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);
3552 TimeLeft = level.time;
3555 ScreenMovDir = MV_NONE;
3559 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3561 AllPlayersGone = FALSE;
3563 game.LevelSolved = FALSE;
3564 game.GameOver = FALSE;
3566 game.LevelSolved_GameWon = FALSE;
3567 game.LevelSolved_GameEnd = FALSE;
3568 game.LevelSolved_SaveTape = FALSE;
3569 game.LevelSolved_SaveScore = FALSE;
3571 game.LevelSolved_CountingTime = 0;
3572 game.LevelSolved_CountingScore = 0;
3573 game.LevelSolved_CountingHealth = 0;
3575 game.panel.active = TRUE;
3577 game.no_time_limit = (level.time == 0);
3579 game.yamyam_content_nr = 0;
3580 game.robot_wheel_active = FALSE;
3581 game.magic_wall_active = FALSE;
3582 game.magic_wall_time_left = 0;
3583 game.light_time_left = 0;
3584 game.timegate_time_left = 0;
3585 game.switchgate_pos = 0;
3586 game.wind_direction = level.wind_direction_initial;
3589 game.score_final = 0;
3591 game.health = MAX_HEALTH;
3592 game.health_final = MAX_HEALTH;
3594 game.gems_still_needed = level.gems_needed;
3595 game.sokoban_fields_still_needed = 0;
3596 game.sokoban_objects_still_needed = 0;
3597 game.lights_still_needed = 0;
3598 game.players_still_needed = 0;
3599 game.friends_still_needed = 0;
3601 game.lenses_time_left = 0;
3602 game.magnify_time_left = 0;
3604 game.ball_state = level.ball_state_initial;
3605 game.ball_content_nr = 0;
3607 game.explosions_delayed = TRUE;
3609 game.envelope_active = FALSE;
3611 for (i = 0; i < NUM_BELTS; i++)
3613 game.belt_dir[i] = MV_NONE;
3614 game.belt_dir_nr[i] = 3; // not moving, next moving left
3617 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3618 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3620 #if DEBUG_INIT_PLAYER
3621 DebugPrintPlayerStatus("Player status at level initialization");
3624 SCAN_PLAYFIELD(x, y)
3626 Feld[x][y] = Last[x][y] = level.field[x][y];
3627 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3628 ChangeDelay[x][y] = 0;
3629 ChangePage[x][y] = -1;
3630 CustomValue[x][y] = 0; // initialized in InitField()
3631 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3633 WasJustMoving[x][y] = 0;
3634 WasJustFalling[x][y] = 0;
3635 CheckCollision[x][y] = 0;
3636 CheckImpact[x][y] = 0;
3638 Pushed[x][y] = FALSE;
3640 ChangeCount[x][y] = 0;
3641 ChangeEvent[x][y] = -1;
3643 ExplodePhase[x][y] = 0;
3644 ExplodeDelay[x][y] = 0;
3645 ExplodeField[x][y] = EX_TYPE_NONE;
3647 RunnerVisit[x][y] = 0;
3648 PlayerVisit[x][y] = 0;
3651 GfxRandom[x][y] = INIT_GFX_RANDOM();
3652 GfxElement[x][y] = EL_UNDEFINED;
3653 GfxAction[x][y] = ACTION_DEFAULT;
3654 GfxDir[x][y] = MV_NONE;
3655 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3658 SCAN_PLAYFIELD(x, y)
3660 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3662 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3664 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3667 InitField(x, y, TRUE);
3669 ResetGfxAnimation(x, y);
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 struct PlayerInfo *player = &stored_player[i];
3678 // set number of special actions for bored and sleeping animation
3679 player->num_special_action_bored =
3680 get_num_special_action(player->artwork_element,
3681 ACTION_BORING_1, ACTION_BORING_LAST);
3682 player->num_special_action_sleeping =
3683 get_num_special_action(player->artwork_element,
3684 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3687 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3688 emulate_sb ? EMU_SOKOBAN :
3689 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3691 // initialize type of slippery elements
3692 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3694 if (!IS_CUSTOM_ELEMENT(i))
3696 // default: elements slip down either to the left or right randomly
3697 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3699 // SP style elements prefer to slip down on the left side
3700 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3701 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3703 // BD style elements prefer to slip down on the left side
3704 if (game.emulation == EMU_BOULDERDASH)
3705 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3709 // initialize explosion and ignition delay
3710 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3712 if (!IS_CUSTOM_ELEMENT(i))
3715 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3716 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3717 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3718 int last_phase = (num_phase + 1) * delay;
3719 int half_phase = (num_phase / 2) * delay;
3721 element_info[i].explosion_delay = last_phase - 1;
3722 element_info[i].ignition_delay = half_phase;
3724 if (i == EL_BLACK_ORB)
3725 element_info[i].ignition_delay = 1;
3729 // correct non-moving belts to start moving left
3730 for (i = 0; i < NUM_BELTS; i++)
3731 if (game.belt_dir[i] == MV_NONE)
3732 game.belt_dir_nr[i] = 3; // not moving, next moving left
3734 #if USE_NEW_PLAYER_ASSIGNMENTS
3735 for (i = 0; i < MAX_PLAYERS; i++)
3737 stored_player[i].connected = FALSE;
3739 // in network game mode, the local player might not be the first player
3740 if (stored_player[i].connected_locally)
3741 local_player = &stored_player[i];
3744 if (!network.enabled)
3745 local_player->connected = TRUE;
3749 for (i = 0; i < MAX_PLAYERS; i++)
3750 stored_player[i].connected = tape.player_participates[i];
3752 else if (network.enabled)
3754 // add team mode players connected over the network (needed for correct
3755 // assignment of player figures from level to locally playing players)
3757 for (i = 0; i < MAX_PLAYERS; i++)
3758 if (stored_player[i].connected_network)
3759 stored_player[i].connected = TRUE;
3761 else if (game.team_mode)
3763 // try to guess locally connected team mode players (needed for correct
3764 // assignment of player figures from level to locally playing players)
3766 for (i = 0; i < MAX_PLAYERS; i++)
3767 if (setup.input[i].use_joystick ||
3768 setup.input[i].key.left != KSYM_UNDEFINED)
3769 stored_player[i].connected = TRUE;
3772 #if DEBUG_INIT_PLAYER
3773 DebugPrintPlayerStatus("Player status after level initialization");
3776 #if DEBUG_INIT_PLAYER
3778 printf("Reassigning players ...\n");
3781 // check if any connected player was not found in playfield
3782 for (i = 0; i < MAX_PLAYERS; i++)
3784 struct PlayerInfo *player = &stored_player[i];
3786 if (player->connected && !player->present)
3788 struct PlayerInfo *field_player = NULL;
3790 #if DEBUG_INIT_PLAYER
3792 printf("- looking for field player for player %d ...\n", i + 1);
3795 // assign first free player found that is present in the playfield
3797 // first try: look for unmapped playfield player that is not connected
3798 for (j = 0; j < MAX_PLAYERS; j++)
3799 if (field_player == NULL &&
3800 stored_player[j].present &&
3801 !stored_player[j].mapped &&
3802 !stored_player[j].connected)
3803 field_player = &stored_player[j];
3805 // second try: look for *any* unmapped playfield player
3806 for (j = 0; j < MAX_PLAYERS; j++)
3807 if (field_player == NULL &&
3808 stored_player[j].present &&
3809 !stored_player[j].mapped)
3810 field_player = &stored_player[j];
3812 if (field_player != NULL)
3814 int jx = field_player->jx, jy = field_player->jy;
3816 #if DEBUG_INIT_PLAYER
3818 printf("- found player %d\n", field_player->index_nr + 1);
3821 player->present = FALSE;
3822 player->active = FALSE;
3824 field_player->present = TRUE;
3825 field_player->active = TRUE;
3828 player->initial_element = field_player->initial_element;
3829 player->artwork_element = field_player->artwork_element;
3831 player->block_last_field = field_player->block_last_field;
3832 player->block_delay_adjustment = field_player->block_delay_adjustment;
3835 StorePlayer[jx][jy] = field_player->element_nr;
3837 field_player->jx = field_player->last_jx = jx;
3838 field_player->jy = field_player->last_jy = jy;
3840 if (local_player == player)
3841 local_player = field_player;
3843 map_player_action[field_player->index_nr] = i;
3845 field_player->mapped = TRUE;
3847 #if DEBUG_INIT_PLAYER
3849 printf("- map_player_action[%d] == %d\n",
3850 field_player->index_nr + 1, i + 1);
3855 if (player->connected && player->present)
3856 player->mapped = TRUE;
3859 #if DEBUG_INIT_PLAYER
3860 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3865 // check if any connected player was not found in playfield
3866 for (i = 0; i < MAX_PLAYERS; i++)
3868 struct PlayerInfo *player = &stored_player[i];
3870 if (player->connected && !player->present)
3872 for (j = 0; j < MAX_PLAYERS; j++)
3874 struct PlayerInfo *field_player = &stored_player[j];
3875 int jx = field_player->jx, jy = field_player->jy;
3877 // assign first free player found that is present in the playfield
3878 if (field_player->present && !field_player->connected)
3880 player->present = TRUE;
3881 player->active = TRUE;
3883 field_player->present = FALSE;
3884 field_player->active = FALSE;
3886 player->initial_element = field_player->initial_element;
3887 player->artwork_element = field_player->artwork_element;
3889 player->block_last_field = field_player->block_last_field;
3890 player->block_delay_adjustment = field_player->block_delay_adjustment;
3892 StorePlayer[jx][jy] = player->element_nr;
3894 player->jx = player->last_jx = jx;
3895 player->jy = player->last_jy = jy;
3905 printf("::: local_player->present == %d\n", local_player->present);
3908 // set focus to local player for network games, else to all players
3909 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3910 game.centered_player_nr_next = game.centered_player_nr;
3911 game.set_centered_player = FALSE;
3913 if (network_playing && tape.recording)
3915 // store client dependent player focus when recording network games
3916 tape.centered_player_nr_next = game.centered_player_nr_next;
3917 tape.set_centered_player = TRUE;
3922 // when playing a tape, eliminate all players who do not participate
3924 #if USE_NEW_PLAYER_ASSIGNMENTS
3926 if (!game.team_mode)
3928 for (i = 0; i < MAX_PLAYERS; i++)
3930 if (stored_player[i].active &&
3931 !tape.player_participates[map_player_action[i]])
3933 struct PlayerInfo *player = &stored_player[i];
3934 int jx = player->jx, jy = player->jy;
3936 #if DEBUG_INIT_PLAYER
3938 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3941 player->active = FALSE;
3942 StorePlayer[jx][jy] = 0;
3943 Feld[jx][jy] = EL_EMPTY;
3950 for (i = 0; i < MAX_PLAYERS; i++)
3952 if (stored_player[i].active &&
3953 !tape.player_participates[i])
3955 struct PlayerInfo *player = &stored_player[i];
3956 int jx = player->jx, jy = player->jy;
3958 player->active = FALSE;
3959 StorePlayer[jx][jy] = 0;
3960 Feld[jx][jy] = EL_EMPTY;
3965 else if (!network.enabled && !game.team_mode) // && !tape.playing
3967 // when in single player mode, eliminate all but the local player
3969 for (i = 0; i < MAX_PLAYERS; i++)
3971 struct PlayerInfo *player = &stored_player[i];
3973 if (player->active && player != local_player)
3975 int jx = player->jx, jy = player->jy;
3977 player->active = FALSE;
3978 player->present = FALSE;
3980 StorePlayer[jx][jy] = 0;
3981 Feld[jx][jy] = EL_EMPTY;
3986 for (i = 0; i < MAX_PLAYERS; i++)
3987 if (stored_player[i].active)
3988 game.players_still_needed++;
3990 if (level.solved_by_one_player)
3991 game.players_still_needed = 1;
3993 // when recording the game, store which players take part in the game
3996 #if USE_NEW_PLAYER_ASSIGNMENTS
3997 for (i = 0; i < MAX_PLAYERS; i++)
3998 if (stored_player[i].connected)
3999 tape.player_participates[i] = TRUE;
4001 for (i = 0; i < MAX_PLAYERS; i++)
4002 if (stored_player[i].active)
4003 tape.player_participates[i] = TRUE;
4007 #if DEBUG_INIT_PLAYER
4008 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4011 if (BorderElement == EL_EMPTY)
4014 SBX_Right = lev_fieldx - SCR_FIELDX;
4016 SBY_Lower = lev_fieldy - SCR_FIELDY;
4021 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4023 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4026 if (full_lev_fieldx <= SCR_FIELDX)
4027 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4028 if (full_lev_fieldy <= SCR_FIELDY)
4029 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4031 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4033 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4036 // if local player not found, look for custom element that might create
4037 // the player (make some assumptions about the right custom element)
4038 if (!local_player->present)
4040 int start_x = 0, start_y = 0;
4041 int found_rating = 0;
4042 int found_element = EL_UNDEFINED;
4043 int player_nr = local_player->index_nr;
4045 SCAN_PLAYFIELD(x, y)
4047 int element = Feld[x][y];
4052 if (level.use_start_element[player_nr] &&
4053 level.start_element[player_nr] == element &&
4060 found_element = element;
4063 if (!IS_CUSTOM_ELEMENT(element))
4066 if (CAN_CHANGE(element))
4068 for (i = 0; i < element_info[element].num_change_pages; i++)
4070 // check for player created from custom element as single target
4071 content = element_info[element].change_page[i].target_element;
4072 is_player = ELEM_IS_PLAYER(content);
4074 if (is_player && (found_rating < 3 ||
4075 (found_rating == 3 && element < found_element)))
4081 found_element = element;
4086 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4088 // check for player created from custom element as explosion content
4089 content = element_info[element].content.e[xx][yy];
4090 is_player = ELEM_IS_PLAYER(content);
4092 if (is_player && (found_rating < 2 ||
4093 (found_rating == 2 && element < found_element)))
4095 start_x = x + xx - 1;
4096 start_y = y + yy - 1;
4099 found_element = element;
4102 if (!CAN_CHANGE(element))
4105 for (i = 0; i < element_info[element].num_change_pages; i++)
4107 // check for player created from custom element as extended target
4109 element_info[element].change_page[i].target_content.e[xx][yy];
4111 is_player = ELEM_IS_PLAYER(content);
4113 if (is_player && (found_rating < 1 ||
4114 (found_rating == 1 && element < found_element)))
4116 start_x = x + xx - 1;
4117 start_y = y + yy - 1;
4120 found_element = element;
4126 scroll_x = SCROLL_POSITION_X(start_x);
4127 scroll_y = SCROLL_POSITION_Y(start_y);
4131 scroll_x = SCROLL_POSITION_X(local_player->jx);
4132 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4135 // !!! FIX THIS (START) !!!
4136 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4138 InitGameEngine_EM();
4140 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4142 InitGameEngine_SP();
4144 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4146 InitGameEngine_MM();
4150 DrawLevel(REDRAW_FIELD);
4153 // after drawing the level, correct some elements
4154 if (game.timegate_time_left == 0)
4155 CloseAllOpenTimegates();
4158 // blit playfield from scroll buffer to normal back buffer for fading in
4159 BlitScreenToBitmap(backbuffer);
4160 // !!! FIX THIS (END) !!!
4162 DrawMaskedBorder(fade_mask);
4167 // full screen redraw is required at this point in the following cases:
4168 // - special editor door undrawn when game was started from level editor
4169 // - drawing area (playfield) was changed and has to be removed completely
4170 redraw_mask = REDRAW_ALL;
4174 if (!game.restart_level)
4176 // copy default game door content to main double buffer
4178 // !!! CHECK AGAIN !!!
4179 SetPanelBackground();
4180 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4181 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4184 SetPanelBackground();
4185 SetDrawBackgroundMask(REDRAW_DOOR_1);
4187 UpdateAndDisplayGameControlValues();
4189 if (!game.restart_level)
4195 CreateGameButtons();
4200 // copy actual game door content to door double buffer for OpenDoor()
4201 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4203 OpenDoor(DOOR_OPEN_ALL);
4205 KeyboardAutoRepeatOffUnlessAutoplay();
4207 #if DEBUG_INIT_PLAYER
4208 DebugPrintPlayerStatus("Player status (final)");
4217 if (!game.restart_level && !tape.playing)
4219 LevelStats_incPlayed(level_nr);
4221 SaveLevelSetup_SeriesInfo();
4224 game.restart_level = FALSE;
4225 game.restart_game_message = NULL;
4226 game.request_active = FALSE;
4228 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4229 InitGameActions_MM();
4231 SaveEngineSnapshotToListInitial();
4233 if (!game.restart_level)
4235 PlaySound(SND_GAME_STARTING);
4237 if (setup.sound_music)
4242 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4243 int actual_player_x, int actual_player_y)
4245 // this is used for non-R'n'D game engines to update certain engine values
4247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4249 actual_player_x = correctLevelPosX_EM(actual_player_x);
4250 actual_player_y = correctLevelPosY_EM(actual_player_y);
4253 // needed to determine if sounds are played within the visible screen area
4254 scroll_x = actual_scroll_x;
4255 scroll_y = actual_scroll_y;
4257 // needed to get player position for "follow finger" playing input method
4258 local_player->jx = actual_player_x;
4259 local_player->jy = actual_player_y;
4262 void InitMovDir(int x, int y)
4264 int i, element = Feld[x][y];
4265 static int xy[4][2] =
4272 static int direction[3][4] =
4274 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4275 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4276 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4285 Feld[x][y] = EL_BUG;
4286 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4289 case EL_SPACESHIP_RIGHT:
4290 case EL_SPACESHIP_UP:
4291 case EL_SPACESHIP_LEFT:
4292 case EL_SPACESHIP_DOWN:
4293 Feld[x][y] = EL_SPACESHIP;
4294 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4297 case EL_BD_BUTTERFLY_RIGHT:
4298 case EL_BD_BUTTERFLY_UP:
4299 case EL_BD_BUTTERFLY_LEFT:
4300 case EL_BD_BUTTERFLY_DOWN:
4301 Feld[x][y] = EL_BD_BUTTERFLY;
4302 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4305 case EL_BD_FIREFLY_RIGHT:
4306 case EL_BD_FIREFLY_UP:
4307 case EL_BD_FIREFLY_LEFT:
4308 case EL_BD_FIREFLY_DOWN:
4309 Feld[x][y] = EL_BD_FIREFLY;
4310 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4313 case EL_PACMAN_RIGHT:
4315 case EL_PACMAN_LEFT:
4316 case EL_PACMAN_DOWN:
4317 Feld[x][y] = EL_PACMAN;
4318 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4321 case EL_YAMYAM_LEFT:
4322 case EL_YAMYAM_RIGHT:
4324 case EL_YAMYAM_DOWN:
4325 Feld[x][y] = EL_YAMYAM;
4326 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4329 case EL_SP_SNIKSNAK:
4330 MovDir[x][y] = MV_UP;
4333 case EL_SP_ELECTRON:
4334 MovDir[x][y] = MV_LEFT;
4341 Feld[x][y] = EL_MOLE;
4342 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4346 if (IS_CUSTOM_ELEMENT(element))
4348 struct ElementInfo *ei = &element_info[element];
4349 int move_direction_initial = ei->move_direction_initial;
4350 int move_pattern = ei->move_pattern;
4352 if (move_direction_initial == MV_START_PREVIOUS)
4354 if (MovDir[x][y] != MV_NONE)
4357 move_direction_initial = MV_START_AUTOMATIC;
4360 if (move_direction_initial == MV_START_RANDOM)
4361 MovDir[x][y] = 1 << RND(4);
4362 else if (move_direction_initial & MV_ANY_DIRECTION)
4363 MovDir[x][y] = move_direction_initial;
4364 else if (move_pattern == MV_ALL_DIRECTIONS ||
4365 move_pattern == MV_TURNING_LEFT ||
4366 move_pattern == MV_TURNING_RIGHT ||
4367 move_pattern == MV_TURNING_LEFT_RIGHT ||
4368 move_pattern == MV_TURNING_RIGHT_LEFT ||
4369 move_pattern == MV_TURNING_RANDOM)
4370 MovDir[x][y] = 1 << RND(4);
4371 else if (move_pattern == MV_HORIZONTAL)
4372 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4373 else if (move_pattern == MV_VERTICAL)
4374 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4375 else if (move_pattern & MV_ANY_DIRECTION)
4376 MovDir[x][y] = element_info[element].move_pattern;
4377 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4378 move_pattern == MV_ALONG_RIGHT_SIDE)
4380 // use random direction as default start direction
4381 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4382 MovDir[x][y] = 1 << RND(4);
4384 for (i = 0; i < NUM_DIRECTIONS; i++)
4386 int x1 = x + xy[i][0];
4387 int y1 = y + xy[i][1];
4389 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4391 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4392 MovDir[x][y] = direction[0][i];
4394 MovDir[x][y] = direction[1][i];
4403 MovDir[x][y] = 1 << RND(4);
4405 if (element != EL_BUG &&
4406 element != EL_SPACESHIP &&
4407 element != EL_BD_BUTTERFLY &&
4408 element != EL_BD_FIREFLY)
4411 for (i = 0; i < NUM_DIRECTIONS; i++)
4413 int x1 = x + xy[i][0];
4414 int y1 = y + xy[i][1];
4416 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4418 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4420 MovDir[x][y] = direction[0][i];
4423 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4424 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4426 MovDir[x][y] = direction[1][i];
4435 GfxDir[x][y] = MovDir[x][y];
4438 void InitAmoebaNr(int x, int y)
4441 int group_nr = AmoebeNachbarNr(x, y);
4445 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4447 if (AmoebaCnt[i] == 0)
4455 AmoebaNr[x][y] = group_nr;
4456 AmoebaCnt[group_nr]++;
4457 AmoebaCnt2[group_nr]++;
4460 static void LevelSolved(void)
4462 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4463 game.players_still_needed > 0)
4466 game.LevelSolved = TRUE;
4467 game.GameOver = TRUE;
4469 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4470 level.native_em_level->lev->score :
4471 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4474 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4475 MM_HEALTH(game_mm.laser_overload_value) :
4478 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4479 game.LevelSolved_CountingScore = game.score_final;
4480 game.LevelSolved_CountingHealth = game.health_final;
4485 static int time_count_steps;
4486 static int time, time_final;
4487 static int score, score_final;
4488 static int health, health_final;
4489 static int game_over_delay_1 = 0;
4490 static int game_over_delay_2 = 0;
4491 static int game_over_delay_3 = 0;
4492 int game_over_delay_value_1 = 50;
4493 int game_over_delay_value_2 = 25;
4494 int game_over_delay_value_3 = 50;
4496 if (!game.LevelSolved_GameWon)
4500 // do not start end game actions before the player stops moving (to exit)
4501 if (local_player->MovPos)
4504 game.LevelSolved_GameWon = TRUE;
4505 game.LevelSolved_SaveTape = tape.recording;
4506 game.LevelSolved_SaveScore = !tape.playing;
4510 LevelStats_incSolved(level_nr);
4512 SaveLevelSetup_SeriesInfo();
4515 if (tape.auto_play) // tape might already be stopped here
4516 tape.auto_play_level_solved = TRUE;
4520 game_over_delay_1 = 0;
4521 game_over_delay_2 = 0;
4522 game_over_delay_3 = game_over_delay_value_3;
4524 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4525 score = score_final = game.score_final;
4526 health = health_final = game.health_final;
4528 if (level.score[SC_TIME_BONUS] > 0)
4533 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4535 else if (game.no_time_limit && TimePlayed < 999)
4538 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4541 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4543 game_over_delay_1 = game_over_delay_value_1;
4545 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4548 score_final += health * level.score[SC_TIME_BONUS];
4550 game_over_delay_2 = game_over_delay_value_2;
4553 game.score_final = score_final;
4554 game.health_final = health_final;
4557 if (level_editor_test_game)
4560 score = score_final;
4562 game.LevelSolved_CountingTime = time;
4563 game.LevelSolved_CountingScore = score;
4565 game_panel_controls[GAME_PANEL_TIME].value = time;
4566 game_panel_controls[GAME_PANEL_SCORE].value = score;
4568 DisplayGameControlValues();
4571 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4573 if (ExitX >= 0 && ExitY >= 0) // local player has left the level
4575 // close exit door after last player
4576 if ((AllPlayersGone &&
4577 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4578 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4579 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4580 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4581 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4583 int element = Feld[ExitX][ExitY];
4585 Feld[ExitX][ExitY] =
4586 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4587 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4588 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4589 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4590 EL_EM_STEEL_EXIT_CLOSING);
4592 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4595 // player disappears
4596 DrawLevelField(ExitX, ExitY);
4599 for (i = 0; i < MAX_PLAYERS; i++)
4601 struct PlayerInfo *player = &stored_player[i];
4603 if (player->present)
4605 RemovePlayer(player);
4607 // player disappears
4608 DrawLevelField(player->jx, player->jy);
4613 PlaySound(SND_GAME_WINNING);
4616 if (game_over_delay_1 > 0)
4618 game_over_delay_1--;
4623 if (time != time_final)
4625 int time_to_go = ABS(time_final - time);
4626 int time_count_dir = (time < time_final ? +1 : -1);
4628 if (time_to_go < time_count_steps)
4629 time_count_steps = 1;
4631 time += time_count_steps * time_count_dir;
4632 score += time_count_steps * level.score[SC_TIME_BONUS];
4634 game.LevelSolved_CountingTime = time;
4635 game.LevelSolved_CountingScore = score;
4637 game_panel_controls[GAME_PANEL_TIME].value = time;
4638 game_panel_controls[GAME_PANEL_SCORE].value = score;
4640 DisplayGameControlValues();
4642 if (time == time_final)
4643 StopSound(SND_GAME_LEVELTIME_BONUS);
4644 else if (setup.sound_loops)
4645 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4647 PlaySound(SND_GAME_LEVELTIME_BONUS);
4652 if (game_over_delay_2 > 0)
4654 game_over_delay_2--;
4659 if (health != health_final)
4661 int health_count_dir = (health < health_final ? +1 : -1);
4663 health += health_count_dir;
4664 score += level.score[SC_TIME_BONUS];
4666 game.LevelSolved_CountingHealth = health;
4667 game.LevelSolved_CountingScore = score;
4669 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4670 game_panel_controls[GAME_PANEL_SCORE].value = score;
4672 DisplayGameControlValues();
4674 if (health == health_final)
4675 StopSound(SND_GAME_LEVELTIME_BONUS);
4676 else if (setup.sound_loops)
4677 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4679 PlaySound(SND_GAME_LEVELTIME_BONUS);
4684 game.panel.active = FALSE;
4686 if (game_over_delay_3 > 0)
4688 game_over_delay_3--;
4698 // used instead of "level_nr" (needed for network games)
4699 int last_level_nr = levelset.level_nr;
4702 game.LevelSolved_GameEnd = TRUE;
4704 if (game.LevelSolved_SaveTape)
4706 // make sure that request dialog to save tape does not open door again
4707 if (!global.use_envelope_request)
4708 CloseDoor(DOOR_CLOSE_1);
4710 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4713 // if no tape is to be saved, close both doors simultaneously
4714 CloseDoor(DOOR_CLOSE_ALL);
4716 if (level_editor_test_game)
4718 SetGameStatus(GAME_MODE_MAIN);
4725 if (!game.LevelSolved_SaveScore)
4727 SetGameStatus(GAME_MODE_MAIN);
4734 if (level_nr == leveldir_current->handicap_level)
4736 leveldir_current->handicap_level++;
4738 SaveLevelSetup_SeriesInfo();
4741 if (setup.increment_levels &&
4742 level_nr < leveldir_current->last_level &&
4745 level_nr++; // advance to next level
4746 TapeErase(); // start with empty tape
4748 if (setup.auto_play_next_level)
4750 LoadLevel(level_nr);
4752 SaveLevelSetup_SeriesInfo();
4756 hi_pos = NewHiScore(last_level_nr);
4758 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4760 SetGameStatus(GAME_MODE_SCORES);
4762 DrawHallOfFame(last_level_nr, hi_pos);
4764 else if (setup.auto_play_next_level && setup.increment_levels &&
4765 last_level_nr < leveldir_current->last_level &&
4768 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4772 SetGameStatus(GAME_MODE_MAIN);
4778 int NewHiScore(int level_nr)
4782 boolean one_score_entry_per_name = !program.many_scores_per_name;
4784 LoadScore(level_nr);
4786 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4787 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4790 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4792 if (game.score_final > highscore[k].Score)
4794 // player has made it to the hall of fame
4796 if (k < MAX_SCORE_ENTRIES - 1)
4798 int m = MAX_SCORE_ENTRIES - 1;
4800 if (one_score_entry_per_name)
4802 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4803 if (strEqual(setup.player_name, highscore[l].Name))
4806 if (m == k) // player's new highscore overwrites his old one
4810 for (l = m; l > k; l--)
4812 strcpy(highscore[l].Name, highscore[l - 1].Name);
4813 highscore[l].Score = highscore[l - 1].Score;
4819 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4820 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4821 highscore[k].Score = game.score_final;
4826 else if (one_score_entry_per_name &&
4827 !strncmp(setup.player_name, highscore[k].Name,
4828 MAX_PLAYER_NAME_LEN))
4829 break; // player already there with a higher score
4833 SaveScore(level_nr);
4838 static int getElementMoveStepsizeExt(int x, int y, int direction)
4840 int element = Feld[x][y];
4841 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4842 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4843 int horiz_move = (dx != 0);
4844 int sign = (horiz_move ? dx : dy);
4845 int step = sign * element_info[element].move_stepsize;
4847 // special values for move stepsize for spring and things on conveyor belt
4850 if (CAN_FALL(element) &&
4851 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4852 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4853 else if (element == EL_SPRING)
4854 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4860 static int getElementMoveStepsize(int x, int y)
4862 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4865 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4867 if (player->GfxAction != action || player->GfxDir != dir)
4869 player->GfxAction = action;
4870 player->GfxDir = dir;
4872 player->StepFrame = 0;
4876 static void ResetGfxFrame(int x, int y)
4878 // profiling showed that "autotest" spends 10~20% of its time in this function
4879 if (DrawingDeactivatedField())
4882 int element = Feld[x][y];
4883 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4885 if (graphic_info[graphic].anim_global_sync)
4886 GfxFrame[x][y] = FrameCounter;
4887 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4888 GfxFrame[x][y] = CustomValue[x][y];
4889 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4890 GfxFrame[x][y] = element_info[element].collect_score;
4891 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4892 GfxFrame[x][y] = ChangeDelay[x][y];
4895 static void ResetGfxAnimation(int x, int y)
4897 GfxAction[x][y] = ACTION_DEFAULT;
4898 GfxDir[x][y] = MovDir[x][y];
4901 ResetGfxFrame(x, y);
4904 static void ResetRandomAnimationValue(int x, int y)
4906 GfxRandom[x][y] = INIT_GFX_RANDOM();
4909 static void InitMovingField(int x, int y, int direction)
4911 int element = Feld[x][y];
4912 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4913 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4916 boolean is_moving_before, is_moving_after;
4918 // check if element was/is moving or being moved before/after mode change
4919 is_moving_before = (WasJustMoving[x][y] != 0);
4920 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4922 // reset animation only for moving elements which change direction of moving
4923 // or which just started or stopped moving
4924 // (else CEs with property "can move" / "not moving" are reset each frame)
4925 if (is_moving_before != is_moving_after ||
4926 direction != MovDir[x][y])
4927 ResetGfxAnimation(x, y);
4929 MovDir[x][y] = direction;
4930 GfxDir[x][y] = direction;
4932 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4933 direction == MV_DOWN && CAN_FALL(element) ?
