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 local_player->sokoban_fields_still_needed++;
1692 static void IncrementSokobanObjectsNeeded(void)
1694 if (level.sb_objects_needed)
1695 local_player->sokoban_objects_still_needed++;
1698 static void DecrementSokobanFieldsNeeded(void)
1700 if (local_player->sokoban_fields_still_needed > 0)
1701 local_player->sokoban_fields_still_needed--;
1704 static void DecrementSokobanObjectsNeeded(void)
1706 if (local_player->sokoban_objects_still_needed > 0)
1707 local_player->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 local_player->lights_still_needed++;
1912 local_player->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 ?
2227 local_player->score);
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 local_player->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 local_player->gems_still_needed > 0 ||
2243 local_player->sokoban_fields_still_needed > 0 ||
2244 local_player->sokoban_objects_still_needed > 0 ||
2245 local_player->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) :
2250 local_player->health);
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 local_player->friends_still_needed;
2412 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413 local_player->sokoban_objects_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415 local_player->sokoban_fields_still_needed;
2417 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2420 for (i = 0; i < NUM_BELTS; i++)
2422 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432 game.magic_wall_time_left;
2434 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435 local_player->gravity;
2437 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2440 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443 game.panel.element[i].id : EL_UNDEFINED);
2445 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448 element_info[game.panel.element_count[i].id].element_count : 0);
2450 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453 element_info[game.panel.ce_score[i].id].collect_score : 0);
2455 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458 element_info[game.panel.ce_score_element[i].id].collect_score :
2461 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2465 // update game panel control frames
2467 for (i = 0; game_panel_controls[i].nr != -1; i++)
2469 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2471 if (gpc->type == TYPE_ELEMENT)
2473 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2475 int last_anim_random_frame = gfx.anim_random_frame;
2476 int element = gpc->value;
2477 int graphic = el2panelimg(element);
2479 if (gpc->value != gpc->last_value)
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2488 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494 gfx.anim_random_frame = gpc->gfx_random;
2496 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497 gpc->gfx_frame = element_info[element].collect_score;
2499 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2506 else if (gpc->type == TYPE_GRAPHIC)
2508 if (gpc->graphic != IMG_UNDEFINED)
2510 int last_anim_random_frame = gfx.anim_random_frame;
2511 int graphic = gpc->graphic;
2513 if (gpc->value != gpc->last_value)
2516 gpc->gfx_random = INIT_GFX_RANDOM();
2522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524 gpc->gfx_random = INIT_GFX_RANDOM();
2527 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528 gfx.anim_random_frame = gpc->gfx_random;
2530 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2532 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533 gfx.anim_random_frame = last_anim_random_frame;
2539 static void DisplayGameControlValues(void)
2541 boolean redraw_panel = FALSE;
2544 for (i = 0; game_panel_controls[i].nr != -1; i++)
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2548 if (PANEL_DEACTIVATED(gpc->pos))
2551 if (gpc->value == gpc->last_value &&
2552 gpc->frame == gpc->last_frame)
2555 redraw_panel = TRUE;
2561 // copy default game door content to main double buffer
2563 // !!! CHECK AGAIN !!!
2564 SetPanelBackground();
2565 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2568 // redraw game control buttons
2569 RedrawGameButtons();
2571 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2573 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2575 int nr = game_panel_order[i].nr;
2576 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577 struct TextPosInfo *pos = gpc->pos;
2578 int type = gpc->type;
2579 int value = gpc->value;
2580 int frame = gpc->frame;
2581 int size = pos->size;
2582 int font = pos->font;
2583 boolean draw_masked = pos->draw_masked;
2584 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2586 if (PANEL_DEACTIVATED(pos))
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2592 if (type == TYPE_INTEGER)
2594 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595 nr == GAME_PANEL_TIME)
2597 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2599 if (use_dynamic_size) // use dynamic number of digits
2601 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603 int size2 = size1 + 1;
2604 int font1 = pos->font;
2605 int font2 = pos->font_alt;
2607 size = (value < value_change ? size1 : size2);
2608 font = (value < value_change ? font1 : font2);
2612 // correct text size if "digits" is zero or less
2614 size = strlen(int2str(value, size));
2616 // dynamically correct text alignment
2617 pos->width = size * getFontWidth(font);
2619 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620 int2str(value, size), font, mask_mode);
2622 else if (type == TYPE_ELEMENT)
2624 int element, graphic;
2628 int dst_x = PANEL_XPOS(pos);
2629 int dst_y = PANEL_YPOS(pos);
2631 if (value != EL_UNDEFINED && value != EL_EMPTY)
2634 graphic = el2panelimg(value);
2636 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2638 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644 width = graphic_info[graphic].width * size / TILESIZE;
2645 height = graphic_info[graphic].height * size / TILESIZE;
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2655 else if (type == TYPE_GRAPHIC)
2657 int graphic = gpc->graphic;
2658 int graphic_active = gpc->graphic_active;
2662 int dst_x = PANEL_XPOS(pos);
2663 int dst_y = PANEL_YPOS(pos);
2664 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2667 if (graphic != IMG_UNDEFINED && !skip)
2669 if (pos->style == STYLE_REVERSE)
2670 value = 100 - value;
2672 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2674 if (pos->direction & MV_HORIZONTAL)
2676 width = graphic_info[graphic_active].width * value / 100;
2677 height = graphic_info[graphic_active].height;
2679 if (pos->direction == MV_LEFT)
2681 src_x += graphic_info[graphic_active].width - width;
2682 dst_x += graphic_info[graphic_active].width - width;
2687 width = graphic_info[graphic_active].width;
2688 height = graphic_info[graphic_active].height * value / 100;
2690 if (pos->direction == MV_UP)
2692 src_y += graphic_info[graphic_active].height - height;
2693 dst_y += graphic_info[graphic_active].height - height;
2698 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2706 if (pos->direction & MV_HORIZONTAL)
2708 if (pos->direction == MV_RIGHT)
2715 dst_x = PANEL_XPOS(pos);
2718 width = graphic_info[graphic].width - width;
2722 if (pos->direction == MV_DOWN)
2729 dst_y = PANEL_YPOS(pos);
2732 height = graphic_info[graphic].height - height;
2736 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2743 else if (type == TYPE_STRING)
2745 boolean active = (value != 0);
2746 char *state_normal = "off";
2747 char *state_active = "on";
2748 char *state = (active ? state_active : state_normal);
2749 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2751 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2752 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2754 if (nr == GAME_PANEL_GRAVITY_STATE)
2756 int font1 = pos->font; // (used for normal state)
2757 int font2 = pos->font_alt; // (used for active state)
2759 font = (active ? font2 : font1);
2768 // don't truncate output if "chars" is zero or less
2771 // dynamically correct text alignment
2772 pos->width = size * getFontWidth(font);
2775 s_cut = getStringCopyN(s, size);
2777 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778 s_cut, font, mask_mode);
2784 redraw_mask |= REDRAW_DOOR_1;
2787 SetGameStatus(GAME_MODE_PLAYING);
2790 void UpdateAndDisplayGameControlValues(void)
2792 if (tape.deactivate_display)
2795 UpdateGameControlValues();
2796 DisplayGameControlValues();
2800 static void UpdateGameDoorValues(void)
2802 UpdateGameControlValues();
2806 void DrawGameDoorValues(void)
2808 DisplayGameControlValues();
2812 // ============================================================================
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2818 static void InitGameEngine(void)
2820 int i, j, k, l, x, y;
2822 // set game engine from tape file when re-playing, else from level file
2823 game.engine_version = (tape.playing ? tape.engine_version :
2824 level.game_version);
2826 // set single or multi-player game mode (needed for re-playing tapes)
2827 game.team_mode = setup.team_mode;
2831 int num_players = 0;
2833 for (i = 0; i < MAX_PLAYERS; i++)
2834 if (tape.player_participates[i])
2837 // multi-player tapes contain input data for more than one player
2838 game.team_mode = (num_players > 1);
2841 // --------------------------------------------------------------------------
2842 // set flags for bugs and changes according to active game engine version
2843 // --------------------------------------------------------------------------
2846 Summary of bugfix/change:
2847 Fixed handling for custom elements that change when pushed by the player.
2849 Fixed/changed in version:
2853 Before 3.1.0, custom elements that "change when pushing" changed directly
2854 after the player started pushing them (until then handled in "DigField()").
2855 Since 3.1.0, these custom elements are not changed until the "pushing"
2856 move of the element is finished (now handled in "ContinueMoving()").
2858 Affected levels/tapes:
2859 The first condition is generally needed for all levels/tapes before version
2860 3.1.0, which might use the old behaviour before it was changed; known tapes
2861 that are affected are some tapes from the level set "Walpurgis Gardens" by
2863 The second condition is an exception from the above case and is needed for
2864 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865 above (including some development versions of 3.1.0), but before it was
2866 known that this change would break tapes like the above and was fixed in
2867 3.1.1, so that the changed behaviour was active although the engine version
2868 while recording maybe was before 3.1.0. There is at least one tape that is
2869 affected by this exception, which is the tape for the one-level set "Bug
2870 Machine" by Juergen Bonhagen.
2873 game.use_change_when_pushing_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2876 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877 tape.game_version < VERSION_IDENT(3,1,1,0)));
2880 Summary of bugfix/change:
2881 Fixed handling for blocking the field the player leaves when moving.
2883 Fixed/changed in version:
2887 Before 3.1.1, when "block last field when moving" was enabled, the field
2888 the player is leaving when moving was blocked for the time of the move,
2889 and was directly unblocked afterwards. This resulted in the last field
2890 being blocked for exactly one less than the number of frames of one player
2891 move. Additionally, even when blocking was disabled, the last field was
2892 blocked for exactly one frame.
2893 Since 3.1.1, due to changes in player movement handling, the last field
2894 is not blocked at all when blocking is disabled. When blocking is enabled,
2895 the last field is blocked for exactly the number of frames of one player
2896 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897 last field is blocked for exactly one more than the number of frames of
2900 Affected levels/tapes:
2901 (!!! yet to be determined -- probably many !!!)
