)
9060 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9063 static void ActivateMagicBall(int bx, int by)
9067 if (level.ball_random)
9069 int pos_border = RND(8); // select one of the eight border elements
9070 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9071 int xx = pos_content % 3;
9072 int yy = pos_content / 3;
9077 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9078 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9082 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9084 int xx = x - bx + 1;
9085 int yy = y - by + 1;
9087 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9088 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9092 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9095 static void CheckExit(int x, int y)
9097 if (game.gems_still_needed > 0 ||
9098 game.sokoban_fields_still_needed > 0 ||
9099 game.sokoban_objects_still_needed > 0 ||
9100 game.lights_still_needed > 0)
9102 int element = Feld[x][y];
9103 int graphic = el2img(element);
9105 if (IS_ANIMATED(graphic))
9106 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9111 // do not re-open exit door closed after last player
9112 if (game.all_players_gone)
9115 Feld[x][y] = EL_EXIT_OPENING;
9117 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9120 static void CheckExitEM(int x, int y)
9122 if (game.gems_still_needed > 0 ||
9123 game.sokoban_fields_still_needed > 0 ||
9124 game.sokoban_objects_still_needed > 0 ||
9125 game.lights_still_needed > 0)
9127 int element = Feld[x][y];
9128 int graphic = el2img(element);
9130 if (IS_ANIMATED(graphic))
9131 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9136 // do not re-open exit door closed after last player
9137 if (game.all_players_gone)
9140 Feld[x][y] = EL_EM_EXIT_OPENING;
9142 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9145 static void CheckExitSteel(int x, int y)
9147 if (game.gems_still_needed > 0 ||
9148 game.sokoban_fields_still_needed > 0 ||
9149 game.sokoban_objects_still_needed > 0 ||
9150 game.lights_still_needed > 0)
9152 int element = Feld[x][y];
9153 int graphic = el2img(element);
9155 if (IS_ANIMATED(graphic))
9156 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9161 // do not re-open exit door closed after last player
9162 if (game.all_players_gone)
9165 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9167 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9170 static void CheckExitSteelEM(int x, int y)
9172 if (game.gems_still_needed > 0 ||
9173 game.sokoban_fields_still_needed > 0 ||
9174 game.sokoban_objects_still_needed > 0 ||
9175 game.lights_still_needed > 0)
9177 int element = Feld[x][y];
9178 int graphic = el2img(element);
9180 if (IS_ANIMATED(graphic))
9181 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9186 // do not re-open exit door closed after last player
9187 if (game.all_players_gone)
9190 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9192 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9195 static void CheckExitSP(int x, int y)
9197 if (game.gems_still_needed > 0)
9199 int element = Feld[x][y];
9200 int graphic = el2img(element);
9202 if (IS_ANIMATED(graphic))
9203 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9208 // do not re-open exit door closed after last player
9209 if (game.all_players_gone)
9212 Feld[x][y] = EL_SP_EXIT_OPENING;
9214 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9217 static void CloseAllOpenTimegates(void)
9221 SCAN_PLAYFIELD(x, y)
9223 int element = Feld[x][y];
9225 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9227 Feld[x][y] = EL_TIMEGATE_CLOSING;
9229 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9234 static void DrawTwinkleOnField(int x, int y)
9236 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9239 if (Feld[x][y] == EL_BD_DIAMOND)
9242 if (MovDelay[x][y] == 0) // next animation frame
9243 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9245 if (MovDelay[x][y] != 0) // wait some time before next frame
9249 DrawLevelElementAnimation(x, y, Feld[x][y]);
9251 if (MovDelay[x][y] != 0)
9253 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9254 10 - MovDelay[x][y]);
9256 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9261 static void MauerWaechst(int x, int y)
9265 if (!MovDelay[x][y]) // next animation frame
9266 MovDelay[x][y] = 3 * delay;
9268 if (MovDelay[x][y]) // wait some time before next frame
9272 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9274 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9275 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9277 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9280 if (!MovDelay[x][y])
9282 if (MovDir[x][y] == MV_LEFT)
9284 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9285 TEST_DrawLevelField(x - 1, y);
9287 else if (MovDir[x][y] == MV_RIGHT)
9289 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9290 TEST_DrawLevelField(x + 1, y);
9292 else if (MovDir[x][y] == MV_UP)
9294 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9295 TEST_DrawLevelField(x, y - 1);
9299 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9300 TEST_DrawLevelField(x, y + 1);
9303 Feld[x][y] = Store[x][y];
9305 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9306 TEST_DrawLevelField(x, y);
9311 static void MauerAbleger(int ax, int ay)
9313 int element = Feld[ax][ay];
9314 int graphic = el2img(element);
9315 boolean oben_frei = FALSE, unten_frei = FALSE;
9316 boolean links_frei = FALSE, rechts_frei = FALSE;
9317 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9318 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9319 boolean new_wall = FALSE;
9321 if (IS_ANIMATED(graphic))
9322 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9324 if (!MovDelay[ax][ay]) // start building new wall
9325 MovDelay[ax][ay] = 6;
9327 if (MovDelay[ax][ay]) // wait some time before building new wall
9330 if (MovDelay[ax][ay])
9334 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9336 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9338 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9340 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9343 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9344 element == EL_EXPANDABLE_WALL_ANY)
9348 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9349 Store[ax][ay-1] = element;
9350 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9351 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9352 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9353 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9358 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9359 Store[ax][ay+1] = element;
9360 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9361 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9362 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9363 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9368 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9369 element == EL_EXPANDABLE_WALL_ANY ||
9370 element == EL_EXPANDABLE_WALL ||
9371 element == EL_BD_EXPANDABLE_WALL)
9375 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9376 Store[ax-1][ay] = element;
9377 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9378 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9379 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9380 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9386 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9387 Store[ax+1][ay] = element;
9388 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9389 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9390 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9391 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9396 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9397 TEST_DrawLevelField(ax, ay);
9399 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9401 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9402 unten_massiv = TRUE;
9403 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9404 links_massiv = TRUE;
9405 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9406 rechts_massiv = TRUE;
9408 if (((oben_massiv && unten_massiv) ||
9409 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9410 element == EL_EXPANDABLE_WALL) &&
9411 ((links_massiv && rechts_massiv) ||
9412 element == EL_EXPANDABLE_WALL_VERTICAL))
9413 Feld[ax][ay] = EL_WALL;
9416 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9419 static void MauerAblegerStahl(int ax, int ay)
9421 int element = Feld[ax][ay];
9422 int graphic = el2img(element);
9423 boolean oben_frei = FALSE, unten_frei = FALSE;
9424 boolean links_frei = FALSE, rechts_frei = FALSE;
9425 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9426 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9427 boolean new_wall = FALSE;
9429 if (IS_ANIMATED(graphic))
9430 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9432 if (!MovDelay[ax][ay]) // start building new wall
9433 MovDelay[ax][ay] = 6;
9435 if (MovDelay[ax][ay]) // wait some time before building new wall
9438 if (MovDelay[ax][ay])
9442 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9444 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9446 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9448 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9451 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9452 element == EL_EXPANDABLE_STEELWALL_ANY)
9456 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9457 Store[ax][ay-1] = element;
9458 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9459 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9460 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9461 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9466 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9467 Store[ax][ay+1] = element;
9468 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9469 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9470 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9471 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9476 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9477 element == EL_EXPANDABLE_STEELWALL_ANY)
9481 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9482 Store[ax-1][ay] = element;
9483 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9484 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9485 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9486 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9492 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9493 Store[ax+1][ay] = element;
9494 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9495 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9496 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9497 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9502 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9504 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9505 unten_massiv = TRUE;
9506 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9507 links_massiv = TRUE;
9508 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9509 rechts_massiv = TRUE;
9511 if (((oben_massiv && unten_massiv) ||
9512 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9513 ((links_massiv && rechts_massiv) ||
9514 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9515 Feld[ax][ay] = EL_STEELWALL;
9518 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9521 static void CheckForDragon(int x, int y)
9524 boolean dragon_found = FALSE;
9525 static int xy[4][2] =
9533 for (i = 0; i < NUM_DIRECTIONS; i++)
9535 for (j = 0; j < 4; j++)
9537 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9539 if (IN_LEV_FIELD(xx, yy) &&
9540 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9542 if (Feld[xx][yy] == EL_DRAGON)
9543 dragon_found = TRUE;
9552 for (i = 0; i < NUM_DIRECTIONS; i++)
9554 for (j = 0; j < 3; j++)
9556 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9558 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9560 Feld[xx][yy] = EL_EMPTY;
9561 TEST_DrawLevelField(xx, yy);
9570 static void InitBuggyBase(int x, int y)
9572 int element = Feld[x][y];
9573 int activating_delay = FRAMES_PER_SECOND / 4;
9576 (element == EL_SP_BUGGY_BASE ?
9577 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9578 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9580 element == EL_SP_BUGGY_BASE_ACTIVE ?
9581 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9584 static void WarnBuggyBase(int x, int y)
9587 static int xy[4][2] =
9595 for (i = 0; i < NUM_DIRECTIONS; i++)
9597 int xx = x + xy[i][0];
9598 int yy = y + xy[i][1];
9600 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9602 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9609 static void InitTrap(int x, int y)
9611 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9614 static void ActivateTrap(int x, int y)
9616 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9619 static void ChangeActiveTrap(int x, int y)
9621 int graphic = IMG_TRAP_ACTIVE;
9623 // if new animation frame was drawn, correct crumbled sand border
9624 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9625 TEST_DrawLevelFieldCrumbled(x, y);
9628 static int getSpecialActionElement(int element, int number, int base_element)
9630 return (element != EL_EMPTY ? element :
9631 number != -1 ? base_element + number - 1 :
9635 static int getModifiedActionNumber(int value_old, int operator, int operand,
9636 int value_min, int value_max)
9638 int value_new = (operator == CA_MODE_SET ? operand :
9639 operator == CA_MODE_ADD ? value_old + operand :
9640 operator == CA_MODE_SUBTRACT ? value_old - operand :
9641 operator == CA_MODE_MULTIPLY ? value_old * operand :
9642 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9643 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9646 return (value_new < value_min ? value_min :
9647 value_new > value_max ? value_max :
9651 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9653 struct ElementInfo *ei = &element_info[element];
9654 struct ElementChangeInfo *change = &ei->change_page[page];
9655 int target_element = change->target_element;
9656 int action_type = change->action_type;
9657 int action_mode = change->action_mode;
9658 int action_arg = change->action_arg;
9659 int action_element = change->action_element;
9662 if (!change->has_action)
9665 // ---------- determine action paramater values -----------------------------
9667 int level_time_value =
9668 (level.time > 0 ? TimeLeft :
9671 int action_arg_element_raw =
9672 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9673 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9674 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9675 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9676 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9677 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9678 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9680 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9682 int action_arg_direction =
9683 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9684 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9685 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9686 change->actual_trigger_side :
9687 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9688 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9691 int action_arg_number_min =
9692 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9695 int action_arg_number_max =
9696 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9697 action_type == CA_SET_LEVEL_GEMS ? 999 :
9698 action_type == CA_SET_LEVEL_TIME ? 9999 :
9699 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9700 action_type == CA_SET_CE_VALUE ? 9999 :
9701 action_type == CA_SET_CE_SCORE ? 9999 :
9704 int action_arg_number_reset =
9705 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9706 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9707 action_type == CA_SET_LEVEL_TIME ? level.time :
9708 action_type == CA_SET_LEVEL_SCORE ? 0 :
9709 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9710 action_type == CA_SET_CE_SCORE ? 0 :
9713 int action_arg_number =
9714 (action_arg <= CA_ARG_MAX ? action_arg :
9715 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9716 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9717 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9718 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9719 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9720 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9721 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9722 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9723 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9724 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9725 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9726 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9727 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9728 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9729 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9730 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9731 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9732 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9733 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9734 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9735 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9738 int action_arg_number_old =
9739 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9740 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9741 action_type == CA_SET_LEVEL_SCORE ? game.score :
9742 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9743 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9746 int action_arg_number_new =
9747 getModifiedActionNumber(action_arg_number_old,
9748 action_mode, action_arg_number,
9749 action_arg_number_min, action_arg_number_max);
9751 int trigger_player_bits =
9752 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9753 change->actual_trigger_player_bits : change->trigger_player);
9755 int action_arg_player_bits =
9756 (action_arg >= CA_ARG_PLAYER_1 &&
9757 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9758 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9759 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9762 // ---------- execute action -----------------------------------------------
9764 switch (action_type)
9771 // ---------- level actions ----------------------------------------------
9773 case CA_RESTART_LEVEL:
9775 game.restart_level = TRUE;
9780 case CA_SHOW_ENVELOPE:
9782 int element = getSpecialActionElement(action_arg_element,
9783 action_arg_number, EL_ENVELOPE_1);
9785 if (IS_ENVELOPE(element))
9786 local_player->show_envelope = element;
9791 case CA_SET_LEVEL_TIME:
9793 if (level.time > 0) // only modify limited time value
9795 TimeLeft = action_arg_number_new;
9797 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9799 DisplayGameControlValues();
9801 if (!TimeLeft && setup.time_limit)
9802 for (i = 0; i < MAX_PLAYERS; i++)
9803 KillPlayer(&stored_player[i]);
9809 case CA_SET_LEVEL_SCORE:
9811 game.score = action_arg_number_new;
9813 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9815 DisplayGameControlValues();
9820 case CA_SET_LEVEL_GEMS:
9822 game.gems_still_needed = action_arg_number_new;
9824 game.snapshot.collected_item = TRUE;
9826 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9828 DisplayGameControlValues();
9833 case CA_SET_LEVEL_WIND:
9835 game.wind_direction = action_arg_direction;
9840 case CA_SET_LEVEL_RANDOM_SEED:
9842 // ensure that setting a new random seed while playing is predictable
9843 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9848 // ---------- player actions ---------------------------------------------
9850 case CA_MOVE_PLAYER:
9852 // automatically move to the next field in specified direction
9853 for (i = 0; i < MAX_PLAYERS; i++)
9854 if (trigger_player_bits & (1 << i))
9855 stored_player[i].programmed_action = action_arg_direction;
9860 case CA_EXIT_PLAYER:
9862 for (i = 0; i < MAX_PLAYERS; i++)
9863 if (action_arg_player_bits & (1 << i))
9864 ExitPlayer(&stored_player[i]);
9866 if (game.players_still_needed == 0)
9872 case CA_KILL_PLAYER:
9874 for (i = 0; i < MAX_PLAYERS; i++)
9875 if (action_arg_player_bits & (1 << i))
9876 KillPlayer(&stored_player[i]);
9881 case CA_SET_PLAYER_KEYS:
9883 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9884 int element = getSpecialActionElement(action_arg_element,
9885 action_arg_number, EL_KEY_1);
9887 if (IS_KEY(element))
9889 for (i = 0; i < MAX_PLAYERS; i++)
9891 if (trigger_player_bits & (1 << i))
9893 stored_player[i].key[KEY_NR(element)] = key_state;
9895 DrawGameDoorValues();
9903 case CA_SET_PLAYER_SPEED:
9905 for (i = 0; i < MAX_PLAYERS; i++)
9907 if (trigger_player_bits & (1 << i))
9909 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9911 if (action_arg == CA_ARG_SPEED_FASTER &&
9912 stored_player[i].cannot_move)
9914 action_arg_number = STEPSIZE_VERY_SLOW;
9916 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9917 action_arg == CA_ARG_SPEED_FASTER)
9919 action_arg_number = 2;
9920 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9923 else if (action_arg == CA_ARG_NUMBER_RESET)
9925 action_arg_number = level.initial_player_stepsize[i];
9929 getModifiedActionNumber(move_stepsize,
9932 action_arg_number_min,
9933 action_arg_number_max);
9935 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9942 case CA_SET_PLAYER_SHIELD:
9944 for (i = 0; i < MAX_PLAYERS; i++)
9946 if (trigger_player_bits & (1 << i))
9948 if (action_arg == CA_ARG_SHIELD_OFF)
9950 stored_player[i].shield_normal_time_left = 0;
9951 stored_player[i].shield_deadly_time_left = 0;
9953 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9955 stored_player[i].shield_normal_time_left = 999999;
9957 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9959 stored_player[i].shield_normal_time_left = 999999;
9960 stored_player[i].shield_deadly_time_left = 999999;
9968 case CA_SET_PLAYER_GRAVITY:
9970 for (i = 0; i < MAX_PLAYERS; i++)
9972 if (trigger_player_bits & (1 << i))
9974 stored_player[i].gravity =
9975 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9976 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9977 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9978 stored_player[i].gravity);
9985 case CA_SET_PLAYER_ARTWORK:
9987 for (i = 0; i < MAX_PLAYERS; i++)
9989 if (trigger_player_bits & (1 << i))
9991 int artwork_element = action_arg_element;
9993 if (action_arg == CA_ARG_ELEMENT_RESET)
9995 (level.use_artwork_element[i] ? level.artwork_element[i] :
9996 stored_player[i].element_nr);
9998 if (stored_player[i].artwork_element != artwork_element)
9999 stored_player[i].Frame = 0;
10001 stored_player[i].artwork_element = artwork_element;
10003 SetPlayerWaiting(&stored_player[i], FALSE);
10005 // set number of special actions for bored and sleeping animation
10006 stored_player[i].num_special_action_bored =
10007 get_num_special_action(artwork_element,
10008 ACTION_BORING_1, ACTION_BORING_LAST);
10009 stored_player[i].num_special_action_sleeping =
10010 get_num_special_action(artwork_element,
10011 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10018 case CA_SET_PLAYER_INVENTORY:
10020 for (i = 0; i < MAX_PLAYERS; i++)
10022 struct PlayerInfo *player = &stored_player[i];
10025 if (trigger_player_bits & (1 << i))
10027 int inventory_element = action_arg_element;
10029 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10030 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10031 action_arg == CA_ARG_ELEMENT_ACTION)
10033 int element = inventory_element;
10034 int collect_count = element_info[element].collect_count_initial;
10036 if (!IS_CUSTOM_ELEMENT(element))
10039 if (collect_count == 0)
10040 player->inventory_infinite_element = element;
10042 for (k = 0; k < collect_count; k++)
10043 if (player->inventory_size < MAX_INVENTORY_SIZE)
10044 player->inventory_element[player->inventory_size++] =
10047 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10048 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10049 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10051 if (player->inventory_infinite_element != EL_UNDEFINED &&
10052 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10053 action_arg_element_raw))
10054 player->inventory_infinite_element = EL_UNDEFINED;
10056 for (k = 0, j = 0; j < player->inventory_size; j++)
10058 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10059 action_arg_element_raw))
10060 player->inventory_element[k++] = player->inventory_element[j];
10063 player->inventory_size = k;
10065 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10067 if (player->inventory_size > 0)
10069 for (j = 0; j < player->inventory_size - 1; j++)
10070 player->inventory_element[j] = player->inventory_element[j + 1];
10072 player->inventory_size--;
10075 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10077 if (player->inventory_size > 0)
10078 player->inventory_size--;
10080 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10082 player->inventory_infinite_element = EL_UNDEFINED;
10083 player->inventory_size = 0;
10085 else if (action_arg == CA_ARG_INVENTORY_RESET)
10087 player->inventory_infinite_element = EL_UNDEFINED;
10088 player->inventory_size = 0;
10090 if (level.use_initial_inventory[i])
10092 for (j = 0; j < level.initial_inventory_size[i]; j++)
10094 int element = level.initial_inventory_content[i][j];
10095 int collect_count = element_info[element].collect_count_initial;
10097 if (!IS_CUSTOM_ELEMENT(element))
10100 if (collect_count == 0)
10101 player->inventory_infinite_element = element;
10103 for (k = 0; k < collect_count; k++)
10104 if (player->inventory_size < MAX_INVENTORY_SIZE)
10105 player->inventory_element[player->inventory_size++] =
10116 // ---------- CE actions -------------------------------------------------
10118 case CA_SET_CE_VALUE:
10120 int last_ce_value = CustomValue[x][y];
10122 CustomValue[x][y] = action_arg_number_new;
10124 if (CustomValue[x][y] != last_ce_value)
10126 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10127 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10129 if (CustomValue[x][y] == 0)
10131 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10132 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10139 case CA_SET_CE_SCORE:
10141 int last_ce_score = ei->collect_score;
10143 ei->collect_score = action_arg_number_new;
10145 if (ei->collect_score != last_ce_score)
10147 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10148 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10150 if (ei->collect_score == 0)
10154 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10155 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10158 This is a very special case that seems to be a mixture between
10159 CheckElementChange() and CheckTriggeredElementChange(): while
10160 the first one only affects single elements that are triggered
10161 directly, the second one affects multiple elements in the playfield
10162 that are triggered indirectly by another element. This is a third
10163 case: Changing the CE score always affects multiple identical CEs,
10164 so every affected CE must be checked, not only the single CE for
10165 which the CE score was changed in the first place (as every instance
10166 of that CE shares the same CE score, and therefore also can change)!