4934 ACTION_FALLING : ACTION_MOVING);
4936 // this is needed for CEs with property "can move" / "not moving"
4938 if (is_moving_after)
4940 if (Feld[newx][newy] == EL_EMPTY)
4941 Feld[newx][newy] = EL_BLOCKED;
4943 MovDir[newx][newy] = MovDir[x][y];
4945 CustomValue[newx][newy] = CustomValue[x][y];
4947 GfxFrame[newx][newy] = GfxFrame[x][y];
4948 GfxRandom[newx][newy] = GfxRandom[x][y];
4949 GfxAction[newx][newy] = GfxAction[x][y];
4950 GfxDir[newx][newy] = GfxDir[x][y];
4954 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4956 int direction = MovDir[x][y];
4957 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4958 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4964 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4966 int oldx = x, oldy = y;
4967 int direction = MovDir[x][y];
4969 if (direction == MV_LEFT)
4971 else if (direction == MV_RIGHT)
4973 else if (direction == MV_UP)
4975 else if (direction == MV_DOWN)
4978 *comes_from_x = oldx;
4979 *comes_from_y = oldy;
4982 static int MovingOrBlocked2Element(int x, int y)
4984 int element = Feld[x][y];
4986 if (element == EL_BLOCKED)
4990 Blocked2Moving(x, y, &oldx, &oldy);
4991 return Feld[oldx][oldy];
4997 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4999 // like MovingOrBlocked2Element(), but if element is moving
5000 // and (x,y) is the field the moving element is just leaving,
5001 // return EL_BLOCKED instead of the element value
5002 int element = Feld[x][y];
5004 if (IS_MOVING(x, y))
5006 if (element == EL_BLOCKED)
5010 Blocked2Moving(x, y, &oldx, &oldy);
5011 return Feld[oldx][oldy];
5020 static void RemoveField(int x, int y)
5022 Feld[x][y] = EL_EMPTY;
5028 CustomValue[x][y] = 0;
5031 ChangeDelay[x][y] = 0;
5032 ChangePage[x][y] = -1;
5033 Pushed[x][y] = FALSE;
5035 GfxElement[x][y] = EL_UNDEFINED;
5036 GfxAction[x][y] = ACTION_DEFAULT;
5037 GfxDir[x][y] = MV_NONE;
5040 static void RemoveMovingField(int x, int y)
5042 int oldx = x, oldy = y, newx = x, newy = y;
5043 int element = Feld[x][y];
5044 int next_element = EL_UNDEFINED;
5046 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5049 if (IS_MOVING(x, y))
5051 Moving2Blocked(x, y, &newx, &newy);
5053 if (Feld[newx][newy] != EL_BLOCKED)
5055 // element is moving, but target field is not free (blocked), but
5056 // already occupied by something different (example: acid pool);
5057 // in this case, only remove the moving field, but not the target
5059 RemoveField(oldx, oldy);
5061 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5063 TEST_DrawLevelField(oldx, oldy);
5068 else if (element == EL_BLOCKED)
5070 Blocked2Moving(x, y, &oldx, &oldy);
5071 if (!IS_MOVING(oldx, oldy))
5075 if (element == EL_BLOCKED &&
5076 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5077 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5078 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5079 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5080 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5081 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5082 next_element = get_next_element(Feld[oldx][oldy]);
5084 RemoveField(oldx, oldy);
5085 RemoveField(newx, newy);
5087 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5089 if (next_element != EL_UNDEFINED)
5090 Feld[oldx][oldy] = next_element;
5092 TEST_DrawLevelField(oldx, oldy);
5093 TEST_DrawLevelField(newx, newy);
5096 void DrawDynamite(int x, int y)
5098 int sx = SCREENX(x), sy = SCREENY(y);
5099 int graphic = el2img(Feld[x][y]);
5102 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5105 if (IS_WALKABLE_INSIDE(Back[x][y]))
5109 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5110 else if (Store[x][y])
5111 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5113 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5115 if (Back[x][y] || Store[x][y])
5116 DrawGraphicThruMask(sx, sy, graphic, frame);
5118 DrawGraphic(sx, sy, graphic, frame);
5121 static void CheckDynamite(int x, int y)
5123 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5127 if (MovDelay[x][y] != 0)
5130 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5136 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5141 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5143 boolean num_checked_players = 0;
5146 for (i = 0; i < MAX_PLAYERS; i++)
5148 if (stored_player[i].active)
5150 int sx = stored_player[i].jx;
5151 int sy = stored_player[i].jy;
5153 if (num_checked_players == 0)
5160 *sx1 = MIN(*sx1, sx);
5161 *sy1 = MIN(*sy1, sy);
5162 *sx2 = MAX(*sx2, sx);
5163 *sy2 = MAX(*sy2, sy);
5166 num_checked_players++;
5171 static boolean checkIfAllPlayersFitToScreen_RND(void)
5173 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5175 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5177 return (sx2 - sx1 < SCR_FIELDX &&
5178 sy2 - sy1 < SCR_FIELDY);
5181 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5183 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5185 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5187 *sx = (sx1 + sx2) / 2;
5188 *sy = (sy1 + sy2) / 2;
5191 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5192 boolean center_screen, boolean quick_relocation)
5194 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5195 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5196 boolean no_delay = (tape.warp_forward);
5197 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5198 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5199 int new_scroll_x, new_scroll_y;
5201 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5203 // case 1: quick relocation inside visible screen (without scrolling)
5210 if (!level.shifted_relocation || center_screen)
5212 // relocation _with_ centering of screen
5214 new_scroll_x = SCROLL_POSITION_X(x);
5215 new_scroll_y = SCROLL_POSITION_Y(y);
5219 // relocation _without_ centering of screen
5221 int center_scroll_x = SCROLL_POSITION_X(old_x);
5222 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5223 int offset_x = x + (scroll_x - center_scroll_x);
5224 int offset_y = y + (scroll_y - center_scroll_y);
5226 // for new screen position, apply previous offset to center position
5227 new_scroll_x = SCROLL_POSITION_X(offset_x);
5228 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5231 if (quick_relocation)
5233 // case 2: quick relocation (redraw without visible scrolling)
5235 scroll_x = new_scroll_x;
5236 scroll_y = new_scroll_y;
5243 // case 3: visible relocation (with scrolling to new position)
5245 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5247 SetVideoFrameDelay(wait_delay_value);
5249 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5252 int fx = FX, fy = FY;
5254 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5255 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5257 if (dx == 0 && dy == 0) // no scrolling needed at all
5263 fx += dx * TILEX / 2;
5264 fy += dy * TILEY / 2;
5266 ScrollLevel(dx, dy);
5269 // scroll in two steps of half tile size to make things smoother
5270 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5272 // scroll second step to align at full tile size
5273 BlitScreenToBitmap(window);
5279 SetVideoFrameDelay(frame_delay_value_old);
5282 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5284 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5285 int player_nr = GET_PLAYER_NR(el_player);
5286 struct PlayerInfo *player = &stored_player[player_nr];
5287 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5288 boolean no_delay = (tape.warp_forward);
5289 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5290 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5291 int old_jx = player->jx;
5292 int old_jy = player->jy;
5293 int old_element = Feld[old_jx][old_jy];
5294 int element = Feld[jx][jy];
5295 boolean player_relocated = (old_jx != jx || old_jy != jy);
5297 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5298 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5299 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5300 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5301 int leave_side_horiz = move_dir_horiz;
5302 int leave_side_vert = move_dir_vert;
5303 int enter_side = enter_side_horiz | enter_side_vert;
5304 int leave_side = leave_side_horiz | leave_side_vert;
5306 if (player->buried) // do not reanimate dead player
5309 if (!player_relocated) // no need to relocate the player
5312 if (IS_PLAYER(jx, jy)) // player already placed at new position
5314 RemoveField(jx, jy); // temporarily remove newly placed player
5315 DrawLevelField(jx, jy);
5318 if (player->present)
5320 while (player->MovPos)
5322 ScrollPlayer(player, SCROLL_GO_ON);
5323 ScrollScreen(NULL, SCROLL_GO_ON);
5325 AdvanceFrameAndPlayerCounters(player->index_nr);
5329 BackToFront_WithFrameDelay(wait_delay_value);
5332 DrawPlayer(player); // needed here only to cleanup last field
5333 DrawLevelField(player->jx, player->jy); // remove player graphic
5335 player->is_moving = FALSE;
5338 if (IS_CUSTOM_ELEMENT(old_element))
5339 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5341 player->index_bit, leave_side);
5343 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5345 player->index_bit, leave_side);
5347 Feld[jx][jy] = el_player;
5348 InitPlayerField(jx, jy, el_player, TRUE);
5350 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5351 possible that the relocation target field did not contain a player element,
5352 but a walkable element, to which the new player was relocated -- in this
5353 case, restore that (already initialized!) element on the player field */
5354 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5356 Feld[jx][jy] = element; // restore previously existing element
5359 // only visually relocate centered player
5360 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5361 FALSE, level.instant_relocation);
5363 TestIfPlayerTouchesBadThing(jx, jy);
5364 TestIfPlayerTouchesCustomElement(jx, jy);
5366 if (IS_CUSTOM_ELEMENT(element))
5367 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5368 player->index_bit, enter_side);
5370 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5371 player->index_bit, enter_side);
5373 if (player->is_switching)
5375 /* ensure that relocation while still switching an element does not cause
5376 a new element to be treated as also switched directly after relocation
5377 (this is important for teleporter switches that teleport the player to
5378 a place where another teleporter switch is in the same direction, which
5379 would then incorrectly be treated as immediately switched before the
5380 direction key that caused the switch was released) */
5382 player->switch_x += jx - old_jx;
5383 player->switch_y += jy - old_jy;
5387 static void Explode(int ex, int ey, int phase, int mode)
5393 // !!! eliminate this variable !!!
5394 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5396 if (game.explosions_delayed)
5398 ExplodeField[ex][ey] = mode;
5402 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5404 int center_element = Feld[ex][ey];
5405 int artwork_element, explosion_element; // set these values later
5407 // remove things displayed in background while burning dynamite
5408 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5411 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5413 // put moving element to center field (and let it explode there)
5414 center_element = MovingOrBlocked2Element(ex, ey);
5415 RemoveMovingField(ex, ey);
5416 Feld[ex][ey] = center_element;
5419 // now "center_element" is finally determined -- set related values now
5420 artwork_element = center_element; // for custom player artwork
5421 explosion_element = center_element; // for custom player artwork
5423 if (IS_PLAYER(ex, ey))
5425 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5427 artwork_element = stored_player[player_nr].artwork_element;
5429 if (level.use_explosion_element[player_nr])
5431 explosion_element = level.explosion_element[player_nr];
5432 artwork_element = explosion_element;
5436 if (mode == EX_TYPE_NORMAL ||
5437 mode == EX_TYPE_CENTER ||
5438 mode == EX_TYPE_CROSS)
5439 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5441 last_phase = element_info[explosion_element].explosion_delay + 1;
5443 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5445 int xx = x - ex + 1;
5446 int yy = y - ey + 1;
5449 if (!IN_LEV_FIELD(x, y) ||
5450 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5451 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5454 element = Feld[x][y];
5456 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5458 element = MovingOrBlocked2Element(x, y);
5460 if (!IS_EXPLOSION_PROOF(element))
5461 RemoveMovingField(x, y);
5464 // indestructible elements can only explode in center (but not flames)
5465 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5466 mode == EX_TYPE_BORDER)) ||
5467 element == EL_FLAMES)
5470 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5471 behaviour, for example when touching a yamyam that explodes to rocks
5472 with active deadly shield, a rock is created under the player !!! */
5473 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5475 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5476 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5477 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5479 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5482 if (IS_ACTIVE_BOMB(element))
5484 // re-activate things under the bomb like gate or penguin
5485 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5492 // save walkable background elements while explosion on same tile
5493 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5494 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5495 Back[x][y] = element;
5497 // ignite explodable elements reached by other explosion
5498 if (element == EL_EXPLOSION)
5499 element = Store2[x][y];
5501 if (AmoebaNr[x][y] &&
5502 (element == EL_AMOEBA_FULL ||
5503 element == EL_BD_AMOEBA ||
5504 element == EL_AMOEBA_GROWING))
5506 AmoebaCnt[AmoebaNr[x][y]]--;
5507 AmoebaCnt2[AmoebaNr[x][y]]--;
5512 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5514 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5516 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5518 if (PLAYERINFO(ex, ey)->use_murphy)
5519 Store[x][y] = EL_EMPTY;
5522 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5523 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5524 else if (ELEM_IS_PLAYER(center_element))
5525 Store[x][y] = EL_EMPTY;
5526 else if (center_element == EL_YAMYAM)
5527 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5528 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5529 Store[x][y] = element_info[center_element].content.e[xx][yy];
5531 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5532 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5533 // otherwise) -- FIX THIS !!!
5534 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5535 Store[x][y] = element_info[element].content.e[1][1];
5537 else if (!CAN_EXPLODE(element))
5538 Store[x][y] = element_info[element].content.e[1][1];
5541 Store[x][y] = EL_EMPTY;
5543 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5544 center_element == EL_AMOEBA_TO_DIAMOND)
5545 Store2[x][y] = element;
5547 Feld[x][y] = EL_EXPLOSION;
5548 GfxElement[x][y] = artwork_element;
5550 ExplodePhase[x][y] = 1;
5551 ExplodeDelay[x][y] = last_phase;
5556 if (center_element == EL_YAMYAM)
5557 game.yamyam_content_nr =
5558 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5570 GfxFrame[x][y] = 0; // restart explosion animation
5572 last_phase = ExplodeDelay[x][y];
5574 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5576 // this can happen if the player leaves an explosion just in time
5577 if (GfxElement[x][y] == EL_UNDEFINED)
5578 GfxElement[x][y] = EL_EMPTY;
5580 border_element = Store2[x][y];
5581 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5582 border_element = StorePlayer[x][y];
5584 if (phase == element_info[border_element].ignition_delay ||
5585 phase == last_phase)
5587 boolean border_explosion = FALSE;
5589 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5590 !PLAYER_EXPLOSION_PROTECTED(x, y))
5592 KillPlayerUnlessExplosionProtected(x, y);
5593 border_explosion = TRUE;
5595 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5597 Feld[x][y] = Store2[x][y];
5600 border_explosion = TRUE;
5602 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5604 AmoebeUmwandeln(x, y);
5606 border_explosion = TRUE;
5609 // if an element just explodes due to another explosion (chain-reaction),
5610 // do not immediately end the new explosion when it was the last frame of
5611 // the explosion (as it would be done in the following "if"-statement!)
5612 if (border_explosion && phase == last_phase)
5616 if (phase == last_phase)
5620 element = Feld[x][y] = Store[x][y];
5621 Store[x][y] = Store2[x][y] = 0;
5622 GfxElement[x][y] = EL_UNDEFINED;
5624 // player can escape from explosions and might therefore be still alive
5625 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5626 element <= EL_PLAYER_IS_EXPLODING_4)
5628 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5629 int explosion_element = EL_PLAYER_1 + player_nr;
5630 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5631 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5633 if (level.use_explosion_element[player_nr])
5634 explosion_element = level.explosion_element[player_nr];
5636 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5637 element_info[explosion_element].content.e[xx][yy]);
5640 // restore probably existing indestructible background element
5641 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5642 element = Feld[x][y] = Back[x][y];
5645 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5646 GfxDir[x][y] = MV_NONE;
5647 ChangeDelay[x][y] = 0;
5648 ChangePage[x][y] = -1;
5650 CustomValue[x][y] = 0;
5652 InitField_WithBug2(x, y, FALSE);
5654 TEST_DrawLevelField(x, y);
5656 TestIfElementTouchesCustomElement(x, y);
5658 if (GFX_CRUMBLED(element))
5659 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5661 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5662 StorePlayer[x][y] = 0;
5664 if (ELEM_IS_PLAYER(element))
5665 RelocatePlayer(x, y, element);
5667 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5669 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5670 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5673 TEST_DrawLevelFieldCrumbled(x, y);
5675 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5677 DrawLevelElement(x, y, Back[x][y]);
5678 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5680 else if (IS_WALKABLE_UNDER(Back[x][y]))
5682 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5683 DrawLevelElementThruMask(x, y, Back[x][y]);
5685 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5686 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5690 static void DynaExplode(int ex, int ey)
5693 int dynabomb_element = Feld[ex][ey];
5694 int dynabomb_size = 1;
5695 boolean dynabomb_xl = FALSE;
5696 struct PlayerInfo *player;
5697 static int xy[4][2] =
5705 if (IS_ACTIVE_BOMB(dynabomb_element))
5707 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5708 dynabomb_size = player->dynabomb_size;
5709 dynabomb_xl = player->dynabomb_xl;
5710 player->dynabombs_left++;
5713 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5715 for (i = 0; i < NUM_DIRECTIONS; i++)
5717 for (j = 1; j <= dynabomb_size; j++)
5719 int x = ex + j * xy[i][0];
5720 int y = ey + j * xy[i][1];
5723 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5726 element = Feld[x][y];
5728 // do not restart explosions of fields with active bombs
5729 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5732 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5734 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5735 !IS_DIGGABLE(element) && !dynabomb_xl)
5741 void Bang(int x, int y)
5743 int element = MovingOrBlocked2Element(x, y);
5744 int explosion_type = EX_TYPE_NORMAL;
5746 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5748 struct PlayerInfo *player = PLAYERINFO(x, y);
5750 element = Feld[x][y] = player->initial_element;
5752 if (level.use_explosion_element[player->index_nr])
5754 int explosion_element = level.explosion_element[player->index_nr];
5756 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5757 explosion_type = EX_TYPE_CROSS;
5758 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5759 explosion_type = EX_TYPE_CENTER;
5767 case EL_BD_BUTTERFLY:
5770 case EL_DARK_YAMYAM:
5774 RaiseScoreElement(element);
5777 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5778 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5779 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5780 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5781 case EL_DYNABOMB_INCREASE_NUMBER:
5782 case EL_DYNABOMB_INCREASE_SIZE:
5783 case EL_DYNABOMB_INCREASE_POWER:
5784 explosion_type = EX_TYPE_DYNA;
5787 case EL_DC_LANDMINE:
5788 explosion_type = EX_TYPE_CENTER;
5793 case EL_LAMP_ACTIVE:
5794 case EL_AMOEBA_TO_DIAMOND:
5795 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5796 explosion_type = EX_TYPE_CENTER;
5800 if (element_info[element].explosion_type == EXPLODES_CROSS)
5801 explosion_type = EX_TYPE_CROSS;
5802 else if (element_info[element].explosion_type == EXPLODES_1X1)
5803 explosion_type = EX_TYPE_CENTER;
5807 if (explosion_type == EX_TYPE_DYNA)
5810 Explode(x, y, EX_PHASE_START, explosion_type);
5812 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5815 static void SplashAcid(int x, int y)
5817 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5818 (!IN_LEV_FIELD(x - 1, y - 2) ||
5819 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5820 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5822 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5823 (!IN_LEV_FIELD(x + 1, y - 2) ||
5824 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5825 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5827 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5830 static void InitBeltMovement(void)
5832 static int belt_base_element[4] =
5834 EL_CONVEYOR_BELT_1_LEFT,
5835 EL_CONVEYOR_BELT_2_LEFT,
5836 EL_CONVEYOR_BELT_3_LEFT,
5837 EL_CONVEYOR_BELT_4_LEFT
5839 static int belt_base_active_element[4] =
5841 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5842 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5843 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5844 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5849 // set frame order for belt animation graphic according to belt direction
5850 for (i = 0; i < NUM_BELTS; i++)
5854 for (j = 0; j < NUM_BELT_PARTS; j++)
5856 int element = belt_base_active_element[belt_nr] + j;
5857 int graphic_1 = el2img(element);
5858 int graphic_2 = el2panelimg(element);
5860 if (game.belt_dir[i] == MV_LEFT)
5862 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5863 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5867 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5868 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5873 SCAN_PLAYFIELD(x, y)
5875 int element = Feld[x][y];
5877 for (i = 0; i < NUM_BELTS; i++)
5879 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5881 int e_belt_nr = getBeltNrFromBeltElement(element);
5884 if (e_belt_nr == belt_nr)
5886 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5888 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5895 static void ToggleBeltSwitch(int x, int y)
5897 static int belt_base_element[4] =
5899 EL_CONVEYOR_BELT_1_LEFT,
5900 EL_CONVEYOR_BELT_2_LEFT,
5901 EL_CONVEYOR_BELT_3_LEFT,
5902 EL_CONVEYOR_BELT_4_LEFT
5904 static int belt_base_active_element[4] =
5906 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5907 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5908 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5909 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5911 static int belt_base_switch_element[4] =
5913 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5914 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5915 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5916 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5918 static int belt_move_dir[4] =
5926 int element = Feld[x][y];
5927 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5928 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5929 int belt_dir = belt_move_dir[belt_dir_nr];
5932 if (!IS_BELT_SWITCH(element))
5935 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5936 game.belt_dir[belt_nr] = belt_dir;
5938 if (belt_dir_nr == 3)
5941 // set frame order for belt animation graphic according to belt direction
5942 for (i = 0; i < NUM_BELT_PARTS; i++)
5944 int element = belt_base_active_element[belt_nr] + i;
5945 int graphic_1 = el2img(element);
5946 int graphic_2 = el2panelimg(element);
5948 if (belt_dir == MV_LEFT)
5950 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5951 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5955 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5956 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5960 SCAN_PLAYFIELD(xx, yy)
5962 int element = Feld[xx][yy];
5964 if (IS_BELT_SWITCH(element))
5966 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5968 if (e_belt_nr == belt_nr)
5970 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5971 TEST_DrawLevelField(xx, yy);
5974 else if (IS_BELT(element) && belt_dir != MV_NONE)
5976 int e_belt_nr = getBeltNrFromBeltElement(element);
5978 if (e_belt_nr == belt_nr)
5980 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5982 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5983 TEST_DrawLevelField(xx, yy);
5986 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5988 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5990 if (e_belt_nr == belt_nr)
5992 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5994 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5995 TEST_DrawLevelField(xx, yy);
6001 static void ToggleSwitchgateSwitch(int x, int y)
6005 game.switchgate_pos = !game.switchgate_pos;
6007 SCAN_PLAYFIELD(xx, yy)
6009 int element = Feld[xx][yy];
6011 if (element == EL_SWITCHGATE_SWITCH_UP)
6013 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6014 TEST_DrawLevelField(xx, yy);
6016 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6018 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6019 TEST_DrawLevelField(xx, yy);
6021 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6023 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6024 TEST_DrawLevelField(xx, yy);
6026 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6028 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6029 TEST_DrawLevelField(xx, yy);
6031 else if (element == EL_SWITCHGATE_OPEN ||
6032 element == EL_SWITCHGATE_OPENING)
6034 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6036 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6038 else if (element == EL_SWITCHGATE_CLOSED ||
6039 element == EL_SWITCHGATE_CLOSING)
6041 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6043 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6048 static int getInvisibleActiveFromInvisibleElement(int element)
6050 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6051 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6052 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6056 static int getInvisibleFromInvisibleActiveElement(int element)
6058 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6059 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6060 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6064 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6068 SCAN_PLAYFIELD(x, y)
6070 int element = Feld[x][y];
6072 if (element == EL_LIGHT_SWITCH &&
6073 game.light_time_left > 0)
6075 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6076 TEST_DrawLevelField(x, y);
6078 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6079 game.light_time_left == 0)
6081 Feld[x][y] = EL_LIGHT_SWITCH;
6082 TEST_DrawLevelField(x, y);
6084 else if (element == EL_EMC_DRIPPER &&
6085 game.light_time_left > 0)
6087 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6088 TEST_DrawLevelField(x, y);
6090 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6091 game.light_time_left == 0)
6093 Feld[x][y] = EL_EMC_DRIPPER;
6094 TEST_DrawLevelField(x, y);
6096 else if (element == EL_INVISIBLE_STEELWALL ||
6097 element == EL_INVISIBLE_WALL ||
6098 element == EL_INVISIBLE_SAND)
6100 if (game.light_time_left > 0)
6101 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6103 TEST_DrawLevelField(x, y);
6105 // uncrumble neighbour fields, if needed
6106 if (element == EL_INVISIBLE_SAND)
6107 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6109 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6110 element == EL_INVISIBLE_WALL_ACTIVE ||
6111 element == EL_INVISIBLE_SAND_ACTIVE)
6113 if (game.light_time_left == 0)
6114 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6116 TEST_DrawLevelField(x, y);
6118 // re-crumble neighbour fields, if needed
6119 if (element == EL_INVISIBLE_SAND)
6120 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6125 static void RedrawAllInvisibleElementsForLenses(void)
6129 SCAN_PLAYFIELD(x, y)
6131 int element = Feld[x][y];
6133 if (element == EL_EMC_DRIPPER &&
6134 game.lenses_time_left > 0)
6136 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6137 TEST_DrawLevelField(x, y);
6139 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6140 game.lenses_time_left == 0)
6142 Feld[x][y] = EL_EMC_DRIPPER;
6143 TEST_DrawLevelField(x, y);
6145 else if (element == EL_INVISIBLE_STEELWALL ||
6146 element == EL_INVISIBLE_WALL ||
6147 element == EL_INVISIBLE_SAND)
6149 if (game.lenses_time_left > 0)
6150 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6152 TEST_DrawLevelField(x, y);
6154 // uncrumble neighbour fields, if needed
6155 if (element == EL_INVISIBLE_SAND)
6156 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6158 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6159 element == EL_INVISIBLE_WALL_ACTIVE ||
6160 element == EL_INVISIBLE_SAND_ACTIVE)
6162 if (game.lenses_time_left == 0)
6163 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6165 TEST_DrawLevelField(x, y);
6167 // re-crumble neighbour fields, if needed
6168 if (element == EL_INVISIBLE_SAND)
6169 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6174 static void RedrawAllInvisibleElementsForMagnifier(void)
6178 SCAN_PLAYFIELD(x, y)
6180 int element = Feld[x][y];
6182 if (element == EL_EMC_FAKE_GRASS &&
6183 game.magnify_time_left > 0)
6185 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6186 TEST_DrawLevelField(x, y);
6188 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6189 game.magnify_time_left == 0)
6191 Feld[x][y] = EL_EMC_FAKE_GRASS;
6192 TEST_DrawLevelField(x, y);
6194 else if (IS_GATE_GRAY(element) &&
6195 game.magnify_time_left > 0)
6197 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6198 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6199 IS_EM_GATE_GRAY(element) ?
6200 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6201 IS_EMC_GATE_GRAY(element) ?
6202 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6203 IS_DC_GATE_GRAY(element) ?
6204 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6206 TEST_DrawLevelField(x, y);
6208 else if (IS_GATE_GRAY_ACTIVE(element) &&
6209 game.magnify_time_left == 0)
6211 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6212 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6213 IS_EM_GATE_GRAY_ACTIVE(element) ?
6214 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6215 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6216 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6217 IS_DC_GATE_GRAY_ACTIVE(element) ?
6218 EL_DC_GATE_WHITE_GRAY :
6220 TEST_DrawLevelField(x, y);
6225 static void ToggleLightSwitch(int x, int y)
6227 int element = Feld[x][y];
6229 game.light_time_left =
6230 (element == EL_LIGHT_SWITCH ?
6231 level.time_light * FRAMES_PER_SECOND : 0);
6233 RedrawAllLightSwitchesAndInvisibleElements();
6236 static void ActivateTimegateSwitch(int x, int y)
6240 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6242 SCAN_PLAYFIELD(xx, yy)
6244 int element = Feld[xx][yy];
6246 if (element == EL_TIMEGATE_CLOSED ||
6247 element == EL_TIMEGATE_CLOSING)
6249 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6250 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6254 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6256 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6257 TEST_DrawLevelField(xx, yy);
6263 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6264 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6267 static void Impact(int x, int y)
6269 boolean last_line = (y == lev_fieldy - 1);
6270 boolean object_hit = FALSE;
6271 boolean impact = (last_line || object_hit);
6272 int element = Feld[x][y];
6273 int smashed = EL_STEELWALL;
6275 if (!last_line) // check if element below was hit
6277 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6280 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6281 MovDir[x][y + 1] != MV_DOWN ||
6282 MovPos[x][y + 1] <= TILEY / 2));
6284 // do not smash moving elements that left the smashed field in time
6285 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6286 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6289 #if USE_QUICKSAND_IMPACT_BUGFIX
6290 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6292 RemoveMovingField(x, y + 1);
6293 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6294 Feld[x][y + 2] = EL_ROCK;
6295 TEST_DrawLevelField(x, y + 2);
6300 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6302 RemoveMovingField(x, y + 1);
6303 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6304 Feld[x][y + 2] = EL_ROCK;
6305 TEST_DrawLevelField(x, y + 2);
6312 smashed = MovingOrBlocked2Element(x, y + 1);
6314 impact = (last_line || object_hit);
6317 if (!last_line && smashed == EL_ACID) // element falls into acid
6319 SplashAcid(x, y + 1);
6323 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6324 // only reset graphic animation if graphic really changes after impact
6326 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6328 ResetGfxAnimation(x, y);
6329 TEST_DrawLevelField(x, y);
6332 if (impact && CAN_EXPLODE_IMPACT(element))
6337 else if (impact && element == EL_PEARL &&
6338 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6340 ResetGfxAnimation(x, y);
6342 Feld[x][y] = EL_PEARL_BREAKING;
6343 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6346 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6348 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6353 if (impact && element == EL_AMOEBA_DROP)
6355 if (object_hit && IS_PLAYER(x, y + 1))
6356 KillPlayerUnlessEnemyProtected(x, y + 1);
6357 else if (object_hit && smashed == EL_PENGUIN)
6361 Feld[x][y] = EL_AMOEBA_GROWING;
6362 Store[x][y] = EL_AMOEBA_WET;
6364 ResetRandomAnimationValue(x, y);
6369 if (object_hit) // check which object was hit
6371 if ((CAN_PASS_MAGIC_WALL(element) &&
6372 (smashed == EL_MAGIC_WALL ||
6373 smashed == EL_BD_MAGIC_WALL)) ||
6374 (CAN_PASS_DC_MAGIC_WALL(element) &&
6375 smashed == EL_DC_MAGIC_WALL))
6378 int activated_magic_wall =
6379 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6380 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6381 EL_DC_MAGIC_WALL_ACTIVE);
6383 // activate magic wall / mill
6384 SCAN_PLAYFIELD(xx, yy)
6386 if (Feld[xx][yy] == smashed)
6387 Feld[xx][yy] = activated_magic_wall;
6390 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6391 game.magic_wall_active = TRUE;
6393 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6394 SND_MAGIC_WALL_ACTIVATING :
6395 smashed == EL_BD_MAGIC_WALL ?