2904 game.use_block_last_field_bug =
2905 (game.engine_version < VERSION_IDENT(3,1,1,0));
2907 game_em.use_single_button =
2908 (game.engine_version > VERSION_IDENT(4,0,0,2));
2910 game_em.use_snap_key_bug =
2911 (game.engine_version < VERSION_IDENT(4,0,1,0));
2913 // --------------------------------------------------------------------------
2915 // set maximal allowed number of custom element changes per game frame
2916 game.max_num_changes_per_frame = 1;
2918 // default scan direction: scan playfield from top/left to bottom/right
2919 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2921 // dynamically adjust element properties according to game engine version
2922 InitElementPropertiesEngine(game.engine_version);
2925 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926 printf(" tape version == %06d [%s] [file: %06d]\n",
2927 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2929 printf(" => game.engine_version == %06d\n", game.engine_version);
2932 // ---------- initialize player's initial move delay ------------------------
2934 // dynamically adjust player properties according to level information
2935 for (i = 0; i < MAX_PLAYERS; i++)
2936 game.initial_move_delay_value[i] =
2937 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2939 // dynamically adjust player properties according to game engine version
2940 for (i = 0; i < MAX_PLAYERS; i++)
2941 game.initial_move_delay[i] =
2942 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943 game.initial_move_delay_value[i] : 0);
2945 // ---------- initialize player's initial push delay ------------------------
2947 // dynamically adjust player properties according to game engine version
2948 game.initial_push_delay_value =
2949 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2951 // ---------- initialize changing elements ----------------------------------
2953 // initialize changing elements information
2954 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2956 struct ElementInfo *ei = &element_info[i];
2958 // this pointer might have been changed in the level editor
2959 ei->change = &ei->change_page[0];
2961 if (!IS_CUSTOM_ELEMENT(i))
2963 ei->change->target_element = EL_EMPTY_SPACE;
2964 ei->change->delay_fixed = 0;
2965 ei->change->delay_random = 0;
2966 ei->change->delay_frames = 1;
2969 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2971 ei->has_change_event[j] = FALSE;
2973 ei->event_page_nr[j] = 0;
2974 ei->event_page[j] = &ei->change_page[0];
2978 // add changing elements from pre-defined list
2979 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2981 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982 struct ElementInfo *ei = &element_info[ch_delay->element];
2984 ei->change->target_element = ch_delay->target_element;
2985 ei->change->delay_fixed = ch_delay->change_delay;
2987 ei->change->pre_change_function = ch_delay->pre_change_function;
2988 ei->change->change_function = ch_delay->change_function;
2989 ei->change->post_change_function = ch_delay->post_change_function;
2991 ei->change->can_change = TRUE;
2992 ei->change->can_change_or_has_action = TRUE;
2994 ei->has_change_event[CE_DELAY] = TRUE;
2996 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3000 // ---------- initialize internal run-time variables ------------------------
3002 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3004 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3006 for (j = 0; j < ei->num_change_pages; j++)
3008 ei->change_page[j].can_change_or_has_action =
3009 (ei->change_page[j].can_change |
3010 ei->change_page[j].has_action);
3014 // add change events from custom element configuration
3015 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3017 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3019 for (j = 0; j < ei->num_change_pages; j++)
3021 if (!ei->change_page[j].can_change_or_has_action)
3024 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3026 // only add event page for the first page found with this event
3027 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3029 ei->has_change_event[k] = TRUE;
3031 ei->event_page_nr[k] = j;
3032 ei->event_page[k] = &ei->change_page[j];
3038 // ---------- initialize reference elements in change conditions ------------
3040 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3042 int element = EL_CUSTOM_START + i;
3043 struct ElementInfo *ei = &element_info[element];
3045 for (j = 0; j < ei->num_change_pages; j++)
3047 int trigger_element = ei->change_page[j].initial_trigger_element;
3049 if (trigger_element >= EL_PREV_CE_8 &&
3050 trigger_element <= EL_NEXT_CE_8)
3051 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3053 ei->change_page[j].trigger_element = trigger_element;
3057 // ---------- initialize run-time trigger player and element ----------------
3059 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3061 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3063 for (j = 0; j < ei->num_change_pages; j++)
3065 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069 ei->change_page[j].actual_trigger_ce_value = 0;
3070 ei->change_page[j].actual_trigger_ce_score = 0;
3074 // ---------- initialize trigger events -------------------------------------
3076 // initialize trigger events information
3077 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079 trigger_events[i][j] = FALSE;
3081 // add trigger events from element change event properties
3082 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3084 struct ElementInfo *ei = &element_info[i];
3086 for (j = 0; j < ei->num_change_pages; j++)
3088 if (!ei->change_page[j].can_change_or_has_action)
3091 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3093 int trigger_element = ei->change_page[j].trigger_element;
3095 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3097 if (ei->change_page[j].has_event[k])
3099 if (IS_GROUP_ELEMENT(trigger_element))
3101 struct ElementGroupInfo *group =
3102 element_info[trigger_element].group;
3104 for (l = 0; l < group->num_elements_resolved; l++)
3105 trigger_events[group->element_resolved[l]][k] = TRUE;
3107 else if (trigger_element == EL_ANY_ELEMENT)
3108 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109 trigger_events[l][k] = TRUE;
3111 trigger_events[trigger_element][k] = TRUE;
3118 // ---------- initialize push delay -----------------------------------------
3120 // initialize push delay values to default
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (!IS_CUSTOM_ELEMENT(i))
3125 // set default push delay values (corrected since version 3.0.7-1)
3126 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3128 element_info[i].push_delay_fixed = 2;
3129 element_info[i].push_delay_random = 8;
3133 element_info[i].push_delay_fixed = 8;
3134 element_info[i].push_delay_random = 8;
3139 // set push delay value for certain elements from pre-defined list
3140 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3142 int e = push_delay_list[i].element;
3144 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3145 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3148 // set push delay value for Supaplex elements for newer engine versions
3149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_SP_ELEMENT(i))
3155 // set SP push delay to just enough to push under a falling zonk
3156 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3158 element_info[i].push_delay_fixed = delay;
3159 element_info[i].push_delay_random = 0;
3164 // ---------- initialize move stepsize --------------------------------------
3166 // initialize move stepsize values to default
3167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 if (!IS_CUSTOM_ELEMENT(i))
3169 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3171 // set move stepsize value for certain elements from pre-defined list
3172 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3174 int e = move_stepsize_list[i].element;
3176 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3179 // ---------- initialize collect score --------------------------------------
3181 // initialize collect score values for custom elements from initial value
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3184 element_info[i].collect_score = element_info[i].collect_score_initial;
3186 // ---------- initialize collect count --------------------------------------
3188 // initialize collect count values for non-custom elements
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (!IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_count_initial = 0;
3193 // add collect count values for all elements from pre-defined list
3194 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195 element_info[collect_count_list[i].element].collect_count_initial =
3196 collect_count_list[i].count;
3198 // ---------- initialize access direction -----------------------------------
3200 // initialize access direction values to default (access from every side)
3201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 if (!IS_CUSTOM_ELEMENT(i))
3203 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3205 // set access direction value for certain elements from pre-defined list
3206 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207 element_info[access_direction_list[i].element].access_direction =
3208 access_direction_list[i].direction;
3210 // ---------- initialize explosion content ----------------------------------
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 if (IS_CUSTOM_ELEMENT(i))
3216 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3218 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3220 element_info[i].content.e[x][y] =
3221 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223 i == EL_PLAYER_3 ? EL_EMERALD :
3224 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225 i == EL_MOLE ? EL_EMERALD_RED :
3226 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231 i == EL_WALL_EMERALD ? EL_EMERALD :
3232 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237 i == EL_WALL_PEARL ? EL_PEARL :
3238 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3243 // ---------- initialize recursion detection --------------------------------
3244 recursion_loop_depth = 0;
3245 recursion_loop_detected = FALSE;
3246 recursion_loop_element = EL_UNDEFINED;
3248 // ---------- initialize graphics engine ------------------------------------
3249 game.scroll_delay_value =
3250 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251 setup.scroll_delay ? setup.scroll_delay_value : 0);
3252 game.scroll_delay_value =
3253 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3255 // ---------- initialize game engine snapshots ------------------------------
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.snapshot.last_action[i] = 0;
3258 game.snapshot.changed_action = FALSE;
3259 game.snapshot.collected_item = FALSE;
3260 game.snapshot.mode =
3261 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262 SNAPSHOT_MODE_EVERY_STEP :
3263 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264 SNAPSHOT_MODE_EVERY_MOVE :
3265 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267 game.snapshot.save_snapshot = FALSE;
3269 // ---------- initialize level time for Supaplex engine ---------------------
3270 // Supaplex levels with time limit currently unsupported -- should be added
3271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3275 static int get_num_special_action(int element, int action_first,
3278 int num_special_action = 0;
3281 for (i = action_first; i <= action_last; i++)
3283 boolean found = FALSE;
3285 for (j = 0; j < NUM_DIRECTIONS; j++)
3286 if (el_act_dir2img(element, i, j) !=
3287 el_act_dir2img(element, ACTION_DEFAULT, j))
3291 num_special_action++;
3296 return num_special_action;
3300 // ============================================================================
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3314 printf("%s:\n", message);
3316 for (i = 0; i < MAX_PLAYERS; i++)
3318 struct PlayerInfo *player = &stored_player[i];
3320 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3324 player->connected_locally,
3325 player->connected_network,
3328 if (local_player == player)
3329 printf(" (local player)");
3338 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340 int fade_mask = REDRAW_FIELD;
