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 FadeSkipNextFadeOut();
3359 FadeSetEnterScreen();
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3370 if (level_editor_test_game)
3371 FadeSkipNextFadeIn();
3373 // needed if different viewport properties defined for playing
3374 ChangeViewportPropertiesIfNeeded();
3378 DrawCompleteVideoDisplay();
3380 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3383 InitGameControlValues();
3385 // don't play tapes over network
3386 network_playing = (network.enabled && !tape.playing);
3388 for (i = 0; i < MAX_PLAYERS; i++)
3390 struct PlayerInfo *player = &stored_player[i];
3392 player->index_nr = i;
3393 player->index_bit = (1 << i);
3394 player->element_nr = EL_PLAYER_1 + i;
3396 player->present = FALSE;
3397 player->active = FALSE;
3398 player->mapped = FALSE;
3400 player->killed = FALSE;
3401 player->reanimated = FALSE;
3402 player->buried = FALSE;
3405 player->effective_action = 0;
3406 player->programmed_action = 0;
3407 player->snap_action = 0;
3409 player->mouse_action.lx = 0;
3410 player->mouse_action.ly = 0;
3411 player->mouse_action.button = 0;
3412 player->mouse_action.button_hint = 0;
3414 player->effective_mouse_action.lx = 0;
3415 player->effective_mouse_action.ly = 0;
3416 player->effective_mouse_action.button = 0;
3417 player->effective_mouse_action.button_hint = 0;
3419 for (j = 0; j < MAX_NUM_KEYS; j++)
3420 player->key[j] = FALSE;
3422 player->num_white_keys = 0;
3424 player->dynabomb_count = 0;
3425 player->dynabomb_size = 1;
3426 player->dynabombs_left = 0;
3427 player->dynabomb_xl = FALSE;
3429 player->MovDir = initial_move_dir;
3432 player->GfxDir = initial_move_dir;
3433 player->GfxAction = ACTION_DEFAULT;
3435 player->StepFrame = 0;
3437 player->initial_element = player->element_nr;
3438 player->artwork_element =
3439 (level.use_artwork_element[i] ? level.artwork_element[i] :
3440 player->element_nr);
3441 player->use_murphy = FALSE;
3443 player->block_last_field = FALSE; // initialized in InitPlayerField()
3444 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3446 player->gravity = level.initial_player_gravity[i];
3448 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3450 player->actual_frame_counter = 0;
3452 player->step_counter = 0;
3454 player->last_move_dir = initial_move_dir;
3456 player->is_active = FALSE;
3458 player->is_waiting = FALSE;
3459 player->is_moving = FALSE;
3460 player->is_auto_moving = FALSE;
3461 player->is_digging = FALSE;
3462 player->is_snapping = FALSE;
3463 player->is_collecting = FALSE;
3464 player->is_pushing = FALSE;
3465 player->is_switching = FALSE;
3466 player->is_dropping = FALSE;
3467 player->is_dropping_pressed = FALSE;
3469 player->is_bored = FALSE;
3470 player->is_sleeping = FALSE;
3472 player->was_waiting = TRUE;
3473 player->was_moving = FALSE;
3474 player->was_snapping = FALSE;
3475 player->was_dropping = FALSE;
3477 player->force_dropping = FALSE;
3479 player->frame_counter_bored = -1;
3480 player->frame_counter_sleeping = -1;
3482 player->anim_delay_counter = 0;
3483 player->post_delay_counter = 0;
3485 player->dir_waiting = initial_move_dir;
3486 player->action_waiting = ACTION_DEFAULT;
3487 player->last_action_waiting = ACTION_DEFAULT;
3488 player->special_action_bored = ACTION_DEFAULT;
3489 player->special_action_sleeping = ACTION_DEFAULT;
3491 player->switch_x = -1;
3492 player->switch_y = -1;
3494 player->drop_x = -1;
3495 player->drop_y = -1;
3497 player->show_envelope = 0;
3499 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3501 player->push_delay = -1; // initialized when pushing starts
3502 player->push_delay_value = game.initial_push_delay_value;
3504 player->drop_delay = 0;
3505 player->drop_pressed_delay = 0;
3507 player->last_jx = -1;
3508 player->last_jy = -1;
3512 player->shield_normal_time_left = 0;
3513 player->shield_deadly_time_left = 0;
3515 player->inventory_infinite_element = EL_UNDEFINED;
3516 player->inventory_size = 0;
3518 if (level.use_initial_inventory[i])
3520 for (j = 0; j < level.initial_inventory_size[i]; j++)
3522 int element = level.initial_inventory_content[i][j];
3523 int collect_count = element_info[element].collect_count_initial;
3526 if (!IS_CUSTOM_ELEMENT(element))
3529 if (collect_count == 0)
3530 player->inventory_infinite_element = element;
3532 for (k = 0; k < collect_count; k++)
3533 if (player->inventory_size < MAX_INVENTORY_SIZE)
3534 player->inventory_element[player->inventory_size++] = element;
3538 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3539 SnapField(player, 0, 0);
3541 map_player_action[i] = i;
3544 network_player_action_received = FALSE;
3546 // initial null action
3547 if (network_playing)
3548 SendToServer_MovePlayer(MV_NONE);
3553 TimeLeft = level.time;
3556 ScreenMovDir = MV_NONE;
3560 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3562 game.robot_wheel_x = -1;
3563 game.robot_wheel_y = -1;
3568 game.all_players_gone = FALSE;
3570 game.LevelSolved = FALSE;
3571 game.GameOver = FALSE;
3573 game.GamePlayed = !tape.playing;
3575 game.LevelSolved_GameWon = FALSE;
3576 game.LevelSolved_GameEnd = FALSE;
3577 game.LevelSolved_SaveTape = FALSE;
3578 game.LevelSolved_SaveScore = FALSE;
3580 game.LevelSolved_CountingTime = 0;
3581 game.LevelSolved_CountingScore = 0;
3582 game.LevelSolved_CountingHealth = 0;
3584 game.panel.active = TRUE;
3586 game.no_time_limit = (level.time == 0);
3588 game.yamyam_content_nr = 0;
3589 game.robot_wheel_active = FALSE;
3590 game.magic_wall_active = FALSE;
3591 game.magic_wall_time_left = 0;
3592 game.light_time_left = 0;
3593 game.timegate_time_left = 0;
3594 game.switchgate_pos = 0;
3595 game.wind_direction = level.wind_direction_initial;
3598 game.score_final = 0;
3600 game.health = MAX_HEALTH;
3601 game.health_final = MAX_HEALTH;
3603 game.gems_still_needed = level.gems_needed;
3604 game.sokoban_fields_still_needed = 0;
3605 game.sokoban_objects_still_needed = 0;
3606 game.lights_still_needed = 0;
3607 game.players_still_needed = 0;
3608 game.friends_still_needed = 0;
3610 game.lenses_time_left = 0;
3611 game.magnify_time_left = 0;
3613 game.ball_state = level.ball_state_initial;
3614 game.ball_content_nr = 0;
3616 game.explosions_delayed = TRUE;
3618 game.envelope_active = FALSE;
3620 for (i = 0; i < NUM_BELTS; i++)
3622 game.belt_dir[i] = MV_NONE;
3623 game.belt_dir_nr[i] = 3; // not moving, next moving left
3626 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3627 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3629 #if DEBUG_INIT_PLAYER
3630 DebugPrintPlayerStatus("Player status at level initialization");
3633 SCAN_PLAYFIELD(x, y)
3635 Feld[x][y] = Last[x][y] = level.field[x][y];
3636 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3637 ChangeDelay[x][y] = 0;
3638 ChangePage[x][y] = -1;
3639 CustomValue[x][y] = 0; // initialized in InitField()
3640 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3642 WasJustMoving[x][y] = 0;
3643 WasJustFalling[x][y] = 0;
3644 CheckCollision[x][y] = 0;
3645 CheckImpact[x][y] = 0;
3647 Pushed[x][y] = FALSE;
3649 ChangeCount[x][y] = 0;
3650 ChangeEvent[x][y] = -1;
3652 ExplodePhase[x][y] = 0;
3653 ExplodeDelay[x][y] = 0;
3654 ExplodeField[x][y] = EX_TYPE_NONE;
3656 RunnerVisit[x][y] = 0;
3657 PlayerVisit[x][y] = 0;
3660 GfxRandom[x][y] = INIT_GFX_RANDOM();
3661 GfxElement[x][y] = EL_UNDEFINED;
3662 GfxAction[x][y] = ACTION_DEFAULT;
3663 GfxDir[x][y] = MV_NONE;
3664 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3667 SCAN_PLAYFIELD(x, y)
3669 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3671 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3673 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3676 InitField(x, y, TRUE);
3678 ResetGfxAnimation(x, y);
3683 for (i = 0; i < MAX_PLAYERS; i++)
3685 struct PlayerInfo *player = &stored_player[i];
3687 // set number of special actions for bored and sleeping animation
3688 player->num_special_action_bored =
3689 get_num_special_action(player->artwork_element,
3690 ACTION_BORING_1, ACTION_BORING_LAST);
3691 player->num_special_action_sleeping =
3692 get_num_special_action(player->artwork_element,
3693 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3696 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3697 emulate_sb ? EMU_SOKOBAN :
3698 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3700 // initialize type of slippery elements
3701 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3703 if (!IS_CUSTOM_ELEMENT(i))
3705 // default: elements slip down either to the left or right randomly
3706 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3708 // SP style elements prefer to slip down on the left side
3709 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3710 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3712 // BD style elements prefer to slip down on the left side
3713 if (game.emulation == EMU_BOULDERDASH)
3714 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3718 // initialize explosion and ignition delay
3719 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3721 if (!IS_CUSTOM_ELEMENT(i))
3724 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3725 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3726 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3727 int last_phase = (num_phase + 1) * delay;
3728 int half_phase = (num_phase / 2) * delay;
3730 element_info[i].explosion_delay = last_phase - 1;
3731 element_info[i].ignition_delay = half_phase;
3733 if (i == EL_BLACK_ORB)
3734 element_info[i].ignition_delay = 1;
3738 // correct non-moving belts to start moving left
3739 for (i = 0; i < NUM_BELTS; i++)
3740 if (game.belt_dir[i] == MV_NONE)
3741 game.belt_dir_nr[i] = 3; // not moving, next moving left
3743 #if USE_NEW_PLAYER_ASSIGNMENTS
3744 // use preferred player also in local single-player mode
3745 if (!network.enabled && !game.team_mode)
3747 int old_index_nr = local_player->index_nr;
3748 int new_index_nr = setup.network_player_nr;
3750 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3752 stored_player[old_index_nr].connected_locally = FALSE;
3753 stored_player[new_index_nr].connected_locally = TRUE;
3757 for (i = 0; i < MAX_PLAYERS; i++)
3759 stored_player[i].connected = FALSE;
3761 // in network game mode, the local player might not be the first player
3762 if (stored_player[i].connected_locally)
3763 local_player = &stored_player[i];
3766 if (!network.enabled)
3767 local_player->connected = TRUE;
3771 for (i = 0; i < MAX_PLAYERS; i++)
3772 stored_player[i].connected = tape.player_participates[i];
3774 else if (network.enabled)
3776 // add team mode players connected over the network (needed for correct
3777 // assignment of player figures from level to locally playing players)
3779 for (i = 0; i < MAX_PLAYERS; i++)
3780 if (stored_player[i].connected_network)
3781 stored_player[i].connected = TRUE;
3783 else if (game.team_mode)
3785 // try to guess locally connected team mode players (needed for correct
3786 // assignment of player figures from level to locally playing players)
3788 for (i = 0; i < MAX_PLAYERS; i++)
3789 if (setup.input[i].use_joystick ||
3790 setup.input[i].key.left != KSYM_UNDEFINED)
3791 stored_player[i].connected = TRUE;
3794 #if DEBUG_INIT_PLAYER
3795 DebugPrintPlayerStatus("Player status after level initialization");
3798 #if DEBUG_INIT_PLAYER
3800 printf("Reassigning players ...\n");
3803 // check if any connected player was not found in playfield
3804 for (i = 0; i < MAX_PLAYERS; i++)
3806 struct PlayerInfo *player = &stored_player[i];
3808 if (player->connected && !player->present)
3810 struct PlayerInfo *field_player = NULL;
3812 #if DEBUG_INIT_PLAYER
3814 printf("- looking for field player for player %d ...\n", i + 1);
3817 // assign first free player found that is present in the playfield
3819 // first try: look for unmapped playfield player that is not connected
3820 for (j = 0; j < MAX_PLAYERS; j++)
3821 if (field_player == NULL &&
3822 stored_player[j].present &&
3823 !stored_player[j].mapped &&
3824 !stored_player[j].connected)
3825 field_player = &stored_player[j];
3827 // second try: look for *any* unmapped playfield player
3828 for (j = 0; j < MAX_PLAYERS; j++)
3829 if (field_player == NULL &&
3830 stored_player[j].present &&
3831 !stored_player[j].mapped)
3832 field_player = &stored_player[j];
3834 if (field_player != NULL)
3836 int jx = field_player->jx, jy = field_player->jy;
3838 #if DEBUG_INIT_PLAYER
3840 printf("- found player %d\n", field_player->index_nr + 1);
3843 player->present = FALSE;
3844 player->active = FALSE;
3846 field_player->present = TRUE;
3847 field_player->active = TRUE;
3850 player->initial_element = field_player->initial_element;
3851 player->artwork_element = field_player->artwork_element;
3853 player->block_last_field = field_player->block_last_field;
3854 player->block_delay_adjustment = field_player->block_delay_adjustment;
3857 StorePlayer[jx][jy] = field_player->element_nr;
3859 field_player->jx = field_player->last_jx = jx;
3860 field_player->jy = field_player->last_jy = jy;
3862 if (local_player == player)
3863 local_player = field_player;
3865 map_player_action[field_player->index_nr] = i;
3867 field_player->mapped = TRUE;
3869 #if DEBUG_INIT_PLAYER
3871 printf("- map_player_action[%d] == %d\n",
3872 field_player->index_nr + 1, i + 1);
3877 if (player->connected && player->present)
3878 player->mapped = TRUE;
3881 #if DEBUG_INIT_PLAYER
3882 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3887 // check if any connected player was not found in playfield
3888 for (i = 0; i < MAX_PLAYERS; i++)
3890 struct PlayerInfo *player = &stored_player[i];
3892 if (player->connected && !player->present)
3894 for (j = 0; j < MAX_PLAYERS; j++)
3896 struct PlayerInfo *field_player = &stored_player[j];
3897 int jx = field_player->jx, jy = field_player->jy;
3899 // assign first free player found that is present in the playfield
3900 if (field_player->present && !field_player->connected)
3902 player->present = TRUE;
3903 player->active = TRUE;
3905 field_player->present = FALSE;
3906 field_player->active = FALSE;
3908 player->initial_element = field_player->initial_element;
3909 player->artwork_element = field_player->artwork_element;
3911 player->block_last_field = field_player->block_last_field;
3912 player->block_delay_adjustment = field_player->block_delay_adjustment;
3914 StorePlayer[jx][jy] = player->element_nr;
3916 player->jx = player->last_jx = jx;
3917 player->jy = player->last_jy = jy;
3927 printf("::: local_player->present == %d\n", local_player->present);
3930 // set focus to local player for network games, else to all players
3931 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3932 game.centered_player_nr_next = game.centered_player_nr;
3933 game.set_centered_player = FALSE;
3935 if (network_playing && tape.recording)
3937 // store client dependent player focus when recording network games
3938 tape.centered_player_nr_next = game.centered_player_nr_next;
3939 tape.set_centered_player = TRUE;
3944 // when playing a tape, eliminate all players who do not participate
3946 #if USE_NEW_PLAYER_ASSIGNMENTS
3948 if (!game.team_mode)
3950 for (i = 0; i < MAX_PLAYERS; i++)
3952 if (stored_player[i].active &&
3953 !tape.player_participates[map_player_action[i]])
3955 struct PlayerInfo *player = &stored_player[i];
3956 int jx = player->jx, jy = player->jy;
3958 #if DEBUG_INIT_PLAYER
3960 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3963 player->active = FALSE;
3964 StorePlayer[jx][jy] = 0;
3965 Feld[jx][jy] = EL_EMPTY;
3972 for (i = 0; i < MAX_PLAYERS; i++)
3974 if (stored_player[i].active &&
3975 !tape.player_participates[i])
3977 struct PlayerInfo *player = &stored_player[i];
3978 int jx = player->jx, jy = player->jy;
3980 player->active = FALSE;
3981 StorePlayer[jx][jy] = 0;
3982 Feld[jx][jy] = EL_EMPTY;
3987 else if (!network.enabled && !game.team_mode) // && !tape.playing
3989 // when in single player mode, eliminate all but the local player
3991 for (i = 0; i < MAX_PLAYERS; i++)
3993 struct PlayerInfo *player = &stored_player[i];
3995 if (player->active && player != local_player)
3997 int jx = player->jx, jy = player->jy;
3999 player->active = FALSE;
4000 player->present = FALSE;
4002 StorePlayer[jx][jy] = 0;
4003 Feld[jx][jy] = EL_EMPTY;
4008 for (i = 0; i < MAX_PLAYERS; i++)
4009 if (stored_player[i].active)
4010 game.players_still_needed++;
4012 if (level.solved_by_one_player)
4013 game.players_still_needed = 1;
4015 // when recording the game, store which players take part in the game
4018 #if USE_NEW_PLAYER_ASSIGNMENTS
4019 for (i = 0; i < MAX_PLAYERS; i++)
4020 if (stored_player[i].connected)
4021 tape.player_participates[i] = TRUE;
4023 for (i = 0; i < MAX_PLAYERS; i++)
4024 if (stored_player[i].active)
4025 tape.player_participates[i] = TRUE;
4029 #if DEBUG_INIT_PLAYER
4030 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4033 if (BorderElement == EL_EMPTY)
4036 SBX_Right = lev_fieldx - SCR_FIELDX;
4038 SBY_Lower = lev_fieldy - SCR_FIELDY;
4043 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4045 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4048 if (full_lev_fieldx <= SCR_FIELDX)
4049 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4050 if (full_lev_fieldy <= SCR_FIELDY)
4051 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4053 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4055 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4058 // if local player not found, look for custom element that might create
4059 // the player (make some assumptions about the right custom element)
4060 if (!local_player->present)
4062 int start_x = 0, start_y = 0;
4063 int found_rating = 0;
4064 int found_element = EL_UNDEFINED;
4065 int player_nr = local_player->index_nr;
4067 SCAN_PLAYFIELD(x, y)
4069 int element = Feld[x][y];
4074 if (level.use_start_element[player_nr] &&
4075 level.start_element[player_nr] == element &&
4082 found_element = element;
4085 if (!IS_CUSTOM_ELEMENT(element))
4088 if (CAN_CHANGE(element))
4090 for (i = 0; i < element_info[element].num_change_pages; i++)
4092 // check for player created from custom element as single target
4093 content = element_info[element].change_page[i].target_element;
4094 is_player = ELEM_IS_PLAYER(content);
4096 if (is_player && (found_rating < 3 ||
4097 (found_rating == 3 && element < found_element)))
4103 found_element = element;
4108 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4110 // check for player created from custom element as explosion content
4111 content = element_info[element].content.e[xx][yy];
4112 is_player = ELEM_IS_PLAYER(content);
4114 if (is_player && (found_rating < 2 ||
4115 (found_rating == 2 && element < found_element)))
4117 start_x = x + xx - 1;
4118 start_y = y + yy - 1;
4121 found_element = element;
4124 if (!CAN_CHANGE(element))
4127 for (i = 0; i < element_info[element].num_change_pages; i++)
4129 // check for player created from custom element as extended target
4131 element_info[element].change_page[i].target_content.e[xx][yy];
4133 is_player = ELEM_IS_PLAYER(content);
4135 if (is_player && (found_rating < 1 ||
4136 (found_rating == 1 && element < found_element)))
4138 start_x = x + xx - 1;
4139 start_y = y + yy - 1;
4142 found_element = element;
4148 scroll_x = SCROLL_POSITION_X(start_x);
4149 scroll_y = SCROLL_POSITION_Y(start_y);
4153 scroll_x = SCROLL_POSITION_X(local_player->jx);
4154 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4157 // !!! FIX THIS (START) !!!
4158 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4160 InitGameEngine_EM();
4162 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4164 InitGameEngine_SP();
4166 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4168 InitGameEngine_MM();
4172 DrawLevel(REDRAW_FIELD);
4175 // after drawing the level, correct some elements
4176 if (game.timegate_time_left == 0)
4177 CloseAllOpenTimegates();
4180 // blit playfield from scroll buffer to normal back buffer for fading in
4181 BlitScreenToBitmap(backbuffer);
4182 // !!! FIX THIS (END) !!!
4184 DrawMaskedBorder(fade_mask);
4189 // full screen redraw is required at this point in the following cases:
4190 // - special editor door undrawn when game was started from level editor
4191 // - drawing area (playfield) was changed and has to be removed completely
4192 redraw_mask = REDRAW_ALL;
4196 if (!game.restart_level)
4198 // copy default game door content to main double buffer
4200 // !!! CHECK AGAIN !!!
4201 SetPanelBackground();
4202 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4203 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4206 SetPanelBackground();
4207 SetDrawBackgroundMask(REDRAW_DOOR_1);
4209 UpdateAndDisplayGameControlValues();
4211 if (!game.restart_level)
4217 CreateGameButtons();
4222 // copy actual game door content to door double buffer for OpenDoor()
4223 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4225 OpenDoor(DOOR_OPEN_ALL);
4227 KeyboardAutoRepeatOffUnlessAutoplay();
4229 #if DEBUG_INIT_PLAYER
4230 DebugPrintPlayerStatus("Player status (final)");
4239 if (!game.restart_level && !tape.playing)
4241 LevelStats_incPlayed(level_nr);
4243 SaveLevelSetup_SeriesInfo();
4246 game.restart_level = FALSE;
4247 game.restart_game_message = NULL;
4248 game.request_active = FALSE;
4250 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4251 InitGameActions_MM();
4253 SaveEngineSnapshotToListInitial();
4255 if (!game.restart_level)
4257 PlaySound(SND_GAME_STARTING);
4259 if (setup.sound_music)
4264 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4265 int actual_player_x, int actual_player_y)
4267 // this is used for non-R'n'D game engines to update certain engine values
4269 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4271 actual_player_x = correctLevelPosX_EM(actual_player_x);
4272 actual_player_y = correctLevelPosY_EM(actual_player_y);
4275 // needed to determine if sounds are played within the visible screen area
4276 scroll_x = actual_scroll_x;
4277 scroll_y = actual_scroll_y;
4279 // needed to get player position for "follow finger" playing input method
4280 local_player->jx = actual_player_x;
4281 local_player->jy = actual_player_y;
4284 void InitMovDir(int x, int y)
4286 int i, element = Feld[x][y];
4287 static int xy[4][2] =
4294 static int direction[3][4] =
4296 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4297 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4298 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4307 Feld[x][y] = EL_BUG;
4308 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4311 case EL_SPACESHIP_RIGHT:
4312 case EL_SPACESHIP_UP:
4313 case EL_SPACESHIP_LEFT:
4314 case EL_SPACESHIP_DOWN:
4315 Feld[x][y] = EL_SPACESHIP;
4316 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4319 case EL_BD_BUTTERFLY_RIGHT:
4320 case EL_BD_BUTTERFLY_UP:
4321 case EL_BD_BUTTERFLY_LEFT:
4322 case EL_BD_BUTTERFLY_DOWN:
4323 Feld[x][y] = EL_BD_BUTTERFLY;
4324 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4327 case EL_BD_FIREFLY_RIGHT:
4328 case EL_BD_FIREFLY_UP:
4329 case EL_BD_FIREFLY_LEFT:
4330 case EL_BD_FIREFLY_DOWN:
4331 Feld[x][y] = EL_BD_FIREFLY;
4332 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4335 case EL_PACMAN_RIGHT:
4337 case EL_PACMAN_LEFT:
4338 case EL_PACMAN_DOWN:
4339 Feld[x][y] = EL_PACMAN;
4340 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4343 case EL_YAMYAM_LEFT:
4344 case EL_YAMYAM_RIGHT:
4346 case EL_YAMYAM_DOWN:
4347 Feld[x][y] = EL_YAMYAM;
4348 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4351 case EL_SP_SNIKSNAK:
4352 MovDir[x][y] = MV_UP;
4355 case EL_SP_ELECTRON:
4356 MovDir[x][y] = MV_LEFT;
4363 Feld[x][y] = EL_MOLE;
4364 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4368 if (IS_CUSTOM_ELEMENT(element))
4370 struct ElementInfo *ei = &element_info[element];
4371 int move_direction_initial = ei->move_direction_initial;
4372 int move_pattern = ei->move_pattern;
4374 if (move_direction_initial == MV_START_PREVIOUS)
4376 if (MovDir[x][y] != MV_NONE)
4379 move_direction_initial = MV_START_AUTOMATIC;
4382 if (move_direction_initial == MV_START_RANDOM)
4383 MovDir[x][y] = 1 << RND(4);
4384 else if (move_direction_initial & MV_ANY_DIRECTION)
4385 MovDir[x][y] = move_direction_initial;
4386 else if (move_pattern == MV_ALL_DIRECTIONS ||
4387 move_pattern == MV_TURNING_LEFT ||
4388 move_pattern == MV_TURNING_RIGHT ||
4389 move_pattern == MV_TURNING_LEFT_RIGHT ||
4390 move_pattern == MV_TURNING_RIGHT_LEFT ||
4391 move_pattern == MV_TURNING_RANDOM)
4392 MovDir[x][y] = 1 << RND(4);
4393 else if (move_pattern == MV_HORIZONTAL)
4394 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4395 else if (move_pattern == MV_VERTICAL)
4396 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4397 else if (move_pattern & MV_ANY_DIRECTION)
4398 MovDir[x][y] = element_info[element].move_pattern;
4399 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4400 move_pattern == MV_ALONG_RIGHT_SIDE)
4402 // use random direction as default start direction
4403 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4404 MovDir[x][y] = 1 << RND(4);
4406 for (i = 0; i < NUM_DIRECTIONS; i++)
4408 int x1 = x + xy[i][0];
4409 int y1 = y + xy[i][1];
4411 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4413 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4414 MovDir[x][y] = direction[0][i];
4416 MovDir[x][y] = direction[1][i];
4425 MovDir[x][y] = 1 << RND(4);
4427 if (element != EL_BUG &&
4428 element != EL_SPACESHIP &&
4429 element != EL_BD_BUTTERFLY &&
4430 element != EL_BD_FIREFLY)
4433 for (i = 0; i < NUM_DIRECTIONS; i++)
4435 int x1 = x + xy[i][0];
4436 int y1 = y + xy[i][1];
4438 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4440 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4442 MovDir[x][y] = direction[0][i];
4445 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4446 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4448 MovDir[x][y] = direction[1][i];
4457 GfxDir[x][y] = MovDir[x][y];
4460 void InitAmoebaNr(int x, int y)
4463 int group_nr = AmoebeNachbarNr(x, y);
4467 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4469 if (AmoebaCnt[i] == 0)
4477 AmoebaNr[x][y] = group_nr;
4478 AmoebaCnt[group_nr]++;
4479 AmoebaCnt2[group_nr]++;
4482 static void LevelSolved(void)
4484 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4485 game.players_still_needed > 0)
4488 game.LevelSolved = TRUE;
4489 game.GameOver = TRUE;
4491 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4492 level.native_em_level->lev->score :
4493 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4496 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4497 MM_HEALTH(game_mm.laser_overload_value) :
4500 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4501 game.LevelSolved_CountingScore = game.score_final;
4502 game.LevelSolved_CountingHealth = game.health_final;
4507 static int time_count_steps;
4508 static int time, time_final;
4509 static int score, score_final;
4510 static int health, health_final;
4511 static int game_over_delay_1 = 0;
4512 static int game_over_delay_2 = 0;
4513 static int game_over_delay_3 = 0;
4514 int game_over_delay_value_1 = 50;
4515 int game_over_delay_value_2 = 25;
4516 int game_over_delay_value_3 = 50;
4518 if (!game.LevelSolved_GameWon)
4522 // do not start end game actions before the player stops moving (to exit)
4523 if (local_player->active && local_player->MovPos)
4526 game.LevelSolved_GameWon = TRUE;
4527 game.LevelSolved_SaveTape = tape.recording;
4528 game.LevelSolved_SaveScore = !tape.playing;
4532 LevelStats_incSolved(level_nr);
4534 SaveLevelSetup_SeriesInfo();
4537 if (tape.auto_play) // tape might already be stopped here
4538 tape.auto_play_level_solved = TRUE;
4542 game_over_delay_1 = 0;
4543 game_over_delay_2 = 0;
4544 game_over_delay_3 = game_over_delay_value_3;
4546 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4547 score = score_final = game.score_final;
4548 health = health_final = game.health_final;
4550 if (level.score[SC_TIME_BONUS] > 0)
4555 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4557 else if (game.no_time_limit && TimePlayed < 999)
4560 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4563 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4565 game_over_delay_1 = game_over_delay_value_1;
4567 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4570 score_final += health * level.score[SC_TIME_BONUS];
4572 game_over_delay_2 = game_over_delay_value_2;
4575 game.score_final = score_final;
4576 game.health_final = health_final;
4579 if (level_editor_test_game)
4582 score = score_final;
4584 game.LevelSolved_CountingTime = time;
4585 game.LevelSolved_CountingScore = score;
4587 game_panel_controls[GAME_PANEL_TIME].value = time;
4588 game_panel_controls[GAME_PANEL_SCORE].value = score;
4590 DisplayGameControlValues();
4593 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4595 // check if last player has left the level
4596 if (game.exit_x >= 0 &&
4599 int x = game.exit_x;
4600 int y = game.exit_y;
4601 int element = Feld[x][y];
4603 // close exit door after last player
4604 if ((game.all_players_gone &&
4605 (element == EL_EXIT_OPEN ||
4606 element == EL_SP_EXIT_OPEN ||
4607 element == EL_STEEL_EXIT_OPEN)) ||
4608 element == EL_EM_EXIT_OPEN ||
4609 element == EL_EM_STEEL_EXIT_OPEN)
4613 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4614 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4615 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4616 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4617 EL_EM_STEEL_EXIT_CLOSING);
4619 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4622 // player disappears
4623 DrawLevelField(x, y);
4626 for (i = 0; i < MAX_PLAYERS; i++)
4628 struct PlayerInfo *player = &stored_player[i];
4630 if (player->present)
4632 RemovePlayer(player);
4634 // player disappears
4635 DrawLevelField(player->jx, player->jy);
4640 PlaySound(SND_GAME_WINNING);
4643 if (game_over_delay_1 > 0)
4645 game_over_delay_1--;
4650 if (time != time_final)
4652 int time_to_go = ABS(time_final - time);
4653 int time_count_dir = (time < time_final ? +1 : -1);
4655 if (time_to_go < time_count_steps)
4656 time_count_steps = 1;
4658 time += time_count_steps * time_count_dir;
4659 score += time_count_steps * level.score[SC_TIME_BONUS];
4661 game.LevelSolved_CountingTime = time;
4662 game.LevelSolved_CountingScore = score;
4664 game_panel_controls[GAME_PANEL_TIME].value = time;
4665 game_panel_controls[GAME_PANEL_SCORE].value = score;
4667 DisplayGameControlValues();
4669 if (time == time_final)
4670 StopSound(SND_GAME_LEVELTIME_BONUS);
4671 else if (setup.sound_loops)
4672 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4674 PlaySound(SND_GAME_LEVELTIME_BONUS);
4679 if (game_over_delay_2 > 0)
4681 game_over_delay_2--;
4686 if (health != health_final)
4688 int health_count_dir = (health < health_final ? +1 : -1);
4690 health += health_count_dir;
4691 score += level.score[SC_TIME_BONUS];
4693 game.LevelSolved_CountingHealth = health;
4694 game.LevelSolved_CountingScore = score;
4696 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4697 game_panel_controls[GAME_PANEL_SCORE].value = score;
4699 DisplayGameControlValues();
4701 if (health == health_final)
4702 StopSound(SND_GAME_LEVELTIME_BONUS);
4703 else if (setup.sound_loops)
4704 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4706 PlaySound(SND_GAME_LEVELTIME_BONUS);
4711 game.panel.active = FALSE;
4713 if (game_over_delay_3 > 0)
4715 game_over_delay_3--;
4725 // used instead of "level_nr" (needed for network games)
4726 int last_level_nr = levelset.level_nr;
4729 game.LevelSolved_GameEnd = TRUE;
4731 if (game.LevelSolved_SaveTape)
4733 // make sure that request dialog to save tape does not open door again
4734 if (!global.use_envelope_request)
4735 CloseDoor(DOOR_CLOSE_1);
4737 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4740 // if no tape is to be saved, close both doors simultaneously
4741 CloseDoor(DOOR_CLOSE_ALL);
4743 if (level_editor_test_game)
4745 SetGameStatus(GAME_MODE_MAIN);
4752 if (!game.LevelSolved_SaveScore)
4754 SetGameStatus(GAME_MODE_MAIN);
4761 if (level_nr == leveldir_current->handicap_level)
4763 leveldir_current->handicap_level++;
4765 SaveLevelSetup_SeriesInfo();
4768 if (setup.increment_levels &&
4769 level_nr < leveldir_current->last_level &&
4772 level_nr++; // advance to next level
4773 TapeErase(); // start with empty tape
4775 if (setup.auto_play_next_level)
4777 LoadLevel(level_nr);
4779 SaveLevelSetup_SeriesInfo();
4783 hi_pos = NewHiScore(last_level_nr);
4785 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4787 SetGameStatus(GAME_MODE_SCORES);
4789 DrawHallOfFame(last_level_nr, hi_pos);
4791 else if (setup.auto_play_next_level && setup.increment_levels &&
4792 last_level_nr < leveldir_current->last_level &&
4795 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4799 SetGameStatus(GAME_MODE_MAIN);
4805 int NewHiScore(int level_nr)
4809 boolean one_score_entry_per_name = !program.many_scores_per_name;
4811 LoadScore(level_nr);
4813 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4814 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4817 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4819 if (game.score_final > highscore[k].Score)
4821 // player has made it to the hall of fame
4823 if (k < MAX_SCORE_ENTRIES - 1)
4825 int m = MAX_SCORE_ENTRIES - 1;
4827 if (one_score_entry_per_name)
4829 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4830 if (strEqual(setup.player_name, highscore[l].Name))
4833 if (m == k) // player's new highscore overwrites his old one
4837 for (l = m; l > k; l--)
4839 strcpy(highscore[l].Name, highscore[l - 1].Name);
4840 highscore[l].Score = highscore[l - 1].Score;
4846 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4847 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4848 highscore[k].Score = game.score_final;
4853 else if (one_score_entry_per_name &&
4854 !strncmp(setup.player_name, highscore[k].Name,
4855 MAX_PLAYER_NAME_LEN))
4856 break; // player already there with a higher score
4860 SaveScore(level_nr);
4865 static int getElementMoveStepsizeExt(int x, int y, int direction)
4867 int element = Feld[x][y];
4868 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4869 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4870 int horiz_move = (dx != 0);
4871 int sign = (horiz_move ? dx : dy);
4872 int step = sign * element_info[element].move_stepsize;
4874 // special values for move stepsize for spring and things on conveyor belt
4877 if (CAN_FALL(element) &&
4878 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4879 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4880 else if (element == EL_SPRING)
4881 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4887 static int getElementMoveStepsize(int x, int y)
4889 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4892 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4894 if (player->GfxAction != action || player->GfxDir != dir)
4896 player->GfxAction = action;
4897 player->GfxDir = dir;
4899 player->StepFrame = 0;
4903 static void ResetGfxFrame(int x, int y)
4905 // profiling showed that "autotest" spends 10~20% of its time in this function
4906 if (DrawingDeactivatedField())
4909 int element = Feld[x][y];
4910 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4912 if (graphic_info[graphic].anim_global_sync)
4913 GfxFrame[x][y] = FrameCounter;
4914 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4915 GfxFrame[x][y] = CustomValue[x][y];
4916 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4917 GfxFrame[x][y] = element_info[element].collect_score;
4918 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4919 GfxFrame[x][y] = ChangeDelay[x][y];
4922 static void ResetGfxAnimation(int x, int y)
4924 GfxAction[x][y] = ACTION_DEFAULT;
4925 GfxDir[x][y] = MovDir[x][y];
4928 ResetGfxFrame(x, y);
4931 static void ResetRandomAnimationValue(int x, int y)
4933 GfxRandom[x][y] = INIT_GFX_RANDOM();
4936 static void InitMovingField(int x, int y, int direction)
4938 int element = Feld[x][y];
4939 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4940 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4943 boolean is_moving_before, is_moving_after;
4945 // check if element was/is moving or being moved before/after mode change
4946 is_moving_before = (WasJustMoving[x][y] != 0);
4947 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4949 // reset animation only for moving elements which change direction of moving
4950 // or which just started or stopped moving
4951 // (else CEs with property "can move" / "not moving" are reset each frame)
4952 if (is_moving_before != is_moving_after ||
4953 direction != MovDir[x][y])
4954 ResetGfxAnimation(x, y);
4956 MovDir[x][y] = direction;
4957 GfxDir[x][y] = direction;
4959 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4960 direction == MV_DOWN && CAN_FALL(element) ?