6396 SND_BD_MAGIC_WALL_ACTIVATING :
6397 SND_DC_MAGIC_WALL_ACTIVATING));
6400 if (IS_PLAYER(x, y + 1))
6402 if (CAN_SMASH_PLAYER(element))
6404 KillPlayerUnlessEnemyProtected(x, y + 1);
6408 else if (smashed == EL_PENGUIN)
6410 if (CAN_SMASH_PLAYER(element))
6416 else if (element == EL_BD_DIAMOND)
6418 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6424 else if (((element == EL_SP_INFOTRON ||
6425 element == EL_SP_ZONK) &&
6426 (smashed == EL_SP_SNIKSNAK ||
6427 smashed == EL_SP_ELECTRON ||
6428 smashed == EL_SP_DISK_ORANGE)) ||
6429 (element == EL_SP_INFOTRON &&
6430 smashed == EL_SP_DISK_YELLOW))
6435 else if (CAN_SMASH_EVERYTHING(element))
6437 if (IS_CLASSIC_ENEMY(smashed) ||
6438 CAN_EXPLODE_SMASHED(smashed))
6443 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6445 if (smashed == EL_LAMP ||
6446 smashed == EL_LAMP_ACTIVE)
6451 else if (smashed == EL_NUT)
6453 Feld[x][y + 1] = EL_NUT_BREAKING;
6454 PlayLevelSound(x, y, SND_NUT_BREAKING);
6455 RaiseScoreElement(EL_NUT);
6458 else if (smashed == EL_PEARL)
6460 ResetGfxAnimation(x, y);
6462 Feld[x][y + 1] = EL_PEARL_BREAKING;
6463 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6466 else if (smashed == EL_DIAMOND)
6468 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6469 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6472 else if (IS_BELT_SWITCH(smashed))
6474 ToggleBeltSwitch(x, y + 1);
6476 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6477 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6478 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6479 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6481 ToggleSwitchgateSwitch(x, y + 1);
6483 else if (smashed == EL_LIGHT_SWITCH ||
6484 smashed == EL_LIGHT_SWITCH_ACTIVE)
6486 ToggleLightSwitch(x, y + 1);
6490 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6492 CheckElementChangeBySide(x, y + 1, smashed, element,
6493 CE_SWITCHED, CH_SIDE_TOP);
6494 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6500 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6505 // play sound of magic wall / mill
6507 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6508 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6509 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6511 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6512 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6513 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6514 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6515 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6516 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6521 // play sound of object that hits the ground
6522 if (last_line || object_hit)
6523 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6526 static void TurnRoundExt(int x, int y)
6538 { 0, 0 }, { 0, 0 }, { 0, 0 },
6543 int left, right, back;
6547 { MV_DOWN, MV_UP, MV_RIGHT },
6548 { MV_UP, MV_DOWN, MV_LEFT },
6550 { MV_LEFT, MV_RIGHT, MV_DOWN },
6554 { MV_RIGHT, MV_LEFT, MV_UP }
6557 int element = Feld[x][y];
6558 int move_pattern = element_info[element].move_pattern;
6560 int old_move_dir = MovDir[x][y];
6561 int left_dir = turn[old_move_dir].left;
6562 int right_dir = turn[old_move_dir].right;
6563 int back_dir = turn[old_move_dir].back;
6565 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6566 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6567 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6568 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6570 int left_x = x + left_dx, left_y = y + left_dy;
6571 int right_x = x + right_dx, right_y = y + right_dy;
6572 int move_x = x + move_dx, move_y = y + move_dy;
6576 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6578 TestIfBadThingTouchesOtherBadThing(x, y);
6580 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6581 MovDir[x][y] = right_dir;
6582 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6583 MovDir[x][y] = left_dir;
6585 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6587 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6590 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6592 TestIfBadThingTouchesOtherBadThing(x, y);
6594 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6595 MovDir[x][y] = left_dir;
6596 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6597 MovDir[x][y] = right_dir;
6599 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6601 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6604 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6606 TestIfBadThingTouchesOtherBadThing(x, y);
6608 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6609 MovDir[x][y] = left_dir;
6610 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6611 MovDir[x][y] = right_dir;
6613 if (MovDir[x][y] != old_move_dir)
6616 else if (element == EL_YAMYAM)
6618 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6619 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6621 if (can_turn_left && can_turn_right)
6622 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6623 else if (can_turn_left)
6624 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6625 else if (can_turn_right)
6626 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6628 MovDir[x][y] = back_dir;
6630 MovDelay[x][y] = 16 + 16 * RND(3);
6632 else if (element == EL_DARK_YAMYAM)
6634 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6636 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6639 if (can_turn_left && can_turn_right)
6640 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6641 else if (can_turn_left)
6642 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6643 else if (can_turn_right)
6644 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6646 MovDir[x][y] = back_dir;
6648 MovDelay[x][y] = 16 + 16 * RND(3);
6650 else if (element == EL_PACMAN)
6652 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6653 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6655 if (can_turn_left && can_turn_right)
6656 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6657 else if (can_turn_left)
6658 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6659 else if (can_turn_right)
6660 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6662 MovDir[x][y] = back_dir;
6664 MovDelay[x][y] = 6 + RND(40);
6666 else if (element == EL_PIG)
6668 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6669 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6670 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6671 boolean should_turn_left, should_turn_right, should_move_on;
6673 int rnd = RND(rnd_value);
6675 should_turn_left = (can_turn_left &&
6677 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6678 y + back_dy + left_dy)));
6679 should_turn_right = (can_turn_right &&
6681 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6682 y + back_dy + right_dy)));
6683 should_move_on = (can_move_on &&
6686 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6687 y + move_dy + left_dy) ||
6688 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6689 y + move_dy + right_dy)));
6691 if (should_turn_left || should_turn_right || should_move_on)
6693 if (should_turn_left && should_turn_right && should_move_on)
6694 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6695 rnd < 2 * rnd_value / 3 ? right_dir :
6697 else if (should_turn_left && should_turn_right)
6698 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6699 else if (should_turn_left && should_move_on)
6700 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6701 else if (should_turn_right && should_move_on)
6702 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6703 else if (should_turn_left)
6704 MovDir[x][y] = left_dir;
6705 else if (should_turn_right)
6706 MovDir[x][y] = right_dir;
6707 else if (should_move_on)
6708 MovDir[x][y] = old_move_dir;
6710 else if (can_move_on && rnd > rnd_value / 8)
6711 MovDir[x][y] = old_move_dir;
6712 else if (can_turn_left && can_turn_right)
6713 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6714 else if (can_turn_left && rnd > rnd_value / 8)
6715 MovDir[x][y] = left_dir;
6716 else if (can_turn_right && rnd > rnd_value/8)
6717 MovDir[x][y] = right_dir;
6719 MovDir[x][y] = back_dir;
6721 xx = x + move_xy[MovDir[x][y]].dx;
6722 yy = y + move_xy[MovDir[x][y]].dy;
6724 if (!IN_LEV_FIELD(xx, yy) ||
6725 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6726 MovDir[x][y] = old_move_dir;
6730 else if (element == EL_DRAGON)
6732 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6733 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6734 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6736 int rnd = RND(rnd_value);
6738 if (can_move_on && rnd > rnd_value / 8)
6739 MovDir[x][y] = old_move_dir;
6740 else if (can_turn_left && can_turn_right)
6741 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6742 else if (can_turn_left && rnd > rnd_value / 8)
6743 MovDir[x][y] = left_dir;
6744 else if (can_turn_right && rnd > rnd_value / 8)
6745 MovDir[x][y] = right_dir;
6747 MovDir[x][y] = back_dir;
6749 xx = x + move_xy[MovDir[x][y]].dx;
6750 yy = y + move_xy[MovDir[x][y]].dy;
6752 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6753 MovDir[x][y] = old_move_dir;
6757 else if (element == EL_MOLE)
6759 boolean can_move_on =
6760 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6761 IS_AMOEBOID(Feld[move_x][move_y]) ||
6762 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6765 boolean can_turn_left =
6766 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6767 IS_AMOEBOID(Feld[left_x][left_y])));
6769 boolean can_turn_right =
6770 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6771 IS_AMOEBOID(Feld[right_x][right_y])));
6773 if (can_turn_left && can_turn_right)
6774 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6775 else if (can_turn_left)
6776 MovDir[x][y] = left_dir;
6778 MovDir[x][y] = right_dir;
6781 if (MovDir[x][y] != old_move_dir)
6784 else if (element == EL_BALLOON)
6786 MovDir[x][y] = game.wind_direction;
6789 else if (element == EL_SPRING)
6791 if (MovDir[x][y] & MV_HORIZONTAL)
6793 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6794 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6796 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6797 ResetGfxAnimation(move_x, move_y);
6798 TEST_DrawLevelField(move_x, move_y);
6800 MovDir[x][y] = back_dir;
6802 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6803 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6804 MovDir[x][y] = MV_NONE;
6809 else if (element == EL_ROBOT ||
6810 element == EL_SATELLITE ||
6811 element == EL_PENGUIN ||
6812 element == EL_EMC_ANDROID)
6814 int attr_x = -1, attr_y = -1;
6825 for (i = 0; i < MAX_PLAYERS; i++)
6827 struct PlayerInfo *player = &stored_player[i];
6828 int jx = player->jx, jy = player->jy;
6830 if (!player->active)
6834 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6842 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6843 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6844 game.engine_version < VERSION_IDENT(3,1,0,0)))
6850 if (element == EL_PENGUIN)
6853 static int xy[4][2] =
6861 for (i = 0; i < NUM_DIRECTIONS; i++)
6863 int ex = x + xy[i][0];
6864 int ey = y + xy[i][1];
6866 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6867 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6868 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6869 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6878 MovDir[x][y] = MV_NONE;
6880 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6881 else if (attr_x > x)
6882 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6884 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6885 else if (attr_y > y)
6886 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6888 if (element == EL_ROBOT)
6892 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6893 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6894 Moving2Blocked(x, y, &newx, &newy);
6896 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6897 MovDelay[x][y] = 8 + 8 * !RND(3);
6899 MovDelay[x][y] = 16;
6901 else if (element == EL_PENGUIN)
6907 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6909 boolean first_horiz = RND(2);
6910 int new_move_dir = MovDir[x][y];
6913 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6914 Moving2Blocked(x, y, &newx, &newy);
6916 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6920 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6921 Moving2Blocked(x, y, &newx, &newy);
6923 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6926 MovDir[x][y] = old_move_dir;
6930 else if (element == EL_SATELLITE)
6936 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6938 boolean first_horiz = RND(2);
6939 int new_move_dir = MovDir[x][y];
6942 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6943 Moving2Blocked(x, y, &newx, &newy);
6945 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6949 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6950 Moving2Blocked(x, y, &newx, &newy);
6952 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6955 MovDir[x][y] = old_move_dir;
6959 else if (element == EL_EMC_ANDROID)
6961 static int check_pos[16] =
6963 -1, // 0 => (invalid)
6966 -1, // 3 => (invalid)
6968 0, // 5 => MV_LEFT | MV_UP
6969 2, // 6 => MV_RIGHT | MV_UP
6970 -1, // 7 => (invalid)
6972 6, // 9 => MV_LEFT | MV_DOWN
6973 4, // 10 => MV_RIGHT | MV_DOWN
6974 -1, // 11 => (invalid)
6975 -1, // 12 => (invalid)
6976 -1, // 13 => (invalid)
6977 -1, // 14 => (invalid)
6978 -1, // 15 => (invalid)
6986 { -1, -1, MV_LEFT | MV_UP },
6988 { +1, -1, MV_RIGHT | MV_UP },
6989 { +1, 0, MV_RIGHT },
6990 { +1, +1, MV_RIGHT | MV_DOWN },
6992 { -1, +1, MV_LEFT | MV_DOWN },
6995 int start_pos, check_order;
6996 boolean can_clone = FALSE;
6999 // check if there is any free field around current position
7000 for (i = 0; i < 8; i++)
7002 int newx = x + check_xy[i].dx;
7003 int newy = y + check_xy[i].dy;
7005 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7013 if (can_clone) // randomly find an element to clone
7017 start_pos = check_pos[RND(8)];
7018 check_order = (RND(2) ? -1 : +1);
7020 for (i = 0; i < 8; i++)
7022 int pos_raw = start_pos + i * check_order;
7023 int pos = (pos_raw + 8) % 8;
7024 int newx = x + check_xy[pos].dx;
7025 int newy = y + check_xy[pos].dy;
7027 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7029 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7030 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7032 Store[x][y] = Feld[newx][newy];
7041 if (can_clone) // randomly find a direction to move
7045 start_pos = check_pos[RND(8)];
7046 check_order = (RND(2) ? -1 : +1);
7048 for (i = 0; i < 8; i++)
7050 int pos_raw = start_pos + i * check_order;
7051 int pos = (pos_raw + 8) % 8;
7052 int newx = x + check_xy[pos].dx;
7053 int newy = y + check_xy[pos].dy;
7054 int new_move_dir = check_xy[pos].dir;
7056 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7058 MovDir[x][y] = new_move_dir;
7059 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7068 if (can_clone) // cloning and moving successful
7071 // cannot clone -- try to move towards player
7073 start_pos = check_pos[MovDir[x][y] & 0x0f];
7074 check_order = (RND(2) ? -1 : +1);
7076 for (i = 0; i < 3; i++)
7078 // first check start_pos, then previous/next or (next/previous) pos
7079 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7080 int pos = (pos_raw + 8) % 8;
7081 int newx = x + check_xy[pos].dx;
7082 int newy = y + check_xy[pos].dy;
7083 int new_move_dir = check_xy[pos].dir;
7085 if (IS_PLAYER(newx, newy))
7088 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7090 MovDir[x][y] = new_move_dir;
7091 MovDelay[x][y] = level.android_move_time * 8 + 1;
7098 else if (move_pattern == MV_TURNING_LEFT ||
7099 move_pattern == MV_TURNING_RIGHT ||
7100 move_pattern == MV_TURNING_LEFT_RIGHT ||
7101 move_pattern == MV_TURNING_RIGHT_LEFT ||
7102 move_pattern == MV_TURNING_RANDOM ||
7103 move_pattern == MV_ALL_DIRECTIONS)
7105 boolean can_turn_left =
7106 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7107 boolean can_turn_right =
7108 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7110 if (element_info[element].move_stepsize == 0) // "not moving"
7113 if (move_pattern == MV_TURNING_LEFT)
7114 MovDir[x][y] = left_dir;
7115 else if (move_pattern == MV_TURNING_RIGHT)
7116 MovDir[x][y] = right_dir;
7117 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7118 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7119 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7120 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7121 else if (move_pattern == MV_TURNING_RANDOM)
7122 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7123 can_turn_right && !can_turn_left ? right_dir :
7124 RND(2) ? left_dir : right_dir);
7125 else if (can_turn_left && can_turn_right)
7126 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7127 else if (can_turn_left)
7128 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7129 else if (can_turn_right)
7130 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7132 MovDir[x][y] = back_dir;
7134 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7136 else if (move_pattern == MV_HORIZONTAL ||
7137 move_pattern == MV_VERTICAL)
7139 if (move_pattern & old_move_dir)
7140 MovDir[x][y] = back_dir;
7141 else if (move_pattern == MV_HORIZONTAL)
7142 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7143 else if (move_pattern == MV_VERTICAL)
7144 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern & MV_ANY_DIRECTION)
7150 MovDir[x][y] = move_pattern;
7151 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7153 else if (move_pattern & MV_WIND_DIRECTION)
7155 MovDir[x][y] = game.wind_direction;
7156 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7158 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7160 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7161 MovDir[x][y] = left_dir;
7162 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7163 MovDir[x][y] = right_dir;
7165 if (MovDir[x][y] != old_move_dir)
7166 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7168 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7170 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7171 MovDir[x][y] = right_dir;
7172 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7173 MovDir[x][y] = left_dir;
7175 if (MovDir[x][y] != old_move_dir)
7176 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7178 else if (move_pattern == MV_TOWARDS_PLAYER ||
7179 move_pattern == MV_AWAY_FROM_PLAYER)
7181 int attr_x = -1, attr_y = -1;
7183 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7194 for (i = 0; i < MAX_PLAYERS; i++)
7196 struct PlayerInfo *player = &stored_player[i];
7197 int jx = player->jx, jy = player->jy;
7199 if (!player->active)
7203 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7211 MovDir[x][y] = MV_NONE;
7213 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7214 else if (attr_x > x)
7215 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7217 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7218 else if (attr_y > y)
7219 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7221 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7223 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7225 boolean first_horiz = RND(2);
7226 int new_move_dir = MovDir[x][y];
7228 if (element_info[element].move_stepsize == 0) // "not moving"
7230 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7231 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7237 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7238 Moving2Blocked(x, y, &newx, &newy);
7240 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7244 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7245 Moving2Blocked(x, y, &newx, &newy);
7247 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7250 MovDir[x][y] = old_move_dir;
7253 else if (move_pattern == MV_WHEN_PUSHED ||
7254 move_pattern == MV_WHEN_DROPPED)
7256 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7257 MovDir[x][y] = MV_NONE;
7261 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7263 static int test_xy[7][2] =
7273 static int test_dir[7] =
7283 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7284 int move_preference = -1000000; // start with very low preference
7285 int new_move_dir = MV_NONE;
7286 int start_test = RND(4);
7289 for (i = 0; i < NUM_DIRECTIONS; i++)
7291 int move_dir = test_dir[start_test + i];
7292 int move_dir_preference;
7294 xx = x + test_xy[start_test + i][0];
7295 yy = y + test_xy[start_test + i][1];
7297 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7298 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7300 new_move_dir = move_dir;
7305 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7308 move_dir_preference = -1 * RunnerVisit[xx][yy];
7309 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7310 move_dir_preference = PlayerVisit[xx][yy];
7312 if (move_dir_preference > move_preference)
7314 // prefer field that has not been visited for the longest time
7315 move_preference = move_dir_preference;
7316 new_move_dir = move_dir;
7318 else if (move_dir_preference == move_preference &&
7319 move_dir == old_move_dir)
7321 // prefer last direction when all directions are preferred equally
7322 move_preference = move_dir_preference;
7323 new_move_dir = move_dir;
7327 MovDir[x][y] = new_move_dir;
7328 if (old_move_dir != new_move_dir)
7329 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7333 static void TurnRound(int x, int y)
7335 int direction = MovDir[x][y];
7339 GfxDir[x][y] = MovDir[x][y];
7341 if (direction != MovDir[x][y])
7345 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7347 ResetGfxFrame(x, y);
7350 static boolean JustBeingPushed(int x, int y)
7354 for (i = 0; i < MAX_PLAYERS; i++)
7356 struct PlayerInfo *player = &stored_player[i];
7358 if (player->active && player->is_pushing && player->MovPos)
7360 int next_jx = player->jx + (player->jx - player->last_jx);
7361 int next_jy = player->jy + (player->jy - player->last_jy);
7363 if (x == next_jx && y == next_jy)
7371 static void StartMoving(int x, int y)
7373 boolean started_moving = FALSE; // some elements can fall _and_ move
7374 int element = Feld[x][y];
7379 if (MovDelay[x][y] == 0)
7380 GfxAction[x][y] = ACTION_DEFAULT;
7382 if (CAN_FALL(element) && y < lev_fieldy - 1)
7384 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7385 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7386 if (JustBeingPushed(x, y))
7389 if (element == EL_QUICKSAND_FULL)
7391 if (IS_FREE(x, y + 1))
7393 InitMovingField(x, y, MV_DOWN);
7394 started_moving = TRUE;
7396 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7397 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7398 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7399 Store[x][y] = EL_ROCK;
7401 Store[x][y] = EL_ROCK;
7404 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7406 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7408 if (!MovDelay[x][y])
7410 MovDelay[x][y] = TILEY + 1;
7412 ResetGfxAnimation(x, y);
7413 ResetGfxAnimation(x, y + 1);
7418 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7419 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7426 Feld[x][y] = EL_QUICKSAND_EMPTY;
7427 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7428 Store[x][y + 1] = Store[x][y];
7431 PlayLevelSoundAction(x, y, ACTION_FILLING);
7433 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7435 if (!MovDelay[x][y])
7437 MovDelay[x][y] = TILEY + 1;
7439 ResetGfxAnimation(x, y);
7440 ResetGfxAnimation(x, y + 1);
7445 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7446 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7453 Feld[x][y] = EL_QUICKSAND_EMPTY;
7454 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7455 Store[x][y + 1] = Store[x][y];
7458 PlayLevelSoundAction(x, y, ACTION_FILLING);
7461 else if (element == EL_QUICKSAND_FAST_FULL)
7463 if (IS_FREE(x, y + 1))
7465 InitMovingField(x, y, MV_DOWN);
7466 started_moving = TRUE;
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7469 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7470 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7471 Store[x][y] = EL_ROCK;
7473 Store[x][y] = EL_ROCK;
7476 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7478 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7480 if (!MovDelay[x][y])
7482 MovDelay[x][y] = TILEY + 1;
7484 ResetGfxAnimation(x, y);
7485 ResetGfxAnimation(x, y + 1);
7490 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7491 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7498 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7499 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7500 Store[x][y + 1] = Store[x][y];
7503 PlayLevelSoundAction(x, y, ACTION_FILLING);
7505 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7507 if (!MovDelay[x][y])
7509 MovDelay[x][y] = TILEY + 1;
7511 ResetGfxAnimation(x, y);
7512 ResetGfxAnimation(x, y + 1);
7517 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7518 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7525 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7526 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7527 Store[x][y + 1] = Store[x][y];
7530 PlayLevelSoundAction(x, y, ACTION_FILLING);
7533 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7534 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7536 InitMovingField(x, y, MV_DOWN);
7537 started_moving = TRUE;
7539 Feld[x][y] = EL_QUICKSAND_FILLING;
7540 Store[x][y] = element;
7542 PlayLevelSoundAction(x, y, ACTION_FILLING);
7544 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7545 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7547 InitMovingField(x, y, MV_DOWN);
7548 started_moving = TRUE;
7550 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7551 Store[x][y] = element;
7553 PlayLevelSoundAction(x, y, ACTION_FILLING);
7555 else if (element == EL_MAGIC_WALL_FULL)
7557 if (IS_FREE(x, y + 1))
7559 InitMovingField(x, y, MV_DOWN);
7560 started_moving = TRUE;
7562 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7563 Store[x][y] = EL_CHANGED(Store[x][y]);
7565 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7567 if (!MovDelay[x][y])
7568 MovDelay[x][y] = TILEY / 4 + 1;
7577 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7578 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7579 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7583 else if (element == EL_BD_MAGIC_WALL_FULL)
7585 if (IS_FREE(x, y + 1))
7587 InitMovingField(x, y, MV_DOWN);
7588 started_moving = TRUE;
7590 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7591 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7593 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7595 if (!MovDelay[x][y])
7596 MovDelay[x][y] = TILEY / 4 + 1;
7605 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7606 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7607 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7611 else if (element == EL_DC_MAGIC_WALL_FULL)
7613 if (IS_FREE(x, y + 1))
7615 InitMovingField(x, y, MV_DOWN);
7616 started_moving = TRUE;
7618 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7619 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7621 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7623 if (!MovDelay[x][y])
7624 MovDelay[x][y] = TILEY / 4 + 1;
7633 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7634 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7635 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7639 else if ((CAN_PASS_MAGIC_WALL(element) &&
7640 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7641 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7642 (CAN_PASS_DC_MAGIC_WALL(element) &&
7643 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7646 InitMovingField(x, y, MV_DOWN);
7647 started_moving = TRUE;
7650 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7651 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7652 EL_DC_MAGIC_WALL_FILLING);
7653 Store[x][y] = element;
7655 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7657 SplashAcid(x, y + 1);
7659 InitMovingField(x, y, MV_DOWN);
7660 started_moving = TRUE;
7662 Store[x][y] = EL_ACID;
7665 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7666 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7667 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7668 CAN_FALL(element) && WasJustFalling[x][y] &&
7669 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7671 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7672 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7673 (Feld[x][y + 1] == EL_BLOCKED)))
7675 /* this is needed for a special case not covered by calling "Impact()"
7676 from "ContinueMoving()": if an element moves to a tile directly below
7677 another element which was just falling on that tile (which was empty
7678 in the previous frame), the falling element above would just stop
7679 instead of smashing the element below (in previous version, the above
7680 element was just checked for "moving" instead of "falling", resulting
7681 in incorrect smashes caused by horizontal movement of the above
7682 element; also, the case of the player being the element to smash was
7683 simply not covered here... :-/ ) */
7685 CheckCollision[x][y] = 0;
7686 CheckImpact[x][y] = 0;
7690 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7692 if (MovDir[x][y] == MV_NONE)
7694 InitMovingField(x, y, MV_DOWN);
7695 started_moving = TRUE;
7698 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7700 if (WasJustFalling[x][y]) // prevent animation from being restarted
7701 MovDir[x][y] = MV_DOWN;
7703 InitMovingField(x, y, MV_DOWN);
7704 started_moving = TRUE;
7706 else if (element == EL_AMOEBA_DROP)
7708 Feld[x][y] = EL_AMOEBA_GROWING;
7709 Store[x][y] = EL_AMOEBA_WET;
7711 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7712 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7713 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7714 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7716 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7717 (IS_FREE(x - 1, y + 1) ||
7718 Feld[x - 1][y + 1] == EL_ACID));
7719 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7720 (IS_FREE(x + 1, y + 1) ||
7721 Feld[x + 1][y + 1] == EL_ACID));
7722 boolean can_fall_any = (can_fall_left || can_fall_right);
7723 boolean can_fall_both = (can_fall_left && can_fall_right);
7724 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7726 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7728 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7729 can_fall_right = FALSE;
7730 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7731 can_fall_left = FALSE;
7732 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7733 can_fall_right = FALSE;
7734 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7735 can_fall_left = FALSE;
7737 can_fall_any = (can_fall_left || can_fall_right);
7738 can_fall_both = FALSE;
7743 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7744 can_fall_right = FALSE; // slip down on left side
7746 can_fall_left = !(can_fall_right = RND(2));
7748 can_fall_both = FALSE;
7753 // if not determined otherwise, prefer left side for slipping down
7754 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7755 started_moving = TRUE;
7758 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7760 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7761 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7762 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7763 int belt_dir = game.belt_dir[belt_nr];
7765 if ((belt_dir == MV_LEFT && left_is_free) ||
7766 (belt_dir == MV_RIGHT && right_is_free))
7768 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7770 InitMovingField(x, y, belt_dir);
7771 started_moving = TRUE;
7773 Pushed[x][y] = TRUE;
7774 Pushed[nextx][y] = TRUE;
7776 GfxAction[x][y] = ACTION_DEFAULT;
7780 MovDir[x][y] = 0; // if element was moving, stop it
7785 // not "else if" because of elements that can fall and move (EL_SPRING)
7786 if (CAN_MOVE(element) && !started_moving)
7788 int move_pattern = element_info[element].move_pattern;
7791 Moving2Blocked(x, y, &newx, &newy);
7793 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7796 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7797 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7799 WasJustMoving[x][y] = 0;
7800 CheckCollision[x][y] = 0;
7802 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7804 if (Feld[x][y] != element) // element has changed
7808 if (!MovDelay[x][y]) // start new movement phase
7810 // all objects that can change their move direction after each step
7811 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7813 if (element != EL_YAMYAM &&
7814 element != EL_DARK_YAMYAM &&
7815 element != EL_PACMAN &&
7816 !(move_pattern & MV_ANY_DIRECTION) &&
7817 move_pattern != MV_TURNING_LEFT &&
7818 move_pattern != MV_TURNING_RIGHT &&
7819 move_pattern != MV_TURNING_LEFT_RIGHT &&
7820 move_pattern != MV_TURNING_RIGHT_LEFT &&
7821 move_pattern != MV_TURNING_RANDOM)
7825 if (MovDelay[x][y] && (element == EL_BUG ||
7826 element == EL_SPACESHIP ||
7827 element == EL_SP_SNIKSNAK ||
7828 element == EL_SP_ELECTRON ||
7829 element == EL_MOLE))
7830 TEST_DrawLevelField(x, y);
7834 if (MovDelay[x][y]) // wait some time before next movement
7838 if (element == EL_ROBOT ||
7839 element == EL_YAMYAM ||
7840 element == EL_DARK_YAMYAM)
7842 DrawLevelElementAnimationIfNeeded(x, y, element);
7843 PlayLevelSoundAction(x, y, ACTION_WAITING);
7845 else if (element == EL_SP_ELECTRON)
7846 DrawLevelElementAnimationIfNeeded(x, y, element);
7847 else if (element == EL_DRAGON)
7850 int dir = MovDir[x][y];
7851 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7852 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7853 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7854 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7855 dir == MV_UP ? IMG_FLAMES_1_UP :
7856 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7857 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7859 GfxAction[x][y] = ACTION_ATTACKING;
7861 if (IS_PLAYER(x, y))
7862 DrawPlayerField(x, y);
7864 TEST_DrawLevelField(x, y);
7866 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7868 for (i = 1; i <= 3; i++)
7870 int xx = x + i * dx;
7871 int yy = y + i * dy;
7872 int sx = SCREENX(xx);
7873 int sy = SCREENY(yy);
7874 int flame_graphic = graphic + (i - 1);
7876 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7881 int flamed = MovingOrBlocked2Element(xx, yy);
7883 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7886 RemoveMovingField(xx, yy);
7888 ChangeDelay[xx][yy] = 0;
7890 Feld[xx][yy] = EL_FLAMES;
7892 if (IN_SCR_FIELD(sx, sy))
7894 TEST_DrawLevelFieldCrumbled(xx, yy);
7895 DrawGraphic(sx, sy, flame_graphic, frame);
7900 if (Feld[xx][yy] == EL_FLAMES)
7901 Feld[xx][yy] = EL_EMPTY;
7902 TEST_DrawLevelField(xx, yy);
7907 if (MovDelay[x][y]) // element still has to wait some time
7909 PlayLevelSoundAction(x, y, ACTION_WAITING);
7915 // now make next step
7917 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7919 if (DONT_COLLIDE_WITH(element) &&
7920 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7921 !PLAYER_ENEMY_PROTECTED(newx, newy))
7923 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7928 else if (CAN_MOVE_INTO_ACID(element) &&
7929 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7930 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7931 (MovDir[x][y] == MV_DOWN ||
7932 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7934 SplashAcid(newx, newy);
7935 Store[x][y] = EL_ACID;
7937 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7939 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7940 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7941 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7942 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7945 TEST_DrawLevelField(x, y);
7947 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7948 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7949 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7951 game.friends_still_needed--;
7952 if (!game.friends_still_needed &&
7953 !game.GameOver && AllPlayersGone)
7958 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7960 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7961 TEST_DrawLevelField(newx, newy);
7963 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7965 else if (!IS_FREE(newx, newy))
7967 GfxAction[x][y] = ACTION_WAITING;
7969 if (IS_PLAYER(x, y))
7970 DrawPlayerField(x, y);