10168 SCAN_PLAYFIELD(xx, yy)
10170 if (Feld[xx][yy] == element)
10171 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10172 CE_SCORE_GETS_ZERO);
10180 case CA_SET_CE_ARTWORK:
10182 int artwork_element = action_arg_element;
10183 boolean reset_frame = FALSE;
10186 if (action_arg == CA_ARG_ELEMENT_RESET)
10187 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10190 if (ei->gfx_element != artwork_element)
10191 reset_frame = TRUE;
10193 ei->gfx_element = artwork_element;
10195 SCAN_PLAYFIELD(xx, yy)
10197 if (Feld[xx][yy] == element)
10201 ResetGfxAnimation(xx, yy);
10202 ResetRandomAnimationValue(xx, yy);
10205 TEST_DrawLevelField(xx, yy);
10212 // ---------- engine actions ---------------------------------------------
10214 case CA_SET_ENGINE_SCAN_MODE:
10216 InitPlayfieldScanMode(action_arg);
10226 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10228 int old_element = Feld[x][y];
10229 int new_element = GetElementFromGroupElement(element);
10230 int previous_move_direction = MovDir[x][y];
10231 int last_ce_value = CustomValue[x][y];
10232 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10233 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10234 boolean add_player_onto_element = (new_element_is_player &&
10235 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10236 IS_WALKABLE(old_element));
10238 if (!add_player_onto_element)
10240 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10241 RemoveMovingField(x, y);
10245 Feld[x][y] = new_element;
10247 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10248 MovDir[x][y] = previous_move_direction;
10250 if (element_info[new_element].use_last_ce_value)
10251 CustomValue[x][y] = last_ce_value;
10253 InitField_WithBug1(x, y, FALSE);
10255 new_element = Feld[x][y]; // element may have changed
10257 ResetGfxAnimation(x, y);
10258 ResetRandomAnimationValue(x, y);
10260 TEST_DrawLevelField(x, y);
10262 if (GFX_CRUMBLED(new_element))
10263 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10266 // check if element under the player changes from accessible to unaccessible
10267 // (needed for special case of dropping element which then changes)
10268 // (must be checked after creating new element for walkable group elements)
10269 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10270 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10277 // "ChangeCount" not set yet to allow "entered by player" change one time
10278 if (new_element_is_player)
10279 RelocatePlayer(x, y, new_element);
10282 ChangeCount[x][y]++; // count number of changes in the same frame
10284 TestIfBadThingTouchesPlayer(x, y);
10285 TestIfPlayerTouchesCustomElement(x, y);
10286 TestIfElementTouchesCustomElement(x, y);
10289 static void CreateField(int x, int y, int element)
10291 CreateFieldExt(x, y, element, FALSE);
10294 static void CreateElementFromChange(int x, int y, int element)
10296 element = GET_VALID_RUNTIME_ELEMENT(element);
10298 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10300 int old_element = Feld[x][y];
10302 // prevent changed element from moving in same engine frame
10303 // unless both old and new element can either fall or move
10304 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10305 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10309 CreateFieldExt(x, y, element, TRUE);
10312 static boolean ChangeElement(int x, int y, int element, int page)
10314 struct ElementInfo *ei = &element_info[element];
10315 struct ElementChangeInfo *change = &ei->change_page[page];
10316 int ce_value = CustomValue[x][y];
10317 int ce_score = ei->collect_score;
10318 int target_element;
10319 int old_element = Feld[x][y];
10321 // always use default change event to prevent running into a loop
10322 if (ChangeEvent[x][y] == -1)
10323 ChangeEvent[x][y] = CE_DELAY;
10325 if (ChangeEvent[x][y] == CE_DELAY)
10327 // reset actual trigger element, trigger player and action element
10328 change->actual_trigger_element = EL_EMPTY;
10329 change->actual_trigger_player = EL_EMPTY;
10330 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10331 change->actual_trigger_side = CH_SIDE_NONE;
10332 change->actual_trigger_ce_value = 0;
10333 change->actual_trigger_ce_score = 0;
10336 // do not change elements more than a specified maximum number of changes
10337 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10340 ChangeCount[x][y]++; // count number of changes in the same frame
10342 if (change->explode)
10349 if (change->use_target_content)
10351 boolean complete_replace = TRUE;
10352 boolean can_replace[3][3];
10355 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10358 boolean is_walkable;
10359 boolean is_diggable;
10360 boolean is_collectible;
10361 boolean is_removable;
10362 boolean is_destructible;
10363 int ex = x + xx - 1;
10364 int ey = y + yy - 1;
10365 int content_element = change->target_content.e[xx][yy];
10368 can_replace[xx][yy] = TRUE;
10370 if (ex == x && ey == y) // do not check changing element itself
10373 if (content_element == EL_EMPTY_SPACE)
10375 can_replace[xx][yy] = FALSE; // do not replace border with space
10380 if (!IN_LEV_FIELD(ex, ey))
10382 can_replace[xx][yy] = FALSE;
10383 complete_replace = FALSE;
10390 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10391 e = MovingOrBlocked2Element(ex, ey);
10393 is_empty = (IS_FREE(ex, ey) ||
10394 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10396 is_walkable = (is_empty || IS_WALKABLE(e));
10397 is_diggable = (is_empty || IS_DIGGABLE(e));
10398 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10399 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10400 is_removable = (is_diggable || is_collectible);
10402 can_replace[xx][yy] =
10403 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10404 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10405 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10406 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10407 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10408 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10409 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10411 if (!can_replace[xx][yy])
10412 complete_replace = FALSE;
10415 if (!change->only_if_complete || complete_replace)
10417 boolean something_has_changed = FALSE;
10419 if (change->only_if_complete && change->use_random_replace &&
10420 RND(100) < change->random_percentage)
10423 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10425 int ex = x + xx - 1;
10426 int ey = y + yy - 1;
10427 int content_element;
10429 if (can_replace[xx][yy] && (!change->use_random_replace ||
10430 RND(100) < change->random_percentage))
10432 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10433 RemoveMovingField(ex, ey);
10435 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10437 content_element = change->target_content.e[xx][yy];
10438 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10439 ce_value, ce_score);
10441 CreateElementFromChange(ex, ey, target_element);
10443 something_has_changed = TRUE;
10445 // for symmetry reasons, freeze newly created border elements
10446 if (ex != x || ey != y)
10447 Stop[ex][ey] = TRUE; // no more moving in this frame
10451 if (something_has_changed)
10453 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10454 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10460 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10461 ce_value, ce_score);
10463 if (element == EL_DIAGONAL_GROWING ||
10464 element == EL_DIAGONAL_SHRINKING)
10466 target_element = Store[x][y];
10468 Store[x][y] = EL_EMPTY;
10471 CreateElementFromChange(x, y, target_element);
10473 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10474 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10477 // this uses direct change before indirect change
10478 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10483 static void HandleElementChange(int x, int y, int page)
10485 int element = MovingOrBlocked2Element(x, y);
10486 struct ElementInfo *ei = &element_info[element];
10487 struct ElementChangeInfo *change = &ei->change_page[page];
10488 boolean handle_action_before_change = FALSE;
10491 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10492 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10495 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10496 x, y, element, element_info[element].token_name);
10497 printf("HandleElementChange(): This should never happen!\n");
10502 // this can happen with classic bombs on walkable, changing elements
10503 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10508 if (ChangeDelay[x][y] == 0) // initialize element change
10510 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10512 if (change->can_change)
10514 // !!! not clear why graphic animation should be reset at all here !!!
10515 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10516 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10519 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10521 When using an animation frame delay of 1 (this only happens with
10522 "sp_zonk.moving.left/right" in the classic graphics), the default
10523 (non-moving) animation shows wrong animation frames (while the
10524 moving animation, like "sp_zonk.moving.left/right", is correct,
10525 so this graphical bug never shows up with the classic graphics).
10526 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10527 be drawn instead of the correct frames 0,1,2,3. This is caused by
10528 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10529 an element change: First when the change delay ("ChangeDelay[][]")
10530 counter has reached zero after decrementing, then a second time in
10531 the next frame (after "GfxFrame[][]" was already incremented) when
10532 "ChangeDelay[][]" is reset to the initial delay value again.
10534 This causes frame 0 to be drawn twice, while the last frame won't
10535 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10537 As some animations may already be cleverly designed around this bug
10538 (at least the "Snake Bite" snake tail animation does this), it cannot
10539 simply be fixed here without breaking such existing animations.
10540 Unfortunately, it cannot easily be detected if a graphics set was
10541 designed "before" or "after" the bug was fixed. As a workaround,
10542 a new graphics set option "game.graphics_engine_version" was added
10543 to be able to specify the game's major release version for which the
10544 graphics set was designed, which can then be used to decide if the
10545 bugfix should be used (version 4 and above) or not (version 3 or
10546 below, or if no version was specified at all, as with old sets).
10548 (The wrong/fixed animation frames can be tested with the test level set
10549 "test_gfxframe" and level "000", which contains a specially prepared
10550 custom element at level position (x/y) == (11/9) which uses the zonk
10551 animation mentioned above. Using "game.graphics_engine_version: 4"
10552 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10553 This can also be seen from the debug output for this test element.)
10556 // when a custom element is about to change (for example by change delay),
10557 // do not reset graphic animation when the custom element is moving
10558 if (game.graphics_engine_version < 4 &&
10561 ResetGfxAnimation(x, y);
10562 ResetRandomAnimationValue(x, y);
10565 if (change->pre_change_function)
10566 change->pre_change_function(x, y);
10570 ChangeDelay[x][y]--;
10572 if (ChangeDelay[x][y] != 0) // continue element change
10574 if (change->can_change)
10576 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10578 if (IS_ANIMATED(graphic))
10579 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10581 if (change->change_function)
10582 change->change_function(x, y);
10585 else // finish element change
10587 if (ChangePage[x][y] != -1) // remember page from delayed change
10589 page = ChangePage[x][y];
10590 ChangePage[x][y] = -1;
10592 change = &ei->change_page[page];
10595 if (IS_MOVING(x, y)) // never change a running system ;-)
10597 ChangeDelay[x][y] = 1; // try change after next move step
10598 ChangePage[x][y] = page; // remember page to use for change
10603 // special case: set new level random seed before changing element
10604 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10605 handle_action_before_change = TRUE;
10607 if (change->has_action && handle_action_before_change)
10608 ExecuteCustomElementAction(x, y, element, page);
10610 if (change->can_change)
10612 if (ChangeElement(x, y, element, page))
10614 if (change->post_change_function)
10615 change->post_change_function(x, y);
10619 if (change->has_action && !handle_action_before_change)
10620 ExecuteCustomElementAction(x, y, element, page);
10624 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10625 int trigger_element,
10627 int trigger_player,
10631 boolean change_done_any = FALSE;
10632 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10635 if (!(trigger_events[trigger_element][trigger_event]))
10638 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10640 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10642 int element = EL_CUSTOM_START + i;
10643 boolean change_done = FALSE;
10646 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10647 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10650 for (p = 0; p < element_info[element].num_change_pages; p++)
10652 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10654 if (change->can_change_or_has_action &&
10655 change->has_event[trigger_event] &&
10656 change->trigger_side & trigger_side &&
10657 change->trigger_player & trigger_player &&
10658 change->trigger_page & trigger_page_bits &&
10659 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10661 change->actual_trigger_element = trigger_element;
10662 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10663 change->actual_trigger_player_bits = trigger_player;
10664 change->actual_trigger_side = trigger_side;
10665 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10666 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10668 if ((change->can_change && !change_done) || change->has_action)
10672 SCAN_PLAYFIELD(x, y)
10674 if (Feld[x][y] == element)
10676 if (change->can_change && !change_done)
10678 // if element already changed in this frame, not only prevent
10679 // another element change (checked in ChangeElement()), but
10680 // also prevent additional element actions for this element
10682 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10683 !level.use_action_after_change_bug)
10686 ChangeDelay[x][y] = 1;
10687 ChangeEvent[x][y] = trigger_event;
10689 HandleElementChange(x, y, p);
10691 else if (change->has_action)
10693 // if element already changed in this frame, not only prevent
10694 // another element change (checked in ChangeElement()), but
10695 // also prevent additional element actions for this element
10697 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10698 !level.use_action_after_change_bug)
10701 ExecuteCustomElementAction(x, y, element, p);
10702 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10707 if (change->can_change)
10709 change_done = TRUE;
10710 change_done_any = TRUE;
10717 RECURSION_LOOP_DETECTION_END();
10719 return change_done_any;
10722 static boolean CheckElementChangeExt(int x, int y,
10724 int trigger_element,
10726 int trigger_player,
10729 boolean change_done = FALSE;
10732 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10733 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10736 if (Feld[x][y] == EL_BLOCKED)
10738 Blocked2Moving(x, y, &x, &y);
10739 element = Feld[x][y];
10742 // check if element has already changed or is about to change after moving
10743 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10744 Feld[x][y] != element) ||
10746 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10747 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10748 ChangePage[x][y] != -1)))
10751 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10753 for (p = 0; p < element_info[element].num_change_pages; p++)
10755 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10757 /* check trigger element for all events where the element that is checked
10758 for changing interacts with a directly adjacent element -- this is
10759 different to element changes that affect other elements to change on the
10760 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10761 boolean check_trigger_element =
10762 (trigger_event == CE_TOUCHING_X ||
10763 trigger_event == CE_HITTING_X ||
10764 trigger_event == CE_HIT_BY_X ||
10765 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10767 if (change->can_change_or_has_action &&
10768 change->has_event[trigger_event] &&
10769 change->trigger_side & trigger_side &&
10770 change->trigger_player & trigger_player &&
10771 (!check_trigger_element ||
10772 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10774 change->actual_trigger_element = trigger_element;
10775 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10776 change->actual_trigger_player_bits = trigger_player;
10777 change->actual_trigger_side = trigger_side;
10778 change->actual_trigger_ce_value = CustomValue[x][y];
10779 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10781 // special case: trigger element not at (x,y) position for some events
10782 if (check_trigger_element)
10794 { 0, 0 }, { 0, 0 }, { 0, 0 },