3342 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3343 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3344 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3345 int initial_move_dir = MV_DOWN;
3348 // required here to update video display before fading (FIX THIS)
3349 DrawMaskedBorder(REDRAW_DOOR_2);
3351 if (!game.restart_level)
3352 CloseDoor(DOOR_CLOSE_1);
3354 SetGameStatus(GAME_MODE_PLAYING);
3356 if (level_editor_test_game)
3357 FadeSkipNextFadeIn();
3359 FadeSetEnterScreen();
3361 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3370 // needed if different viewport properties defined for playing
3371 ChangeViewportPropertiesIfNeeded();
3375 DrawCompleteVideoDisplay();
3377 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3380 InitGameControlValues();
3382 // don't play tapes over network
3383 network_playing = (network.enabled && !tape.playing);
3385 for (i = 0; i < MAX_PLAYERS; i++)
3387 struct PlayerInfo *player = &stored_player[i];
3389 player->index_nr = i;
3390 player->index_bit = (1 << i);
3391 player->element_nr = EL_PLAYER_1 + i;
3393 player->present = FALSE;
3394 player->active = FALSE;
3395 player->mapped = FALSE;
3397 player->killed = FALSE;
3398 player->reanimated = FALSE;
3401 player->effective_action = 0;
3402 player->programmed_action = 0;
3404 player->mouse_action.lx = 0;
3405 player->mouse_action.ly = 0;
3406 player->mouse_action.button = 0;
3407 player->mouse_action.button_hint = 0;
3409 player->effective_mouse_action.lx = 0;
3410 player->effective_mouse_action.ly = 0;
3411 player->effective_mouse_action.button = 0;
3412 player->effective_mouse_action.button_hint = 0;
3415 player->score_final = 0;
3417 player->health = MAX_HEALTH;
3418 player->health_final = MAX_HEALTH;
3420 player->gems_still_needed = level.gems_needed;
3421 player->sokoban_fields_still_needed = 0;
3422 player->sokoban_objects_still_needed = 0;
3423 player->lights_still_needed = 0;
3424 player->players_still_needed = 0;
3425 player->friends_still_needed = 0;
3427 for (j = 0; j < MAX_NUM_KEYS; j++)
3428 player->key[j] = FALSE;
3430 player->num_white_keys = 0;
3432 player->dynabomb_count = 0;
3433 player->dynabomb_size = 1;
3434 player->dynabombs_left = 0;
3435 player->dynabomb_xl = FALSE;
3437 player->MovDir = initial_move_dir;
3440 player->GfxDir = initial_move_dir;
3441 player->GfxAction = ACTION_DEFAULT;
3443 player->StepFrame = 0;
3445 player->initial_element = player->element_nr;
3446 player->artwork_element =
3447 (level.use_artwork_element[i] ? level.artwork_element[i] :
3448 player->element_nr);
3449 player->use_murphy = FALSE;
3451 player->block_last_field = FALSE; // initialized in InitPlayerField()
3452 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3454 player->gravity = level.initial_player_gravity[i];
3456 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3458 player->actual_frame_counter = 0;
3460 player->step_counter = 0;
3462 player->last_move_dir = initial_move_dir;
3464 player->is_active = FALSE;
3466 player->is_waiting = FALSE;
3467 player->is_moving = FALSE;
3468 player->is_auto_moving = FALSE;
3469 player->is_digging = FALSE;
3470 player->is_snapping = FALSE;
3471 player->is_collecting = FALSE;
3472 player->is_pushing = FALSE;
3473 player->is_switching = FALSE;
3474 player->is_dropping = FALSE;
3475 player->is_dropping_pressed = FALSE;
3477 player->is_bored = FALSE;
3478 player->is_sleeping = FALSE;
3480 player->was_waiting = TRUE;
3481 player->was_moving = FALSE;
3482 player->was_snapping = FALSE;
3483 player->was_dropping = FALSE;
3485 player->force_dropping = FALSE;
3487 player->frame_counter_bored = -1;
3488 player->frame_counter_sleeping = -1;
3490 player->anim_delay_counter = 0;
3491 player->post_delay_counter = 0;
3493 player->dir_waiting = initial_move_dir;
3494 player->action_waiting = ACTION_DEFAULT;
3495 player->last_action_waiting = ACTION_DEFAULT;
3496 player->special_action_bored = ACTION_DEFAULT;
3497 player->special_action_sleeping = ACTION_DEFAULT;
3499 player->switch_x = -1;
3500 player->switch_y = -1;
3502 player->drop_x = -1;
3503 player->drop_y = -1;
3505 player->show_envelope = 0;
3507 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3509 player->push_delay = -1; // initialized when pushing starts
3510 player->push_delay_value = game.initial_push_delay_value;
3512 player->drop_delay = 0;
3513 player->drop_pressed_delay = 0;
3515 player->last_jx = -1;
3516 player->last_jy = -1;
3520 player->shield_normal_time_left = 0;
3521 player->shield_deadly_time_left = 0;
3523 player->inventory_infinite_element = EL_UNDEFINED;
3524 player->inventory_size = 0;
3526 if (level.use_initial_inventory[i])
3528 for (j = 0; j < level.initial_inventory_size[i]; j++)
3530 int element = level.initial_inventory_content[i][j];
3531 int collect_count = element_info[element].collect_count_initial;
3534 if (!IS_CUSTOM_ELEMENT(element))
3537 if (collect_count == 0)
3538 player->inventory_infinite_element = element;
3540 for (k = 0; k < collect_count; k++)
3541 if (player->inventory_size < MAX_INVENTORY_SIZE)
3542 player->inventory_element[player->inventory_size++] = element;
3546 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3547 SnapField(player, 0, 0);
3549 player->GameOver = FALSE;
3551 map_player_action[i] = i;
3554 network_player_action_received = FALSE;
3556 // initial null action
3557 if (network_playing)
3558 SendToServer_MovePlayer(MV_NONE);
3566 TimeLeft = level.time;
3569 ScreenMovDir = MV_NONE;
3573 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3575 AllPlayersGone = FALSE;
3577 game.LevelSolved = FALSE;
3579 game.LevelSolved_GameWon = FALSE;
3580 game.LevelSolved_GameEnd = FALSE;
3581 game.LevelSolved_SaveTape = FALSE;
3582 game.LevelSolved_SaveScore = FALSE;
3584 game.LevelSolved_CountingTime = 0;
3585 game.LevelSolved_CountingScore = 0;
3586 game.LevelSolved_CountingHealth = 0;
3588 game.panel.active = TRUE;
3590 game.no_time_limit = (level.time == 0);
3592 game.yamyam_content_nr = 0;
3593 game.robot_wheel_active = FALSE;
3594 game.magic_wall_active = FALSE;
3595 game.magic_wall_time_left = 0;
3596 game.light_time_left = 0;
3597 game.timegate_time_left = 0;
3598 game.switchgate_pos = 0;
3599 game.wind_direction = level.wind_direction_initial;
3601 game.lenses_time_left = 0;
3602 game.magnify_time_left = 0;
3604 game.ball_state = level.ball_state_initial;
3605 game.ball_content_nr = 0;
3607 game.explosions_delayed = TRUE;
3609 game.envelope_active = FALSE;
3611 for (i = 0; i < NUM_BELTS; i++)
3613 game.belt_dir[i] = MV_NONE;
3614 game.belt_dir_nr[i] = 3; // not moving, next moving left
3617 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3618 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3620 #if DEBUG_INIT_PLAYER
3621 DebugPrintPlayerStatus("Player status at level initialization");
3624 SCAN_PLAYFIELD(x, y)
3626 Feld[x][y] = Last[x][y] = level.field[x][y];
3627 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3628 ChangeDelay[x][y] = 0;
3629 ChangePage[x][y] = -1;
3630 CustomValue[x][y] = 0; // initialized in InitField()
3631 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3633 WasJustMoving[x][y] = 0;
3634 WasJustFalling[x][y] = 0;
3635 CheckCollision[x][y] = 0;
3636 CheckImpact[x][y] = 0;
3638 Pushed[x][y] = FALSE;
3640 ChangeCount[x][y] = 0;
3641 ChangeEvent[x][y] = -1;
3643 ExplodePhase[x][y] = 0;
3644 ExplodeDelay[x][y] = 0;
3645 ExplodeField[x][y] = EX_TYPE_NONE;
3647 RunnerVisit[x][y] = 0;
3648 PlayerVisit[x][y] = 0;
3651 GfxRandom[x][y] = INIT_GFX_RANDOM();
3652 GfxElement[x][y] = EL_UNDEFINED;
3653 GfxAction[x][y] = ACTION_DEFAULT;
3654 GfxDir[x][y] = MV_NONE;
3655 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3658 SCAN_PLAYFIELD(x, y)
3660 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3662 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3664 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3667 InitField(x, y, TRUE);
3669 ResetGfxAnimation(x, y);
3674 for (i = 0; i < MAX_PLAYERS; i++)
3676 struct PlayerInfo *player = &stored_player[i];
3678 // set number of special actions for bored and sleeping animation
3679 player->num_special_action_bored =
3680 get_num_special_action(player->artwork_element,
3681 ACTION_BORING_1, ACTION_BORING_LAST);
3682 player->num_special_action_sleeping =
3683 get_num_special_action(player->artwork_element,
3684 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3687 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3688 emulate_sb ? EMU_SOKOBAN :
3689 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3691 // initialize type of slippery elements
3692 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3694 if (!IS_CUSTOM_ELEMENT(i))
3696 // default: elements slip down either to the left or right randomly
3697 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3699 // SP style elements prefer to slip down on the left side
3700 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3701 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3703 // BD style elements prefer to slip down on the left side
3704 if (game.emulation == EMU_BOULDERDASH)
3705 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3709 // initialize explosion and ignition delay
3710 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3712 if (!IS_CUSTOM_ELEMENT(i))
3715 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3716 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3717 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3718 int last_phase = (num_phase + 1) * delay;
3719 int half_phase = (num_phase / 2) * delay;
3721 element_info[i].explosion_delay = last_phase - 1;
3722 element_info[i].ignition_delay = half_phase;
3724 if (i == EL_BLACK_ORB)
3725 element_info[i].ignition_delay = 1;
3729 // correct non-moving belts to start moving left
3730 for (i = 0; i < NUM_BELTS; i++)
3731 if (game.belt_dir[i] == MV_NONE)
3732 game.belt_dir_nr[i] = 3; // not moving, next moving left
3734 #if USE_NEW_PLAYER_ASSIGNMENTS
3735 for (i = 0; i < MAX_PLAYERS; i++)
3737 stored_player[i].connected = FALSE;
3739 // in network game mode, the local player might not be the first player
3740 if (stored_player[i].connected_locally)
3741 local_player = &stored_player[i];
3744 if (!network.enabled)
3745 local_player->connected = TRUE;
3749 for (i = 0; i < MAX_PLAYERS; i++)
3750 stored_player[i].connected = tape.player_participates[i];
3752 else if (network.enabled)
3754 // add team mode players connected over the network (needed for correct
3755 // assignment of player figures from level to locally playing players)
3757 for (i = 0; i < MAX_PLAYERS; i++)
3758 if (stored_player[i].connected_network)
3759 stored_player[i].connected = TRUE;
3761 else if (game.team_mode)
3763 // try to guess locally connected team mode players (needed for correct
3764 // assignment of player figures from level to locally playing players)
3766 for (i = 0; i < MAX_PLAYERS; i++)
3767 if (setup.input[i].use_joystick ||
3768 setup.input[i].key.left != KSYM_UNDEFINED)
3769 stored_player[i].connected = TRUE;
3772 #if DEBUG_INIT_PLAYER
3773 DebugPrintPlayerStatus("Player status after level initialization");
3776 #if DEBUG_INIT_PLAYER
3778 printf("Reassigning players ...\n");
3781 // check if any connected player was not found in playfield
3782 for (i = 0; i < MAX_PLAYERS; i++)
3784 struct PlayerInfo *player = &stored_player[i];
3786 if (player->connected && !player->present)
3788 struct PlayerInfo *field_player = NULL;
3790 #if DEBUG_INIT_PLAYER
3792 printf("- looking for field player for player %d ...\n", i + 1);
3795 // assign first free player found that is present in the playfield
3797 // first try: look for unmapped playfield player that is not connected
3798 for (j = 0; j < MAX_PLAYERS; j++)
3799 if (field_player == NULL &&
3800 stored_player[j].present &&
3801 !stored_player[j].mapped &&
3802 !stored_player[j].connected)
3803 field_player = &stored_player[j];
3805 // second try: look for *any* unmapped playfield player
3806 for (j = 0; j < MAX_PLAYERS; j++)
3807 if (field_player == NULL &&
3808 stored_player[j].present &&
3809 !stored_player[j].mapped)
3810 field_player = &stored_player[j];
3812 if (field_player != NULL)
3814 int jx = field_player->jx, jy = field_player->jy;
3816 #if DEBUG_INIT_PLAYER
3818 printf("- found player %d\n", field_player->index_nr + 1);
3821 player->present = FALSE;
3822 player->active = FALSE;