7972 TEST_DrawLevelField(x, y);
7977 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7979 if (IS_FOOD_PIG(Feld[newx][newy]))
7981 if (IS_MOVING(newx, newy))
7982 RemoveMovingField(newx, newy);
7985 Feld[newx][newy] = EL_EMPTY;
7986 TEST_DrawLevelField(newx, newy);
7989 PlayLevelSound(x, y, SND_PIG_DIGGING);
7991 else if (!IS_FREE(newx, newy))
7993 if (IS_PLAYER(x, y))
7994 DrawPlayerField(x, y);
7996 TEST_DrawLevelField(x, y);
8001 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8003 if (Store[x][y] != EL_EMPTY)
8005 boolean can_clone = FALSE;
8008 // check if element to clone is still there
8009 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8011 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8019 // cannot clone or target field not free anymore -- do not clone
8020 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8021 Store[x][y] = EL_EMPTY;
8024 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8026 if (IS_MV_DIAGONAL(MovDir[x][y]))
8028 int diagonal_move_dir = MovDir[x][y];
8029 int stored = Store[x][y];
8030 int change_delay = 8;
8033 // android is moving diagonally
8035 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8037 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8038 GfxElement[x][y] = EL_EMC_ANDROID;
8039 GfxAction[x][y] = ACTION_SHRINKING;
8040 GfxDir[x][y] = diagonal_move_dir;
8041 ChangeDelay[x][y] = change_delay;
8043 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8046 DrawLevelGraphicAnimation(x, y, graphic);
8047 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8049 if (Feld[newx][newy] == EL_ACID)
8051 SplashAcid(newx, newy);
8056 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8058 Store[newx][newy] = EL_EMC_ANDROID;
8059 GfxElement[newx][newy] = EL_EMC_ANDROID;
8060 GfxAction[newx][newy] = ACTION_GROWING;
8061 GfxDir[newx][newy] = diagonal_move_dir;
8062 ChangeDelay[newx][newy] = change_delay;
8064 graphic = el_act_dir2img(GfxElement[newx][newy],
8065 GfxAction[newx][newy], GfxDir[newx][newy]);
8067 DrawLevelGraphicAnimation(newx, newy, graphic);
8068 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8074 Feld[newx][newy] = EL_EMPTY;
8075 TEST_DrawLevelField(newx, newy);
8077 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8080 else if (!IS_FREE(newx, newy))
8085 else if (IS_CUSTOM_ELEMENT(element) &&
8086 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8088 if (!DigFieldByCE(newx, newy, element))
8091 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8093 RunnerVisit[x][y] = FrameCounter;
8094 PlayerVisit[x][y] /= 8; // expire player visit path
8097 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8099 if (!IS_FREE(newx, newy))
8101 if (IS_PLAYER(x, y))
8102 DrawPlayerField(x, y);
8104 TEST_DrawLevelField(x, y);
8110 boolean wanna_flame = !RND(10);
8111 int dx = newx - x, dy = newy - y;
8112 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8113 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8114 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8115 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8116 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8117 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8120 IS_CLASSIC_ENEMY(element1) ||
8121 IS_CLASSIC_ENEMY(element2)) &&
8122 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8123 element1 != EL_FLAMES && element2 != EL_FLAMES)
8125 ResetGfxAnimation(x, y);
8126 GfxAction[x][y] = ACTION_ATTACKING;
8128 if (IS_PLAYER(x, y))
8129 DrawPlayerField(x, y);
8131 TEST_DrawLevelField(x, y);
8133 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8135 MovDelay[x][y] = 50;
8137 Feld[newx][newy] = EL_FLAMES;
8138 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8139 Feld[newx1][newy1] = EL_FLAMES;
8140 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8141 Feld[newx2][newy2] = EL_FLAMES;
8147 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8148 Feld[newx][newy] == EL_DIAMOND)
8150 if (IS_MOVING(newx, newy))
8151 RemoveMovingField(newx, newy);
8154 Feld[newx][newy] = EL_EMPTY;
8155 TEST_DrawLevelField(newx, newy);
8158 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8160 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8161 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8163 if (AmoebaNr[newx][newy])
8165 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8166 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8167 Feld[newx][newy] == EL_BD_AMOEBA)
8168 AmoebaCnt[AmoebaNr[newx][newy]]--;
8171 if (IS_MOVING(newx, newy))
8173 RemoveMovingField(newx, newy);
8177 Feld[newx][newy] = EL_EMPTY;
8178 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8183 else if ((element == EL_PACMAN || element == EL_MOLE)
8184 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8186 if (AmoebaNr[newx][newy])
8188 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8189 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8190 Feld[newx][newy] == EL_BD_AMOEBA)
8191 AmoebaCnt[AmoebaNr[newx][newy]]--;
8194 if (element == EL_MOLE)
8196 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8197 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8199 ResetGfxAnimation(x, y);
8200 GfxAction[x][y] = ACTION_DIGGING;
8201 TEST_DrawLevelField(x, y);
8203 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8205 return; // wait for shrinking amoeba
8207 else // element == EL_PACMAN
8209 Feld[newx][newy] = EL_EMPTY;
8210 TEST_DrawLevelField(newx, newy);
8211 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8214 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8215 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8216 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8218 // wait for shrinking amoeba to completely disappear
8221 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8223 // object was running against a wall
8227 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8228 DrawLevelElementAnimation(x, y, element);
8230 if (DONT_TOUCH(element))
8231 TestIfBadThingTouchesPlayer(x, y);
8236 InitMovingField(x, y, MovDir[x][y]);
8238 PlayLevelSoundAction(x, y, ACTION_MOVING);
8242 ContinueMoving(x, y);
8245 void ContinueMoving(int x, int y)
8247 int element = Feld[x][y];
8248 struct ElementInfo *ei = &element_info[element];
8249 int direction = MovDir[x][y];
8250 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8251 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8252 int newx = x + dx, newy = y + dy;
8253 int stored = Store[x][y];
8254 int stored_new = Store[newx][newy];
8255 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8256 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8257 boolean last_line = (newy == lev_fieldy - 1);
8259 MovPos[x][y] += getElementMoveStepsize(x, y);
8261 if (pushed_by_player) // special case: moving object pushed by player
8262 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8264 if (ABS(MovPos[x][y]) < TILEX)
8266 TEST_DrawLevelField(x, y);
8268 return; // element is still moving
8271 // element reached destination field
8273 Feld[x][y] = EL_EMPTY;
8274 Feld[newx][newy] = element;
8275 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8277 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8279 element = Feld[newx][newy] = EL_ACID;
8281 else if (element == EL_MOLE)
8283 Feld[x][y] = EL_SAND;
8285 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8287 else if (element == EL_QUICKSAND_FILLING)
8289 element = Feld[newx][newy] = get_next_element(element);
8290 Store[newx][newy] = Store[x][y];
8292 else if (element == EL_QUICKSAND_EMPTYING)
8294 Feld[x][y] = get_next_element(element);
8295 element = Feld[newx][newy] = Store[x][y];
8297 else if (element == EL_QUICKSAND_FAST_FILLING)
8299 element = Feld[newx][newy] = get_next_element(element);
8300 Store[newx][newy] = Store[x][y];
8302 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8304 Feld[x][y] = get_next_element(element);
8305 element = Feld[newx][newy] = Store[x][y];
8307 else if (element == EL_MAGIC_WALL_FILLING)
8309 element = Feld[newx][newy] = get_next_element(element);
8310 if (!game.magic_wall_active)
8311 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8312 Store[newx][newy] = Store[x][y];
8314 else if (element == EL_MAGIC_WALL_EMPTYING)
8316 Feld[x][y] = get_next_element(element);
8317 if (!game.magic_wall_active)
8318 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8319 element = Feld[newx][newy] = Store[x][y];
8321 InitField(newx, newy, FALSE);
8323 else if (element == EL_BD_MAGIC_WALL_FILLING)
8325 element = Feld[newx][newy] = get_next_element(element);
8326 if (!game.magic_wall_active)
8327 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8328 Store[newx][newy] = Store[x][y];
8330 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8332 Feld[x][y] = get_next_element(element);
8333 if (!game.magic_wall_active)
8334 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8335 element = Feld[newx][newy] = Store[x][y];
8337 InitField(newx, newy, FALSE);
8339 else if (element == EL_DC_MAGIC_WALL_FILLING)
8341 element = Feld[newx][newy] = get_next_element(element);
8342 if (!game.magic_wall_active)
8343 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8344 Store[newx][newy] = Store[x][y];
8346 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8348 Feld[x][y] = get_next_element(element);
8349 if (!game.magic_wall_active)
8350 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8351 element = Feld[newx][newy] = Store[x][y];
8353 InitField(newx, newy, FALSE);
8355 else if (element == EL_AMOEBA_DROPPING)
8357 Feld[x][y] = get_next_element(element);
8358 element = Feld[newx][newy] = Store[x][y];
8360 else if (element == EL_SOKOBAN_OBJECT)
8363 Feld[x][y] = Back[x][y];
8365 if (Back[newx][newy])
8366 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8368 Back[x][y] = Back[newx][newy] = 0;
8371 Store[x][y] = EL_EMPTY;
8376 MovDelay[newx][newy] = 0;
8378 if (CAN_CHANGE_OR_HAS_ACTION(element))
8380 // copy element change control values to new field
8381 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8382 ChangePage[newx][newy] = ChangePage[x][y];
8383 ChangeCount[newx][newy] = ChangeCount[x][y];
8384 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8387 CustomValue[newx][newy] = CustomValue[x][y];
8389 ChangeDelay[x][y] = 0;
8390 ChangePage[x][y] = -1;
8391 ChangeCount[x][y] = 0;
8392 ChangeEvent[x][y] = -1;
8394 CustomValue[x][y] = 0;
8396 // copy animation control values to new field
8397 GfxFrame[newx][newy] = GfxFrame[x][y];
8398 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8399 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8400 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8402 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8404 // some elements can leave other elements behind after moving
8405 if (ei->move_leave_element != EL_EMPTY &&
8406 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8407 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8409 int move_leave_element = ei->move_leave_element;
8411 // this makes it possible to leave the removed element again
8412 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8413 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8415 Feld[x][y] = move_leave_element;
8417 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8418 MovDir[x][y] = direction;
8420 InitField(x, y, FALSE);
8422 if (GFX_CRUMBLED(Feld[x][y]))
8423 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8425 if (ELEM_IS_PLAYER(move_leave_element))
8426 RelocatePlayer(x, y, move_leave_element);
8429 // do this after checking for left-behind element
8430 ResetGfxAnimation(x, y); // reset animation values for old field
8432 if (!CAN_MOVE(element) ||
8433 (CAN_FALL(element) && direction == MV_DOWN &&
8434 (element == EL_SPRING ||
8435 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8436 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8437 GfxDir[x][y] = MovDir[newx][newy] = 0;
8439 TEST_DrawLevelField(x, y);
8440 TEST_DrawLevelField(newx, newy);
8442 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8444 // prevent pushed element from moving on in pushed direction
8445 if (pushed_by_player && CAN_MOVE(element) &&
8446 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8447 !(element_info[element].move_pattern & direction))
8448 TurnRound(newx, newy);
8450 // prevent elements on conveyor belt from moving on in last direction
8451 if (pushed_by_conveyor && CAN_FALL(element) &&
8452 direction & MV_HORIZONTAL)
8453 MovDir[newx][newy] = 0;
8455 if (!pushed_by_player)
8457 int nextx = newx + dx, nexty = newy + dy;
8458 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8460 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8462 if (CAN_FALL(element) && direction == MV_DOWN)
8463 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8465 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8466 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8468 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8469 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8472 if (DONT_TOUCH(element)) // object may be nasty to player or others
8474 TestIfBadThingTouchesPlayer(newx, newy);
8475 TestIfBadThingTouchesFriend(newx, newy);
8477 if (!IS_CUSTOM_ELEMENT(element))
8478 TestIfBadThingTouchesOtherBadThing(newx, newy);
8480 else if (element == EL_PENGUIN)
8481 TestIfFriendTouchesBadThing(newx, newy);
8483 if (DONT_GET_HIT_BY(element))
8485 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8488 // give the player one last chance (one more frame) to move away
8489 if (CAN_FALL(element) && direction == MV_DOWN &&
8490 (last_line || (!IS_FREE(x, newy + 1) &&
8491 (!IS_PLAYER(x, newy + 1) ||
8492 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8495 if (pushed_by_player && !game.use_change_when_pushing_bug)
8497 int push_side = MV_DIR_OPPOSITE(direction);
8498 struct PlayerInfo *player = PLAYERINFO(x, y);
8500 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8501 player->index_bit, push_side);
8502 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8503 player->index_bit, push_side);
8506 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8507 MovDelay[newx][newy] = 1;
8509 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8511 TestIfElementTouchesCustomElement(x, y); // empty or new element
8512 TestIfElementHitsCustomElement(newx, newy, direction);
8513 TestIfPlayerTouchesCustomElement(newx, newy);
8514 TestIfElementTouchesCustomElement(newx, newy);
8516 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8517 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8518 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8519 MV_DIR_OPPOSITE(direction));
8522 int AmoebeNachbarNr(int ax, int ay)
8525 int element = Feld[ax][ay];
8527 static int xy[4][2] =
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8537 int x = ax + xy[i][0];
8538 int y = ay + xy[i][1];
8540 if (!IN_LEV_FIELD(x, y))
8543 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8544 group_nr = AmoebaNr[x][y];
8550 static void AmoebenVereinigen(int ax, int ay)
8552 int i, x, y, xx, yy;
8553 int new_group_nr = AmoebaNr[ax][ay];
8554 static int xy[4][2] =
8562 if (new_group_nr == 0)
8565 for (i = 0; i < NUM_DIRECTIONS; i++)
8570 if (!IN_LEV_FIELD(x, y))
8573 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8574 Feld[x][y] == EL_BD_AMOEBA ||
8575 Feld[x][y] == EL_AMOEBA_DEAD) &&
8576 AmoebaNr[x][y] != new_group_nr)
8578 int old_group_nr = AmoebaNr[x][y];
8580 if (old_group_nr == 0)
8583 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8584 AmoebaCnt[old_group_nr] = 0;
8585 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8586 AmoebaCnt2[old_group_nr] = 0;
8588 SCAN_PLAYFIELD(xx, yy)
8590 if (AmoebaNr[xx][yy] == old_group_nr)
8591 AmoebaNr[xx][yy] = new_group_nr;
8597 void AmoebeUmwandeln(int ax, int ay)
8601 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8603 int group_nr = AmoebaNr[ax][ay];
8608 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8609 printf("AmoebeUmwandeln(): This should never happen!\n");
8614 SCAN_PLAYFIELD(x, y)
8616 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8619 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8623 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8624 SND_AMOEBA_TURNING_TO_GEM :
8625 SND_AMOEBA_TURNING_TO_ROCK));
8630 static int xy[4][2] =
8638 for (i = 0; i < NUM_DIRECTIONS; i++)
8643 if (!IN_LEV_FIELD(x, y))
8646 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8648 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8649 SND_AMOEBA_TURNING_TO_GEM :
8650 SND_AMOEBA_TURNING_TO_ROCK));
8657 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8660 int group_nr = AmoebaNr[ax][ay];
8661 boolean done = FALSE;
8666 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8667 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8672 SCAN_PLAYFIELD(x, y)
8674 if (AmoebaNr[x][y] == group_nr &&
8675 (Feld[x][y] == EL_AMOEBA_DEAD ||
8676 Feld[x][y] == EL_BD_AMOEBA ||
8677 Feld[x][y] == EL_AMOEBA_GROWING))
8680 Feld[x][y] = new_element;
8681 InitField(x, y, FALSE);
8682 TEST_DrawLevelField(x, y);
8688 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8689 SND_BD_AMOEBA_TURNING_TO_ROCK :
8690 SND_BD_AMOEBA_TURNING_TO_GEM));
8693 static void AmoebeWaechst(int x, int y)
8695 static unsigned int sound_delay = 0;
8696 static unsigned int sound_delay_value = 0;
8698 if (!MovDelay[x][y]) // start new growing cycle
8702 if (DelayReached(&sound_delay, sound_delay_value))
8704 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8705 sound_delay_value = 30;
8709 if (MovDelay[x][y]) // wait some time before growing bigger
8712 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8714 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8715 6 - MovDelay[x][y]);
8717 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8720 if (!MovDelay[x][y])
8722 Feld[x][y] = Store[x][y];
8724 TEST_DrawLevelField(x, y);
8729 static void AmoebaDisappearing(int x, int y)
8731 static unsigned int sound_delay = 0;
8732 static unsigned int sound_delay_value = 0;
8734 if (!MovDelay[x][y]) // start new shrinking cycle
8738 if (DelayReached(&sound_delay, sound_delay_value))
8739 sound_delay_value = 30;
8742 if (MovDelay[x][y]) // wait some time before shrinking
8745 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8747 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8748 6 - MovDelay[x][y]);
8750 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8753 if (!MovDelay[x][y])
8755 Feld[x][y] = EL_EMPTY;
8756 TEST_DrawLevelField(x, y);
8758 // don't let mole enter this field in this cycle;
8759 // (give priority to objects falling to this field from above)
8765 static void AmoebeAbleger(int ax, int ay)
8768 int element = Feld[ax][ay];
8769 int graphic = el2img(element);
8770 int newax = ax, neway = ay;
8771 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8772 static int xy[4][2] =
8780 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8782 Feld[ax][ay] = EL_AMOEBA_DEAD;
8783 TEST_DrawLevelField(ax, ay);
8787 if (IS_ANIMATED(graphic))
8788 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8790 if (!MovDelay[ax][ay]) // start making new amoeba field
8791 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8793 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8796 if (MovDelay[ax][ay])
8800 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8803 int x = ax + xy[start][0];
8804 int y = ay + xy[start][1];
8806 if (!IN_LEV_FIELD(x, y))
8809 if (IS_FREE(x, y) ||
8810 CAN_GROW_INTO(Feld[x][y]) ||
8811 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8812 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8818 if (newax == ax && neway == ay)
8821 else // normal or "filled" (BD style) amoeba
8824 boolean waiting_for_player = FALSE;
8826 for (i = 0; i < NUM_DIRECTIONS; i++)
8828 int j = (start + i) % 4;
8829 int x = ax + xy[j][0];
8830 int y = ay + xy[j][1];
8832 if (!IN_LEV_FIELD(x, y))
8835 if (IS_FREE(x, y) ||
8836 CAN_GROW_INTO(Feld[x][y]) ||
8837 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8838 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8844 else if (IS_PLAYER(x, y))
8845 waiting_for_player = TRUE;
8848 if (newax == ax && neway == ay) // amoeba cannot grow
8850 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8852 Feld[ax][ay] = EL_AMOEBA_DEAD;
8853 TEST_DrawLevelField(ax, ay);
8854 AmoebaCnt[AmoebaNr[ax][ay]]--;
8856 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8858 if (element == EL_AMOEBA_FULL)
8859 AmoebeUmwandeln(ax, ay);
8860 else if (element == EL_BD_AMOEBA)
8861 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8866 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8868 // amoeba gets larger by growing in some direction
8870 int new_group_nr = AmoebaNr[ax][ay];
8873 if (new_group_nr == 0)
8875 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8876 printf("AmoebeAbleger(): This should never happen!\n");
8881 AmoebaNr[newax][neway] = new_group_nr;
8882 AmoebaCnt[new_group_nr]++;
8883 AmoebaCnt2[new_group_nr]++;
8885 // if amoeba touches other amoeba(s) after growing, unify them
8886 AmoebenVereinigen(newax, neway);
8888 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8890 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8896 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8897 (neway == lev_fieldy - 1 && newax != ax))
8899 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8900 Store[newax][neway] = element;
8902 else if (neway == ay || element == EL_EMC_DRIPPER)
8904 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8906 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8910 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8911 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8912 Store[ax][ay] = EL_AMOEBA_DROP;
8913 ContinueMoving(ax, ay);
8917 TEST_DrawLevelField(newax, neway);
8920 static void Life(int ax, int ay)
8924 int element = Feld[ax][ay];
8925 int graphic = el2img(element);
8926 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8928 boolean changed = FALSE;
8930 if (IS_ANIMATED(graphic))
8931 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8936 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8937 MovDelay[ax][ay] = life_time;
8939 if (MovDelay[ax][ay]) // wait some time before next cycle
8942 if (MovDelay[ax][ay])
8946 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8948 int xx = ax+x1, yy = ay+y1;
8949 int old_element = Feld[xx][yy];
8950 int num_neighbours = 0;
8952 if (!IN_LEV_FIELD(xx, yy))
8955 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8957 int x = xx+x2, y = yy+y2;
8959 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8962 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8963 boolean is_neighbour = FALSE;
8965 if (level.use_life_bugs)
8967 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8968 (IS_FREE(x, y) && Stop[x][y]));
8971 (Last[x][y] == element || is_player_cell);
8977 boolean is_free = FALSE;
8979 if (level.use_life_bugs)
8980 is_free = (IS_FREE(xx, yy));
8982 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8984 if (xx == ax && yy == ay) // field in the middle
8986 if (num_neighbours < life_parameter[0] ||
8987 num_neighbours > life_parameter[1])
8989 Feld[xx][yy] = EL_EMPTY;
8990 if (Feld[xx][yy] != old_element)
8991 TEST_DrawLevelField(xx, yy);
8992 Stop[xx][yy] = TRUE;
8996 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8997 { // free border field
8998 if (num_neighbours >= life_parameter[2] &&
8999 num_neighbours <= life_parameter[3])
9001 Feld[xx][yy] = element;
9002 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9003 if (Feld[xx][yy] != old_element)
9004 TEST_DrawLevelField(xx, yy);
9005 Stop[xx][yy] = TRUE;
9012 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9013 SND_GAME_OF_LIFE_GROWING);
9016 static void InitRobotWheel(int x, int y)
9018 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9021 static void RunRobotWheel(int x, int y)
9023 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9026 static void StopRobotWheel(int x, int y)
9028 if (ZX == x && ZY == y)
9032 game.robot_wheel_active = FALSE;
9036 static void InitTimegateWheel(int x, int y)
9038 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9041 static void RunTimegateWheel(int x, int y)
9043 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9046 static void InitMagicBallDelay(int x, int y)
9048 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9051 static void ActivateMagicBall(int bx, int by)
9055 if (level.ball_random)
9057 int pos_border = RND(8); // select one of the eight border elements
9058 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9059 int xx = pos_content % 3;
9060 int yy = pos_content / 3;
9065 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9066 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9070 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9072 int xx = x - bx + 1;
9073 int yy = y - by + 1;
9075 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9076 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9080 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9083 static void CheckExit(int x, int y)
9085 if (game.gems_still_needed > 0 ||
9086 game.sokoban_fields_still_needed > 0 ||
9087 game.sokoban_objects_still_needed > 0 ||
9088 game.lights_still_needed > 0)
9090 int element = Feld[x][y];
9091 int graphic = el2img(element);
9093 if (IS_ANIMATED(graphic))
9094 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9099 if (AllPlayersGone) // do not re-open exit door closed after last player
9102 Feld[x][y] = EL_EXIT_OPENING;
9104 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9107 static void CheckExitEM(int x, int y)
9109 if (game.gems_still_needed > 0 ||
9110 game.sokoban_fields_still_needed > 0 ||
9111 game.sokoban_objects_still_needed > 0 ||
9112 game.lights_still_needed > 0)
9114 int element = Feld[x][y];
9115 int graphic = el2img(element);
9117 if (IS_ANIMATED(graphic))
9118 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9123 if (AllPlayersGone) // do not re-open exit door closed after last player
9126 Feld[x][y] = EL_EM_EXIT_OPENING;
9128 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9131 static void CheckExitSteel(int x, int y)
9133 if (game.gems_still_needed > 0 ||
9134 game.sokoban_fields_still_needed > 0 ||
9135 game.sokoban_objects_still_needed > 0 ||
9136 game.lights_still_needed > 0)
9138 int element = Feld[x][y];
9139 int graphic = el2img(element);
9141 if (IS_ANIMATED(graphic))
9142 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9147 if (AllPlayersGone) // do not re-open exit door closed after last player
9150 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9152 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9155 static void CheckExitSteelEM(int x, int y)
9157 if (game.gems_still_needed > 0 ||
9158 game.sokoban_fields_still_needed > 0 ||
9159 game.sokoban_objects_still_needed > 0 ||
9160 game.lights_still_needed > 0)
9162 int element = Feld[x][y];
9163 int graphic = el2img(element);
9165 if (IS_ANIMATED(graphic))
9166 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9171 if (AllPlayersGone) // do not re-open exit door closed after last player
9174 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9176 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9179 static void CheckExitSP(int x, int y)
9181 if (game.gems_still_needed > 0)
9183 int element = Feld[x][y];
9184 int graphic = el2img(element);
9186 if (IS_ANIMATED(graphic))
9187 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9192 if (AllPlayersGone) // do not re-open exit door closed after last player
9195 Feld[x][y] = EL_SP_EXIT_OPENING;
9197 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9200 static void CloseAllOpenTimegates(void)
9204 SCAN_PLAYFIELD(x, y)
9206 int element = Feld[x][y];
9208 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9210 Feld[x][y] = EL_TIMEGATE_CLOSING;
9212 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9217 static void DrawTwinkleOnField(int x, int y)
9219 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9222 if (Feld[x][y] == EL_BD_DIAMOND)
9225 if (MovDelay[x][y] == 0) // next animation frame
9226 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9228 if (MovDelay[x][y] != 0) // wait some time before next frame
9232 DrawLevelElementAnimation(x, y, Feld[x][y]);
9234 if (MovDelay[x][y] != 0)
9236 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9237 10 - MovDelay[x][y]);
9239 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9244 static void MauerWaechst(int x, int y)
9248 if (!MovDelay[x][y]) // next animation frame
9249 MovDelay[x][y] = 3 * delay;
9251 if (MovDelay[x][y]) // wait some time before next frame
9255 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9257 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9258 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9260 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9263 if (!MovDelay[x][y])
9265 if (MovDir[x][y] == MV_LEFT)
9267 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9268 TEST_DrawLevelField(x - 1, y);
9270 else if (MovDir[x][y] == MV_RIGHT)
9272 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9273 TEST_DrawLevelField(x + 1, y);
9275 else if (MovDir[x][y] == MV_UP)
9277 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9278 TEST_DrawLevelField(x, y - 1);
9282 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9283 TEST_DrawLevelField(x, y + 1);
9286 Feld[x][y] = Store[x][y];
9288 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9289 TEST_DrawLevelField(x, y);
9294 static void MauerAbleger(int ax, int ay)
9296 int element = Feld[ax][ay];
9297 int graphic = el2img(element);
9298 boolean oben_frei = FALSE, unten_frei = FALSE;
9299 boolean links_frei = FALSE, rechts_frei = FALSE;
9300 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9301 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9302 boolean new_wall = FALSE;
9304 if (IS_ANIMATED(graphic))
9305 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9307 if (!MovDelay[ax][ay]) // start building new wall
9308 MovDelay[ax][ay] = 6;
9310 if (MovDelay[ax][ay]) // wait some time before building new wall
9313 if (MovDelay[ax][ay])
9317 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9319 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9321 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9323 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9326 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9327 element == EL_EXPANDABLE_WALL_ANY)
9331 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9332 Store[ax][ay-1] = element;
9333 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9334 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9335 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9336 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9341 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9342 Store[ax][ay+1] = element;
9343 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9344 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9345 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9346 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9351 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9352 element == EL_EXPANDABLE_WALL_ANY ||
9353 element == EL_EXPANDABLE_WALL ||
9354 element == EL_BD_EXPANDABLE_WALL)
9358 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9359 Store[ax-1][ay] = element;
9360 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9361 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9362 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9363 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9369 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9370 Store[ax+1][ay] = element;
9371 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9372 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9373 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9374 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9379 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9380 TEST_DrawLevelField(ax, ay);
9382 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9384 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9385 unten_massiv = TRUE;
9386 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9387 links_massiv = TRUE;
9388 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9389 rechts_massiv = TRUE;
9391 if (((oben_massiv && unten_massiv) ||
9392 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9393 element == EL_EXPANDABLE_WALL) &&
9394 ((links_massiv && rechts_massiv) ||
9395 element == EL_EXPANDABLE_WALL_VERTICAL))
9396 Feld[ax][ay] = EL_WALL;
9399 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9402 static void MauerAblegerStahl(int ax, int ay)
9404 int element = Feld[ax][ay];
9405 int graphic = el2img(element);
9406 boolean oben_frei = FALSE, unten_frei = FALSE;
9407 boolean links_frei = FALSE, rechts_frei = FALSE;
9408 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9409 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9410 boolean new_wall = FALSE;
9412 if (IS_ANIMATED(graphic))
9413 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9415 if (!MovDelay[ax][ay]) // start building new wall
9416 MovDelay[ax][ay] = 6;
9418 if (MovDelay[ax][ay]) // wait some time before building new wall
9421 if (MovDelay[ax][ay])
9425 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9427 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9429 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9431 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9434 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9435 element == EL_EXPANDABLE_STEELWALL_ANY)
9439 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9440 Store[ax][ay-1] = element;
9441 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9442 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9443 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9444 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9449 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9450 Store[ax][ay+1] = element;
9451 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9452 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9453 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9454 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9459 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9460 element == EL_EXPANDABLE_STEELWALL_ANY)
9464 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9465 Store[ax-1][ay] = element;
9466 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9467 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9468 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9469 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9475 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9476 Store[ax+1][ay] = element;
9477 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9478 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9479 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9480 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9485 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9487 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9488 unten_massiv = TRUE;
9489 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9490 links_massiv = TRUE;
9491 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9492 rechts_massiv = TRUE;
9494 if (((oben_massiv && unten_massiv) ||
9495 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9496 ((links_massiv && rechts_massiv) ||
9497 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9498 Feld[ax][ay] = EL_STEELWALL;
9501 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9504 static void CheckForDragon(int x, int y)
9507 boolean dragon_found = FALSE;
9508 static int xy[4][2] =
9516 for (i = 0; i < NUM_DIRECTIONS; i++)
9518 for (j = 0; j < 4; j++)
9520 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9522 if (IN_LEV_FIELD(xx, yy) &&
9523 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9525 if (Feld[xx][yy] == EL_DRAGON)
9526 dragon_found = TRUE;
9535 for (i = 0; i < NUM_DIRECTIONS; i++)
9537 for (j = 0; j < 3; j++)
9539 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9541 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9543 Feld[xx][yy] = EL_EMPTY;
9544 TEST_DrawLevelField(xx, yy);
9553 static void InitBuggyBase(int x, int y)
9555 int element = Feld[x][y];
9556 int activating_delay = FRAMES_PER_SECOND / 4;
9559 (element == EL_SP_BUGGY_BASE ?
9560 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9561 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9563 element == EL_SP_BUGGY_BASE_ACTIVE ?