10798 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10799 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10801 change->actual_trigger_ce_value = CustomValue[xx][yy];
10802 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10805 if (change->can_change && !change_done)
10807 ChangeDelay[x][y] = 1;
10808 ChangeEvent[x][y] = trigger_event;
10810 HandleElementChange(x, y, p);
10812 change_done = TRUE;
10814 else if (change->has_action)
10816 ExecuteCustomElementAction(x, y, element, p);
10817 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10822 RECURSION_LOOP_DETECTION_END();
10824 return change_done;
10827 static void PlayPlayerSound(struct PlayerInfo *player)
10829 int jx = player->jx, jy = player->jy;
10830 int sound_element = player->artwork_element;
10831 int last_action = player->last_action_waiting;
10832 int action = player->action_waiting;
10834 if (player->is_waiting)
10836 if (action != last_action)
10837 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10839 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10843 if (action != last_action)
10844 StopSound(element_info[sound_element].sound[last_action]);
10846 if (last_action == ACTION_SLEEPING)
10847 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10851 static void PlayAllPlayersSound(void)
10855 for (i = 0; i < MAX_PLAYERS; i++)
10856 if (stored_player[i].active)
10857 PlayPlayerSound(&stored_player[i]);
10860 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10862 boolean last_waiting = player->is_waiting;
10863 int move_dir = player->MovDir;
10865 player->dir_waiting = move_dir;
10866 player->last_action_waiting = player->action_waiting;
10870 if (!last_waiting) // not waiting -> waiting
10872 player->is_waiting = TRUE;
10874 player->frame_counter_bored =
10876 game.player_boring_delay_fixed +
10877 GetSimpleRandom(game.player_boring_delay_random);
10878 player->frame_counter_sleeping =
10880 game.player_sleeping_delay_fixed +
10881 GetSimpleRandom(game.player_sleeping_delay_random);
10883 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10886 if (game.player_sleeping_delay_fixed +
10887 game.player_sleeping_delay_random > 0 &&
10888 player->anim_delay_counter == 0 &&
10889 player->post_delay_counter == 0 &&
10890 FrameCounter >= player->frame_counter_sleeping)
10891 player->is_sleeping = TRUE;
10892 else if (game.player_boring_delay_fixed +
10893 game.player_boring_delay_random > 0 &&
10894 FrameCounter >= player->frame_counter_bored)
10895 player->is_bored = TRUE;
10897 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10898 player->is_bored ? ACTION_BORING :
10901 if (player->is_sleeping && player->use_murphy)
10903 // special case for sleeping Murphy when leaning against non-free tile
10905 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10906 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10907 !IS_MOVING(player->jx - 1, player->jy)))
10908 move_dir = MV_LEFT;
10909 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10910 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10911 !IS_MOVING(player->jx + 1, player->jy)))
10912 move_dir = MV_RIGHT;
10914 player->is_sleeping = FALSE;
10916 player->dir_waiting = move_dir;
10919 if (player->is_sleeping)
10921 if (player->num_special_action_sleeping > 0)
10923 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10925 int last_special_action = player->special_action_sleeping;
10926 int num_special_action = player->num_special_action_sleeping;
10927 int special_action =
10928 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10929 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10930 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10931 last_special_action + 1 : ACTION_SLEEPING);
10932 int special_graphic =
10933 el_act_dir2img(player->artwork_element, special_action, move_dir);
10935 player->anim_delay_counter =
10936 graphic_info[special_graphic].anim_delay_fixed +
10937 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10938 player->post_delay_counter =
10939 graphic_info[special_graphic].post_delay_fixed +
10940 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10942 player->special_action_sleeping = special_action;
10945 if (player->anim_delay_counter > 0)
10947 player->action_waiting = player->special_action_sleeping;
10948 player->anim_delay_counter--;
10950 else if (player->post_delay_counter > 0)
10952 player->post_delay_counter--;
10956 else if (player->is_bored)
10958 if (player->num_special_action_bored > 0)
10960 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10962 int special_action =
10963 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10964 int special_graphic =
10965 el_act_dir2img(player->artwork_element, special_action, move_dir);
10967 player->anim_delay_counter =
10968 graphic_info[special_graphic].anim_delay_fixed +
10969 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10970 player->post_delay_counter =
10971 graphic_info[special_graphic].post_delay_fixed +
10972 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10974 player->special_action_bored = special_action;
10977 if (player->anim_delay_counter > 0)
10979 player->action_waiting = player->special_action_bored;
10980 player->anim_delay_counter--;
10982 else if (player->post_delay_counter > 0)
10984 player->post_delay_counter--;
10989 else if (last_waiting) // waiting -> not waiting
10991 player->is_waiting = FALSE;
10992 player->is_bored = FALSE;
10993 player->is_sleeping = FALSE;
10995 player->frame_counter_bored = -1;
10996 player->frame_counter_sleeping = -1;
10998 player->anim_delay_counter = 0;
10999 player->post_delay_counter = 0;
11001 player->dir_waiting = player->MovDir;
11002 player->action_waiting = ACTION_DEFAULT;
11004 player->special_action_bored = ACTION_DEFAULT;
11005 player->special_action_sleeping = ACTION_DEFAULT;
11009 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11011 if ((!player->is_moving && player->was_moving) ||
11012 (player->MovPos == 0 && player->was_moving) ||
11013 (player->is_snapping && !player->was_snapping) ||
11014 (player->is_dropping && !player->was_dropping))
11016 if (!CheckSaveEngineSnapshotToList())
11019 player->was_moving = FALSE;
11020 player->was_snapping = TRUE;
11021 player->was_dropping = TRUE;
11025 if (player->is_moving)
11026 player->was_moving = TRUE;
11028 if (!player->is_snapping)
11029 player->was_snapping = FALSE;
11031 if (!player->is_dropping)
11032 player->was_dropping = FALSE;
11036 static void CheckSingleStepMode(struct PlayerInfo *player)
11038 if (tape.single_step && tape.recording && !tape.pausing)
11040 /* as it is called "single step mode", just return to pause mode when the
11041 player stopped moving after one tile (or never starts moving at all) */
11042 if (!player->is_moving &&
11043 !player->is_pushing &&
11044 !player->is_dropping_pressed)
11046 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11047 SnapField(player, 0, 0); // stop snapping
11051 CheckSaveEngineSnapshot(player);
11054 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11056 int left = player_action & JOY_LEFT;
11057 int right = player_action & JOY_RIGHT;
11058 int up = player_action & JOY_UP;
11059 int down = player_action & JOY_DOWN;
11060 int button1 = player_action & JOY_BUTTON_1;
11061 int button2 = player_action & JOY_BUTTON_2;
11062 int dx = (left ? -1 : right ? 1 : 0);
11063 int dy = (up ? -1 : down ? 1 : 0);
11065 if (!player->active || tape.pausing)
11071 SnapField(player, dx, dy);
11075 DropElement(player);
11077 MovePlayer(player, dx, dy);
11080 CheckSingleStepMode(player);
11082 SetPlayerWaiting(player, FALSE);
11084 return player_action;
11088 // no actions for this player (no input at player's configured device)
11090 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11091 SnapField(player, 0, 0);
11092 CheckGravityMovementWhenNotMoving(player);
11094 if (player->MovPos == 0)
11095 SetPlayerWaiting(player, TRUE);
11097 if (player->MovPos == 0) // needed for tape.playing
11098 player->is_moving = FALSE;
11100 player->is_dropping = FALSE;
11101 player->is_dropping_pressed = FALSE;
11102 player->drop_pressed_delay = 0;
11104 CheckSingleStepMode(player);
11110 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11113 if (!tape.use_mouse)
11116 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11117 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11118 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11121 static void SetTapeActionFromMouseAction(byte *tape_action,
11122 struct MouseActionInfo *mouse_action)
11124 if (!tape.use_mouse)
11127 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11128 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11129 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11132 static void CheckLevelSolved(void)
11134 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11136 if (game_em.level_solved &&
11137 !game_em.game_over) // game won
11141 game_em.game_over = TRUE;
11143 game.all_players_gone = TRUE;
11146 if (game_em.game_over) // game lost
11147 game.all_players_gone = TRUE;
11149 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11151 if (game_sp.level_solved &&
11152 !game_sp.game_over) // game won
11156 game_sp.game_over = TRUE;
11158 game.all_players_gone = TRUE;
11161 if (game_sp.game_over) // game lost
11162 game.all_players_gone = TRUE;
11164 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11166 if (game_mm.level_solved &&
11167 !game_mm.game_over) // game won
11171 game_mm.game_over = TRUE;
11173 game.all_players_gone = TRUE;
11176 if (game_mm.game_over) // game lost
11177 game.all_players_gone = TRUE;
11181 static void CheckLevelTime(void)
11185 if (TimeFrames >= FRAMES_PER_SECOND)
11190 for (i = 0; i < MAX_PLAYERS; i++)
11192 struct PlayerInfo *player = &stored_player[i];
11194 if (SHIELD_ON(player))
11196 player->shield_normal_time_left--;
11198 if (player->shield_deadly_time_left > 0)
11199 player->shield_deadly_time_left--;
11203 if (!game.LevelSolved && !level.use_step_counter)
11211 if (TimeLeft <= 10 && setup.time_limit)
11212 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11214 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11215 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11217 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11219 if (!TimeLeft && setup.time_limit)
11221 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11222 level.native_em_level->lev->killed_out_of_time = TRUE;
11224 for (i = 0; i < MAX_PLAYERS; i++)
11225 KillPlayer(&stored_player[i]);
11228 else if (game.no_time_limit && !game.all_players_gone)
11230 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11233 level.native_em_level->lev->time =
11234 (game.no_time_limit ? TimePlayed : TimeLeft);
11237 if (tape.recording || tape.playing)
11238 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11241 if (tape.recording || tape.playing)
11242 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11244 UpdateAndDisplayGameControlValues();
11247 void AdvanceFrameAndPlayerCounters(int player_nr)
11251 // advance frame counters (global frame counter and time frame counter)
11255 // advance player counters (counters for move delay, move animation etc.)
11256 for (i = 0; i < MAX_PLAYERS; i++)
11258 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11259 int move_delay_value = stored_player[i].move_delay_value;
11260 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11262 if (!advance_player_counters) // not all players may be affected
11265 if (move_frames == 0) // less than one move per game frame
11267 int stepsize = TILEX / move_delay_value;
11268 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11269 int count = (stored_player[i].is_moving ?
11270 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11272 if (count % delay == 0)
11276 stored_player[i].Frame += move_frames;
11278 if (stored_player[i].MovPos != 0)
11279 stored_player[i].StepFrame += move_frames;
11281 if (stored_player[i].move_delay > 0)
11282 stored_player[i].move_delay--;
11284 // due to bugs in previous versions, counter must count up, not down
11285 if (stored_player[i].push_delay != -1)
11286 stored_player[i].push_delay++;
11288 if (stored_player[i].drop_delay > 0)
11289 stored_player[i].drop_delay--;
11291 if (stored_player[i].is_dropping_pressed)
11292 stored_player[i].drop_pressed_delay++;
11296 void StartGameActions(boolean init_network_game, boolean record_tape,
11299 unsigned int new_random_seed = InitRND(random_seed);
11302 TapeStartRecording(new_random_seed);
11304 if (init_network_game)
11306 SendToServer_LevelFile();
11307 SendToServer_StartPlaying();
11315 static void GameActionsExt(void)
11318 static unsigned int game_frame_delay = 0;
11320 unsigned int game_frame_delay_value;
11321 byte *recorded_player_action;
11322 byte summarized_player_action = 0;
11323 byte tape_action[MAX_PLAYERS];
11326 // detect endless loops, caused by custom element programming
11327 if (recursion_loop_detected && recursion_loop_depth == 0)
11329 char *message = getStringCat3("Internal Error! Element ",
11330 EL_NAME(recursion_loop_element),
11331 " caused endless loop! Quit the game?");
11333 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11334 EL_NAME(recursion_loop_element));
11336 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11338 recursion_loop_detected = FALSE; // if game should be continued
11345 if (game.restart_level)
11346 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11348 CheckLevelSolved();
11350 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11353 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11356 if (game_status != GAME_MODE_PLAYING) // status might have changed
11359 game_frame_delay_value =
11360 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11362 if (tape.playing && tape.warp_forward && !tape.pausing)
11363 game_frame_delay_value = 0;
11365 SetVideoFrameDelay(game_frame_delay_value);
11367 // (de)activate virtual buttons depending on current game status
11368 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11370 if (game.all_players_gone) // if no players there to be controlled anymore
11371 SetOverlayActive(FALSE);
11372 else if (!tape.playing) // if game continues after tape stopped playing
11373 SetOverlayActive(TRUE);
11378 // ---------- main game synchronization point ----------
11380 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11382 printf("::: skip == %d\n", skip);
11385 // ---------- main game synchronization point ----------
11387 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11391 if (network_playing && !network_player_action_received)
11393 // try to get network player actions in time
11395 // last chance to get network player actions without main loop delay
11396 HandleNetworking();
11398 // game was quit by network peer
11399 if (game_status != GAME_MODE_PLAYING)
11402 // check if network player actions still missing and game still running
11403 if (!network_player_action_received && !checkGameEnded())
11404 return; // failed to get network player actions in time
11406 // do not yet reset "network_player_action_received" (for tape.pausing)
11412 // at this point we know that we really continue executing the game
11414 network_player_action_received = FALSE;
11416 // when playing tape, read previously recorded player input from tape data
11417 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11419 local_player->effective_mouse_action = local_player->mouse_action;
11421 if (recorded_player_action != NULL)
11422 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11423 recorded_player_action);
11425 // TapePlayAction() may return NULL when toggling to "pause before death"
11429 if (tape.set_centered_player)
11431 game.centered_player_nr_next = tape.centered_player_nr_next;
11432 game.set_centered_player = TRUE;
11435 for (i = 0; i < MAX_PLAYERS; i++)
11437 summarized_player_action |= stored_player[i].action;
11439 if (!network_playing && (game.team_mode || tape.playing))
11440 stored_player[i].effective_action = stored_player[i].action;
11443 if (network_playing && !checkGameEnded())
11444 SendToServer_MovePlayer(summarized_player_action);
11446 // summarize all actions at local players mapped input device position
11447 // (this allows using different input devices in single player mode)
11448 if (!network.enabled && !game.team_mode)
11449 stored_player[map_player_action[local_player->index_nr]].effective_action =
11450 summarized_player_action;
11452 if (tape.recording &&
11454 setup.input_on_focus &&
11455 game.centered_player_nr != -1)
11457 for (i = 0; i < MAX_PLAYERS; i++)
11458 stored_player[i].effective_action =
11459 (i == game.centered_player_nr ? summarized_player_action : 0);
11462 if (recorded_player_action != NULL)
11463 for (i = 0; i < MAX_PLAYERS; i++)
11464 stored_player[i].effective_action = recorded_player_action[i];
11466 for (i = 0; i < MAX_PLAYERS; i++)
11468 tape_action[i] = stored_player[i].effective_action;
11470 /* (this may happen in the RND game engine if a player was not present on
11471 the playfield on level start, but appeared later from a custom element */
11472 if (setup.team_mode &&
11475 !tape.player_participates[i])
11476 tape.player_participates[i] = TRUE;
11479 SetTapeActionFromMouseAction(tape_action,
11480 &local_player->effective_mouse_action);
11482 // only record actions from input devices, but not programmed actions
11483 if (tape.recording)
11484 TapeRecordAction(tape_action);
11486 #if USE_NEW_PLAYER_ASSIGNMENTS
11487 // !!! also map player actions in single player mode !!!