4961 ACTION_FALLING : ACTION_MOVING);
4963 // this is needed for CEs with property "can move" / "not moving"
4965 if (is_moving_after)
4967 if (Feld[newx][newy] == EL_EMPTY)
4968 Feld[newx][newy] = EL_BLOCKED;
4970 MovDir[newx][newy] = MovDir[x][y];
4972 CustomValue[newx][newy] = CustomValue[x][y];
4974 GfxFrame[newx][newy] = GfxFrame[x][y];
4975 GfxRandom[newx][newy] = GfxRandom[x][y];
4976 GfxAction[newx][newy] = GfxAction[x][y];
4977 GfxDir[newx][newy] = GfxDir[x][y];
4981 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4983 int direction = MovDir[x][y];
4984 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4985 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4991 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4993 int oldx = x, oldy = y;
4994 int direction = MovDir[x][y];
4996 if (direction == MV_LEFT)
4998 else if (direction == MV_RIGHT)
5000 else if (direction == MV_UP)
5002 else if (direction == MV_DOWN)
5005 *comes_from_x = oldx;
5006 *comes_from_y = oldy;
5009 static int MovingOrBlocked2Element(int x, int y)
5011 int element = Feld[x][y];
5013 if (element == EL_BLOCKED)
5017 Blocked2Moving(x, y, &oldx, &oldy);
5018 return Feld[oldx][oldy];
5024 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5026 // like MovingOrBlocked2Element(), but if element is moving
5027 // and (x,y) is the field the moving element is just leaving,
5028 // return EL_BLOCKED instead of the element value
5029 int element = Feld[x][y];
5031 if (IS_MOVING(x, y))
5033 if (element == EL_BLOCKED)
5037 Blocked2Moving(x, y, &oldx, &oldy);
5038 return Feld[oldx][oldy];
5047 static void RemoveField(int x, int y)
5049 Feld[x][y] = EL_EMPTY;
5055 CustomValue[x][y] = 0;
5058 ChangeDelay[x][y] = 0;
5059 ChangePage[x][y] = -1;
5060 Pushed[x][y] = FALSE;
5062 GfxElement[x][y] = EL_UNDEFINED;
5063 GfxAction[x][y] = ACTION_DEFAULT;
5064 GfxDir[x][y] = MV_NONE;
5067 static void RemoveMovingField(int x, int y)
5069 int oldx = x, oldy = y, newx = x, newy = y;
5070 int element = Feld[x][y];
5071 int next_element = EL_UNDEFINED;
5073 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5076 if (IS_MOVING(x, y))
5078 Moving2Blocked(x, y, &newx, &newy);
5080 if (Feld[newx][newy] != EL_BLOCKED)
5082 // element is moving, but target field is not free (blocked), but
5083 // already occupied by something different (example: acid pool);
5084 // in this case, only remove the moving field, but not the target
5086 RemoveField(oldx, oldy);
5088 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5090 TEST_DrawLevelField(oldx, oldy);
5095 else if (element == EL_BLOCKED)
5097 Blocked2Moving(x, y, &oldx, &oldy);
5098 if (!IS_MOVING(oldx, oldy))
5102 if (element == EL_BLOCKED &&
5103 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5104 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5105 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5106 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5107 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5108 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5109 next_element = get_next_element(Feld[oldx][oldy]);
5111 RemoveField(oldx, oldy);
5112 RemoveField(newx, newy);
5114 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5116 if (next_element != EL_UNDEFINED)
5117 Feld[oldx][oldy] = next_element;
5119 TEST_DrawLevelField(oldx, oldy);
5120 TEST_DrawLevelField(newx, newy);
5123 void DrawDynamite(int x, int y)
5125 int sx = SCREENX(x), sy = SCREENY(y);
5126 int graphic = el2img(Feld[x][y]);
5129 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5132 if (IS_WALKABLE_INSIDE(Back[x][y]))
5136 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5137 else if (Store[x][y])
5138 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5140 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5142 if (Back[x][y] || Store[x][y])
5143 DrawGraphicThruMask(sx, sy, graphic, frame);
5145 DrawGraphic(sx, sy, graphic, frame);
5148 static void CheckDynamite(int x, int y)
5150 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5154 if (MovDelay[x][y] != 0)
5157 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5163 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5168 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5170 boolean num_checked_players = 0;
5173 for (i = 0; i < MAX_PLAYERS; i++)
5175 if (stored_player[i].active)
5177 int sx = stored_player[i].jx;
5178 int sy = stored_player[i].jy;
5180 if (num_checked_players == 0)
5187 *sx1 = MIN(*sx1, sx);
5188 *sy1 = MIN(*sy1, sy);
5189 *sx2 = MAX(*sx2, sx);
5190 *sy2 = MAX(*sy2, sy);
5193 num_checked_players++;
5198 static boolean checkIfAllPlayersFitToScreen_RND(void)
5200 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5202 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5204 return (sx2 - sx1 < SCR_FIELDX &&
5205 sy2 - sy1 < SCR_FIELDY);
5208 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5210 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5212 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5214 *sx = (sx1 + sx2) / 2;
5215 *sy = (sy1 + sy2) / 2;
5218 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5219 boolean center_screen, boolean quick_relocation)
5221 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5222 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5223 boolean no_delay = (tape.warp_forward);
5224 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5225 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5226 int new_scroll_x, new_scroll_y;
5228 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5230 // case 1: quick relocation inside visible screen (without scrolling)
5237 if (!level.shifted_relocation || center_screen)
5239 // relocation _with_ centering of screen
5241 new_scroll_x = SCROLL_POSITION_X(x);
5242 new_scroll_y = SCROLL_POSITION_Y(y);
5246 // relocation _without_ centering of screen
5248 int center_scroll_x = SCROLL_POSITION_X(old_x);
5249 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5250 int offset_x = x + (scroll_x - center_scroll_x);
5251 int offset_y = y + (scroll_y - center_scroll_y);
5253 // for new screen position, apply previous offset to center position
5254 new_scroll_x = SCROLL_POSITION_X(offset_x);
5255 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5258 if (quick_relocation)
5260 // case 2: quick relocation (redraw without visible scrolling)
5262 scroll_x = new_scroll_x;
5263 scroll_y = new_scroll_y;
5270 // case 3: visible relocation (with scrolling to new position)
5272 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5274 SetVideoFrameDelay(wait_delay_value);
5276 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5278 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5279 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5281 if (dx == 0 && dy == 0) // no scrolling needed at all
5287 // set values for horizontal/vertical screen scrolling (half tile size)
5288 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5289 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5290 int pos_x = dx * TILEX / 2;
5291 int pos_y = dy * TILEY / 2;
5292 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5293 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5295 ScrollLevel(dx, dy);
5298 // scroll in two steps of half tile size to make things smoother
5299 BlitScreenToBitmapExt_RND(window, fx, fy);
5301 // scroll second step to align at full tile size
5302 BlitScreenToBitmap(window);
5308 SetVideoFrameDelay(frame_delay_value_old);
5311 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5313 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5314 int player_nr = GET_PLAYER_NR(el_player);
5315 struct PlayerInfo *player = &stored_player[player_nr];
5316 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5317 boolean no_delay = (tape.warp_forward);
5318 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5319 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5320 int old_jx = player->jx;
5321 int old_jy = player->jy;
5322 int old_element = Feld[old_jx][old_jy];
5323 int element = Feld[jx][jy];
5324 boolean player_relocated = (old_jx != jx || old_jy != jy);
5326 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5327 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5328 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5329 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5330 int leave_side_horiz = move_dir_horiz;
5331 int leave_side_vert = move_dir_vert;
5332 int enter_side = enter_side_horiz | enter_side_vert;
5333 int leave_side = leave_side_horiz | leave_side_vert;
5335 if (player->buried) // do not reanimate dead player
5338 if (!player_relocated) // no need to relocate the player
5341 if (IS_PLAYER(jx, jy)) // player already placed at new position
5343 RemoveField(jx, jy); // temporarily remove newly placed player
5344 DrawLevelField(jx, jy);
5347 if (player->present)
5349 while (player->MovPos)
5351 ScrollPlayer(player, SCROLL_GO_ON);
5352 ScrollScreen(NULL, SCROLL_GO_ON);
5354 AdvanceFrameAndPlayerCounters(player->index_nr);
5358 BackToFront_WithFrameDelay(wait_delay_value);
5361 DrawPlayer(player); // needed here only to cleanup last field
5362 DrawLevelField(player->jx, player->jy); // remove player graphic
5364 player->is_moving = FALSE;
5367 if (IS_CUSTOM_ELEMENT(old_element))
5368 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5370 player->index_bit, leave_side);
5372 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5374 player->index_bit, leave_side);
5376 Feld[jx][jy] = el_player;
5377 InitPlayerField(jx, jy, el_player, TRUE);
5379 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5380 possible that the relocation target field did not contain a player element,
5381 but a walkable element, to which the new player was relocated -- in this
5382 case, restore that (already initialized!) element on the player field */
5383 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5385 Feld[jx][jy] = element; // restore previously existing element
5388 // only visually relocate centered player
5389 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5390 FALSE, level.instant_relocation);
5392 TestIfPlayerTouchesBadThing(jx, jy);
5393 TestIfPlayerTouchesCustomElement(jx, jy);
5395 if (IS_CUSTOM_ELEMENT(element))
5396 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5397 player->index_bit, enter_side);
5399 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5400 player->index_bit, enter_side);
5402 if (player->is_switching)
5404 /* ensure that relocation while still switching an element does not cause
5405 a new element to be treated as also switched directly after relocation
5406 (this is important for teleporter switches that teleport the player to
5407 a place where another teleporter switch is in the same direction, which
5408 would then incorrectly be treated as immediately switched before the
5409 direction key that caused the switch was released) */
5411 player->switch_x += jx - old_jx;
5412 player->switch_y += jy - old_jy;
5416 static void Explode(int ex, int ey, int phase, int mode)
5422 // !!! eliminate this variable !!!
5423 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5425 if (game.explosions_delayed)
5427 ExplodeField[ex][ey] = mode;
5431 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5433 int center_element = Feld[ex][ey];
5434 int artwork_element, explosion_element; // set these values later
5436 // remove things displayed in background while burning dynamite
5437 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5440 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5442 // put moving element to center field (and let it explode there)
5443 center_element = MovingOrBlocked2Element(ex, ey);
5444 RemoveMovingField(ex, ey);
5445 Feld[ex][ey] = center_element;
5448 // now "center_element" is finally determined -- set related values now
5449 artwork_element = center_element; // for custom player artwork
5450 explosion_element = center_element; // for custom player artwork
5452 if (IS_PLAYER(ex, ey))
5454 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5456 artwork_element = stored_player[player_nr].artwork_element;
5458 if (level.use_explosion_element[player_nr])
5460 explosion_element = level.explosion_element[player_nr];
5461 artwork_element = explosion_element;
5465 if (mode == EX_TYPE_NORMAL ||
5466 mode == EX_TYPE_CENTER ||
5467 mode == EX_TYPE_CROSS)
5468 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5470 last_phase = element_info[explosion_element].explosion_delay + 1;
5472 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5474 int xx = x - ex + 1;
5475 int yy = y - ey + 1;
5478 if (!IN_LEV_FIELD(x, y) ||
5479 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5480 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5483 element = Feld[x][y];
5485 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5487 element = MovingOrBlocked2Element(x, y);
5489 if (!IS_EXPLOSION_PROOF(element))
5490 RemoveMovingField(x, y);
5493 // indestructible elements can only explode in center (but not flames)
5494 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5495 mode == EX_TYPE_BORDER)) ||
5496 element == EL_FLAMES)
5499 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5500 behaviour, for example when touching a yamyam that explodes to rocks
5501 with active deadly shield, a rock is created under the player !!! */
5502 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5504 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5505 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5506 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5508 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5511 if (IS_ACTIVE_BOMB(element))
5513 // re-activate things under the bomb like gate or penguin
5514 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5521 // save walkable background elements while explosion on same tile
5522 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5523 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5524 Back[x][y] = element;
5526 // ignite explodable elements reached by other explosion
5527 if (element == EL_EXPLOSION)
5528 element = Store2[x][y];
5530 if (AmoebaNr[x][y] &&
5531 (element == EL_AMOEBA_FULL ||
5532 element == EL_BD_AMOEBA ||
5533 element == EL_AMOEBA_GROWING))
5535 AmoebaCnt[AmoebaNr[x][y]]--;
5536 AmoebaCnt2[AmoebaNr[x][y]]--;
5541 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5543 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5545 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5547 if (PLAYERINFO(ex, ey)->use_murphy)
5548 Store[x][y] = EL_EMPTY;
5551 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5552 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5553 else if (ELEM_IS_PLAYER(center_element))
5554 Store[x][y] = EL_EMPTY;
5555 else if (center_element == EL_YAMYAM)
5556 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5557 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5558 Store[x][y] = element_info[center_element].content.e[xx][yy];
5560 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5561 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5562 // otherwise) -- FIX THIS !!!
5563 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5564 Store[x][y] = element_info[element].content.e[1][1];
5566 else if (!CAN_EXPLODE(element))
5567 Store[x][y] = element_info[element].content.e[1][1];
5570 Store[x][y] = EL_EMPTY;
5572 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5573 center_element == EL_AMOEBA_TO_DIAMOND)
5574 Store2[x][y] = element;
5576 Feld[x][y] = EL_EXPLOSION;
5577 GfxElement[x][y] = artwork_element;
5579 ExplodePhase[x][y] = 1;
5580 ExplodeDelay[x][y] = last_phase;
5585 if (center_element == EL_YAMYAM)
5586 game.yamyam_content_nr =
5587 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5599 GfxFrame[x][y] = 0; // restart explosion animation
5601 last_phase = ExplodeDelay[x][y];
5603 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5605 // this can happen if the player leaves an explosion just in time
5606 if (GfxElement[x][y] == EL_UNDEFINED)
5607 GfxElement[x][y] = EL_EMPTY;
5609 border_element = Store2[x][y];
5610 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5611 border_element = StorePlayer[x][y];
5613 if (phase == element_info[border_element].ignition_delay ||
5614 phase == last_phase)
5616 boolean border_explosion = FALSE;
5618 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5619 !PLAYER_EXPLOSION_PROTECTED(x, y))
5621 KillPlayerUnlessExplosionProtected(x, y);
5622 border_explosion = TRUE;
5624 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5626 Feld[x][y] = Store2[x][y];
5629 border_explosion = TRUE;
5631 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5633 AmoebeUmwandeln(x, y);
5635 border_explosion = TRUE;
5638 // if an element just explodes due to another explosion (chain-reaction),
5639 // do not immediately end the new explosion when it was the last frame of
5640 // the explosion (as it would be done in the following "if"-statement!)
5641 if (border_explosion && phase == last_phase)
5645 if (phase == last_phase)
5649 element = Feld[x][y] = Store[x][y];
5650 Store[x][y] = Store2[x][y] = 0;
5651 GfxElement[x][y] = EL_UNDEFINED;
5653 // player can escape from explosions and might therefore be still alive
5654 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5655 element <= EL_PLAYER_IS_EXPLODING_4)
5657 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5658 int explosion_element = EL_PLAYER_1 + player_nr;
5659 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5660 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5662 if (level.use_explosion_element[player_nr])
5663 explosion_element = level.explosion_element[player_nr];
5665 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5666 element_info[explosion_element].content.e[xx][yy]);
5669 // restore probably existing indestructible background element
5670 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5671 element = Feld[x][y] = Back[x][y];
5674 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5675 GfxDir[x][y] = MV_NONE;
5676 ChangeDelay[x][y] = 0;
5677 ChangePage[x][y] = -1;
5679 CustomValue[x][y] = 0;
5681 InitField_WithBug2(x, y, FALSE);
5683 TEST_DrawLevelField(x, y);
5685 TestIfElementTouchesCustomElement(x, y);
5687 if (GFX_CRUMBLED(element))
5688 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5690 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5691 StorePlayer[x][y] = 0;
5693 if (ELEM_IS_PLAYER(element))
5694 RelocatePlayer(x, y, element);
5696 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5698 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5699 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5702 TEST_DrawLevelFieldCrumbled(x, y);
5704 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5706 DrawLevelElement(x, y, Back[x][y]);
5707 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5709 else if (IS_WALKABLE_UNDER(Back[x][y]))
5711 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5712 DrawLevelElementThruMask(x, y, Back[x][y]);
5714 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5715 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5719 static void DynaExplode(int ex, int ey)
5722 int dynabomb_element = Feld[ex][ey];
5723 int dynabomb_size = 1;
5724 boolean dynabomb_xl = FALSE;
5725 struct PlayerInfo *player;
5726 static int xy[4][2] =
5734 if (IS_ACTIVE_BOMB(dynabomb_element))
5736 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5737 dynabomb_size = player->dynabomb_size;
5738 dynabomb_xl = player->dynabomb_xl;
5739 player->dynabombs_left++;
5742 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5744 for (i = 0; i < NUM_DIRECTIONS; i++)
5746 for (j = 1; j <= dynabomb_size; j++)
5748 int x = ex + j * xy[i][0];
5749 int y = ey + j * xy[i][1];
5752 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5755 element = Feld[x][y];
5757 // do not restart explosions of fields with active bombs
5758 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5761 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5763 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5764 !IS_DIGGABLE(element) && !dynabomb_xl)
5770 void Bang(int x, int y)
5772 int element = MovingOrBlocked2Element(x, y);
5773 int explosion_type = EX_TYPE_NORMAL;
5775 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5777 struct PlayerInfo *player = PLAYERINFO(x, y);
5779 element = Feld[x][y] = player->initial_element;
5781 if (level.use_explosion_element[player->index_nr])
5783 int explosion_element = level.explosion_element[player->index_nr];
5785 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5786 explosion_type = EX_TYPE_CROSS;
5787 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5788 explosion_type = EX_TYPE_CENTER;
5796 case EL_BD_BUTTERFLY:
5799 case EL_DARK_YAMYAM:
5803 RaiseScoreElement(element);
5806 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5807 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5808 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5809 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5810 case EL_DYNABOMB_INCREASE_NUMBER:
5811 case EL_DYNABOMB_INCREASE_SIZE:
5812 case EL_DYNABOMB_INCREASE_POWER:
5813 explosion_type = EX_TYPE_DYNA;
5816 case EL_DC_LANDMINE:
5817 explosion_type = EX_TYPE_CENTER;
5822 case EL_LAMP_ACTIVE:
5823 case EL_AMOEBA_TO_DIAMOND:
5824 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5825 explosion_type = EX_TYPE_CENTER;
5829 if (element_info[element].explosion_type == EXPLODES_CROSS)
5830 explosion_type = EX_TYPE_CROSS;
5831 else if (element_info[element].explosion_type == EXPLODES_1X1)
5832 explosion_type = EX_TYPE_CENTER;
5836 if (explosion_type == EX_TYPE_DYNA)
5839 Explode(x, y, EX_PHASE_START, explosion_type);
5841 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5844 static void SplashAcid(int x, int y)
5846 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5847 (!IN_LEV_FIELD(x - 1, y - 2) ||
5848 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5849 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5851 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5852 (!IN_LEV_FIELD(x + 1, y - 2) ||
5853 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5854 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5856 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5859 static void InitBeltMovement(void)
5861 static int belt_base_element[4] =
5863 EL_CONVEYOR_BELT_1_LEFT,
5864 EL_CONVEYOR_BELT_2_LEFT,
5865 EL_CONVEYOR_BELT_3_LEFT,
5866 EL_CONVEYOR_BELT_4_LEFT
5868 static int belt_base_active_element[4] =
5870 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5871 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5872 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5873 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5878 // set frame order for belt animation graphic according to belt direction
5879 for (i = 0; i < NUM_BELTS; i++)
5883 for (j = 0; j < NUM_BELT_PARTS; j++)
5885 int element = belt_base_active_element[belt_nr] + j;
5886 int graphic_1 = el2img(element);
5887 int graphic_2 = el2panelimg(element);
5889 if (game.belt_dir[i] == MV_LEFT)
5891 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5892 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5896 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5897 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5902 SCAN_PLAYFIELD(x, y)
5904 int element = Feld[x][y];
5906 for (i = 0; i < NUM_BELTS; i++)
5908 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5910 int e_belt_nr = getBeltNrFromBeltElement(element);
5913 if (e_belt_nr == belt_nr)
5915 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5917 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5924 static void ToggleBeltSwitch(int x, int y)
5926 static int belt_base_element[4] =
5928 EL_CONVEYOR_BELT_1_LEFT,
5929 EL_CONVEYOR_BELT_2_LEFT,
5930 EL_CONVEYOR_BELT_3_LEFT,
5931 EL_CONVEYOR_BELT_4_LEFT
5933 static int belt_base_active_element[4] =
5935 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5936 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5937 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5938 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5940 static int belt_base_switch_element[4] =
5942 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5943 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5944 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5945 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5947 static int belt_move_dir[4] =
5955 int element = Feld[x][y];
5956 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5957 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5958 int belt_dir = belt_move_dir[belt_dir_nr];
5961 if (!IS_BELT_SWITCH(element))
5964 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5965 game.belt_dir[belt_nr] = belt_dir;
5967 if (belt_dir_nr == 3)
5970 // set frame order for belt animation graphic according to belt direction
5971 for (i = 0; i < NUM_BELT_PARTS; i++)
5973 int element = belt_base_active_element[belt_nr] + i;
5974 int graphic_1 = el2img(element);
5975 int graphic_2 = el2panelimg(element);
5977 if (belt_dir == MV_LEFT)
5979 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5980 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5984 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5985 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5989 SCAN_PLAYFIELD(xx, yy)
5991 int element = Feld[xx][yy];
5993 if (IS_BELT_SWITCH(element))
5995 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5997 if (e_belt_nr == belt_nr)
5999 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6000 TEST_DrawLevelField(xx, yy);
6003 else if (IS_BELT(element) && belt_dir != MV_NONE)
6005 int e_belt_nr = getBeltNrFromBeltElement(element);
6007 if (e_belt_nr == belt_nr)
6009 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6011 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6012 TEST_DrawLevelField(xx, yy);
6015 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6017 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6019 if (e_belt_nr == belt_nr)
6021 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6023 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6024 TEST_DrawLevelField(xx, yy);
6030 static void ToggleSwitchgateSwitch(int x, int y)
6034 game.switchgate_pos = !game.switchgate_pos;
6036 SCAN_PLAYFIELD(xx, yy)
6038 int element = Feld[xx][yy];
6040 if (element == EL_SWITCHGATE_SWITCH_UP)
6042 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6043 TEST_DrawLevelField(xx, yy);
6045 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6047 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6048 TEST_DrawLevelField(xx, yy);
6050 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6052 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6053 TEST_DrawLevelField(xx, yy);
6055 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6057 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6058 TEST_DrawLevelField(xx, yy);
6060 else if (element == EL_SWITCHGATE_OPEN ||
6061 element == EL_SWITCHGATE_OPENING)
6063 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6065 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6067 else if (element == EL_SWITCHGATE_CLOSED ||
6068 element == EL_SWITCHGATE_CLOSING)
6070 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6072 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6077 static int getInvisibleActiveFromInvisibleElement(int element)
6079 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6080 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6081 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6085 static int getInvisibleFromInvisibleActiveElement(int element)
6087 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6088 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6089 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6093 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6097 SCAN_PLAYFIELD(x, y)
6099 int element = Feld[x][y];
6101 if (element == EL_LIGHT_SWITCH &&
6102 game.light_time_left > 0)
6104 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6105 TEST_DrawLevelField(x, y);
6107 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6108 game.light_time_left == 0)
6110 Feld[x][y] = EL_LIGHT_SWITCH;
6111 TEST_DrawLevelField(x, y);
6113 else if (element == EL_EMC_DRIPPER &&
6114 game.light_time_left > 0)
6116 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6117 TEST_DrawLevelField(x, y);
6119 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6120 game.light_time_left == 0)
6122 Feld[x][y] = EL_EMC_DRIPPER;
6123 TEST_DrawLevelField(x, y);
6125 else if (element == EL_INVISIBLE_STEELWALL ||
6126 element == EL_INVISIBLE_WALL ||
6127 element == EL_INVISIBLE_SAND)
6129 if (game.light_time_left > 0)
6130 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6132 TEST_DrawLevelField(x, y);
6134 // uncrumble neighbour fields, if needed
6135 if (element == EL_INVISIBLE_SAND)
6136 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6138 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6139 element == EL_INVISIBLE_WALL_ACTIVE ||
6140 element == EL_INVISIBLE_SAND_ACTIVE)
6142 if (game.light_time_left == 0)
6143 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6145 TEST_DrawLevelField(x, y);
6147 // re-crumble neighbour fields, if needed
6148 if (element == EL_INVISIBLE_SAND)
6149 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6154 static void RedrawAllInvisibleElementsForLenses(void)
6158 SCAN_PLAYFIELD(x, y)
6160 int element = Feld[x][y];
6162 if (element == EL_EMC_DRIPPER &&
6163 game.lenses_time_left > 0)
6165 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6166 TEST_DrawLevelField(x, y);
6168 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6169 game.lenses_time_left == 0)
6171 Feld[x][y] = EL_EMC_DRIPPER;
6172 TEST_DrawLevelField(x, y);
6174 else if (element == EL_INVISIBLE_STEELWALL ||
6175 element == EL_INVISIBLE_WALL ||
6176 element == EL_INVISIBLE_SAND)
6178 if (game.lenses_time_left > 0)
6179 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6181 TEST_DrawLevelField(x, y);
6183 // uncrumble neighbour fields, if needed
6184 if (element == EL_INVISIBLE_SAND)
6185 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6187 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6188 element == EL_INVISIBLE_WALL_ACTIVE ||
6189 element == EL_INVISIBLE_SAND_ACTIVE)
6191 if (game.lenses_time_left == 0)
6192 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6194 TEST_DrawLevelField(x, y);
6196 // re-crumble neighbour fields, if needed
6197 if (element == EL_INVISIBLE_SAND)
6198 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6203 static void RedrawAllInvisibleElementsForMagnifier(void)
6207 SCAN_PLAYFIELD(x, y)
6209 int element = Feld[x][y];
6211 if (element == EL_EMC_FAKE_GRASS &&
6212 game.magnify_time_left > 0)
6214 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6215 TEST_DrawLevelField(x, y);
6217 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6218 game.magnify_time_left == 0)
6220 Feld[x][y] = EL_EMC_FAKE_GRASS;
6221 TEST_DrawLevelField(x, y);
6223 else if (IS_GATE_GRAY(element) &&
6224 game.magnify_time_left > 0)
6226 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6227 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6228 IS_EM_GATE_GRAY(element) ?
6229 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6230 IS_EMC_GATE_GRAY(element) ?
6231 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6232 IS_DC_GATE_GRAY(element) ?
6233 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6235 TEST_DrawLevelField(x, y);
6237 else if (IS_GATE_GRAY_ACTIVE(element) &&
6238 game.magnify_time_left == 0)
6240 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6241 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6242 IS_EM_GATE_GRAY_ACTIVE(element) ?
6243 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6244 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6245 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6246 IS_DC_GATE_GRAY_ACTIVE(element) ?
6247 EL_DC_GATE_WHITE_GRAY :
6249 TEST_DrawLevelField(x, y);
6254 static void ToggleLightSwitch(int x, int y)
6256 int element = Feld[x][y];
6258 game.light_time_left =
6259 (element == EL_LIGHT_SWITCH ?