3824 field_player->present = TRUE;
3825 field_player->active = TRUE;
3828 player->initial_element = field_player->initial_element;
3829 player->artwork_element = field_player->artwork_element;
3831 player->block_last_field = field_player->block_last_field;
3832 player->block_delay_adjustment = field_player->block_delay_adjustment;
3835 StorePlayer[jx][jy] = field_player->element_nr;
3837 field_player->jx = field_player->last_jx = jx;
3838 field_player->jy = field_player->last_jy = jy;
3840 if (local_player == player)
3841 local_player = field_player;
3843 map_player_action[field_player->index_nr] = i;
3845 field_player->mapped = TRUE;
3847 #if DEBUG_INIT_PLAYER
3849 printf("- map_player_action[%d] == %d\n",
3850 field_player->index_nr + 1, i + 1);
3855 if (player->connected && player->present)
3856 player->mapped = TRUE;
3859 #if DEBUG_INIT_PLAYER
3860 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3865 // check if any connected player was not found in playfield
3866 for (i = 0; i < MAX_PLAYERS; i++)
3868 struct PlayerInfo *player = &stored_player[i];
3870 if (player->connected && !player->present)
3872 for (j = 0; j < MAX_PLAYERS; j++)
3874 struct PlayerInfo *field_player = &stored_player[j];
3875 int jx = field_player->jx, jy = field_player->jy;
3877 // assign first free player found that is present in the playfield
3878 if (field_player->present && !field_player->connected)
3880 player->present = TRUE;
3881 player->active = TRUE;
3883 field_player->present = FALSE;
3884 field_player->active = FALSE;
3886 player->initial_element = field_player->initial_element;
3887 player->artwork_element = field_player->artwork_element;
3889 player->block_last_field = field_player->block_last_field;
3890 player->block_delay_adjustment = field_player->block_delay_adjustment;
3892 StorePlayer[jx][jy] = player->element_nr;
3894 player->jx = player->last_jx = jx;
3895 player->jy = player->last_jy = jy;
3905 printf("::: local_player->present == %d\n", local_player->present);
3908 // set focus to local player for network games, else to all players
3909 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3910 game.centered_player_nr_next = game.centered_player_nr;
3911 game.set_centered_player = FALSE;
3913 if (network_playing && tape.recording)
3915 // store client dependent player focus when recording network games
3916 tape.centered_player_nr_next = game.centered_player_nr_next;
3917 tape.set_centered_player = TRUE;
3922 // when playing a tape, eliminate all players who do not participate
3924 #if USE_NEW_PLAYER_ASSIGNMENTS
3926 if (!game.team_mode)
3928 for (i = 0; i < MAX_PLAYERS; i++)
3930 if (stored_player[i].active &&
3931 !tape.player_participates[map_player_action[i]])
3933 struct PlayerInfo *player = &stored_player[i];
3934 int jx = player->jx, jy = player->jy;
3936 #if DEBUG_INIT_PLAYER
3938 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3941 player->active = FALSE;
3942 StorePlayer[jx][jy] = 0;
3943 Feld[jx][jy] = EL_EMPTY;
3950 for (i = 0; i < MAX_PLAYERS; i++)
3952 if (stored_player[i].active &&
3953 !tape.player_participates[i])
3955 struct PlayerInfo *player = &stored_player[i];
3956 int jx = player->jx, jy = player->jy;
3958 player->active = FALSE;
3959 StorePlayer[jx][jy] = 0;
3960 Feld[jx][jy] = EL_EMPTY;
3965 else if (!network.enabled && !game.team_mode) // && !tape.playing
3967 // when in single player mode, eliminate all but the local player
3969 for (i = 0; i < MAX_PLAYERS; i++)
3971 struct PlayerInfo *player = &stored_player[i];
3973 if (player->active && player != local_player)
3975 int jx = player->jx, jy = player->jy;
3977 player->active = FALSE;
3978 player->present = FALSE;
3980 StorePlayer[jx][jy] = 0;
3981 Feld[jx][jy] = EL_EMPTY;
3986 for (i = 0; i < MAX_PLAYERS; i++)
3987 if (stored_player[i].active)
3988 local_player->players_still_needed++;
3990 if (level.solved_by_one_player)
3991 local_player->players_still_needed = 1;
3993 // when recording the game, store which players take part in the game
3996 #if USE_NEW_PLAYER_ASSIGNMENTS
3997 for (i = 0; i < MAX_PLAYERS; i++)
3998 if (stored_player[i].connected)
3999 tape.player_participates[i] = TRUE;
4001 for (i = 0; i < MAX_PLAYERS; i++)
4002 if (stored_player[i].active)
4003 tape.player_participates[i] = TRUE;
4007 #if DEBUG_INIT_PLAYER
4008 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4011 if (BorderElement == EL_EMPTY)
4014 SBX_Right = lev_fieldx - SCR_FIELDX;
4016 SBY_Lower = lev_fieldy - SCR_FIELDY;
4021 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4023 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4026 if (full_lev_fieldx <= SCR_FIELDX)
4027 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4028 if (full_lev_fieldy <= SCR_FIELDY)
4029 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4031 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4033 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4036 // if local player not found, look for custom element that might create
4037 // the player (make some assumptions about the right custom element)
4038 if (!local_player->present)
4040 int start_x = 0, start_y = 0;
4041 int found_rating = 0;
4042 int found_element = EL_UNDEFINED;
4043 int player_nr = local_player->index_nr;
4045 SCAN_PLAYFIELD(x, y)
4047 int element = Feld[x][y];
4052 if (level.use_start_element[player_nr] &&
4053 level.start_element[player_nr] == element &&
4060 found_element = element;
4063 if (!IS_CUSTOM_ELEMENT(element))
4066 if (CAN_CHANGE(element))
4068 for (i = 0; i < element_info[element].num_change_pages; i++)
4070 // check for player created from custom element as single target
4071 content = element_info[element].change_page[i].target_element;
4072 is_player = ELEM_IS_PLAYER(content);
4074 if (is_player && (found_rating < 3 ||
4075 (found_rating == 3 && element < found_element)))
4081 found_element = element;
4086 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4088 // check for player created from custom element as explosion content
4089 content = element_info[element].content.e[xx][yy];
4090 is_player = ELEM_IS_PLAYER(content);
4092 if (is_player && (found_rating < 2 ||
4093 (found_rating == 2 && element < found_element)))
4095 start_x = x + xx - 1;
4096 start_y = y + yy - 1;
4099 found_element = element;
4102 if (!CAN_CHANGE(element))
4105 for (i = 0; i < element_info[element].num_change_pages; i++)
4107 // check for player created from custom element as extended target
4109 element_info[element].change_page[i].target_content.e[xx][yy];
4111 is_player = ELEM_IS_PLAYER(content);
4113 if (is_player && (found_rating < 1 ||
4114 (found_rating == 1 && element < found_element)))
4116 start_x = x + xx - 1;
4117 start_y = y + yy - 1;
4120 found_element = element;
4126 scroll_x = SCROLL_POSITION_X(start_x);
4127 scroll_y = SCROLL_POSITION_Y(start_y);
4131 scroll_x = SCROLL_POSITION_X(local_player->jx);
4132 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4135 // !!! FIX THIS (START) !!!
4136 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4138 InitGameEngine_EM();
4140 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4142 InitGameEngine_SP();
4144 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4146 InitGameEngine_MM();
4150 DrawLevel(REDRAW_FIELD);
4153 // after drawing the level, correct some elements
4154 if (game.timegate_time_left == 0)
4155 CloseAllOpenTimegates();
4158 // blit playfield from scroll buffer to normal back buffer for fading in
4159 BlitScreenToBitmap(backbuffer);
4160 // !!! FIX THIS (END) !!!
4162 DrawMaskedBorder(fade_mask);
4167 // full screen redraw is required at this point in the following cases:
4168 // - special editor door undrawn when game was started from level editor
4169 // - drawing area (playfield) was changed and has to be removed completely
4170 redraw_mask = REDRAW_ALL;
4174 if (!game.restart_level)
4176 // copy default game door content to main double buffer
4178 // !!! CHECK AGAIN !!!
4179 SetPanelBackground();
4180 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4181 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4184 SetPanelBackground();
4185 SetDrawBackgroundMask(REDRAW_DOOR_1);
4187 UpdateAndDisplayGameControlValues();
4189 if (!game.restart_level)
4195 CreateGameButtons();
4200 // copy actual game door content to door double buffer for OpenDoor()
4201 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4203 OpenDoor(DOOR_OPEN_ALL);
4205 KeyboardAutoRepeatOffUnlessAutoplay();
4207 #if DEBUG_INIT_PLAYER
4208 DebugPrintPlayerStatus("Player status (final)");
4217 if (!game.restart_level && !tape.playing)
4219 LevelStats_incPlayed(level_nr);
4221 SaveLevelSetup_SeriesInfo();
4224 game.restart_level = FALSE;
4225 game.restart_game_message = NULL;
4226 game.request_active = FALSE;
4228 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4229 InitGameActions_MM();
4231 SaveEngineSnapshotToListInitial();
4233 if (!game.restart_level)
4235 PlaySound(SND_GAME_STARTING);
4237 if (setup.sound_music)
4242 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4243 int actual_player_x, int actual_player_y)
4245 // this is used for non-R'n'D game engines to update certain engine values
4247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4249 actual_player_x = correctLevelPosX_EM(actual_player_x);
4250 actual_player_y = correctLevelPosY_EM(actual_player_y);
4253 // needed to determine if sounds are played within the visible screen area
4254 scroll_x = actual_scroll_x;
4255 scroll_y = actual_scroll_y;
4257 // needed to get player position for "follow finger" playing input method
4258 local_player->jx = actual_player_x;
4259 local_player->jy = actual_player_y;
4262 void InitMovDir(int x, int y)
4264 int i, element = Feld[x][y];
4265 static int xy[4][2] =
4272 static int direction[3][4] =
4274 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4275 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4276 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4285 Feld[x][y] = EL_BUG;
4286 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4289 case EL_SPACESHIP_RIGHT:
4290 case EL_SPACESHIP_UP:
4291 case EL_SPACESHIP_LEFT:
4292 case EL_SPACESHIP_DOWN:
4293 Feld[x][y] = EL_SPACESHIP;
4294 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4297 case EL_BD_BUTTERFLY_RIGHT:
4298 case EL_BD_BUTTERFLY_UP:
4299 case EL_BD_BUTTERFLY_LEFT:
4300 case EL_BD_BUTTERFLY_DOWN:
4301 Feld[x][y] = EL_BD_BUTTERFLY;
4302 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4305 case EL_BD_FIREFLY_RIGHT:
4306 case EL_BD_FIREFLY_UP:
4307 case EL_BD_FIREFLY_LEFT:
4308 case EL_BD_FIREFLY_DOWN:
4309 Feld[x][y] = EL_BD_FIREFLY;
4310 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4313 case EL_PACMAN_RIGHT:
4315 case EL_PACMAN_LEFT:
4316 case EL_PACMAN_DOWN:
4317 Feld[x][y] = EL_PACMAN;
4318 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4321 case EL_YAMYAM_LEFT:
4322 case EL_YAMYAM_RIGHT:
4324 case EL_YAMYAM_DOWN:
4325 Feld[x][y] = EL_YAMYAM;
4326 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4329 case EL_SP_SNIKSNAK:
4330 MovDir[x][y] = MV_UP;
4333 case EL_SP_ELECTRON:
4334 MovDir[x][y] = MV_LEFT;
4341 Feld[x][y] = EL_MOLE;
4342 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4346 if (IS_CUSTOM_ELEMENT(element))
4348 struct ElementInfo *ei = &element_info[element];
4349 int move_direction_initial = ei->move_direction_initial;
4350 int move_pattern = ei->move_pattern;
4352 if (move_direction_initial == MV_START_PREVIOUS)
4354 if (MovDir[x][y] != MV_NONE)
4357 move_direction_initial = MV_START_AUTOMATIC;
4360 if (move_direction_initial == MV_START_RANDOM)
4361 MovDir[x][y] = 1 << RND(4);
4362 else if (move_direction_initial & MV_ANY_DIRECTION)
4363 MovDir[x][y] = move_direction_initial;
4364 else if (move_pattern == MV_ALL_DIRECTIONS ||
4365 move_pattern == MV_TURNING_LEFT ||
4366 move_pattern == MV_TURNING_RIGHT ||
4367 move_pattern == MV_TURNING_LEFT_RIGHT ||
4368 move_pattern == MV_TURNING_RIGHT_LEFT ||
4369 move_pattern == MV_TURNING_RANDOM)
4370 MovDir[x][y] = 1 << RND(4);
4371 else if (move_pattern == MV_HORIZONTAL)
4372 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4373 else if (move_pattern == MV_VERTICAL)
4374 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4375 else if (move_pattern & MV_ANY_DIRECTION)
4376 MovDir[x][y] = element_info[element].move_pattern;