11488 // if (game.team_mode)
11491 byte mapped_action[MAX_PLAYERS];
11493 #if DEBUG_PLAYER_ACTIONS
11495 for (i = 0; i < MAX_PLAYERS; i++)
11496 printf(" %d, ", stored_player[i].effective_action);
11499 for (i = 0; i < MAX_PLAYERS; i++)
11500 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11502 for (i = 0; i < MAX_PLAYERS; i++)
11503 stored_player[i].effective_action = mapped_action[i];
11505 #if DEBUG_PLAYER_ACTIONS
11507 for (i = 0; i < MAX_PLAYERS; i++)
11508 printf(" %d, ", stored_player[i].effective_action);
11512 #if DEBUG_PLAYER_ACTIONS
11516 for (i = 0; i < MAX_PLAYERS; i++)
11517 printf(" %d, ", stored_player[i].effective_action);
11523 for (i = 0; i < MAX_PLAYERS; i++)
11525 // allow engine snapshot in case of changed movement attempt
11526 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11527 (stored_player[i].effective_action & KEY_MOTION))
11528 game.snapshot.changed_action = TRUE;
11530 // allow engine snapshot in case of snapping/dropping attempt
11531 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11532 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11533 game.snapshot.changed_action = TRUE;
11535 game.snapshot.last_action[i] = stored_player[i].effective_action;
11538 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11540 GameActions_EM_Main();
11542 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11544 GameActions_SP_Main();
11546 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11548 GameActions_MM_Main();
11552 GameActions_RND_Main();
11555 BlitScreenToBitmap(backbuffer);
11557 CheckLevelSolved();
11560 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11562 if (global.show_frames_per_second)
11564 static unsigned int fps_counter = 0;
11565 static int fps_frames = 0;
11566 unsigned int fps_delay_ms = Counter() - fps_counter;
11570 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11572 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11575 fps_counter = Counter();
11577 // always draw FPS to screen after FPS value was updated
11578 redraw_mask |= REDRAW_FPS;
11581 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11582 if (GetDrawDeactivationMask() == REDRAW_NONE)
11583 redraw_mask |= REDRAW_FPS;
11587 static void GameActions_CheckSaveEngineSnapshot(void)
11589 if (!game.snapshot.save_snapshot)
11592 // clear flag for saving snapshot _before_ saving snapshot
11593 game.snapshot.save_snapshot = FALSE;
11595 SaveEngineSnapshotToList();
11598 void GameActions(void)
11602 GameActions_CheckSaveEngineSnapshot();
11605 void GameActions_EM_Main(void)
11607 byte effective_action[MAX_PLAYERS];
11608 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11611 for (i = 0; i < MAX_PLAYERS; i++)
11612 effective_action[i] = stored_player[i].effective_action;
11614 GameActions_EM(effective_action, warp_mode);
11617 void GameActions_SP_Main(void)
11619 byte effective_action[MAX_PLAYERS];
11620 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11623 for (i = 0; i < MAX_PLAYERS; i++)
11624 effective_action[i] = stored_player[i].effective_action;
11626 GameActions_SP(effective_action, warp_mode);
11628 for (i = 0; i < MAX_PLAYERS; i++)
11630 if (stored_player[i].force_dropping)
11631 stored_player[i].action |= KEY_BUTTON_DROP;
11633 stored_player[i].force_dropping = FALSE;
11637 void GameActions_MM_Main(void)
11639 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11641 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11644 void GameActions_RND_Main(void)
11649 void GameActions_RND(void)
11651 int magic_wall_x = 0, magic_wall_y = 0;
11652 int i, x, y, element, graphic, last_gfx_frame;
11654 InitPlayfieldScanModeVars();
11656 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11658 SCAN_PLAYFIELD(x, y)
11660 ChangeCount[x][y] = 0;
11661 ChangeEvent[x][y] = -1;
11665 if (game.set_centered_player)
11667 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11669 // switching to "all players" only possible if all players fit to screen
11670 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11672 game.centered_player_nr_next = game.centered_player_nr;
11673 game.set_centered_player = FALSE;
11676 // do not switch focus to non-existing (or non-active) player
11677 if (game.centered_player_nr_next >= 0 &&
11678 !stored_player[game.centered_player_nr_next].active)
11680 game.centered_player_nr_next = game.centered_player_nr;
11681 game.set_centered_player = FALSE;
11685 if (game.set_centered_player &&
11686 ScreenMovPos == 0) // screen currently aligned at tile position
11690 if (game.centered_player_nr_next == -1)
11692 setScreenCenteredToAllPlayers(&sx, &sy);
11696 sx = stored_player[game.centered_player_nr_next].jx;
11697 sy = stored_player[game.centered_player_nr_next].jy;
11700 game.centered_player_nr = game.centered_player_nr_next;
11701 game.set_centered_player = FALSE;
11703 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11704 DrawGameDoorValues();
11707 for (i = 0; i < MAX_PLAYERS; i++)
11709 int actual_player_action = stored_player[i].effective_action;
11712 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11713 - rnd_equinox_tetrachloride 048
11714 - rnd_equinox_tetrachloride_ii 096
11715 - rnd_emanuel_schmieg 002
11716 - doctor_sloan_ww 001, 020
11718 if (stored_player[i].MovPos == 0)
11719 CheckGravityMovement(&stored_player[i]);
11722 // overwrite programmed action with tape action
11723 if (stored_player[i].programmed_action)
11724 actual_player_action = stored_player[i].programmed_action;
11726 PlayerActions(&stored_player[i], actual_player_action);
11728 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11731 ScrollScreen(NULL, SCROLL_GO_ON);
11733 /* for backwards compatibility, the following code emulates a fixed bug that
11734 occured when pushing elements (causing elements that just made their last
11735 pushing step to already (if possible) make their first falling step in the
11736 same game frame, which is bad); this code is also needed to use the famous
11737 "spring push bug" which is used in older levels and might be wanted to be
11738 used also in newer levels, but in this case the buggy pushing code is only
11739 affecting the "spring" element and no other elements */
11741 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11743 for (i = 0; i < MAX_PLAYERS; i++)
11745 struct PlayerInfo *player = &stored_player[i];
11746 int x = player->jx;
11747 int y = player->jy;
11749 if (player->active && player->is_pushing && player->is_moving &&
11751 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11752 Feld[x][y] == EL_SPRING))
11754 ContinueMoving(x, y);
11756 // continue moving after pushing (this is actually a bug)
11757 if (!IS_MOVING(x, y))
11758 Stop[x][y] = FALSE;
11763 SCAN_PLAYFIELD(x, y)
11765 Last[x][y] = Feld[x][y];
11767 ChangeCount[x][y] = 0;
11768 ChangeEvent[x][y] = -1;
11770 // this must be handled before main playfield loop
11771 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11774 if (MovDelay[x][y] <= 0)
11778 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11781 if (MovDelay[x][y] <= 0)
11784 TEST_DrawLevelField(x, y);
11786 TestIfElementTouchesCustomElement(x, y); // for empty space
11791 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11793 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11794 printf("GameActions(): This should never happen!\n");
11796 ChangePage[x][y] = -1;
11800 Stop[x][y] = FALSE;
11801 if (WasJustMoving[x][y] > 0)
11802 WasJustMoving[x][y]--;
11803 if (WasJustFalling[x][y] > 0)
11804 WasJustFalling[x][y]--;
11805 if (CheckCollision[x][y] > 0)
11806 CheckCollision[x][y]--;
11807 if (CheckImpact[x][y] > 0)
11808 CheckImpact[x][y]--;
11812 /* reset finished pushing action (not done in ContinueMoving() to allow
11813 continuous pushing animation for elements with zero push delay) */
11814 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11816 ResetGfxAnimation(x, y);
11817 TEST_DrawLevelField(x, y);
11821 if (IS_BLOCKED(x, y))
11825 Blocked2Moving(x, y, &oldx, &oldy);
11826 if (!IS_MOVING(oldx, oldy))
11828 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11829 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11830 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11831 printf("GameActions(): This should never happen!\n");
11837 SCAN_PLAYFIELD(x, y)
11839 element = Feld[x][y];
11840 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11841 last_gfx_frame = GfxFrame[x][y];
11843 ResetGfxFrame(x, y);
11845 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11846 DrawLevelGraphicAnimation(x, y, graphic);
11848 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11849 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11850 ResetRandomAnimationValue(x, y);
11852 SetRandomAnimationValue(x, y);
11854 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11856 if (IS_INACTIVE(element))
11858 if (IS_ANIMATED(graphic))
11859 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11864 // this may take place after moving, so 'element' may have changed
11865 if (IS_CHANGING(x, y) &&
11866 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11868 int page = element_info[element].event_page_nr[CE_DELAY];
11870 HandleElementChange(x, y, page);
11872 element = Feld[x][y];
11873 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11876 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11880 element = Feld[x][y];
11881 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11883 if (IS_ANIMATED(graphic) &&
11884 !IS_MOVING(x, y) &&
11886 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11888 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11889 TEST_DrawTwinkleOnField(x, y);
11891 else if (element == EL_ACID)
11894 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11896 else if ((element == EL_EXIT_OPEN ||
11897 element == EL_EM_EXIT_OPEN ||
11898 element == EL_SP_EXIT_OPEN ||
11899 element == EL_STEEL_EXIT_OPEN ||
11900 element == EL_EM_STEEL_EXIT_OPEN ||
11901 element == EL_SP_TERMINAL ||
11902 element == EL_SP_TERMINAL_ACTIVE ||
11903 element == EL_EXTRA_TIME ||
11904 element == EL_SHIELD_NORMAL ||
11905 element == EL_SHIELD_DEADLY) &&
11906 IS_ANIMATED(graphic))
11907 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11908 else if (IS_MOVING(x, y))
11909 ContinueMoving(x, y);
11910 else if (IS_ACTIVE_BOMB(element))
11911 CheckDynamite(x, y);
11912 else if (element == EL_AMOEBA_GROWING)
11913 AmoebeWaechst(x, y);
11914 else if (element == EL_AMOEBA_SHRINKING)
11915 AmoebaDisappearing(x, y);
11917 #if !USE_NEW_AMOEBA_CODE
11918 else if (IS_AMOEBALIVE(element))
11919 AmoebeAbleger(x, y);
11922 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11924 else if (element == EL_EXIT_CLOSED)
11926 else if (element == EL_EM_EXIT_CLOSED)
11928 else if (element == EL_STEEL_EXIT_CLOSED)
11929 CheckExitSteel(x, y);
11930 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11931 CheckExitSteelEM(x, y);
11932 else if (element == EL_SP_EXIT_CLOSED)
11934 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11935 element == EL_EXPANDABLE_STEELWALL_GROWING)
11936 MauerWaechst(x, y);
11937 else if (element == EL_EXPANDABLE_WALL ||
11938 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11939 element == EL_EXPANDABLE_WALL_VERTICAL ||
11940 element == EL_EXPANDABLE_WALL_ANY ||
11941 element == EL_BD_EXPANDABLE_WALL)
11942 MauerAbleger(x, y);
11943 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11944 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11945 element == EL_EXPANDABLE_STEELWALL_ANY)
11946 MauerAblegerStahl(x, y);
11947 else if (element == EL_FLAMES)
11948 CheckForDragon(x, y);
11949 else if (element == EL_EXPLOSION)
11950 ; // drawing of correct explosion animation is handled separately
11951 else if (element == EL_ELEMENT_SNAPPING ||
11952 element == EL_DIAGONAL_SHRINKING ||
11953 element == EL_DIAGONAL_GROWING)
11955 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11957 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11959 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11960 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11962 if (IS_BELT_ACTIVE(element))
11963 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11965 if (game.magic_wall_active)
11967 int jx = local_player->jx, jy = local_player->jy;
11969 // play the element sound at the position nearest to the player
11970 if ((element == EL_MAGIC_WALL_FULL ||
11971 element == EL_MAGIC_WALL_ACTIVE ||
11972 element == EL_MAGIC_WALL_EMPTYING ||
11973 element == EL_BD_MAGIC_WALL_FULL ||
11974 element == EL_BD_MAGIC_WALL_ACTIVE ||
11975 element == EL_BD_MAGIC_WALL_EMPTYING ||
11976 element == EL_DC_MAGIC_WALL_FULL ||
11977 element == EL_DC_MAGIC_WALL_ACTIVE ||
11978 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11979 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11987 #if USE_NEW_AMOEBA_CODE
11988 // new experimental amoeba growth stuff
11989 if (!(FrameCounter % 8))
11991 static unsigned int random = 1684108901;
11993 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11995 x = RND(lev_fieldx);
11996 y = RND(lev_fieldy);
11997 element = Feld[x][y];
11999 if (!IS_PLAYER(x,y) &&
12000 (element == EL_EMPTY ||
12001 CAN_GROW_INTO(element) ||
12002 element == EL_QUICKSAND_EMPTY ||
12003 element == EL_QUICKSAND_FAST_EMPTY ||
12004 element == EL_ACID_SPLASH_LEFT ||
12005 element == EL_ACID_SPLASH_RIGHT))
12007 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12008 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12009 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12010 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12011 Feld[x][y] = EL_AMOEBA_DROP;
12014 random = random * 129 + 1;
12019 game.explosions_delayed = FALSE;
12021 SCAN_PLAYFIELD(x, y)
12023 element = Feld[x][y];
12025 if (ExplodeField[x][y])
12026 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12027 else if (element == EL_EXPLOSION)
12028 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12030 ExplodeField[x][y] = EX_TYPE_NONE;
12033 game.explosions_delayed = TRUE;
12035 if (game.magic_wall_active)
12037 if (!(game.magic_wall_time_left % 4))
12039 int element = Feld[magic_wall_x][magic_wall_y];
12041 if (element == EL_BD_MAGIC_WALL_FULL ||
12042 element == EL_BD_MAGIC_WALL_ACTIVE ||
12043 element == EL_BD_MAGIC_WALL_EMPTYING)
12044 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12045 else if (element == EL_DC_MAGIC_WALL_FULL ||
12046 element == EL_DC_MAGIC_WALL_ACTIVE ||
12047 element == EL_DC_MAGIC_WALL_EMPTYING)
12048 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12050 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12053 if (game.magic_wall_time_left > 0)
12055 game.magic_wall_time_left--;
12057 if (!game.magic_wall_time_left)
12059 SCAN_PLAYFIELD(x, y)
12061 element = Feld[x][y];
12063 if (element == EL_MAGIC_WALL_ACTIVE ||
12064 element == EL_MAGIC_WALL_FULL)
12066 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12067 TEST_DrawLevelField(x, y);
12069 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12070 element == EL_BD_MAGIC_WALL_FULL)
12072 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12073 TEST_DrawLevelField(x, y);
12075 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12076 element == EL_DC_MAGIC_WALL_FULL)
12078 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12079 TEST_DrawLevelField(x, y);
12083 game.magic_wall_active = FALSE;
12088 if (game.light_time_left > 0)
12090 game.light_time_left--;
12092 if (game.light_time_left == 0)
12093 RedrawAllLightSwitchesAndInvisibleElements();
12096 if (game.timegate_time_left > 0)
12098 game.timegate_time_left--;
12100 if (game.timegate_time_left == 0)
12101 CloseAllOpenTimegates();
12104 if (game.lenses_time_left > 0)
12106 game.lenses_time_left--;
12108 if (game.lenses_time_left == 0)
12109 RedrawAllInvisibleElementsForLenses();
12112 if (game.magnify_time_left > 0)
12114 game.magnify_time_left--;
12116 if (game.magnify_time_left == 0)
12117 RedrawAllInvisibleElementsForMagnifier();
12120 for (i = 0; i < MAX_PLAYERS; i++)
12122 struct PlayerInfo *player = &stored_player[i];
12124 if (SHIELD_ON(player))
12126 if (player->shield_deadly_time_left)
12127 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12128 else if (player->shield_normal_time_left)
12129 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12133 #if USE_DELAYED_GFX_REDRAW
12134 SCAN_PLAYFIELD(x, y)
12136 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12138 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12139 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12141 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12142 DrawLevelField(x, y);
12144 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12145 DrawLevelFieldCrumbled(x, y);
12147 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12148 DrawLevelFieldCrumbledNeighbours(x, y);
12150 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12151 DrawTwinkleOnField(x, y);
12154 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12159 PlayAllPlayersSound();
12161 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12163 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12165 local_player->show_envelope = 0;
12168 // use random number generator in every frame to make it less predictable
12169 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12173 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12175 int min_x = x, min_y = y, max_x = x, max_y = y;
12178 for (i = 0; i < MAX_PLAYERS; i++)
12180 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12182 if (!stored_player[i].active || &stored_player[i] == player)
12185 min_x = MIN(min_x, jx);
12186 min_y = MIN(min_y, jy);
12187 max_x = MAX(max_x, jx);
12188 max_y = MAX(max_y, jy);
12191 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12194 static boolean AllPlayersInVisibleScreen(void)
12198 for (i = 0; i < MAX_PLAYERS; i++)
12200 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12202 if (!stored_player[i].active)
12205 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12212 void ScrollLevel(int dx, int dy)
12214 int scroll_offset = 2 * TILEX_VAR;
12217 BlitBitmap(drawto_field, drawto_field,
12218 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12219 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12220 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12221 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12222 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12223 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12227 x = (dx == 1 ? BX1 : BX2);
12228 for (y = BY1; y <= BY2; y++)
12229 DrawScreenField(x, y);
12234 y = (dy == 1 ? BY1 : BY2);
12235 for (x = BX1; x <= BX2; x++)
12236 DrawScreenField(x, y);
12239 redraw_mask |= REDRAW_FIELD;
12242 static boolean canFallDown(struct PlayerInfo *player)
12244 int jx = player->jx, jy = player->jy;
12246 return (IN_LEV_FIELD(jx, jy + 1) &&
12247 (IS_FREE(jx, jy + 1) ||
12248 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12249 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12250 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12253 static boolean canPassField(int x, int y, int move_dir)
12255 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12256 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12257 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12258 int nextx = x + dx;
12259 int nexty = y + dy;
12260 int element = Feld[x][y];
12262 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12263 !CAN_MOVE(element) &&
12264 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12265 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12266 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12269 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12271 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12272 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12273 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12277 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12278 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12279 (IS_DIGGABLE(Feld[newx][newy]) ||
12280 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12281 canPassField(newx, newy, move_dir)));
12284 static void CheckGravityMovement(struct PlayerInfo *player)
12286 if (player->gravity && !player->programmed_action)
12288 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12289 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12290 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12291 int jx = player->jx, jy = player->jy;
12292 boolean player_is_moving_to_valid_field =
12293 (!player_is_snapping &&
12294 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12295 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12296 boolean player_can_fall_down = canFallDown(player);
12298 if (player_can_fall_down &&
12299 !player_is_moving_to_valid_field)
12300 player->programmed_action = MV_DOWN;
12304 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12306 return CheckGravityMovement(player);
12308 if (player->gravity && !player->programmed_action)
12310 int jx = player->jx, jy = player->jy;
12311 boolean field_under_player_is_free =
12312 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12313 boolean player_is_standing_on_valid_field =
12314 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12315 (IS_WALKABLE(Feld[jx][jy]) &&
12316 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12318 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12319 player->programmed_action = MV_DOWN;
12324 MovePlayerOneStep()
12325 -----------------------------------------------------------------------------
12326 dx, dy: direction (non-diagonal) to try to move the player to
12327 real_dx, real_dy: direction as read from input device (can be diagonal)
12330 boolean MovePlayerOneStep(struct PlayerInfo *player,
12331 int dx, int dy, int real_dx, int real_dy)
12333 int jx = player->jx, jy = player->jy;
12334 int new_jx = jx + dx, new_jy = jy + dy;
12336 boolean player_can_move = !player->cannot_move;
12338 if (!player->active || (!dx && !dy))
12339 return MP_NO_ACTION;
12341 player->MovDir = (dx < 0 ? MV_LEFT :
12342 dx > 0 ? MV_RIGHT :
12344 dy > 0 ? MV_DOWN : MV_NONE);
12346 if (!IN_LEV_FIELD(new_jx, new_jy))
12347 return MP_NO_ACTION;
12349 if (!player_can_move)
12351 if (player->MovPos == 0)
12353 player->is_moving = FALSE;
12354 player->is_digging = FALSE;
12355 player->is_collecting = FALSE;
12356 player->is_snapping = FALSE;
12357 player->is_pushing = FALSE;
12361 if (!network.enabled && game.centered_player_nr == -1 &&
12362 !AllPlayersInSight(player, new_jx, new_jy))
12363 return MP_NO_ACTION;
12365 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12366 if (can_move != MP_MOVING)
12369 // check if DigField() has caused relocation of the player
12370 if (player->jx != jx || player->jy != jy)
12371 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12373 StorePlayer[jx][jy] = 0;
12374 player->last_jx = jx;
12375 player->last_jy = jy;
12376 player->jx = new_jx;
12377 player->jy = new_jy;
12378 StorePlayer[new_jx][new_jy] = player->element_nr;
12380 if (player->move_delay_value_next != -1)
12382 player->move_delay_value = player->move_delay_value_next;
12383 player->move_delay_value_next = -1;
12387 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12389 player->step_counter++;
12391 PlayerVisit[jx][jy] = FrameCounter;
12393 player->is_moving = TRUE;
12396 // should better be called in MovePlayer(), but this breaks some tapes
12397 ScrollPlayer(player, SCROLL_INIT);
12403 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12405 int jx = player->jx, jy = player->jy;
12406 int old_jx = jx, old_jy = jy;
12407 int moved = MP_NO_ACTION;
12409 if (!player->active)
12414 if (player->MovPos == 0)
12416 player->is_moving = FALSE;
12417 player->is_digging = FALSE;
12418 player->is_collecting = FALSE;
12419 player->is_snapping = FALSE;
12420 player->is_pushing = FALSE;
12426 if (player->move_delay > 0)
12429 player->move_delay = -1; // set to "uninitialized" value
12431 // store if player is automatically moved to next field
12432 player->is_auto_moving = (player->programmed_action != MV_NONE);
12434 // remove the last programmed player action
12435 player->programmed_action = 0;
12437 if (player->MovPos)
12439 // should only happen if pre-1.2 tape recordings are played
12440 // this is only for backward compatibility
12442 int original_move_delay_value = player->move_delay_value;
12445 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12449 // scroll remaining steps with finest movement resolution
12450 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12452 while (player->MovPos)
12454 ScrollPlayer(player, SCROLL_GO_ON);
12455 ScrollScreen(NULL, SCROLL_GO_ON);
12457 AdvanceFrameAndPlayerCounters(player->index_nr);
12460 BackToFront_WithFrameDelay(0);
12463 player->move_delay_value = original_move_delay_value;
12466 player->is_active = FALSE;
12468 if (player->last_move_dir & MV_HORIZONTAL)
12470 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12471 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12475 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12476 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12479 if (!moved && !player->is_active)
12481 player->is_moving = FALSE;
12482 player->is_digging = FALSE;
12483 player->is_collecting = FALSE;
12484 player->is_snapping = FALSE;
12485 player->is_pushing = FALSE;
12491 if (moved & MP_MOVING && !ScreenMovPos &&
12492 (player->index_nr == game.centered_player_nr ||
12493 game.centered_player_nr == -1))
12495 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12496 int offset = game.scroll_delay_value;
12498 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12500 // actual player has left the screen -- scroll in that direction