9564 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9567 static void WarnBuggyBase(int x, int y)
9570 static int xy[4][2] =
9578 for (i = 0; i < NUM_DIRECTIONS; i++)
9580 int xx = x + xy[i][0];
9581 int yy = y + xy[i][1];
9583 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9585 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9592 static void InitTrap(int x, int y)
9594 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9597 static void ActivateTrap(int x, int y)
9599 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9602 static void ChangeActiveTrap(int x, int y)
9604 int graphic = IMG_TRAP_ACTIVE;
9606 // if new animation frame was drawn, correct crumbled sand border
9607 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9608 TEST_DrawLevelFieldCrumbled(x, y);
9611 static int getSpecialActionElement(int element, int number, int base_element)
9613 return (element != EL_EMPTY ? element :
9614 number != -1 ? base_element + number - 1 :
9618 static int getModifiedActionNumber(int value_old, int operator, int operand,
9619 int value_min, int value_max)
9621 int value_new = (operator == CA_MODE_SET ? operand :
9622 operator == CA_MODE_ADD ? value_old + operand :
9623 operator == CA_MODE_SUBTRACT ? value_old - operand :
9624 operator == CA_MODE_MULTIPLY ? value_old * operand :
9625 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9626 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9629 return (value_new < value_min ? value_min :
9630 value_new > value_max ? value_max :
9634 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9636 struct ElementInfo *ei = &element_info[element];
9637 struct ElementChangeInfo *change = &ei->change_page[page];
9638 int target_element = change->target_element;
9639 int action_type = change->action_type;
9640 int action_mode = change->action_mode;
9641 int action_arg = change->action_arg;
9642 int action_element = change->action_element;
9645 if (!change->has_action)
9648 // ---------- determine action paramater values -----------------------------
9650 int level_time_value =
9651 (level.time > 0 ? TimeLeft :
9654 int action_arg_element_raw =
9655 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9656 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9657 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9658 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9659 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9660 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9661 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9663 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9665 int action_arg_direction =
9666 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9667 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9668 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9669 change->actual_trigger_side :
9670 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9671 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9674 int action_arg_number_min =
9675 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9678 int action_arg_number_max =
9679 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9680 action_type == CA_SET_LEVEL_GEMS ? 999 :
9681 action_type == CA_SET_LEVEL_TIME ? 9999 :
9682 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9683 action_type == CA_SET_CE_VALUE ? 9999 :
9684 action_type == CA_SET_CE_SCORE ? 9999 :
9687 int action_arg_number_reset =
9688 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9689 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9690 action_type == CA_SET_LEVEL_TIME ? level.time :
9691 action_type == CA_SET_LEVEL_SCORE ? 0 :
9692 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9693 action_type == CA_SET_CE_SCORE ? 0 :
9696 int action_arg_number =
9697 (action_arg <= CA_ARG_MAX ? action_arg :
9698 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9699 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9700 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9701 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9702 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9703 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9704 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9705 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9706 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9707 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9708 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9709 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9710 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9711 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9712 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9713 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9714 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9715 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9716 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9717 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9718 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9721 int action_arg_number_old =
9722 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9723 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9724 action_type == CA_SET_LEVEL_SCORE ? game.score :
9725 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9726 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9729 int action_arg_number_new =
9730 getModifiedActionNumber(action_arg_number_old,
9731 action_mode, action_arg_number,
9732 action_arg_number_min, action_arg_number_max);
9734 int trigger_player_bits =
9735 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9736 change->actual_trigger_player_bits : change->trigger_player);
9738 int action_arg_player_bits =
9739 (action_arg >= CA_ARG_PLAYER_1 &&
9740 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9741 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9742 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9745 // ---------- execute action -----------------------------------------------
9747 switch (action_type)
9754 // ---------- level actions ----------------------------------------------
9756 case CA_RESTART_LEVEL:
9758 game.restart_level = TRUE;
9763 case CA_SHOW_ENVELOPE:
9765 int element = getSpecialActionElement(action_arg_element,
9766 action_arg_number, EL_ENVELOPE_1);
9768 if (IS_ENVELOPE(element))
9769 local_player->show_envelope = element;
9774 case CA_SET_LEVEL_TIME:
9776 if (level.time > 0) // only modify limited time value
9778 TimeLeft = action_arg_number_new;
9780 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9782 DisplayGameControlValues();
9784 if (!TimeLeft && setup.time_limit)
9785 for (i = 0; i < MAX_PLAYERS; i++)
9786 KillPlayer(&stored_player[i]);
9792 case CA_SET_LEVEL_SCORE:
9794 game.score = action_arg_number_new;
9796 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9798 DisplayGameControlValues();
9803 case CA_SET_LEVEL_GEMS:
9805 game.gems_still_needed = action_arg_number_new;
9807 game.snapshot.collected_item = TRUE;
9809 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9811 DisplayGameControlValues();
9816 case CA_SET_LEVEL_WIND:
9818 game.wind_direction = action_arg_direction;
9823 case CA_SET_LEVEL_RANDOM_SEED:
9825 // ensure that setting a new random seed while playing is predictable
9826 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9831 // ---------- player actions ---------------------------------------------
9833 case CA_MOVE_PLAYER:
9835 // automatically move to the next field in specified direction
9836 for (i = 0; i < MAX_PLAYERS; i++)
9837 if (trigger_player_bits & (1 << i))
9838 stored_player[i].programmed_action = action_arg_direction;
9843 case CA_EXIT_PLAYER:
9845 for (i = 0; i < MAX_PLAYERS; i++)
9846 if (action_arg_player_bits & (1 << i))
9847 ExitPlayer(&stored_player[i]);
9855 case CA_KILL_PLAYER:
9857 for (i = 0; i < MAX_PLAYERS; i++)
9858 if (action_arg_player_bits & (1 << i))
9859 KillPlayer(&stored_player[i]);
9864 case CA_SET_PLAYER_KEYS:
9866 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9867 int element = getSpecialActionElement(action_arg_element,
9868 action_arg_number, EL_KEY_1);
9870 if (IS_KEY(element))
9872 for (i = 0; i < MAX_PLAYERS; i++)
9874 if (trigger_player_bits & (1 << i))
9876 stored_player[i].key[KEY_NR(element)] = key_state;
9878 DrawGameDoorValues();
9886 case CA_SET_PLAYER_SPEED:
9888 for (i = 0; i < MAX_PLAYERS; i++)
9890 if (trigger_player_bits & (1 << i))
9892 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9894 if (action_arg == CA_ARG_SPEED_FASTER &&
9895 stored_player[i].cannot_move)
9897 action_arg_number = STEPSIZE_VERY_SLOW;
9899 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9900 action_arg == CA_ARG_SPEED_FASTER)
9902 action_arg_number = 2;
9903 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9906 else if (action_arg == CA_ARG_NUMBER_RESET)
9908 action_arg_number = level.initial_player_stepsize[i];
9912 getModifiedActionNumber(move_stepsize,
9915 action_arg_number_min,
9916 action_arg_number_max);
9918 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9925 case CA_SET_PLAYER_SHIELD:
9927 for (i = 0; i < MAX_PLAYERS; i++)
9929 if (trigger_player_bits & (1 << i))
9931 if (action_arg == CA_ARG_SHIELD_OFF)
9933 stored_player[i].shield_normal_time_left = 0;
9934 stored_player[i].shield_deadly_time_left = 0;
9936 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9938 stored_player[i].shield_normal_time_left = 999999;
9940 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9942 stored_player[i].shield_normal_time_left = 999999;
9943 stored_player[i].shield_deadly_time_left = 999999;
9951 case CA_SET_PLAYER_GRAVITY:
9953 for (i = 0; i < MAX_PLAYERS; i++)
9955 if (trigger_player_bits & (1 << i))
9957 stored_player[i].gravity =
9958 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9959 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9960 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9961 stored_player[i].gravity);
9968 case CA_SET_PLAYER_ARTWORK:
9970 for (i = 0; i < MAX_PLAYERS; i++)
9972 if (trigger_player_bits & (1 << i))
9974 int artwork_element = action_arg_element;
9976 if (action_arg == CA_ARG_ELEMENT_RESET)
9978 (level.use_artwork_element[i] ? level.artwork_element[i] :
9979 stored_player[i].element_nr);
9981 if (stored_player[i].artwork_element != artwork_element)
9982 stored_player[i].Frame = 0;
9984 stored_player[i].artwork_element = artwork_element;
9986 SetPlayerWaiting(&stored_player[i], FALSE);
9988 // set number of special actions for bored and sleeping animation
9989 stored_player[i].num_special_action_bored =
9990 get_num_special_action(artwork_element,
9991 ACTION_BORING_1, ACTION_BORING_LAST);
9992 stored_player[i].num_special_action_sleeping =
9993 get_num_special_action(artwork_element,
9994 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10001 case CA_SET_PLAYER_INVENTORY:
10003 for (i = 0; i < MAX_PLAYERS; i++)
10005 struct PlayerInfo *player = &stored_player[i];
10008 if (trigger_player_bits & (1 << i))
10010 int inventory_element = action_arg_element;
10012 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10013 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10014 action_arg == CA_ARG_ELEMENT_ACTION)
10016 int element = inventory_element;
10017 int collect_count = element_info[element].collect_count_initial;
10019 if (!IS_CUSTOM_ELEMENT(element))
10022 if (collect_count == 0)
10023 player->inventory_infinite_element = element;
10025 for (k = 0; k < collect_count; k++)
10026 if (player->inventory_size < MAX_INVENTORY_SIZE)
10027 player->inventory_element[player->inventory_size++] =
10030 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10031 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10032 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10034 if (player->inventory_infinite_element != EL_UNDEFINED &&
10035 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10036 action_arg_element_raw))
10037 player->inventory_infinite_element = EL_UNDEFINED;
10039 for (k = 0, j = 0; j < player->inventory_size; j++)
10041 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10042 action_arg_element_raw))
10043 player->inventory_element[k++] = player->inventory_element[j];
10046 player->inventory_size = k;
10048 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10050 if (player->inventory_size > 0)
10052 for (j = 0; j < player->inventory_size - 1; j++)
10053 player->inventory_element[j] = player->inventory_element[j + 1];
10055 player->inventory_size--;
10058 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10060 if (player->inventory_size > 0)
10061 player->inventory_size--;
10063 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10065 player->inventory_infinite_element = EL_UNDEFINED;
10066 player->inventory_size = 0;
10068 else if (action_arg == CA_ARG_INVENTORY_RESET)
10070 player->inventory_infinite_element = EL_UNDEFINED;
10071 player->inventory_size = 0;
10073 if (level.use_initial_inventory[i])
10075 for (j = 0; j < level.initial_inventory_size[i]; j++)
10077 int element = level.initial_inventory_content[i][j];
10078 int collect_count = element_info[element].collect_count_initial;
10080 if (!IS_CUSTOM_ELEMENT(element))
10083 if (collect_count == 0)
10084 player->inventory_infinite_element = element;
10086 for (k = 0; k < collect_count; k++)
10087 if (player->inventory_size < MAX_INVENTORY_SIZE)
10088 player->inventory_element[player->inventory_size++] =
10099 // ---------- CE actions -------------------------------------------------
10101 case CA_SET_CE_VALUE:
10103 int last_ce_value = CustomValue[x][y];
10105 CustomValue[x][y] = action_arg_number_new;
10107 if (CustomValue[x][y] != last_ce_value)
10109 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10110 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10112 if (CustomValue[x][y] == 0)
10114 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10115 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10122 case CA_SET_CE_SCORE:
10124 int last_ce_score = ei->collect_score;
10126 ei->collect_score = action_arg_number_new;
10128 if (ei->collect_score != last_ce_score)
10130 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10131 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10133 if (ei->collect_score == 0)
10137 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10138 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10141 This is a very special case that seems to be a mixture between
10142 CheckElementChange() and CheckTriggeredElementChange(): while
10143 the first one only affects single elements that are triggered
10144 directly, the second one affects multiple elements in the playfield
10145 that are triggered indirectly by another element. This is a third
10146 case: Changing the CE score always affects multiple identical CEs,
10147 so every affected CE must be checked, not only the single CE for
10148 which the CE score was changed in the first place (as every instance
10149 of that CE shares the same CE score, and therefore also can change)!
10151 SCAN_PLAYFIELD(xx, yy)
10153 if (Feld[xx][yy] == element)
10154 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10155 CE_SCORE_GETS_ZERO);
10163 case CA_SET_CE_ARTWORK:
10165 int artwork_element = action_arg_element;
10166 boolean reset_frame = FALSE;
10169 if (action_arg == CA_ARG_ELEMENT_RESET)
10170 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10173 if (ei->gfx_element != artwork_element)
10174 reset_frame = TRUE;
10176 ei->gfx_element = artwork_element;
10178 SCAN_PLAYFIELD(xx, yy)
10180 if (Feld[xx][yy] == element)
10184 ResetGfxAnimation(xx, yy);
10185 ResetRandomAnimationValue(xx, yy);
10188 TEST_DrawLevelField(xx, yy);
10195 // ---------- engine actions ---------------------------------------------
10197 case CA_SET_ENGINE_SCAN_MODE:
10199 InitPlayfieldScanMode(action_arg);
10209 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10211 int old_element = Feld[x][y];
10212 int new_element = GetElementFromGroupElement(element);
10213 int previous_move_direction = MovDir[x][y];
10214 int last_ce_value = CustomValue[x][y];
10215 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10216 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10217 boolean add_player_onto_element = (new_element_is_player &&
10218 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10219 IS_WALKABLE(old_element));
10221 if (!add_player_onto_element)
10223 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10224 RemoveMovingField(x, y);
10228 Feld[x][y] = new_element;
10230 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10231 MovDir[x][y] = previous_move_direction;
10233 if (element_info[new_element].use_last_ce_value)
10234 CustomValue[x][y] = last_ce_value;
10236 InitField_WithBug1(x, y, FALSE);
10238 new_element = Feld[x][y]; // element may have changed
10240 ResetGfxAnimation(x, y);
10241 ResetRandomAnimationValue(x, y);
10243 TEST_DrawLevelField(x, y);
10245 if (GFX_CRUMBLED(new_element))
10246 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10249 // check if element under the player changes from accessible to unaccessible
10250 // (needed for special case of dropping element which then changes)
10251 // (must be checked after creating new element for walkable group elements)
10252 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10253 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10260 // "ChangeCount" not set yet to allow "entered by player" change one time
10261 if (new_element_is_player)
10262 RelocatePlayer(x, y, new_element);
10265 ChangeCount[x][y]++; // count number of changes in the same frame
10267 TestIfBadThingTouchesPlayer(x, y);
10268 TestIfPlayerTouchesCustomElement(x, y);
10269 TestIfElementTouchesCustomElement(x, y);
10272 static void CreateField(int x, int y, int element)
10274 CreateFieldExt(x, y, element, FALSE);
10277 static void CreateElementFromChange(int x, int y, int element)
10279 element = GET_VALID_RUNTIME_ELEMENT(element);
10281 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10283 int old_element = Feld[x][y];
10285 // prevent changed element from moving in same engine frame
10286 // unless both old and new element can either fall or move
10287 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10288 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10292 CreateFieldExt(x, y, element, TRUE);
10295 static boolean ChangeElement(int x, int y, int element, int page)
10297 struct ElementInfo *ei = &element_info[element];
10298 struct ElementChangeInfo *change = &ei->change_page[page];
10299 int ce_value = CustomValue[x][y];
10300 int ce_score = ei->collect_score;
10301 int target_element;
10302 int old_element = Feld[x][y];
10304 // always use default change event to prevent running into a loop
10305 if (ChangeEvent[x][y] == -1)
10306 ChangeEvent[x][y] = CE_DELAY;
10308 if (ChangeEvent[x][y] == CE_DELAY)
10310 // reset actual trigger element, trigger player and action element
10311 change->actual_trigger_element = EL_EMPTY;
10312 change->actual_trigger_player = EL_EMPTY;
10313 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10314 change->actual_trigger_side = CH_SIDE_NONE;
10315 change->actual_trigger_ce_value = 0;
10316 change->actual_trigger_ce_score = 0;
10319 // do not change elements more than a specified maximum number of changes
10320 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10323 ChangeCount[x][y]++; // count number of changes in the same frame
10325 if (change->explode)
10332 if (change->use_target_content)
10334 boolean complete_replace = TRUE;
10335 boolean can_replace[3][3];
10338 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10341 boolean is_walkable;
10342 boolean is_diggable;
10343 boolean is_collectible;
10344 boolean is_removable;
10345 boolean is_destructible;
10346 int ex = x + xx - 1;
10347 int ey = y + yy - 1;
10348 int content_element = change->target_content.e[xx][yy];
10351 can_replace[xx][yy] = TRUE;
10353 if (ex == x && ey == y) // do not check changing element itself
10356 if (content_element == EL_EMPTY_SPACE)
10358 can_replace[xx][yy] = FALSE; // do not replace border with space
10363 if (!IN_LEV_FIELD(ex, ey))
10365 can_replace[xx][yy] = FALSE;
10366 complete_replace = FALSE;
10373 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10374 e = MovingOrBlocked2Element(ex, ey);
10376 is_empty = (IS_FREE(ex, ey) ||
10377 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10379 is_walkable = (is_empty || IS_WALKABLE(e));
10380 is_diggable = (is_empty || IS_DIGGABLE(e));
10381 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10382 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10383 is_removable = (is_diggable || is_collectible);
10385 can_replace[xx][yy] =
10386 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10387 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10388 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10389 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10390 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10391 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10392 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10394 if (!can_replace[xx][yy])
10395 complete_replace = FALSE;
10398 if (!change->only_if_complete || complete_replace)
10400 boolean something_has_changed = FALSE;
10402 if (change->only_if_complete && change->use_random_replace &&
10403 RND(100) < change->random_percentage)
10406 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10408 int ex = x + xx - 1;
10409 int ey = y + yy - 1;
10410 int content_element;
10412 if (can_replace[xx][yy] && (!change->use_random_replace ||
10413 RND(100) < change->random_percentage))
10415 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10416 RemoveMovingField(ex, ey);
10418 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10420 content_element = change->target_content.e[xx][yy];
10421 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10422 ce_value, ce_score);
10424 CreateElementFromChange(ex, ey, target_element);
10426 something_has_changed = TRUE;
10428 // for symmetry reasons, freeze newly created border elements
10429 if (ex != x || ey != y)
10430 Stop[ex][ey] = TRUE; // no more moving in this frame
10434 if (something_has_changed)
10436 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10437 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10443 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10444 ce_value, ce_score);
10446 if (element == EL_DIAGONAL_GROWING ||
10447 element == EL_DIAGONAL_SHRINKING)
10449 target_element = Store[x][y];
10451 Store[x][y] = EL_EMPTY;
10454 CreateElementFromChange(x, y, target_element);
10456 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10457 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10460 // this uses direct change before indirect change
10461 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10466 static void HandleElementChange(int x, int y, int page)
10468 int element = MovingOrBlocked2Element(x, y);
10469 struct ElementInfo *ei = &element_info[element];
10470 struct ElementChangeInfo *change = &ei->change_page[page];
10471 boolean handle_action_before_change = FALSE;
10474 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10475 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10478 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10479 x, y, element, element_info[element].token_name);
10480 printf("HandleElementChange(): This should never happen!\n");
10485 // this can happen with classic bombs on walkable, changing elements
10486 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10491 if (ChangeDelay[x][y] == 0) // initialize element change
10493 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10495 if (change->can_change)
10497 // !!! not clear why graphic animation should be reset at all here !!!
10498 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10499 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10502 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10504 When using an animation frame delay of 1 (this only happens with
10505 "sp_zonk.moving.left/right" in the classic graphics), the default
10506 (non-moving) animation shows wrong animation frames (while the
10507 moving animation, like "sp_zonk.moving.left/right", is correct,
10508 so this graphical bug never shows up with the classic graphics).
10509 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10510 be drawn instead of the correct frames 0,1,2,3. This is caused by
10511 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10512 an element change: First when the change delay ("ChangeDelay[][]")
10513 counter has reached zero after decrementing, then a second time in
10514 the next frame (after "GfxFrame[][]" was already incremented) when
10515 "ChangeDelay[][]" is reset to the initial delay value again.
10517 This causes frame 0 to be drawn twice, while the last frame won't
10518 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10520 As some animations may already be cleverly designed around this bug
10521 (at least the "Snake Bite" snake tail animation does this), it cannot
10522 simply be fixed here without breaking such existing animations.
10523 Unfortunately, it cannot easily be detected if a graphics set was
10524 designed "before" or "after" the bug was fixed. As a workaround,
10525 a new graphics set option "game.graphics_engine_version" was added
10526 to be able to specify the game's major release version for which the
10527 graphics set was designed, which can then be used to decide if the
10528 bugfix should be used (version 4 and above) or not (version 3 or
10529 below, or if no version was specified at all, as with old sets).
10531 (The wrong/fixed animation frames can be tested with the test level set
10532 "test_gfxframe" and level "000", which contains a specially prepared
10533 custom element at level position (x/y) == (11/9) which uses the zonk
10534 animation mentioned above. Using "game.graphics_engine_version: 4"
10535 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10536 This can also be seen from the debug output for this test element.)
10539 // when a custom element is about to change (for example by change delay),
10540 // do not reset graphic animation when the custom element is moving
10541 if (game.graphics_engine_version < 4 &&
10544 ResetGfxAnimation(x, y);
10545 ResetRandomAnimationValue(x, y);
10548 if (change->pre_change_function)
10549 change->pre_change_function(x, y);
10553 ChangeDelay[x][y]--;
10555 if (ChangeDelay[x][y] != 0) // continue element change
10557 if (change->can_change)
10559 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10561 if (IS_ANIMATED(graphic))
10562 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10564 if (change->change_function)
10565 change->change_function(x, y);
10568 else // finish element change
10570 if (ChangePage[x][y] != -1) // remember page from delayed change
10572 page = ChangePage[x][y];
10573 ChangePage[x][y] = -1;
10575 change = &ei->change_page[page];
10578 if (IS_MOVING(x, y)) // never change a running system ;-)
10580 ChangeDelay[x][y] = 1; // try change after next move step
10581 ChangePage[x][y] = page; // remember page to use for change
10586 // special case: set new level random seed before changing element
10587 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10588 handle_action_before_change = TRUE;
10590 if (change->has_action && handle_action_before_change)
10591 ExecuteCustomElementAction(x, y, element, page);
10593 if (change->can_change)
10595 if (ChangeElement(x, y, element, page))
10597 if (change->post_change_function)
10598 change->post_change_function(x, y);
10602 if (change->has_action && !handle_action_before_change)
10603 ExecuteCustomElementAction(x, y, element, page);
10607 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10608 int trigger_element,
10610 int trigger_player,
10614 boolean change_done_any = FALSE;
10615 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10618 if (!(trigger_events[trigger_element][trigger_event]))
10621 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10623 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10625 int element = EL_CUSTOM_START + i;
10626 boolean change_done = FALSE;
10629 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10630 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10633 for (p = 0; p < element_info[element].num_change_pages; p++)
10635 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10637 if (change->can_change_or_has_action &&
10638 change->has_event[trigger_event] &&
10639 change->trigger_side & trigger_side &&
10640 change->trigger_player & trigger_player &&
10641 change->trigger_page & trigger_page_bits &&
10642 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10644 change->actual_trigger_element = trigger_element;
10645 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10646 change->actual_trigger_player_bits = trigger_player;
10647 change->actual_trigger_side = trigger_side;
10648 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10649 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10651 if ((change->can_change && !change_done) || change->has_action)
10655 SCAN_PLAYFIELD(x, y)
10657 if (Feld[x][y] == element)
10659 if (change->can_change && !change_done)
10661 // if element already changed in this frame, not only prevent
10662 // another element change (checked in ChangeElement()), but
10663 // also prevent additional element actions for this element
10665 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10666 !level.use_action_after_change_bug)
10669 ChangeDelay[x][y] = 1;
10670 ChangeEvent[x][y] = trigger_event;
10672 HandleElementChange(x, y, p);
10674 else if (change->has_action)
10676 // if element already changed in this frame, not only prevent
10677 // another element change (checked in ChangeElement()), but
10678 // also prevent additional element actions for this element
10680 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10681 !level.use_action_after_change_bug)
10684 ExecuteCustomElementAction(x, y, element, p);
10685 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10690 if (change->can_change)
10692 change_done = TRUE;
10693 change_done_any = TRUE;
10700 RECURSION_LOOP_DETECTION_END();
10702 return change_done_any;
10705 static boolean CheckElementChangeExt(int x, int y,
10707 int trigger_element,
10709 int trigger_player,
10712 boolean change_done = FALSE;
10715 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10716 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10719 if (Feld[x][y] == EL_BLOCKED)
10721 Blocked2Moving(x, y, &x, &y);
10722 element = Feld[x][y];
10725 // check if element has already changed or is about to change after moving
10726 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10727 Feld[x][y] != element) ||
10729 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10730 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10731 ChangePage[x][y] != -1)))
10734 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10736 for (p = 0; p < element_info[element].num_change_pages; p++)
10738 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10740 /* check trigger element for all events where the element that is checked
10741 for changing interacts with a directly adjacent element -- this is
10742 different to element changes that affect other elements to change on the
10743 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10744 boolean check_trigger_element =
10745 (trigger_event == CE_TOUCHING_X ||
10746 trigger_event == CE_HITTING_X ||
10747 trigger_event == CE_HIT_BY_X ||
10748 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10750 if (change->can_change_or_has_action &&
10751 change->has_event[trigger_event] &&
10752 change->trigger_side & trigger_side &&
10753 change->trigger_player & trigger_player &&
10754 (!check_trigger_element ||
10755 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10757 change->actual_trigger_element = trigger_element;
10758 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10759 change->actual_trigger_player_bits = trigger_player;
10760 change->actual_trigger_side = trigger_side;
10761 change->actual_trigger_ce_value = CustomValue[x][y];
10762 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10764 // special case: trigger element not at (x,y) position for some events
10765 if (check_trigger_element)
10777 { 0, 0 }, { 0, 0 }, { 0, 0 },
10781 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10782 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10784 change->actual_trigger_ce_value = CustomValue[xx][yy];
10785 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10788 if (change->can_change && !change_done)
10790 ChangeDelay[x][y] = 1;
10791 ChangeEvent[x][y] = trigger_event;
10793 HandleElementChange(x, y, p);
10795 change_done = TRUE;
10797 else if (change->has_action)
10799 ExecuteCustomElementAction(x, y, element, p);
10800 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10805 RECURSION_LOOP_DETECTION_END();
10807 return change_done;
10810 static void PlayPlayerSound(struct PlayerInfo *player)
10812 int jx = player->jx, jy = player->jy;
10813 int sound_element = player->artwork_element;
10814 int last_action = player->last_action_waiting;
10815 int action = player->action_waiting;
10817 if (player->is_waiting)
10819 if (action != last_action)
10820 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10822 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10826 if (action != last_action)
10827 StopSound(element_info[sound_element].sound[last_action]);
10829 if (last_action == ACTION_SLEEPING)
10830 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10834 static void PlayAllPlayersSound(void)
10838 for (i = 0; i < MAX_PLAYERS; i++)
10839 if (stored_player[i].active)
10840 PlayPlayerSound(&stored_player[i]);
10843 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10845 boolean last_waiting = player->is_waiting;
10846 int move_dir = player->MovDir;
10848 player->dir_waiting = move_dir;
10849 player->last_action_waiting = player->action_waiting;
10853 if (!last_waiting) // not waiting -> waiting
10855 player->is_waiting = TRUE;
10857 player->frame_counter_bored =
10859 game.player_boring_delay_fixed +
10860 GetSimpleRandom(game.player_boring_delay_random);
10861 player->frame_counter_sleeping =
10863 game.player_sleeping_delay_fixed +
10864 GetSimpleRandom(game.player_sleeping_delay_random);
10866 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10869 if (game.player_sleeping_delay_fixed +
10870 game.player_sleeping_delay_random > 0 &&
10871 player->anim_delay_counter == 0 &&
10872 player->post_delay_counter == 0 &&
10873 FrameCounter >= player->frame_counter_sleeping)
10874 player->is_sleeping = TRUE;
10875 else if (game.player_boring_delay_fixed +
10876 game.player_boring_delay_random > 0 &&
10877 FrameCounter >= player->frame_counter_bored)
10878 player->is_bored = TRUE;
10880 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10881 player->is_bored ? ACTION_BORING :
10884 if (player->is_sleeping && player->use_murphy)
10886 // special case for sleeping Murphy when leaning against non-free tile
10888 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10889 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10890 !IS_MOVING(player->jx - 1, player->jy)))
10891 move_dir = MV_LEFT;
10892 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10893 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10894 !IS_MOVING(player->jx + 1, player->jy)))
10895 move_dir = MV_RIGHT;
10897 player->is_sleeping = FALSE;
10899 player->dir_waiting = move_dir;
10902 if (player->is_sleeping)
10904 if (player->num_special_action_sleeping > 0)
10906 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10908 int last_special_action = player->special_action_sleeping;
10909 int num_special_action = player->num_special_action_sleeping;
10910 int special_action =
10911 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10912 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10913 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10914 last_special_action + 1 : ACTION_SLEEPING);
10915 int special_graphic =
10916 el_act_dir2img(player->artwork_element, special_action, move_dir);
10918 player->anim_delay_counter =
10919 graphic_info[special_graphic].anim_delay_fixed +
10920 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10921 player->post_delay_counter =
10922 graphic_info[special_graphic].post_delay_fixed +
10923 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10925 player->special_action_sleeping = special_action;
10928 if (player->anim_delay_counter > 0)
10930 player->action_waiting = player->special_action_sleeping;
10931 player->anim_delay_counter--;
10933 else if (player->post_delay_counter > 0)
10935 player->post_delay_counter--;
10939 else if (player->is_bored)
10941 if (player->num_special_action_bored > 0)
10943 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10945 int special_action =
10946 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10947 int special_graphic =
10948 el_act_dir2img(player->artwork_element, special_action, move_dir);
10950 player->anim_delay_counter =
10951 graphic_info[special_graphic].anim_delay_fixed +
10952 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10953 player->post_delay_counter =
10954 graphic_info[special_graphic].post_delay_fixed +
10955 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10957 player->special_action_bored = special_action;
10960 if (player->anim_delay_counter > 0)
10962 player->action_waiting = player->special_action_bored;
10963 player->anim_delay_counter--;
10965 else if (player->post_delay_counter > 0)
10967 player->post_delay_counter--;
10972 else if (last_waiting) // waiting -> not waiting
10974 player->is_waiting = FALSE;
10975 player->is_bored = FALSE;
10976 player->is_sleeping = FALSE;
10978 player->frame_counter_bored = -1;
10979 player->frame_counter_sleeping = -1;
10981 player->anim_delay_counter = 0;
10982 player->post_delay_counter = 0;
10984 player->dir_waiting = player->MovDir;
10985 player->action_waiting = ACTION_DEFAULT;
10987 player->special_action_bored = ACTION_DEFAULT;
10988 player->special_action_sleeping = ACTION_DEFAULT;
10992 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10994 if ((!player->is_moving && player->was_moving) ||
10995 (player->MovPos == 0 && player->was_moving) ||
10996 (player->is_snapping && !player->was_snapping) ||
10997 (player->is_dropping && !player->was_dropping))
10999 if (!CheckSaveEngineSnapshotToList())
11002 player->was_moving = FALSE;
11003 player->was_snapping = TRUE;
11004 player->was_dropping = TRUE;
11008 if (player->is_moving)
11009 player->was_moving = TRUE;
11011 if (!player->is_snapping)
11012 player->was_snapping = FALSE;
11014 if (!player->is_dropping)
11015 player->was_dropping = FALSE;
11019 static void CheckSingleStepMode(struct PlayerInfo *player)
11021 if (tape.single_step && tape.recording && !tape.pausing)
11023 /* as it is called "single step mode", just return to pause mode when the
11024 player stopped moving after one tile (or never starts moving at all) */
11025 if (!player->is_moving &&
11026 !player->is_pushing &&
11027 !player->is_dropping_pressed)
11029 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11030 SnapField(player, 0, 0); // stop snapping
11034 CheckSaveEngineSnapshot(player);
11037 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11039 int left = player_action & JOY_LEFT;
11040 int right = player_action & JOY_RIGHT;
11041 int up = player_action & JOY_UP;
11042 int down = player_action & JOY_DOWN;
11043 int button1 = player_action & JOY_BUTTON_1;
11044 int button2 = player_action & JOY_BUTTON_2;
11045 int dx = (left ? -1 : right ? 1 : 0);
11046 int dy = (up ? -1 : down ? 1 : 0);
11048 if (!player->active || tape.pausing)
11054 SnapField(player, dx, dy);
11058 DropElement(player);
11060 MovePlayer(player, dx, dy);
11063 CheckSingleStepMode(player);
11065 SetPlayerWaiting(player, FALSE);
11067 return player_action;
11071 // no actions for this player (no input at player's configured device)
11073 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11074 SnapField(player, 0, 0);
11075 CheckGravityMovementWhenNotMoving(player);
11077 if (player->MovPos == 0)
11078 SetPlayerWaiting(player, TRUE);
11080 if (player->MovPos == 0) // needed for tape.playing
11081 player->is_moving = FALSE;
11083 player->is_dropping = FALSE;
11084 player->is_dropping_pressed = FALSE;
11085 player->drop_pressed_delay = 0;
11087 CheckSingleStepMode(player);
11093 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11096 if (!tape.use_mouse)
11099 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11100 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11101 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11104 static void SetTapeActionFromMouseAction(byte *tape_action,
11105 struct MouseActionInfo *mouse_action)
11107 if (!tape.use_mouse)
11110 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11111 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11112 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11115 static void CheckLevelSolved(void)
11117 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11119 if (game_em.level_solved &&
11120 !game_em.game_over) // game won
11124 game_em.game_over = TRUE;
11126 AllPlayersGone = TRUE;
11129 if (game_em.game_over) // game lost
11130 AllPlayersGone = TRUE;
11132 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11134 if (game_sp.level_solved &&
11135 !game_sp.game_over) // game won
11139 game_sp.game_over = TRUE;
11141 AllPlayersGone = TRUE;
11144 if (game_sp.game_over) // game lost
11145 AllPlayersGone = TRUE;
11147 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11149 if (game_mm.level_solved &&
11150 !game_mm.game_over) // game won
11154 game_mm.game_over = TRUE;
11156 AllPlayersGone = TRUE;
11159 if (game_mm.game_over) // game lost
11160 AllPlayersGone = TRUE;
11164 static void CheckLevelTime(void)
11168 if (TimeFrames >= FRAMES_PER_SECOND)
11173 for (i = 0; i < MAX_PLAYERS; i++)
11175 struct PlayerInfo *player = &stored_player[i];
11177 if (SHIELD_ON(player))
11179 player->shield_normal_time_left--;
11181 if (player->shield_deadly_time_left > 0)
11182 player->shield_deadly_time_left--;
11186 if (!game.LevelSolved && !level.use_step_counter)
11194 if (TimeLeft <= 10 && setup.time_limit)
11195 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11197 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11198 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11200 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11202 if (!TimeLeft && setup.time_limit)
11204 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11205 level.native_em_level->lev->killed_out_of_time = TRUE;
11207 for (i = 0; i < MAX_PLAYERS; i++)
11208 KillPlayer(&stored_player[i]);
11211 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
11213 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11216 level.native_em_level->lev->time =
11217 (game.no_time_limit ? TimePlayed : TimeLeft);
11220 if (tape.recording || tape.playing)
11221 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11224 if (tape.recording || tape.playing)
11225 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11227 UpdateAndDisplayGameControlValues();
11230 void AdvanceFrameAndPlayerCounters(int player_nr)
11234 // advance frame counters (global frame counter and time frame counter)
11238 // advance player counters (counters for move delay, move animation etc.)
11239 for (i = 0; i < MAX_PLAYERS; i++)
11241 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11242 int move_delay_value = stored_player[i].move_delay_value;
11243 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11245 if (!advance_player_counters) // not all players may be affected
11248 if (move_frames == 0) // less than one move per game frame
11250 int stepsize = TILEX / move_delay_value;
11251 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11252 int count = (stored_player[i].is_moving ?