4377 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4378 move_pattern == MV_ALONG_RIGHT_SIDE)
4380 // use random direction as default start direction
4381 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4382 MovDir[x][y] = 1 << RND(4);
4384 for (i = 0; i < NUM_DIRECTIONS; i++)
4386 int x1 = x + xy[i][0];
4387 int y1 = y + xy[i][1];
4389 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4391 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4392 MovDir[x][y] = direction[0][i];
4394 MovDir[x][y] = direction[1][i];
4403 MovDir[x][y] = 1 << RND(4);
4405 if (element != EL_BUG &&
4406 element != EL_SPACESHIP &&
4407 element != EL_BD_BUTTERFLY &&
4408 element != EL_BD_FIREFLY)
4411 for (i = 0; i < NUM_DIRECTIONS; i++)
4413 int x1 = x + xy[i][0];
4414 int y1 = y + xy[i][1];
4416 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4418 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4420 MovDir[x][y] = direction[0][i];
4423 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4424 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4426 MovDir[x][y] = direction[1][i];
4435 GfxDir[x][y] = MovDir[x][y];
4438 void InitAmoebaNr(int x, int y)
4441 int group_nr = AmoebeNachbarNr(x, y);
4445 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4447 if (AmoebaCnt[i] == 0)
4455 AmoebaNr[x][y] = group_nr;
4456 AmoebaCnt[group_nr]++;
4457 AmoebaCnt2[group_nr]++;
4460 static void LevelSolved(void)
4462 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4463 local_player->players_still_needed > 0)
4466 game.LevelSolved = TRUE;
4468 local_player->GameOver = TRUE;
4470 local_player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4471 level.native_em_level->lev->score :
4472 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4474 local_player->score);
4475 local_player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4476 MM_HEALTH(game_mm.laser_overload_value) :
4477 local_player->health);
4479 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4480 game.LevelSolved_CountingScore = local_player->score_final;
4481 game.LevelSolved_CountingHealth = local_player->health_final;
4486 static int time_count_steps;
4487 static int time, time_final;
4488 static int score, score_final;
4489 static int health, health_final;
4490 static int game_over_delay_1 = 0;
4491 static int game_over_delay_2 = 0;
4492 static int game_over_delay_3 = 0;
4493 int game_over_delay_value_1 = 50;
4494 int game_over_delay_value_2 = 25;
4495 int game_over_delay_value_3 = 50;
4497 if (!game.LevelSolved_GameWon)
4501 // do not start end game actions before the player stops moving (to exit)
4502 if (local_player->MovPos)
4505 game.LevelSolved_GameWon = TRUE;
4506 game.LevelSolved_SaveTape = tape.recording;
4507 game.LevelSolved_SaveScore = !tape.playing;
4511 LevelStats_incSolved(level_nr);
4513 SaveLevelSetup_SeriesInfo();
4516 if (tape.auto_play) // tape might already be stopped here
4517 tape.auto_play_level_solved = TRUE;
4521 game_over_delay_1 = 0;
4522 game_over_delay_2 = 0;
4523 game_over_delay_3 = game_over_delay_value_3;
4525 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4526 score = score_final = local_player->score_final;
4527 health = health_final = local_player->health_final;
4529 if (level.score[SC_TIME_BONUS] > 0)
4534 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4536 else if (game.no_time_limit && TimePlayed < 999)
4539 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4542 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4544 game_over_delay_1 = game_over_delay_value_1;
4546 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4549 score_final += health * level.score[SC_TIME_BONUS];
4551 game_over_delay_2 = game_over_delay_value_2;
4554 local_player->score_final = score_final;
4555 local_player->health_final = health_final;
4558 if (level_editor_test_game)
4561 score = score_final;
4563 game.LevelSolved_CountingTime = time;
4564 game.LevelSolved_CountingScore = score;
4566 game_panel_controls[GAME_PANEL_TIME].value = time;
4567 game_panel_controls[GAME_PANEL_SCORE].value = score;
4569 DisplayGameControlValues();
4572 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4574 if (ExitX >= 0 && ExitY >= 0) // local player has left the level
4576 // close exit door after last player
4577 if ((AllPlayersGone &&
4578 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4579 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4580 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4581 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4582 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4584 int element = Feld[ExitX][ExitY];
4586 Feld[ExitX][ExitY] =
4587 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4588 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4589 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4590 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4591 EL_EM_STEEL_EXIT_CLOSING);
4593 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4596 // player disappears
4597 DrawLevelField(ExitX, ExitY);
4600 for (i = 0; i < MAX_PLAYERS; i++)
4602 struct PlayerInfo *player = &stored_player[i];
4604 if (player->present)
4606 RemovePlayer(player);
4608 // player disappears
4609 DrawLevelField(player->jx, player->jy);
4614 PlaySound(SND_GAME_WINNING);
4617 if (game_over_delay_1 > 0)
4619 game_over_delay_1--;
4624 if (time != time_final)
4626 int time_to_go = ABS(time_final - time);
4627 int time_count_dir = (time < time_final ? +1 : -1);
4629 if (time_to_go < time_count_steps)
4630 time_count_steps = 1;
4632 time += time_count_steps * time_count_dir;
4633 score += time_count_steps * level.score[SC_TIME_BONUS];
4635 game.LevelSolved_CountingTime = time;
4636 game.LevelSolved_CountingScore = score;
4638 game_panel_controls[GAME_PANEL_TIME].value = time;
4639 game_panel_controls[GAME_PANEL_SCORE].value = score;
4641 DisplayGameControlValues();
4643 if (time == time_final)
4644 StopSound(SND_GAME_LEVELTIME_BONUS);
4645 else if (setup.sound_loops)
4646 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4648 PlaySound(SND_GAME_LEVELTIME_BONUS);
4653 if (game_over_delay_2 > 0)
4655 game_over_delay_2--;
4660 if (health != health_final)
4662 int health_count_dir = (health < health_final ? +1 : -1);
4664 health += health_count_dir;
4665 score += level.score[SC_TIME_BONUS];
4667 game.LevelSolved_CountingHealth = health;
4668 game.LevelSolved_CountingScore = score;
4670 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4671 game_panel_controls[GAME_PANEL_SCORE].value = score;
4673 DisplayGameControlValues();
4675 if (health == health_final)
4676 StopSound(SND_GAME_LEVELTIME_BONUS);
4677 else if (setup.sound_loops)
4678 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4680 PlaySound(SND_GAME_LEVELTIME_BONUS);
4685 game.panel.active = FALSE;
4687 if (game_over_delay_3 > 0)
4689 game_over_delay_3--;
4699 // used instead of "level_nr" (needed for network games)
4700 int last_level_nr = levelset.level_nr;
4703 game.LevelSolved_GameEnd = TRUE;
4705 if (game.LevelSolved_SaveTape)
4707 // make sure that request dialog to save tape does not open door again
4708 if (!global.use_envelope_request)
4709 CloseDoor(DOOR_CLOSE_1);
4711 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4714 // if no tape is to be saved, close both doors simultaneously
4715 CloseDoor(DOOR_CLOSE_ALL);
4717 if (level_editor_test_game)
4719 SetGameStatus(GAME_MODE_MAIN);
4726 if (!game.LevelSolved_SaveScore)
4728 SetGameStatus(GAME_MODE_MAIN);
4735 if (level_nr == leveldir_current->handicap_level)
4737 leveldir_current->handicap_level++;
4739 SaveLevelSetup_SeriesInfo();
4742 if (setup.increment_levels &&
4743 level_nr < leveldir_current->last_level &&
4746 level_nr++; // advance to next level
4747 TapeErase(); // start with empty tape
4749 if (setup.auto_play_next_level)
4751 LoadLevel(level_nr);
4753 SaveLevelSetup_SeriesInfo();
4757 hi_pos = NewHiScore(last_level_nr);
4759 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4761 SetGameStatus(GAME_MODE_SCORES);
4763 DrawHallOfFame(last_level_nr, hi_pos);
4765 else if (setup.auto_play_next_level && setup.increment_levels &&
4766 last_level_nr < leveldir_current->last_level &&
4769 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4773 SetGameStatus(GAME_MODE_MAIN);
4779 int NewHiScore(int level_nr)
4783 boolean one_score_entry_per_name = !program.many_scores_per_name;
4785 LoadScore(level_nr);
4787 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4788 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4791 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4793 if (local_player->score_final > highscore[k].Score)
4795 // player has made it to the hall of fame
4797 if (k < MAX_SCORE_ENTRIES - 1)
4799 int m = MAX_SCORE_ENTRIES - 1;
4801 if (one_score_entry_per_name)
4803 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4804 if (strEqual(setup.player_name, highscore[l].Name))
4807 if (m == k) // player's new highscore overwrites his old one
4811 for (l = m; l > k; l--)
4813 strcpy(highscore[l].Name, highscore[l - 1].Name);
4814 highscore[l].Score = highscore[l - 1].Score;
4820 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4821 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4822 highscore[k].Score = local_player->score_final;
4827 else if (one_score_entry_per_name &&
4828 !strncmp(setup.player_name, highscore[k].Name,
4829 MAX_PLAYER_NAME_LEN))
4830 break; // player already there with a higher score
4834 SaveScore(level_nr);
4839 static int getElementMoveStepsizeExt(int x, int y, int direction)
4841 int element = Feld[x][y];
4842 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4843 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4844 int horiz_move = (dx != 0);
4845 int sign = (horiz_move ? dx : dy);
4846 int step = sign * element_info[element].move_stepsize;
4848 // special values for move stepsize for spring and things on conveyor belt
4851 if (CAN_FALL(element) &&
4852 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4853 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4854 else if (element == EL_SPRING)
4855 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4861 static int getElementMoveStepsize(int x, int y)
4863 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4866 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4868 if (player->GfxAction != action || player->GfxDir != dir)
4870 player->GfxAction = action;
4871 player->GfxDir = dir;
4873 player->StepFrame = 0;
4877 static void ResetGfxFrame(int x, int y)
4879 // profiling showed that "autotest" spends 10~20% of its time in this function
4880 if (DrawingDeactivatedField())
4883 int element = Feld[x][y];
4884 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4886 if (graphic_info[graphic].anim_global_sync)
4887 GfxFrame[x][y] = FrameCounter;
4888 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4889 GfxFrame[x][y] = CustomValue[x][y];
4890 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4891 GfxFrame[x][y] = element_info[element].collect_score;
4892 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4893 GfxFrame[x][y] = ChangeDelay[x][y];
4896 static void ResetGfxAnimation(int x, int y)
4898 GfxAction[x][y] = ACTION_DEFAULT;
4899 GfxDir[x][y] = MovDir[x][y];
4902 ResetGfxFrame(x, y);
4905 static void ResetRandomAnimationValue(int x, int y)
4907 GfxRandom[x][y] = INIT_GFX_RANDOM();
4910 static void InitMovingField(int x, int y, int direction)
4912 int element = Feld[x][y];
4913 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4914 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4917 boolean is_moving_before, is_moving_after;
4919 // check if element was/is moving or being moved before/after mode change
4920 is_moving_before = (WasJustMoving[x][y] != 0);
4921 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4923 // reset animation only for moving elements which change direction of moving
4924 // or which just started or stopped moving
4925 // (else CEs with property "can move" / "not moving" are reset each frame)
4926 if (is_moving_before != is_moving_after ||
4927 direction != MovDir[x][y])
4928 ResetGfxAnimation(x, y);
4930 MovDir[x][y] = direction;
4931 GfxDir[x][y] = direction;
4933 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4934 direction == MV_DOWN && CAN_FALL(element) ?