6260 level.time_light * FRAMES_PER_SECOND : 0);
6262 RedrawAllLightSwitchesAndInvisibleElements();
6265 static void ActivateTimegateSwitch(int x, int y)
6269 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6271 SCAN_PLAYFIELD(xx, yy)
6273 int element = Feld[xx][yy];
6275 if (element == EL_TIMEGATE_CLOSED ||
6276 element == EL_TIMEGATE_CLOSING)
6278 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6279 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6283 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6285 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6286 TEST_DrawLevelField(xx, yy);
6292 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6293 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6296 static void Impact(int x, int y)
6298 boolean last_line = (y == lev_fieldy - 1);
6299 boolean object_hit = FALSE;
6300 boolean impact = (last_line || object_hit);
6301 int element = Feld[x][y];
6302 int smashed = EL_STEELWALL;
6304 if (!last_line) // check if element below was hit
6306 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6309 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6310 MovDir[x][y + 1] != MV_DOWN ||
6311 MovPos[x][y + 1] <= TILEY / 2));
6313 // do not smash moving elements that left the smashed field in time
6314 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6315 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6318 #if USE_QUICKSAND_IMPACT_BUGFIX
6319 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6321 RemoveMovingField(x, y + 1);
6322 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6323 Feld[x][y + 2] = EL_ROCK;
6324 TEST_DrawLevelField(x, y + 2);
6329 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6331 RemoveMovingField(x, y + 1);
6332 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6333 Feld[x][y + 2] = EL_ROCK;
6334 TEST_DrawLevelField(x, y + 2);
6341 smashed = MovingOrBlocked2Element(x, y + 1);
6343 impact = (last_line || object_hit);
6346 if (!last_line && smashed == EL_ACID) // element falls into acid
6348 SplashAcid(x, y + 1);
6352 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6353 // only reset graphic animation if graphic really changes after impact
6355 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6357 ResetGfxAnimation(x, y);
6358 TEST_DrawLevelField(x, y);
6361 if (impact && CAN_EXPLODE_IMPACT(element))
6366 else if (impact && element == EL_PEARL &&
6367 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6369 ResetGfxAnimation(x, y);
6371 Feld[x][y] = EL_PEARL_BREAKING;
6372 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6375 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6377 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6382 if (impact && element == EL_AMOEBA_DROP)
6384 if (object_hit && IS_PLAYER(x, y + 1))
6385 KillPlayerUnlessEnemyProtected(x, y + 1);
6386 else if (object_hit && smashed == EL_PENGUIN)
6390 Feld[x][y] = EL_AMOEBA_GROWING;
6391 Store[x][y] = EL_AMOEBA_WET;
6393 ResetRandomAnimationValue(x, y);
6398 if (object_hit) // check which object was hit
6400 if ((CAN_PASS_MAGIC_WALL(element) &&
6401 (smashed == EL_MAGIC_WALL ||
6402 smashed == EL_BD_MAGIC_WALL)) ||
6403 (CAN_PASS_DC_MAGIC_WALL(element) &&
6404 smashed == EL_DC_MAGIC_WALL))
6407 int activated_magic_wall =
6408 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6409 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6410 EL_DC_MAGIC_WALL_ACTIVE);
6412 // activate magic wall / mill
6413 SCAN_PLAYFIELD(xx, yy)
6415 if (Feld[xx][yy] == smashed)
6416 Feld[xx][yy] = activated_magic_wall;
6419 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6420 game.magic_wall_active = TRUE;
6422 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6423 SND_MAGIC_WALL_ACTIVATING :
6424 smashed == EL_BD_MAGIC_WALL ?
6425 SND_BD_MAGIC_WALL_ACTIVATING :
6426 SND_DC_MAGIC_WALL_ACTIVATING));
6429 if (IS_PLAYER(x, y + 1))
6431 if (CAN_SMASH_PLAYER(element))
6433 KillPlayerUnlessEnemyProtected(x, y + 1);
6437 else if (smashed == EL_PENGUIN)
6439 if (CAN_SMASH_PLAYER(element))
6445 else if (element == EL_BD_DIAMOND)
6447 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6453 else if (((element == EL_SP_INFOTRON ||
6454 element == EL_SP_ZONK) &&
6455 (smashed == EL_SP_SNIKSNAK ||
6456 smashed == EL_SP_ELECTRON ||
6457 smashed == EL_SP_DISK_ORANGE)) ||
6458 (element == EL_SP_INFOTRON &&
6459 smashed == EL_SP_DISK_YELLOW))
6464 else if (CAN_SMASH_EVERYTHING(element))
6466 if (IS_CLASSIC_ENEMY(smashed) ||
6467 CAN_EXPLODE_SMASHED(smashed))
6472 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6474 if (smashed == EL_LAMP ||
6475 smashed == EL_LAMP_ACTIVE)
6480 else if (smashed == EL_NUT)
6482 Feld[x][y + 1] = EL_NUT_BREAKING;
6483 PlayLevelSound(x, y, SND_NUT_BREAKING);
6484 RaiseScoreElement(EL_NUT);
6487 else if (smashed == EL_PEARL)
6489 ResetGfxAnimation(x, y);
6491 Feld[x][y + 1] = EL_PEARL_BREAKING;
6492 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6495 else if (smashed == EL_DIAMOND)
6497 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6498 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6501 else if (IS_BELT_SWITCH(smashed))
6503 ToggleBeltSwitch(x, y + 1);
6505 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6506 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6507 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6508 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6510 ToggleSwitchgateSwitch(x, y + 1);
6512 else if (smashed == EL_LIGHT_SWITCH ||
6513 smashed == EL_LIGHT_SWITCH_ACTIVE)
6515 ToggleLightSwitch(x, y + 1);
6519 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6521 CheckElementChangeBySide(x, y + 1, smashed, element,
6522 CE_SWITCHED, CH_SIDE_TOP);
6523 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6529 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6534 // play sound of magic wall / mill
6536 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6537 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6538 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6540 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6541 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6542 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6543 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6544 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6545 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6550 // play sound of object that hits the ground
6551 if (last_line || object_hit)
6552 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6555 static void TurnRoundExt(int x, int y)
6567 { 0, 0 }, { 0, 0 }, { 0, 0 },
6572 int left, right, back;
6576 { MV_DOWN, MV_UP, MV_RIGHT },
6577 { MV_UP, MV_DOWN, MV_LEFT },
6579 { MV_LEFT, MV_RIGHT, MV_DOWN },
6583 { MV_RIGHT, MV_LEFT, MV_UP }
6586 int element = Feld[x][y];
6587 int move_pattern = element_info[element].move_pattern;
6589 int old_move_dir = MovDir[x][y];
6590 int left_dir = turn[old_move_dir].left;
6591 int right_dir = turn[old_move_dir].right;
6592 int back_dir = turn[old_move_dir].back;
6594 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6595 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6596 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6597 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6599 int left_x = x + left_dx, left_y = y + left_dy;
6600 int right_x = x + right_dx, right_y = y + right_dy;
6601 int move_x = x + move_dx, move_y = y + move_dy;
6605 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6607 TestIfBadThingTouchesOtherBadThing(x, y);
6609 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6610 MovDir[x][y] = right_dir;
6611 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6612 MovDir[x][y] = left_dir;
6614 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6616 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6619 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6621 TestIfBadThingTouchesOtherBadThing(x, y);
6623 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6624 MovDir[x][y] = left_dir;
6625 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6626 MovDir[x][y] = right_dir;
6628 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6630 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6633 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6635 TestIfBadThingTouchesOtherBadThing(x, y);
6637 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6638 MovDir[x][y] = left_dir;
6639 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6640 MovDir[x][y] = right_dir;
6642 if (MovDir[x][y] != old_move_dir)
6645 else if (element == EL_YAMYAM)
6647 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6648 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6650 if (can_turn_left && can_turn_right)
6651 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6652 else if (can_turn_left)
6653 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6654 else if (can_turn_right)
6655 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6657 MovDir[x][y] = back_dir;
6659 MovDelay[x][y] = 16 + 16 * RND(3);
6661 else if (element == EL_DARK_YAMYAM)
6663 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6665 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6668 if (can_turn_left && can_turn_right)
6669 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6670 else if (can_turn_left)
6671 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6672 else if (can_turn_right)
6673 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6675 MovDir[x][y] = back_dir;
6677 MovDelay[x][y] = 16 + 16 * RND(3);
6679 else if (element == EL_PACMAN)
6681 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6682 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6684 if (can_turn_left && can_turn_right)
6685 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6686 else if (can_turn_left)
6687 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6688 else if (can_turn_right)
6689 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6691 MovDir[x][y] = back_dir;
6693 MovDelay[x][y] = 6 + RND(40);
6695 else if (element == EL_PIG)
6697 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6698 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6699 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6700 boolean should_turn_left, should_turn_right, should_move_on;
6702 int rnd = RND(rnd_value);
6704 should_turn_left = (can_turn_left &&
6706 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6707 y + back_dy + left_dy)));
6708 should_turn_right = (can_turn_right &&
6710 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6711 y + back_dy + right_dy)));
6712 should_move_on = (can_move_on &&
6715 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6716 y + move_dy + left_dy) ||
6717 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6718 y + move_dy + right_dy)));
6720 if (should_turn_left || should_turn_right || should_move_on)
6722 if (should_turn_left && should_turn_right && should_move_on)
6723 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6724 rnd < 2 * rnd_value / 3 ? right_dir :
6726 else if (should_turn_left && should_turn_right)
6727 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6728 else if (should_turn_left && should_move_on)
6729 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6730 else if (should_turn_right && should_move_on)
6731 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6732 else if (should_turn_left)
6733 MovDir[x][y] = left_dir;
6734 else if (should_turn_right)
6735 MovDir[x][y] = right_dir;
6736 else if (should_move_on)
6737 MovDir[x][y] = old_move_dir;
6739 else if (can_move_on && rnd > rnd_value / 8)
6740 MovDir[x][y] = old_move_dir;
6741 else if (can_turn_left && can_turn_right)
6742 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6743 else if (can_turn_left && rnd > rnd_value / 8)
6744 MovDir[x][y] = left_dir;
6745 else if (can_turn_right && rnd > rnd_value/8)
6746 MovDir[x][y] = right_dir;
6748 MovDir[x][y] = back_dir;
6750 xx = x + move_xy[MovDir[x][y]].dx;
6751 yy = y + move_xy[MovDir[x][y]].dy;
6753 if (!IN_LEV_FIELD(xx, yy) ||
6754 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6755 MovDir[x][y] = old_move_dir;
6759 else if (element == EL_DRAGON)
6761 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6762 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6763 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6765 int rnd = RND(rnd_value);
6767 if (can_move_on && rnd > rnd_value / 8)
6768 MovDir[x][y] = old_move_dir;
6769 else if (can_turn_left && can_turn_right)
6770 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6771 else if (can_turn_left && rnd > rnd_value / 8)
6772 MovDir[x][y] = left_dir;
6773 else if (can_turn_right && rnd > rnd_value / 8)
6774 MovDir[x][y] = right_dir;
6776 MovDir[x][y] = back_dir;
6778 xx = x + move_xy[MovDir[x][y]].dx;
6779 yy = y + move_xy[MovDir[x][y]].dy;
6781 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6782 MovDir[x][y] = old_move_dir;
6786 else if (element == EL_MOLE)
6788 boolean can_move_on =
6789 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6790 IS_AMOEBOID(Feld[move_x][move_y]) ||
6791 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6794 boolean can_turn_left =
6795 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6796 IS_AMOEBOID(Feld[left_x][left_y])));
6798 boolean can_turn_right =
6799 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6800 IS_AMOEBOID(Feld[right_x][right_y])));
6802 if (can_turn_left && can_turn_right)
6803 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6804 else if (can_turn_left)
6805 MovDir[x][y] = left_dir;
6807 MovDir[x][y] = right_dir;
6810 if (MovDir[x][y] != old_move_dir)
6813 else if (element == EL_BALLOON)
6815 MovDir[x][y] = game.wind_direction;
6818 else if (element == EL_SPRING)
6820 if (MovDir[x][y] & MV_HORIZONTAL)
6822 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6823 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6825 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6826 ResetGfxAnimation(move_x, move_y);
6827 TEST_DrawLevelField(move_x, move_y);
6829 MovDir[x][y] = back_dir;
6831 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6832 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6833 MovDir[x][y] = MV_NONE;
6838 else if (element == EL_ROBOT ||
6839 element == EL_SATELLITE ||
6840 element == EL_PENGUIN ||
6841 element == EL_EMC_ANDROID)
6843 int attr_x = -1, attr_y = -1;
6845 if (game.all_players_gone)
6847 attr_x = game.exit_x;
6848 attr_y = game.exit_y;
6854 for (i = 0; i < MAX_PLAYERS; i++)
6856 struct PlayerInfo *player = &stored_player[i];
6857 int jx = player->jx, jy = player->jy;
6859 if (!player->active)
6863 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6871 if (element == EL_ROBOT &&
6872 game.robot_wheel_x >= 0 &&
6873 game.robot_wheel_y >= 0 &&
6874 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6875 game.engine_version < VERSION_IDENT(3,1,0,0)))
6877 attr_x = game.robot_wheel_x;
6878 attr_y = game.robot_wheel_y;
6881 if (element == EL_PENGUIN)
6884 static int xy[4][2] =
6892 for (i = 0; i < NUM_DIRECTIONS; i++)
6894 int ex = x + xy[i][0];
6895 int ey = y + xy[i][1];
6897 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6898 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6899 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6900 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6909 MovDir[x][y] = MV_NONE;
6911 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6912 else if (attr_x > x)
6913 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6915 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6916 else if (attr_y > y)
6917 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6919 if (element == EL_ROBOT)
6923 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6924 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6925 Moving2Blocked(x, y, &newx, &newy);
6927 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6928 MovDelay[x][y] = 8 + 8 * !RND(3);
6930 MovDelay[x][y] = 16;
6932 else if (element == EL_PENGUIN)
6938 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6940 boolean first_horiz = RND(2);
6941 int new_move_dir = MovDir[x][y];
6944 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6945 Moving2Blocked(x, y, &newx, &newy);
6947 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6951 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6952 Moving2Blocked(x, y, &newx, &newy);
6954 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6957 MovDir[x][y] = old_move_dir;
6961 else if (element == EL_SATELLITE)
6967 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6969 boolean first_horiz = RND(2);
6970 int new_move_dir = MovDir[x][y];
6973 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6974 Moving2Blocked(x, y, &newx, &newy);
6976 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6980 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6981 Moving2Blocked(x, y, &newx, &newy);
6983 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6986 MovDir[x][y] = old_move_dir;
6990 else if (element == EL_EMC_ANDROID)
6992 static int check_pos[16] =
6994 -1, // 0 => (invalid)
6997 -1, // 3 => (invalid)
6999 0, // 5 => MV_LEFT | MV_UP
7000 2, // 6 => MV_RIGHT | MV_UP
7001 -1, // 7 => (invalid)
7003 6, // 9 => MV_LEFT | MV_DOWN
7004 4, // 10 => MV_RIGHT | MV_DOWN
7005 -1, // 11 => (invalid)
7006 -1, // 12 => (invalid)
7007 -1, // 13 => (invalid)
7008 -1, // 14 => (invalid)
7009 -1, // 15 => (invalid)
7017 { -1, -1, MV_LEFT | MV_UP },
7019 { +1, -1, MV_RIGHT | MV_UP },
7020 { +1, 0, MV_RIGHT },
7021 { +1, +1, MV_RIGHT | MV_DOWN },
7023 { -1, +1, MV_LEFT | MV_DOWN },
7026 int start_pos, check_order;
7027 boolean can_clone = FALSE;
7030 // check if there is any free field around current position
7031 for (i = 0; i < 8; i++)
7033 int newx = x + check_xy[i].dx;
7034 int newy = y + check_xy[i].dy;
7036 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7044 if (can_clone) // randomly find an element to clone
7048 start_pos = check_pos[RND(8)];
7049 check_order = (RND(2) ? -1 : +1);
7051 for (i = 0; i < 8; i++)
7053 int pos_raw = start_pos + i * check_order;
7054 int pos = (pos_raw + 8) % 8;
7055 int newx = x + check_xy[pos].dx;
7056 int newy = y + check_xy[pos].dy;
7058 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7060 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7061 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7063 Store[x][y] = Feld[newx][newy];
7072 if (can_clone) // randomly find a direction to move
7076 start_pos = check_pos[RND(8)];
7077 check_order = (RND(2) ? -1 : +1);
7079 for (i = 0; i < 8; i++)
7081 int pos_raw = start_pos + i * check_order;
7082 int pos = (pos_raw + 8) % 8;
7083 int newx = x + check_xy[pos].dx;
7084 int newy = y + check_xy[pos].dy;
7085 int new_move_dir = check_xy[pos].dir;
7087 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7089 MovDir[x][y] = new_move_dir;
7090 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7099 if (can_clone) // cloning and moving successful
7102 // cannot clone -- try to move towards player
7104 start_pos = check_pos[MovDir[x][y] & 0x0f];
7105 check_order = (RND(2) ? -1 : +1);
7107 for (i = 0; i < 3; i++)
7109 // first check start_pos, then previous/next or (next/previous) pos
7110 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7111 int pos = (pos_raw + 8) % 8;
7112 int newx = x + check_xy[pos].dx;
7113 int newy = y + check_xy[pos].dy;
7114 int new_move_dir = check_xy[pos].dir;
7116 if (IS_PLAYER(newx, newy))
7119 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7121 MovDir[x][y] = new_move_dir;
7122 MovDelay[x][y] = level.android_move_time * 8 + 1;
7129 else if (move_pattern == MV_TURNING_LEFT ||
7130 move_pattern == MV_TURNING_RIGHT ||
7131 move_pattern == MV_TURNING_LEFT_RIGHT ||
7132 move_pattern == MV_TURNING_RIGHT_LEFT ||
7133 move_pattern == MV_TURNING_RANDOM ||
7134 move_pattern == MV_ALL_DIRECTIONS)
7136 boolean can_turn_left =
7137 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7138 boolean can_turn_right =
7139 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7141 if (element_info[element].move_stepsize == 0) // "not moving"
7144 if (move_pattern == MV_TURNING_LEFT)
7145 MovDir[x][y] = left_dir;
7146 else if (move_pattern == MV_TURNING_RIGHT)
7147 MovDir[x][y] = right_dir;
7148 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7149 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7150 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7151 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7152 else if (move_pattern == MV_TURNING_RANDOM)
7153 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7154 can_turn_right && !can_turn_left ? right_dir :
7155 RND(2) ? left_dir : right_dir);
7156 else if (can_turn_left && can_turn_right)
7157 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7158 else if (can_turn_left)
7159 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7160 else if (can_turn_right)
7161 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7163 MovDir[x][y] = back_dir;
7165 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7167 else if (move_pattern == MV_HORIZONTAL ||
7168 move_pattern == MV_VERTICAL)
7170 if (move_pattern & old_move_dir)
7171 MovDir[x][y] = back_dir;
7172 else if (move_pattern == MV_HORIZONTAL)
7173 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7174 else if (move_pattern == MV_VERTICAL)
7175 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7177 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7179 else if (move_pattern & MV_ANY_DIRECTION)
7181 MovDir[x][y] = move_pattern;
7182 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7184 else if (move_pattern & MV_WIND_DIRECTION)
7186 MovDir[x][y] = game.wind_direction;
7187 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7189 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7191 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7192 MovDir[x][y] = left_dir;
7193 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7194 MovDir[x][y] = right_dir;
7196 if (MovDir[x][y] != old_move_dir)
7197 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7199 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7201 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7202 MovDir[x][y] = right_dir;
7203 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7204 MovDir[x][y] = left_dir;
7206 if (MovDir[x][y] != old_move_dir)
7207 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7209 else if (move_pattern == MV_TOWARDS_PLAYER ||
7210 move_pattern == MV_AWAY_FROM_PLAYER)
7212 int attr_x = -1, attr_y = -1;
7214 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7216 if (game.all_players_gone)
7218 attr_x = game.exit_x;
7219 attr_y = game.exit_y;
7225 for (i = 0; i < MAX_PLAYERS; i++)
7227 struct PlayerInfo *player = &stored_player[i];
7228 int jx = player->jx, jy = player->jy;
7230 if (!player->active)
7234 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7242 MovDir[x][y] = MV_NONE;
7244 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7245 else if (attr_x > x)
7246 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7248 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7249 else if (attr_y > y)
7250 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7252 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7254 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7256 boolean first_horiz = RND(2);
7257 int new_move_dir = MovDir[x][y];
7259 if (element_info[element].move_stepsize == 0) // "not moving"
7261 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7262 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7268 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7269 Moving2Blocked(x, y, &newx, &newy);
7271 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7275 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7276 Moving2Blocked(x, y, &newx, &newy);
7278 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7281 MovDir[x][y] = old_move_dir;
7284 else if (move_pattern == MV_WHEN_PUSHED ||
7285 move_pattern == MV_WHEN_DROPPED)
7287 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7288 MovDir[x][y] = MV_NONE;
7292 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7294 static int test_xy[7][2] =
7304 static int test_dir[7] =
7314 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7315 int move_preference = -1000000; // start with very low preference
7316 int new_move_dir = MV_NONE;
7317 int start_test = RND(4);
7320 for (i = 0; i < NUM_DIRECTIONS; i++)
7322 int move_dir = test_dir[start_test + i];
7323 int move_dir_preference;
7325 xx = x + test_xy[start_test + i][0];
7326 yy = y + test_xy[start_test + i][1];
7328 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7329 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7331 new_move_dir = move_dir;
7336 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7339 move_dir_preference = -1 * RunnerVisit[xx][yy];
7340 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7341 move_dir_preference = PlayerVisit[xx][yy];
7343 if (move_dir_preference > move_preference)
7345 // prefer field that has not been visited for the longest time
7346 move_preference = move_dir_preference;
7347 new_move_dir = move_dir;
7349 else if (move_dir_preference == move_preference &&
7350 move_dir == old_move_dir)
7352 // prefer last direction when all directions are preferred equally
7353 move_preference = move_dir_preference;
7354 new_move_dir = move_dir;
7358 MovDir[x][y] = new_move_dir;
7359 if (old_move_dir != new_move_dir)
7360 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7364 static void TurnRound(int x, int y)
7366 int direction = MovDir[x][y];
7370 GfxDir[x][y] = MovDir[x][y];
7372 if (direction != MovDir[x][y])
7376 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7378 ResetGfxFrame(x, y);
7381 static boolean JustBeingPushed(int x, int y)
7385 for (i = 0; i < MAX_PLAYERS; i++)
7387 struct PlayerInfo *player = &stored_player[i];
7389 if (player->active && player->is_pushing && player->MovPos)
7391 int next_jx = player->jx + (player->jx - player->last_jx);
7392 int next_jy = player->jy + (player->jy - player->last_jy);
7394 if (x == next_jx && y == next_jy)
7402 static void StartMoving(int x, int y)
7404 boolean started_moving = FALSE; // some elements can fall _and_ move
7405 int element = Feld[x][y];
7410 if (MovDelay[x][y] == 0)
7411 GfxAction[x][y] = ACTION_DEFAULT;
7413 if (CAN_FALL(element) && y < lev_fieldy - 1)
7415 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7416 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7417 if (JustBeingPushed(x, y))
7420 if (element == EL_QUICKSAND_FULL)
7422 if (IS_FREE(x, y + 1))
7424 InitMovingField(x, y, MV_DOWN);
7425 started_moving = TRUE;
7427 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7428 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7429 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7430 Store[x][y] = EL_ROCK;
7432 Store[x][y] = EL_ROCK;
7435 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7437 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7439 if (!MovDelay[x][y])
7441 MovDelay[x][y] = TILEY + 1;
7443 ResetGfxAnimation(x, y);
7444 ResetGfxAnimation(x, y + 1);
7449 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7450 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7457 Feld[x][y] = EL_QUICKSAND_EMPTY;
7458 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7459 Store[x][y + 1] = Store[x][y];
7462 PlayLevelSoundAction(x, y, ACTION_FILLING);
7464 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7466 if (!MovDelay[x][y])
7468 MovDelay[x][y] = TILEY + 1;
7470 ResetGfxAnimation(x, y);
7471 ResetGfxAnimation(x, y + 1);
7476 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7477 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7484 Feld[x][y] = EL_QUICKSAND_EMPTY;
7485 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7486 Store[x][y + 1] = Store[x][y];
7489 PlayLevelSoundAction(x, y, ACTION_FILLING);
7492 else if (element == EL_QUICKSAND_FAST_FULL)
7494 if (IS_FREE(x, y + 1))
7496 InitMovingField(x, y, MV_DOWN);
7497 started_moving = TRUE;
7499 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7500 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7501 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7502 Store[x][y] = EL_ROCK;
7504 Store[x][y] = EL_ROCK;
7507 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7509 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7511 if (!MovDelay[x][y])
7513 MovDelay[x][y] = TILEY + 1;
7515 ResetGfxAnimation(x, y);
7516 ResetGfxAnimation(x, y + 1);
7521 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7522 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7529 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7530 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7531 Store[x][y + 1] = Store[x][y];
7534 PlayLevelSoundAction(x, y, ACTION_FILLING);
7536 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7538 if (!MovDelay[x][y])
7540 MovDelay[x][y] = TILEY + 1;
7542 ResetGfxAnimation(x, y);
7543 ResetGfxAnimation(x, y + 1);
7548 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7549 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7556 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7557 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7558 Store[x][y + 1] = Store[x][y];
7561 PlayLevelSoundAction(x, y, ACTION_FILLING);
7564 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7565 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7567 InitMovingField(x, y, MV_DOWN);
7568 started_moving = TRUE;
7570 Feld[x][y] = EL_QUICKSAND_FILLING;
7571 Store[x][y] = element;
7573 PlayLevelSoundAction(x, y, ACTION_FILLING);
7575 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7576 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7578 InitMovingField(x, y, MV_DOWN);
7579 started_moving = TRUE;
7581 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7582 Store[x][y] = element;
7584 PlayLevelSoundAction(x, y, ACTION_FILLING);
7586 else if (element == EL_MAGIC_WALL_FULL)
7588 if (IS_FREE(x, y + 1))
7590 InitMovingField(x, y, MV_DOWN);
7591 started_moving = TRUE;
7593 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7594 Store[x][y] = EL_CHANGED(Store[x][y]);
7596 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7598 if (!MovDelay[x][y])
7599 MovDelay[x][y] = TILEY / 4 + 1;
7608 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7609 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7610 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7614 else if (element == EL_BD_MAGIC_WALL_FULL)
7616 if (IS_FREE(x, y + 1))
7618 InitMovingField(x, y, MV_DOWN);
7619 started_moving = TRUE;
7621 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7622 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7624 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7626 if (!MovDelay[x][y])
7627 MovDelay[x][y] = TILEY / 4 + 1;
7636 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7637 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7638 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7642 else if (element == EL_DC_MAGIC_WALL_FULL)
7644 if (IS_FREE(x, y + 1))
7646 InitMovingField(x, y, MV_DOWN);
7647 started_moving = TRUE;
7649 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7650 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7652 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7654 if (!MovDelay[x][y])
7655 MovDelay[x][y] = TILEY / 4 + 1;
7664 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7665 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7666 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7670 else if ((CAN_PASS_MAGIC_WALL(element) &&
7671 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7672 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7673 (CAN_PASS_DC_MAGIC_WALL(element) &&
7674 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7677 InitMovingField(x, y, MV_DOWN);
7678 started_moving = TRUE;
7681 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7682 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7683 EL_DC_MAGIC_WALL_FILLING);
7684 Store[x][y] = element;
7686 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7688 SplashAcid(x, y + 1);
7690 InitMovingField(x, y, MV_DOWN);
7691 started_moving = TRUE;
7693 Store[x][y] = EL_ACID;
7696 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7697 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7698 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7699 CAN_FALL(element) && WasJustFalling[x][y] &&
7700 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7702 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7703 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7704 (Feld[x][y + 1] == EL_BLOCKED)))
7706 /* this is needed for a special case not covered by calling "Impact()"
7707 from "ContinueMoving()": if an element moves to a tile directly below
7708 another element which was just falling on that tile (which was empty
7709 in the previous frame), the falling element above would just stop
7710 instead of smashing the element below (in previous version, the above
7711 element was just checked for "moving" instead of "falling", resulting
7712 in incorrect smashes caused by horizontal movement of the above
7713 element; also, the case of the player being the element to smash was
7714 simply not covered here... :-/ ) */
7716 CheckCollision[x][y] = 0;
7717 CheckImpact[x][y] = 0;
7721 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7723 if (MovDir[x][y] == MV_NONE)
7725 InitMovingField(x, y, MV_DOWN);
7726 started_moving = TRUE;
7729 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7731 if (WasJustFalling[x][y]) // prevent animation from being restarted
7732 MovDir[x][y] = MV_DOWN;
7734 InitMovingField(x, y, MV_DOWN);
7735 started_moving = TRUE;
7737 else if (element == EL_AMOEBA_DROP)
7739 Feld[x][y] = EL_AMOEBA_GROWING;
7740 Store[x][y] = EL_AMOEBA_WET;
7742 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7743 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7744 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7745 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7747 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7748 (IS_FREE(x - 1, y + 1) ||
7749 Feld[x - 1][y + 1] == EL_ACID));
7750 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7751 (IS_FREE(x + 1, y + 1) ||
7752 Feld[x + 1][y + 1] == EL_ACID));
7753 boolean can_fall_any = (can_fall_left || can_fall_right);
7754 boolean can_fall_both = (can_fall_left && can_fall_right);
7755 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7757 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7759 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7760 can_fall_right = FALSE;
7761 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7762 can_fall_left = FALSE;
7763 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7764 can_fall_right = FALSE;
7765 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7766 can_fall_left = FALSE;
7768 can_fall_any = (can_fall_left || can_fall_right);
7769 can_fall_both = FALSE;
7774 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7775 can_fall_right = FALSE; // slip down on left side
7777 can_fall_left = !(can_fall_right = RND(2));
7779 can_fall_both = FALSE;
7784 // if not determined otherwise, prefer left side for slipping down
7785 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7786 started_moving = TRUE;
7789 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7791 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7792 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7793 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7794 int belt_dir = game.belt_dir[belt_nr];
7796 if ((belt_dir == MV_LEFT && left_is_free) ||
7797 (belt_dir == MV_RIGHT && right_is_free))
7799 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7801 InitMovingField(x, y, belt_dir);
7802 started_moving = TRUE;
7804 Pushed[x][y] = TRUE;
7805 Pushed[nextx][y] = TRUE;
7807 GfxAction[x][y] = ACTION_DEFAULT;
7811 MovDir[x][y] = 0; // if element was moving, stop it
7816 // not "else if" because of elements that can fall and move (EL_SPRING)
7817 if (CAN_MOVE(element) && !started_moving)
7819 int move_pattern = element_info[element].move_pattern;
7822 Moving2Blocked(x, y, &newx, &newy);
7824 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7827 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7828 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7830 WasJustMoving[x][y] = 0;
7831 CheckCollision[x][y] = 0;
7833 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7835 if (Feld[x][y] != element) // element has changed
7839 if (!MovDelay[x][y]) // start new movement phase
7841 // all objects that can change their move direction after each step
7842 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7844 if (element != EL_YAMYAM &&
7845 element != EL_DARK_YAMYAM &&
7846 element != EL_PACMAN &&
7847 !(move_pattern & MV_ANY_DIRECTION) &&
7848 move_pattern != MV_TURNING_LEFT &&
7849 move_pattern != MV_TURNING_RIGHT &&
7850 move_pattern != MV_TURNING_LEFT_RIGHT &&
7851 move_pattern != MV_TURNING_RIGHT_LEFT &&
7852 move_pattern != MV_TURNING_RANDOM)
7856 if (MovDelay[x][y] && (element == EL_BUG ||
7857 element == EL_SPACESHIP ||
7858 element == EL_SP_SNIKSNAK ||
7859 element == EL_SP_ELECTRON ||
7860 element == EL_MOLE))
7861 TEST_DrawLevelField(x, y);
7865 if (MovDelay[x][y]) // wait some time before next movement
7869 if (element == EL_ROBOT ||
7870 element == EL_YAMYAM ||
7871 element == EL_DARK_YAMYAM)
7873 DrawLevelElementAnimationIfNeeded(x, y, element);
7874 PlayLevelSoundAction(x, y, ACTION_WAITING);
7876 else if (element == EL_SP_ELECTRON)
7877 DrawLevelElementAnimationIfNeeded(x, y, element);
7878 else if (element == EL_DRAGON)
7881 int dir = MovDir[x][y];
7882 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7883 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7884 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7885 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7886 dir == MV_UP ? IMG_FLAMES_1_UP :
7887 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7888 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7890 GfxAction[x][y] = ACTION_ATTACKING;
7892 if (IS_PLAYER(x, y))
7893 DrawPlayerField(x, y);
7895 TEST_DrawLevelField(x, y);
7897 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7899 for (i = 1; i <= 3; i++)
7901 int xx = x + i * dx;
7902 int yy = y + i * dy;
7903 int sx = SCREENX(xx);
7904 int sy = SCREENY(yy);
7905 int flame_graphic = graphic + (i - 1);
7907 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7912 int flamed = MovingOrBlocked2Element(xx, yy);