11253 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11255 if (count % delay == 0)
11259 stored_player[i].Frame += move_frames;
11261 if (stored_player[i].MovPos != 0)
11262 stored_player[i].StepFrame += move_frames;
11264 if (stored_player[i].move_delay > 0)
11265 stored_player[i].move_delay--;
11267 // due to bugs in previous versions, counter must count up, not down
11268 if (stored_player[i].push_delay != -1)
11269 stored_player[i].push_delay++;
11271 if (stored_player[i].drop_delay > 0)
11272 stored_player[i].drop_delay--;
11274 if (stored_player[i].is_dropping_pressed)
11275 stored_player[i].drop_pressed_delay++;
11279 void StartGameActions(boolean init_network_game, boolean record_tape,
11282 unsigned int new_random_seed = InitRND(random_seed);
11285 TapeStartRecording(new_random_seed);
11287 if (init_network_game)
11289 SendToServer_LevelFile();
11290 SendToServer_StartPlaying();
11298 static void GameActionsExt(void)
11301 static unsigned int game_frame_delay = 0;
11303 unsigned int game_frame_delay_value;
11304 byte *recorded_player_action;
11305 byte summarized_player_action = 0;
11306 byte tape_action[MAX_PLAYERS];
11309 // detect endless loops, caused by custom element programming
11310 if (recursion_loop_detected && recursion_loop_depth == 0)
11312 char *message = getStringCat3("Internal Error! Element ",
11313 EL_NAME(recursion_loop_element),
11314 " caused endless loop! Quit the game?");
11316 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11317 EL_NAME(recursion_loop_element));
11319 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11321 recursion_loop_detected = FALSE; // if game should be continued
11328 if (game.restart_level)
11329 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11331 CheckLevelSolved();
11333 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11336 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11339 if (game_status != GAME_MODE_PLAYING) // status might have changed
11342 game_frame_delay_value =
11343 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11345 if (tape.playing && tape.warp_forward && !tape.pausing)
11346 game_frame_delay_value = 0;
11348 SetVideoFrameDelay(game_frame_delay_value);
11352 // ---------- main game synchronization point ----------
11354 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11356 printf("::: skip == %d\n", skip);
11359 // ---------- main game synchronization point ----------
11361 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11365 if (network_playing && !network_player_action_received)
11367 // try to get network player actions in time
11369 // last chance to get network player actions without main loop delay
11370 HandleNetworking();
11372 // game was quit by network peer
11373 if (game_status != GAME_MODE_PLAYING)
11376 // check if network player actions still missing and game still running
11377 if (!network_player_action_received && !checkGameEnded())
11378 return; // failed to get network player actions in time
11380 // do not yet reset "network_player_action_received" (for tape.pausing)
11386 // at this point we know that we really continue executing the game
11388 network_player_action_received = FALSE;
11390 // when playing tape, read previously recorded player input from tape data
11391 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11393 local_player->effective_mouse_action = local_player->mouse_action;
11395 if (recorded_player_action != NULL)
11396 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11397 recorded_player_action);
11399 // TapePlayAction() may return NULL when toggling to "pause before death"
11403 if (tape.set_centered_player)
11405 game.centered_player_nr_next = tape.centered_player_nr_next;
11406 game.set_centered_player = TRUE;
11409 for (i = 0; i < MAX_PLAYERS; i++)
11411 summarized_player_action |= stored_player[i].action;
11413 if (!network_playing && (game.team_mode || tape.playing))
11414 stored_player[i].effective_action = stored_player[i].action;
11417 if (network_playing && !checkGameEnded())
11418 SendToServer_MovePlayer(summarized_player_action);
11420 // summarize all actions at local players mapped input device position
11421 // (this allows using different input devices in single player mode)
11422 if (!network.enabled && !game.team_mode)
11423 stored_player[map_player_action[local_player->index_nr]].effective_action =
11424 summarized_player_action;
11426 if (tape.recording &&
11428 setup.input_on_focus &&
11429 game.centered_player_nr != -1)
11431 for (i = 0; i < MAX_PLAYERS; i++)
11432 stored_player[i].effective_action =
11433 (i == game.centered_player_nr ? summarized_player_action : 0);
11436 if (recorded_player_action != NULL)
11437 for (i = 0; i < MAX_PLAYERS; i++)
11438 stored_player[i].effective_action = recorded_player_action[i];
11440 for (i = 0; i < MAX_PLAYERS; i++)
11442 tape_action[i] = stored_player[i].effective_action;
11444 /* (this may happen in the RND game engine if a player was not present on
11445 the playfield on level start, but appeared later from a custom element */
11446 if (setup.team_mode &&
11449 !tape.player_participates[i])
11450 tape.player_participates[i] = TRUE;
11453 SetTapeActionFromMouseAction(tape_action,
11454 &local_player->effective_mouse_action);
11456 // only record actions from input devices, but not programmed actions
11457 if (tape.recording)
11458 TapeRecordAction(tape_action);
11460 #if USE_NEW_PLAYER_ASSIGNMENTS
11461 // !!! also map player actions in single player mode !!!
11462 // if (game.team_mode)
11465 byte mapped_action[MAX_PLAYERS];
11467 #if DEBUG_PLAYER_ACTIONS
11469 for (i = 0; i < MAX_PLAYERS; i++)
11470 printf(" %d, ", stored_player[i].effective_action);
11473 for (i = 0; i < MAX_PLAYERS; i++)
11474 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11476 for (i = 0; i < MAX_PLAYERS; i++)
11477 stored_player[i].effective_action = mapped_action[i];
11479 #if DEBUG_PLAYER_ACTIONS
11481 for (i = 0; i < MAX_PLAYERS; i++)
11482 printf(" %d, ", stored_player[i].effective_action);
11486 #if DEBUG_PLAYER_ACTIONS
11490 for (i = 0; i < MAX_PLAYERS; i++)
11491 printf(" %d, ", stored_player[i].effective_action);
11497 for (i = 0; i < MAX_PLAYERS; i++)
11499 // allow engine snapshot in case of changed movement attempt
11500 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11501 (stored_player[i].effective_action & KEY_MOTION))
11502 game.snapshot.changed_action = TRUE;
11504 // allow engine snapshot in case of snapping/dropping attempt
11505 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11506 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11507 game.snapshot.changed_action = TRUE;
11509 game.snapshot.last_action[i] = stored_player[i].effective_action;
11512 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11514 GameActions_EM_Main();
11516 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11518 GameActions_SP_Main();
11520 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11522 GameActions_MM_Main();
11526 GameActions_RND_Main();
11529 BlitScreenToBitmap(backbuffer);
11531 CheckLevelSolved();
11534 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11536 if (global.show_frames_per_second)
11538 static unsigned int fps_counter = 0;
11539 static int fps_frames = 0;
11540 unsigned int fps_delay_ms = Counter() - fps_counter;
11544 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11546 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11549 fps_counter = Counter();
11551 // always draw FPS to screen after FPS value was updated
11552 redraw_mask |= REDRAW_FPS;
11555 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11556 if (GetDrawDeactivationMask() == REDRAW_NONE)
11557 redraw_mask |= REDRAW_FPS;
11561 static void GameActions_CheckSaveEngineSnapshot(void)
11563 if (!game.snapshot.save_snapshot)
11566 // clear flag for saving snapshot _before_ saving snapshot
11567 game.snapshot.save_snapshot = FALSE;
11569 SaveEngineSnapshotToList();
11572 void GameActions(void)
11576 GameActions_CheckSaveEngineSnapshot();
11579 void GameActions_EM_Main(void)
11581 byte effective_action[MAX_PLAYERS];
11582 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11585 for (i = 0; i < MAX_PLAYERS; i++)
11586 effective_action[i] = stored_player[i].effective_action;
11588 GameActions_EM(effective_action, warp_mode);
11591 void GameActions_SP_Main(void)
11593 byte effective_action[MAX_PLAYERS];
11594 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11597 for (i = 0; i < MAX_PLAYERS; i++)
11598 effective_action[i] = stored_player[i].effective_action;
11600 GameActions_SP(effective_action, warp_mode);
11602 for (i = 0; i < MAX_PLAYERS; i++)
11604 if (stored_player[i].force_dropping)
11605 stored_player[i].action |= KEY_BUTTON_DROP;
11607 stored_player[i].force_dropping = FALSE;
11611 void GameActions_MM_Main(void)
11613 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11615 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11618 void GameActions_RND_Main(void)
11623 void GameActions_RND(void)
11625 int magic_wall_x = 0, magic_wall_y = 0;
11626 int i, x, y, element, graphic, last_gfx_frame;
11628 InitPlayfieldScanModeVars();
11630 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11632 SCAN_PLAYFIELD(x, y)
11634 ChangeCount[x][y] = 0;
11635 ChangeEvent[x][y] = -1;
11639 if (game.set_centered_player)
11641 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11643 // switching to "all players" only possible if all players fit to screen
11644 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11646 game.centered_player_nr_next = game.centered_player_nr;
11647 game.set_centered_player = FALSE;
11650 // do not switch focus to non-existing (or non-active) player
11651 if (game.centered_player_nr_next >= 0 &&
11652 !stored_player[game.centered_player_nr_next].active)
11654 game.centered_player_nr_next = game.centered_player_nr;
11655 game.set_centered_player = FALSE;
11659 if (game.set_centered_player &&
11660 ScreenMovPos == 0) // screen currently aligned at tile position
11664 if (game.centered_player_nr_next == -1)
11666 setScreenCenteredToAllPlayers(&sx, &sy);
11670 sx = stored_player[game.centered_player_nr_next].jx;
11671 sy = stored_player[game.centered_player_nr_next].jy;
11674 game.centered_player_nr = game.centered_player_nr_next;
11675 game.set_centered_player = FALSE;
11677 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11678 DrawGameDoorValues();
11681 for (i = 0; i < MAX_PLAYERS; i++)
11683 int actual_player_action = stored_player[i].effective_action;
11686 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11687 - rnd_equinox_tetrachloride 048
11688 - rnd_equinox_tetrachloride_ii 096
11689 - rnd_emanuel_schmieg 002
11690 - doctor_sloan_ww 001, 020
11692 if (stored_player[i].MovPos == 0)
11693 CheckGravityMovement(&stored_player[i]);
11696 // overwrite programmed action with tape action
11697 if (stored_player[i].programmed_action)
11698 actual_player_action = stored_player[i].programmed_action;
11700 PlayerActions(&stored_player[i], actual_player_action);
11702 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11705 ScrollScreen(NULL, SCROLL_GO_ON);
11707 /* for backwards compatibility, the following code emulates a fixed bug that
11708 occured when pushing elements (causing elements that just made their last
11709 pushing step to already (if possible) make their first falling step in the
11710 same game frame, which is bad); this code is also needed to use the famous
11711 "spring push bug" which is used in older levels and might be wanted to be
11712 used also in newer levels, but in this case the buggy pushing code is only
11713 affecting the "spring" element and no other elements */
11715 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11717 for (i = 0; i < MAX_PLAYERS; i++)
11719 struct PlayerInfo *player = &stored_player[i];
11720 int x = player->jx;
11721 int y = player->jy;
11723 if (player->active && player->is_pushing && player->is_moving &&
11725 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11726 Feld[x][y] == EL_SPRING))
11728 ContinueMoving(x, y);
11730 // continue moving after pushing (this is actually a bug)
11731 if (!IS_MOVING(x, y))
11732 Stop[x][y] = FALSE;
11737 SCAN_PLAYFIELD(x, y)
11739 Last[x][y] = Feld[x][y];
11741 ChangeCount[x][y] = 0;
11742 ChangeEvent[x][y] = -1;
11744 // this must be handled before main playfield loop
11745 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11748 if (MovDelay[x][y] <= 0)
11752 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11755 if (MovDelay[x][y] <= 0)
11758 TEST_DrawLevelField(x, y);
11760 TestIfElementTouchesCustomElement(x, y); // for empty space
11765 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11767 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11768 printf("GameActions(): This should never happen!\n");
11770 ChangePage[x][y] = -1;
11774 Stop[x][y] = FALSE;
11775 if (WasJustMoving[x][y] > 0)
11776 WasJustMoving[x][y]--;
11777 if (WasJustFalling[x][y] > 0)
11778 WasJustFalling[x][y]--;
11779 if (CheckCollision[x][y] > 0)
11780 CheckCollision[x][y]--;
11781 if (CheckImpact[x][y] > 0)
11782 CheckImpact[x][y]--;
11786 /* reset finished pushing action (not done in ContinueMoving() to allow
11787 continuous pushing animation for elements with zero push delay) */
11788 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11790 ResetGfxAnimation(x, y);
11791 TEST_DrawLevelField(x, y);
11795 if (IS_BLOCKED(x, y))
11799 Blocked2Moving(x, y, &oldx, &oldy);
11800 if (!IS_MOVING(oldx, oldy))
11802 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11803 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11804 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11805 printf("GameActions(): This should never happen!\n");
11811 SCAN_PLAYFIELD(x, y)
11813 element = Feld[x][y];
11814 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11815 last_gfx_frame = GfxFrame[x][y];
11817 ResetGfxFrame(x, y);
11819 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11820 DrawLevelGraphicAnimation(x, y, graphic);
11822 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11823 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11824 ResetRandomAnimationValue(x, y);
11826 SetRandomAnimationValue(x, y);
11828 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11830 if (IS_INACTIVE(element))
11832 if (IS_ANIMATED(graphic))
11833 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11838 // this may take place after moving, so 'element' may have changed
11839 if (IS_CHANGING(x, y) &&
11840 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11842 int page = element_info[element].event_page_nr[CE_DELAY];
11844 HandleElementChange(x, y, page);
11846 element = Feld[x][y];
11847 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11850 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11854 element = Feld[x][y];
11855 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11857 if (IS_ANIMATED(graphic) &&
11858 !IS_MOVING(x, y) &&
11860 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11862 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11863 TEST_DrawTwinkleOnField(x, y);
11865 else if (element == EL_ACID)
11868 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11870 else if ((element == EL_EXIT_OPEN ||
11871 element == EL_EM_EXIT_OPEN ||
11872 element == EL_SP_EXIT_OPEN ||
11873 element == EL_STEEL_EXIT_OPEN ||
11874 element == EL_EM_STEEL_EXIT_OPEN ||
11875 element == EL_SP_TERMINAL ||
11876 element == EL_SP_TERMINAL_ACTIVE ||
11877 element == EL_EXTRA_TIME ||
11878 element == EL_SHIELD_NORMAL ||
11879 element == EL_SHIELD_DEADLY) &&
11880 IS_ANIMATED(graphic))
11881 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11882 else if (IS_MOVING(x, y))
11883 ContinueMoving(x, y);
11884 else if (IS_ACTIVE_BOMB(element))
11885 CheckDynamite(x, y);
11886 else if (element == EL_AMOEBA_GROWING)
11887 AmoebeWaechst(x, y);
11888 else if (element == EL_AMOEBA_SHRINKING)
11889 AmoebaDisappearing(x, y);
11891 #if !USE_NEW_AMOEBA_CODE
11892 else if (IS_AMOEBALIVE(element))
11893 AmoebeAbleger(x, y);
11896 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11898 else if (element == EL_EXIT_CLOSED)
11900 else if (element == EL_EM_EXIT_CLOSED)
11902 else if (element == EL_STEEL_EXIT_CLOSED)
11903 CheckExitSteel(x, y);
11904 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11905 CheckExitSteelEM(x, y);
11906 else if (element == EL_SP_EXIT_CLOSED)
11908 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11909 element == EL_EXPANDABLE_STEELWALL_GROWING)
11910 MauerWaechst(x, y);
11911 else if (element == EL_EXPANDABLE_WALL ||
11912 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11913 element == EL_EXPANDABLE_WALL_VERTICAL ||
11914 element == EL_EXPANDABLE_WALL_ANY ||
11915 element == EL_BD_EXPANDABLE_WALL)
11916 MauerAbleger(x, y);
11917 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11918 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11919 element == EL_EXPANDABLE_STEELWALL_ANY)
11920 MauerAblegerStahl(x, y);
11921 else if (element == EL_FLAMES)
11922 CheckForDragon(x, y);
11923 else if (element == EL_EXPLOSION)
11924 ; // drawing of correct explosion animation is handled separately
11925 else if (element == EL_ELEMENT_SNAPPING ||
11926 element == EL_DIAGONAL_SHRINKING ||
11927 element == EL_DIAGONAL_GROWING)
11929 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11931 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11933 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11934 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11936 if (IS_BELT_ACTIVE(element))
11937 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11939 if (game.magic_wall_active)
11941 int jx = local_player->jx, jy = local_player->jy;
11943 // play the element sound at the position nearest to the player
11944 if ((element == EL_MAGIC_WALL_FULL ||
11945 element == EL_MAGIC_WALL_ACTIVE ||
11946 element == EL_MAGIC_WALL_EMPTYING ||
11947 element == EL_BD_MAGIC_WALL_FULL ||
11948 element == EL_BD_MAGIC_WALL_ACTIVE ||
11949 element == EL_BD_MAGIC_WALL_EMPTYING ||
11950 element == EL_DC_MAGIC_WALL_FULL ||
11951 element == EL_DC_MAGIC_WALL_ACTIVE ||
11952 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11953 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11961 #if USE_NEW_AMOEBA_CODE
11962 // new experimental amoeba growth stuff
11963 if (!(FrameCounter % 8))
11965 static unsigned int random = 1684108901;
11967 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11969 x = RND(lev_fieldx);
11970 y = RND(lev_fieldy);
11971 element = Feld[x][y];
11973 if (!IS_PLAYER(x,y) &&
11974 (element == EL_EMPTY ||
11975 CAN_GROW_INTO(element) ||
11976 element == EL_QUICKSAND_EMPTY ||
11977 element == EL_QUICKSAND_FAST_EMPTY ||
11978 element == EL_ACID_SPLASH_LEFT ||
11979 element == EL_ACID_SPLASH_RIGHT))
11981 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11982 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11983 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11984 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11985 Feld[x][y] = EL_AMOEBA_DROP;
11988 random = random * 129 + 1;
11993 game.explosions_delayed = FALSE;
11995 SCAN_PLAYFIELD(x, y)
11997 element = Feld[x][y];
11999 if (ExplodeField[x][y])
12000 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12001 else if (element == EL_EXPLOSION)
12002 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12004 ExplodeField[x][y] = EX_TYPE_NONE;
12007 game.explosions_delayed = TRUE;
12009 if (game.magic_wall_active)
12011 if (!(game.magic_wall_time_left % 4))
12013 int element = Feld[magic_wall_x][magic_wall_y];
12015 if (element == EL_BD_MAGIC_WALL_FULL ||
12016 element == EL_BD_MAGIC_WALL_ACTIVE ||
12017 element == EL_BD_MAGIC_WALL_EMPTYING)
12018 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12019 else if (element == EL_DC_MAGIC_WALL_FULL ||
12020 element == EL_DC_MAGIC_WALL_ACTIVE ||
12021 element == EL_DC_MAGIC_WALL_EMPTYING)
12022 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12024 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12027 if (game.magic_wall_time_left > 0)
12029 game.magic_wall_time_left--;
12031 if (!game.magic_wall_time_left)
12033 SCAN_PLAYFIELD(x, y)
12035 element = Feld[x][y];
12037 if (element == EL_MAGIC_WALL_ACTIVE ||
12038 element == EL_MAGIC_WALL_FULL)
12040 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12041 TEST_DrawLevelField(x, y);
12043 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12044 element == EL_BD_MAGIC_WALL_FULL)
12046 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12047 TEST_DrawLevelField(x, y);
12049 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12050 element == EL_DC_MAGIC_WALL_FULL)
12052 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12053 TEST_DrawLevelField(x, y);
12057 game.magic_wall_active = FALSE;
12062 if (game.light_time_left > 0)
12064 game.light_time_left--;
12066 if (game.light_time_left == 0)
12067 RedrawAllLightSwitchesAndInvisibleElements();
12070 if (game.timegate_time_left > 0)
12072 game.timegate_time_left--;
12074 if (game.timegate_time_left == 0)
12075 CloseAllOpenTimegates();
12078 if (game.lenses_time_left > 0)
12080 game.lenses_time_left--;
12082 if (game.lenses_time_left == 0)
12083 RedrawAllInvisibleElementsForLenses();
12086 if (game.magnify_time_left > 0)
12088 game.magnify_time_left--;
12090 if (game.magnify_time_left == 0)
12091 RedrawAllInvisibleElementsForMagnifier();
12094 for (i = 0; i < MAX_PLAYERS; i++)
12096 struct PlayerInfo *player = &stored_player[i];
12098 if (SHIELD_ON(player))
12100 if (player->shield_deadly_time_left)
12101 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12102 else if (player->shield_normal_time_left)
12103 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12107 #if USE_DELAYED_GFX_REDRAW
12108 SCAN_PLAYFIELD(x, y)
12110 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12112 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12113 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12115 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12116 DrawLevelField(x, y);
12118 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12119 DrawLevelFieldCrumbled(x, y);
12121 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12122 DrawLevelFieldCrumbledNeighbours(x, y);
12124 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12125 DrawTwinkleOnField(x, y);
12128 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12133 PlayAllPlayersSound();
12135 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12137 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12139 local_player->show_envelope = 0;
12142 // use random number generator in every frame to make it less predictable
12143 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12147 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12149 int min_x = x, min_y = y, max_x = x, max_y = y;
12152 for (i = 0; i < MAX_PLAYERS; i++)
12154 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12156 if (!stored_player[i].active || &stored_player[i] == player)
12159 min_x = MIN(min_x, jx);
12160 min_y = MIN(min_y, jy);
12161 max_x = MAX(max_x, jx);
12162 max_y = MAX(max_y, jy);
12165 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12168 static boolean AllPlayersInVisibleScreen(void)
12172 for (i = 0; i < MAX_PLAYERS; i++)
12174 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12176 if (!stored_player[i].active)
12179 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12186 void ScrollLevel(int dx, int dy)
12188 int scroll_offset = 2 * TILEX_VAR;
12191 BlitBitmap(drawto_field, drawto_field,
12192 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12193 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12194 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12195 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12196 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12197 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12201 x = (dx == 1 ? BX1 : BX2);
12202 for (y = BY1; y <= BY2; y++)
12203 DrawScreenField(x, y);
12208 y = (dy == 1 ? BY1 : BY2);
12209 for (x = BX1; x <= BX2; x++)
12210 DrawScreenField(x, y);
12213 redraw_mask |= REDRAW_FIELD;
12216 static boolean canFallDown(struct PlayerInfo *player)
12218 int jx = player->jx, jy = player->jy;
12220 return (IN_LEV_FIELD(jx, jy + 1) &&
12221 (IS_FREE(jx, jy + 1) ||
12222 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12223 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12224 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12227 static boolean canPassField(int x, int y, int move_dir)
12229 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12230 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12231 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12232 int nextx = x + dx;
12233 int nexty = y + dy;
12234 int element = Feld[x][y];
12236 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12237 !CAN_MOVE(element) &&
12238 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12239 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12240 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12243 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12245 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12246 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12247 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12251 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12252 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12253 (IS_DIGGABLE(Feld[newx][newy]) ||
12254 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12255 canPassField(newx, newy, move_dir)));
12258 static void CheckGravityMovement(struct PlayerInfo *player)
12260 if (player->gravity && !player->programmed_action)
12262 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12263 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12264 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12265 int jx = player->jx, jy = player->jy;
12266 boolean player_is_moving_to_valid_field =
12267 (!player_is_snapping &&
12268 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12269 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12270 boolean player_can_fall_down = canFallDown(player);
12272 if (player_can_fall_down &&
12273 !player_is_moving_to_valid_field)
12274 player->programmed_action = MV_DOWN;
12278 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12280 return CheckGravityMovement(player);
12282 if (player->gravity && !player->programmed_action)
12284 int jx = player->jx, jy = player->jy;
12285 boolean field_under_player_is_free =
12286 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12287 boolean player_is_standing_on_valid_field =
12288 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12289 (IS_WALKABLE(Feld[jx][jy]) &&
12290 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12292 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12293 player->programmed_action = MV_DOWN;
12298 MovePlayerOneStep()
12299 -----------------------------------------------------------------------------
12300 dx, dy: direction (non-diagonal) to try to move the player to
12301 real_dx, real_dy: direction as read from input device (can be diagonal)
12304 boolean MovePlayerOneStep(struct PlayerInfo *player,
12305 int dx, int dy, int real_dx, int real_dy)
12307 int jx = player->jx, jy = player->jy;
12308 int new_jx = jx + dx, new_jy = jy + dy;
12310 boolean player_can_move = !player->cannot_move;
12312 if (!player->active || (!dx && !dy))
12313 return MP_NO_ACTION;
12315 player->MovDir = (dx < 0 ? MV_LEFT :
12316 dx > 0 ? MV_RIGHT :
12318 dy > 0 ? MV_DOWN : MV_NONE);
12320 if (!IN_LEV_FIELD(new_jx, new_jy))
12321 return MP_NO_ACTION;
12323 if (!player_can_move)
12325 if (player->MovPos == 0)
12327 player->is_moving = FALSE;
12328 player->is_digging = FALSE;
12329 player->is_collecting = FALSE;
12330 player->is_snapping = FALSE;
12331 player->is_pushing = FALSE;
12335 if (!network.enabled && game.centered_player_nr == -1 &&
12336 !AllPlayersInSight(player, new_jx, new_jy))
12337 return MP_NO_ACTION;
12339 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12340 if (can_move != MP_MOVING)
12343 // check if DigField() has caused relocation of the player
12344 if (player->jx != jx || player->jy != jy)
12345 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12347 StorePlayer[jx][jy] = 0;
12348 player->last_jx = jx;
12349 player->last_jy = jy;
12350 player->jx = new_jx;
12351 player->jy = new_jy;
12352 StorePlayer[new_jx][new_jy] = player->element_nr;
12354 if (player->move_delay_value_next != -1)
12356 player->move_delay_value = player->move_delay_value_next;
12357 player->move_delay_value_next = -1;
12361 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12363 player->step_counter++;
12365 PlayerVisit[jx][jy] = FrameCounter;
12367 player->is_moving = TRUE;
12370 // should better be called in MovePlayer(), but this breaks some tapes
12371 ScrollPlayer(player, SCROLL_INIT);
12377 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12379 int jx = player->jx, jy = player->jy;
12380 int old_jx = jx, old_jy = jy;
12381 int moved = MP_NO_ACTION;
12383 if (!player->active)
12388 if (player->MovPos == 0)
12390 player->is_moving = FALSE;
12391 player->is_digging = FALSE;
12392 player->is_collecting = FALSE;
12393 player->is_snapping = FALSE;
12394 player->is_pushing = FALSE;
12400 if (player->move_delay > 0)
12403 player->move_delay = -1; // set to "uninitialized" value
12405 // store if player is automatically moved to next field
12406 player->is_auto_moving = (player->programmed_action != MV_NONE);
12408 // remove the last programmed player action
12409 player->programmed_action = 0;
12411 if (player->MovPos)
12413 // should only happen if pre-1.2 tape recordings are played
12414 // this is only for backward compatibility
12416 int original_move_delay_value = player->move_delay_value;
12419 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12423 // scroll remaining steps with finest movement resolution
12424 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12426 while (player->MovPos)
12428 ScrollPlayer(player, SCROLL_GO_ON);
12429 ScrollScreen(NULL, SCROLL_GO_ON);
12431 AdvanceFrameAndPlayerCounters(player->index_nr);
12434 BackToFront_WithFrameDelay(0);
12437 player->move_delay_value = original_move_delay_value;
12440 player->is_active = FALSE;
12442 if (player->last_move_dir & MV_HORIZONTAL)
12444 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12445 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12449 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12450 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12453 if (!moved && !player->is_active)
12455 player->is_moving = FALSE;
12456 player->is_digging = FALSE;
12457 player->is_collecting = FALSE;
12458 player->is_snapping = FALSE;
12459 player->is_pushing = FALSE;
12465 if (moved & MP_MOVING && !ScreenMovPos &&
12466 (player->index_nr == game.centered_player_nr ||
12467 game.centered_player_nr == -1))
12469 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12470 int offset = game.scroll_delay_value;
12472 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12474 // actual player has left the screen -- scroll in that direction
12475 if (jx != old_jx) // player has moved horizontally
12476 scroll_x += (jx - old_jx);
12477 else // player has moved vertically
12478 scroll_y += (jy - old_jy);
12482 if (jx != old_jx) // player has moved horizontally
12484 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12485 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12486 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12488 // don't scroll over playfield boundaries
12489 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12490 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12492 // don't scroll more than one field at a time
12493 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12495 // don't scroll against the player's moving direction
12496 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12497 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12498 scroll_x = old_scroll_x;
12500 else // player has moved vertically
12502 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12503 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12504 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12506 // don't scroll over playfield boundaries
12507 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12508 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12510 // don't scroll more than one field at a time
12511 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12513 // don't scroll against the player's moving direction
12514 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12515 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12516 scroll_y = old_scroll_y;
12520 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12522 if (!network.enabled && game.centered_player_nr == -1 &&
12523 !AllPlayersInVisibleScreen())
12525 scroll_x = old_scroll_x;
12526 scroll_y = old_scroll_y;
12530 ScrollScreen(player, SCROLL_INIT);
12531 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12536 player->StepFrame = 0;
12538 if (moved & MP_MOVING)
12540 if (old_jx != jx && old_jy == jy)
12541 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12542 else if (old_jx == jx && old_jy != jy)
12543 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12545 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12547 player->last_move_dir = player->MovDir;
12548 player->is_moving = TRUE;
12549 player->is_snapping = FALSE;
12550 player->is_switching = FALSE;
12551 player->is_dropping = FALSE;
12552 player->is_dropping_pressed = FALSE;
12553 player->drop_pressed_delay = 0;
12556 // should better be called here than above, but this breaks some tapes
12557 ScrollPlayer(player, SCROLL_INIT);
12562 CheckGravityMovementWhenNotMoving(player);
12564 player->is_moving = FALSE;
12566 /* at this point, the player is allowed to move, but cannot move right now
12567 (e.g. because of something blocking the way) -- ensure that the player
12568 is also allowed to move in the next frame (in old versions before 3.1.1,
12569 the player was forced to wait again for eight frames before next try) */
12571 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12572 player->move_delay = 0; // allow direct movement in the next frame
12575 if (player->move_delay == -1) // not yet initialized by DigField()
12576 player->move_delay = player->move_delay_value;
12578 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12580 TestIfPlayerTouchesBadThing(jx, jy);
12581 TestIfPlayerTouchesCustomElement(jx, jy);
12584 if (!player->active)
12585 RemovePlayer(player);
12590 void ScrollPlayer(struct PlayerInfo *player, int mode)
12592 int jx = player->jx, jy = player->jy;
12593 int last_jx = player->last_jx, last_jy = player->last_jy;
12594 int move_stepsize = TILEX / player->move_delay_value;
12596 if (!player->active)
12599 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12602 if (mode == SCROLL_INIT)
12604 player->actual_frame_counter = FrameCounter;
12605 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12607 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12608 Feld[last_jx][last_jy] == EL_EMPTY)
12610 int last_field_block_delay = 0; // start with no blocking at all
12611 int block_delay_adjustment = player->block_delay_adjustment;
12613 // if player blocks last field, add delay for exactly one move
12614 if (player->block_last_field)
12616 last_field_block_delay += player->move_delay_value;
12618 // when blocking enabled, prevent moving up despite gravity
12619 if (player->gravity && player->MovDir == MV_UP)
12620 block_delay_adjustment = -1;
12623 // add block delay adjustment (also possible when not blocking)
12624 last_field_block_delay += block_delay_adjustment;
12626 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12627 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12630 if (player->MovPos != 0) // player has not yet reached destination
12633 else if (!FrameReached(&player->actual_frame_counter, 1))
12636 if (player->MovPos != 0)
12638 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12639 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12641 // before DrawPlayer() to draw correct player graphic for this case
12642 if (player->MovPos == 0)
12643 CheckGravityMovement(player);
12646 if (player->MovPos == 0) // player reached destination field
12648 if (player->move_delay_reset_counter > 0)
12650 player->move_delay_reset_counter--;
12652 if (player->move_delay_reset_counter == 0)
12654 // continue with normal speed after quickly moving through gate
12655 HALVE_PLAYER_SPEED(player);
12657 // be able to make the next move without delay
12658 player->move_delay = 0;
12662 player->last_jx = jx;
12663 player->last_jy = jy;
12665 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12666 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12667 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12668 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12669 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12670 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12671 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12672 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12674 ExitPlayer(player);
12676 if ((game.friends_still_needed == 0 ||
12677 IS_SP_ELEMENT(Feld[jx][jy])) &&
12682 // this breaks one level: "machine", level 000
12684 int move_direction = player->MovDir;
12685 int enter_side = MV_DIR_OPPOSITE(move_direction);
12686 int leave_side = move_direction;
12687 int old_jx = last_jx;
12688 int old_jy = last_jy;
12689 int old_element = Feld[old_jx][old_jy];
12690 int new_element = Feld[jx][jy];
12692 if (IS_CUSTOM_ELEMENT(old_element))
12693 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12695 player->index_bit, leave_side);
12697 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12698 CE_PLAYER_LEAVES_X,
12699 player->index_bit, leave_side);
12701 if (IS_CUSTOM_ELEMENT(new_element))
12702 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12703 player->index_bit, enter_side);
12705 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12706 CE_PLAYER_ENTERS_X,
12707 player->index_bit, enter_side);
12709 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12710 CE_MOVE_OF_X, move_direction);
12713 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12715 TestIfPlayerTouchesBadThing(jx, jy);
12716 TestIfPlayerTouchesCustomElement(jx, jy);
12718 /* needed because pushed element has not yet reached its destination,
12719 so it would trigger a change event at its previous field location */
12720 if (!player->is_pushing)
12721 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12723 if (!player->active)
12724 RemovePlayer(player);
12727 if (!game.LevelSolved && level.use_step_counter)
12737 if (TimeLeft <= 10 && setup.time_limit)
12738 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12740 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12742 DisplayGameControlValues();
12744 if (!TimeLeft && setup.time_limit)
12745 for (i = 0; i < MAX_PLAYERS; i++)
12746 KillPlayer(&stored_player[i]);
12748 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
12750 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12752 DisplayGameControlValues();
12756 if (tape.single_step && tape.recording && !tape.pausing &&
12757 !player->programmed_action)
12758 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12760 if (!player->programmed_action)
12761 CheckSaveEngineSnapshot(player);
12765 void ScrollScreen(struct PlayerInfo *player, int mode)
12767 static unsigned int screen_frame_counter = 0;
12769 if (mode == SCROLL_INIT)
12771 // set scrolling step size according to actual player's moving speed
12772 ScrollStepSize = TILEX / player->move_delay_value;
12774 screen_frame_counter = FrameCounter;
12775 ScreenMovDir = player->MovDir;
12776 ScreenMovPos = player->MovPos;
12777 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12780 else if (!FrameReached(&screen_frame_counter, 1))
12785 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12786 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12787 redraw_mask |= REDRAW_FIELD;
12790 ScreenMovDir = MV_NONE;
12793 void TestIfPlayerTouchesCustomElement(int x, int y)
12795 static int xy[4][2] =
12802 static int trigger_sides[4][2] =
12804 // center side border side
12805 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12806 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12807 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12808 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12810 static int touch_dir[4] =
12812 MV_LEFT | MV_RIGHT,
12817 int center_element = Feld[x][y]; // should always be non-moving!