4935 ACTION_FALLING : ACTION_MOVING);
4937 // this is needed for CEs with property "can move" / "not moving"
4939 if (is_moving_after)
4941 if (Feld[newx][newy] == EL_EMPTY)
4942 Feld[newx][newy] = EL_BLOCKED;
4944 MovDir[newx][newy] = MovDir[x][y];
4946 CustomValue[newx][newy] = CustomValue[x][y];
4948 GfxFrame[newx][newy] = GfxFrame[x][y];
4949 GfxRandom[newx][newy] = GfxRandom[x][y];
4950 GfxAction[newx][newy] = GfxAction[x][y];
4951 GfxDir[newx][newy] = GfxDir[x][y];
4955 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4957 int direction = MovDir[x][y];
4958 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4959 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4965 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4967 int oldx = x, oldy = y;
4968 int direction = MovDir[x][y];
4970 if (direction == MV_LEFT)
4972 else if (direction == MV_RIGHT)
4974 else if (direction == MV_UP)
4976 else if (direction == MV_DOWN)
4979 *comes_from_x = oldx;
4980 *comes_from_y = oldy;
4983 static int MovingOrBlocked2Element(int x, int y)
4985 int element = Feld[x][y];
4987 if (element == EL_BLOCKED)
4991 Blocked2Moving(x, y, &oldx, &oldy);
4992 return Feld[oldx][oldy];
4998 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5000 // like MovingOrBlocked2Element(), but if element is moving
5001 // and (x,y) is the field the moving element is just leaving,
5002 // return EL_BLOCKED instead of the element value
5003 int element = Feld[x][y];
5005 if (IS_MOVING(x, y))
5007 if (element == EL_BLOCKED)
5011 Blocked2Moving(x, y, &oldx, &oldy);
5012 return Feld[oldx][oldy];
5021 static void RemoveField(int x, int y)
5023 Feld[x][y] = EL_EMPTY;
5029 CustomValue[x][y] = 0;
5032 ChangeDelay[x][y] = 0;
5033 ChangePage[x][y] = -1;
5034 Pushed[x][y] = FALSE;
5036 GfxElement[x][y] = EL_UNDEFINED;
5037 GfxAction[x][y] = ACTION_DEFAULT;
5038 GfxDir[x][y] = MV_NONE;
5041 static void RemoveMovingField(int x, int y)
5043 int oldx = x, oldy = y, newx = x, newy = y;
5044 int element = Feld[x][y];
5045 int next_element = EL_UNDEFINED;
5047 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5050 if (IS_MOVING(x, y))
5052 Moving2Blocked(x, y, &newx, &newy);
5054 if (Feld[newx][newy] != EL_BLOCKED)
5056 // element is moving, but target field is not free (blocked), but
5057 // already occupied by something different (example: acid pool);
5058 // in this case, only remove the moving field, but not the target
5060 RemoveField(oldx, oldy);
5062 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5064 TEST_DrawLevelField(oldx, oldy);
5069 else if (element == EL_BLOCKED)
5071 Blocked2Moving(x, y, &oldx, &oldy);
5072 if (!IS_MOVING(oldx, oldy))
5076 if (element == EL_BLOCKED &&
5077 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5078 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5079 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5080 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5081 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5082 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5083 next_element = get_next_element(Feld[oldx][oldy]);
5085 RemoveField(oldx, oldy);
5086 RemoveField(newx, newy);
5088 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5090 if (next_element != EL_UNDEFINED)
5091 Feld[oldx][oldy] = next_element;
5093 TEST_DrawLevelField(oldx, oldy);
5094 TEST_DrawLevelField(newx, newy);
5097 void DrawDynamite(int x, int y)
5099 int sx = SCREENX(x), sy = SCREENY(y);
5100 int graphic = el2img(Feld[x][y]);
5103 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5106 if (IS_WALKABLE_INSIDE(Back[x][y]))
5110 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5111 else if (Store[x][y])
5112 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5114 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5116 if (Back[x][y] || Store[x][y])
5117 DrawGraphicThruMask(sx, sy, graphic, frame);
5119 DrawGraphic(sx, sy, graphic, frame);
5122 static void CheckDynamite(int x, int y)
5124 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5128 if (MovDelay[x][y] != 0)
5131 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5137 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5142 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5144 boolean num_checked_players = 0;
5147 for (i = 0; i < MAX_PLAYERS; i++)
5149 if (stored_player[i].active)
5151 int sx = stored_player[i].jx;
5152 int sy = stored_player[i].jy;
5154 if (num_checked_players == 0)
5161 *sx1 = MIN(*sx1, sx);
5162 *sy1 = MIN(*sy1, sy);
5163 *sx2 = MAX(*sx2, sx);
5164 *sy2 = MAX(*sy2, sy);
5167 num_checked_players++;
5172 static boolean checkIfAllPlayersFitToScreen_RND(void)
5174 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5176 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5178 return (sx2 - sx1 < SCR_FIELDX &&
5179 sy2 - sy1 < SCR_FIELDY);
5182 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5184 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5186 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5188 *sx = (sx1 + sx2) / 2;
5189 *sy = (sy1 + sy2) / 2;
5192 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5193 boolean center_screen, boolean quick_relocation)
5195 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5196 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5197 boolean no_delay = (tape.warp_forward);
5198 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5199 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5200 int new_scroll_x, new_scroll_y;
5202 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5204 // case 1: quick relocation inside visible screen (without scrolling)
5211 if (!level.shifted_relocation || center_screen)
5213 // relocation _with_ centering of screen
5215 new_scroll_x = SCROLL_POSITION_X(x);
5216 new_scroll_y = SCROLL_POSITION_Y(y);
5220 // relocation _without_ centering of screen
5222 int center_scroll_x = SCROLL_POSITION_X(old_x);
5223 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5224 int offset_x = x + (scroll_x - center_scroll_x);
5225 int offset_y = y + (scroll_y - center_scroll_y);
5227 // for new screen position, apply previous offset to center position
5228 new_scroll_x = SCROLL_POSITION_X(offset_x);
5229 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5232 if (quick_relocation)
5234 // case 2: quick relocation (redraw without visible scrolling)
5236 scroll_x = new_scroll_x;
5237 scroll_y = new_scroll_y;
5244 // case 3: visible relocation (with scrolling to new position)
5246 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5248 SetVideoFrameDelay(wait_delay_value);
5250 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5253 int fx = FX, fy = FY;
5255 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5256 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5258 if (dx == 0 && dy == 0) // no scrolling needed at all
5264 fx += dx * TILEX / 2;
5265 fy += dy * TILEY / 2;
5267 ScrollLevel(dx, dy);
5270 // scroll in two steps of half tile size to make things smoother
5271 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5273 // scroll second step to align at full tile size
5274 BlitScreenToBitmap(window);
5280 SetVideoFrameDelay(frame_delay_value_old);
5283 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5285 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5286 int player_nr = GET_PLAYER_NR(el_player);
5287 struct PlayerInfo *player = &stored_player[player_nr];
5288 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5289 boolean no_delay = (tape.warp_forward);
5290 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5291 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5292 int old_jx = player->jx;
5293 int old_jy = player->jy;
5294 int old_element = Feld[old_jx][old_jy];
5295 int element = Feld[jx][jy];
5296 boolean player_relocated = (old_jx != jx || old_jy != jy);
5298 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5299 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5300 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5301 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5302 int leave_side_horiz = move_dir_horiz;
5303 int leave_side_vert = move_dir_vert;
5304 int enter_side = enter_side_horiz | enter_side_vert;
5305 int leave_side = leave_side_horiz | leave_side_vert;
5307 if (player->GameOver) // do not reanimate dead player
5310 if (!player_relocated) // no need to relocate the player
5313 if (IS_PLAYER(jx, jy)) // player already placed at new position
5315 RemoveField(jx, jy); // temporarily remove newly placed player
5316 DrawLevelField(jx, jy);
5319 if (player->present)
5321 while (player->MovPos)
5323 ScrollPlayer(player, SCROLL_GO_ON);
5324 ScrollScreen(NULL, SCROLL_GO_ON);
5326 AdvanceFrameAndPlayerCounters(player->index_nr);
5330 BackToFront_WithFrameDelay(wait_delay_value);
5333 DrawPlayer(player); // needed here only to cleanup last field
5334 DrawLevelField(player->jx, player->jy); // remove player graphic
5336 player->is_moving = FALSE;
5339 if (IS_CUSTOM_ELEMENT(old_element))
5340 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5342 player->index_bit, leave_side);
5344 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5346 player->index_bit, leave_side);
5348 Feld[jx][jy] = el_player;
5349 InitPlayerField(jx, jy, el_player, TRUE);
5351 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5352 possible that the relocation target field did not contain a player element,
5353 but a walkable element, to which the new player was relocated -- in this
5354 case, restore that (already initialized!) element on the player field */
5355 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5357 Feld[jx][jy] = element; // restore previously existing element
5360 // only visually relocate centered player
5361 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5362 FALSE, level.instant_relocation);
5364 TestIfPlayerTouchesBadThing(jx, jy);
5365 TestIfPlayerTouchesCustomElement(jx, jy);
5367 if (IS_CUSTOM_ELEMENT(element))
5368 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5369 player->index_bit, enter_side);
5371 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5372 player->index_bit, enter_side);
5374 if (player->is_switching)
5376 /* ensure that relocation while still switching an element does not cause
5377 a new element to be treated as also switched directly after relocation
5378 (this is important for teleporter switches that teleport the player to
5379 a place where another teleporter switch is in the same direction, which
5380 would then incorrectly be treated as immediately switched before the
5381 direction key that caused the switch was released) */
5383 player->switch_x += jx - old_jx;
5384 player->switch_y += jy - old_jy;
5388 static void Explode(int ex, int ey, int phase, int mode)
5394 // !!! eliminate this variable !!!
5395 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5397 if (game.explosions_delayed)
5399 ExplodeField[ex][ey] = mode;
5403 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5405 int center_element = Feld[ex][ey];
5406 int artwork_element, explosion_element; // set these values later
5408 // remove things displayed in background while burning dynamite
5409 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5412 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5414 // put moving element to center field (and let it explode there)
5415 center_element = MovingOrBlocked2Element(ex, ey);
5416 RemoveMovingField(ex, ey);
5417 Feld[ex][ey] = center_element;
5420 // now "center_element" is finally determined -- set related values now
5421 artwork_element = center_element; // for custom player artwork
5422 explosion_element = center_element; // for custom player artwork
5424 if (IS_PLAYER(ex, ey))
5426 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5428 artwork_element = stored_player[player_nr].artwork_element;
5430 if (level.use_explosion_element[player_nr])
5432 explosion_element = level.explosion_element[player_nr];
5433 artwork_element = explosion_element;
5437 if (mode == EX_TYPE_NORMAL ||
5438 mode == EX_TYPE_CENTER ||
5439 mode == EX_TYPE_CROSS)
5440 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5442 last_phase = element_info[explosion_element].explosion_delay + 1;
5444 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5446 int xx = x - ex + 1;
5447 int yy = y - ey + 1;
5450 if (!IN_LEV_FIELD(x, y) ||
5451 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5452 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5455 element = Feld[x][y];
5457 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5459 element = MovingOrBlocked2Element(x, y);
5461 if (!IS_EXPLOSION_PROOF(element))
5462 RemoveMovingField(x, y);
5465 // indestructible elements can only explode in center (but not flames)
5466 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5467 mode == EX_TYPE_BORDER)) ||
5468 element == EL_FLAMES)
5471 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5472 behaviour, for example when touching a yamyam that explodes to rocks
5473 with active deadly shield, a rock is created under the player !!! */
5474 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5476 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5477 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5478 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5480 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5483 if (IS_ACTIVE_BOMB(element))
5485 // re-activate things under the bomb like gate or penguin
5486 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5493 // save walkable background elements while explosion on same tile
5494 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5495 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5496 Back[x][y] = element;
5498 // ignite explodable elements reached by other explosion
5499 if (element == EL_EXPLOSION)
5500 element = Store2[x][y];
5502 if (AmoebaNr[x][y] &&
5503 (element == EL_AMOEBA_FULL ||
5504 element == EL_BD_AMOEBA ||
5505 element == EL_AMOEBA_GROWING))
5507 AmoebaCnt[AmoebaNr[x][y]]--;
5508 AmoebaCnt2[AmoebaNr[x][y]]--;
5513 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5515 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5517 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5519 if (PLAYERINFO(ex, ey)->use_murphy)
5520 Store[x][y] = EL_EMPTY;
5523 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5524 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5525 else if (ELEM_IS_PLAYER(center_element))
5526 Store[x][y] = EL_EMPTY;
5527 else if (center_element == EL_YAMYAM)
5528 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5529 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5530 Store[x][y] = element_info[center_element].content.e[xx][yy];
5532 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5533 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5534 // otherwise) -- FIX THIS !!!
5535 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5536 Store[x][y] = element_info[element].content.e[1][1];
5538 else if (!CAN_EXPLODE(element))
5539 Store[x][y] = element_info[element].content.e[1][1];
5542 Store[x][y] = EL_EMPTY;
5544 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5545 center_element == EL_AMOEBA_TO_DIAMOND)
5546 Store2[x][y] = element;
5548 Feld[x][y] = EL_EXPLOSION;
5549 GfxElement[x][y] = artwork_element;
5551 ExplodePhase[x][y] = 1;
5552 ExplodeDelay[x][y] = last_phase;
5557 if (center_element == EL_YAMYAM)
5558 game.yamyam_content_nr =
5559 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5571 GfxFrame[x][y] = 0; // restart explosion animation
5573 last_phase = ExplodeDelay[x][y];
5575 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5577 // this can happen if the player leaves an explosion just in time
5578 if (GfxElement[x][y] == EL_UNDEFINED)
5579 GfxElement[x][y] = EL_EMPTY;
5581 border_element = Store2[x][y];
5582 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5583 border_element = StorePlayer[x][y];
5585 if (phase == element_info[border_element].ignition_delay ||
5586 phase == last_phase)
5588 boolean border_explosion = FALSE;
5590 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5591 !PLAYER_EXPLOSION_PROTECTED(x, y))
5593 KillPlayerUnlessExplosionProtected(x, y);
5594 border_explosion = TRUE;
5596 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5598 Feld[x][y] = Store2[x][y];
5601 border_explosion = TRUE;
5603 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5605 AmoebeUmwandeln(x, y);
5607 border_explosion = TRUE;
5610 // if an element just explodes due to another explosion (chain-reaction),
5611 // do not immediately end the new explosion when it was the last frame of
5612 // the explosion (as it would be done in the following "if"-statement!)