12501 if (jx != old_jx) // player has moved horizontally
12502 scroll_x += (jx - old_jx);
12503 else // player has moved vertically
12504 scroll_y += (jy - old_jy);
12508 if (jx != old_jx) // player has moved horizontally
12510 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12511 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12512 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12514 // don't scroll over playfield boundaries
12515 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12516 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12518 // don't scroll more than one field at a time
12519 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12521 // don't scroll against the player's moving direction
12522 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12523 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12524 scroll_x = old_scroll_x;
12526 else // player has moved vertically
12528 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12529 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12530 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12532 // don't scroll over playfield boundaries
12533 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12534 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12536 // don't scroll more than one field at a time
12537 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12539 // don't scroll against the player's moving direction
12540 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12541 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12542 scroll_y = old_scroll_y;
12546 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12548 if (!network.enabled && game.centered_player_nr == -1 &&
12549 !AllPlayersInVisibleScreen())
12551 scroll_x = old_scroll_x;
12552 scroll_y = old_scroll_y;
12556 ScrollScreen(player, SCROLL_INIT);
12557 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12562 player->StepFrame = 0;
12564 if (moved & MP_MOVING)
12566 if (old_jx != jx && old_jy == jy)
12567 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12568 else if (old_jx == jx && old_jy != jy)
12569 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12571 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12573 player->last_move_dir = player->MovDir;
12574 player->is_moving = TRUE;
12575 player->is_snapping = FALSE;
12576 player->is_switching = FALSE;
12577 player->is_dropping = FALSE;
12578 player->is_dropping_pressed = FALSE;
12579 player->drop_pressed_delay = 0;
12582 // should better be called here than above, but this breaks some tapes
12583 ScrollPlayer(player, SCROLL_INIT);
12588 CheckGravityMovementWhenNotMoving(player);
12590 player->is_moving = FALSE;
12592 /* at this point, the player is allowed to move, but cannot move right now
12593 (e.g. because of something blocking the way) -- ensure that the player
12594 is also allowed to move in the next frame (in old versions before 3.1.1,
12595 the player was forced to wait again for eight frames before next try) */
12597 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12598 player->move_delay = 0; // allow direct movement in the next frame
12601 if (player->move_delay == -1) // not yet initialized by DigField()
12602 player->move_delay = player->move_delay_value;
12604 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12606 TestIfPlayerTouchesBadThing(jx, jy);
12607 TestIfPlayerTouchesCustomElement(jx, jy);
12610 if (!player->active)
12611 RemovePlayer(player);
12616 void ScrollPlayer(struct PlayerInfo *player, int mode)
12618 int jx = player->jx, jy = player->jy;
12619 int last_jx = player->last_jx, last_jy = player->last_jy;
12620 int move_stepsize = TILEX / player->move_delay_value;
12622 if (!player->active)
12625 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12628 if (mode == SCROLL_INIT)
12630 player->actual_frame_counter = FrameCounter;
12631 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12633 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12634 Feld[last_jx][last_jy] == EL_EMPTY)
12636 int last_field_block_delay = 0; // start with no blocking at all
12637 int block_delay_adjustment = player->block_delay_adjustment;
12639 // if player blocks last field, add delay for exactly one move
12640 if (player->block_last_field)
12642 last_field_block_delay += player->move_delay_value;
12644 // when blocking enabled, prevent moving up despite gravity
12645 if (player->gravity && player->MovDir == MV_UP)
12646 block_delay_adjustment = -1;
12649 // add block delay adjustment (also possible when not blocking)
12650 last_field_block_delay += block_delay_adjustment;
12652 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12653 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12656 if (player->MovPos != 0) // player has not yet reached destination
12659 else if (!FrameReached(&player->actual_frame_counter, 1))
12662 if (player->MovPos != 0)
12664 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12665 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12667 // before DrawPlayer() to draw correct player graphic for this case
12668 if (player->MovPos == 0)
12669 CheckGravityMovement(player);
12672 if (player->MovPos == 0) // player reached destination field
12674 if (player->move_delay_reset_counter > 0)
12676 player->move_delay_reset_counter--;
12678 if (player->move_delay_reset_counter == 0)
12680 // continue with normal speed after quickly moving through gate
12681 HALVE_PLAYER_SPEED(player);
12683 // be able to make the next move without delay
12684 player->move_delay = 0;
12688 player->last_jx = jx;
12689 player->last_jy = jy;
12691 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12692 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12693 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12694 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12695 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12696 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12697 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12698 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12700 ExitPlayer(player);
12702 if (game.players_still_needed == 0 &&
12703 (game.friends_still_needed == 0 ||
12704 IS_SP_ELEMENT(Feld[jx][jy])))
12708 // this breaks one level: "machine", level 000
12710 int move_direction = player->MovDir;
12711 int enter_side = MV_DIR_OPPOSITE(move_direction);
12712 int leave_side = move_direction;
12713 int old_jx = last_jx;
12714 int old_jy = last_jy;
12715 int old_element = Feld[old_jx][old_jy];
12716 int new_element = Feld[jx][jy];
12718 if (IS_CUSTOM_ELEMENT(old_element))
12719 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12721 player->index_bit, leave_side);
12723 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12724 CE_PLAYER_LEAVES_X,
12725 player->index_bit, leave_side);
12727 if (IS_CUSTOM_ELEMENT(new_element))
12728 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12729 player->index_bit, enter_side);
12731 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12732 CE_PLAYER_ENTERS_X,
12733 player->index_bit, enter_side);
12735 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12736 CE_MOVE_OF_X, move_direction);
12739 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12741 TestIfPlayerTouchesBadThing(jx, jy);
12742 TestIfPlayerTouchesCustomElement(jx, jy);
12744 /* needed because pushed element has not yet reached its destination,
12745 so it would trigger a change event at its previous field location */
12746 if (!player->is_pushing)
12747 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12749 if (!player->active)
12750 RemovePlayer(player);
12753 if (!game.LevelSolved && level.use_step_counter)
12763 if (TimeLeft <= 10 && setup.time_limit)
12764 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12766 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12768 DisplayGameControlValues();
12770 if (!TimeLeft && setup.time_limit)
12771 for (i = 0; i < MAX_PLAYERS; i++)
12772 KillPlayer(&stored_player[i]);
12774 else if (game.no_time_limit && !game.all_players_gone)
12776 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12778 DisplayGameControlValues();
12782 if (tape.single_step && tape.recording && !tape.pausing &&
12783 !player->programmed_action)
12784 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12786 if (!player->programmed_action)
12787 CheckSaveEngineSnapshot(player);
12791 void ScrollScreen(struct PlayerInfo *player, int mode)
12793 static unsigned int screen_frame_counter = 0;
12795 if (mode == SCROLL_INIT)
12797 // set scrolling step size according to actual player's moving speed
12798 ScrollStepSize = TILEX / player->move_delay_value;
12800 screen_frame_counter = FrameCounter;
12801 ScreenMovDir = player->MovDir;
12802 ScreenMovPos = player->MovPos;
12803 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12806 else if (!FrameReached(&screen_frame_counter, 1))
12811 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12812 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12813 redraw_mask |= REDRAW_FIELD;
12816 ScreenMovDir = MV_NONE;
12819 void TestIfPlayerTouchesCustomElement(int x, int y)
12821 static int xy[4][2] =
12828 static int trigger_sides[4][2] =
12830 // center side border side
12831 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12832 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12833 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12834 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12836 static int touch_dir[4] =
12838 MV_LEFT | MV_RIGHT,
12843 int center_element = Feld[x][y]; // should always be non-moving!
12846 for (i = 0; i < NUM_DIRECTIONS; i++)
12848 int xx = x + xy[i][0];
12849 int yy = y + xy[i][1];
12850 int center_side = trigger_sides[i][0];
12851 int border_side = trigger_sides[i][1];
12852 int border_element;
12854 if (!IN_LEV_FIELD(xx, yy))
12857 if (IS_PLAYER(x, y)) // player found at center element
12859 struct PlayerInfo *player = PLAYERINFO(x, y);
12861 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12862 border_element = Feld[xx][yy]; // may be moving!
12863 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12864 border_element = Feld[xx][yy];
12865 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12866 border_element = MovingOrBlocked2Element(xx, yy);
12868 continue; // center and border element do not touch
12870 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12871 player->index_bit, border_side);
12872 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12873 CE_PLAYER_TOUCHES_X,
12874 player->index_bit, border_side);
12877 /* use player element that is initially defined in the level playfield,
12878 not the player element that corresponds to the runtime player number
12879 (example: a level that contains EL_PLAYER_3 as the only player would
12880 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12881 int player_element = PLAYERINFO(x, y)->initial_element;
12883 CheckElementChangeBySide(xx, yy, border_element, player_element,
12884 CE_TOUCHING_X, border_side);
12887 else if (IS_PLAYER(xx, yy)) // player found at border element
12889 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12891 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12893 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12894 continue; // center and border element do not touch
12897 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12898 player->index_bit, center_side);
12899 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12900 CE_PLAYER_TOUCHES_X,
12901 player->index_bit, center_side);
12904 /* use player element that is initially defined in the level playfield,
12905 not the player element that corresponds to the runtime player number
12906 (example: a level that contains EL_PLAYER_3 as the only player would
12907 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12908 int player_element = PLAYERINFO(xx, yy)->initial_element;
12910 CheckElementChangeBySide(x, y, center_element, player_element,
12911 CE_TOUCHING_X, center_side);
12919 void TestIfElementTouchesCustomElement(int x, int y)
12921 static int xy[4][2] =
12928 static int trigger_sides[4][2] =
12930 // center side border side
12931 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12932 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12933 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12934 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12936 static int touch_dir[4] =
12938 MV_LEFT | MV_RIGHT,
12943 boolean change_center_element = FALSE;
12944 int center_element = Feld[x][y]; // should always be non-moving!
12945 int border_element_old[NUM_DIRECTIONS];
12948 for (i = 0; i < NUM_DIRECTIONS; i++)
12950 int xx = x + xy[i][0];
12951 int yy = y + xy[i][1];
12952 int border_element;
12954 border_element_old[i] = -1;
12956 if (!IN_LEV_FIELD(xx, yy))
12959 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12960 border_element = Feld[xx][yy]; // may be moving!
12961 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12962 border_element = Feld[xx][yy];
12963 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12964 border_element = MovingOrBlocked2Element(xx, yy);
12966 continue; // center and border element do not touch
12968 border_element_old[i] = border_element;
12971 for (i = 0; i < NUM_DIRECTIONS; i++)
12973 int xx = x + xy[i][0];
12974 int yy = y + xy[i][1];
12975 int center_side = trigger_sides[i][0];
12976 int border_element = border_element_old[i];
12978 if (border_element == -1)
12981 // check for change of border element
12982 CheckElementChangeBySide(xx, yy, border_element, center_element,
12983 CE_TOUCHING_X, center_side);
12985 // (center element cannot be player, so we dont have to check this here)
12988 for (i = 0; i < NUM_DIRECTIONS; i++)
12990 int xx = x + xy[i][0];
12991 int yy = y + xy[i][1];
12992 int border_side = trigger_sides[i][1];
12993 int border_element = border_element_old[i];
12995 if (border_element == -1)
12998 // check for change of center element (but change it only once)
12999 if (!change_center_element)
13000 change_center_element =
13001 CheckElementChangeBySide(x, y, center_element, border_element,
13002 CE_TOUCHING_X, border_side);
13004 if (IS_PLAYER(xx, yy))
13006 /* use player element that is initially defined in the level playfield,
13007 not the player element that corresponds to the runtime player number
13008 (example: a level that contains EL_PLAYER_3 as the only player would
13009 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13010 int player_element = PLAYERINFO(xx, yy)->initial_element;
13012 CheckElementChangeBySide(x, y, center_element, player_element,
13013 CE_TOUCHING_X, border_side);
13018 void TestIfElementHitsCustomElement(int x, int y, int direction)
13020 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13021 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13022 int hitx = x + dx, hity = y + dy;
13023 int hitting_element = Feld[x][y];
13024 int touched_element;
13026 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13029 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13030 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13032 if (IN_LEV_FIELD(hitx, hity))
13034 int opposite_direction = MV_DIR_OPPOSITE(direction);
13035 int hitting_side = direction;
13036 int touched_side = opposite_direction;
13037 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13038 MovDir[hitx][hity] != direction ||
13039 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13045 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13046 CE_HITTING_X, touched_side);
13048 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13049 CE_HIT_BY_X, hitting_side);
13051 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13052 CE_HIT_BY_SOMETHING, opposite_direction);
13054 if (IS_PLAYER(hitx, hity))
13056 /* use player element that is initially defined in the level playfield,
13057 not the player element that corresponds to the runtime player number
13058 (example: a level that contains EL_PLAYER_3 as the only player would
13059 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13060 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13062 CheckElementChangeBySide(x, y, hitting_element, player_element,
13063 CE_HITTING_X, touched_side);
13068 // "hitting something" is also true when hitting the playfield border
13069 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13070 CE_HITTING_SOMETHING, direction);
13073 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13075 int i, kill_x = -1, kill_y = -1;
13077 int bad_element = -1;
13078 static int test_xy[4][2] =
13085 static int test_dir[4] =
13093 for (i = 0; i < NUM_DIRECTIONS; i++)
13095 int test_x, test_y, test_move_dir, test_element;
13097 test_x = good_x + test_xy[i][0];
13098 test_y = good_y + test_xy[i][1];
13100 if (!IN_LEV_FIELD(test_x, test_y))
13104 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13106 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13108 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13109 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13111 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13112 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13116 bad_element = test_element;
13122 if (kill_x != -1 || kill_y != -1)
13124 if (IS_PLAYER(good_x, good_y))
13126 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13128 if (player->shield_deadly_time_left > 0 &&
13129 !IS_INDESTRUCTIBLE(bad_element))
13130 Bang(kill_x, kill_y);
13131 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13132 KillPlayer(player);
13135 Bang(good_x, good_y);
13139 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13141 int i, kill_x = -1, kill_y = -1;
13142 int bad_element = Feld[bad_x][bad_y];
13143 static int test_xy[4][2] =
13150 static int touch_dir[4] =
13152 MV_LEFT | MV_RIGHT,
13157 static int test_dir[4] =
13165 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13168 for (i = 0; i < NUM_DIRECTIONS; i++)
13170 int test_x, test_y, test_move_dir, test_element;
13172 test_x = bad_x + test_xy[i][0];
13173 test_y = bad_y + test_xy[i][1];
13175 if (!IN_LEV_FIELD(test_x, test_y))
13179 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13181 test_element = Feld[test_x][test_y];
13183 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13184 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13186 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13187 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13189 // good thing is player or penguin that does not move away
13190 if (IS_PLAYER(test_x, test_y))
13192 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13194 if (bad_element == EL_ROBOT && player->is_moving)
13195 continue; // robot does not kill player if he is moving
13197 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13199 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13200 continue; // center and border element do not touch
13208 else if (test_element == EL_PENGUIN)
13218 if (kill_x != -1 || kill_y != -1)
13220 if (IS_PLAYER(kill_x, kill_y))
13222 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13224 if (player->shield_deadly_time_left > 0 &&
13225 !IS_INDESTRUCTIBLE(bad_element))
13226 Bang(bad_x, bad_y);
13227 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13228 KillPlayer(player);
13231 Bang(kill_x, kill_y);
13235 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13237 int bad_element = Feld[bad_x][bad_y];
13238 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13239 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13240 int test_x = bad_x + dx, test_y = bad_y + dy;
13241 int test_move_dir, test_element;
13242 int kill_x = -1, kill_y = -1;
13244 if (!IN_LEV_FIELD(test_x, test_y))
13248 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13250 test_element = Feld[test_x][test_y];
13252 if (test_move_dir != bad_move_dir)
13254 // good thing can be player or penguin that does not move away
13255 if (IS_PLAYER(test_x, test_y))
13257 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13259 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13260 player as being hit when he is moving towards the bad thing, because
13261 the "get hit by" condition would be lost after the player stops) */
13262 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13263 return; // player moves away from bad thing
13268 else if (test_element == EL_PENGUIN)
13275 if (kill_x != -1 || kill_y != -1)
13277 if (IS_PLAYER(kill_x, kill_y))
13279 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13281 if (player->shield_deadly_time_left > 0 &&
13282 !IS_INDESTRUCTIBLE(bad_element))
13283 Bang(bad_x, bad_y);
13284 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13285 KillPlayer(player);
13288 Bang(kill_x, kill_y);
13292 void TestIfPlayerTouchesBadThing(int x, int y)
13294 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13297 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13299 TestIfGoodThingHitsBadThing(x, y, move_dir);
13302 void TestIfBadThingTouchesPlayer(int x, int y)
13304 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13307 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13309 TestIfBadThingHitsGoodThing(x, y, move_dir);
13312 void TestIfFriendTouchesBadThing(int x, int y)
13314 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13317 void TestIfBadThingTouchesFriend(int x, int y)
13319 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13322 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13324 int i, kill_x = bad_x, kill_y = bad_y;
13325 static int xy[4][2] =
13333 for (i = 0; i < NUM_DIRECTIONS; i++)
13337 x = bad_x + xy[i][0];
13338 y = bad_y + xy[i][1];
13339 if (!IN_LEV_FIELD(x, y))
13342 element = Feld[x][y];
13343 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13344 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13352 if (kill_x != bad_x || kill_y != bad_y)
13353 Bang(bad_x, bad_y);
13356 void KillPlayer(struct PlayerInfo *player)
13358 int jx = player->jx, jy = player->jy;
13360 if (!player->active)
13364 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13365 player->killed, player->active, player->reanimated);
13368 /* the following code was introduced to prevent an infinite loop when calling
13370 -> CheckTriggeredElementChangeExt()
13371 -> ExecuteCustomElementAction()
13373 -> (infinitely repeating the above sequence of function calls)
13374 which occurs when killing the player while having a CE with the setting
13375 "kill player X when explosion of <player X>"; the solution using a new
13376 field "player->killed" was chosen for backwards compatibility, although
13377 clever use of the fields "player->active" etc. would probably also work */
13379 if (player->killed)
13383 player->killed = TRUE;
13385 // remove accessible field at the player's position
13386 Feld[jx][jy] = EL_EMPTY;
13388 // deactivate shield (else Bang()/Explode() would not work right)
13389 player->shield_normal_time_left = 0;
13390 player->shield_deadly_time_left = 0;
13393 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13394 player->killed, player->active, player->reanimated);
13400 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13401 player->killed, player->active, player->reanimated);
13404 if (player->reanimated) // killed player may have been reanimated
13405 player->killed = player->reanimated = FALSE;
13407 BuryPlayer(player);
13410 static void KillPlayerUnlessEnemyProtected(int x, int y)
13412 if (!PLAYER_ENEMY_PROTECTED(x, y))
13413 KillPlayer(PLAYERINFO(x, y));
13416 static void KillPlayerUnlessExplosionProtected(int x, int y)
13418 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13419 KillPlayer(PLAYERINFO(x, y));
13422 void BuryPlayer(struct PlayerInfo *player)
13424 int jx = player->jx, jy = player->jy;
13426 if (!player->active)
13429 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13430 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13432 RemovePlayer(player);
13434 player->buried = TRUE;
13436 if (game.all_players_gone)
13437 game.GameOver = TRUE;
13440 void RemovePlayer(struct PlayerInfo *player)
13442 int jx = player->jx, jy = player->jy;
13443 int i, found = FALSE;
13445 player->present = FALSE;
13446 player->active = FALSE;
13448 if (!ExplodeField[jx][jy])
13449 StorePlayer[jx][jy] = 0;
13451 if (player->is_moving)
13452 TEST_DrawLevelField(player->last_jx, player->last_jy);
13454 for (i = 0; i < MAX_PLAYERS; i++)
13455 if (stored_player[i].active)
13460 game.all_players_gone = TRUE;
13461 game.GameOver = TRUE;
13464 game.exit_x = game.robot_wheel_x = jx;
13465 game.exit_y = game.robot_wheel_y = jy;
13468 void ExitPlayer(struct PlayerInfo *player)
13470 DrawPlayer(player); // needed here only to cleanup last field
13471 RemovePlayer(player);
13473 if (game.players_still_needed > 0)
13474 game.players_still_needed--;
13477 static void setFieldForSnapping(int x, int y, int element, int direction)
13479 struct ElementInfo *ei = &element_info[element];
13480 int direction_bit = MV_DIR_TO_BIT(direction);
13481 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13482 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13483 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13485 Feld[x][y] = EL_ELEMENT_SNAPPING;
13486 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13488 ResetGfxAnimation(x, y);
13490 GfxElement[x][y] = element;
13491 GfxAction[x][y] = action;
13492 GfxDir[x][y] = direction;
13493 GfxFrame[x][y] = -1;
13497 =============================================================================
13498 checkDiagonalPushing()
13499 -----------------------------------------------------------------------------
13500 check if diagonal input device direction results in pushing of object
13501 (by checking if the alternative direction is walkable, diggable, ...)