12820 for (i = 0; i < NUM_DIRECTIONS; i++)
12822 int xx = x + xy[i][0];
12823 int yy = y + xy[i][1];
12824 int center_side = trigger_sides[i][0];
12825 int border_side = trigger_sides[i][1];
12826 int border_element;
12828 if (!IN_LEV_FIELD(xx, yy))
12831 if (IS_PLAYER(x, y)) // player found at center element
12833 struct PlayerInfo *player = PLAYERINFO(x, y);
12835 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12836 border_element = Feld[xx][yy]; // may be moving!
12837 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12838 border_element = Feld[xx][yy];
12839 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12840 border_element = MovingOrBlocked2Element(xx, yy);
12842 continue; // center and border element do not touch
12844 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12845 player->index_bit, border_side);
12846 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12847 CE_PLAYER_TOUCHES_X,
12848 player->index_bit, border_side);
12851 /* use player element that is initially defined in the level playfield,
12852 not the player element that corresponds to the runtime player number
12853 (example: a level that contains EL_PLAYER_3 as the only player would
12854 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12855 int player_element = PLAYERINFO(x, y)->initial_element;
12857 CheckElementChangeBySide(xx, yy, border_element, player_element,
12858 CE_TOUCHING_X, border_side);
12861 else if (IS_PLAYER(xx, yy)) // player found at border element
12863 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12865 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12867 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12868 continue; // center and border element do not touch
12871 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12872 player->index_bit, center_side);
12873 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12874 CE_PLAYER_TOUCHES_X,
12875 player->index_bit, center_side);
12878 /* use player element that is initially defined in the level playfield,
12879 not the player element that corresponds to the runtime player number
12880 (example: a level that contains EL_PLAYER_3 as the only player would
12881 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12882 int player_element = PLAYERINFO(xx, yy)->initial_element;
12884 CheckElementChangeBySide(x, y, center_element, player_element,
12885 CE_TOUCHING_X, center_side);
12893 void TestIfElementTouchesCustomElement(int x, int y)
12895 static int xy[4][2] =
12902 static int trigger_sides[4][2] =
12904 // center side border side
12905 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12906 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12907 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12908 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12910 static int touch_dir[4] =
12912 MV_LEFT | MV_RIGHT,
12917 boolean change_center_element = FALSE;
12918 int center_element = Feld[x][y]; // should always be non-moving!
12919 int border_element_old[NUM_DIRECTIONS];
12922 for (i = 0; i < NUM_DIRECTIONS; i++)
12924 int xx = x + xy[i][0];
12925 int yy = y + xy[i][1];
12926 int border_element;
12928 border_element_old[i] = -1;
12930 if (!IN_LEV_FIELD(xx, yy))
12933 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12934 border_element = Feld[xx][yy]; // may be moving!
12935 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12936 border_element = Feld[xx][yy];
12937 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12938 border_element = MovingOrBlocked2Element(xx, yy);
12940 continue; // center and border element do not touch
12942 border_element_old[i] = border_element;
12945 for (i = 0; i < NUM_DIRECTIONS; i++)
12947 int xx = x + xy[i][0];
12948 int yy = y + xy[i][1];
12949 int center_side = trigger_sides[i][0];
12950 int border_element = border_element_old[i];
12952 if (border_element == -1)
12955 // check for change of border element
12956 CheckElementChangeBySide(xx, yy, border_element, center_element,
12957 CE_TOUCHING_X, center_side);
12959 // (center element cannot be player, so we dont have to check this here)
12962 for (i = 0; i < NUM_DIRECTIONS; i++)
12964 int xx = x + xy[i][0];
12965 int yy = y + xy[i][1];
12966 int border_side = trigger_sides[i][1];
12967 int border_element = border_element_old[i];
12969 if (border_element == -1)
12972 // check for change of center element (but change it only once)
12973 if (!change_center_element)
12974 change_center_element =
12975 CheckElementChangeBySide(x, y, center_element, border_element,
12976 CE_TOUCHING_X, border_side);
12978 if (IS_PLAYER(xx, yy))
12980 /* use player element that is initially defined in the level playfield,
12981 not the player element that corresponds to the runtime player number
12982 (example: a level that contains EL_PLAYER_3 as the only player would
12983 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12984 int player_element = PLAYERINFO(xx, yy)->initial_element;
12986 CheckElementChangeBySide(x, y, center_element, player_element,
12987 CE_TOUCHING_X, border_side);
12992 void TestIfElementHitsCustomElement(int x, int y, int direction)
12994 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12995 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12996 int hitx = x + dx, hity = y + dy;
12997 int hitting_element = Feld[x][y];
12998 int touched_element;
13000 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13003 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13004 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13006 if (IN_LEV_FIELD(hitx, hity))
13008 int opposite_direction = MV_DIR_OPPOSITE(direction);
13009 int hitting_side = direction;
13010 int touched_side = opposite_direction;
13011 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13012 MovDir[hitx][hity] != direction ||
13013 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13019 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13020 CE_HITTING_X, touched_side);
13022 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13023 CE_HIT_BY_X, hitting_side);
13025 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13026 CE_HIT_BY_SOMETHING, opposite_direction);
13028 if (IS_PLAYER(hitx, hity))
13030 /* use player element that is initially defined in the level playfield,
13031 not the player element that corresponds to the runtime player number
13032 (example: a level that contains EL_PLAYER_3 as the only player would
13033 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13034 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13036 CheckElementChangeBySide(x, y, hitting_element, player_element,
13037 CE_HITTING_X, touched_side);
13042 // "hitting something" is also true when hitting the playfield border
13043 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13044 CE_HITTING_SOMETHING, direction);
13047 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13049 int i, kill_x = -1, kill_y = -1;
13051 int bad_element = -1;
13052 static int test_xy[4][2] =
13059 static int test_dir[4] =
13067 for (i = 0; i < NUM_DIRECTIONS; i++)
13069 int test_x, test_y, test_move_dir, test_element;
13071 test_x = good_x + test_xy[i][0];
13072 test_y = good_y + test_xy[i][1];
13074 if (!IN_LEV_FIELD(test_x, test_y))
13078 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13080 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13082 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13083 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13085 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13086 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13090 bad_element = test_element;
13096 if (kill_x != -1 || kill_y != -1)
13098 if (IS_PLAYER(good_x, good_y))
13100 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13102 if (player->shield_deadly_time_left > 0 &&
13103 !IS_INDESTRUCTIBLE(bad_element))
13104 Bang(kill_x, kill_y);
13105 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13106 KillPlayer(player);
13109 Bang(good_x, good_y);
13113 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13115 int i, kill_x = -1, kill_y = -1;
13116 int bad_element = Feld[bad_x][bad_y];
13117 static int test_xy[4][2] =
13124 static int touch_dir[4] =
13126 MV_LEFT | MV_RIGHT,
13131 static int test_dir[4] =
13139 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13142 for (i = 0; i < NUM_DIRECTIONS; i++)
13144 int test_x, test_y, test_move_dir, test_element;
13146 test_x = bad_x + test_xy[i][0];
13147 test_y = bad_y + test_xy[i][1];
13149 if (!IN_LEV_FIELD(test_x, test_y))
13153 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13155 test_element = Feld[test_x][test_y];
13157 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13158 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13160 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13161 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13163 // good thing is player or penguin that does not move away
13164 if (IS_PLAYER(test_x, test_y))
13166 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13168 if (bad_element == EL_ROBOT && player->is_moving)
13169 continue; // robot does not kill player if he is moving
13171 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13173 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13174 continue; // center and border element do not touch
13182 else if (test_element == EL_PENGUIN)
13192 if (kill_x != -1 || kill_y != -1)
13194 if (IS_PLAYER(kill_x, kill_y))
13196 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13198 if (player->shield_deadly_time_left > 0 &&
13199 !IS_INDESTRUCTIBLE(bad_element))
13200 Bang(bad_x, bad_y);
13201 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13202 KillPlayer(player);
13205 Bang(kill_x, kill_y);
13209 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13211 int bad_element = Feld[bad_x][bad_y];
13212 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13213 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13214 int test_x = bad_x + dx, test_y = bad_y + dy;
13215 int test_move_dir, test_element;
13216 int kill_x = -1, kill_y = -1;
13218 if (!IN_LEV_FIELD(test_x, test_y))
13222 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13224 test_element = Feld[test_x][test_y];
13226 if (test_move_dir != bad_move_dir)
13228 // good thing can be player or penguin that does not move away
13229 if (IS_PLAYER(test_x, test_y))
13231 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13233 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13234 player as being hit when he is moving towards the bad thing, because
13235 the "get hit by" condition would be lost after the player stops) */
13236 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13237 return; // player moves away from bad thing
13242 else if (test_element == EL_PENGUIN)
13249 if (kill_x != -1 || kill_y != -1)
13251 if (IS_PLAYER(kill_x, kill_y))
13253 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13255 if (player->shield_deadly_time_left > 0 &&
13256 !IS_INDESTRUCTIBLE(bad_element))
13257 Bang(bad_x, bad_y);
13258 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13259 KillPlayer(player);
13262 Bang(kill_x, kill_y);
13266 void TestIfPlayerTouchesBadThing(int x, int y)
13268 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13271 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13273 TestIfGoodThingHitsBadThing(x, y, move_dir);
13276 void TestIfBadThingTouchesPlayer(int x, int y)
13278 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13281 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13283 TestIfBadThingHitsGoodThing(x, y, move_dir);
13286 void TestIfFriendTouchesBadThing(int x, int y)
13288 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13291 void TestIfBadThingTouchesFriend(int x, int y)
13293 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13296 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13298 int i, kill_x = bad_x, kill_y = bad_y;
13299 static int xy[4][2] =
13307 for (i = 0; i < NUM_DIRECTIONS; i++)
13311 x = bad_x + xy[i][0];
13312 y = bad_y + xy[i][1];
13313 if (!IN_LEV_FIELD(x, y))
13316 element = Feld[x][y];
13317 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13318 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13326 if (kill_x != bad_x || kill_y != bad_y)
13327 Bang(bad_x, bad_y);
13330 void KillPlayer(struct PlayerInfo *player)
13332 int jx = player->jx, jy = player->jy;
13334 if (!player->active)
13338 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13339 player->killed, player->active, player->reanimated);
13342 /* the following code was introduced to prevent an infinite loop when calling
13344 -> CheckTriggeredElementChangeExt()
13345 -> ExecuteCustomElementAction()
13347 -> (infinitely repeating the above sequence of function calls)
13348 which occurs when killing the player while having a CE with the setting
13349 "kill player X when explosion of <player X>"; the solution using a new
13350 field "player->killed" was chosen for backwards compatibility, although
13351 clever use of the fields "player->active" etc. would probably also work */
13353 if (player->killed)
13357 player->killed = TRUE;
13359 // remove accessible field at the player's position
13360 Feld[jx][jy] = EL_EMPTY;
13362 // deactivate shield (else Bang()/Explode() would not work right)
13363 player->shield_normal_time_left = 0;
13364 player->shield_deadly_time_left = 0;
13367 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13368 player->killed, player->active, player->reanimated);
13374 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13375 player->killed, player->active, player->reanimated);
13378 if (player->reanimated) // killed player may have been reanimated
13379 player->killed = player->reanimated = FALSE;
13381 BuryPlayer(player);
13384 static void KillPlayerUnlessEnemyProtected(int x, int y)
13386 if (!PLAYER_ENEMY_PROTECTED(x, y))
13387 KillPlayer(PLAYERINFO(x, y));
13390 static void KillPlayerUnlessExplosionProtected(int x, int y)
13392 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13393 KillPlayer(PLAYERINFO(x, y));
13396 void BuryPlayer(struct PlayerInfo *player)
13398 int jx = player->jx, jy = player->jy;
13400 if (!player->active)
13403 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13404 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13406 RemovePlayer(player);
13408 player->buried = TRUE;
13409 game.GameOver = TRUE;
13412 void RemovePlayer(struct PlayerInfo *player)
13414 int jx = player->jx, jy = player->jy;
13415 int i, found = FALSE;
13417 player->present = FALSE;
13418 player->active = FALSE;
13420 if (!ExplodeField[jx][jy])
13421 StorePlayer[jx][jy] = 0;
13423 if (player->is_moving)
13424 TEST_DrawLevelField(player->last_jx, player->last_jy);
13426 for (i = 0; i < MAX_PLAYERS; i++)
13427 if (stored_player[i].active)
13431 AllPlayersGone = TRUE;
13437 void ExitPlayer(struct PlayerInfo *player)
13439 DrawPlayer(player); // needed here only to cleanup last field
13440 RemovePlayer(player);
13442 if (game.players_still_needed > 0)
13443 game.players_still_needed--;
13445 // also set if some players not yet gone, but not needed to solve level
13446 if (game.players_still_needed == 0)
13447 AllPlayersGone = TRUE;
13450 static void setFieldForSnapping(int x, int y, int element, int direction)
13452 struct ElementInfo *ei = &element_info[element];
13453 int direction_bit = MV_DIR_TO_BIT(direction);
13454 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13455 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13456 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13458 Feld[x][y] = EL_ELEMENT_SNAPPING;
13459 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13461 ResetGfxAnimation(x, y);
13463 GfxElement[x][y] = element;
13464 GfxAction[x][y] = action;
13465 GfxDir[x][y] = direction;
13466 GfxFrame[x][y] = -1;
13470 =============================================================================
13471 checkDiagonalPushing()
13472 -----------------------------------------------------------------------------
13473 check if diagonal input device direction results in pushing of object
13474 (by checking if the alternative direction is walkable, diggable, ...)
13475 =============================================================================
13478 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13479 int x, int y, int real_dx, int real_dy)
13481 int jx, jy, dx, dy, xx, yy;
13483 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13486 // diagonal direction: check alternative direction
13491 xx = jx + (dx == 0 ? real_dx : 0);
13492 yy = jy + (dy == 0 ? real_dy : 0);
13494 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13498 =============================================================================
13500 -----------------------------------------------------------------------------
13501 x, y: field next to player (non-diagonal) to try to dig to
13502 real_dx, real_dy: direction as read from input device (can be diagonal)
13503 =============================================================================
13506 static int DigField(struct PlayerInfo *player,
13507 int oldx, int oldy, int x, int y,
13508 int real_dx, int real_dy, int mode)
13510 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13511 boolean player_was_pushing = player->is_pushing;
13512 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13513 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13514 int jx = oldx, jy = oldy;
13515 int dx = x - jx, dy = y - jy;
13516 int nextx = x + dx, nexty = y + dy;
13517 int move_direction = (dx == -1 ? MV_LEFT :
13518 dx == +1 ? MV_RIGHT :
13520 dy == +1 ? MV_DOWN : MV_NONE);
13521 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13522 int dig_side = MV_DIR_OPPOSITE(move_direction);
13523 int old_element = Feld[jx][jy];
13524 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13527 if (is_player) // function can also be called by EL_PENGUIN
13529 if (player->MovPos == 0)
13531 player->is_digging = FALSE;
13532 player->is_collecting = FALSE;
13535 if (player->MovPos == 0) // last pushing move finished
13536 player->is_pushing = FALSE;
13538 if (mode == DF_NO_PUSH) // player just stopped pushing
13540 player->is_switching = FALSE;
13541 player->push_delay = -1;
13543 return MP_NO_ACTION;
13547 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13548 old_element = Back[jx][jy];
13550 // in case of element dropped at player position, check background
13551 else if (Back[jx][jy] != EL_EMPTY &&
13552 game.engine_version >= VERSION_IDENT(2,2,0,0))
13553 old_element = Back[jx][jy];
13555 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13556 return MP_NO_ACTION; // field has no opening in this direction
13558 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13559 return MP_NO_ACTION; // field has no opening in this direction
13561 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13565 Feld[jx][jy] = player->artwork_element;
13566 InitMovingField(jx, jy, MV_DOWN);
13567 Store[jx][jy] = EL_ACID;
13568 ContinueMoving(jx, jy);
13569 BuryPlayer(player);
13571 return MP_DONT_RUN_INTO;
13574 if (player_can_move && DONT_RUN_INTO(element))
13576 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13578 return MP_DONT_RUN_INTO;
13581 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13582 return MP_NO_ACTION;
13584 collect_count = element_info[element].collect_count_initial;
13586 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13587 return MP_NO_ACTION;
13589 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13590 player_can_move = player_can_move_or_snap;
13592 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13593 game.engine_version >= VERSION_IDENT(2,2,0,0))
13595 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13596 player->index_bit, dig_side);
13597 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13598 player->index_bit, dig_side);
13600 if (element == EL_DC_LANDMINE)
13603 if (Feld[x][y] != element) // field changed by snapping
13606 return MP_NO_ACTION;
13609 if (player->gravity && is_player && !player->is_auto_moving &&
13610 canFallDown(player) && move_direction != MV_DOWN &&
13611 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13612 return MP_NO_ACTION; // player cannot walk here due to gravity
13614 if (player_can_move &&
13615 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13617 int sound_element = SND_ELEMENT(element);
13618 int sound_action = ACTION_WALKING;
13620 if (IS_RND_GATE(element))
13622 if (!player->key[RND_GATE_NR(element)])
13623 return MP_NO_ACTION;
13625 else if (IS_RND_GATE_GRAY(element))
13627 if (!player->key[RND_GATE_GRAY_NR(element)])
13628 return MP_NO_ACTION;
13630 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13632 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13633 return MP_NO_ACTION;
13635 else if (element == EL_EXIT_OPEN ||
13636 element == EL_EM_EXIT_OPEN ||
13637 element == EL_EM_EXIT_OPENING ||
13638 element == EL_STEEL_EXIT_OPEN ||
13639 element == EL_EM_STEEL_EXIT_OPEN ||
13640 element == EL_EM_STEEL_EXIT_OPENING ||
13641 element == EL_SP_EXIT_OPEN ||
13642 element == EL_SP_EXIT_OPENING)
13644 sound_action = ACTION_PASSING; // player is passing exit
13646 else if (element == EL_EMPTY)
13648 sound_action = ACTION_MOVING; // nothing to walk on
13651 // play sound from background or player, whatever is available
13652 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13653 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13655 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13657 else if (player_can_move &&
13658 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13660 if (!ACCESS_FROM(element, opposite_direction))
13661 return MP_NO_ACTION; // field not accessible from this direction
13663 if (CAN_MOVE(element)) // only fixed elements can be passed!
13664 return MP_NO_ACTION;
13666 if (IS_EM_GATE(element))
13668 if (!player->key[EM_GATE_NR(element)])
13669 return MP_NO_ACTION;
13671 else if (IS_EM_GATE_GRAY(element))
13673 if (!player->key[EM_GATE_GRAY_NR(element)])
13674 return MP_NO_ACTION;
13676 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13678 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13679 return MP_NO_ACTION;
13681 else if (IS_EMC_GATE(element))
13683 if (!player->key[EMC_GATE_NR(element)])
13684 return MP_NO_ACTION;
13686 else if (IS_EMC_GATE_GRAY(element))
13688 if (!player->key[EMC_GATE_GRAY_NR(element)])
13689 return MP_NO_ACTION;
13691 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13693 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13694 return MP_NO_ACTION;
13696 else if (element == EL_DC_GATE_WHITE ||
13697 element == EL_DC_GATE_WHITE_GRAY ||
13698 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13700 if (player->num_white_keys == 0)
13701 return MP_NO_ACTION;
13703 player->num_white_keys--;
13705 else if (IS_SP_PORT(element))
13707 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13708 element == EL_SP_GRAVITY_PORT_RIGHT ||
13709 element == EL_SP_GRAVITY_PORT_UP ||
13710 element == EL_SP_GRAVITY_PORT_DOWN)
13711 player->gravity = !player->gravity;
13712 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13713 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13714 element == EL_SP_GRAVITY_ON_PORT_UP ||
13715 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13716 player->gravity = TRUE;
13717 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13718 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13719 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13720 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13721 player->gravity = FALSE;
13724 // automatically move to the next field with double speed
13725 player->programmed_action = move_direction;
13727 if (player->move_delay_reset_counter == 0)
13729 player->move_delay_reset_counter = 2; // two double speed steps
13731 DOUBLE_PLAYER_SPEED(player);
13734 PlayLevelSoundAction(x, y, ACTION_PASSING);
13736 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13740 if (mode != DF_SNAP)
13742 GfxElement[x][y] = GFX_ELEMENT(element);
13743 player->is_digging = TRUE;
13746 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13748 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13749 player->index_bit, dig_side);
13751 if (mode == DF_SNAP)
13753 if (level.block_snap_field)
13754 setFieldForSnapping(x, y, element, move_direction);
13756 TestIfElementTouchesCustomElement(x, y); // for empty space
13758 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13759 player->index_bit, dig_side);
13762 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13766 if (is_player && mode != DF_SNAP)
13768 GfxElement[x][y] = element;
13769 player->is_collecting = TRUE;
13772 if (element == EL_SPEED_PILL)
13774 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13776 else if (element == EL_EXTRA_TIME && level.time > 0)
13778 TimeLeft += level.extra_time;
13780 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13782 DisplayGameControlValues();
13784 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13786 player->shield_normal_time_left += level.shield_normal_time;
13787 if (element == EL_SHIELD_DEADLY)
13788 player->shield_deadly_time_left += level.shield_deadly_time;
13790 else if (element == EL_DYNAMITE ||
13791 element == EL_EM_DYNAMITE ||
13792 element == EL_SP_DISK_RED)
13794 if (player->inventory_size < MAX_INVENTORY_SIZE)
13795 player->inventory_element[player->inventory_size++] = element;
13797 DrawGameDoorValues();
13799 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13801 player->dynabomb_count++;
13802 player->dynabombs_left++;
13804 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13806 player->dynabomb_size++;
13808 else if (element == EL_DYNABOMB_INCREASE_POWER)
13810 player->dynabomb_xl = TRUE;
13812 else if (IS_KEY(element))
13814 player->key[KEY_NR(element)] = TRUE;
13816 DrawGameDoorValues();
13818 else if (element == EL_DC_KEY_WHITE)
13820 player->num_white_keys++;
13822 // display white keys?