5613 if (border_explosion && phase == last_phase)
5617 if (phase == last_phase)
5621 element = Feld[x][y] = Store[x][y];
5622 Store[x][y] = Store2[x][y] = 0;
5623 GfxElement[x][y] = EL_UNDEFINED;
5625 // player can escape from explosions and might therefore be still alive
5626 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5627 element <= EL_PLAYER_IS_EXPLODING_4)
5629 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5630 int explosion_element = EL_PLAYER_1 + player_nr;
5631 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5632 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5634 if (level.use_explosion_element[player_nr])
5635 explosion_element = level.explosion_element[player_nr];
5637 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5638 element_info[explosion_element].content.e[xx][yy]);
5641 // restore probably existing indestructible background element
5642 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5643 element = Feld[x][y] = Back[x][y];
5646 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5647 GfxDir[x][y] = MV_NONE;
5648 ChangeDelay[x][y] = 0;
5649 ChangePage[x][y] = -1;
5651 CustomValue[x][y] = 0;
5653 InitField_WithBug2(x, y, FALSE);
5655 TEST_DrawLevelField(x, y);
5657 TestIfElementTouchesCustomElement(x, y);
5659 if (GFX_CRUMBLED(element))
5660 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5662 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5663 StorePlayer[x][y] = 0;
5665 if (ELEM_IS_PLAYER(element))
5666 RelocatePlayer(x, y, element);
5668 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5670 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5671 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5674 TEST_DrawLevelFieldCrumbled(x, y);
5676 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5678 DrawLevelElement(x, y, Back[x][y]);
5679 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5681 else if (IS_WALKABLE_UNDER(Back[x][y]))
5683 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5684 DrawLevelElementThruMask(x, y, Back[x][y]);
5686 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5687 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5691 static void DynaExplode(int ex, int ey)
5694 int dynabomb_element = Feld[ex][ey];
5695 int dynabomb_size = 1;
5696 boolean dynabomb_xl = FALSE;
5697 struct PlayerInfo *player;
5698 static int xy[4][2] =
5706 if (IS_ACTIVE_BOMB(dynabomb_element))
5708 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5709 dynabomb_size = player->dynabomb_size;
5710 dynabomb_xl = player->dynabomb_xl;
5711 player->dynabombs_left++;
5714 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5716 for (i = 0; i < NUM_DIRECTIONS; i++)
5718 for (j = 1; j <= dynabomb_size; j++)
5720 int x = ex + j * xy[i][0];
5721 int y = ey + j * xy[i][1];
5724 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5727 element = Feld[x][y];
5729 // do not restart explosions of fields with active bombs
5730 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5733 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5735 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5736 !IS_DIGGABLE(element) && !dynabomb_xl)
5742 void Bang(int x, int y)
5744 int element = MovingOrBlocked2Element(x, y);
5745 int explosion_type = EX_TYPE_NORMAL;
5747 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5749 struct PlayerInfo *player = PLAYERINFO(x, y);
5751 element = Feld[x][y] = player->initial_element;
5753 if (level.use_explosion_element[player->index_nr])
5755 int explosion_element = level.explosion_element[player->index_nr];
5757 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5758 explosion_type = EX_TYPE_CROSS;
5759 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5760 explosion_type = EX_TYPE_CENTER;
5768 case EL_BD_BUTTERFLY:
5771 case EL_DARK_YAMYAM:
5775 RaiseScoreElement(element);
5778 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5779 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5780 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5781 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5782 case EL_DYNABOMB_INCREASE_NUMBER:
5783 case EL_DYNABOMB_INCREASE_SIZE:
5784 case EL_DYNABOMB_INCREASE_POWER:
5785 explosion_type = EX_TYPE_DYNA;
5788 case EL_DC_LANDMINE:
5789 explosion_type = EX_TYPE_CENTER;
5794 case EL_LAMP_ACTIVE:
5795 case EL_AMOEBA_TO_DIAMOND:
5796 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5797 explosion_type = EX_TYPE_CENTER;
5801 if (element_info[element].explosion_type == EXPLODES_CROSS)
5802 explosion_type = EX_TYPE_CROSS;
5803 else if (element_info[element].explosion_type == EXPLODES_1X1)
5804 explosion_type = EX_TYPE_CENTER;
5808 if (explosion_type == EX_TYPE_DYNA)
5811 Explode(x, y, EX_PHASE_START, explosion_type);
5813 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5816 static void SplashAcid(int x, int y)
5818 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5819 (!IN_LEV_FIELD(x - 1, y - 2) ||
5820 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5821 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5823 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5824 (!IN_LEV_FIELD(x + 1, y - 2) ||
5825 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5826 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5828 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5831 static void InitBeltMovement(void)
5833 static int belt_base_element[4] =
5835 EL_CONVEYOR_BELT_1_LEFT,
5836 EL_CONVEYOR_BELT_2_LEFT,
5837 EL_CONVEYOR_BELT_3_LEFT,
5838 EL_CONVEYOR_BELT_4_LEFT
5840 static int belt_base_active_element[4] =
5842 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5843 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5844 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5845 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5850 // set frame order for belt animation graphic according to belt direction
5851 for (i = 0; i < NUM_BELTS; i++)
5855 for (j = 0; j < NUM_BELT_PARTS; j++)
5857 int element = belt_base_active_element[belt_nr] + j;
5858 int graphic_1 = el2img(element);
5859 int graphic_2 = el2panelimg(element);
5861 if (game.belt_dir[i] == MV_LEFT)
5863 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5864 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5868 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5869 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5874 SCAN_PLAYFIELD(x, y)
5876 int element = Feld[x][y];
5878 for (i = 0; i < NUM_BELTS; i++)
5880 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5882 int e_belt_nr = getBeltNrFromBeltElement(element);
5885 if (e_belt_nr == belt_nr)
5887 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5889 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5896 static void ToggleBeltSwitch(int x, int y)
5898 static int belt_base_element[4] =
5900 EL_CONVEYOR_BELT_1_LEFT,
5901 EL_CONVEYOR_BELT_2_LEFT,
5902 EL_CONVEYOR_BELT_3_LEFT,
5903 EL_CONVEYOR_BELT_4_LEFT
5905 static int belt_base_active_element[4] =
5907 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5908 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5909 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5910 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5912 static int belt_base_switch_element[4] =
5914 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5915 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5916 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5917 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5919 static int belt_move_dir[4] =
5927 int element = Feld[x][y];
5928 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5929 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5930 int belt_dir = belt_move_dir[belt_dir_nr];
5933 if (!IS_BELT_SWITCH(element))
5936 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5937 game.belt_dir[belt_nr] = belt_dir;
5939 if (belt_dir_nr == 3)
5942 // set frame order for belt animation graphic according to belt direction
5943 for (i = 0; i < NUM_BELT_PARTS; i++)
5945 int element = belt_base_active_element[belt_nr] + i;
5946 int graphic_1 = el2img(element);
5947 int graphic_2 = el2panelimg(element);
5949 if (belt_dir == MV_LEFT)
5951 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5952 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5956 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5957 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5961 SCAN_PLAYFIELD(xx, yy)
5963 int element = Feld[xx][yy];
5965 if (IS_BELT_SWITCH(element))
5967 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5969 if (e_belt_nr == belt_nr)
5971 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5972 TEST_DrawLevelField(xx, yy);
5975 else if (IS_BELT(element) && belt_dir != MV_NONE)
5977 int e_belt_nr = getBeltNrFromBeltElement(element);
5979 if (e_belt_nr == belt_nr)
5981 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5983 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5984 TEST_DrawLevelField(xx, yy);
5987 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5989 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5991 if (e_belt_nr == belt_nr)
5993 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5995 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5996 TEST_DrawLevelField(xx, yy);
6002 static void ToggleSwitchgateSwitch(int x, int y)
6006 game.switchgate_pos = !game.switchgate_pos;
6008 SCAN_PLAYFIELD(xx, yy)
6010 int element = Feld[xx][yy];
6012 if (element == EL_SWITCHGATE_SWITCH_UP)
6014 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6015 TEST_DrawLevelField(xx, yy);
6017 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6019 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6020 TEST_DrawLevelField(xx, yy);
6022 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6024 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6025 TEST_DrawLevelField(xx, yy);
6027 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6029 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6030 TEST_DrawLevelField(xx, yy);
6032 else if (element == EL_SWITCHGATE_OPEN ||
6033 element == EL_SWITCHGATE_OPENING)
6035 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6037 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6039 else if (element == EL_SWITCHGATE_CLOSED ||
6040 element == EL_SWITCHGATE_CLOSING)
6042 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6044 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6049 static int getInvisibleActiveFromInvisibleElement(int element)
6051 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6052 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6053 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6057 static int getInvisibleFromInvisibleActiveElement(int element)
6059 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6060 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6061 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6065 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6069 SCAN_PLAYFIELD(x, y)
6071 int element = Feld[x][y];
6073 if (element == EL_LIGHT_SWITCH &&
6074 game.light_time_left > 0)
6076 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6077 TEST_DrawLevelField(x, y);
6079 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6080 game.light_time_left == 0)
6082 Feld[x][y] = EL_LIGHT_SWITCH;
6083 TEST_DrawLevelField(x, y);
6085 else if (element == EL_EMC_DRIPPER &&
6086 game.light_time_left > 0)
6088 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6089 TEST_DrawLevelField(x, y);
6091 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6092 game.light_time_left == 0)
6094 Feld[x][y] = EL_EMC_DRIPPER;
6095 TEST_DrawLevelField(x, y);
6097 else if (element == EL_INVISIBLE_STEELWALL ||
6098 element == EL_INVISIBLE_WALL ||
6099 element == EL_INVISIBLE_SAND)
6101 if (game.light_time_left > 0)
6102 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6104 TEST_DrawLevelField(x, y);
6106 // uncrumble neighbour fields, if needed
6107 if (element == EL_INVISIBLE_SAND)
6108 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6110 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6111 element == EL_INVISIBLE_WALL_ACTIVE ||
6112 element == EL_INVISIBLE_SAND_ACTIVE)
6114 if (game.light_time_left == 0)
6115 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6117 TEST_DrawLevelField(x, y);
6119 // re-crumble neighbour fields, if needed
6120 if (element == EL_INVISIBLE_SAND)
6121 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6126 static void RedrawAllInvisibleElementsForLenses(void)
6130 SCAN_PLAYFIELD(x, y)
6132 int element = Feld[x][y];
6134 if (element == EL_EMC_DRIPPER &&
6135 game.lenses_time_left > 0)
6137 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6138 TEST_DrawLevelField(x, y);
6140 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6141 game.lenses_time_left == 0)
6143 Feld[x][y] = EL_EMC_DRIPPER;
6144 TEST_DrawLevelField(x, y);
6146 else if (element == EL_INVISIBLE_STEELWALL ||
6147 element == EL_INVISIBLE_WALL ||
6148 element == EL_INVISIBLE_SAND)
6150 if (game.lenses_time_left > 0)
6151 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6153 TEST_DrawLevelField(x, y);
6155 // uncrumble neighbour fields, if needed
6156 if (element == EL_INVISIBLE_SAND)
6157 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6159 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6160 element == EL_INVISIBLE_WALL_ACTIVE ||
6161 element == EL_INVISIBLE_SAND_ACTIVE)
6163 if (game.lenses_time_left == 0)
6164 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6166 TEST_DrawLevelField(x, y);
6168 // re-crumble neighbour fields, if needed
6169 if (element == EL_INVISIBLE_SAND)
6170 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6175 static void RedrawAllInvisibleElementsForMagnifier(void)
6179 SCAN_PLAYFIELD(x, y)
6181 int element = Feld[x][y];
6183 if (element == EL_EMC_FAKE_GRASS &&
6184 game.magnify_time_left > 0)
6186 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6187 TEST_DrawLevelField(x, y);
6189 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6190 game.magnify_time_left == 0)
6192 Feld[x][y] = EL_EMC_FAKE_GRASS;
6193 TEST_DrawLevelField(x, y);
6195 else if (IS_GATE_GRAY(element) &&
6196 game.magnify_time_left > 0)
6198 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6199 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6200 IS_EM_GATE_GRAY(element) ?