13502 =============================================================================
13505 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13506 int x, int y, int real_dx, int real_dy)
13508 int jx, jy, dx, dy, xx, yy;
13510 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13513 // diagonal direction: check alternative direction
13518 xx = jx + (dx == 0 ? real_dx : 0);
13519 yy = jy + (dy == 0 ? real_dy : 0);
13521 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13525 =============================================================================
13527 -----------------------------------------------------------------------------
13528 x, y: field next to player (non-diagonal) to try to dig to
13529 real_dx, real_dy: direction as read from input device (can be diagonal)
13530 =============================================================================
13533 static int DigField(struct PlayerInfo *player,
13534 int oldx, int oldy, int x, int y,
13535 int real_dx, int real_dy, int mode)
13537 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13538 boolean player_was_pushing = player->is_pushing;
13539 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13540 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13541 int jx = oldx, jy = oldy;
13542 int dx = x - jx, dy = y - jy;
13543 int nextx = x + dx, nexty = y + dy;
13544 int move_direction = (dx == -1 ? MV_LEFT :
13545 dx == +1 ? MV_RIGHT :
13547 dy == +1 ? MV_DOWN : MV_NONE);
13548 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13549 int dig_side = MV_DIR_OPPOSITE(move_direction);
13550 int old_element = Feld[jx][jy];
13551 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13554 if (is_player) // function can also be called by EL_PENGUIN
13556 if (player->MovPos == 0)
13558 player->is_digging = FALSE;
13559 player->is_collecting = FALSE;
13562 if (player->MovPos == 0) // last pushing move finished
13563 player->is_pushing = FALSE;
13565 if (mode == DF_NO_PUSH) // player just stopped pushing
13567 player->is_switching = FALSE;
13568 player->push_delay = -1;
13570 return MP_NO_ACTION;
13574 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13575 old_element = Back[jx][jy];
13577 // in case of element dropped at player position, check background
13578 else if (Back[jx][jy] != EL_EMPTY &&
13579 game.engine_version >= VERSION_IDENT(2,2,0,0))
13580 old_element = Back[jx][jy];
13582 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13583 return MP_NO_ACTION; // field has no opening in this direction
13585 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13586 return MP_NO_ACTION; // field has no opening in this direction
13588 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13592 Feld[jx][jy] = player->artwork_element;
13593 InitMovingField(jx, jy, MV_DOWN);
13594 Store[jx][jy] = EL_ACID;
13595 ContinueMoving(jx, jy);
13596 BuryPlayer(player);
13598 return MP_DONT_RUN_INTO;
13601 if (player_can_move && DONT_RUN_INTO(element))
13603 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13605 return MP_DONT_RUN_INTO;
13608 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13609 return MP_NO_ACTION;
13611 collect_count = element_info[element].collect_count_initial;
13613 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13614 return MP_NO_ACTION;
13616 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13617 player_can_move = player_can_move_or_snap;
13619 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13620 game.engine_version >= VERSION_IDENT(2,2,0,0))
13622 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13623 player->index_bit, dig_side);
13624 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13625 player->index_bit, dig_side);
13627 if (element == EL_DC_LANDMINE)
13630 if (Feld[x][y] != element) // field changed by snapping
13633 return MP_NO_ACTION;
13636 if (player->gravity && is_player && !player->is_auto_moving &&
13637 canFallDown(player) && move_direction != MV_DOWN &&
13638 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13639 return MP_NO_ACTION; // player cannot walk here due to gravity
13641 if (player_can_move &&
13642 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13644 int sound_element = SND_ELEMENT(element);
13645 int sound_action = ACTION_WALKING;
13647 if (IS_RND_GATE(element))
13649 if (!player->key[RND_GATE_NR(element)])
13650 return MP_NO_ACTION;
13652 else if (IS_RND_GATE_GRAY(element))
13654 if (!player->key[RND_GATE_GRAY_NR(element)])
13655 return MP_NO_ACTION;
13657 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13659 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13660 return MP_NO_ACTION;
13662 else if (element == EL_EXIT_OPEN ||
13663 element == EL_EM_EXIT_OPEN ||
13664 element == EL_EM_EXIT_OPENING ||
13665 element == EL_STEEL_EXIT_OPEN ||
13666 element == EL_EM_STEEL_EXIT_OPEN ||
13667 element == EL_EM_STEEL_EXIT_OPENING ||
13668 element == EL_SP_EXIT_OPEN ||
13669 element == EL_SP_EXIT_OPENING)
13671 sound_action = ACTION_PASSING; // player is passing exit
13673 else if (element == EL_EMPTY)
13675 sound_action = ACTION_MOVING; // nothing to walk on
13678 // play sound from background or player, whatever is available
13679 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13680 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13682 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13684 else if (player_can_move &&
13685 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13687 if (!ACCESS_FROM(element, opposite_direction))
13688 return MP_NO_ACTION; // field not accessible from this direction
13690 if (CAN_MOVE(element)) // only fixed elements can be passed!
13691 return MP_NO_ACTION;
13693 if (IS_EM_GATE(element))
13695 if (!player->key[EM_GATE_NR(element)])
13696 return MP_NO_ACTION;
13698 else if (IS_EM_GATE_GRAY(element))
13700 if (!player->key[EM_GATE_GRAY_NR(element)])
13701 return MP_NO_ACTION;
13703 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13705 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13706 return MP_NO_ACTION;
13708 else if (IS_EMC_GATE(element))
13710 if (!player->key[EMC_GATE_NR(element)])
13711 return MP_NO_ACTION;
13713 else if (IS_EMC_GATE_GRAY(element))
13715 if (!player->key[EMC_GATE_GRAY_NR(element)])
13716 return MP_NO_ACTION;
13718 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13720 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13721 return MP_NO_ACTION;
13723 else if (element == EL_DC_GATE_WHITE ||
13724 element == EL_DC_GATE_WHITE_GRAY ||
13725 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13727 if (player->num_white_keys == 0)
13728 return MP_NO_ACTION;
13730 player->num_white_keys--;
13732 else if (IS_SP_PORT(element))
13734 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13735 element == EL_SP_GRAVITY_PORT_RIGHT ||
13736 element == EL_SP_GRAVITY_PORT_UP ||
13737 element == EL_SP_GRAVITY_PORT_DOWN)
13738 player->gravity = !player->gravity;
13739 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13740 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13741 element == EL_SP_GRAVITY_ON_PORT_UP ||
13742 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13743 player->gravity = TRUE;
13744 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13745 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13746 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13747 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13748 player->gravity = FALSE;
13751 // automatically move to the next field with double speed
13752 player->programmed_action = move_direction;
13754 if (player->move_delay_reset_counter == 0)
13756 player->move_delay_reset_counter = 2; // two double speed steps
13758 DOUBLE_PLAYER_SPEED(player);
13761 PlayLevelSoundAction(x, y, ACTION_PASSING);
13763 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13767 if (mode != DF_SNAP)
13769 GfxElement[x][y] = GFX_ELEMENT(element);
13770 player->is_digging = TRUE;
13773 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13775 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13776 player->index_bit, dig_side);
13778 if (mode == DF_SNAP)
13780 if (level.block_snap_field)
13781 setFieldForSnapping(x, y, element, move_direction);
13783 TestIfElementTouchesCustomElement(x, y); // for empty space
13785 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13786 player->index_bit, dig_side);
13789 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13793 if (is_player && mode != DF_SNAP)
13795 GfxElement[x][y] = element;
13796 player->is_collecting = TRUE;
13799 if (element == EL_SPEED_PILL)
13801 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13803 else if (element == EL_EXTRA_TIME && level.time > 0)
13805 TimeLeft += level.extra_time;
13807 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13809 DisplayGameControlValues();
13811 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13813 player->shield_normal_time_left += level.shield_normal_time;
13814 if (element == EL_SHIELD_DEADLY)
13815 player->shield_deadly_time_left += level.shield_deadly_time;
13817 else if (element == EL_DYNAMITE ||
13818 element == EL_EM_DYNAMITE ||
13819 element == EL_SP_DISK_RED)
13821 if (player->inventory_size < MAX_INVENTORY_SIZE)
13822 player->inventory_element[player->inventory_size++] = element;
13824 DrawGameDoorValues();
13826 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13828 player->dynabomb_count++;
13829 player->dynabombs_left++;
13831 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13833 player->dynabomb_size++;
13835 else if (element == EL_DYNABOMB_INCREASE_POWER)
13837 player->dynabomb_xl = TRUE;
13839 else if (IS_KEY(element))
13841 player->key[KEY_NR(element)] = TRUE;
13843 DrawGameDoorValues();
13845 else if (element == EL_DC_KEY_WHITE)
13847 player->num_white_keys++;
13849 // display white keys?