13823 // DrawGameDoorValues();
13825 else if (IS_ENVELOPE(element))
13827 player->show_envelope = element;
13829 else if (element == EL_EMC_LENSES)
13831 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13833 RedrawAllInvisibleElementsForLenses();
13835 else if (element == EL_EMC_MAGNIFIER)
13837 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13839 RedrawAllInvisibleElementsForMagnifier();
13841 else if (IS_DROPPABLE(element) ||
13842 IS_THROWABLE(element)) // can be collected and dropped
13846 if (collect_count == 0)
13847 player->inventory_infinite_element = element;
13849 for (i = 0; i < collect_count; i++)
13850 if (player->inventory_size < MAX_INVENTORY_SIZE)
13851 player->inventory_element[player->inventory_size++] = element;
13853 DrawGameDoorValues();
13855 else if (collect_count > 0)
13857 game.gems_still_needed -= collect_count;
13858 if (game.gems_still_needed < 0)
13859 game.gems_still_needed = 0;
13861 game.snapshot.collected_item = TRUE;
13863 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13865 DisplayGameControlValues();
13868 RaiseScoreElement(element);
13869 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13872 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13873 player->index_bit, dig_side);
13875 if (mode == DF_SNAP)
13877 if (level.block_snap_field)
13878 setFieldForSnapping(x, y, element, move_direction);
13880 TestIfElementTouchesCustomElement(x, y); // for empty space
13882 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13883 player->index_bit, dig_side);
13886 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13888 if (mode == DF_SNAP && element != EL_BD_ROCK)
13889 return MP_NO_ACTION;
13891 if (CAN_FALL(element) && dy)
13892 return MP_NO_ACTION;
13894 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13895 !(element == EL_SPRING && level.use_spring_bug))
13896 return MP_NO_ACTION;
13898 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13899 ((move_direction & MV_VERTICAL &&
13900 ((element_info[element].move_pattern & MV_LEFT &&
13901 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13902 (element_info[element].move_pattern & MV_RIGHT &&
13903 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13904 (move_direction & MV_HORIZONTAL &&
13905 ((element_info[element].move_pattern & MV_UP &&
13906 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13907 (element_info[element].move_pattern & MV_DOWN &&
13908 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13909 return MP_NO_ACTION;
13911 // do not push elements already moving away faster than player
13912 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13913 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13914 return MP_NO_ACTION;
13916 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13918 if (player->push_delay_value == -1 || !player_was_pushing)
13919 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13921 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13923 if (player->push_delay_value == -1)
13924 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13926 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13928 if (!player->is_pushing)
13929 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13932 player->is_pushing = TRUE;
13933 player->is_active = TRUE;
13935 if (!(IN_LEV_FIELD(nextx, nexty) &&
13936 (IS_FREE(nextx, nexty) ||
13937 (IS_SB_ELEMENT(element) &&
13938 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13939 (IS_CUSTOM_ELEMENT(element) &&
13940 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13941 return MP_NO_ACTION;
13943 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13944 return MP_NO_ACTION;
13946 if (player->push_delay == -1) // new pushing; restart delay
13947 player->push_delay = 0;
13949 if (player->push_delay < player->push_delay_value &&
13950 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13951 element != EL_SPRING && element != EL_BALLOON)
13953 // make sure that there is no move delay before next try to push
13954 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13955 player->move_delay = 0;
13957 return MP_NO_ACTION;
13960 if (IS_CUSTOM_ELEMENT(element) &&
13961 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13963 if (!DigFieldByCE(nextx, nexty, element))
13964 return MP_NO_ACTION;
13967 if (IS_SB_ELEMENT(element))
13969 boolean sokoban_task_solved = FALSE;
13971 if (element == EL_SOKOBAN_FIELD_FULL)
13973 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13975 IncrementSokobanFieldsNeeded();
13976 IncrementSokobanObjectsNeeded();
13979 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13981 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13983 DecrementSokobanFieldsNeeded();
13984 DecrementSokobanObjectsNeeded();
13986 // sokoban object was pushed from empty field to sokoban field
13987 if (Back[x][y] == EL_EMPTY)
13988 sokoban_task_solved = TRUE;
13991 Feld[x][y] = EL_SOKOBAN_OBJECT;
13993 if (Back[x][y] == Back[nextx][nexty])
13994 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13995 else if (Back[x][y] != 0)
13996 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13999 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14002 if (sokoban_task_solved &&
14003 game.sokoban_fields_still_needed == 0 &&
14004 game.sokoban_objects_still_needed == 0 &&
14005 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14007 game.players_still_needed = 0;
14011 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14015 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14017 InitMovingField(x, y, move_direction);
14018 GfxAction[x][y] = ACTION_PUSHING;
14020 if (mode == DF_SNAP)
14021 ContinueMoving(x, y);
14023 MovPos[x][y] = (dx != 0 ? dx : dy);
14025 Pushed[x][y] = TRUE;
14026 Pushed[nextx][nexty] = TRUE;
14028 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14029 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14031 player->push_delay_value = -1; // get new value later
14033 // check for element change _after_ element has been pushed
14034 if (game.use_change_when_pushing_bug)
14036 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14037 player->index_bit, dig_side);
14038 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14039 player->index_bit, dig_side);
14042 else if (IS_SWITCHABLE(element))
14044 if (PLAYER_SWITCHING(player, x, y))
14046 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14047 player->index_bit, dig_side);
14052 player->is_switching = TRUE;
14053 player->switch_x = x;
14054 player->switch_y = y;
14056 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14058 if (element == EL_ROBOT_WHEEL)
14060 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14064 game.robot_wheel_active = TRUE;
14066 TEST_DrawLevelField(x, y);
14068 else if (element == EL_SP_TERMINAL)
14072 SCAN_PLAYFIELD(xx, yy)
14074 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14078 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14080 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14082 ResetGfxAnimation(xx, yy);
14083 TEST_DrawLevelField(xx, yy);
14087 else if (IS_BELT_SWITCH(element))
14089 ToggleBeltSwitch(x, y);
14091 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14092 element == EL_SWITCHGATE_SWITCH_DOWN ||
14093 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14094 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14096 ToggleSwitchgateSwitch(x, y);
14098 else if (element == EL_LIGHT_SWITCH ||
14099 element == EL_LIGHT_SWITCH_ACTIVE)
14101 ToggleLightSwitch(x, y);
14103 else if (element == EL_TIMEGATE_SWITCH ||
14104 element == EL_DC_TIMEGATE_SWITCH)
14106 ActivateTimegateSwitch(x, y);
14108 else if (element == EL_BALLOON_SWITCH_LEFT ||
14109 element == EL_BALLOON_SWITCH_RIGHT ||
14110 element == EL_BALLOON_SWITCH_UP ||
14111 element == EL_BALLOON_SWITCH_DOWN ||
14112 element == EL_BALLOON_SWITCH_NONE ||
14113 element == EL_BALLOON_SWITCH_ANY)
14115 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14116 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14117 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14118 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14119 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14122 else if (element == EL_LAMP)
14124 Feld[x][y] = EL_LAMP_ACTIVE;
14125 game.lights_still_needed--;
14127 ResetGfxAnimation(x, y);
14128 TEST_DrawLevelField(x, y);
14130 else if (element == EL_TIME_ORB_FULL)
14132 Feld[x][y] = EL_TIME_ORB_EMPTY;
14134 if (level.time > 0 || level.use_time_orb_bug)
14136 TimeLeft += level.time_orb_time;
14137 game.no_time_limit = FALSE;
14139 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14141 DisplayGameControlValues();
14144 ResetGfxAnimation(x, y);
14145 TEST_DrawLevelField(x, y);
14147 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14148 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14152 game.ball_state = !game.ball_state;
14154 SCAN_PLAYFIELD(xx, yy)
14156 int e = Feld[xx][yy];
14158 if (game.ball_state)
14160 if (e == EL_EMC_MAGIC_BALL)
14161 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14162 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14163 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14167 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14168 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14169 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14170 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14175 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14176 player->index_bit, dig_side);
14178 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14179 player->index_bit, dig_side);
14181 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14182 player->index_bit, dig_side);
14188 if (!PLAYER_SWITCHING(player, x, y))
14190 player->is_switching = TRUE;
14191 player->switch_x = x;
14192 player->switch_y = y;
14194 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14195 player->index_bit, dig_side);
14196 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14197 player->index_bit, dig_side);
14199 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14200 player->index_bit, dig_side);
14201 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14202 player->index_bit, dig_side);
14205 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14206 player->index_bit, dig_side);
14207 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14208 player->index_bit, dig_side);
14210 return MP_NO_ACTION;
14213 player->push_delay = -1;
14215 if (is_player) // function can also be called by EL_PENGUIN
14217 if (Feld[x][y] != element) // really digged/collected something
14219 player->is_collecting = !player->is_digging;
14220 player->is_active = TRUE;
14227 static boolean DigFieldByCE(int x, int y, int digging_element)
14229 int element = Feld[x][y];
14231 if (!IS_FREE(x, y))
14233 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14234 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14237 // no element can dig solid indestructible elements
14238 if (IS_INDESTRUCTIBLE(element) &&
14239 !IS_DIGGABLE(element) &&
14240 !IS_COLLECTIBLE(element))
14243 if (AmoebaNr[x][y] &&
14244 (element == EL_AMOEBA_FULL ||
14245 element == EL_BD_AMOEBA ||
14246 element == EL_AMOEBA_GROWING))
14248 AmoebaCnt[AmoebaNr[x][y]]--;
14249 AmoebaCnt2[AmoebaNr[x][y]]--;
14252 if (IS_MOVING(x, y))
14253 RemoveMovingField(x, y);
14257 TEST_DrawLevelField(x, y);
14260 // if digged element was about to explode, prevent the explosion
14261 ExplodeField[x][y] = EX_TYPE_NONE;
14263 PlayLevelSoundAction(x, y, action);
14266 Store[x][y] = EL_EMPTY;
14268 // this makes it possible to leave the removed element again
14269 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14270 Store[x][y] = element;
14275 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14277 int jx = player->jx, jy = player->jy;
14278 int x = jx + dx, y = jy + dy;
14279 int snap_direction = (dx == -1 ? MV_LEFT :
14280 dx == +1 ? MV_RIGHT :
14282 dy == +1 ? MV_DOWN : MV_NONE);
14283 boolean can_continue_snapping = (level.continuous_snapping &&
14284 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14286 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14289 if (!player->active || !IN_LEV_FIELD(x, y))
14297 if (player->MovPos == 0)
14298 player->is_pushing = FALSE;
14300 player->is_snapping = FALSE;
14302 if (player->MovPos == 0)
14304 player->is_moving = FALSE;
14305 player->is_digging = FALSE;
14306 player->is_collecting = FALSE;
14312 // prevent snapping with already pressed snap key when not allowed
14313 if (player->is_snapping && !can_continue_snapping)
14316 player->MovDir = snap_direction;
14318 if (player->MovPos == 0)
14320 player->is_moving = FALSE;
14321 player->is_digging = FALSE;
14322 player->is_collecting = FALSE;
14325 player->is_dropping = FALSE;
14326 player->is_dropping_pressed = FALSE;
14327 player->drop_pressed_delay = 0;
14329 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14332 player->is_snapping = TRUE;
14333 player->is_active = TRUE;
14335 if (player->MovPos == 0)
14337 player->is_moving = FALSE;
14338 player->is_digging = FALSE;
14339 player->is_collecting = FALSE;
14342 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14343 TEST_DrawLevelField(player->last_jx, player->last_jy);
14345 TEST_DrawLevelField(x, y);
14350 static boolean DropElement(struct PlayerInfo *player)
14352 int old_element, new_element;
14353 int dropx = player->jx, dropy = player->jy;
14354 int drop_direction = player->MovDir;
14355 int drop_side = drop_direction;
14356 int drop_element = get_next_dropped_element(player);
14358 /* do not drop an element on top of another element; when holding drop key
14359 pressed without moving, dropped element must move away before the next
14360 element can be dropped (this is especially important if the next element
14361 is dynamite, which can be placed on background for historical reasons) */
14362 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14365 if (IS_THROWABLE(drop_element))
14367 dropx += GET_DX_FROM_DIR(drop_direction);
14368 dropy += GET_DY_FROM_DIR(drop_direction);
14370 if (!IN_LEV_FIELD(dropx, dropy))
14374 old_element = Feld[dropx][dropy]; // old element at dropping position
14375 new_element = drop_element; // default: no change when dropping
14377 // check if player is active, not moving and ready to drop
14378 if (!player->active || player->MovPos || player->drop_delay > 0)
14381 // check if player has anything that can be dropped
14382 if (new_element == EL_UNDEFINED)
14385 // only set if player has anything that can be dropped
14386 player->is_dropping_pressed = TRUE;
14388 // check if drop key was pressed long enough for EM style dynamite
14389 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14392 // check if anything can be dropped at the current position
14393 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14396 // collected custom elements can only be dropped on empty fields
14397 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14400 if (old_element != EL_EMPTY)
14401 Back[dropx][dropy] = old_element; // store old element on this field
14403 ResetGfxAnimation(dropx, dropy);
14404 ResetRandomAnimationValue(dropx, dropy);
14406 if (player->inventory_size > 0 ||
14407 player->inventory_infinite_element != EL_UNDEFINED)
14409 if (player->inventory_size > 0)
14411 player->inventory_size--;
14413 DrawGameDoorValues();
14415 if (new_element == EL_DYNAMITE)
14416 new_element = EL_DYNAMITE_ACTIVE;
14417 else if (new_element == EL_EM_DYNAMITE)
14418 new_element = EL_EM_DYNAMITE_ACTIVE;
14419 else if (new_element == EL_SP_DISK_RED)
14420 new_element = EL_SP_DISK_RED_ACTIVE;
14423 Feld[dropx][dropy] = new_element;
14425 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14426 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14427 el2img(Feld[dropx][dropy]), 0);
14429 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14431 // needed if previous element just changed to "empty" in the last frame
14432 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14434 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14435 player->index_bit, drop_side);
14436 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14438 player->index_bit, drop_side);
14440 TestIfElementTouchesCustomElement(dropx, dropy);
14442 else // player is dropping a dyna bomb
14444 player->dynabombs_left--;
14446 Feld[dropx][dropy] = new_element;
14448 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14449 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14450 el2img(Feld[dropx][dropy]), 0);
14452 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14455 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14456 InitField_WithBug1(dropx, dropy, FALSE);
14458 new_element = Feld[dropx][dropy]; // element might have changed
14460 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14461 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14463 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14464 MovDir[dropx][dropy] = drop_direction;
14466 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14468 // do not cause impact style collision by dropping elements that can fall
14469 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14472 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14473 player->is_dropping = TRUE;
14475 player->drop_pressed_delay = 0;
14476 player->is_dropping_pressed = FALSE;
14478 player->drop_x = dropx;
14479 player->drop_y = dropy;
14484 // ----------------------------------------------------------------------------
14485 // game sound playing functions
14486 // ----------------------------------------------------------------------------
14488 static int *loop_sound_frame = NULL;
14489 static int *loop_sound_volume = NULL;
14491 void InitPlayLevelSound(void)
14493 int num_sounds = getSoundListSize();
14495 checked_free(loop_sound_frame);
14496 checked_free(loop_sound_volume);
14498 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14499 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14502 static void PlayLevelSound(int x, int y, int nr)
14504 int sx = SCREENX(x), sy = SCREENY(y);
14505 int volume, stereo_position;
14506 int max_distance = 8;
14507 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14509 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14510 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14513 if (!IN_LEV_FIELD(x, y) ||
14514 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14515 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14518 volume = SOUND_MAX_VOLUME;
14520 if (!IN_SCR_FIELD(sx, sy))
14522 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14523 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14525 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14528 stereo_position = (SOUND_MAX_LEFT +
14529 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14530 (SCR_FIELDX + 2 * max_distance));
14532 if (IS_LOOP_SOUND(nr))
14534 /* This assures that quieter loop sounds do not overwrite louder ones,
14535 while restarting sound volume comparison with each new game frame. */
14537 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14540 loop_sound_volume[nr] = volume;
14541 loop_sound_frame[nr] = FrameCounter;
14544 PlaySoundExt(nr, volume, stereo_position, type);
14547 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14549 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14550 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14551 y < LEVELY(BY1) ? LEVELY(BY1) :
14552 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14556 static void PlayLevelSoundAction(int x, int y, int action)
14558 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14561 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14563 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14565 if (sound_effect != SND_UNDEFINED)
14566 PlayLevelSound(x, y, sound_effect);
14569 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14572 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14574 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14575 PlayLevelSound(x, y, sound_effect);
14578 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14580 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14582 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14583 PlayLevelSound(x, y, sound_effect);
14586 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14588 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14590 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14591 StopSound(sound_effect);
14594 static int getLevelMusicNr(void)
14596 if (levelset.music[level_nr] != MUS_UNDEFINED)
14597 return levelset.music[level_nr]; // from config file
14599 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14602 static void FadeLevelSounds(void)
14607 static void FadeLevelMusic(void)
14609 int music_nr = getLevelMusicNr();
14610 char *curr_music = getCurrentlyPlayingMusicFilename();
14611 char *next_music = getMusicInfoEntryFilename(music_nr);
14613 if (!strEqual(curr_music, next_music))
14617 void FadeLevelSoundsAndMusic(void)
14623 static void PlayLevelMusic(void)
14625 int music_nr = getLevelMusicNr();
14626 char *curr_music = getCurrentlyPlayingMusicFilename();
14627 char *next_music = getMusicInfoEntryFilename(music_nr);
14629 if (!strEqual(curr_music, next_music))
14630 PlayMusicLoop(music_nr);
14633 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14635 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14636 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14637 int x = xx - 1 - offset;
14638 int y = yy - 1 - offset;
14643 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14647 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14651 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14655 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14659 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14663 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14667 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14670 case SAMPLE_android_clone:
14671 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14674 case SAMPLE_android_move:
14675 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14678 case SAMPLE_spring:
14679 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14683 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14687 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14690 case SAMPLE_eater_eat:
14691 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14695 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14698 case SAMPLE_collect:
14699 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14702 case SAMPLE_diamond:
14703 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14706 case SAMPLE_squash:
14707 // !!! CHECK THIS !!!
14709 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14711 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14715 case SAMPLE_wonderfall:
14716 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14720 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14724 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14728 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14732 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14736 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14740 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14743 case SAMPLE_wonder:
14744 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14748 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14751 case SAMPLE_exit_open:
14752 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14755 case SAMPLE_exit_leave:
14756 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14759 case SAMPLE_dynamite:
14760 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14764 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14768 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14772 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14776 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14780 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14784 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14788 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14793 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14795 int element = map_element_SP_to_RND(element_sp);
14796 int action = map_action_SP_to_RND(action_sp);
14797 int offset = (setup.sp_show_border_elements ? 0 : 1);
14798 int x = xx - offset;
14799 int y = yy - offset;
14801 PlayLevelSoundElementAction(x, y, element, action);
14804 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14806 int element = map_element_MM_to_RND(element_mm);
14807 int action = map_action_MM_to_RND(action_mm);
14809 int x = xx - offset;
14810 int y = yy - offset;
14812 if (!IS_MM_ELEMENT(element))
14813 element = EL_MM_DEFAULT;
14815 PlayLevelSoundElementAction(x, y, element, action);
14818 void PlaySound_MM(int sound_mm)
14820 int sound = map_sound_MM_to_RND(sound_mm);
14822 if (sound == SND_UNDEFINED)
14828 void PlaySoundLoop_MM(int sound_mm)
14830 int sound = map_sound_MM_to_RND(sound_mm);
14832 if (sound == SND_UNDEFINED)
14835 PlaySoundLoop(sound);
14838 void StopSound_MM(int sound_mm)
14840 int sound = map_sound_MM_to_RND(sound_mm);
14842 if (sound == SND_UNDEFINED)
14848 void RaiseScore(int value)
14850 game.score += value;
14852 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14854 DisplayGameControlValues();
14857 void RaiseScoreElement(int element)
14862 case EL_BD_DIAMOND:
14863 case EL_EMERALD_YELLOW:
14864 case EL_EMERALD_RED:
14865 case EL_EMERALD_PURPLE:
14866 case EL_SP_INFOTRON:
14867 RaiseScore(level.score[SC_EMERALD]);
14870 RaiseScore(level.score[SC_DIAMOND]);
14873 RaiseScore(level.score[SC_CRYSTAL]);
14876 RaiseScore(level.score[SC_PEARL]);
14879 case EL_BD_BUTTERFLY:
14880 case EL_SP_ELECTRON:
14881 RaiseScore(level.score[SC_BUG]);
14884 case EL_BD_FIREFLY:
14885 case EL_SP_SNIKSNAK:
14886 RaiseScore(level.score[SC_SPACESHIP]);
14889 case EL_DARK_YAMYAM:
14890 RaiseScore(level.score[SC_YAMYAM]);
14893 RaiseScore(level.score[SC_ROBOT]);
14896 RaiseScore(level.score[SC_PACMAN]);
14899 RaiseScore(level.score[SC_NUT]);
14902 case EL_EM_DYNAMITE:
14903 case EL_SP_DISK_RED:
14904 case EL_DYNABOMB_INCREASE_NUMBER:
14905 case EL_DYNABOMB_INCREASE_SIZE:
14906 case EL_DYNABOMB_INCREASE_POWER:
14907 RaiseScore(level.score[SC_DYNAMITE]);
14909 case EL_SHIELD_NORMAL:
14910 case EL_SHIELD_DEADLY:
14911 RaiseScore(level.score[SC_SHIELD]);
14913 case EL_EXTRA_TIME:
14914 RaiseScore(level.extra_time_score);
14928 case EL_DC_KEY_WHITE:
14929 RaiseScore(level.score[SC_KEY]);
14932 RaiseScore(element_info[element].collect_score);
14937 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14939 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14941 // closing door required in case of envelope style request dialogs
14943 CloseDoor(DOOR_CLOSE_1);
14945 if (network.enabled)
14946 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14950 FadeSkipNextFadeIn();
14952 SetGameStatus(GAME_MODE_MAIN);
14957 else // continue playing the game
14959 if (tape.playing && tape.deactivate_display)
14960 TapeDeactivateDisplayOff(TRUE);
14962 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14964 if (tape.playing && tape.deactivate_display)
14965 TapeDeactivateDisplayOn();
14969 void RequestQuitGame(boolean ask_if_really_quit)
14971 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14972 boolean skip_request = AllPlayersGone || quick_quit;
14974 RequestQuitGameExt(skip_request, quick_quit,
14975 "Do you really want to quit the game?");
14978 void RequestRestartGame(char *message)
14980 game.restart_game_message = NULL;
14982 boolean has_started_game = hasStartedNetworkGame();
14983 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
14985 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
14987 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14991 SetGameStatus(GAME_MODE_MAIN);
14997 void CheckGameOver(void)
14999 static boolean last_game_over = FALSE;
15000 static int game_over_delay = 0;
15001 int game_over_delay_value = 50;
15002 boolean game_over = checkGameFailed();
15004 // do not handle game over if request dialog is already active
15005 if (game.request_active)
15010 last_game_over = FALSE;
15011 game_over_delay = game_over_delay_value;
15016 if (game_over_delay > 0)
15023 if (last_game_over != game_over)
15024 game.restart_game_message = (hasStartedNetworkGame() ?
15025 "Game over! Play it again?" :
15028 last_game_over = game_over;
15031 boolean checkGameSolved(void)
15033 // set for all game engines if level was solved
15034 return game.LevelSolved_GameEnd;
15037 boolean checkGameFailed(void)
15039 if (!AllPlayersGone)
15042 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15043 return (game_em.game_over && !game_em.level_solved);
15044 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15045 return (game_sp.game_over && !game_sp.level_solved);
15046 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15047 return (game_mm.game_over && !game_mm.level_solved);
15048 else // GAME_ENGINE_TYPE_RND
15049 return (game.GameOver && !game.LevelSolved);
15052 boolean checkGameEnded(void)
15054 return (checkGameSolved() || checkGameFailed());
15058 // ----------------------------------------------------------------------------
15059 // random generator functions
15060 // ----------------------------------------------------------------------------
15062 unsigned int InitEngineRandom_RND(int seed)
15064 game.num_random_calls = 0;
15066 return InitEngineRandom(seed);
15069 unsigned int RND(int max)
15073 game.num_random_calls++;
15075 return GetEngineRandom(max);
15082 // ----------------------------------------------------------------------------
15083 // game engine snapshot handling functions
15084 // ----------------------------------------------------------------------------
15086 struct EngineSnapshotInfo
15088 // runtime values for custom element collect score
15089 int collect_score[NUM_CUSTOM_ELEMENTS];
15091 // runtime values for group element choice position
15092 int choice_pos[NUM_GROUP_ELEMENTS];
15094 // runtime values for belt position animations
15095 int belt_graphic[4][NUM_BELT_PARTS];
15096 int belt_anim_mode[4][NUM_BELT_PARTS];
15099 static struct EngineSnapshotInfo engine_snapshot_rnd;
15100 static char *snapshot_level_identifier = NULL;
15101 static int snapshot_level_nr = -1;
15103 static void SaveEngineSnapshotValues_RND(void)
15105 static int belt_base_active_element[4] =
15107 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15108 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15109 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15110 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15114 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15116 int element = EL_CUSTOM_START + i;
15118 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15121 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15123 int element = EL_GROUP_START + i;
15125 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15128 for (i = 0; i < 4; i++)
15130 for (j = 0; j < NUM_BELT_PARTS; j++)
15132 int element = belt_base_active_element[i] + j;
15133 int graphic = el2img(element);
15134 int anim_mode = graphic_info[graphic].anim_mode;
15136 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15137 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15142 static void LoadEngineSnapshotValues_RND(void)
15144 unsigned int num_random_calls = game.num_random_calls;
15147 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15149 int element = EL_CUSTOM_START + i;
15151 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15154 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15156 int element = EL_GROUP_START + i;
15158 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15161 for (i = 0; i < 4; i++)
15163 for (j = 0; j < NUM_BELT_PARTS; j++)
15165 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15166 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15168 graphic_info[graphic].anim_mode = anim_mode;
15172 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15174 InitRND(tape.random_seed);
15175 for (i = 0; i < num_random_calls; i++)
15179 if (game.num_random_calls != num_random_calls)
15181 Error(ERR_INFO, "number of random calls out of sync");
15182 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15183 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15184 Error(ERR_EXIT, "this should not happen -- please debug");
15188 void FreeEngineSnapshotSingle(void)
15190 FreeSnapshotSingle();
15192 setString(&snapshot_level_identifier, NULL);
15193 snapshot_level_nr = -1;
15196 void FreeEngineSnapshotList(void)
15198 FreeSnapshotList();
15201 static ListNode *SaveEngineSnapshotBuffers(void)
15203 ListNode *buffers = NULL;
15205 // copy some special values to a structure better suited for the snapshot
15207 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15208 SaveEngineSnapshotValues_RND();
15209 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15210 SaveEngineSnapshotValues_EM();
15211 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15212 SaveEngineSnapshotValues_SP(&buffers);
15213 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15214 SaveEngineSnapshotValues_MM(&buffers);
15216 // save values stored in special snapshot structure
15218 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15219 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15220 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15221 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15222 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15223 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15224 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15225 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15227 // save further RND engine values
15229 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15230 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15231 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15233 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15234 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15235 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15236 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15238 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15239 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15240 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15241 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15242 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15244 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15245 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15246 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15248 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15250 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15252 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15253 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15255 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15256 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15257 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15258 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15259 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15260 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15261 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15262 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15263 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15264 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15265 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15266 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15267 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15268 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15269 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15270 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15271 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15272 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15274 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15275 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15277 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15278 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15279 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15281 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15282 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15284 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15285 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15286 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15287 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15288 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15290 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15291 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15294 ListNode *node = engine_snapshot_list_rnd;
15297 while (node != NULL)
15299 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15304 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15310 void SaveEngineSnapshotSingle(void)
15312 ListNode *buffers = SaveEngineSnapshotBuffers();
15314 // finally save all snapshot buffers to single snapshot
15315 SaveSnapshotSingle(buffers);
15317 // save level identification information
15318 setString(&snapshot_level_identifier, leveldir_current->identifier);
15319 snapshot_level_nr = level_nr;
15322 boolean CheckSaveEngineSnapshotToList(void)
15324 boolean save_snapshot =
15325 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15326 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15327 game.snapshot.changed_action) ||
15328 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15329 game.snapshot.collected_item));
15331 game.snapshot.changed_action = FALSE;
15332 game.snapshot.collected_item = FALSE;
15333 game.snapshot.save_snapshot = save_snapshot;
15335 return save_snapshot;
15338 void SaveEngineSnapshotToList(void)
15340 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15344 ListNode *buffers = SaveEngineSnapshotBuffers();
15346 // finally save all snapshot buffers to snapshot list
15347 SaveSnapshotToList(buffers);
15350 void SaveEngineSnapshotToListInitial(void)
15352 FreeEngineSnapshotList();
15354 SaveEngineSnapshotToList();
15357 static void LoadEngineSnapshotValues(void)
15359 // restore special values from snapshot structure
15361 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15362 LoadEngineSnapshotValues_RND();
15363 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15364 LoadEngineSnapshotValues_EM();
15365 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15366 LoadEngineSnapshotValues_SP();
15367 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15368 LoadEngineSnapshotValues_MM();
15371 void LoadEngineSnapshotSingle(void)
15373 LoadSnapshotSingle();
15375 LoadEngineSnapshotValues();
15378 static void LoadEngineSnapshot_Undo(int steps)
15380 LoadSnapshotFromList_Older(steps);
15382 LoadEngineSnapshotValues();
15385 static void LoadEngineSnapshot_Redo(int steps)
15387 LoadSnapshotFromList_Newer(steps);
15389 LoadEngineSnapshotValues();
15392 boolean CheckEngineSnapshotSingle(void)
15394 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15395 snapshot_level_nr == level_nr);
15398 boolean CheckEngineSnapshotList(void)
15400 return CheckSnapshotList();
15404 // ---------- new game button stuff -------------------------------------------
15411 boolean *setup_value;
15412 boolean allowed_on_tape;
15414 } gamebutton_info[NUM_GAME_BUTTONS] =
15417 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15418 GAME_CTRL_ID_STOP, NULL,
15422 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15423 GAME_CTRL_ID_PAUSE, NULL,
15427 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15428 GAME_CTRL_ID_PLAY, NULL,
15432 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15433 GAME_CTRL_ID_UNDO, NULL,
15437 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15438 GAME_CTRL_ID_REDO, NULL,
15442 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15443 GAME_CTRL_ID_SAVE, NULL,
15447 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15448 GAME_CTRL_ID_PAUSE2, NULL,
15452 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15453 GAME_CTRL_ID_LOAD, NULL,
15457 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15458 GAME_CTRL_ID_PANEL_STOP, NULL,
15462 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15463 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15464 FALSE, "pause game"
15467 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15468 GAME_CTRL_ID_PANEL_PLAY, NULL,
15472 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15473 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15474 TRUE, "background music on/off"
15477 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15478 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15479 TRUE, "sound loops on/off"
15482 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15483 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15484 TRUE, "normal sounds on/off"
15487 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15488 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15489 FALSE, "background music on/off"
15492 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15493 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15494 FALSE, "sound loops on/off"
15497 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15498 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15499 FALSE, "normal sounds on/off"
15503 void CreateGameButtons(void)
15507 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15509 int graphic = gamebutton_info[i].graphic;
15510 struct GraphicInfo *gfx = &graphic_info[graphic];
15511 struct XY *pos = gamebutton_info[i].pos;
15512 struct GadgetInfo *gi;
15515 unsigned int event_mask;
15516 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15517 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15518 int base_x = (on_tape ? VX : DX);
15519 int base_y = (on_tape ? VY : DY);
15520 int gd_x = gfx->src_x;
15521 int gd_y = gfx->src_y;
15522 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15523 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15524 int gd_xa = gfx->src_x + gfx->active_xoffset;
15525 int gd_ya = gfx->src_y + gfx->active_yoffset;
15526 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15527 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15530 if (gfx->bitmap == NULL)
15532 game_gadget[id] = NULL;
15537 if (id == GAME_CTRL_ID_STOP ||
15538 id == GAME_CTRL_ID_PANEL_STOP ||
15539 id == GAME_CTRL_ID_PLAY ||
15540 id == GAME_CTRL_ID_PANEL_PLAY ||
15541 id == GAME_CTRL_ID_SAVE ||
15542 id == GAME_CTRL_ID_LOAD)
15544 button_type = GD_TYPE_NORMAL_BUTTON;
15546 event_mask = GD_EVENT_RELEASED;
15548 else if (id == GAME_CTRL_ID_UNDO ||
15549 id == GAME_CTRL_ID_REDO)
15551 button_type = GD_TYPE_NORMAL_BUTTON;
15553 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15557 button_type = GD_TYPE_CHECK_BUTTON;
15558 checked = (gamebutton_info[i].setup_value != NULL ?
15559 *gamebutton_info[i].setup_value : FALSE);
15560 event_mask = GD_EVENT_PRESSED;
15563 gi = CreateGadget(GDI_CUSTOM_ID, id,
15564 GDI_IMAGE_ID, graphic,
15565 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15566 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15567 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15568 GDI_WIDTH, gfx->width,
15569 GDI_HEIGHT, gfx->height,
15570 GDI_TYPE, button_type,
15571 GDI_STATE, GD_BUTTON_UNPRESSED,
15572 GDI_CHECKED, checked,
15573 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15574 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15575 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15576 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15577 GDI_DIRECT_DRAW, FALSE,
15578 GDI_EVENT_MASK, event_mask,
15579 GDI_CALLBACK_ACTION, HandleGameButtons,
15583 Error(ERR_EXIT, "cannot create gadget");
15585 game_gadget[id] = gi;
15589 void FreeGameButtons(void)
15593 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15594 FreeGadget(game_gadget[i]);
15597 static void UnmapGameButtonsAtSamePosition(int id)
15601 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15603 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15604 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15605 UnmapGadget(game_gadget[i]);
15608 static void UnmapGameButtonsAtSamePosition_All(void)
15610 if (setup.show_snapshot_buttons)
15612 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15613 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15614 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15618 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15619 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15620 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15622 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15623 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15624 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15628 static void MapGameButtonsAtSamePosition(int id)
15632 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15634 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15635 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15636 MapGadget(game_gadget[i]);
15638 UnmapGameButtonsAtSamePosition_All();
15641 void MapUndoRedoButtons(void)
15643 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15644 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15646 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15647 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15649 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15652 void UnmapUndoRedoButtons(void)
15654 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15655 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15657 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15658 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15660 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15663 static void MapGameButtonsExt(boolean on_tape)
15667 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15668 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15669 i != GAME_CTRL_ID_UNDO &&
15670 i != GAME_CTRL_ID_REDO)
15671 MapGadget(game_gadget[i]);
15673 UnmapGameButtonsAtSamePosition_All();
15675 RedrawGameButtons();
15678 static void UnmapGameButtonsExt(boolean on_tape)
15682 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15683 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15684 UnmapGadget(game_gadget[i]);
15687 static void RedrawGameButtonsExt(boolean on_tape)
15691 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15692 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15693 RedrawGadget(game_gadget[i]);
15695 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15696 redraw_mask &= ~REDRAW_ALL;
15699 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15704 gi->checked = state;
15707 static void RedrawSoundButtonGadget(int id)
15709 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15710 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15711 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15712 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15713 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15714 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15717 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15718 RedrawGadget(game_gadget[id2]);
15721 void MapGameButtons(void)
15723 MapGameButtonsExt(FALSE);
15726 void UnmapGameButtons(void)
15728 UnmapGameButtonsExt(FALSE);
15731 void RedrawGameButtons(void)
15733 RedrawGameButtonsExt(FALSE);
15736 void MapGameButtonsOnTape(void)
15738 MapGameButtonsExt(TRUE);
15741 void UnmapGameButtonsOnTape(void)
15743 UnmapGameButtonsExt(TRUE);
15746 void RedrawGameButtonsOnTape(void)
15748 RedrawGameButtonsExt(TRUE);
15751 static void GameUndoRedoExt(void)
15753 ClearPlayerAction();
15755 tape.pausing = TRUE;
15758 UpdateAndDisplayGameControlValues();
15760 DrawCompleteVideoDisplay();
15761 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15762 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15763 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15768 static void GameUndo(int steps)
15770 if (!CheckEngineSnapshotList())
15773 LoadEngineSnapshot_Undo(steps);
15778 static void GameRedo(int steps)
15780 if (!CheckEngineSnapshotList())
15783 LoadEngineSnapshot_Redo(steps);
15788 static void HandleGameButtonsExt(int id, int button)
15790 static boolean game_undo_executed = FALSE;
15791 int steps = BUTTON_STEPSIZE(button);
15792 boolean handle_game_buttons =
15793 (game_status == GAME_MODE_PLAYING ||
15794 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15796 if (!handle_game_buttons)
15801 case GAME_CTRL_ID_STOP:
15802 case GAME_CTRL_ID_PANEL_STOP:
15803 if (game_status == GAME_MODE_MAIN)
15809 RequestQuitGame(TRUE);
15813 case GAME_CTRL_ID_PAUSE:
15814 case GAME_CTRL_ID_PAUSE2:
15815 case GAME_CTRL_ID_PANEL_PAUSE:
15816 if (network.enabled && game_status == GAME_MODE_PLAYING)
15819 SendToServer_ContinuePlaying();
15821 SendToServer_PausePlaying();
15824 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15826 game_undo_executed = FALSE;
15830 case GAME_CTRL_ID_PLAY:
15831 case GAME_CTRL_ID_PANEL_PLAY:
15832 if (game_status == GAME_MODE_MAIN)
15834 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15836 else if (tape.pausing)
15838 if (network.enabled)
15839 SendToServer_ContinuePlaying();
15841 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15845 case GAME_CTRL_ID_UNDO:
15846 // Important: When using "save snapshot when collecting an item" mode,
15847 // load last (current) snapshot for first "undo" after pressing "pause"
15848 // (else the last-but-one snapshot would be loaded, because the snapshot
15849 // pointer already points to the last snapshot when pressing "pause",
15850 // which is fine for "every step/move" mode, but not for "every collect")
15851 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15852 !game_undo_executed)
15855 game_undo_executed = TRUE;
15860 case GAME_CTRL_ID_REDO:
15864 case GAME_CTRL_ID_SAVE:
15868 case GAME_CTRL_ID_LOAD:
15872 case SOUND_CTRL_ID_MUSIC:
15873 case SOUND_CTRL_ID_PANEL_MUSIC:
15874 if (setup.sound_music)
15876 setup.sound_music = FALSE;
15880 else if (audio.music_available)
15882 setup.sound = setup.sound_music = TRUE;
15884 SetAudioMode(setup.sound);
15886 if (game_status == GAME_MODE_PLAYING)
15890 RedrawSoundButtonGadget(id);
15894 case SOUND_CTRL_ID_LOOPS:
15895 case SOUND_CTRL_ID_PANEL_LOOPS:
15896 if (setup.sound_loops)
15897 setup.sound_loops = FALSE;
15898 else if (audio.loops_available)
15900 setup.sound = setup.sound_loops = TRUE;
15902 SetAudioMode(setup.sound);
15905 RedrawSoundButtonGadget(id);
15909 case SOUND_CTRL_ID_SIMPLE:
15910 case SOUND_CTRL_ID_PANEL_SIMPLE:
15911 if (setup.sound_simple)
15912 setup.sound_simple = FALSE;
15913 else if (audio.sound_available)
15915 setup.sound = setup.sound_simple = TRUE;
15917 SetAudioMode(setup.sound);
15920 RedrawSoundButtonGadget(id);
15929 static void HandleGameButtons(struct GadgetInfo *gi)
15931 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15934 void HandleSoundButtonKeys(Key key)
15936 if (key == setup.shortcut.sound_simple)
15937 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15938 else if (key == setup.shortcut.sound_loops)
15939 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15940 else if (key == setup.shortcut.sound_music)
15941 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);