7914 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7917 RemoveMovingField(xx, yy);
7919 ChangeDelay[xx][yy] = 0;
7921 Feld[xx][yy] = EL_FLAMES;
7923 if (IN_SCR_FIELD(sx, sy))
7925 TEST_DrawLevelFieldCrumbled(xx, yy);
7926 DrawGraphic(sx, sy, flame_graphic, frame);
7931 if (Feld[xx][yy] == EL_FLAMES)
7932 Feld[xx][yy] = EL_EMPTY;
7933 TEST_DrawLevelField(xx, yy);
7938 if (MovDelay[x][y]) // element still has to wait some time
7940 PlayLevelSoundAction(x, y, ACTION_WAITING);
7946 // now make next step
7948 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7950 if (DONT_COLLIDE_WITH(element) &&
7951 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7952 !PLAYER_ENEMY_PROTECTED(newx, newy))
7954 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7959 else if (CAN_MOVE_INTO_ACID(element) &&
7960 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7961 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7962 (MovDir[x][y] == MV_DOWN ||
7963 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7965 SplashAcid(newx, newy);
7966 Store[x][y] = EL_ACID;
7968 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7970 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7971 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7972 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7973 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7976 TEST_DrawLevelField(x, y);
7978 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7979 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7980 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7982 game.friends_still_needed--;
7983 if (!game.friends_still_needed &&
7985 game.all_players_gone)
7990 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7992 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7993 TEST_DrawLevelField(newx, newy);
7995 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7997 else if (!IS_FREE(newx, newy))
7999 GfxAction[x][y] = ACTION_WAITING;
8001 if (IS_PLAYER(x, y))
8002 DrawPlayerField(x, y);
8004 TEST_DrawLevelField(x, y);
8009 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8011 if (IS_FOOD_PIG(Feld[newx][newy]))
8013 if (IS_MOVING(newx, newy))
8014 RemoveMovingField(newx, newy);
8017 Feld[newx][newy] = EL_EMPTY;
8018 TEST_DrawLevelField(newx, newy);
8021 PlayLevelSound(x, y, SND_PIG_DIGGING);
8023 else if (!IS_FREE(newx, newy))
8025 if (IS_PLAYER(x, y))
8026 DrawPlayerField(x, y);
8028 TEST_DrawLevelField(x, y);
8033 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8035 if (Store[x][y] != EL_EMPTY)
8037 boolean can_clone = FALSE;
8040 // check if element to clone is still there
8041 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8043 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8051 // cannot clone or target field not free anymore -- do not clone
8052 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8053 Store[x][y] = EL_EMPTY;
8056 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8058 if (IS_MV_DIAGONAL(MovDir[x][y]))
8060 int diagonal_move_dir = MovDir[x][y];
8061 int stored = Store[x][y];
8062 int change_delay = 8;
8065 // android is moving diagonally
8067 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8069 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8070 GfxElement[x][y] = EL_EMC_ANDROID;
8071 GfxAction[x][y] = ACTION_SHRINKING;
8072 GfxDir[x][y] = diagonal_move_dir;
8073 ChangeDelay[x][y] = change_delay;
8075 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8078 DrawLevelGraphicAnimation(x, y, graphic);
8079 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8081 if (Feld[newx][newy] == EL_ACID)
8083 SplashAcid(newx, newy);
8088 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8090 Store[newx][newy] = EL_EMC_ANDROID;
8091 GfxElement[newx][newy] = EL_EMC_ANDROID;
8092 GfxAction[newx][newy] = ACTION_GROWING;
8093 GfxDir[newx][newy] = diagonal_move_dir;
8094 ChangeDelay[newx][newy] = change_delay;
8096 graphic = el_act_dir2img(GfxElement[newx][newy],
8097 GfxAction[newx][newy], GfxDir[newx][newy]);
8099 DrawLevelGraphicAnimation(newx, newy, graphic);
8100 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8106 Feld[newx][newy] = EL_EMPTY;
8107 TEST_DrawLevelField(newx, newy);
8109 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8112 else if (!IS_FREE(newx, newy))
8117 else if (IS_CUSTOM_ELEMENT(element) &&
8118 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8120 if (!DigFieldByCE(newx, newy, element))
8123 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8125 RunnerVisit[x][y] = FrameCounter;
8126 PlayerVisit[x][y] /= 8; // expire player visit path
8129 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8131 if (!IS_FREE(newx, newy))
8133 if (IS_PLAYER(x, y))
8134 DrawPlayerField(x, y);
8136 TEST_DrawLevelField(x, y);
8142 boolean wanna_flame = !RND(10);
8143 int dx = newx - x, dy = newy - y;
8144 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8145 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8146 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8147 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8148 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8149 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8152 IS_CLASSIC_ENEMY(element1) ||
8153 IS_CLASSIC_ENEMY(element2)) &&
8154 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8155 element1 != EL_FLAMES && element2 != EL_FLAMES)
8157 ResetGfxAnimation(x, y);
8158 GfxAction[x][y] = ACTION_ATTACKING;
8160 if (IS_PLAYER(x, y))
8161 DrawPlayerField(x, y);
8163 TEST_DrawLevelField(x, y);
8165 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8167 MovDelay[x][y] = 50;
8169 Feld[newx][newy] = EL_FLAMES;
8170 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8171 Feld[newx1][newy1] = EL_FLAMES;
8172 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8173 Feld[newx2][newy2] = EL_FLAMES;
8179 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8180 Feld[newx][newy] == EL_DIAMOND)
8182 if (IS_MOVING(newx, newy))
8183 RemoveMovingField(newx, newy);
8186 Feld[newx][newy] = EL_EMPTY;
8187 TEST_DrawLevelField(newx, newy);
8190 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8192 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8193 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8195 if (AmoebaNr[newx][newy])
8197 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8198 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8199 Feld[newx][newy] == EL_BD_AMOEBA)
8200 AmoebaCnt[AmoebaNr[newx][newy]]--;
8203 if (IS_MOVING(newx, newy))
8205 RemoveMovingField(newx, newy);
8209 Feld[newx][newy] = EL_EMPTY;
8210 TEST_DrawLevelField(newx, newy);
8213 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8215 else if ((element == EL_PACMAN || element == EL_MOLE)
8216 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8218 if (AmoebaNr[newx][newy])
8220 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8221 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8222 Feld[newx][newy] == EL_BD_AMOEBA)
8223 AmoebaCnt[AmoebaNr[newx][newy]]--;
8226 if (element == EL_MOLE)
8228 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8229 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8231 ResetGfxAnimation(x, y);
8232 GfxAction[x][y] = ACTION_DIGGING;
8233 TEST_DrawLevelField(x, y);
8235 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8237 return; // wait for shrinking amoeba
8239 else // element == EL_PACMAN
8241 Feld[newx][newy] = EL_EMPTY;
8242 TEST_DrawLevelField(newx, newy);
8243 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8246 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8247 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8248 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8250 // wait for shrinking amoeba to completely disappear
8253 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8255 // object was running against a wall
8259 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8260 DrawLevelElementAnimation(x, y, element);
8262 if (DONT_TOUCH(element))
8263 TestIfBadThingTouchesPlayer(x, y);
8268 InitMovingField(x, y, MovDir[x][y]);
8270 PlayLevelSoundAction(x, y, ACTION_MOVING);
8274 ContinueMoving(x, y);
8277 void ContinueMoving(int x, int y)
8279 int element = Feld[x][y];
8280 struct ElementInfo *ei = &element_info[element];
8281 int direction = MovDir[x][y];
8282 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8283 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8284 int newx = x + dx, newy = y + dy;
8285 int stored = Store[x][y];
8286 int stored_new = Store[newx][newy];
8287 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8288 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8289 boolean last_line = (newy == lev_fieldy - 1);
8291 MovPos[x][y] += getElementMoveStepsize(x, y);
8293 if (pushed_by_player) // special case: moving object pushed by player
8294 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8296 if (ABS(MovPos[x][y]) < TILEX)
8298 TEST_DrawLevelField(x, y);
8300 return; // element is still moving
8303 // element reached destination field
8305 Feld[x][y] = EL_EMPTY;
8306 Feld[newx][newy] = element;
8307 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8309 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8311 element = Feld[newx][newy] = EL_ACID;
8313 else if (element == EL_MOLE)
8315 Feld[x][y] = EL_SAND;
8317 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8319 else if (element == EL_QUICKSAND_FILLING)
8321 element = Feld[newx][newy] = get_next_element(element);
8322 Store[newx][newy] = Store[x][y];
8324 else if (element == EL_QUICKSAND_EMPTYING)
8326 Feld[x][y] = get_next_element(element);
8327 element = Feld[newx][newy] = Store[x][y];
8329 else if (element == EL_QUICKSAND_FAST_FILLING)
8331 element = Feld[newx][newy] = get_next_element(element);
8332 Store[newx][newy] = Store[x][y];
8334 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8336 Feld[x][y] = get_next_element(element);
8337 element = Feld[newx][newy] = Store[x][y];
8339 else if (element == EL_MAGIC_WALL_FILLING)
8341 element = Feld[newx][newy] = get_next_element(element);
8342 if (!game.magic_wall_active)
8343 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8344 Store[newx][newy] = Store[x][y];
8346 else if (element == EL_MAGIC_WALL_EMPTYING)
8348 Feld[x][y] = get_next_element(element);
8349 if (!game.magic_wall_active)
8350 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8351 element = Feld[newx][newy] = Store[x][y];
8353 InitField(newx, newy, FALSE);
8355 else if (element == EL_BD_MAGIC_WALL_FILLING)
8357 element = Feld[newx][newy] = get_next_element(element);
8358 if (!game.magic_wall_active)
8359 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8360 Store[newx][newy] = Store[x][y];
8362 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8364 Feld[x][y] = get_next_element(element);
8365 if (!game.magic_wall_active)
8366 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8367 element = Feld[newx][newy] = Store[x][y];
8369 InitField(newx, newy, FALSE);
8371 else if (element == EL_DC_MAGIC_WALL_FILLING)
8373 element = Feld[newx][newy] = get_next_element(element);
8374 if (!game.magic_wall_active)
8375 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8376 Store[newx][newy] = Store[x][y];
8378 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8380 Feld[x][y] = get_next_element(element);
8381 if (!game.magic_wall_active)
8382 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8383 element = Feld[newx][newy] = Store[x][y];
8385 InitField(newx, newy, FALSE);
8387 else if (element == EL_AMOEBA_DROPPING)
8389 Feld[x][y] = get_next_element(element);
8390 element = Feld[newx][newy] = Store[x][y];
8392 else if (element == EL_SOKOBAN_OBJECT)
8395 Feld[x][y] = Back[x][y];
8397 if (Back[newx][newy])
8398 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8400 Back[x][y] = Back[newx][newy] = 0;
8403 Store[x][y] = EL_EMPTY;
8408 MovDelay[newx][newy] = 0;
8410 if (CAN_CHANGE_OR_HAS_ACTION(element))
8412 // copy element change control values to new field
8413 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8414 ChangePage[newx][newy] = ChangePage[x][y];
8415 ChangeCount[newx][newy] = ChangeCount[x][y];
8416 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8419 CustomValue[newx][newy] = CustomValue[x][y];
8421 ChangeDelay[x][y] = 0;
8422 ChangePage[x][y] = -1;
8423 ChangeCount[x][y] = 0;
8424 ChangeEvent[x][y] = -1;
8426 CustomValue[x][y] = 0;
8428 // copy animation control values to new field
8429 GfxFrame[newx][newy] = GfxFrame[x][y];
8430 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8431 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8432 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8434 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8436 // some elements can leave other elements behind after moving
8437 if (ei->move_leave_element != EL_EMPTY &&
8438 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8439 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8441 int move_leave_element = ei->move_leave_element;
8443 // this makes it possible to leave the removed element again
8444 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8445 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8447 Feld[x][y] = move_leave_element;
8449 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8450 MovDir[x][y] = direction;
8452 InitField(x, y, FALSE);
8454 if (GFX_CRUMBLED(Feld[x][y]))
8455 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8457 if (ELEM_IS_PLAYER(move_leave_element))
8458 RelocatePlayer(x, y, move_leave_element);
8461 // do this after checking for left-behind element
8462 ResetGfxAnimation(x, y); // reset animation values for old field
8464 if (!CAN_MOVE(element) ||
8465 (CAN_FALL(element) && direction == MV_DOWN &&
8466 (element == EL_SPRING ||
8467 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8468 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8469 GfxDir[x][y] = MovDir[newx][newy] = 0;
8471 TEST_DrawLevelField(x, y);
8472 TEST_DrawLevelField(newx, newy);
8474 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8476 // prevent pushed element from moving on in pushed direction
8477 if (pushed_by_player && CAN_MOVE(element) &&
8478 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8479 !(element_info[element].move_pattern & direction))
8480 TurnRound(newx, newy);
8482 // prevent elements on conveyor belt from moving on in last direction
8483 if (pushed_by_conveyor && CAN_FALL(element) &&
8484 direction & MV_HORIZONTAL)
8485 MovDir[newx][newy] = 0;
8487 if (!pushed_by_player)
8489 int nextx = newx + dx, nexty = newy + dy;
8490 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8492 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8494 if (CAN_FALL(element) && direction == MV_DOWN)
8495 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8497 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8498 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8500 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8501 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8504 if (DONT_TOUCH(element)) // object may be nasty to player or others
8506 TestIfBadThingTouchesPlayer(newx, newy);
8507 TestIfBadThingTouchesFriend(newx, newy);
8509 if (!IS_CUSTOM_ELEMENT(element))
8510 TestIfBadThingTouchesOtherBadThing(newx, newy);
8512 else if (element == EL_PENGUIN)
8513 TestIfFriendTouchesBadThing(newx, newy);
8515 if (DONT_GET_HIT_BY(element))
8517 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8520 // give the player one last chance (one more frame) to move away
8521 if (CAN_FALL(element) && direction == MV_DOWN &&
8522 (last_line || (!IS_FREE(x, newy + 1) &&
8523 (!IS_PLAYER(x, newy + 1) ||
8524 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8527 if (pushed_by_player && !game.use_change_when_pushing_bug)
8529 int push_side = MV_DIR_OPPOSITE(direction);
8530 struct PlayerInfo *player = PLAYERINFO(x, y);
8532 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8533 player->index_bit, push_side);
8534 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8535 player->index_bit, push_side);
8538 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8539 MovDelay[newx][newy] = 1;
8541 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8543 TestIfElementTouchesCustomElement(x, y); // empty or new element
8544 TestIfElementHitsCustomElement(newx, newy, direction);
8545 TestIfPlayerTouchesCustomElement(newx, newy);
8546 TestIfElementTouchesCustomElement(newx, newy);
8548 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8549 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8550 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8551 MV_DIR_OPPOSITE(direction));
8554 int AmoebeNachbarNr(int ax, int ay)
8557 int element = Feld[ax][ay];
8559 static int xy[4][2] =
8567 for (i = 0; i < NUM_DIRECTIONS; i++)
8569 int x = ax + xy[i][0];
8570 int y = ay + xy[i][1];
8572 if (!IN_LEV_FIELD(x, y))
8575 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8576 group_nr = AmoebaNr[x][y];
8582 static void AmoebenVereinigen(int ax, int ay)
8584 int i, x, y, xx, yy;
8585 int new_group_nr = AmoebaNr[ax][ay];
8586 static int xy[4][2] =
8594 if (new_group_nr == 0)
8597 for (i = 0; i < NUM_DIRECTIONS; i++)
8602 if (!IN_LEV_FIELD(x, y))
8605 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8606 Feld[x][y] == EL_BD_AMOEBA ||
8607 Feld[x][y] == EL_AMOEBA_DEAD) &&
8608 AmoebaNr[x][y] != new_group_nr)
8610 int old_group_nr = AmoebaNr[x][y];
8612 if (old_group_nr == 0)
8615 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8616 AmoebaCnt[old_group_nr] = 0;
8617 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8618 AmoebaCnt2[old_group_nr] = 0;
8620 SCAN_PLAYFIELD(xx, yy)
8622 if (AmoebaNr[xx][yy] == old_group_nr)
8623 AmoebaNr[xx][yy] = new_group_nr;
8629 void AmoebeUmwandeln(int ax, int ay)
8633 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8635 int group_nr = AmoebaNr[ax][ay];
8640 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8641 printf("AmoebeUmwandeln(): This should never happen!\n");
8646 SCAN_PLAYFIELD(x, y)
8648 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8651 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8655 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8656 SND_AMOEBA_TURNING_TO_GEM :
8657 SND_AMOEBA_TURNING_TO_ROCK));
8662 static int xy[4][2] =
8670 for (i = 0; i < NUM_DIRECTIONS; i++)
8675 if (!IN_LEV_FIELD(x, y))
8678 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8680 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8681 SND_AMOEBA_TURNING_TO_GEM :
8682 SND_AMOEBA_TURNING_TO_ROCK));
8689 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8692 int group_nr = AmoebaNr[ax][ay];
8693 boolean done = FALSE;
8698 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8699 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8704 SCAN_PLAYFIELD(x, y)
8706 if (AmoebaNr[x][y] == group_nr &&
8707 (Feld[x][y] == EL_AMOEBA_DEAD ||
8708 Feld[x][y] == EL_BD_AMOEBA ||
8709 Feld[x][y] == EL_AMOEBA_GROWING))
8712 Feld[x][y] = new_element;
8713 InitField(x, y, FALSE);
8714 TEST_DrawLevelField(x, y);
8720 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8721 SND_BD_AMOEBA_TURNING_TO_ROCK :
8722 SND_BD_AMOEBA_TURNING_TO_GEM));
8725 static void AmoebeWaechst(int x, int y)
8727 static unsigned int sound_delay = 0;
8728 static unsigned int sound_delay_value = 0;
8730 if (!MovDelay[x][y]) // start new growing cycle
8734 if (DelayReached(&sound_delay, sound_delay_value))
8736 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8737 sound_delay_value = 30;
8741 if (MovDelay[x][y]) // wait some time before growing bigger
8744 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8746 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8747 6 - MovDelay[x][y]);
8749 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8752 if (!MovDelay[x][y])
8754 Feld[x][y] = Store[x][y];
8756 TEST_DrawLevelField(x, y);
8761 static void AmoebaDisappearing(int x, int y)
8763 static unsigned int sound_delay = 0;
8764 static unsigned int sound_delay_value = 0;
8766 if (!MovDelay[x][y]) // start new shrinking cycle
8770 if (DelayReached(&sound_delay, sound_delay_value))
8771 sound_delay_value = 30;
8774 if (MovDelay[x][y]) // wait some time before shrinking
8777 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8779 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8780 6 - MovDelay[x][y]);
8782 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8785 if (!MovDelay[x][y])
8787 Feld[x][y] = EL_EMPTY;
8788 TEST_DrawLevelField(x, y);
8790 // don't let mole enter this field in this cycle;
8791 // (give priority to objects falling to this field from above)
8797 static void AmoebeAbleger(int ax, int ay)
8800 int element = Feld[ax][ay];
8801 int graphic = el2img(element);
8802 int newax = ax, neway = ay;
8803 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8804 static int xy[4][2] =
8812 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8814 Feld[ax][ay] = EL_AMOEBA_DEAD;
8815 TEST_DrawLevelField(ax, ay);
8819 if (IS_ANIMATED(graphic))
8820 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8822 if (!MovDelay[ax][ay]) // start making new amoeba field
8823 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8825 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8828 if (MovDelay[ax][ay])
8832 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8835 int x = ax + xy[start][0];
8836 int y = ay + xy[start][1];
8838 if (!IN_LEV_FIELD(x, y))
8841 if (IS_FREE(x, y) ||
8842 CAN_GROW_INTO(Feld[x][y]) ||
8843 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8844 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8850 if (newax == ax && neway == ay)
8853 else // normal or "filled" (BD style) amoeba
8856 boolean waiting_for_player = FALSE;
8858 for (i = 0; i < NUM_DIRECTIONS; i++)
8860 int j = (start + i) % 4;
8861 int x = ax + xy[j][0];
8862 int y = ay + xy[j][1];
8864 if (!IN_LEV_FIELD(x, y))
8867 if (IS_FREE(x, y) ||
8868 CAN_GROW_INTO(Feld[x][y]) ||
8869 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8870 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8876 else if (IS_PLAYER(x, y))
8877 waiting_for_player = TRUE;
8880 if (newax == ax && neway == ay) // amoeba cannot grow
8882 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8884 Feld[ax][ay] = EL_AMOEBA_DEAD;
8885 TEST_DrawLevelField(ax, ay);
8886 AmoebaCnt[AmoebaNr[ax][ay]]--;
8888 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8890 if (element == EL_AMOEBA_FULL)
8891 AmoebeUmwandeln(ax, ay);
8892 else if (element == EL_BD_AMOEBA)
8893 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8898 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8900 // amoeba gets larger by growing in some direction
8902 int new_group_nr = AmoebaNr[ax][ay];
8905 if (new_group_nr == 0)
8907 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8908 printf("AmoebeAbleger(): This should never happen!\n");
8913 AmoebaNr[newax][neway] = new_group_nr;
8914 AmoebaCnt[new_group_nr]++;
8915 AmoebaCnt2[new_group_nr]++;
8917 // if amoeba touches other amoeba(s) after growing, unify them
8918 AmoebenVereinigen(newax, neway);
8920 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8922 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8928 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8929 (neway == lev_fieldy - 1 && newax != ax))
8931 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8932 Store[newax][neway] = element;
8934 else if (neway == ay || element == EL_EMC_DRIPPER)
8936 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8938 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8942 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8943 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8944 Store[ax][ay] = EL_AMOEBA_DROP;
8945 ContinueMoving(ax, ay);
8949 TEST_DrawLevelField(newax, neway);
8952 static void Life(int ax, int ay)
8956 int element = Feld[ax][ay];
8957 int graphic = el2img(element);
8958 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8960 boolean changed = FALSE;
8962 if (IS_ANIMATED(graphic))
8963 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8968 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8969 MovDelay[ax][ay] = life_time;
8971 if (MovDelay[ax][ay]) // wait some time before next cycle
8974 if (MovDelay[ax][ay])
8978 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8980 int xx = ax+x1, yy = ay+y1;
8981 int old_element = Feld[xx][yy];
8982 int num_neighbours = 0;
8984 if (!IN_LEV_FIELD(xx, yy))
8987 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8989 int x = xx+x2, y = yy+y2;
8991 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8994 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8995 boolean is_neighbour = FALSE;
8997 if (level.use_life_bugs)
8999 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9000 (IS_FREE(x, y) && Stop[x][y]));
9003 (Last[x][y] == element || is_player_cell);
9009 boolean is_free = FALSE;
9011 if (level.use_life_bugs)
9012 is_free = (IS_FREE(xx, yy));
9014 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9016 if (xx == ax && yy == ay) // field in the middle
9018 if (num_neighbours < life_parameter[0] ||
9019 num_neighbours > life_parameter[1])
9021 Feld[xx][yy] = EL_EMPTY;
9022 if (Feld[xx][yy] != old_element)
9023 TEST_DrawLevelField(xx, yy);
9024 Stop[xx][yy] = TRUE;
9028 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9029 { // free border field
9030 if (num_neighbours >= life_parameter[2] &&
9031 num_neighbours <= life_parameter[3])
9033 Feld[xx][yy] = element;
9034 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9035 if (Feld[xx][yy] != old_element)
9036 TEST_DrawLevelField(xx, yy);
9037 Stop[xx][yy] = TRUE;
9044 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9045 SND_GAME_OF_LIFE_GROWING);
9048 static void InitRobotWheel(int x, int y)
9050 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9053 static void RunRobotWheel(int x, int y)
9055 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9058 static void StopRobotWheel(int x, int y)
9060 if (game.robot_wheel_x == x &&
9061 game.robot_wheel_y == y)
9063 game.robot_wheel_x = -1;
9064 game.robot_wheel_y = -1;
9065 game.robot_wheel_active = FALSE;
9069 static void InitTimegateWheel(int x, int y)
9071 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9074 static void RunTimegateWheel(int x, int y)
9076 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9079 static void InitMagicBallDelay(int x, int y)
9081 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9084 static void ActivateMagicBall(int bx, int by)
9088 if (level.ball_random)
9090 int pos_border = RND(8); // select one of the eight border elements
9091 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9092 int xx = pos_content % 3;
9093 int yy = pos_content / 3;
9098 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9099 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9103 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9105 int xx = x - bx + 1;
9106 int yy = y - by + 1;
9108 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9109 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9113 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9116 static void CheckExit(int x, int y)
9118 if (game.gems_still_needed > 0 ||
9119 game.sokoban_fields_still_needed > 0 ||
9120 game.sokoban_objects_still_needed > 0 ||
9121 game.lights_still_needed > 0)
9123 int element = Feld[x][y];
9124 int graphic = el2img(element);
9126 if (IS_ANIMATED(graphic))
9127 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9132 // do not re-open exit door closed after last player
9133 if (game.all_players_gone)
9136 Feld[x][y] = EL_EXIT_OPENING;
9138 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9141 static void CheckExitEM(int x, int y)
9143 if (game.gems_still_needed > 0 ||
9144 game.sokoban_fields_still_needed > 0 ||
9145 game.sokoban_objects_still_needed > 0 ||
9146 game.lights_still_needed > 0)
9148 int element = Feld[x][y];
9149 int graphic = el2img(element);
9151 if (IS_ANIMATED(graphic))
9152 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9157 // do not re-open exit door closed after last player
9158 if (game.all_players_gone)
9161 Feld[x][y] = EL_EM_EXIT_OPENING;
9163 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9166 static void CheckExitSteel(int x, int y)
9168 if (game.gems_still_needed > 0 ||
9169 game.sokoban_fields_still_needed > 0 ||
9170 game.sokoban_objects_still_needed > 0 ||
9171 game.lights_still_needed > 0)
9173 int element = Feld[x][y];
9174 int graphic = el2img(element);
9176 if (IS_ANIMATED(graphic))
9177 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9182 // do not re-open exit door closed after last player
9183 if (game.all_players_gone)
9186 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9188 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9191 static void CheckExitSteelEM(int x, int y)
9193 if (game.gems_still_needed > 0 ||
9194 game.sokoban_fields_still_needed > 0 ||
9195 game.sokoban_objects_still_needed > 0 ||
9196 game.lights_still_needed > 0)
9198 int element = Feld[x][y];
9199 int graphic = el2img(element);
9201 if (IS_ANIMATED(graphic))
9202 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9207 // do not re-open exit door closed after last player
9208 if (game.all_players_gone)
9211 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9213 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9216 static void CheckExitSP(int x, int y)
9218 if (game.gems_still_needed > 0)
9220 int element = Feld[x][y];
9221 int graphic = el2img(element);
9223 if (IS_ANIMATED(graphic))
9224 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9229 // do not re-open exit door closed after last player
9230 if (game.all_players_gone)
9233 Feld[x][y] = EL_SP_EXIT_OPENING;
9235 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9238 static void CloseAllOpenTimegates(void)
9242 SCAN_PLAYFIELD(x, y)
9244 int element = Feld[x][y];
9246 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9248 Feld[x][y] = EL_TIMEGATE_CLOSING;
9250 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9255 static void DrawTwinkleOnField(int x, int y)
9257 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9260 if (Feld[x][y] == EL_BD_DIAMOND)
9263 if (MovDelay[x][y] == 0) // next animation frame
9264 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9266 if (MovDelay[x][y] != 0) // wait some time before next frame
9270 DrawLevelElementAnimation(x, y, Feld[x][y]);
9272 if (MovDelay[x][y] != 0)
9274 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9275 10 - MovDelay[x][y]);
9277 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9282 static void MauerWaechst(int x, int y)
9286 if (!MovDelay[x][y]) // next animation frame
9287 MovDelay[x][y] = 3 * delay;
9289 if (MovDelay[x][y]) // wait some time before next frame
9293 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9295 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9296 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9298 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9301 if (!MovDelay[x][y])
9303 if (MovDir[x][y] == MV_LEFT)
9305 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9306 TEST_DrawLevelField(x - 1, y);
9308 else if (MovDir[x][y] == MV_RIGHT)
9310 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9311 TEST_DrawLevelField(x + 1, y);
9313 else if (MovDir[x][y] == MV_UP)
9315 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9316 TEST_DrawLevelField(x, y - 1);
9320 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9321 TEST_DrawLevelField(x, y + 1);
9324 Feld[x][y] = Store[x][y];
9326 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9327 TEST_DrawLevelField(x, y);
9332 static void MauerAbleger(int ax, int ay)
9334 int element = Feld[ax][ay];
9335 int graphic = el2img(element);
9336 boolean oben_frei = FALSE, unten_frei = FALSE;
9337 boolean links_frei = FALSE, rechts_frei = FALSE;
9338 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9339 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9340 boolean new_wall = FALSE;
9342 if (IS_ANIMATED(graphic))
9343 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9345 if (!MovDelay[ax][ay]) // start building new wall
9346 MovDelay[ax][ay] = 6;
9348 if (MovDelay[ax][ay]) // wait some time before building new wall
9351 if (MovDelay[ax][ay])
9355 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9357 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9359 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9361 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9364 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9365 element == EL_EXPANDABLE_WALL_ANY)
9369 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9370 Store[ax][ay-1] = element;
9371 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9372 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9373 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9374 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9379 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9380 Store[ax][ay+1] = element;
9381 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9382 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9383 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9384 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9389 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9390 element == EL_EXPANDABLE_WALL_ANY ||
9391 element == EL_EXPANDABLE_WALL ||
9392 element == EL_BD_EXPANDABLE_WALL)
9396 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9397 Store[ax-1][ay] = element;
9398 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9399 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9400 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9401 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9407 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9408 Store[ax+1][ay] = element;
9409 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9410 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9411 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9412 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9417 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9418 TEST_DrawLevelField(ax, ay);
9420 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9422 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9423 unten_massiv = TRUE;
9424 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9425 links_massiv = TRUE;
9426 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9427 rechts_massiv = TRUE;
9429 if (((oben_massiv && unten_massiv) ||
9430 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9431 element == EL_EXPANDABLE_WALL) &&
9432 ((links_massiv && rechts_massiv) ||
9433 element == EL_EXPANDABLE_WALL_VERTICAL))
9434 Feld[ax][ay] = EL_WALL;
9437 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9440 static void MauerAblegerStahl(int ax, int ay)
9442 int element = Feld[ax][ay];
9443 int graphic = el2img(element);
9444 boolean oben_frei = FALSE, unten_frei = FALSE;
9445 boolean links_frei = FALSE, rechts_frei = FALSE;
9446 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9447 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9448 boolean new_wall = FALSE;
9450 if (IS_ANIMATED(graphic))
9451 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9453 if (!MovDelay[ax][ay]) // start building new wall
9454 MovDelay[ax][ay] = 6;
9456 if (MovDelay[ax][ay]) // wait some time before building new wall
9459 if (MovDelay[ax][ay])
9463 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9465 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9467 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9469 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9472 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9473 element == EL_EXPANDABLE_STEELWALL_ANY)
9477 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9478 Store[ax][ay-1] = element;
9479 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9480 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9481 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9482 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9487 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9488 Store[ax][ay+1] = element;
9489 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9490 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9491 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9492 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9497 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9498 element == EL_EXPANDABLE_STEELWALL_ANY)
9502 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9503 Store[ax-1][ay] = element;
9504 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9505 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9506 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9507 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9513 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9514 Store[ax+1][ay] = element;
9515 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9516 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9517 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9518 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9523 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9525 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9526 unten_massiv = TRUE;
9527 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9528 links_massiv = TRUE;
9529 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9530 rechts_massiv = TRUE;
9532 if (((oben_massiv && unten_massiv) ||
9533 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9534 ((links_massiv && rechts_massiv) ||
9535 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9536 Feld[ax][ay] = EL_STEELWALL;
9539 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9542 static void CheckForDragon(int x, int y)
9545 boolean dragon_found = FALSE;
9546 static int xy[4][2] =
9554 for (i = 0; i < NUM_DIRECTIONS; i++)
9556 for (j = 0; j < 4; j++)
9558 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9560 if (IN_LEV_FIELD(xx, yy) &&
9561 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9563 if (Feld[xx][yy] == EL_DRAGON)
9564 dragon_found = TRUE;
9573 for (i = 0; i < NUM_DIRECTIONS; i++)
9575 for (j = 0; j < 3; j++)
9577 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9579 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9581 Feld[xx][yy] = EL_EMPTY;
9582 TEST_DrawLevelField(xx, yy);
9591 static void InitBuggyBase(int x, int y)
9593 int element = Feld[x][y];
9594 int activating_delay = FRAMES_PER_SECOND / 4;
9597 (element == EL_SP_BUGGY_BASE ?
9598 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9599 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9601 element == EL_SP_BUGGY_BASE_ACTIVE ?