13850 // DrawGameDoorValues();
13852 else if (IS_ENVELOPE(element))
13854 player->show_envelope = element;
13856 else if (element == EL_EMC_LENSES)
13858 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13860 RedrawAllInvisibleElementsForLenses();
13862 else if (element == EL_EMC_MAGNIFIER)
13864 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13866 RedrawAllInvisibleElementsForMagnifier();
13868 else if (IS_DROPPABLE(element) ||
13869 IS_THROWABLE(element)) // can be collected and dropped
13873 if (collect_count == 0)
13874 player->inventory_infinite_element = element;
13876 for (i = 0; i < collect_count; i++)
13877 if (player->inventory_size < MAX_INVENTORY_SIZE)
13878 player->inventory_element[player->inventory_size++] = element;
13880 DrawGameDoorValues();
13882 else if (collect_count > 0)
13884 game.gems_still_needed -= collect_count;
13885 if (game.gems_still_needed < 0)
13886 game.gems_still_needed = 0;
13888 game.snapshot.collected_item = TRUE;
13890 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13892 DisplayGameControlValues();
13895 RaiseScoreElement(element);
13896 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13899 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13900 player->index_bit, dig_side);
13902 if (mode == DF_SNAP)
13904 if (level.block_snap_field)
13905 setFieldForSnapping(x, y, element, move_direction);
13907 TestIfElementTouchesCustomElement(x, y); // for empty space
13909 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13910 player->index_bit, dig_side);
13913 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13915 if (mode == DF_SNAP && element != EL_BD_ROCK)
13916 return MP_NO_ACTION;
13918 if (CAN_FALL(element) && dy)
13919 return MP_NO_ACTION;
13921 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13922 !(element == EL_SPRING && level.use_spring_bug))
13923 return MP_NO_ACTION;
13925 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13926 ((move_direction & MV_VERTICAL &&
13927 ((element_info[element].move_pattern & MV_LEFT &&
13928 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13929 (element_info[element].move_pattern & MV_RIGHT &&
13930 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13931 (move_direction & MV_HORIZONTAL &&
13932 ((element_info[element].move_pattern & MV_UP &&
13933 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13934 (element_info[element].move_pattern & MV_DOWN &&
13935 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13936 return MP_NO_ACTION;
13938 // do not push elements already moving away faster than player
13939 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13940 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13941 return MP_NO_ACTION;
13943 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13945 if (player->push_delay_value == -1 || !player_was_pushing)
13946 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13948 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13950 if (player->push_delay_value == -1)
13951 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13953 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13955 if (!player->is_pushing)
13956 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13959 player->is_pushing = TRUE;
13960 player->is_active = TRUE;
13962 if (!(IN_LEV_FIELD(nextx, nexty) &&
13963 (IS_FREE(nextx, nexty) ||
13964 (IS_SB_ELEMENT(element) &&
13965 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13966 (IS_CUSTOM_ELEMENT(element) &&
13967 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13968 return MP_NO_ACTION;
13970 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13971 return MP_NO_ACTION;
13973 if (player->push_delay == -1) // new pushing; restart delay
13974 player->push_delay = 0;
13976 if (player->push_delay < player->push_delay_value &&
13977 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13978 element != EL_SPRING && element != EL_BALLOON)
13980 // make sure that there is no move delay before next try to push
13981 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13982 player->move_delay = 0;
13984 return MP_NO_ACTION;
13987 if (IS_CUSTOM_ELEMENT(element) &&
13988 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13990 if (!DigFieldByCE(nextx, nexty, element))
13991 return MP_NO_ACTION;
13994 if (IS_SB_ELEMENT(element))
13996 boolean sokoban_task_solved = FALSE;
13998 if (element == EL_SOKOBAN_FIELD_FULL)
14000 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14002 IncrementSokobanFieldsNeeded();
14003 IncrementSokobanObjectsNeeded();
14006 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14008 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14010 DecrementSokobanFieldsNeeded();
14011 DecrementSokobanObjectsNeeded();
14013 // sokoban object was pushed from empty field to sokoban field
14014 if (Back[x][y] == EL_EMPTY)
14015 sokoban_task_solved = TRUE;
14018 Feld[x][y] = EL_SOKOBAN_OBJECT;
14020 if (Back[x][y] == Back[nextx][nexty])
14021 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14022 else if (Back[x][y] != 0)
14023 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14026 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14029 if (sokoban_task_solved &&
14030 game.sokoban_fields_still_needed == 0 &&
14031 game.sokoban_objects_still_needed == 0 &&
14032 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14034 game.players_still_needed = 0;
14038 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14042 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14044 InitMovingField(x, y, move_direction);
14045 GfxAction[x][y] = ACTION_PUSHING;
14047 if (mode == DF_SNAP)
14048 ContinueMoving(x, y);
14050 MovPos[x][y] = (dx != 0 ? dx : dy);
14052 Pushed[x][y] = TRUE;
14053 Pushed[nextx][nexty] = TRUE;
14055 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14056 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14058 player->push_delay_value = -1; // get new value later
14060 // check for element change _after_ element has been pushed
14061 if (game.use_change_when_pushing_bug)
14063 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14064 player->index_bit, dig_side);
14065 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14066 player->index_bit, dig_side);
14069 else if (IS_SWITCHABLE(element))
14071 if (PLAYER_SWITCHING(player, x, y))
14073 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14074 player->index_bit, dig_side);
14079 player->is_switching = TRUE;
14080 player->switch_x = x;
14081 player->switch_y = y;
14083 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14085 if (element == EL_ROBOT_WHEEL)
14087 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14089 game.robot_wheel_x = x;
14090 game.robot_wheel_y = y;
14091 game.robot_wheel_active = TRUE;
14093 TEST_DrawLevelField(x, y);
14095 else if (element == EL_SP_TERMINAL)
14099 SCAN_PLAYFIELD(xx, yy)
14101 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14105 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14107 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14109 ResetGfxAnimation(xx, yy);
14110 TEST_DrawLevelField(xx, yy);
14114 else if (IS_BELT_SWITCH(element))
14116 ToggleBeltSwitch(x, y);
14118 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14119 element == EL_SWITCHGATE_SWITCH_DOWN ||
14120 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14121 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14123 ToggleSwitchgateSwitch(x, y);
14125 else if (element == EL_LIGHT_SWITCH ||
14126 element == EL_LIGHT_SWITCH_ACTIVE)
14128 ToggleLightSwitch(x, y);
14130 else if (element == EL_TIMEGATE_SWITCH ||
14131 element == EL_DC_TIMEGATE_SWITCH)
14133 ActivateTimegateSwitch(x, y);
14135 else if (element == EL_BALLOON_SWITCH_LEFT ||
14136 element == EL_BALLOON_SWITCH_RIGHT ||
14137 element == EL_BALLOON_SWITCH_UP ||
14138 element == EL_BALLOON_SWITCH_DOWN ||
14139 element == EL_BALLOON_SWITCH_NONE ||
14140 element == EL_BALLOON_SWITCH_ANY)
14142 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14143 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14144 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14145 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14146 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14149 else if (element == EL_LAMP)
14151 Feld[x][y] = EL_LAMP_ACTIVE;
14152 game.lights_still_needed--;
14154 ResetGfxAnimation(x, y);
14155 TEST_DrawLevelField(x, y);
14157 else if (element == EL_TIME_ORB_FULL)
14159 Feld[x][y] = EL_TIME_ORB_EMPTY;
14161 if (level.time > 0 || level.use_time_orb_bug)
14163 TimeLeft += level.time_orb_time;
14164 game.no_time_limit = FALSE;
14166 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14168 DisplayGameControlValues();
14171 ResetGfxAnimation(x, y);
14172 TEST_DrawLevelField(x, y);
14174 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14175 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14179 game.ball_state = !game.ball_state;
14181 SCAN_PLAYFIELD(xx, yy)
14183 int e = Feld[xx][yy];
14185 if (game.ball_state)
14187 if (e == EL_EMC_MAGIC_BALL)
14188 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14189 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14190 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14194 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14195 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14196 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14197 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14202 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14203 player->index_bit, dig_side);
14205 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14206 player->index_bit, dig_side);
14208 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14209 player->index_bit, dig_side);
14215 if (!PLAYER_SWITCHING(player, x, y))
14217 player->is_switching = TRUE;
14218 player->switch_x = x;
14219 player->switch_y = y;
14221 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14222 player->index_bit, dig_side);
14223 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14224 player->index_bit, dig_side);
14226 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14227 player->index_bit, dig_side);
14228 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14229 player->index_bit, dig_side);
14232 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14233 player->index_bit, dig_side);
14234 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14235 player->index_bit, dig_side);
14237 return MP_NO_ACTION;
14240 player->push_delay = -1;
14242 if (is_player) // function can also be called by EL_PENGUIN
14244 if (Feld[x][y] != element) // really digged/collected something
14246 player->is_collecting = !player->is_digging;
14247 player->is_active = TRUE;
14254 static boolean DigFieldByCE(int x, int y, int digging_element)
14256 int element = Feld[x][y];
14258 if (!IS_FREE(x, y))
14260 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14261 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14264 // no element can dig solid indestructible elements
14265 if (IS_INDESTRUCTIBLE(element) &&
14266 !IS_DIGGABLE(element) &&
14267 !IS_COLLECTIBLE(element))
14270 if (AmoebaNr[x][y] &&
14271 (element == EL_AMOEBA_FULL ||
14272 element == EL_BD_AMOEBA ||
14273 element == EL_AMOEBA_GROWING))
14275 AmoebaCnt[AmoebaNr[x][y]]--;
14276 AmoebaCnt2[AmoebaNr[x][y]]--;
14279 if (IS_MOVING(x, y))
14280 RemoveMovingField(x, y);
14284 TEST_DrawLevelField(x, y);
14287 // if digged element was about to explode, prevent the explosion
14288 ExplodeField[x][y] = EX_TYPE_NONE;
14290 PlayLevelSoundAction(x, y, action);
14293 Store[x][y] = EL_EMPTY;
14295 // this makes it possible to leave the removed element again
14296 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14297 Store[x][y] = element;
14302 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14304 int jx = player->jx, jy = player->jy;
14305 int x = jx + dx, y = jy + dy;
14306 int snap_direction = (dx == -1 ? MV_LEFT :
14307 dx == +1 ? MV_RIGHT :
14309 dy == +1 ? MV_DOWN : MV_NONE);
14310 boolean can_continue_snapping = (level.continuous_snapping &&
14311 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14313 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14316 if (!player->active || !IN_LEV_FIELD(x, y))
14324 if (player->MovPos == 0)
14325 player->is_pushing = FALSE;
14327 player->is_snapping = FALSE;
14329 if (player->MovPos == 0)
14331 player->is_moving = FALSE;
14332 player->is_digging = FALSE;
14333 player->is_collecting = FALSE;
14339 // prevent snapping with already pressed snap key when not allowed
14340 if (player->is_snapping && !can_continue_snapping)
14343 player->MovDir = snap_direction;
14345 if (player->MovPos == 0)
14347 player->is_moving = FALSE;
14348 player->is_digging = FALSE;
14349 player->is_collecting = FALSE;
14352 player->is_dropping = FALSE;
14353 player->is_dropping_pressed = FALSE;
14354 player->drop_pressed_delay = 0;
14356 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14359 player->is_snapping = TRUE;
14360 player->is_active = TRUE;
14362 if (player->MovPos == 0)
14364 player->is_moving = FALSE;
14365 player->is_digging = FALSE;
14366 player->is_collecting = FALSE;
14369 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14370 TEST_DrawLevelField(player->last_jx, player->last_jy);
14372 TEST_DrawLevelField(x, y);
14377 static boolean DropElement(struct PlayerInfo *player)
14379 int old_element, new_element;
14380 int dropx = player->jx, dropy = player->jy;
14381 int drop_direction = player->MovDir;
14382 int drop_side = drop_direction;
14383 int drop_element = get_next_dropped_element(player);
14385 /* do not drop an element on top of another element; when holding drop key
14386 pressed without moving, dropped element must move away before the next
14387 element can be dropped (this is especially important if the next element
14388 is dynamite, which can be placed on background for historical reasons) */
14389 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14392 if (IS_THROWABLE(drop_element))
14394 dropx += GET_DX_FROM_DIR(drop_direction);
14395 dropy += GET_DY_FROM_DIR(drop_direction);
14397 if (!IN_LEV_FIELD(dropx, dropy))
14401 old_element = Feld[dropx][dropy]; // old element at dropping position
14402 new_element = drop_element; // default: no change when dropping
14404 // check if player is active, not moving and ready to drop
14405 if (!player->active || player->MovPos || player->drop_delay > 0)
14408 // check if player has anything that can be dropped
14409 if (new_element == EL_UNDEFINED)
14412 // only set if player has anything that can be dropped
14413 player->is_dropping_pressed = TRUE;
14415 // check if drop key was pressed long enough for EM style dynamite
14416 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14419 // check if anything can be dropped at the current position
14420 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14423 // collected custom elements can only be dropped on empty fields
14424 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14427 if (old_element != EL_EMPTY)
14428 Back[dropx][dropy] = old_element; // store old element on this field
14430 ResetGfxAnimation(dropx, dropy);
14431 ResetRandomAnimationValue(dropx, dropy);
14433 if (player->inventory_size > 0 ||
14434 player->inventory_infinite_element != EL_UNDEFINED)
14436 if (player->inventory_size > 0)
14438 player->inventory_size--;
14440 DrawGameDoorValues();
14442 if (new_element == EL_DYNAMITE)
14443 new_element = EL_DYNAMITE_ACTIVE;
14444 else if (new_element == EL_EM_DYNAMITE)
14445 new_element = EL_EM_DYNAMITE_ACTIVE;
14446 else if (new_element == EL_SP_DISK_RED)
14447 new_element = EL_SP_DISK_RED_ACTIVE;
14450 Feld[dropx][dropy] = new_element;
14452 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14453 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14454 el2img(Feld[dropx][dropy]), 0);
14456 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14458 // needed if previous element just changed to "empty" in the last frame
14459 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14461 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14462 player->index_bit, drop_side);
14463 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14465 player->index_bit, drop_side);
14467 TestIfElementTouchesCustomElement(dropx, dropy);
14469 else // player is dropping a dyna bomb
14471 player->dynabombs_left--;
14473 Feld[dropx][dropy] = new_element;
14475 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14476 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14477 el2img(Feld[dropx][dropy]), 0);
14479 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14482 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14483 InitField_WithBug1(dropx, dropy, FALSE);
14485 new_element = Feld[dropx][dropy]; // element might have changed
14487 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14488 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14490 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14491 MovDir[dropx][dropy] = drop_direction;
14493 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14495 // do not cause impact style collision by dropping elements that can fall
14496 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14499 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14500 player->is_dropping = TRUE;
14502 player->drop_pressed_delay = 0;
14503 player->is_dropping_pressed = FALSE;
14505 player->drop_x = dropx;
14506 player->drop_y = dropy;
14511 // ----------------------------------------------------------------------------
14512 // game sound playing functions
14513 // ----------------------------------------------------------------------------
14515 static int *loop_sound_frame = NULL;
14516 static int *loop_sound_volume = NULL;
14518 void InitPlayLevelSound(void)
14520 int num_sounds = getSoundListSize();
14522 checked_free(loop_sound_frame);
14523 checked_free(loop_sound_volume);
14525 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14526 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14529 static void PlayLevelSound(int x, int y, int nr)
14531 int sx = SCREENX(x), sy = SCREENY(y);
14532 int volume, stereo_position;
14533 int max_distance = 8;
14534 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14536 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14537 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14540 if (!IN_LEV_FIELD(x, y) ||
14541 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14542 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14545 volume = SOUND_MAX_VOLUME;
14547 if (!IN_SCR_FIELD(sx, sy))
14549 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14550 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14552 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14555 stereo_position = (SOUND_MAX_LEFT +
14556 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14557 (SCR_FIELDX + 2 * max_distance));
14559 if (IS_LOOP_SOUND(nr))
14561 /* This assures that quieter loop sounds do not overwrite louder ones,
14562 while restarting sound volume comparison with each new game frame. */
14564 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14567 loop_sound_volume[nr] = volume;
14568 loop_sound_frame[nr] = FrameCounter;
14571 PlaySoundExt(nr, volume, stereo_position, type);
14574 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14576 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14577 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14578 y < LEVELY(BY1) ? LEVELY(BY1) :
14579 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14583 static void PlayLevelSoundAction(int x, int y, int action)
14585 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14588 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14590 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14592 if (sound_effect != SND_UNDEFINED)
14593 PlayLevelSound(x, y, sound_effect);
14596 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14599 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14601 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14602 PlayLevelSound(x, y, sound_effect);
14605 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14607 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14609 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14610 PlayLevelSound(x, y, sound_effect);
14613 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14615 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14617 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14618 StopSound(sound_effect);
14621 static int getLevelMusicNr(void)
14623 if (levelset.music[level_nr] != MUS_UNDEFINED)
14624 return levelset.music[level_nr]; // from config file
14626 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14629 static void FadeLevelSounds(void)
14634 static void FadeLevelMusic(void)
14636 int music_nr = getLevelMusicNr();
14637 char *curr_music = getCurrentlyPlayingMusicFilename();
14638 char *next_music = getMusicInfoEntryFilename(music_nr);
14640 if (!strEqual(curr_music, next_music))
14644 void FadeLevelSoundsAndMusic(void)
14650 static void PlayLevelMusic(void)
14652 int music_nr = getLevelMusicNr();
14653 char *curr_music = getCurrentlyPlayingMusicFilename();
14654 char *next_music = getMusicInfoEntryFilename(music_nr);
14656 if (!strEqual(curr_music, next_music))
14657 PlayMusicLoop(music_nr);
14660 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14662 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14663 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14664 int x = xx - 1 - offset;
14665 int y = yy - 1 - offset;
14670 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14674 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14678 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14682 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14686 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14690 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14694 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14697 case SAMPLE_android_clone:
14698 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14701 case SAMPLE_android_move:
14702 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14705 case SAMPLE_spring:
14706 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14710 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14714 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14717 case SAMPLE_eater_eat:
14718 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14722 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14725 case SAMPLE_collect:
14726 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14729 case SAMPLE_diamond:
14730 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14733 case SAMPLE_squash:
14734 // !!! CHECK THIS !!!
14736 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14738 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14742 case SAMPLE_wonderfall:
14743 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14747 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14751 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14755 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14759 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14763 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14767 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14770 case SAMPLE_wonder:
14771 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14775 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14778 case SAMPLE_exit_open:
14779 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14782 case SAMPLE_exit_leave:
14783 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14786 case SAMPLE_dynamite:
14787 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14791 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14795 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14799 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14803 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14807 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14811 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14815 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14820 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14822 int element = map_element_SP_to_RND(element_sp);
14823 int action = map_action_SP_to_RND(action_sp);
14824 int offset = (setup.sp_show_border_elements ? 0 : 1);
14825 int x = xx - offset;
14826 int y = yy - offset;
14828 PlayLevelSoundElementAction(x, y, element, action);
14831 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14833 int element = map_element_MM_to_RND(element_mm);
14834 int action = map_action_MM_to_RND(action_mm);
14836 int x = xx - offset;
14837 int y = yy - offset;
14839 if (!IS_MM_ELEMENT(element))
14840 element = EL_MM_DEFAULT;
14842 PlayLevelSoundElementAction(x, y, element, action);
14845 void PlaySound_MM(int sound_mm)
14847 int sound = map_sound_MM_to_RND(sound_mm);
14849 if (sound == SND_UNDEFINED)
14855 void PlaySoundLoop_MM(int sound_mm)
14857 int sound = map_sound_MM_to_RND(sound_mm);
14859 if (sound == SND_UNDEFINED)
14862 PlaySoundLoop(sound);
14865 void StopSound_MM(int sound_mm)
14867 int sound = map_sound_MM_to_RND(sound_mm);
14869 if (sound == SND_UNDEFINED)
14875 void RaiseScore(int value)
14877 game.score += value;
14879 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14881 DisplayGameControlValues();
14884 void RaiseScoreElement(int element)
14889 case EL_BD_DIAMOND:
14890 case EL_EMERALD_YELLOW:
14891 case EL_EMERALD_RED:
14892 case EL_EMERALD_PURPLE:
14893 case EL_SP_INFOTRON:
14894 RaiseScore(level.score[SC_EMERALD]);
14897 RaiseScore(level.score[SC_DIAMOND]);
14900 RaiseScore(level.score[SC_CRYSTAL]);
14903 RaiseScore(level.score[SC_PEARL]);
14906 case EL_BD_BUTTERFLY:
14907 case EL_SP_ELECTRON:
14908 RaiseScore(level.score[SC_BUG]);
14911 case EL_BD_FIREFLY:
14912 case EL_SP_SNIKSNAK:
14913 RaiseScore(level.score[SC_SPACESHIP]);
14916 case EL_DARK_YAMYAM:
14917 RaiseScore(level.score[SC_YAMYAM]);
14920 RaiseScore(level.score[SC_ROBOT]);
14923 RaiseScore(level.score[SC_PACMAN]);
14926 RaiseScore(level.score[SC_NUT]);
14929 case EL_EM_DYNAMITE:
14930 case EL_SP_DISK_RED:
14931 case EL_DYNABOMB_INCREASE_NUMBER:
14932 case EL_DYNABOMB_INCREASE_SIZE:
14933 case EL_DYNABOMB_INCREASE_POWER:
14934 RaiseScore(level.score[SC_DYNAMITE]);
14936 case EL_SHIELD_NORMAL:
14937 case EL_SHIELD_DEADLY:
14938 RaiseScore(level.score[SC_SHIELD]);
14940 case EL_EXTRA_TIME:
14941 RaiseScore(level.extra_time_score);
14955 case EL_DC_KEY_WHITE:
14956 RaiseScore(level.score[SC_KEY]);
14959 RaiseScore(element_info[element].collect_score);
14964 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14966 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14968 // closing door required in case of envelope style request dialogs
14970 CloseDoor(DOOR_CLOSE_1);
14972 if (network.enabled)
14973 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14977 FadeSkipNextFadeIn();
14979 SetGameStatus(GAME_MODE_MAIN);
14984 else // continue playing the game
14986 if (tape.playing && tape.deactivate_display)
14987 TapeDeactivateDisplayOff(TRUE);
14989 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14991 if (tape.playing && tape.deactivate_display)
14992 TapeDeactivateDisplayOn();
14996 void RequestQuitGame(boolean ask_if_really_quit)
14998 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14999 boolean skip_request = game.all_players_gone || quick_quit;
15001 RequestQuitGameExt(skip_request, quick_quit,
15002 "Do you really want to quit the game?");
15005 void RequestRestartGame(char *message)
15007 game.restart_game_message = NULL;
15009 boolean has_started_game = hasStartedNetworkGame();
15010 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15012 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15014 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15018 SetGameStatus(GAME_MODE_MAIN);
15024 void CheckGameOver(void)
15026 static boolean last_game_over = FALSE;
15027 static int game_over_delay = 0;
15028 int game_over_delay_value = 50;
15029 boolean game_over = checkGameFailed();
15031 // do not handle game over if request dialog is already active
15032 if (game.request_active)
15037 last_game_over = FALSE;
15038 game_over_delay = game_over_delay_value;
15043 if (game_over_delay > 0)
15050 if (last_game_over != game_over)
15051 game.restart_game_message = (hasStartedNetworkGame() ?