9602 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9605 static void WarnBuggyBase(int x, int y)
9608 static int xy[4][2] =
9616 for (i = 0; i < NUM_DIRECTIONS; i++)
9618 int xx = x + xy[i][0];
9619 int yy = y + xy[i][1];
9621 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9623 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9630 static void InitTrap(int x, int y)
9632 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9635 static void ActivateTrap(int x, int y)
9637 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9640 static void ChangeActiveTrap(int x, int y)
9642 int graphic = IMG_TRAP_ACTIVE;
9644 // if new animation frame was drawn, correct crumbled sand border
9645 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9646 TEST_DrawLevelFieldCrumbled(x, y);
9649 static int getSpecialActionElement(int element, int number, int base_element)
9651 return (element != EL_EMPTY ? element :
9652 number != -1 ? base_element + number - 1 :
9656 static int getModifiedActionNumber(int value_old, int operator, int operand,
9657 int value_min, int value_max)
9659 int value_new = (operator == CA_MODE_SET ? operand :
9660 operator == CA_MODE_ADD ? value_old + operand :
9661 operator == CA_MODE_SUBTRACT ? value_old - operand :
9662 operator == CA_MODE_MULTIPLY ? value_old * operand :
9663 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9664 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9667 return (value_new < value_min ? value_min :
9668 value_new > value_max ? value_max :
9672 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9674 struct ElementInfo *ei = &element_info[element];
9675 struct ElementChangeInfo *change = &ei->change_page[page];
9676 int target_element = change->target_element;
9677 int action_type = change->action_type;
9678 int action_mode = change->action_mode;
9679 int action_arg = change->action_arg;
9680 int action_element = change->action_element;
9683 if (!change->has_action)
9686 // ---------- determine action paramater values -----------------------------
9688 int level_time_value =
9689 (level.time > 0 ? TimeLeft :
9692 int action_arg_element_raw =
9693 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9694 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9695 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9696 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9697 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9698 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9699 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9701 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9703 int action_arg_direction =
9704 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9705 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9706 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9707 change->actual_trigger_side :
9708 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9709 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9712 int action_arg_number_min =
9713 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9716 int action_arg_number_max =
9717 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9718 action_type == CA_SET_LEVEL_GEMS ? 999 :
9719 action_type == CA_SET_LEVEL_TIME ? 9999 :
9720 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9721 action_type == CA_SET_CE_VALUE ? 9999 :
9722 action_type == CA_SET_CE_SCORE ? 9999 :
9725 int action_arg_number_reset =
9726 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9727 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9728 action_type == CA_SET_LEVEL_TIME ? level.time :
9729 action_type == CA_SET_LEVEL_SCORE ? 0 :
9730 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9731 action_type == CA_SET_CE_SCORE ? 0 :
9734 int action_arg_number =
9735 (action_arg <= CA_ARG_MAX ? action_arg :
9736 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9737 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9738 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9739 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9740 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9741 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9742 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9743 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9744 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9745 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9746 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9747 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9748 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9749 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9750 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9751 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9752 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9753 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9754 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9755 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9756 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9759 int action_arg_number_old =
9760 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9761 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9762 action_type == CA_SET_LEVEL_SCORE ? game.score :
9763 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9764 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9767 int action_arg_number_new =
9768 getModifiedActionNumber(action_arg_number_old,
9769 action_mode, action_arg_number,
9770 action_arg_number_min, action_arg_number_max);
9772 int trigger_player_bits =
9773 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9774 change->actual_trigger_player_bits : change->trigger_player);
9776 int action_arg_player_bits =
9777 (action_arg >= CA_ARG_PLAYER_1 &&
9778 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9779 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9780 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9783 // ---------- execute action -----------------------------------------------
9785 switch (action_type)
9792 // ---------- level actions ----------------------------------------------
9794 case CA_RESTART_LEVEL:
9796 game.restart_level = TRUE;
9801 case CA_SHOW_ENVELOPE:
9803 int element = getSpecialActionElement(action_arg_element,
9804 action_arg_number, EL_ENVELOPE_1);
9806 if (IS_ENVELOPE(element))
9807 local_player->show_envelope = element;
9812 case CA_SET_LEVEL_TIME:
9814 if (level.time > 0) // only modify limited time value
9816 TimeLeft = action_arg_number_new;
9818 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9820 DisplayGameControlValues();
9822 if (!TimeLeft && setup.time_limit)
9823 for (i = 0; i < MAX_PLAYERS; i++)
9824 KillPlayer(&stored_player[i]);
9830 case CA_SET_LEVEL_SCORE:
9832 game.score = action_arg_number_new;
9834 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9836 DisplayGameControlValues();
9841 case CA_SET_LEVEL_GEMS:
9843 game.gems_still_needed = action_arg_number_new;
9845 game.snapshot.collected_item = TRUE;
9847 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9849 DisplayGameControlValues();
9854 case CA_SET_LEVEL_WIND:
9856 game.wind_direction = action_arg_direction;
9861 case CA_SET_LEVEL_RANDOM_SEED:
9863 // ensure that setting a new random seed while playing is predictable
9864 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9869 // ---------- player actions ---------------------------------------------
9871 case CA_MOVE_PLAYER:
9873 // automatically move to the next field in specified direction
9874 for (i = 0; i < MAX_PLAYERS; i++)
9875 if (trigger_player_bits & (1 << i))
9876 stored_player[i].programmed_action = action_arg_direction;
9881 case CA_EXIT_PLAYER:
9883 for (i = 0; i < MAX_PLAYERS; i++)
9884 if (action_arg_player_bits & (1 << i))
9885 ExitPlayer(&stored_player[i]);
9887 if (game.players_still_needed == 0)
9893 case CA_KILL_PLAYER:
9895 for (i = 0; i < MAX_PLAYERS; i++)
9896 if (action_arg_player_bits & (1 << i))
9897 KillPlayer(&stored_player[i]);
9902 case CA_SET_PLAYER_KEYS:
9904 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9905 int element = getSpecialActionElement(action_arg_element,
9906 action_arg_number, EL_KEY_1);
9908 if (IS_KEY(element))
9910 for (i = 0; i < MAX_PLAYERS; i++)
9912 if (trigger_player_bits & (1 << i))
9914 stored_player[i].key[KEY_NR(element)] = key_state;
9916 DrawGameDoorValues();
9924 case CA_SET_PLAYER_SPEED:
9926 for (i = 0; i < MAX_PLAYERS; i++)
9928 if (trigger_player_bits & (1 << i))
9930 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9932 if (action_arg == CA_ARG_SPEED_FASTER &&
9933 stored_player[i].cannot_move)
9935 action_arg_number = STEPSIZE_VERY_SLOW;
9937 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9938 action_arg == CA_ARG_SPEED_FASTER)
9940 action_arg_number = 2;
9941 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9944 else if (action_arg == CA_ARG_NUMBER_RESET)
9946 action_arg_number = level.initial_player_stepsize[i];
9950 getModifiedActionNumber(move_stepsize,
9953 action_arg_number_min,
9954 action_arg_number_max);
9956 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9963 case CA_SET_PLAYER_SHIELD:
9965 for (i = 0; i < MAX_PLAYERS; i++)
9967 if (trigger_player_bits & (1 << i))
9969 if (action_arg == CA_ARG_SHIELD_OFF)
9971 stored_player[i].shield_normal_time_left = 0;
9972 stored_player[i].shield_deadly_time_left = 0;
9974 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9976 stored_player[i].shield_normal_time_left = 999999;
9978 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9980 stored_player[i].shield_normal_time_left = 999999;
9981 stored_player[i].shield_deadly_time_left = 999999;
9989 case CA_SET_PLAYER_GRAVITY:
9991 for (i = 0; i < MAX_PLAYERS; i++)
9993 if (trigger_player_bits & (1 << i))
9995 stored_player[i].gravity =
9996 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9997 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9998 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9999 stored_player[i].gravity);
10006 case CA_SET_PLAYER_ARTWORK:
10008 for (i = 0; i < MAX_PLAYERS; i++)
10010 if (trigger_player_bits & (1 << i))
10012 int artwork_element = action_arg_element;
10014 if (action_arg == CA_ARG_ELEMENT_RESET)
10016 (level.use_artwork_element[i] ? level.artwork_element[i] :
10017 stored_player[i].element_nr);
10019 if (stored_player[i].artwork_element != artwork_element)
10020 stored_player[i].Frame = 0;
10022 stored_player[i].artwork_element = artwork_element;
10024 SetPlayerWaiting(&stored_player[i], FALSE);
10026 // set number of special actions for bored and sleeping animation
10027 stored_player[i].num_special_action_bored =
10028 get_num_special_action(artwork_element,
10029 ACTION_BORING_1, ACTION_BORING_LAST);
10030 stored_player[i].num_special_action_sleeping =
10031 get_num_special_action(artwork_element,
10032 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10039 case CA_SET_PLAYER_INVENTORY:
10041 for (i = 0; i < MAX_PLAYERS; i++)
10043 struct PlayerInfo *player = &stored_player[i];
10046 if (trigger_player_bits & (1 << i))
10048 int inventory_element = action_arg_element;
10050 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10051 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10052 action_arg == CA_ARG_ELEMENT_ACTION)
10054 int element = inventory_element;
10055 int collect_count = element_info[element].collect_count_initial;
10057 if (!IS_CUSTOM_ELEMENT(element))
10060 if (collect_count == 0)
10061 player->inventory_infinite_element = element;
10063 for (k = 0; k < collect_count; k++)
10064 if (player->inventory_size < MAX_INVENTORY_SIZE)
10065 player->inventory_element[player->inventory_size++] =
10068 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10069 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10070 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10072 if (player->inventory_infinite_element != EL_UNDEFINED &&
10073 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10074 action_arg_element_raw))
10075 player->inventory_infinite_element = EL_UNDEFINED;
10077 for (k = 0, j = 0; j < player->inventory_size; j++)
10079 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10080 action_arg_element_raw))
10081 player->inventory_element[k++] = player->inventory_element[j];
10084 player->inventory_size = k;
10086 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10088 if (player->inventory_size > 0)
10090 for (j = 0; j < player->inventory_size - 1; j++)
10091 player->inventory_element[j] = player->inventory_element[j + 1];
10093 player->inventory_size--;
10096 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10098 if (player->inventory_size > 0)
10099 player->inventory_size--;
10101 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10103 player->inventory_infinite_element = EL_UNDEFINED;
10104 player->inventory_size = 0;
10106 else if (action_arg == CA_ARG_INVENTORY_RESET)
10108 player->inventory_infinite_element = EL_UNDEFINED;
10109 player->inventory_size = 0;
10111 if (level.use_initial_inventory[i])
10113 for (j = 0; j < level.initial_inventory_size[i]; j++)
10115 int element = level.initial_inventory_content[i][j];
10116 int collect_count = element_info[element].collect_count_initial;
10118 if (!IS_CUSTOM_ELEMENT(element))
10121 if (collect_count == 0)
10122 player->inventory_infinite_element = element;
10124 for (k = 0; k < collect_count; k++)
10125 if (player->inventory_size < MAX_INVENTORY_SIZE)
10126 player->inventory_element[player->inventory_size++] =
10137 // ---------- CE actions -------------------------------------------------
10139 case CA_SET_CE_VALUE:
10141 int last_ce_value = CustomValue[x][y];
10143 CustomValue[x][y] = action_arg_number_new;
10145 if (CustomValue[x][y] != last_ce_value)
10147 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10148 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10150 if (CustomValue[x][y] == 0)
10152 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10153 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10160 case CA_SET_CE_SCORE:
10162 int last_ce_score = ei->collect_score;
10164 ei->collect_score = action_arg_number_new;
10166 if (ei->collect_score != last_ce_score)
10168 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10169 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10171 if (ei->collect_score == 0)
10175 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10176 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10179 This is a very special case that seems to be a mixture between
10180 CheckElementChange() and CheckTriggeredElementChange(): while
10181 the first one only affects single elements that are triggered
10182 directly, the second one affects multiple elements in the playfield
10183 that are triggered indirectly by another element. This is a third
10184 case: Changing the CE score always affects multiple identical CEs,
10185 so every affected CE must be checked, not only the single CE for
10186 which the CE score was changed in the first place (as every instance
10187 of that CE shares the same CE score, and therefore also can change)!
10189 SCAN_PLAYFIELD(xx, yy)
10191 if (Feld[xx][yy] == element)
10192 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10193 CE_SCORE_GETS_ZERO);
10201 case CA_SET_CE_ARTWORK:
10203 int artwork_element = action_arg_element;
10204 boolean reset_frame = FALSE;
10207 if (action_arg == CA_ARG_ELEMENT_RESET)
10208 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10211 if (ei->gfx_element != artwork_element)
10212 reset_frame = TRUE;
10214 ei->gfx_element = artwork_element;
10216 SCAN_PLAYFIELD(xx, yy)
10218 if (Feld[xx][yy] == element)
10222 ResetGfxAnimation(xx, yy);
10223 ResetRandomAnimationValue(xx, yy);
10226 TEST_DrawLevelField(xx, yy);
10233 // ---------- engine actions ---------------------------------------------
10235 case CA_SET_ENGINE_SCAN_MODE:
10237 InitPlayfieldScanMode(action_arg);
10247 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10249 int old_element = Feld[x][y];
10250 int new_element = GetElementFromGroupElement(element);
10251 int previous_move_direction = MovDir[x][y];
10252 int last_ce_value = CustomValue[x][y];
10253 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10254 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10255 boolean add_player_onto_element = (new_element_is_player &&
10256 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10257 IS_WALKABLE(old_element));
10259 if (!add_player_onto_element)
10261 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10262 RemoveMovingField(x, y);
10266 Feld[x][y] = new_element;
10268 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10269 MovDir[x][y] = previous_move_direction;
10271 if (element_info[new_element].use_last_ce_value)
10272 CustomValue[x][y] = last_ce_value;
10274 InitField_WithBug1(x, y, FALSE);
10276 new_element = Feld[x][y]; // element may have changed
10278 ResetGfxAnimation(x, y);
10279 ResetRandomAnimationValue(x, y);
10281 TEST_DrawLevelField(x, y);
10283 if (GFX_CRUMBLED(new_element))
10284 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10287 // check if element under the player changes from accessible to unaccessible
10288 // (needed for special case of dropping element which then changes)
10289 // (must be checked after creating new element for walkable group elements)
10290 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10291 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10298 // "ChangeCount" not set yet to allow "entered by player" change one time
10299 if (new_element_is_player)
10300 RelocatePlayer(x, y, new_element);
10303 ChangeCount[x][y]++; // count number of changes in the same frame
10305 TestIfBadThingTouchesPlayer(x, y);
10306 TestIfPlayerTouchesCustomElement(x, y);
10307 TestIfElementTouchesCustomElement(x, y);
10310 static void CreateField(int x, int y, int element)
10312 CreateFieldExt(x, y, element, FALSE);
10315 static void CreateElementFromChange(int x, int y, int element)
10317 element = GET_VALID_RUNTIME_ELEMENT(element);
10319 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10321 int old_element = Feld[x][y];
10323 // prevent changed element from moving in same engine frame
10324 // unless both old and new element can either fall or move
10325 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10326 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10330 CreateFieldExt(x, y, element, TRUE);
10333 static boolean ChangeElement(int x, int y, int element, int page)
10335 struct ElementInfo *ei = &element_info[element];
10336 struct ElementChangeInfo *change = &ei->change_page[page];
10337 int ce_value = CustomValue[x][y];
10338 int ce_score = ei->collect_score;
10339 int target_element;
10340 int old_element = Feld[x][y];
10342 // always use default change event to prevent running into a loop
10343 if (ChangeEvent[x][y] == -1)
10344 ChangeEvent[x][y] = CE_DELAY;
10346 if (ChangeEvent[x][y] == CE_DELAY)
10348 // reset actual trigger element, trigger player and action element
10349 change->actual_trigger_element = EL_EMPTY;
10350 change->actual_trigger_player = EL_EMPTY;
10351 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10352 change->actual_trigger_side = CH_SIDE_NONE;
10353 change->actual_trigger_ce_value = 0;
10354 change->actual_trigger_ce_score = 0;
10357 // do not change elements more than a specified maximum number of changes
10358 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10361 ChangeCount[x][y]++; // count number of changes in the same frame
10363 if (change->explode)
10370 if (change->use_target_content)
10372 boolean complete_replace = TRUE;
10373 boolean can_replace[3][3];
10376 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10379 boolean is_walkable;
10380 boolean is_diggable;
10381 boolean is_collectible;
10382 boolean is_removable;
10383 boolean is_destructible;
10384 int ex = x + xx - 1;
10385 int ey = y + yy - 1;
10386 int content_element = change->target_content.e[xx][yy];
10389 can_replace[xx][yy] = TRUE;
10391 if (ex == x && ey == y) // do not check changing element itself
10394 if (content_element == EL_EMPTY_SPACE)
10396 can_replace[xx][yy] = FALSE; // do not replace border with space
10401 if (!IN_LEV_FIELD(ex, ey))
10403 can_replace[xx][yy] = FALSE;
10404 complete_replace = FALSE;
10411 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10412 e = MovingOrBlocked2Element(ex, ey);
10414 is_empty = (IS_FREE(ex, ey) ||
10415 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10417 is_walkable = (is_empty || IS_WALKABLE(e));
10418 is_diggable = (is_empty || IS_DIGGABLE(e));
10419 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10420 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10421 is_removable = (is_diggable || is_collectible);
10423 can_replace[xx][yy] =
10424 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10425 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10426 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10427 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10428 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10429 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10430 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10432 if (!can_replace[xx][yy])
10433 complete_replace = FALSE;
10436 if (!change->only_if_complete || complete_replace)
10438 boolean something_has_changed = FALSE;
10440 if (change->only_if_complete && change->use_random_replace &&
10441 RND(100) < change->random_percentage)
10444 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10446 int ex = x + xx - 1;
10447 int ey = y + yy - 1;
10448 int content_element;
10450 if (can_replace[xx][yy] && (!change->use_random_replace ||
10451 RND(100) < change->random_percentage))
10453 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10454 RemoveMovingField(ex, ey);
10456 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10458 content_element = change->target_content.e[xx][yy];
10459 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10460 ce_value, ce_score);
10462 CreateElementFromChange(ex, ey, target_element);
10464 something_has_changed = TRUE;
10466 // for symmetry reasons, freeze newly created border elements
10467 if (ex != x || ey != y)
10468 Stop[ex][ey] = TRUE; // no more moving in this frame
10472 if (something_has_changed)
10474 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10475 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10481 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10482 ce_value, ce_score);
10484 if (element == EL_DIAGONAL_GROWING ||
10485 element == EL_DIAGONAL_SHRINKING)
10487 target_element = Store[x][y];
10489 Store[x][y] = EL_EMPTY;
10492 CreateElementFromChange(x, y, target_element);
10494 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10495 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10498 // this uses direct change before indirect change
10499 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10504 static void HandleElementChange(int x, int y, int page)
10506 int element = MovingOrBlocked2Element(x, y);
10507 struct ElementInfo *ei = &element_info[element];
10508 struct ElementChangeInfo *change = &ei->change_page[page];
10509 boolean handle_action_before_change = FALSE;
10512 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10513 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10516 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10517 x, y, element, element_info[element].token_name);
10518 printf("HandleElementChange(): This should never happen!\n");
10523 // this can happen with classic bombs on walkable, changing elements
10524 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10529 if (ChangeDelay[x][y] == 0) // initialize element change
10531 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10533 if (change->can_change)
10535 // !!! not clear why graphic animation should be reset at all here !!!
10536 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10537 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10540 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10542 When using an animation frame delay of 1 (this only happens with
10543 "sp_zonk.moving.left/right" in the classic graphics), the default
10544 (non-moving) animation shows wrong animation frames (while the
10545 moving animation, like "sp_zonk.moving.left/right", is correct,
10546 so this graphical bug never shows up with the classic graphics).
10547 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10548 be drawn instead of the correct frames 0,1,2,3. This is caused by
10549 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10550 an element change: First when the change delay ("ChangeDelay[][]")
10551 counter has reached zero after decrementing, then a second time in
10552 the next frame (after "GfxFrame[][]" was already incremented) when
10553 "ChangeDelay[][]" is reset to the initial delay value again.
10555 This causes frame 0 to be drawn twice, while the last frame won't
10556 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10558 As some animations may already be cleverly designed around this bug
10559 (at least the "Snake Bite" snake tail animation does this), it cannot
10560 simply be fixed here without breaking such existing animations.
10561 Unfortunately, it cannot easily be detected if a graphics set was
10562 designed "before" or "after" the bug was fixed. As a workaround,
10563 a new graphics set option "game.graphics_engine_version" was added
10564 to be able to specify the game's major release version for which the
10565 graphics set was designed, which can then be used to decide if the
10566 bugfix should be used (version 4 and above) or not (version 3 or
10567 below, or if no version was specified at all, as with old sets).
10569 (The wrong/fixed animation frames can be tested with the test level set
10570 "test_gfxframe" and level "000", which contains a specially prepared
10571 custom element at level position (x/y) == (11/9) which uses the zonk
10572 animation mentioned above. Using "game.graphics_engine_version: 4"
10573 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10574 This can also be seen from the debug output for this test element.)
10577 // when a custom element is about to change (for example by change delay),
10578 // do not reset graphic animation when the custom element is moving
10579 if (game.graphics_engine_version < 4 &&
10582 ResetGfxAnimation(x, y);
10583 ResetRandomAnimationValue(x, y);
10586 if (change->pre_change_function)
10587 change->pre_change_function(x, y);
10591 ChangeDelay[x][y]--;
10593 if (ChangeDelay[x][y] != 0) // continue element change
10595 if (change->can_change)
10597 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10599 if (IS_ANIMATED(graphic))
10600 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10602 if (change->change_function)
10603 change->change_function(x, y);
10606 else // finish element change
10608 if (ChangePage[x][y] != -1) // remember page from delayed change
10610 page = ChangePage[x][y];
10611 ChangePage[x][y] = -1;
10613 change = &ei->change_page[page];
10616 if (IS_MOVING(x, y)) // never change a running system ;-)
10618 ChangeDelay[x][y] = 1; // try change after next move step
10619 ChangePage[x][y] = page; // remember page to use for change
10624 // special case: set new level random seed before changing element
10625 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10626 handle_action_before_change = TRUE;
10628 if (change->has_action && handle_action_before_change)
10629 ExecuteCustomElementAction(x, y, element, page);
10631 if (change->can_change)
10633 if (ChangeElement(x, y, element, page))
10635 if (change->post_change_function)
10636 change->post_change_function(x, y);
10640 if (change->has_action && !handle_action_before_change)
10641 ExecuteCustomElementAction(x, y, element, page);
10645 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10646 int trigger_element,
10648 int trigger_player,
10652 boolean change_done_any = FALSE;
10653 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10656 if (!(trigger_events[trigger_element][trigger_event]))
10659 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10661 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10663 int element = EL_CUSTOM_START + i;
10664 boolean change_done = FALSE;
10667 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10668 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10671 for (p = 0; p < element_info[element].num_change_pages; p++)
10673 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10675 if (change->can_change_or_has_action &&
10676 change->has_event[trigger_event] &&
10677 change->trigger_side & trigger_side &&
10678 change->trigger_player & trigger_player &&
10679 change->trigger_page & trigger_page_bits &&
10680 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10682 change->actual_trigger_element = trigger_element;
10683 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10684 change->actual_trigger_player_bits = trigger_player;
10685 change->actual_trigger_side = trigger_side;
10686 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10687 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10689 if ((change->can_change && !change_done) || change->has_action)
10693 SCAN_PLAYFIELD(x, y)
10695 if (Feld[x][y] == element)
10697 if (change->can_change && !change_done)
10699 // if element already changed in this frame, not only prevent
10700 // another element change (checked in ChangeElement()), but
10701 // also prevent additional element actions for this element
10703 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10704 !level.use_action_after_change_bug)
10707 ChangeDelay[x][y] = 1;
10708 ChangeEvent[x][y] = trigger_event;
10710 HandleElementChange(x, y, p);
10712 else if (change->has_action)
10714 // if element already changed in this frame, not only prevent
10715 // another element change (checked in ChangeElement()), but
10716 // also prevent additional element actions for this element
10718 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10719 !level.use_action_after_change_bug)
10722 ExecuteCustomElementAction(x, y, element, p);
10723 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10728 if (change->can_change)
10730 change_done = TRUE;
10731 change_done_any = TRUE;
10738 RECURSION_LOOP_DETECTION_END();
10740 return change_done_any;
10743 static boolean CheckElementChangeExt(int x, int y,
10745 int trigger_element,
10747 int trigger_player,
10750 boolean change_done = FALSE;
10753 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10754 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10757 if (Feld[x][y] == EL_BLOCKED)
10759 Blocked2Moving(x, y, &x, &y);
10760 element = Feld[x][y];
10763 // check if element has already changed or is about to change after moving
10764 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10765 Feld[x][y] != element) ||
10767 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10768 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10769 ChangePage[x][y] != -1)))
10772 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10774 for (p = 0; p < element_info[element].num_change_pages; p++)
10776 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10778 /* check trigger element for all events where the element that is checked
10779 for changing interacts with a directly adjacent element -- this is
10780 different to element changes that affect other elements to change on the
10781 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10782 boolean check_trigger_element =
10783 (trigger_event == CE_TOUCHING_X ||
10784 trigger_event == CE_HITTING_X ||
10785 trigger_event == CE_HIT_BY_X ||
10786 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10788 if (change->can_change_or_has_action &&
10789 change->has_event[trigger_event] &&
10790 change->trigger_side & trigger_side &&
10791 change->trigger_player & trigger_player &&
10792 (!check_trigger_element ||
10793 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10795 change->actual_trigger_element = trigger_element;
10796 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10797 change->actual_trigger_player_bits = trigger_player;
10798 change->actual_trigger_side = trigger_side;
10799 change->actual_trigger_ce_value = CustomValue[x][y];
10800 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10802 // special case: trigger element not at (x,y) position for some events
10803 if (check_trigger_element)
10815 { 0, 0 }, { 0, 0 }, { 0, 0 },
10819 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10820 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10822 change->actual_trigger_ce_value = CustomValue[xx][yy];
10823 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10826 if (change->can_change && !change_done)
10828 ChangeDelay[x][y] = 1;
10829 ChangeEvent[x][y] = trigger_event;
10831 HandleElementChange(x, y, p);
10833 change_done = TRUE;
10835 else if (change->has_action)
10837 ExecuteCustomElementAction(x, y, element, p);
10838 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10843 RECURSION_LOOP_DETECTION_END();
10845 return change_done;
10848 static void PlayPlayerSound(struct PlayerInfo *player)
10850 int jx = player->jx, jy = player->jy;
10851 int sound_element = player->artwork_element;
10852 int last_action = player->last_action_waiting;
10853 int action = player->action_waiting;
10855 if (player->is_waiting)
10857 if (action != last_action)
10858 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10860 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10864 if (action != last_action)
10865 StopSound(element_info[sound_element].sound[last_action]);
10867 if (last_action == ACTION_SLEEPING)
10868 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10872 static void PlayAllPlayersSound(void)
10876 for (i = 0; i < MAX_PLAYERS; i++)
10877 if (stored_player[i].active)
10878 PlayPlayerSound(&stored_player[i]);
10881 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10883 boolean last_waiting = player->is_waiting;
10884 int move_dir = player->MovDir;
10886 player->dir_waiting = move_dir;
10887 player->last_action_waiting = player->action_waiting;
10891 if (!last_waiting) // not waiting -> waiting
10893 player->is_waiting = TRUE;
10895 player->frame_counter_bored =
10897 game.player_boring_delay_fixed +
10898 GetSimpleRandom(game.player_boring_delay_random);
10899 player->frame_counter_sleeping =
10901 game.player_sleeping_delay_fixed +
10902 GetSimpleRandom(game.player_sleeping_delay_random);
10904 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10907 if (game.player_sleeping_delay_fixed +
10908 game.player_sleeping_delay_random > 0 &&
10909 player->anim_delay_counter == 0 &&
10910 player->post_delay_counter == 0 &&
10911 FrameCounter >= player->frame_counter_sleeping)
10912 player->is_sleeping = TRUE;
10913 else if (game.player_boring_delay_fixed +
10914 game.player_boring_delay_random > 0 &&
10915 FrameCounter >= player->frame_counter_bored)
10916 player->is_bored = TRUE;
10918 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10919 player->is_bored ? ACTION_BORING :
10922 if (player->is_sleeping && player->use_murphy)
10924 // special case for sleeping Murphy when leaning against non-free tile
10926 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10927 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10928 !IS_MOVING(player->jx - 1, player->jy)))
10929 move_dir = MV_LEFT;
10930 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10931 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10932 !IS_MOVING(player->jx + 1, player->jy)))
10933 move_dir = MV_RIGHT;
10935 player->is_sleeping = FALSE;
10937 player->dir_waiting = move_dir;
10940 if (player->is_sleeping)
10942 if (player->num_special_action_sleeping > 0)
10944 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10946 int last_special_action = player->special_action_sleeping;
10947 int num_special_action = player->num_special_action_sleeping;
10948 int special_action =
10949 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10950 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10951 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10952 last_special_action + 1 : ACTION_SLEEPING);
10953 int special_graphic =
10954 el_act_dir2img(player->artwork_element, special_action, move_dir);
10956 player->anim_delay_counter =
10957 graphic_info[special_graphic].anim_delay_fixed +
10958 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10959 player->post_delay_counter =
10960 graphic_info[special_graphic].post_delay_fixed +
10961 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10963 player->special_action_sleeping = special_action;
10966 if (player->anim_delay_counter > 0)
10968 player->action_waiting = player->special_action_sleeping;
10969 player->anim_delay_counter--;
10971 else if (player->post_delay_counter > 0)
10973 player->post_delay_counter--;
10977 else if (player->is_bored)
10979 if (player->num_special_action_bored > 0)
10981 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10983 int special_action =
10984 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10985 int special_graphic =
10986 el_act_dir2img(player->artwork_element, special_action, move_dir);
10988 player->anim_delay_counter =
10989 graphic_info[special_graphic].anim_delay_fixed +
10990 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10991 player->post_delay_counter =
10992 graphic_info[special_graphic].post_delay_fixed +
10993 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10995 player->special_action_bored = special_action;
10998 if (player->anim_delay_counter > 0)
11000 player->action_waiting = player->special_action_bored;
11001 player->anim_delay_counter--;
11003 else if (player->post_delay_counter > 0)
11005 player->post_delay_counter--;
11010 else if (last_waiting) // waiting -> not waiting
11012 player->is_waiting = FALSE;
11013 player->is_bored = FALSE;
11014 player->is_sleeping = FALSE;
11016 player->frame_counter_bored = -1;
11017 player->frame_counter_sleeping = -1;
11019 player->anim_delay_counter = 0;
11020 player->post_delay_counter = 0;
11022 player->dir_waiting = player->MovDir;
11023 player->action_waiting = ACTION_DEFAULT;
11025 player->special_action_bored = ACTION_DEFAULT;
11026 player->special_action_sleeping = ACTION_DEFAULT;
11030 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11032 if ((!player->is_moving && player->was_moving) ||
11033 (player->MovPos == 0 && player->was_moving) ||
11034 (player->is_snapping && !player->was_snapping) ||
11035 (player->is_dropping && !player->was_dropping))
11037 if (!CheckSaveEngineSnapshotToList())
11040 player->was_moving = FALSE;
11041 player->was_snapping = TRUE;
11042 player->was_dropping = TRUE;
11046 if (player->is_moving)
11047 player->was_moving = TRUE;
11049 if (!player->is_snapping)
11050 player->was_snapping = FALSE;
11052 if (!player->is_dropping)
11053 player->was_dropping = FALSE;
11057 static void CheckSingleStepMode(struct PlayerInfo *player)
11059 if (tape.single_step && tape.recording && !tape.pausing)
11061 /* as it is called "single step mode", just return to pause mode when the
11062 player stopped moving after one tile (or never starts moving at all) */
11063 if (!player->is_moving &&
11064 !player->is_pushing &&
11065 !player->is_dropping_pressed)
11066 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11069 CheckSaveEngineSnapshot(player);
11072 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11074 int left = player_action & JOY_LEFT;
11075 int right = player_action & JOY_RIGHT;
11076 int up = player_action & JOY_UP;
11077 int down = player_action & JOY_DOWN;
11078 int button1 = player_action & JOY_BUTTON_1;
11079 int button2 = player_action & JOY_BUTTON_2;
11080 int dx = (left ? -1 : right ? 1 : 0);
11081 int dy = (up ? -1 : down ? 1 : 0);
11083 if (!player->active || tape.pausing)
11089 SnapField(player, dx, dy);
11093 DropElement(player);
11095 MovePlayer(player, dx, dy);
11098 CheckSingleStepMode(player);
11100 SetPlayerWaiting(player, FALSE);
11102 return player_action;
11106 // no actions for this player (no input at player's configured device)
11108 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11109 SnapField(player, 0, 0);
11110 CheckGravityMovementWhenNotMoving(player);
11112 if (player->MovPos == 0)
11113 SetPlayerWaiting(player, TRUE);
11115 if (player->MovPos == 0) // needed for tape.playing
11116 player->is_moving = FALSE;
11118 player->is_dropping = FALSE;
11119 player->is_dropping_pressed = FALSE;
11120 player->drop_pressed_delay = 0;
11122 CheckSingleStepMode(player);
11128 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11131 if (!tape.use_mouse)
11134 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11135 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11136 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11139 static void SetTapeActionFromMouseAction(byte *tape_action,
11140 struct MouseActionInfo *mouse_action)
11142 if (!tape.use_mouse)
11145 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11146 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11147 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11150 static void CheckLevelSolved(void)
11152 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11154 if (game_em.level_solved &&
11155 !game_em.game_over) // game won
11159 game_em.game_over = TRUE;
11161 game.all_players_gone = TRUE;
11164 if (game_em.game_over) // game lost
11165 game.all_players_gone = TRUE;
11167 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11169 if (game_sp.level_solved &&
11170 !game_sp.game_over) // game won
11174 game_sp.game_over = TRUE;
11176 game.all_players_gone = TRUE;
11179 if (game_sp.game_over) // game lost
11180 game.all_players_gone = TRUE;
11182 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11184 if (game_mm.level_solved &&
11185 !game_mm.game_over) // game won
11189 game_mm.game_over = TRUE;
11191 game.all_players_gone = TRUE;
11194 if (game_mm.game_over) // game lost
11195 game.all_players_gone = TRUE;
11199 static void CheckLevelTime(void)
11203 if (TimeFrames >= FRAMES_PER_SECOND)
11208 for (i = 0; i < MAX_PLAYERS; i++)
11210 struct PlayerInfo *player = &stored_player[i];
11212 if (SHIELD_ON(player))
11214 player->shield_normal_time_left--;
11216 if (player->shield_deadly_time_left > 0)
11217 player->shield_deadly_time_left--;
11221 if (!game.LevelSolved && !level.use_step_counter)
11229 if (TimeLeft <= 10 && setup.time_limit)
11230 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11232 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11233 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11235 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11237 if (!TimeLeft && setup.time_limit)
11239 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11240 level.native_em_level->lev->killed_out_of_time = TRUE;
11242 for (i = 0; i < MAX_PLAYERS; i++)
11243 KillPlayer(&stored_player[i]);
11246 else if (game.no_time_limit && !game.all_players_gone)
11248 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11251 level.native_em_level->lev->time =
11252 (game.no_time_limit ? TimePlayed : TimeLeft);
11255 if (tape.recording || tape.playing)
11256 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11259 if (tape.recording || tape.playing)
11260 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11262 UpdateAndDisplayGameControlValues();
11265 void AdvanceFrameAndPlayerCounters(int player_nr)
11269 // advance frame counters (global frame counter and time frame counter)
11273 // advance player counters (counters for move delay, move animation etc.)
11274 for (i = 0; i < MAX_PLAYERS; i++)
11276 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11277 int move_delay_value = stored_player[i].move_delay_value;
11278 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11280 if (!advance_player_counters) // not all players may be affected
11283 if (move_frames == 0) // less than one move per game frame
11285 int stepsize = TILEX / move_delay_value;
11286 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11287 int count = (stored_player[i].is_moving ?
11288 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11290 if (count % delay == 0)
11294 stored_player[i].Frame += move_frames;
11296 if (stored_player[i].MovPos != 0)
11297 stored_player[i].StepFrame += move_frames;
11299 if (stored_player[i].move_delay > 0)
11300 stored_player[i].move_delay--;
11302 // due to bugs in previous versions, counter must count up, not down
11303 if (stored_player[i].push_delay != -1)
11304 stored_player[i].push_delay++;
11306 if (stored_player[i].drop_delay > 0)
11307 stored_player[i].drop_delay--;
11309 if (stored_player[i].is_dropping_pressed)
11310 stored_player[i].drop_pressed_delay++;
11314 void StartGameActions(boolean init_network_game, boolean record_tape,
11317 unsigned int new_random_seed = InitRND(random_seed);
11320 TapeStartRecording(new_random_seed);
11322 if (init_network_game)
11324 SendToServer_LevelFile();
11325 SendToServer_StartPlaying();
11333 static void GameActionsExt(void)
11336 static unsigned int game_frame_delay = 0;
11338 unsigned int game_frame_delay_value;
11339 byte *recorded_player_action;
11340 byte summarized_player_action = 0;
11341 byte tape_action[MAX_PLAYERS];
11344 // detect endless loops, caused by custom element programming
11345 if (recursion_loop_detected && recursion_loop_depth == 0)
11347 char *message = getStringCat3("Internal Error! Element ",
11348 EL_NAME(recursion_loop_element),
11349 " caused endless loop! Quit the game?");
11351 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11352 EL_NAME(recursion_loop_element));
11354 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11356 recursion_loop_detected = FALSE; // if game should be continued
11363 if (game.restart_level)
11364 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11366 CheckLevelSolved();
11368 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11371 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11374 if (game_status != GAME_MODE_PLAYING) // status might have changed
11377 game_frame_delay_value =
11378 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11380 if (tape.playing && tape.warp_forward && !tape.pausing)
11381 game_frame_delay_value = 0;
11383 SetVideoFrameDelay(game_frame_delay_value);
11385 // (de)activate virtual buttons depending on current game status
11386 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11388 if (game.all_players_gone) // if no players there to be controlled anymore
11389 SetOverlayActive(FALSE);
11390 else if (!tape.playing) // if game continues after tape stopped playing
11391 SetOverlayActive(TRUE);
11396 // ---------- main game synchronization point ----------
11398 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11400 printf("::: skip == %d\n", skip);
11403 // ---------- main game synchronization point ----------
11405 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11409 if (network_playing && !network_player_action_received)
11411 // try to get network player actions in time
11413 // last chance to get network player actions without main loop delay
11414 HandleNetworking();
11416 // game was quit by network peer
11417 if (game_status != GAME_MODE_PLAYING)
11420 // check if network player actions still missing and game still running
11421 if (!network_player_action_received && !checkGameEnded())
11422 return; // failed to get network player actions in time
11424 // do not yet reset "network_player_action_received" (for tape.pausing)
11430 // at this point we know that we really continue executing the game
11432 network_player_action_received = FALSE;
11434 // when playing tape, read previously recorded player input from tape data
11435 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11437 local_player->effective_mouse_action = local_player->mouse_action;
11439 if (recorded_player_action != NULL)
11440 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11441 recorded_player_action);
11443 // TapePlayAction() may return NULL when toggling to "pause before death"
11447 if (tape.set_centered_player)
11449 game.centered_player_nr_next = tape.centered_player_nr_next;
11450 game.set_centered_player = TRUE;
11453 for (i = 0; i < MAX_PLAYERS; i++)
11455 summarized_player_action |= stored_player[i].action;
11457 if (!network_playing && (game.team_mode || tape.playing))
11458 stored_player[i].effective_action = stored_player[i].action;
11461 if (network_playing && !checkGameEnded())
11462 SendToServer_MovePlayer(summarized_player_action);
11464 // summarize all actions at local players mapped input device position
11465 // (this allows using different input devices in single player mode)
11466 if (!network.enabled && !game.team_mode)
11467 stored_player[map_player_action[local_player->index_nr]].effective_action =
11468 summarized_player_action;
11470 // summarize all actions at centered player in local team mode
11471 if (tape.recording &&
11472 setup.team_mode && !network.enabled &&
11473 setup.input_on_focus &&
11474 game.centered_player_nr != -1)
11476 for (i = 0; i < MAX_PLAYERS; i++)
11477 stored_player[map_player_action[i]].effective_action =
11478 (i == game.centered_player_nr ? summarized_player_action : 0);
11481 if (recorded_player_action != NULL)
11482 for (i = 0; i < MAX_PLAYERS; i++)
11483 stored_player[i].effective_action = recorded_player_action[i];
11485 for (i = 0; i < MAX_PLAYERS; i++)
11487 tape_action[i] = stored_player[i].effective_action;
11489 /* (this may happen in the RND game engine if a player was not present on
11490 the playfield on level start, but appeared later from a custom element */
11491 if (setup.team_mode &&
11494 !tape.player_participates[i])
11495 tape.player_participates[i] = TRUE;
11498 SetTapeActionFromMouseAction(tape_action,
11499 &local_player->effective_mouse_action);
11501 // only record actions from input devices, but not programmed actions
11502 if (tape.recording)
11503 TapeRecordAction(tape_action);
11505 // remember if game was played (especially after tape stopped playing)
11506 if (!tape.playing && summarized_player_action)
11507 game.GamePlayed = TRUE;
11509 #if USE_NEW_PLAYER_ASSIGNMENTS
11510 // !!! also map player actions in single player mode !!!
11511 // if (game.team_mode)
11514 byte mapped_action[MAX_PLAYERS];
11516 #if DEBUG_PLAYER_ACTIONS
11518 for (i = 0; i < MAX_PLAYERS; i++)
11519 printf(" %d, ", stored_player[i].effective_action);
11522 for (i = 0; i < MAX_PLAYERS; i++)
11523 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11525 for (i = 0; i < MAX_PLAYERS; i++)
11526 stored_player[i].effective_action = mapped_action[i];
11528 #if DEBUG_PLAYER_ACTIONS
11530 for (i = 0; i < MAX_PLAYERS; i++)
11531 printf(" %d, ", stored_player[i].effective_action);
11535 #if DEBUG_PLAYER_ACTIONS
11539 for (i = 0; i < MAX_PLAYERS; i++)
11540 printf(" %d, ", stored_player[i].effective_action);
11546 for (i = 0; i < MAX_PLAYERS; i++)
11548 // allow engine snapshot in case of changed movement attempt
11549 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11550 (stored_player[i].effective_action & KEY_MOTION))
11551 game.snapshot.changed_action = TRUE;
11553 // allow engine snapshot in case of snapping/dropping attempt
11554 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11555 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11556 game.snapshot.changed_action = TRUE;
11558 game.snapshot.last_action[i] = stored_player[i].effective_action;
11561 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11563 GameActions_EM_Main();
11565 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11567 GameActions_SP_Main();
11569 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11571 GameActions_MM_Main();
11575 GameActions_RND_Main();
11578 BlitScreenToBitmap(backbuffer);
11580 CheckLevelSolved();
11583 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11585 if (global.show_frames_per_second)
11587 static unsigned int fps_counter = 0;
11588 static int fps_frames = 0;
11589 unsigned int fps_delay_ms = Counter() - fps_counter;
11593 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11595 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11598 fps_counter = Counter();
11600 // always draw FPS to screen after FPS value was updated
11601 redraw_mask |= REDRAW_FPS;
11604 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11605 if (GetDrawDeactivationMask() == REDRAW_NONE)
11606 redraw_mask |= REDRAW_FPS;
11610 static void GameActions_CheckSaveEngineSnapshot(void)
11612 if (!game.snapshot.save_snapshot)
11615 // clear flag for saving snapshot _before_ saving snapshot
11616 game.snapshot.save_snapshot = FALSE;
11618 SaveEngineSnapshotToList();
11621 void GameActions(void)
11625 GameActions_CheckSaveEngineSnapshot();
11628 void GameActions_EM_Main(void)
11630 byte effective_action[MAX_PLAYERS];
11631 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11634 for (i = 0; i < MAX_PLAYERS; i++)
11635 effective_action[i] = stored_player[i].effective_action;
11637 GameActions_EM(effective_action, warp_mode);
11640 void GameActions_SP_Main(void)
11642 byte effective_action[MAX_PLAYERS];
11643 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11646 for (i = 0; i < MAX_PLAYERS; i++)
11647 effective_action[i] = stored_player[i].effective_action;
11649 GameActions_SP(effective_action, warp_mode);
11651 for (i = 0; i < MAX_PLAYERS; i++)
11653 if (stored_player[i].force_dropping)
11654 stored_player[i].action |= KEY_BUTTON_DROP;
11656 stored_player[i].force_dropping = FALSE;
11660 void GameActions_MM_Main(void)
11662 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11664 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11667 void GameActions_RND_Main(void)
11672 void GameActions_RND(void)
11674 int magic_wall_x = 0, magic_wall_y = 0;
11675 int i, x, y, element, graphic, last_gfx_frame;
11677 InitPlayfieldScanModeVars();
11679 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11681 SCAN_PLAYFIELD(x, y)
11683 ChangeCount[x][y] = 0;
11684 ChangeEvent[x][y] = -1;
11688 if (game.set_centered_player)
11690 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11692 // switching to "all players" only possible if all players fit to screen
11693 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11695 game.centered_player_nr_next = game.centered_player_nr;
11696 game.set_centered_player = FALSE;
11699 // do not switch focus to non-existing (or non-active) player
11700 if (game.centered_player_nr_next >= 0 &&
11701 !stored_player[game.centered_player_nr_next].active)
11703 game.centered_player_nr_next = game.centered_player_nr;
11704 game.set_centered_player = FALSE;
11708 if (game.set_centered_player &&
11709 ScreenMovPos == 0) // screen currently aligned at tile position
11713 if (game.centered_player_nr_next == -1)
11715 setScreenCenteredToAllPlayers(&sx, &sy);
11719 sx = stored_player[game.centered_player_nr_next].jx;
11720 sy = stored_player[game.centered_player_nr_next].jy;
11723 game.centered_player_nr = game.centered_player_nr_next;
11724 game.set_centered_player = FALSE;
11726 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11727 DrawGameDoorValues();
11730 for (i = 0; i < MAX_PLAYERS; i++)
11732 int actual_player_action = stored_player[i].effective_action;
11735 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11736 - rnd_equinox_tetrachloride 048
11737 - rnd_equinox_tetrachloride_ii 096
11738 - rnd_emanuel_schmieg 002
11739 - doctor_sloan_ww 001, 020
11741 if (stored_player[i].MovPos == 0)
11742 CheckGravityMovement(&stored_player[i]);
11745 // overwrite programmed action with tape action
11746 if (stored_player[i].programmed_action)
11747 actual_player_action = stored_player[i].programmed_action;
11749 PlayerActions(&stored_player[i], actual_player_action);
11751 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11754 ScrollScreen(NULL, SCROLL_GO_ON);
11756 /* for backwards compatibility, the following code emulates a fixed bug that
11757 occured when pushing elements (causing elements that just made their last
11758 pushing step to already (if possible) make their first falling step in the
11759 same game frame, which is bad); this code is also needed to use the famous
11760 "spring push bug" which is used in older levels and might be wanted to be
11761 used also in newer levels, but in this case the buggy pushing code is only
11762 affecting the "spring" element and no other elements */
11764 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11766 for (i = 0; i < MAX_PLAYERS; i++)
11768 struct PlayerInfo *player = &stored_player[i];
11769 int x = player->jx;
11770 int y = player->jy;
11772 if (player->active && player->is_pushing && player->is_moving &&
11774 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11775 Feld[x][y] == EL_SPRING))
11777 ContinueMoving(x, y);
11779 // continue moving after pushing (this is actually a bug)
11780 if (!IS_MOVING(x, y))
11781 Stop[x][y] = FALSE;
11786 SCAN_PLAYFIELD(x, y)
11788 Last[x][y] = Feld[x][y];
11790 ChangeCount[x][y] = 0;
11791 ChangeEvent[x][y] = -1;
11793 // this must be handled before main playfield loop
11794 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11797 if (MovDelay[x][y] <= 0)
11801 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11804 if (MovDelay[x][y] <= 0)
11807 TEST_DrawLevelField(x, y);
11809 TestIfElementTouchesCustomElement(x, y); // for empty space
11814 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11816 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11817 printf("GameActions(): This should never happen!\n");
11819 ChangePage[x][y] = -1;
11823 Stop[x][y] = FALSE;
11824 if (WasJustMoving[x][y] > 0)
11825 WasJustMoving[x][y]--;
11826 if (WasJustFalling[x][y] > 0)
11827 WasJustFalling[x][y]--;
11828 if (CheckCollision[x][y] > 0)
11829 CheckCollision[x][y]--;
11830 if (CheckImpact[x][y] > 0)
11831 CheckImpact[x][y]--;
11835 /* reset finished pushing action (not done in ContinueMoving() to allow
11836 continuous pushing animation for elements with zero push delay) */
11837 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11839 ResetGfxAnimation(x, y);
11840 TEST_DrawLevelField(x, y);
11844 if (IS_BLOCKED(x, y))
11848 Blocked2Moving(x, y, &oldx, &oldy);
11849 if (!IS_MOVING(oldx, oldy))
11851 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11852 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11853 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11854 printf("GameActions(): This should never happen!\n");
11860 SCAN_PLAYFIELD(x, y)
11862 element = Feld[x][y];
11863 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11864 last_gfx_frame = GfxFrame[x][y];
11866 ResetGfxFrame(x, y);
11868 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11869 DrawLevelGraphicAnimation(x, y, graphic);
11871 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11872 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11873 ResetRandomAnimationValue(x, y);
11875 SetRandomAnimationValue(x, y);
11877 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11879 if (IS_INACTIVE(element))
11881 if (IS_ANIMATED(graphic))
11882 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11887 // this may take place after moving, so 'element' may have changed
11888 if (IS_CHANGING(x, y) &&
11889 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11891 int page = element_info[element].event_page_nr[CE_DELAY];
11893 HandleElementChange(x, y, page);
11895 element = Feld[x][y];
11896 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11899 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11903 element = Feld[x][y];
11904 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11906 if (IS_ANIMATED(graphic) &&
11907 !IS_MOVING(x, y) &&
11909 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11911 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11912 TEST_DrawTwinkleOnField(x, y);
11914 else if (element == EL_ACID)
11917 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11919 else if ((element == EL_EXIT_OPEN ||
11920 element == EL_EM_EXIT_OPEN ||
11921 element == EL_SP_EXIT_OPEN ||
11922 element == EL_STEEL_EXIT_OPEN ||
11923 element == EL_EM_STEEL_EXIT_OPEN ||
11924 element == EL_SP_TERMINAL ||
11925 element == EL_SP_TERMINAL_ACTIVE ||
11926 element == EL_EXTRA_TIME ||
11927 element == EL_SHIELD_NORMAL ||
11928 element == EL_SHIELD_DEADLY) &&
11929 IS_ANIMATED(graphic))
11930 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11931 else if (IS_MOVING(x, y))
11932 ContinueMoving(x, y);
11933 else if (IS_ACTIVE_BOMB(element))
11934 CheckDynamite(x, y);
11935 else if (element == EL_AMOEBA_GROWING)
11936 AmoebeWaechst(x, y);
11937 else if (element == EL_AMOEBA_SHRINKING)
11938 AmoebaDisappearing(x, y);
11940 #if !USE_NEW_AMOEBA_CODE
11941 else if (IS_AMOEBALIVE(element))
11942 AmoebeAbleger(x, y);
11945 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11947 else if (element == EL_EXIT_CLOSED)
11949 else if (element == EL_EM_EXIT_CLOSED)
11951 else if (element == EL_STEEL_EXIT_CLOSED)
11952 CheckExitSteel(x, y);
11953 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11954 CheckExitSteelEM(x, y);
11955 else if (element == EL_SP_EXIT_CLOSED)
11957 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11958 element == EL_EXPANDABLE_STEELWALL_GROWING)
11959 MauerWaechst(x, y);
11960 else if (element == EL_EXPANDABLE_WALL ||
11961 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11962 element == EL_EXPANDABLE_WALL_VERTICAL ||
11963 element == EL_EXPANDABLE_WALL_ANY ||
11964 element == EL_BD_EXPANDABLE_WALL)
11965 MauerAbleger(x, y);
11966 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11967 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11968 element == EL_EXPANDABLE_STEELWALL_ANY)
11969 MauerAblegerStahl(x, y);
11970 else if (element == EL_FLAMES)
11971 CheckForDragon(x, y);
11972 else if (element == EL_EXPLOSION)
11973 ; // drawing of correct explosion animation is handled separately
11974 else if (element == EL_ELEMENT_SNAPPING ||
11975 element == EL_DIAGONAL_SHRINKING ||
11976 element == EL_DIAGONAL_GROWING)
11978 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11980 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11982 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11983 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11985 if (IS_BELT_ACTIVE(element))
11986 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11988 if (game.magic_wall_active)
11990 int jx = local_player->jx, jy = local_player->jy;
11992 // play the element sound at the position nearest to the player
11993 if ((element == EL_MAGIC_WALL_FULL ||
11994 element == EL_MAGIC_WALL_ACTIVE ||
11995 element == EL_MAGIC_WALL_EMPTYING ||
11996 element == EL_BD_MAGIC_WALL_FULL ||
11997 element == EL_BD_MAGIC_WALL_ACTIVE ||
11998 element == EL_BD_MAGIC_WALL_EMPTYING ||
11999 element == EL_DC_MAGIC_WALL_FULL ||
12000 element == EL_DC_MAGIC_WALL_ACTIVE ||
12001 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12002 ABS(x - jx) + ABS(y - jy) <
12003 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12011 #if USE_NEW_AMOEBA_CODE
12012 // new experimental amoeba growth stuff
12013 if (!(FrameCounter % 8))
12015 static unsigned int random = 1684108901;
12017 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12019 x = RND(lev_fieldx);
12020 y = RND(lev_fieldy);
12021 element = Feld[x][y];
12023 if (!IS_PLAYER(x,y) &&
12024 (element == EL_EMPTY ||
12025 CAN_GROW_INTO(element) ||
12026 element == EL_QUICKSAND_EMPTY ||
12027 element == EL_QUICKSAND_FAST_EMPTY ||
12028 element == EL_ACID_SPLASH_LEFT ||
12029 element == EL_ACID_SPLASH_RIGHT))
12031 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12032 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12033 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12034 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12035 Feld[x][y] = EL_AMOEBA_DROP;
12038 random = random * 129 + 1;
12043 game.explosions_delayed = FALSE;
12045 SCAN_PLAYFIELD(x, y)
12047 element = Feld[x][y];
12049 if (ExplodeField[x][y])
12050 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12051 else if (element == EL_EXPLOSION)
12052 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12054 ExplodeField[x][y] = EX_TYPE_NONE;
12057 game.explosions_delayed = TRUE;
12059 if (game.magic_wall_active)
12061 if (!(game.magic_wall_time_left % 4))
12063 int element = Feld[magic_wall_x][magic_wall_y];
12065 if (element == EL_BD_MAGIC_WALL_FULL ||
12066 element == EL_BD_MAGIC_WALL_ACTIVE ||
12067 element == EL_BD_MAGIC_WALL_EMPTYING)
12068 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12069 else if (element == EL_DC_MAGIC_WALL_FULL ||
12070 element == EL_DC_MAGIC_WALL_ACTIVE ||
12071 element == EL_DC_MAGIC_WALL_EMPTYING)
12072 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12074 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12077 if (game.magic_wall_time_left > 0)
12079 game.magic_wall_time_left--;
12081 if (!game.magic_wall_time_left)
12083 SCAN_PLAYFIELD(x, y)
12085 element = Feld[x][y];
12087 if (element == EL_MAGIC_WALL_ACTIVE ||
12088 element == EL_MAGIC_WALL_FULL)
12090 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12091 TEST_DrawLevelField(x, y);
12093 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12094 element == EL_BD_MAGIC_WALL_FULL)
12096 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12097 TEST_DrawLevelField(x, y);
12099 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12100 element == EL_DC_MAGIC_WALL_FULL)
12102 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12103 TEST_DrawLevelField(x, y);
12107 game.magic_wall_active = FALSE;
12112 if (game.light_time_left > 0)
12114 game.light_time_left--;
12116 if (game.light_time_left == 0)
12117 RedrawAllLightSwitchesAndInvisibleElements();
12120 if (game.timegate_time_left > 0)
12122 game.timegate_time_left--;
12124 if (game.timegate_time_left == 0)
12125 CloseAllOpenTimegates();
12128 if (game.lenses_time_left > 0)
12130 game.lenses_time_left--;
12132 if (game.lenses_time_left == 0)
12133 RedrawAllInvisibleElementsForLenses();
12136 if (game.magnify_time_left > 0)
12138 game.magnify_time_left--;
12140 if (game.magnify_time_left == 0)
12141 RedrawAllInvisibleElementsForMagnifier();
12144 for (i = 0; i < MAX_PLAYERS; i++)
12146 struct PlayerInfo *player = &stored_player[i];
12148 if (SHIELD_ON(player))
12150 if (player->shield_deadly_time_left)
12151 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12152 else if (player->shield_normal_time_left)
12153 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12157 #if USE_DELAYED_GFX_REDRAW
12158 SCAN_PLAYFIELD(x, y)
12160 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12162 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12163 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12165 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12166 DrawLevelField(x, y);
12168 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12169 DrawLevelFieldCrumbled(x, y);
12171 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12172 DrawLevelFieldCrumbledNeighbours(x, y);
12174 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12175 DrawTwinkleOnField(x, y);
12178 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12183 PlayAllPlayersSound();
12185 for (i = 0; i < MAX_PLAYERS; i++)
12187 struct PlayerInfo *player = &stored_player[i];
12189 if (player->show_envelope != 0 && (!player->active ||
12190 player->MovPos == 0))
12192 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12194 player->show_envelope = 0;
12198 // use random number generator in every frame to make it less predictable
12199 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12203 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12205 int min_x = x, min_y = y, max_x = x, max_y = y;
12208 for (i = 0; i < MAX_PLAYERS; i++)
12210 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12212 if (!stored_player[i].active || &stored_player[i] == player)
12215 min_x = MIN(min_x, jx);
12216 min_y = MIN(min_y, jy);
12217 max_x = MAX(max_x, jx);
12218 max_y = MAX(max_y, jy);
12221 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12224 static boolean AllPlayersInVisibleScreen(void)
12228 for (i = 0; i < MAX_PLAYERS; i++)
12230 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12232 if (!stored_player[i].active)
12235 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12242 void ScrollLevel(int dx, int dy)
12244 int scroll_offset = 2 * TILEX_VAR;
12247 BlitBitmap(drawto_field, drawto_field,
12248 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12249 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12250 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12251 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12252 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12253 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12257 x = (dx == 1 ? BX1 : BX2);
12258 for (y = BY1; y <= BY2; y++)
12259 DrawScreenField(x, y);
12264 y = (dy == 1 ? BY1 : BY2);
12265 for (x = BX1; x <= BX2; x++)
12266 DrawScreenField(x, y);
12269 redraw_mask |= REDRAW_FIELD;
12272 static boolean canFallDown(struct PlayerInfo *player)
12274 int jx = player->jx, jy = player->jy;
12276 return (IN_LEV_FIELD(jx, jy + 1) &&
12277 (IS_FREE(jx, jy + 1) ||
12278 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12279 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12280 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12283 static boolean canPassField(int x, int y, int move_dir)
12285 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12286 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12287 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12288 int nextx = x + dx;
12289 int nexty = y + dy;
12290 int element = Feld[x][y];
12292 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12293 !CAN_MOVE(element) &&
12294 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12295 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12296 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12299 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12301 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12302 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12303 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12307 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12308 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12309 (IS_DIGGABLE(Feld[newx][newy]) ||
12310 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12311 canPassField(newx, newy, move_dir)));
12314 static void CheckGravityMovement(struct PlayerInfo *player)
12316 if (player->gravity && !player->programmed_action)
12318 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12319 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12320 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12321 int jx = player->jx, jy = player->jy;
12322 boolean player_is_moving_to_valid_field =
12323 (!player_is_snapping &&
12324 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12325 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12326 boolean player_can_fall_down = canFallDown(player);
12328 if (player_can_fall_down &&
12329 !player_is_moving_to_valid_field)
12330 player->programmed_action = MV_DOWN;
12334 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12336 return CheckGravityMovement(player);
12338 if (player->gravity && !player->programmed_action)
12340 int jx = player->jx, jy = player->jy;
12341 boolean field_under_player_is_free =
12342 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12343 boolean player_is_standing_on_valid_field =
12344 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12345 (IS_WALKABLE(Feld[jx][jy]) &&
12346 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12348 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12349 player->programmed_action = MV_DOWN;
12354 MovePlayerOneStep()
12355 -----------------------------------------------------------------------------
12356 dx, dy: direction (non-diagonal) to try to move the player to
12357 real_dx, real_dy: direction as read from input device (can be diagonal)
12360 boolean MovePlayerOneStep(struct PlayerInfo *player,
12361 int dx, int dy, int real_dx, int real_dy)
12363 int jx = player->jx, jy = player->jy;
12364 int new_jx = jx + dx, new_jy = jy + dy;
12366 boolean player_can_move = !player->cannot_move;
12368 if (!player->active || (!dx && !dy))
12369 return MP_NO_ACTION;
12371 player->MovDir = (dx < 0 ? MV_LEFT :
12372 dx > 0 ? MV_RIGHT :
12374 dy > 0 ? MV_DOWN : MV_NONE);
12376 if (!IN_LEV_FIELD(new_jx, new_jy))
12377 return MP_NO_ACTION;
12379 if (!player_can_move)
12381 if (player->MovPos == 0)
12383 player->is_moving = FALSE;
12384 player->is_digging = FALSE;
12385 player->is_collecting = FALSE;
12386 player->is_snapping = FALSE;
12387 player->is_pushing = FALSE;
12391 if (!network.enabled && game.centered_player_nr == -1 &&
12392 !AllPlayersInSight(player, new_jx, new_jy))
12393 return MP_NO_ACTION;
12395 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12396 if (can_move != MP_MOVING)
12399 // check if DigField() has caused relocation of the player
12400 if (player->jx != jx || player->jy != jy)
12401 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12403 StorePlayer[jx][jy] = 0;
12404 player->last_jx = jx;
12405 player->last_jy = jy;
12406 player->jx = new_jx;
12407 player->jy = new_jy;
12408 StorePlayer[new_jx][new_jy] = player->element_nr;
12410 if (player->move_delay_value_next != -1)
12412 player->move_delay_value = player->move_delay_value_next;
12413 player->move_delay_value_next = -1;
12417 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12419 player->step_counter++;
12421 PlayerVisit[jx][jy] = FrameCounter;
12423 player->is_moving = TRUE;
12426 // should better be called in MovePlayer(), but this breaks some tapes
12427 ScrollPlayer(player, SCROLL_INIT);
12433 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12435 int jx = player->jx, jy = player->jy;
12436 int old_jx = jx, old_jy = jy;
12437 int moved = MP_NO_ACTION;
12439 if (!player->active)
12444 if (player->MovPos == 0)
12446 player->is_moving = FALSE;
12447 player->is_digging = FALSE;
12448 player->is_collecting = FALSE;
12449 player->is_snapping = FALSE;
12450 player->is_pushing = FALSE;
12456 if (player->move_delay > 0)
12459 player->move_delay = -1; // set to "uninitialized" value
12461 // store if player is automatically moved to next field
12462 player->is_auto_moving = (player->programmed_action != MV_NONE);
12464 // remove the last programmed player action
12465 player->programmed_action = 0;
12467 if (player->MovPos)
12469 // should only happen if pre-1.2 tape recordings are played
12470 // this is only for backward compatibility
12472 int original_move_delay_value = player->move_delay_value;
12475 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12479 // scroll remaining steps with finest movement resolution
12480 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12482 while (player->MovPos)
12484 ScrollPlayer(player, SCROLL_GO_ON);
12485 ScrollScreen(NULL, SCROLL_GO_ON);
12487 AdvanceFrameAndPlayerCounters(player->index_nr);
12490 BackToFront_WithFrameDelay(0);
12493 player->move_delay_value = original_move_delay_value;
12496 player->is_active = FALSE;
12498 if (player->last_move_dir & MV_HORIZONTAL)
12500 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12501 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12505 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12506 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12509 if (!moved && !player->is_active)
12511 player->is_moving = FALSE;
12512 player->is_digging = FALSE;
12513 player->is_collecting = FALSE;
12514 player->is_snapping = FALSE;
12515 player->is_pushing = FALSE;
12521 if (moved & MP_MOVING && !ScreenMovPos &&
12522 (player->index_nr == game.centered_player_nr ||
12523 game.centered_player_nr == -1))
12525 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12527 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12529 // actual player has left the screen -- scroll in that direction
12530 if (jx != old_jx) // player has moved horizontally
12531 scroll_x += (jx - old_jx);
12532 else // player has moved vertically
12533 scroll_y += (jy - old_jy);
12537 int offset_raw = game.scroll_delay_value;
12539 if (jx != old_jx) // player has moved horizontally
12541 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12542 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12543 int new_scroll_x = jx - MIDPOSX + offset_x;
12545 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12546 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12547 scroll_x = new_scroll_x;
12549 // don't scroll over playfield boundaries
12550 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12552 // don't scroll more than one field at a time
12553 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12555 // don't scroll against the player's moving direction
12556 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12557 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12558 scroll_x = old_scroll_x;
12560 else // player has moved vertically
12562 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12563 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12564 int new_scroll_y = jy - MIDPOSY + offset_y;
12566 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12567 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12568 scroll_y = new_scroll_y;
12570 // don't scroll over playfield boundaries
12571 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12573 // don't scroll more than one field at a time
12574 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12576 // don't scroll against the player's moving direction
12577 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12578 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12579 scroll_y = old_scroll_y;
12583 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12585 if (!network.enabled && game.centered_player_nr == -1 &&
12586 !AllPlayersInVisibleScreen())
12588 scroll_x = old_scroll_x;
12589 scroll_y = old_scroll_y;
12593 ScrollScreen(player, SCROLL_INIT);
12594 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12599 player->StepFrame = 0;
12601 if (moved & MP_MOVING)
12603 if (old_jx != jx && old_jy == jy)
12604 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12605 else if (old_jx == jx && old_jy != jy)
12606 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12608 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12610 player->last_move_dir = player->MovDir;
12611 player->is_moving = TRUE;
12612 player->is_snapping = FALSE;
12613 player->is_switching = FALSE;
12614 player->is_dropping = FALSE;
12615 player->is_dropping_pressed = FALSE;
12616 player->drop_pressed_delay = 0;
12619 // should better be called here than above, but this breaks some tapes
12620 ScrollPlayer(player, SCROLL_INIT);
12625 CheckGravityMovementWhenNotMoving(player);
12627 player->is_moving = FALSE;
12629 /* at this point, the player is allowed to move, but cannot move right now
12630 (e.g. because of something blocking the way) -- ensure that the player
12631 is also allowed to move in the next frame (in old versions before 3.1.1,
12632 the player was forced to wait again for eight frames before next try) */
12634 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12635 player->move_delay = 0; // allow direct movement in the next frame
12638 if (player->move_delay == -1) // not yet initialized by DigField()
12639 player->move_delay = player->move_delay_value;
12641 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12643 TestIfPlayerTouchesBadThing(jx, jy);
12644 TestIfPlayerTouchesCustomElement(jx, jy);
12647 if (!player->active)
12648 RemovePlayer(player);
12653 void ScrollPlayer(struct PlayerInfo *player, int mode)
12655 int jx = player->jx, jy = player->jy;
12656 int last_jx = player->last_jx, last_jy = player->last_jy;
12657 int move_stepsize = TILEX / player->move_delay_value;
12659 if (!player->active)
12662 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12665 if (mode == SCROLL_INIT)
12667 player->actual_frame_counter = FrameCounter;
12668 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12670 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12671 Feld[last_jx][last_jy] == EL_EMPTY)
12673 int last_field_block_delay = 0; // start with no blocking at all
12674 int block_delay_adjustment = player->block_delay_adjustment;
12676 // if player blocks last field, add delay for exactly one move
12677 if (player->block_last_field)
12679 last_field_block_delay += player->move_delay_value;
12681 // when blocking enabled, prevent moving up despite gravity
12682 if (player->gravity && player->MovDir == MV_UP)
12683 block_delay_adjustment = -1;
12686 // add block delay adjustment (also possible when not blocking)
12687 last_field_block_delay += block_delay_adjustment;
12689 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12690 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12693 if (player->MovPos != 0) // player has not yet reached destination
12696 else if (!FrameReached(&player->actual_frame_counter, 1))
12699 if (player->MovPos != 0)
12701 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12702 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12704 // before DrawPlayer() to draw correct player graphic for this case
12705 if (player->MovPos == 0)
12706 CheckGravityMovement(player);
12709 if (player->MovPos == 0) // player reached destination field
12711 if (player->move_delay_reset_counter > 0)
12713 player->move_delay_reset_counter--;
12715 if (player->move_delay_reset_counter == 0)
12717 // continue with normal speed after quickly moving through gate
12718 HALVE_PLAYER_SPEED(player);
12720 // be able to make the next move without delay
12721 player->move_delay = 0;
12725 player->last_jx = jx;
12726 player->last_jy = jy;
12728 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12729 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12730 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12731 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12732 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12733 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12734 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12735 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12737 ExitPlayer(player);
12739 if (game.players_still_needed == 0 &&
12740 (game.friends_still_needed == 0 ||
12741 IS_SP_ELEMENT(Feld[jx][jy])))
12745 // this breaks one level: "machine", level 000
12747 int move_direction = player->MovDir;
12748 int enter_side = MV_DIR_OPPOSITE(move_direction);
12749 int leave_side = move_direction;
12750 int old_jx = last_jx;
12751 int old_jy = last_jy;
12752 int old_element = Feld[old_jx][old_jy];
12753 int new_element = Feld[jx][jy];
12755 if (IS_CUSTOM_ELEMENT(old_element))
12756 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12758 player->index_bit, leave_side);
12760 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12761 CE_PLAYER_LEAVES_X,
12762 player->index_bit, leave_side);
12764 if (IS_CUSTOM_ELEMENT(new_element))
12765 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12766 player->index_bit, enter_side);
12768 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12769 CE_PLAYER_ENTERS_X,
12770 player->index_bit, enter_side);
12772 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12773 CE_MOVE_OF_X, move_direction);
12776 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12778 TestIfPlayerTouchesBadThing(jx, jy);
12779 TestIfPlayerTouchesCustomElement(jx, jy);
12781 /* needed because pushed element has not yet reached its destination,
12782 so it would trigger a change event at its previous field location */
12783 if (!player->is_pushing)
12784 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12786 if (!player->active)
12787 RemovePlayer(player);
12790 if (!game.LevelSolved && level.use_step_counter)
12800 if (TimeLeft <= 10 && setup.time_limit)
12801 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12803 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12805 DisplayGameControlValues();
12807 if (!TimeLeft && setup.time_limit)
12808 for (i = 0; i < MAX_PLAYERS; i++)
12809 KillPlayer(&stored_player[i]);
12811 else if (game.no_time_limit && !game.all_players_gone)
12813 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12815 DisplayGameControlValues();
12819 if (tape.single_step && tape.recording && !tape.pausing &&
12820 !player->programmed_action)
12821 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12823 if (!player->programmed_action)
12824 CheckSaveEngineSnapshot(player);
12828 void ScrollScreen(struct PlayerInfo *player, int mode)
12830 static unsigned int screen_frame_counter = 0;
12832 if (mode == SCROLL_INIT)
12834 // set scrolling step size according to actual player's moving speed
12835 ScrollStepSize = TILEX / player->move_delay_value;
12837 screen_frame_counter = FrameCounter;
12838 ScreenMovDir = player->MovDir;
12839 ScreenMovPos = player->MovPos;
12840 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12843 else if (!FrameReached(&screen_frame_counter, 1))
12848 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12849 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12850 redraw_mask |= REDRAW_FIELD;
12853 ScreenMovDir = MV_NONE;
12856 void TestIfPlayerTouchesCustomElement(int x, int y)
12858 static int xy[4][2] =
12865 static int trigger_sides[4][2] =
12867 // center side border side
12868 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12869 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12870 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12871 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12873 static int touch_dir[4] =
12875 MV_LEFT | MV_RIGHT,
12880 int center_element = Feld[x][y]; // should always be non-moving!