15052 "Game over! Play it again?" :
15055 last_game_over = game_over;
15058 boolean checkGameSolved(void)
15060 // set for all game engines if level was solved
15061 return game.LevelSolved_GameEnd;
15064 boolean checkGameFailed(void)
15066 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15067 return (game_em.game_over && !game_em.level_solved);
15068 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15069 return (game_sp.game_over && !game_sp.level_solved);
15070 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15071 return (game_mm.game_over && !game_mm.level_solved);
15072 else // GAME_ENGINE_TYPE_RND
15073 return (game.GameOver && !game.LevelSolved);
15076 boolean checkGameEnded(void)
15078 return (checkGameSolved() || checkGameFailed());
15082 // ----------------------------------------------------------------------------
15083 // random generator functions
15084 // ----------------------------------------------------------------------------
15086 unsigned int InitEngineRandom_RND(int seed)
15088 game.num_random_calls = 0;
15090 return InitEngineRandom(seed);
15093 unsigned int RND(int max)
15097 game.num_random_calls++;
15099 return GetEngineRandom(max);
15106 // ----------------------------------------------------------------------------
15107 // game engine snapshot handling functions
15108 // ----------------------------------------------------------------------------
15110 struct EngineSnapshotInfo
15112 // runtime values for custom element collect score
15113 int collect_score[NUM_CUSTOM_ELEMENTS];
15115 // runtime values for group element choice position
15116 int choice_pos[NUM_GROUP_ELEMENTS];
15118 // runtime values for belt position animations
15119 int belt_graphic[4][NUM_BELT_PARTS];
15120 int belt_anim_mode[4][NUM_BELT_PARTS];
15123 static struct EngineSnapshotInfo engine_snapshot_rnd;
15124 static char *snapshot_level_identifier = NULL;
15125 static int snapshot_level_nr = -1;
15127 static void SaveEngineSnapshotValues_RND(void)
15129 static int belt_base_active_element[4] =
15131 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15132 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15133 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15134 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15138 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15140 int element = EL_CUSTOM_START + i;
15142 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15145 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15147 int element = EL_GROUP_START + i;
15149 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15152 for (i = 0; i < 4; i++)
15154 for (j = 0; j < NUM_BELT_PARTS; j++)
15156 int element = belt_base_active_element[i] + j;
15157 int graphic = el2img(element);
15158 int anim_mode = graphic_info[graphic].anim_mode;
15160 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15161 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15166 static void LoadEngineSnapshotValues_RND(void)
15168 unsigned int num_random_calls = game.num_random_calls;
15171 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15173 int element = EL_CUSTOM_START + i;
15175 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15178 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15180 int element = EL_GROUP_START + i;
15182 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15185 for (i = 0; i < 4; i++)
15187 for (j = 0; j < NUM_BELT_PARTS; j++)
15189 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15190 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15192 graphic_info[graphic].anim_mode = anim_mode;
15196 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15198 InitRND(tape.random_seed);
15199 for (i = 0; i < num_random_calls; i++)
15203 if (game.num_random_calls != num_random_calls)
15205 Error(ERR_INFO, "number of random calls out of sync");
15206 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15207 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15208 Error(ERR_EXIT, "this should not happen -- please debug");
15212 void FreeEngineSnapshotSingle(void)
15214 FreeSnapshotSingle();
15216 setString(&snapshot_level_identifier, NULL);
15217 snapshot_level_nr = -1;
15220 void FreeEngineSnapshotList(void)
15222 FreeSnapshotList();
15225 static ListNode *SaveEngineSnapshotBuffers(void)
15227 ListNode *buffers = NULL;
15229 // copy some special values to a structure better suited for the snapshot
15231 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15232 SaveEngineSnapshotValues_RND();
15233 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15234 SaveEngineSnapshotValues_EM();
15235 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15236 SaveEngineSnapshotValues_SP(&buffers);
15237 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15238 SaveEngineSnapshotValues_MM(&buffers);
15240 // save values stored in special snapshot structure
15242 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15243 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15244 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15245 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15246 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15247 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15248 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15249 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15251 // save further RND engine values
15253 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15254 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15255 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15257 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15258 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15259 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15260 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15261 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15263 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15264 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15265 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15267 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15269 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15270 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15272 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15273 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15274 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15275 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15276 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15277 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15278 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15279 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15280 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15281 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15282 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15283 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15284 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15285 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15286 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15287 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15288 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15289 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15291 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15292 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15294 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15295 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15296 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15298 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15299 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15301 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15302 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15303 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15304 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15305 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15307 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15308 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15311 ListNode *node = engine_snapshot_list_rnd;
15314 while (node != NULL)
15316 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15321 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15327 void SaveEngineSnapshotSingle(void)
15329 ListNode *buffers = SaveEngineSnapshotBuffers();
15331 // finally save all snapshot buffers to single snapshot
15332 SaveSnapshotSingle(buffers);
15334 // save level identification information
15335 setString(&snapshot_level_identifier, leveldir_current->identifier);
15336 snapshot_level_nr = level_nr;
15339 boolean CheckSaveEngineSnapshotToList(void)
15341 boolean save_snapshot =
15342 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15343 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15344 game.snapshot.changed_action) ||
15345 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15346 game.snapshot.collected_item));
15348 game.snapshot.changed_action = FALSE;
15349 game.snapshot.collected_item = FALSE;
15350 game.snapshot.save_snapshot = save_snapshot;
15352 return save_snapshot;
15355 void SaveEngineSnapshotToList(void)
15357 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15361 ListNode *buffers = SaveEngineSnapshotBuffers();
15363 // finally save all snapshot buffers to snapshot list
15364 SaveSnapshotToList(buffers);
15367 void SaveEngineSnapshotToListInitial(void)
15369 FreeEngineSnapshotList();
15371 SaveEngineSnapshotToList();
15374 static void LoadEngineSnapshotValues(void)
15376 // restore special values from snapshot structure
15378 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15379 LoadEngineSnapshotValues_RND();
15380 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15381 LoadEngineSnapshotValues_EM();
15382 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15383 LoadEngineSnapshotValues_SP();
15384 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15385 LoadEngineSnapshotValues_MM();
15388 void LoadEngineSnapshotSingle(void)
15390 LoadSnapshotSingle();
15392 LoadEngineSnapshotValues();
15395 static void LoadEngineSnapshot_Undo(int steps)
15397 LoadSnapshotFromList_Older(steps);
15399 LoadEngineSnapshotValues();
15402 static void LoadEngineSnapshot_Redo(int steps)
15404 LoadSnapshotFromList_Newer(steps);
15406 LoadEngineSnapshotValues();
15409 boolean CheckEngineSnapshotSingle(void)
15411 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15412 snapshot_level_nr == level_nr);
15415 boolean CheckEngineSnapshotList(void)
15417 return CheckSnapshotList();
15421 // ---------- new game button stuff -------------------------------------------
15428 boolean *setup_value;
15429 boolean allowed_on_tape;
15431 } gamebutton_info[NUM_GAME_BUTTONS] =
15434 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15435 GAME_CTRL_ID_STOP, NULL,
15439 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15440 GAME_CTRL_ID_PAUSE, NULL,
15444 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15445 GAME_CTRL_ID_PLAY, NULL,
15449 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15450 GAME_CTRL_ID_UNDO, NULL,
15454 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15455 GAME_CTRL_ID_REDO, NULL,
15459 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15460 GAME_CTRL_ID_SAVE, NULL,
15464 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15465 GAME_CTRL_ID_PAUSE2, NULL,
15469 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15470 GAME_CTRL_ID_LOAD, NULL,
15474 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15475 GAME_CTRL_ID_PANEL_STOP, NULL,
15479 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15480 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15481 FALSE, "pause game"
15484 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15485 GAME_CTRL_ID_PANEL_PLAY, NULL,
15489 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15490 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15491 TRUE, "background music on/off"
15494 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15495 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15496 TRUE, "sound loops on/off"
15499 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15500 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15501 TRUE, "normal sounds on/off"
15504 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15505 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15506 FALSE, "background music on/off"
15509 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15510 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15511 FALSE, "sound loops on/off"
15514 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15515 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15516 FALSE, "normal sounds on/off"
15520 void CreateGameButtons(void)
15524 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15526 int graphic = gamebutton_info[i].graphic;
15527 struct GraphicInfo *gfx = &graphic_info[graphic];
15528 struct XY *pos = gamebutton_info[i].pos;
15529 struct GadgetInfo *gi;
15532 unsigned int event_mask;
15533 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15534 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15535 int base_x = (on_tape ? VX : DX);
15536 int base_y = (on_tape ? VY : DY);
15537 int gd_x = gfx->src_x;
15538 int gd_y = gfx->src_y;
15539 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15540 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15541 int gd_xa = gfx->src_x + gfx->active_xoffset;
15542 int gd_ya = gfx->src_y + gfx->active_yoffset;
15543 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15544 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15547 if (gfx->bitmap == NULL)
15549 game_gadget[id] = NULL;
15554 if (id == GAME_CTRL_ID_STOP ||
15555 id == GAME_CTRL_ID_PANEL_STOP ||
15556 id == GAME_CTRL_ID_PLAY ||
15557 id == GAME_CTRL_ID_PANEL_PLAY ||
15558 id == GAME_CTRL_ID_SAVE ||
15559 id == GAME_CTRL_ID_LOAD)
15561 button_type = GD_TYPE_NORMAL_BUTTON;
15563 event_mask = GD_EVENT_RELEASED;
15565 else if (id == GAME_CTRL_ID_UNDO ||
15566 id == GAME_CTRL_ID_REDO)
15568 button_type = GD_TYPE_NORMAL_BUTTON;
15570 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15574 button_type = GD_TYPE_CHECK_BUTTON;
15575 checked = (gamebutton_info[i].setup_value != NULL ?
15576 *gamebutton_info[i].setup_value : FALSE);
15577 event_mask = GD_EVENT_PRESSED;
15580 gi = CreateGadget(GDI_CUSTOM_ID, id,
15581 GDI_IMAGE_ID, graphic,
15582 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15583 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15584 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15585 GDI_WIDTH, gfx->width,
15586 GDI_HEIGHT, gfx->height,
15587 GDI_TYPE, button_type,
15588 GDI_STATE, GD_BUTTON_UNPRESSED,
15589 GDI_CHECKED, checked,
15590 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15591 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15592 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15593 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15594 GDI_DIRECT_DRAW, FALSE,
15595 GDI_EVENT_MASK, event_mask,
15596 GDI_CALLBACK_ACTION, HandleGameButtons,
15600 Error(ERR_EXIT, "cannot create gadget");
15602 game_gadget[id] = gi;
15606 void FreeGameButtons(void)
15610 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15611 FreeGadget(game_gadget[i]);
15614 static void UnmapGameButtonsAtSamePosition(int id)
15618 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15620 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15621 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15622 UnmapGadget(game_gadget[i]);
15625 static void UnmapGameButtonsAtSamePosition_All(void)
15627 if (setup.show_snapshot_buttons)
15629 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15630 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15631 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15635 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15636 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15637 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15639 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15640 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15641 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15645 static void MapGameButtonsAtSamePosition(int id)
15649 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15651 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15652 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15653 MapGadget(game_gadget[i]);
15655 UnmapGameButtonsAtSamePosition_All();
15658 void MapUndoRedoButtons(void)
15660 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15661 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15663 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15664 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15666 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15669 void UnmapUndoRedoButtons(void)
15671 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15672 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15674 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15675 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15677 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15680 static void MapGameButtonsExt(boolean on_tape)
15684 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15685 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15686 i != GAME_CTRL_ID_UNDO &&
15687 i != GAME_CTRL_ID_REDO)
15688 MapGadget(game_gadget[i]);
15690 UnmapGameButtonsAtSamePosition_All();
15692 RedrawGameButtons();
15695 static void UnmapGameButtonsExt(boolean on_tape)
15699 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15700 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15701 UnmapGadget(game_gadget[i]);
15704 static void RedrawGameButtonsExt(boolean on_tape)
15708 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15709 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15710 RedrawGadget(game_gadget[i]);
15712 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15713 redraw_mask &= ~REDRAW_ALL;
15716 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15721 gi->checked = state;
15724 static void RedrawSoundButtonGadget(int id)
15726 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15727 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15728 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15729 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15730 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15731 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15734 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15735 RedrawGadget(game_gadget[id2]);
15738 void MapGameButtons(void)
15740 MapGameButtonsExt(FALSE);
15743 void UnmapGameButtons(void)
15745 UnmapGameButtonsExt(FALSE);
15748 void RedrawGameButtons(void)
15750 RedrawGameButtonsExt(FALSE);
15753 void MapGameButtonsOnTape(void)
15755 MapGameButtonsExt(TRUE);
15758 void UnmapGameButtonsOnTape(void)
15760 UnmapGameButtonsExt(TRUE);
15763 void RedrawGameButtonsOnTape(void)
15765 RedrawGameButtonsExt(TRUE);
15768 static void GameUndoRedoExt(void)
15770 ClearPlayerAction();
15772 tape.pausing = TRUE;
15775 UpdateAndDisplayGameControlValues();
15777 DrawCompleteVideoDisplay();
15778 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15779 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15780 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15785 static void GameUndo(int steps)
15787 if (!CheckEngineSnapshotList())
15790 LoadEngineSnapshot_Undo(steps);
15795 static void GameRedo(int steps)
15797 if (!CheckEngineSnapshotList())
15800 LoadEngineSnapshot_Redo(steps);
15805 static void HandleGameButtonsExt(int id, int button)
15807 static boolean game_undo_executed = FALSE;
15808 int steps = BUTTON_STEPSIZE(button);
15809 boolean handle_game_buttons =
15810 (game_status == GAME_MODE_PLAYING ||
15811 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15813 if (!handle_game_buttons)
15818 case GAME_CTRL_ID_STOP:
15819 case GAME_CTRL_ID_PANEL_STOP:
15820 if (game_status == GAME_MODE_MAIN)
15826 RequestQuitGame(TRUE);
15830 case GAME_CTRL_ID_PAUSE:
15831 case GAME_CTRL_ID_PAUSE2:
15832 case GAME_CTRL_ID_PANEL_PAUSE:
15833 if (network.enabled && game_status == GAME_MODE_PLAYING)
15836 SendToServer_ContinuePlaying();
15838 SendToServer_PausePlaying();
15841 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15843 game_undo_executed = FALSE;
15847 case GAME_CTRL_ID_PLAY:
15848 case GAME_CTRL_ID_PANEL_PLAY:
15849 if (game_status == GAME_MODE_MAIN)
15851 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15853 else if (tape.pausing)
15855 if (network.enabled)
15856 SendToServer_ContinuePlaying();
15858 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15862 case GAME_CTRL_ID_UNDO:
15863 // Important: When using "save snapshot when collecting an item" mode,
15864 // load last (current) snapshot for first "undo" after pressing "pause"
15865 // (else the last-but-one snapshot would be loaded, because the snapshot
15866 // pointer already points to the last snapshot when pressing "pause",
15867 // which is fine for "every step/move" mode, but not for "every collect")
15868 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15869 !game_undo_executed)
15872 game_undo_executed = TRUE;
15877 case GAME_CTRL_ID_REDO:
15881 case GAME_CTRL_ID_SAVE:
15885 case GAME_CTRL_ID_LOAD:
15889 case SOUND_CTRL_ID_MUSIC:
15890 case SOUND_CTRL_ID_PANEL_MUSIC:
15891 if (setup.sound_music)
15893 setup.sound_music = FALSE;
15897 else if (audio.music_available)
15899 setup.sound = setup.sound_music = TRUE;
15901 SetAudioMode(setup.sound);
15903 if (game_status == GAME_MODE_PLAYING)
15907 RedrawSoundButtonGadget(id);
15911 case SOUND_CTRL_ID_LOOPS:
15912 case SOUND_CTRL_ID_PANEL_LOOPS:
15913 if (setup.sound_loops)
15914 setup.sound_loops = FALSE;
15915 else if (audio.loops_available)
15917 setup.sound = setup.sound_loops = TRUE;
15919 SetAudioMode(setup.sound);
15922 RedrawSoundButtonGadget(id);
15926 case SOUND_CTRL_ID_SIMPLE:
15927 case SOUND_CTRL_ID_PANEL_SIMPLE:
15928 if (setup.sound_simple)
15929 setup.sound_simple = FALSE;
15930 else if (audio.sound_available)
15932 setup.sound = setup.sound_simple = TRUE;
15934 SetAudioMode(setup.sound);
15937 RedrawSoundButtonGadget(id);
15946 static void HandleGameButtons(struct GadgetInfo *gi)
15948 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15951 void HandleSoundButtonKeys(Key key)
15953 if (key == setup.shortcut.sound_simple)
15954 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15955 else if (key == setup.shortcut.sound_loops)
15956 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15957 else if (key == setup.shortcut.sound_music)
15958 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);