12883 for (i = 0; i < NUM_DIRECTIONS; i++)
12885 int xx = x + xy[i][0];
12886 int yy = y + xy[i][1];
12887 int center_side = trigger_sides[i][0];
12888 int border_side = trigger_sides[i][1];
12889 int border_element;
12891 if (!IN_LEV_FIELD(xx, yy))
12894 if (IS_PLAYER(x, y)) // player found at center element
12896 struct PlayerInfo *player = PLAYERINFO(x, y);
12898 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12899 border_element = Feld[xx][yy]; // may be moving!
12900 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12901 border_element = Feld[xx][yy];
12902 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12903 border_element = MovingOrBlocked2Element(xx, yy);
12905 continue; // center and border element do not touch
12907 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12908 player->index_bit, border_side);
12909 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12910 CE_PLAYER_TOUCHES_X,
12911 player->index_bit, border_side);
12914 /* use player element that is initially defined in the level playfield,
12915 not the player element that corresponds to the runtime player number
12916 (example: a level that contains EL_PLAYER_3 as the only player would
12917 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12918 int player_element = PLAYERINFO(x, y)->initial_element;
12920 CheckElementChangeBySide(xx, yy, border_element, player_element,
12921 CE_TOUCHING_X, border_side);
12924 else if (IS_PLAYER(xx, yy)) // player found at border element
12926 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12928 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12930 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12931 continue; // center and border element do not touch
12934 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12935 player->index_bit, center_side);
12936 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12937 CE_PLAYER_TOUCHES_X,
12938 player->index_bit, center_side);
12941 /* use player element that is initially defined in the level playfield,
12942 not the player element that corresponds to the runtime player number
12943 (example: a level that contains EL_PLAYER_3 as the only player would
12944 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12945 int player_element = PLAYERINFO(xx, yy)->initial_element;
12947 CheckElementChangeBySide(x, y, center_element, player_element,
12948 CE_TOUCHING_X, center_side);
12956 void TestIfElementTouchesCustomElement(int x, int y)
12958 static int xy[4][2] =
12965 static int trigger_sides[4][2] =
12967 // center side border side
12968 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12969 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12970 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12971 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12973 static int touch_dir[4] =
12975 MV_LEFT | MV_RIGHT,
12980 boolean change_center_element = FALSE;
12981 int center_element = Feld[x][y]; // should always be non-moving!
12982 int border_element_old[NUM_DIRECTIONS];
12985 for (i = 0; i < NUM_DIRECTIONS; i++)
12987 int xx = x + xy[i][0];
12988 int yy = y + xy[i][1];
12989 int border_element;
12991 border_element_old[i] = -1;
12993 if (!IN_LEV_FIELD(xx, yy))
12996 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12997 border_element = Feld[xx][yy]; // may be moving!
12998 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12999 border_element = Feld[xx][yy];
13000 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13001 border_element = MovingOrBlocked2Element(xx, yy);
13003 continue; // center and border element do not touch
13005 border_element_old[i] = border_element;
13008 for (i = 0; i < NUM_DIRECTIONS; i++)
13010 int xx = x + xy[i][0];
13011 int yy = y + xy[i][1];
13012 int center_side = trigger_sides[i][0];
13013 int border_element = border_element_old[i];
13015 if (border_element == -1)
13018 // check for change of border element
13019 CheckElementChangeBySide(xx, yy, border_element, center_element,
13020 CE_TOUCHING_X, center_side);
13022 // (center element cannot be player, so we dont have to check this here)
13025 for (i = 0; i < NUM_DIRECTIONS; i++)
13027 int xx = x + xy[i][0];
13028 int yy = y + xy[i][1];
13029 int border_side = trigger_sides[i][1];
13030 int border_element = border_element_old[i];
13032 if (border_element == -1)
13035 // check for change of center element (but change it only once)
13036 if (!change_center_element)
13037 change_center_element =
13038 CheckElementChangeBySide(x, y, center_element, border_element,
13039 CE_TOUCHING_X, border_side);
13041 if (IS_PLAYER(xx, yy))
13043 /* use player element that is initially defined in the level playfield,
13044 not the player element that corresponds to the runtime player number
13045 (example: a level that contains EL_PLAYER_3 as the only player would
13046 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13047 int player_element = PLAYERINFO(xx, yy)->initial_element;
13049 CheckElementChangeBySide(x, y, center_element, player_element,
13050 CE_TOUCHING_X, border_side);
13055 void TestIfElementHitsCustomElement(int x, int y, int direction)
13057 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13058 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13059 int hitx = x + dx, hity = y + dy;
13060 int hitting_element = Feld[x][y];
13061 int touched_element;
13063 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13066 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13067 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13069 if (IN_LEV_FIELD(hitx, hity))
13071 int opposite_direction = MV_DIR_OPPOSITE(direction);
13072 int hitting_side = direction;
13073 int touched_side = opposite_direction;
13074 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13075 MovDir[hitx][hity] != direction ||
13076 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13082 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13083 CE_HITTING_X, touched_side);
13085 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13086 CE_HIT_BY_X, hitting_side);
13088 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13089 CE_HIT_BY_SOMETHING, opposite_direction);
13091 if (IS_PLAYER(hitx, hity))
13093 /* use player element that is initially defined in the level playfield,
13094 not the player element that corresponds to the runtime player number
13095 (example: a level that contains EL_PLAYER_3 as the only player would
13096 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13097 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13099 CheckElementChangeBySide(x, y, hitting_element, player_element,
13100 CE_HITTING_X, touched_side);
13105 // "hitting something" is also true when hitting the playfield border
13106 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13107 CE_HITTING_SOMETHING, direction);
13110 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13112 int i, kill_x = -1, kill_y = -1;
13114 int bad_element = -1;
13115 static int test_xy[4][2] =
13122 static int test_dir[4] =
13130 for (i = 0; i < NUM_DIRECTIONS; i++)
13132 int test_x, test_y, test_move_dir, test_element;
13134 test_x = good_x + test_xy[i][0];
13135 test_y = good_y + test_xy[i][1];
13137 if (!IN_LEV_FIELD(test_x, test_y))
13141 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13143 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13145 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13146 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13148 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13149 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13153 bad_element = test_element;
13159 if (kill_x != -1 || kill_y != -1)
13161 if (IS_PLAYER(good_x, good_y))
13163 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13165 if (player->shield_deadly_time_left > 0 &&
13166 !IS_INDESTRUCTIBLE(bad_element))
13167 Bang(kill_x, kill_y);
13168 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13169 KillPlayer(player);
13172 Bang(good_x, good_y);
13176 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13178 int i, kill_x = -1, kill_y = -1;
13179 int bad_element = Feld[bad_x][bad_y];
13180 static int test_xy[4][2] =
13187 static int touch_dir[4] =
13189 MV_LEFT | MV_RIGHT,
13194 static int test_dir[4] =
13202 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13205 for (i = 0; i < NUM_DIRECTIONS; i++)
13207 int test_x, test_y, test_move_dir, test_element;
13209 test_x = bad_x + test_xy[i][0];
13210 test_y = bad_y + test_xy[i][1];
13212 if (!IN_LEV_FIELD(test_x, test_y))
13216 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13218 test_element = Feld[test_x][test_y];
13220 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13221 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13223 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13224 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13226 // good thing is player or penguin that does not move away
13227 if (IS_PLAYER(test_x, test_y))
13229 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13231 if (bad_element == EL_ROBOT && player->is_moving)
13232 continue; // robot does not kill player if he is moving
13234 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13236 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13237 continue; // center and border element do not touch
13245 else if (test_element == EL_PENGUIN)
13255 if (kill_x != -1 || kill_y != -1)
13257 if (IS_PLAYER(kill_x, kill_y))
13259 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13261 if (player->shield_deadly_time_left > 0 &&
13262 !IS_INDESTRUCTIBLE(bad_element))
13263 Bang(bad_x, bad_y);
13264 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13265 KillPlayer(player);
13268 Bang(kill_x, kill_y);
13272 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13274 int bad_element = Feld[bad_x][bad_y];
13275 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13276 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13277 int test_x = bad_x + dx, test_y = bad_y + dy;
13278 int test_move_dir, test_element;
13279 int kill_x = -1, kill_y = -1;
13281 if (!IN_LEV_FIELD(test_x, test_y))
13285 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13287 test_element = Feld[test_x][test_y];
13289 if (test_move_dir != bad_move_dir)
13291 // good thing can be player or penguin that does not move away
13292 if (IS_PLAYER(test_x, test_y))
13294 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13296 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13297 player as being hit when he is moving towards the bad thing, because
13298 the "get hit by" condition would be lost after the player stops) */
13299 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13300 return; // player moves away from bad thing
13305 else if (test_element == EL_PENGUIN)
13312 if (kill_x != -1 || kill_y != -1)
13314 if (IS_PLAYER(kill_x, kill_y))
13316 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13318 if (player->shield_deadly_time_left > 0 &&
13319 !IS_INDESTRUCTIBLE(bad_element))
13320 Bang(bad_x, bad_y);
13321 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13322 KillPlayer(player);
13325 Bang(kill_x, kill_y);
13329 void TestIfPlayerTouchesBadThing(int x, int y)
13331 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13334 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13336 TestIfGoodThingHitsBadThing(x, y, move_dir);
13339 void TestIfBadThingTouchesPlayer(int x, int y)
13341 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13344 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13346 TestIfBadThingHitsGoodThing(x, y, move_dir);
13349 void TestIfFriendTouchesBadThing(int x, int y)
13351 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13354 void TestIfBadThingTouchesFriend(int x, int y)
13356 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13359 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13361 int i, kill_x = bad_x, kill_y = bad_y;
13362 static int xy[4][2] =
13370 for (i = 0; i < NUM_DIRECTIONS; i++)
13374 x = bad_x + xy[i][0];
13375 y = bad_y + xy[i][1];
13376 if (!IN_LEV_FIELD(x, y))
13379 element = Feld[x][y];
13380 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13381 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13389 if (kill_x != bad_x || kill_y != bad_y)
13390 Bang(bad_x, bad_y);
13393 void KillPlayer(struct PlayerInfo *player)
13395 int jx = player->jx, jy = player->jy;
13397 if (!player->active)
13401 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13402 player->killed, player->active, player->reanimated);
13405 /* the following code was introduced to prevent an infinite loop when calling
13407 -> CheckTriggeredElementChangeExt()
13408 -> ExecuteCustomElementAction()
13410 -> (infinitely repeating the above sequence of function calls)
13411 which occurs when killing the player while having a CE with the setting
13412 "kill player X when explosion of <player X>"; the solution using a new
13413 field "player->killed" was chosen for backwards compatibility, although
13414 clever use of the fields "player->active" etc. would probably also work */
13416 if (player->killed)
13420 player->killed = TRUE;
13422 // remove accessible field at the player's position
13423 Feld[jx][jy] = EL_EMPTY;
13425 // deactivate shield (else Bang()/Explode() would not work right)
13426 player->shield_normal_time_left = 0;
13427 player->shield_deadly_time_left = 0;
13430 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13431 player->killed, player->active, player->reanimated);
13437 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13438 player->killed, player->active, player->reanimated);
13441 if (player->reanimated) // killed player may have been reanimated
13442 player->killed = player->reanimated = FALSE;
13444 BuryPlayer(player);
13447 static void KillPlayerUnlessEnemyProtected(int x, int y)
13449 if (!PLAYER_ENEMY_PROTECTED(x, y))
13450 KillPlayer(PLAYERINFO(x, y));
13453 static void KillPlayerUnlessExplosionProtected(int x, int y)
13455 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13456 KillPlayer(PLAYERINFO(x, y));
13459 void BuryPlayer(struct PlayerInfo *player)
13461 int jx = player->jx, jy = player->jy;
13463 if (!player->active)
13466 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13467 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13469 RemovePlayer(player);
13471 player->buried = TRUE;
13473 if (game.all_players_gone)
13474 game.GameOver = TRUE;
13477 void RemovePlayer(struct PlayerInfo *player)
13479 int jx = player->jx, jy = player->jy;
13480 int i, found = FALSE;
13482 player->present = FALSE;
13483 player->active = FALSE;
13485 // required for some CE actions (even if the player is not active anymore)
13486 player->MovPos = 0;
13488 if (!ExplodeField[jx][jy])
13489 StorePlayer[jx][jy] = 0;
13491 if (player->is_moving)
13492 TEST_DrawLevelField(player->last_jx, player->last_jy);
13494 for (i = 0; i < MAX_PLAYERS; i++)
13495 if (stored_player[i].active)
13500 game.all_players_gone = TRUE;
13501 game.GameOver = TRUE;
13504 game.exit_x = game.robot_wheel_x = jx;
13505 game.exit_y = game.robot_wheel_y = jy;
13508 void ExitPlayer(struct PlayerInfo *player)
13510 DrawPlayer(player); // needed here only to cleanup last field
13511 RemovePlayer(player);
13513 if (game.players_still_needed > 0)
13514 game.players_still_needed--;
13517 static void setFieldForSnapping(int x, int y, int element, int direction)
13519 struct ElementInfo *ei = &element_info[element];
13520 int direction_bit = MV_DIR_TO_BIT(direction);
13521 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13522 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13523 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13525 Feld[x][y] = EL_ELEMENT_SNAPPING;
13526 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13528 ResetGfxAnimation(x, y);
13530 GfxElement[x][y] = element;
13531 GfxAction[x][y] = action;
13532 GfxDir[x][y] = direction;
13533 GfxFrame[x][y] = -1;
13537 =============================================================================
13538 checkDiagonalPushing()
13539 -----------------------------------------------------------------------------
13540 check if diagonal input device direction results in pushing of object
13541 (by checking if the alternative direction is walkable, diggable, ...)
13542 =============================================================================
13545 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13546 int x, int y, int real_dx, int real_dy)
13548 int jx, jy, dx, dy, xx, yy;
13550 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13553 // diagonal direction: check alternative direction
13558 xx = jx + (dx == 0 ? real_dx : 0);
13559 yy = jy + (dy == 0 ? real_dy : 0);
13561 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13565 =============================================================================
13567 -----------------------------------------------------------------------------
13568 x, y: field next to player (non-diagonal) to try to dig to
13569 real_dx, real_dy: direction as read from input device (can be diagonal)
13570 =============================================================================
13573 static int DigField(struct PlayerInfo *player,
13574 int oldx, int oldy, int x, int y,
13575 int real_dx, int real_dy, int mode)
13577 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13578 boolean player_was_pushing = player->is_pushing;
13579 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13580 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13581 int jx = oldx, jy = oldy;
13582 int dx = x - jx, dy = y - jy;
13583 int nextx = x + dx, nexty = y + dy;
13584 int move_direction = (dx == -1 ? MV_LEFT :
13585 dx == +1 ? MV_RIGHT :
13587 dy == +1 ? MV_DOWN : MV_NONE);
13588 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13589 int dig_side = MV_DIR_OPPOSITE(move_direction);
13590 int old_element = Feld[jx][jy];
13591 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13594 if (is_player) // function can also be called by EL_PENGUIN
13596 if (player->MovPos == 0)
13598 player->is_digging = FALSE;
13599 player->is_collecting = FALSE;
13602 if (player->MovPos == 0) // last pushing move finished
13603 player->is_pushing = FALSE;
13605 if (mode == DF_NO_PUSH) // player just stopped pushing
13607 player->is_switching = FALSE;
13608 player->push_delay = -1;
13610 return MP_NO_ACTION;
13614 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13615 old_element = Back[jx][jy];
13617 // in case of element dropped at player position, check background
13618 else if (Back[jx][jy] != EL_EMPTY &&
13619 game.engine_version >= VERSION_IDENT(2,2,0,0))
13620 old_element = Back[jx][jy];
13622 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13623 return MP_NO_ACTION; // field has no opening in this direction
13625 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13626 return MP_NO_ACTION; // field has no opening in this direction
13628 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13632 Feld[jx][jy] = player->artwork_element;
13633 InitMovingField(jx, jy, MV_DOWN);
13634 Store[jx][jy] = EL_ACID;
13635 ContinueMoving(jx, jy);
13636 BuryPlayer(player);
13638 return MP_DONT_RUN_INTO;
13641 if (player_can_move && DONT_RUN_INTO(element))
13643 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13645 return MP_DONT_RUN_INTO;
13648 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13649 return MP_NO_ACTION;
13651 collect_count = element_info[element].collect_count_initial;
13653 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13654 return MP_NO_ACTION;
13656 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13657 player_can_move = player_can_move_or_snap;
13659 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13660 game.engine_version >= VERSION_IDENT(2,2,0,0))
13662 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13663 player->index_bit, dig_side);
13664 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13665 player->index_bit, dig_side);
13667 if (element == EL_DC_LANDMINE)
13670 if (Feld[x][y] != element) // field changed by snapping
13673 return MP_NO_ACTION;
13676 if (player->gravity && is_player && !player->is_auto_moving &&
13677 canFallDown(player) && move_direction != MV_DOWN &&
13678 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13679 return MP_NO_ACTION; // player cannot walk here due to gravity
13681 if (player_can_move &&
13682 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13684 int sound_element = SND_ELEMENT(element);
13685 int sound_action = ACTION_WALKING;
13687 if (IS_RND_GATE(element))
13689 if (!player->key[RND_GATE_NR(element)])
13690 return MP_NO_ACTION;
13692 else if (IS_RND_GATE_GRAY(element))
13694 if (!player->key[RND_GATE_GRAY_NR(element)])
13695 return MP_NO_ACTION;
13697 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13699 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13700 return MP_NO_ACTION;
13702 else if (element == EL_EXIT_OPEN ||
13703 element == EL_EM_EXIT_OPEN ||
13704 element == EL_EM_EXIT_OPENING ||
13705 element == EL_STEEL_EXIT_OPEN ||
13706 element == EL_EM_STEEL_EXIT_OPEN ||
13707 element == EL_EM_STEEL_EXIT_OPENING ||
13708 element == EL_SP_EXIT_OPEN ||
13709 element == EL_SP_EXIT_OPENING)
13711 sound_action = ACTION_PASSING; // player is passing exit
13713 else if (element == EL_EMPTY)
13715 sound_action = ACTION_MOVING; // nothing to walk on
13718 // play sound from background or player, whatever is available
13719 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13720 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13722 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13724 else if (player_can_move &&
13725 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13727 if (!ACCESS_FROM(element, opposite_direction))
13728 return MP_NO_ACTION; // field not accessible from this direction
13730 if (CAN_MOVE(element)) // only fixed elements can be passed!
13731 return MP_NO_ACTION;
13733 if (IS_EM_GATE(element))
13735 if (!player->key[EM_GATE_NR(element)])
13736 return MP_NO_ACTION;
13738 else if (IS_EM_GATE_GRAY(element))
13740 if (!player->key[EM_GATE_GRAY_NR(element)])
13741 return MP_NO_ACTION;
13743 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13745 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13746 return MP_NO_ACTION;
13748 else if (IS_EMC_GATE(element))
13750 if (!player->key[EMC_GATE_NR(element)])
13751 return MP_NO_ACTION;
13753 else if (IS_EMC_GATE_GRAY(element))
13755 if (!player->key[EMC_GATE_GRAY_NR(element)])
13756 return MP_NO_ACTION;
13758 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13760 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13761 return MP_NO_ACTION;
13763 else if (element == EL_DC_GATE_WHITE ||
13764 element == EL_DC_GATE_WHITE_GRAY ||
13765 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13767 if (player->num_white_keys == 0)
13768 return MP_NO_ACTION;
13770 player->num_white_keys--;
13772 else if (IS_SP_PORT(element))
13774 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13775 element == EL_SP_GRAVITY_PORT_RIGHT ||
13776 element == EL_SP_GRAVITY_PORT_UP ||
13777 element == EL_SP_GRAVITY_PORT_DOWN)
13778 player->gravity = !player->gravity;
13779 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13780 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13781 element == EL_SP_GRAVITY_ON_PORT_UP ||
13782 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13783 player->gravity = TRUE;
13784 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13785 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13786 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13787 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13788 player->gravity = FALSE;
13791 // automatically move to the next field with double speed
13792 player->programmed_action = move_direction;
13794 if (player->move_delay_reset_counter == 0)
13796 player->move_delay_reset_counter = 2; // two double speed steps
13798 DOUBLE_PLAYER_SPEED(player);
13801 PlayLevelSoundAction(x, y, ACTION_PASSING);
13803 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13807 if (mode != DF_SNAP)
13809 GfxElement[x][y] = GFX_ELEMENT(element);
13810 player->is_digging = TRUE;
13813 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13815 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13816 player->index_bit, dig_side);
13818 if (mode == DF_SNAP)
13820 if (level.block_snap_field)
13821 setFieldForSnapping(x, y, element, move_direction);
13823 TestIfElementTouchesCustomElement(x, y); // for empty space
13825 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13826 player->index_bit, dig_side);
13829 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13833 if (is_player && mode != DF_SNAP)
13835 GfxElement[x][y] = element;
13836 player->is_collecting = TRUE;
13839 if (element == EL_SPEED_PILL)
13841 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13843 else if (element == EL_EXTRA_TIME && level.time > 0)
13845 TimeLeft += level.extra_time;
13847 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13849 DisplayGameControlValues();
13851 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13853 player->shield_normal_time_left += level.shield_normal_time;
13854 if (element == EL_SHIELD_DEADLY)
13855 player->shield_deadly_time_left += level.shield_deadly_time;
13857 else if (element == EL_DYNAMITE ||
13858 element == EL_EM_DYNAMITE ||
13859 element == EL_SP_DISK_RED)
13861 if (player->inventory_size < MAX_INVENTORY_SIZE)
13862 player->inventory_element[player->inventory_size++] = element;
13864 DrawGameDoorValues();
13866 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13868 player->dynabomb_count++;
13869 player->dynabombs_left++;
13871 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13873 player->dynabomb_size++;
13875 else if (element == EL_DYNABOMB_INCREASE_POWER)
13877 player->dynabomb_xl = TRUE;
13879 else if (IS_KEY(element))
13881 player->key[KEY_NR(element)] = TRUE;
13883 DrawGameDoorValues();
13885 else if (element == EL_DC_KEY_WHITE)
13887 player->num_white_keys++;
13889 // display white keys?
13890 // DrawGameDoorValues();
13892 else if (IS_ENVELOPE(element))
13894 player->show_envelope = element;
13896 else if (element == EL_EMC_LENSES)
13898 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13900 RedrawAllInvisibleElementsForLenses();
13902 else if (element == EL_EMC_MAGNIFIER)
13904 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13906 RedrawAllInvisibleElementsForMagnifier();
13908 else if (IS_DROPPABLE(element) ||
13909 IS_THROWABLE(element)) // can be collected and dropped
13913 if (collect_count == 0)
13914 player->inventory_infinite_element = element;
13916 for (i = 0; i < collect_count; i++)
13917 if (player->inventory_size < MAX_INVENTORY_SIZE)
13918 player->inventory_element[player->inventory_size++] = element;
13920 DrawGameDoorValues();
13922 else if (collect_count > 0)
13924 game.gems_still_needed -= collect_count;
13925 if (game.gems_still_needed < 0)
13926 game.gems_still_needed = 0;
13928 game.snapshot.collected_item = TRUE;
13930 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13932 DisplayGameControlValues();
13935 RaiseScoreElement(element);
13936 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13939 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13940 player->index_bit, dig_side);
13942 if (mode == DF_SNAP)
13944 if (level.block_snap_field)
13945 setFieldForSnapping(x, y, element, move_direction);
13947 TestIfElementTouchesCustomElement(x, y); // for empty space
13949 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13950 player->index_bit, dig_side);
13953 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13955 if (mode == DF_SNAP && element != EL_BD_ROCK)
13956 return MP_NO_ACTION;
13958 if (CAN_FALL(element) && dy)
13959 return MP_NO_ACTION;
13961 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13962 !(element == EL_SPRING && level.use_spring_bug))
13963 return MP_NO_ACTION;
13965 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13966 ((move_direction & MV_VERTICAL &&
13967 ((element_info[element].move_pattern & MV_LEFT &&
13968 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13969 (element_info[element].move_pattern & MV_RIGHT &&
13970 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13971 (move_direction & MV_HORIZONTAL &&
13972 ((element_info[element].move_pattern & MV_UP &&
13973 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13974 (element_info[element].move_pattern & MV_DOWN &&
13975 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13976 return MP_NO_ACTION;
13978 // do not push elements already moving away faster than player
13979 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13980 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13981 return MP_NO_ACTION;
13983 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13985 if (player->push_delay_value == -1 || !player_was_pushing)
13986 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13988 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13990 if (player->push_delay_value == -1)
13991 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13993 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13995 if (!player->is_pushing)
13996 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13999 player->is_pushing = TRUE;
14000 player->is_active = TRUE;
14002 if (!(IN_LEV_FIELD(nextx, nexty) &&
14003 (IS_FREE(nextx, nexty) ||
14004 (IS_SB_ELEMENT(element) &&
14005 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14006 (IS_CUSTOM_ELEMENT(element) &&
14007 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14008 return MP_NO_ACTION;
14010 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14011 return MP_NO_ACTION;
14013 if (player->push_delay == -1) // new pushing; restart delay
14014 player->push_delay = 0;
14016 if (player->push_delay < player->push_delay_value &&
14017 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14018 element != EL_SPRING && element != EL_BALLOON)
14020 // make sure that there is no move delay before next try to push
14021 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14022 player->move_delay = 0;
14024 return MP_NO_ACTION;
14027 if (IS_CUSTOM_ELEMENT(element) &&
14028 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14030 if (!DigFieldByCE(nextx, nexty, element))
14031 return MP_NO_ACTION;
14034 if (IS_SB_ELEMENT(element))
14036 boolean sokoban_task_solved = FALSE;
14038 if (element == EL_SOKOBAN_FIELD_FULL)
14040 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14042 IncrementSokobanFieldsNeeded();
14043 IncrementSokobanObjectsNeeded();
14046 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14048 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14050 DecrementSokobanFieldsNeeded();
14051 DecrementSokobanObjectsNeeded();
14053 // sokoban object was pushed from empty field to sokoban field
14054 if (Back[x][y] == EL_EMPTY)
14055 sokoban_task_solved = TRUE;
14058 Feld[x][y] = EL_SOKOBAN_OBJECT;
14060 if (Back[x][y] == Back[nextx][nexty])
14061 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14062 else if (Back[x][y] != 0)
14063 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14066 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14069 if (sokoban_task_solved &&
14070 game.sokoban_fields_still_needed == 0 &&
14071 game.sokoban_objects_still_needed == 0 &&
14072 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14074 game.players_still_needed = 0;
14078 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14082 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14084 InitMovingField(x, y, move_direction);
14085 GfxAction[x][y] = ACTION_PUSHING;
14087 if (mode == DF_SNAP)
14088 ContinueMoving(x, y);
14090 MovPos[x][y] = (dx != 0 ? dx : dy);
14092 Pushed[x][y] = TRUE;
14093 Pushed[nextx][nexty] = TRUE;
14095 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14096 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14098 player->push_delay_value = -1; // get new value later
14100 // check for element change _after_ element has been pushed
14101 if (game.use_change_when_pushing_bug)
14103 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14104 player->index_bit, dig_side);
14105 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14106 player->index_bit, dig_side);
14109 else if (IS_SWITCHABLE(element))
14111 if (PLAYER_SWITCHING(player, x, y))
14113 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14114 player->index_bit, dig_side);
14119 player->is_switching = TRUE;
14120 player->switch_x = x;
14121 player->switch_y = y;
14123 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14125 if (element == EL_ROBOT_WHEEL)
14127 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14129 game.robot_wheel_x = x;
14130 game.robot_wheel_y = y;
14131 game.robot_wheel_active = TRUE;
14133 TEST_DrawLevelField(x, y);
14135 else if (element == EL_SP_TERMINAL)
14139 SCAN_PLAYFIELD(xx, yy)
14141 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14145 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14147 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14149 ResetGfxAnimation(xx, yy);
14150 TEST_DrawLevelField(xx, yy);
14154 else if (IS_BELT_SWITCH(element))
14156 ToggleBeltSwitch(x, y);
14158 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14159 element == EL_SWITCHGATE_SWITCH_DOWN ||
14160 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14161 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14163 ToggleSwitchgateSwitch(x, y);
14165 else if (element == EL_LIGHT_SWITCH ||
14166 element == EL_LIGHT_SWITCH_ACTIVE)
14168 ToggleLightSwitch(x, y);
14170 else if (element == EL_TIMEGATE_SWITCH ||
14171 element == EL_DC_TIMEGATE_SWITCH)
14173 ActivateTimegateSwitch(x, y);
14175 else if (element == EL_BALLOON_SWITCH_LEFT ||
14176 element == EL_BALLOON_SWITCH_RIGHT ||
14177 element == EL_BALLOON_SWITCH_UP ||
14178 element == EL_BALLOON_SWITCH_DOWN ||
14179 element == EL_BALLOON_SWITCH_NONE ||
14180 element == EL_BALLOON_SWITCH_ANY)
14182 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14183 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14184 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14185 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14186 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14189 else if (element == EL_LAMP)
14191 Feld[x][y] = EL_LAMP_ACTIVE;
14192 game.lights_still_needed--;
14194 ResetGfxAnimation(x, y);
14195 TEST_DrawLevelField(x, y);
14197 else if (element == EL_TIME_ORB_FULL)
14199 Feld[x][y] = EL_TIME_ORB_EMPTY;
14201 if (level.time > 0 || level.use_time_orb_bug)
14203 TimeLeft += level.time_orb_time;
14204 game.no_time_limit = FALSE;
14206 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14208 DisplayGameControlValues();
14211 ResetGfxAnimation(x, y);
14212 TEST_DrawLevelField(x, y);
14214 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14215 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14219 game.ball_state = !game.ball_state;
14221 SCAN_PLAYFIELD(xx, yy)
14223 int e = Feld[xx][yy];
14225 if (game.ball_state)
14227 if (e == EL_EMC_MAGIC_BALL)
14228 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14229 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14230 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14234 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14235 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14236 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14237 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14242 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14243 player->index_bit, dig_side);
14245 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14246 player->index_bit, dig_side);
14248 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14249 player->index_bit, dig_side);
14255 if (!PLAYER_SWITCHING(player, x, y))
14257 player->is_switching = TRUE;
14258 player->switch_x = x;
14259 player->switch_y = y;
14261 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14262 player->index_bit, dig_side);
14263 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14264 player->index_bit, dig_side);
14266 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14267 player->index_bit, dig_side);
14268 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14269 player->index_bit, dig_side);
14272 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14273 player->index_bit, dig_side);
14274 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14275 player->index_bit, dig_side);
14277 return MP_NO_ACTION;
14280 player->push_delay = -1;
14282 if (is_player) // function can also be called by EL_PENGUIN
14284 if (Feld[x][y] != element) // really digged/collected something
14286 player->is_collecting = !player->is_digging;
14287 player->is_active = TRUE;
14294 static boolean DigFieldByCE(int x, int y, int digging_element)
14296 int element = Feld[x][y];
14298 if (!IS_FREE(x, y))
14300 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14301 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14304 // no element can dig solid indestructible elements
14305 if (IS_INDESTRUCTIBLE(element) &&
14306 !IS_DIGGABLE(element) &&
14307 !IS_COLLECTIBLE(element))
14310 if (AmoebaNr[x][y] &&
14311 (element == EL_AMOEBA_FULL ||
14312 element == EL_BD_AMOEBA ||
14313 element == EL_AMOEBA_GROWING))
14315 AmoebaCnt[AmoebaNr[x][y]]--;
14316 AmoebaCnt2[AmoebaNr[x][y]]--;
14319 if (IS_MOVING(x, y))
14320 RemoveMovingField(x, y);
14324 TEST_DrawLevelField(x, y);
14327 // if digged element was about to explode, prevent the explosion
14328 ExplodeField[x][y] = EX_TYPE_NONE;
14330 PlayLevelSoundAction(x, y, action);
14333 Store[x][y] = EL_EMPTY;
14335 // this makes it possible to leave the removed element again
14336 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14337 Store[x][y] = element;
14342 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14344 int jx = player->jx, jy = player->jy;
14345 int x = jx + dx, y = jy + dy;
14346 int snap_direction = (dx == -1 ? MV_LEFT :
14347 dx == +1 ? MV_RIGHT :
14349 dy == +1 ? MV_DOWN : MV_NONE);
14350 boolean can_continue_snapping = (level.continuous_snapping &&
14351 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14353 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14356 if (!player->active || !IN_LEV_FIELD(x, y))
14364 if (player->MovPos == 0)
14365 player->is_pushing = FALSE;
14367 player->is_snapping = FALSE;
14369 if (player->MovPos == 0)
14371 player->is_moving = FALSE;
14372 player->is_digging = FALSE;
14373 player->is_collecting = FALSE;
14379 // prevent snapping with already pressed snap key when not allowed
14380 if (player->is_snapping && !can_continue_snapping)
14383 player->MovDir = snap_direction;
14385 if (player->MovPos == 0)
14387 player->is_moving = FALSE;
14388 player->is_digging = FALSE;
14389 player->is_collecting = FALSE;
14392 player->is_dropping = FALSE;
14393 player->is_dropping_pressed = FALSE;
14394 player->drop_pressed_delay = 0;
14396 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14399 player->is_snapping = TRUE;
14400 player->is_active = TRUE;
14402 if (player->MovPos == 0)
14404 player->is_moving = FALSE;
14405 player->is_digging = FALSE;
14406 player->is_collecting = FALSE;
14409 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14410 TEST_DrawLevelField(player->last_jx, player->last_jy);
14412 TEST_DrawLevelField(x, y);
14417 static boolean DropElement(struct PlayerInfo *player)
14419 int old_element, new_element;
14420 int dropx = player->jx, dropy = player->jy;
14421 int drop_direction = player->MovDir;
14422 int drop_side = drop_direction;
14423 int drop_element = get_next_dropped_element(player);
14425 /* do not drop an element on top of another element; when holding drop key
14426 pressed without moving, dropped element must move away before the next
14427 element can be dropped (this is especially important if the next element
14428 is dynamite, which can be placed on background for historical reasons) */
14429 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14432 if (IS_THROWABLE(drop_element))
14434 dropx += GET_DX_FROM_DIR(drop_direction);
14435 dropy += GET_DY_FROM_DIR(drop_direction);
14437 if (!IN_LEV_FIELD(dropx, dropy))
14441 old_element = Feld[dropx][dropy]; // old element at dropping position
14442 new_element = drop_element; // default: no change when dropping
14444 // check if player is active, not moving and ready to drop
14445 if (!player->active || player->MovPos || player->drop_delay > 0)
14448 // check if player has anything that can be dropped
14449 if (new_element == EL_UNDEFINED)
14452 // only set if player has anything that can be dropped
14453 player->is_dropping_pressed = TRUE;
14455 // check if drop key was pressed long enough for EM style dynamite
14456 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14459 // check if anything can be dropped at the current position
14460 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14463 // collected custom elements can only be dropped on empty fields
14464 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14467 if (old_element != EL_EMPTY)
14468 Back[dropx][dropy] = old_element; // store old element on this field
14470 ResetGfxAnimation(dropx, dropy);
14471 ResetRandomAnimationValue(dropx, dropy);
14473 if (player->inventory_size > 0 ||
14474 player->inventory_infinite_element != EL_UNDEFINED)
14476 if (player->inventory_size > 0)
14478 player->inventory_size--;
14480 DrawGameDoorValues();
14482 if (new_element == EL_DYNAMITE)
14483 new_element = EL_DYNAMITE_ACTIVE;
14484 else if (new_element == EL_EM_DYNAMITE)
14485 new_element = EL_EM_DYNAMITE_ACTIVE;
14486 else if (new_element == EL_SP_DISK_RED)
14487 new_element = EL_SP_DISK_RED_ACTIVE;
14490 Feld[dropx][dropy] = new_element;
14492 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14493 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14494 el2img(Feld[dropx][dropy]), 0);
14496 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14498 // needed if previous element just changed to "empty" in the last frame
14499 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14501 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14502 player->index_bit, drop_side);
14503 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14505 player->index_bit, drop_side);
14507 TestIfElementTouchesCustomElement(dropx, dropy);
14509 else // player is dropping a dyna bomb
14511 player->dynabombs_left--;
14513 Feld[dropx][dropy] = new_element;
14515 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14516 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14517 el2img(Feld[dropx][dropy]), 0);
14519 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14522 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14523 InitField_WithBug1(dropx, dropy, FALSE);
14525 new_element = Feld[dropx][dropy]; // element might have changed
14527 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14528 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14530 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14531 MovDir[dropx][dropy] = drop_direction;
14533 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14535 // do not cause impact style collision by dropping elements that can fall
14536 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14539 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14540 player->is_dropping = TRUE;
14542 player->drop_pressed_delay = 0;
14543 player->is_dropping_pressed = FALSE;
14545 player->drop_x = dropx;
14546 player->drop_y = dropy;
14551 // ----------------------------------------------------------------------------
14552 // game sound playing functions
14553 // ----------------------------------------------------------------------------
14555 static int *loop_sound_frame = NULL;
14556 static int *loop_sound_volume = NULL;
14558 void InitPlayLevelSound(void)
14560 int num_sounds = getSoundListSize();
14562 checked_free(loop_sound_frame);
14563 checked_free(loop_sound_volume);
14565 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14566 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14569 static void PlayLevelSound(int x, int y, int nr)
14571 int sx = SCREENX(x), sy = SCREENY(y);
14572 int volume, stereo_position;
14573 int max_distance = 8;
14574 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14576 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14577 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14580 if (!IN_LEV_FIELD(x, y) ||
14581 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14582 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14585 volume = SOUND_MAX_VOLUME;
14587 if (!IN_SCR_FIELD(sx, sy))
14589 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14590 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14592 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14595 stereo_position = (SOUND_MAX_LEFT +
14596 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14597 (SCR_FIELDX + 2 * max_distance));
14599 if (IS_LOOP_SOUND(nr))
14601 /* This assures that quieter loop sounds do not overwrite louder ones,
14602 while restarting sound volume comparison with each new game frame. */
14604 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14607 loop_sound_volume[nr] = volume;
14608 loop_sound_frame[nr] = FrameCounter;
14611 PlaySoundExt(nr, volume, stereo_position, type);
14614 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14616 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14617 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14618 y < LEVELY(BY1) ? LEVELY(BY1) :
14619 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14623 static void PlayLevelSoundAction(int x, int y, int action)
14625 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14628 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14630 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14632 if (sound_effect != SND_UNDEFINED)
14633 PlayLevelSound(x, y, sound_effect);
14636 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14639 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14641 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14642 PlayLevelSound(x, y, sound_effect);
14645 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14647 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14649 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14650 PlayLevelSound(x, y, sound_effect);
14653 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14655 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14657 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14658 StopSound(sound_effect);
14661 static int getLevelMusicNr(void)
14663 if (levelset.music[level_nr] != MUS_UNDEFINED)
14664 return levelset.music[level_nr]; // from config file
14666 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14669 static void FadeLevelSounds(void)
14674 static void FadeLevelMusic(void)
14676 int music_nr = getLevelMusicNr();
14677 char *curr_music = getCurrentlyPlayingMusicFilename();
14678 char *next_music = getMusicInfoEntryFilename(music_nr);
14680 if (!strEqual(curr_music, next_music))
14684 void FadeLevelSoundsAndMusic(void)
14690 static void PlayLevelMusic(void)
14692 int music_nr = getLevelMusicNr();
14693 char *curr_music = getCurrentlyPlayingMusicFilename();
14694 char *next_music = getMusicInfoEntryFilename(music_nr);
14696 if (!strEqual(curr_music, next_music))
14697 PlayMusicLoop(music_nr);
14700 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14702 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14703 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14704 int x = xx - 1 - offset;
14705 int y = yy - 1 - offset;
14710 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14714 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14718 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14722 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14726 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14730 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14734 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14737 case SAMPLE_android_clone:
14738 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14741 case SAMPLE_android_move:
14742 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14745 case SAMPLE_spring:
14746 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14750 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14754 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14757 case SAMPLE_eater_eat:
14758 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14762 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14765 case SAMPLE_collect:
14766 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14769 case SAMPLE_diamond:
14770 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14773 case SAMPLE_squash:
14774 // !!! CHECK THIS !!!
14776 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14778 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14782 case SAMPLE_wonderfall:
14783 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14787 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14791 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14795 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14799 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14803 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14807 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14810 case SAMPLE_wonder:
14811 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14815 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14818 case SAMPLE_exit_open:
14819 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14822 case SAMPLE_exit_leave:
14823 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14826 case SAMPLE_dynamite:
14827 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14831 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14835 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14839 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14843 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14847 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14851 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14855 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14860 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14862 int element = map_element_SP_to_RND(element_sp);
14863 int action = map_action_SP_to_RND(action_sp);
14864 int offset = (setup.sp_show_border_elements ? 0 : 1);
14865 int x = xx - offset;
14866 int y = yy - offset;
14868 PlayLevelSoundElementAction(x, y, element, action);
14871 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14873 int element = map_element_MM_to_RND(element_mm);
14874 int action = map_action_MM_to_RND(action_mm);
14876 int x = xx - offset;
14877 int y = yy - offset;
14879 if (!IS_MM_ELEMENT(element))
14880 element = EL_MM_DEFAULT;
14882 PlayLevelSoundElementAction(x, y, element, action);
14885 void PlaySound_MM(int sound_mm)
14887 int sound = map_sound_MM_to_RND(sound_mm);
14889 if (sound == SND_UNDEFINED)
14895 void PlaySoundLoop_MM(int sound_mm)
14897 int sound = map_sound_MM_to_RND(sound_mm);
14899 if (sound == SND_UNDEFINED)
14902 PlaySoundLoop(sound);
14905 void StopSound_MM(int sound_mm)
14907 int sound = map_sound_MM_to_RND(sound_mm);
14909 if (sound == SND_UNDEFINED)
14915 void RaiseScore(int value)
14917 game.score += value;
14919 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14921 DisplayGameControlValues();
14924 void RaiseScoreElement(int element)
14929 case EL_BD_DIAMOND:
14930 case EL_EMERALD_YELLOW:
14931 case EL_EMERALD_RED:
14932 case EL_EMERALD_PURPLE:
14933 case EL_SP_INFOTRON:
14934 RaiseScore(level.score[SC_EMERALD]);
14937 RaiseScore(level.score[SC_DIAMOND]);
14940 RaiseScore(level.score[SC_CRYSTAL]);
14943 RaiseScore(level.score[SC_PEARL]);
14946 case EL_BD_BUTTERFLY:
14947 case EL_SP_ELECTRON:
14948 RaiseScore(level.score[SC_BUG]);
14951 case EL_BD_FIREFLY:
14952 case EL_SP_SNIKSNAK:
14953 RaiseScore(level.score[SC_SPACESHIP]);
14956 case EL_DARK_YAMYAM:
14957 RaiseScore(level.score[SC_YAMYAM]);
14960 RaiseScore(level.score[SC_ROBOT]);
14963 RaiseScore(level.score[SC_PACMAN]);
14966 RaiseScore(level.score[SC_NUT]);
14969 case EL_EM_DYNAMITE:
14970 case EL_SP_DISK_RED:
14971 case EL_DYNABOMB_INCREASE_NUMBER:
14972 case EL_DYNABOMB_INCREASE_SIZE:
14973 case EL_DYNABOMB_INCREASE_POWER:
14974 RaiseScore(level.score[SC_DYNAMITE]);
14976 case EL_SHIELD_NORMAL:
14977 case EL_SHIELD_DEADLY:
14978 RaiseScore(level.score[SC_SHIELD]);
14980 case EL_EXTRA_TIME:
14981 RaiseScore(level.extra_time_score);
14995 case EL_DC_KEY_WHITE:
14996 RaiseScore(level.score[SC_KEY]);
14999 RaiseScore(element_info[element].collect_score);
15004 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15006 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15008 // closing door required in case of envelope style request dialogs
15011 // prevent short reactivation of overlay buttons while closing door
15012 SetOverlayActive(FALSE);
15014 CloseDoor(DOOR_CLOSE_1);
15017 if (network.enabled)
15018 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15022 FadeSkipNextFadeIn();
15024 SetGameStatus(GAME_MODE_MAIN);
15029 else // continue playing the game
15031 if (tape.playing && tape.deactivate_display)
15032 TapeDeactivateDisplayOff(TRUE);
15034 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15036 if (tape.playing && tape.deactivate_display)
15037 TapeDeactivateDisplayOn();
15041 void RequestQuitGame(boolean ask_if_really_quit)
15043 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15044 boolean skip_request = game.all_players_gone || quick_quit;
15046 RequestQuitGameExt(skip_request, quick_quit,
15047 "Do you really want to quit the game?");
15050 void RequestRestartGame(char *message)
15052 game.restart_game_message = NULL;
15054 boolean has_started_game = hasStartedNetworkGame();
15055 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15057 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15059 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15063 SetGameStatus(GAME_MODE_MAIN);
15069 void CheckGameOver(void)
15071 static boolean last_game_over = FALSE;
15072 static int game_over_delay = 0;
15073 int game_over_delay_value = 50;
15074 boolean game_over = checkGameFailed();
15076 // do not handle game over if request dialog is already active
15077 if (game.request_active)
15080 // do not ask to play again if game was never actually played
15081 if (!game.GamePlayed)
15086 last_game_over = FALSE;
15087 game_over_delay = game_over_delay_value;
15092 if (game_over_delay > 0)
15099 if (last_game_over != game_over)
15100 game.restart_game_message = (hasStartedNetworkGame() ?
15101 "Game over! Play it again?" :
15104 last_game_over = game_over;
15107 boolean checkGameSolved(void)
15109 // set for all game engines if level was solved
15110 return game.LevelSolved_GameEnd;
15113 boolean checkGameFailed(void)
15115 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15116 return (game_em.game_over && !game_em.level_solved);
15117 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15118 return (game_sp.game_over && !game_sp.level_solved);
15119 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15120 return (game_mm.game_over && !game_mm.level_solved);
15121 else // GAME_ENGINE_TYPE_RND
15122 return (game.GameOver && !game.LevelSolved);
15125 boolean checkGameEnded(void)
15127 return (checkGameSolved() || checkGameFailed());
15131 // ----------------------------------------------------------------------------
15132 // random generator functions
15133 // ----------------------------------------------------------------------------
15135 unsigned int InitEngineRandom_RND(int seed)
15137 game.num_random_calls = 0;
15139 return InitEngineRandom(seed);
15142 unsigned int RND(int max)
15146 game.num_random_calls++;
15148 return GetEngineRandom(max);
15155 // ----------------------------------------------------------------------------
15156 // game engine snapshot handling functions
15157 // ----------------------------------------------------------------------------
15159 struct EngineSnapshotInfo
15161 // runtime values for custom element collect score
15162 int collect_score[NUM_CUSTOM_ELEMENTS];
15164 // runtime values for group element choice position
15165 int choice_pos[NUM_GROUP_ELEMENTS];
15167 // runtime values for belt position animations
15168 int belt_graphic[4][NUM_BELT_PARTS];
15169 int belt_anim_mode[4][NUM_BELT_PARTS];
15172 static struct EngineSnapshotInfo engine_snapshot_rnd;
15173 static char *snapshot_level_identifier = NULL;
15174 static int snapshot_level_nr = -1;
15176 static void SaveEngineSnapshotValues_RND(void)
15178 static int belt_base_active_element[4] =
15180 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15181 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15182 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15183 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15187 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15189 int element = EL_CUSTOM_START + i;
15191 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15194 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15196 int element = EL_GROUP_START + i;
15198 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15201 for (i = 0; i < 4; i++)
15203 for (j = 0; j < NUM_BELT_PARTS; j++)
15205 int element = belt_base_active_element[i] + j;
15206 int graphic = el2img(element);
15207 int anim_mode = graphic_info[graphic].anim_mode;
15209 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15210 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15215 static void LoadEngineSnapshotValues_RND(void)
15217 unsigned int num_random_calls = game.num_random_calls;
15220 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15222 int element = EL_CUSTOM_START + i;
15224 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15227 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15229 int element = EL_GROUP_START + i;
15231 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15234 for (i = 0; i < 4; i++)
15236 for (j = 0; j < NUM_BELT_PARTS; j++)
15238 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15239 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15241 graphic_info[graphic].anim_mode = anim_mode;
15245 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15247 InitRND(tape.random_seed);
15248 for (i = 0; i < num_random_calls; i++)
15252 if (game.num_random_calls != num_random_calls)
15254 Error(ERR_INFO, "number of random calls out of sync");
15255 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15256 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15257 Error(ERR_EXIT, "this should not happen -- please debug");
15261 void FreeEngineSnapshotSingle(void)
15263 FreeSnapshotSingle();
15265 setString(&snapshot_level_identifier, NULL);
15266 snapshot_level_nr = -1;
15269 void FreeEngineSnapshotList(void)
15271 FreeSnapshotList();
15274 static ListNode *SaveEngineSnapshotBuffers(void)
15276 ListNode *buffers = NULL;
15278 // copy some special values to a structure better suited for the snapshot
15280 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15281 SaveEngineSnapshotValues_RND();
15282 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15283 SaveEngineSnapshotValues_EM();
15284 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15285 SaveEngineSnapshotValues_SP(&buffers);
15286 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15287 SaveEngineSnapshotValues_MM(&buffers);
15289 // save values stored in special snapshot structure
15291 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15292 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15293 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15294 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15295 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15296 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15297 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15298 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15300 // save further RND engine values
15302 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15303 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15304 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15306 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15307 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15308 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15309 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15310 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15312 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15313 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15314 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15316 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15318 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15319 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15321 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15322 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15323 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15324 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15325 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15326 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15327 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15328 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15329 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15330 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15331 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15332 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15333 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15334 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15335 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15336 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15337 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15338 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15340 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15341 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15343 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15344 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15345 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15347 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15348 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15350 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15351 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15352 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15353 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15354 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15356 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15357 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15360 ListNode *node = engine_snapshot_list_rnd;
15363 while (node != NULL)
15365 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15370 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15376 void SaveEngineSnapshotSingle(void)
15378 ListNode *buffers = SaveEngineSnapshotBuffers();
15380 // finally save all snapshot buffers to single snapshot
15381 SaveSnapshotSingle(buffers);
15383 // save level identification information
15384 setString(&snapshot_level_identifier, leveldir_current->identifier);
15385 snapshot_level_nr = level_nr;
15388 boolean CheckSaveEngineSnapshotToList(void)
15390 boolean save_snapshot =
15391 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15392 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15393 game.snapshot.changed_action) ||
15394 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15395 game.snapshot.collected_item));
15397 game.snapshot.changed_action = FALSE;
15398 game.snapshot.collected_item = FALSE;
15399 game.snapshot.save_snapshot = save_snapshot;
15401 return save_snapshot;
15404 void SaveEngineSnapshotToList(void)
15406 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15410 ListNode *buffers = SaveEngineSnapshotBuffers();
15412 // finally save all snapshot buffers to snapshot list
15413 SaveSnapshotToList(buffers);
15416 void SaveEngineSnapshotToListInitial(void)
15418 FreeEngineSnapshotList();
15420 SaveEngineSnapshotToList();
15423 static void LoadEngineSnapshotValues(void)
15425 // restore special values from snapshot structure
15427 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15428 LoadEngineSnapshotValues_RND();
15429 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15430 LoadEngineSnapshotValues_EM();
15431 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15432 LoadEngineSnapshotValues_SP();
15433 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15434 LoadEngineSnapshotValues_MM();
15437 void LoadEngineSnapshotSingle(void)
15439 LoadSnapshotSingle();
15441 LoadEngineSnapshotValues();
15444 static void LoadEngineSnapshot_Undo(int steps)
15446 LoadSnapshotFromList_Older(steps);
15448 LoadEngineSnapshotValues();
15451 static void LoadEngineSnapshot_Redo(int steps)
15453 LoadSnapshotFromList_Newer(steps);
15455 LoadEngineSnapshotValues();
15458 boolean CheckEngineSnapshotSingle(void)
15460 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15461 snapshot_level_nr == level_nr);
15464 boolean CheckEngineSnapshotList(void)
15466 return CheckSnapshotList();
15470 // ---------- new game button stuff -------------------------------------------
15477 boolean *setup_value;
15478 boolean allowed_on_tape;
15480 } gamebutton_info[NUM_GAME_BUTTONS] =
15483 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15484 GAME_CTRL_ID_STOP, NULL,
15488 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15489 GAME_CTRL_ID_PAUSE, NULL,
15493 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15494 GAME_CTRL_ID_PLAY, NULL,
15498 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15499 GAME_CTRL_ID_UNDO, NULL,
15503 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15504 GAME_CTRL_ID_REDO, NULL,
15508 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15509 GAME_CTRL_ID_SAVE, NULL,
15513 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15514 GAME_CTRL_ID_PAUSE2, NULL,
15518 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15519 GAME_CTRL_ID_LOAD, NULL,
15523 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15524 GAME_CTRL_ID_PANEL_STOP, NULL,
15528 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15529 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15530 FALSE, "pause game"
15533 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15534 GAME_CTRL_ID_PANEL_PLAY, NULL,
15538 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15539 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15540 TRUE, "background music on/off"
15543 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15544 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15545 TRUE, "sound loops on/off"
15548 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15549 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15550 TRUE, "normal sounds on/off"
15553 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15554 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15555 FALSE, "background music on/off"
15558 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15559 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15560 FALSE, "sound loops on/off"
15563 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15564 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15565 FALSE, "normal sounds on/off"
15569 void CreateGameButtons(void)
15573 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15575 int graphic = gamebutton_info[i].graphic;
15576 struct GraphicInfo *gfx = &graphic_info[graphic];
15577 struct XY *pos = gamebutton_info[i].pos;
15578 struct GadgetInfo *gi;
15581 unsigned int event_mask;
15582 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15583 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15584 int base_x = (on_tape ? VX : DX);
15585 int base_y = (on_tape ? VY : DY);
15586 int gd_x = gfx->src_x;
15587 int gd_y = gfx->src_y;
15588 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15589 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15590 int gd_xa = gfx->src_x + gfx->active_xoffset;
15591 int gd_ya = gfx->src_y + gfx->active_yoffset;
15592 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15593 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15596 if (gfx->bitmap == NULL)
15598 game_gadget[id] = NULL;
15603 if (id == GAME_CTRL_ID_STOP ||
15604 id == GAME_CTRL_ID_PANEL_STOP ||
15605 id == GAME_CTRL_ID_PLAY ||
15606 id == GAME_CTRL_ID_PANEL_PLAY ||
15607 id == GAME_CTRL_ID_SAVE ||
15608 id == GAME_CTRL_ID_LOAD)
15610 button_type = GD_TYPE_NORMAL_BUTTON;
15612 event_mask = GD_EVENT_RELEASED;
15614 else if (id == GAME_CTRL_ID_UNDO ||
15615 id == GAME_CTRL_ID_REDO)
15617 button_type = GD_TYPE_NORMAL_BUTTON;
15619 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15623 button_type = GD_TYPE_CHECK_BUTTON;
15624 checked = (gamebutton_info[i].setup_value != NULL ?
15625 *gamebutton_info[i].setup_value : FALSE);
15626 event_mask = GD_EVENT_PRESSED;
15629 gi = CreateGadget(GDI_CUSTOM_ID, id,
15630 GDI_IMAGE_ID, graphic,
15631 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15632 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15633 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15634 GDI_WIDTH, gfx->width,
15635 GDI_HEIGHT, gfx->height,
15636 GDI_TYPE, button_type,
15637 GDI_STATE, GD_BUTTON_UNPRESSED,
15638 GDI_CHECKED, checked,
15639 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15640 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15641 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15642 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15643 GDI_DIRECT_DRAW, FALSE,
15644 GDI_EVENT_MASK, event_mask,
15645 GDI_CALLBACK_ACTION, HandleGameButtons,
15649 Error(ERR_EXIT, "cannot create gadget");
15651 game_gadget[id] = gi;
15655 void FreeGameButtons(void)
15659 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15660 FreeGadget(game_gadget[i]);
15663 static void UnmapGameButtonsAtSamePosition(int id)
15667 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15669 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15670 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15671 UnmapGadget(game_gadget[i]);
15674 static void UnmapGameButtonsAtSamePosition_All(void)
15676 if (setup.show_snapshot_buttons)
15678 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15679 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15680 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15684 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15685 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15686 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15688 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15689 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15690 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15694 static void MapGameButtonsAtSamePosition(int id)
15698 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15700 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15701 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15702 MapGadget(game_gadget[i]);
15704 UnmapGameButtonsAtSamePosition_All();
15707 void MapUndoRedoButtons(void)
15709 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15710 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15712 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15713 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15715 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15718 void UnmapUndoRedoButtons(void)
15720 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15721 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15723 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15724 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15726 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15729 static void MapGameButtonsExt(boolean on_tape)
15733 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15734 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15735 i != GAME_CTRL_ID_UNDO &&
15736 i != GAME_CTRL_ID_REDO)
15737 MapGadget(game_gadget[i]);
15739 UnmapGameButtonsAtSamePosition_All();
15741 RedrawGameButtons();
15744 static void UnmapGameButtonsExt(boolean on_tape)
15748 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15749 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15750 UnmapGadget(game_gadget[i]);
15753 static void RedrawGameButtonsExt(boolean on_tape)
15757 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15758 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15759 RedrawGadget(game_gadget[i]);
15762 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15767 gi->checked = state;
15770 static void RedrawSoundButtonGadget(int id)
15772 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15773 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15774 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15775 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15776 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15777 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15780 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15781 RedrawGadget(game_gadget[id2]);
15784 void MapGameButtons(void)
15786 MapGameButtonsExt(FALSE);
15789 void UnmapGameButtons(void)
15791 UnmapGameButtonsExt(FALSE);
15794 void RedrawGameButtons(void)
15796 RedrawGameButtonsExt(FALSE);
15799 void MapGameButtonsOnTape(void)
15801 MapGameButtonsExt(TRUE);
15804 void UnmapGameButtonsOnTape(void)
15806 UnmapGameButtonsExt(TRUE);
15809 void RedrawGameButtonsOnTape(void)
15811 RedrawGameButtonsExt(TRUE);
15814 static void GameUndoRedoExt(void)
15816 ClearPlayerAction();
15818 tape.pausing = TRUE;
15821 UpdateAndDisplayGameControlValues();
15823 DrawCompleteVideoDisplay();
15824 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15825 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15826 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15831 static void GameUndo(int steps)
15833 if (!CheckEngineSnapshotList())
15836 LoadEngineSnapshot_Undo(steps);
15841 static void GameRedo(int steps)
15843 if (!CheckEngineSnapshotList())
15846 LoadEngineSnapshot_Redo(steps);
15851 static void HandleGameButtonsExt(int id, int button)
15853 static boolean game_undo_executed = FALSE;
15854 int steps = BUTTON_STEPSIZE(button);
15855 boolean handle_game_buttons =
15856 (game_status == GAME_MODE_PLAYING ||
15857 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15859 if (!handle_game_buttons)
15864 case GAME_CTRL_ID_STOP:
15865 case GAME_CTRL_ID_PANEL_STOP:
15866 if (game_status == GAME_MODE_MAIN)
15872 RequestQuitGame(TRUE);
15876 case GAME_CTRL_ID_PAUSE:
15877 case GAME_CTRL_ID_PAUSE2:
15878 case GAME_CTRL_ID_PANEL_PAUSE:
15879 if (network.enabled && game_status == GAME_MODE_PLAYING)
15882 SendToServer_ContinuePlaying();
15884 SendToServer_PausePlaying();
15887 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15889 game_undo_executed = FALSE;
15893 case GAME_CTRL_ID_PLAY:
15894 case GAME_CTRL_ID_PANEL_PLAY:
15895 if (game_status == GAME_MODE_MAIN)
15897 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15899 else if (tape.pausing)
15901 if (network.enabled)
15902 SendToServer_ContinuePlaying();
15904 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15908 case GAME_CTRL_ID_UNDO:
15909 // Important: When using "save snapshot when collecting an item" mode,
15910 // load last (current) snapshot for first "undo" after pressing "pause"
15911 // (else the last-but-one snapshot would be loaded, because the snapshot
15912 // pointer already points to the last snapshot when pressing "pause",
15913 // which is fine for "every step/move" mode, but not for "every collect")
15914 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15915 !game_undo_executed)
15918 game_undo_executed = TRUE;
15923 case GAME_CTRL_ID_REDO:
15927 case GAME_CTRL_ID_SAVE:
15931 case GAME_CTRL_ID_LOAD:
15935 case SOUND_CTRL_ID_MUSIC:
15936 case SOUND_CTRL_ID_PANEL_MUSIC:
15937 if (setup.sound_music)
15939 setup.sound_music = FALSE;
15943 else if (audio.music_available)
15945 setup.sound = setup.sound_music = TRUE;
15947 SetAudioMode(setup.sound);
15949 if (game_status == GAME_MODE_PLAYING)
15953 RedrawSoundButtonGadget(id);
15957 case SOUND_CTRL_ID_LOOPS:
15958 case SOUND_CTRL_ID_PANEL_LOOPS:
15959 if (setup.sound_loops)
15960 setup.sound_loops = FALSE;
15961 else if (audio.loops_available)
15963 setup.sound = setup.sound_loops = TRUE;
15965 SetAudioMode(setup.sound);
15968 RedrawSoundButtonGadget(id);
15972 case SOUND_CTRL_ID_SIMPLE:
15973 case SOUND_CTRL_ID_PANEL_SIMPLE:
15974 if (setup.sound_simple)
15975 setup.sound_simple = FALSE;
15976 else if (audio.sound_available)
15978 setup.sound = setup.sound_simple = TRUE;
15980 SetAudioMode(setup.sound);
15983 RedrawSoundButtonGadget(id);
15992 static void HandleGameButtons(struct GadgetInfo *gi)
15994 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15997 void HandleSoundButtonKeys(Key key)
15999 if (key == setup.shortcut.sound_simple)
16000 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16001 else if (key == setup.shortcut.sound_loops)
16002 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16003 else if (key == setup.shortcut.sound_music)
16004 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);