6201 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6202 IS_EMC_GATE_GRAY(element) ?
6203 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6204 IS_DC_GATE_GRAY(element) ?
6205 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6207 TEST_DrawLevelField(x, y);
6209 else if (IS_GATE_GRAY_ACTIVE(element) &&
6210 game.magnify_time_left == 0)
6212 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6213 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6214 IS_EM_GATE_GRAY_ACTIVE(element) ?
6215 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6216 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6217 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6218 IS_DC_GATE_GRAY_ACTIVE(element) ?
6219 EL_DC_GATE_WHITE_GRAY :
6221 TEST_DrawLevelField(x, y);
6226 static void ToggleLightSwitch(int x, int y)
6228 int element = Feld[x][y];
6230 game.light_time_left =
6231 (element == EL_LIGHT_SWITCH ?
6232 level.time_light * FRAMES_PER_SECOND : 0);
6234 RedrawAllLightSwitchesAndInvisibleElements();
6237 static void ActivateTimegateSwitch(int x, int y)
6241 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6243 SCAN_PLAYFIELD(xx, yy)
6245 int element = Feld[xx][yy];
6247 if (element == EL_TIMEGATE_CLOSED ||
6248 element == EL_TIMEGATE_CLOSING)
6250 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6251 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6255 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6257 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6258 TEST_DrawLevelField(xx, yy);
6264 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6265 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6268 static void Impact(int x, int y)
6270 boolean last_line = (y == lev_fieldy - 1);
6271 boolean object_hit = FALSE;
6272 boolean impact = (last_line || object_hit);
6273 int element = Feld[x][y];
6274 int smashed = EL_STEELWALL;
6276 if (!last_line) // check if element below was hit
6278 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6281 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6282 MovDir[x][y + 1] != MV_DOWN ||
6283 MovPos[x][y + 1] <= TILEY / 2));
6285 // do not smash moving elements that left the smashed field in time
6286 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6287 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6290 #if USE_QUICKSAND_IMPACT_BUGFIX
6291 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6293 RemoveMovingField(x, y + 1);
6294 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6295 Feld[x][y + 2] = EL_ROCK;
6296 TEST_DrawLevelField(x, y + 2);
6301 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6303 RemoveMovingField(x, y + 1);
6304 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6305 Feld[x][y + 2] = EL_ROCK;
6306 TEST_DrawLevelField(x, y + 2);
6313 smashed = MovingOrBlocked2Element(x, y + 1);
6315 impact = (last_line || object_hit);
6318 if (!last_line && smashed == EL_ACID) // element falls into acid
6320 SplashAcid(x, y + 1);
6324 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6325 // only reset graphic animation if graphic really changes after impact
6327 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6329 ResetGfxAnimation(x, y);
6330 TEST_DrawLevelField(x, y);
6333 if (impact && CAN_EXPLODE_IMPACT(element))
6338 else if (impact && element == EL_PEARL &&
6339 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6341 ResetGfxAnimation(x, y);
6343 Feld[x][y] = EL_PEARL_BREAKING;
6344 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6347 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6349 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6354 if (impact && element == EL_AMOEBA_DROP)
6356 if (object_hit && IS_PLAYER(x, y + 1))
6357 KillPlayerUnlessEnemyProtected(x, y + 1);
6358 else if (object_hit && smashed == EL_PENGUIN)
6362 Feld[x][y] = EL_AMOEBA_GROWING;
6363 Store[x][y] = EL_AMOEBA_WET;
6365 ResetRandomAnimationValue(x, y);
6370 if (object_hit) // check which object was hit
6372 if ((CAN_PASS_MAGIC_WALL(element) &&
6373 (smashed == EL_MAGIC_WALL ||
6374 smashed == EL_BD_MAGIC_WALL)) ||
6375 (CAN_PASS_DC_MAGIC_WALL(element) &&
6376 smashed == EL_DC_MAGIC_WALL))
6379 int activated_magic_wall =
6380 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6381 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6382 EL_DC_MAGIC_WALL_ACTIVE);
6384 // activate magic wall / mill
6385 SCAN_PLAYFIELD(xx, yy)
6387 if (Feld[xx][yy] == smashed)
6388 Feld[xx][yy] = activated_magic_wall;
6391 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6392 game.magic_wall_active = TRUE;
6394 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6395 SND_MAGIC_WALL_ACTIVATING :
6396 smashed == EL_BD_MAGIC_WALL ?
6397 SND_BD_MAGIC_WALL_ACTIVATING :
6398 SND_DC_MAGIC_WALL_ACTIVATING));
6401 if (IS_PLAYER(x, y + 1))
6403 if (CAN_SMASH_PLAYER(element))
6405 KillPlayerUnlessEnemyProtected(x, y + 1);
6409 else if (smashed == EL_PENGUIN)
6411 if (CAN_SMASH_PLAYER(element))
6417 else if (element == EL_BD_DIAMOND)
6419 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6425 else if (((element == EL_SP_INFOTRON ||
6426 element == EL_SP_ZONK) &&
6427 (smashed == EL_SP_SNIKSNAK ||
6428 smashed == EL_SP_ELECTRON ||
6429 smashed == EL_SP_DISK_ORANGE)) ||
6430 (element == EL_SP_INFOTRON &&
6431 smashed == EL_SP_DISK_YELLOW))
6436 else if (CAN_SMASH_EVERYTHING(element))
6438 if (IS_CLASSIC_ENEMY(smashed) ||
6439 CAN_EXPLODE_SMASHED(smashed))
6444 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6446 if (smashed == EL_LAMP ||
6447 smashed == EL_LAMP_ACTIVE)
6452 else if (smashed == EL_NUT)
6454 Feld[x][y + 1] = EL_NUT_BREAKING;
6455 PlayLevelSound(x, y, SND_NUT_BREAKING);
6456 RaiseScoreElement(EL_NUT);
6459 else if (smashed == EL_PEARL)
6461 ResetGfxAnimation(x, y);
6463 Feld[x][y + 1] = EL_PEARL_BREAKING;
6464 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6467 else if (smashed == EL_DIAMOND)
6469 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6470 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6473 else if (IS_BELT_SWITCH(smashed))
6475 ToggleBeltSwitch(x, y + 1);
6477 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6478 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6479 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6480 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6482 ToggleSwitchgateSwitch(x, y + 1);
6484 else if (smashed == EL_LIGHT_SWITCH ||
6485 smashed == EL_LIGHT_SWITCH_ACTIVE)
6487 ToggleLightSwitch(x, y + 1);
6491 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6493 CheckElementChangeBySide(x, y + 1, smashed, element,
6494 CE_SWITCHED, CH_SIDE_TOP);
6495 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6501 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6506 // play sound of magic wall / mill
6508 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6509 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6510 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6512 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6513 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6514 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6515 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6516 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6517 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6522 // play sound of object that hits the ground
6523 if (last_line || object_hit)
6524 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6527 static void TurnRoundExt(int x, int y)
6539 { 0, 0 }, { 0, 0 }, { 0, 0 },
6544 int left, right, back;
6548 { MV_DOWN, MV_UP, MV_RIGHT },
6549 { MV_UP, MV_DOWN, MV_LEFT },
6551 { MV_LEFT, MV_RIGHT, MV_DOWN },
6555 { MV_RIGHT, MV_LEFT, MV_UP }
6558 int element = Feld[x][y];
6559 int move_pattern = element_info[element].move_pattern;
6561 int old_move_dir = MovDir[x][y];
6562 int left_dir = turn[old_move_dir].left;
6563 int right_dir = turn[old_move_dir].right;
6564 int back_dir = turn[old_move_dir].back;
6566 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6567 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6568 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6569 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6571 int left_x = x + left_dx, left_y = y + left_dy;
6572 int right_x = x + right_dx, right_y = y + right_dy;
6573 int move_x = x + move_dx, move_y = y + move_dy;
6577 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6579 TestIfBadThingTouchesOtherBadThing(x, y);
6581 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6582 MovDir[x][y] = right_dir;
6583 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6584 MovDir[x][y] = left_dir;
6586 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6588 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6591 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6593 TestIfBadThingTouchesOtherBadThing(x, y);
6595 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6596 MovDir[x][y] = left_dir;
6597 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6598 MovDir[x][y] = right_dir;
6600 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6602 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6605 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6607 TestIfBadThingTouchesOtherBadThing(x, y);
6609 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6610 MovDir[x][y] = left_dir;
6611 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6612 MovDir[x][y] = right_dir;
6614 if (MovDir[x][y] != old_move_dir)
6617 else if (element == EL_YAMYAM)
6619 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6620 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6622 if (can_turn_left && can_turn_right)
6623 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6624 else if (can_turn_left)
6625 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6626 else if (can_turn_right)
6627 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6629 MovDir[x][y] = back_dir;
6631 MovDelay[x][y] = 16 + 16 * RND(3);
6633 else if (element == EL_DARK_YAMYAM)
6635 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6637 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6640 if (can_turn_left && can_turn_right)
6641 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6642 else if (can_turn_left)
6643 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6644 else if (can_turn_right)
6645 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6647 MovDir[x][y] = back_dir;
6649 MovDelay[x][y] = 16 + 16 * RND(3);
6651 else if (element == EL_PACMAN)
6653 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6654 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6656 if (can_turn_left && can_turn_right)
6657 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6658 else if (can_turn_left)
6659 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6660 else if (can_turn_right)
6661 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6663 MovDir[x][y] = back_dir;
6665 MovDelay[x][y] = 6 + RND(40);
6667 else if (element == EL_PIG)
6669 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6670 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6671 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6672 boolean should_turn_left, should_turn_right, should_move_on;
6674 int rnd = RND(rnd_value);
6676 should_turn_left = (can_turn_left &&
6678 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6679 y + back_dy + left_dy)));
6680 should_turn_right = (can_turn_right &&
6682 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6683 y + back_dy + right_dy)));
6684 should_move_on = (can_move_on &&
6687 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6688 y + move_dy + left_dy) ||
6689 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6690 y + move_dy + right_dy)));
6692 if (should_turn_left || should_turn_right || should_move_on)
6694 if (should_turn_left && should_turn_right && should_move_on)
6695 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6696 rnd < 2 * rnd_value / 3 ? right_dir :
6698 else if (should_turn_left && should_turn_right)
6699 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6700 else if (should_turn_left && should_move_on)
6701 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6702 else if (should_turn_right && should_move_on)
6703 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6704 else if (should_turn_left)
6705 MovDir[x][y] = left_dir;
6706 else if (should_turn_right)
6707 MovDir[x][y] = right_dir;
6708 else if (should_move_on)
6709 MovDir[x][y] = old_move_dir;
6711 else if (can_move_on && rnd > rnd_value / 8)
6712 MovDir[x][y] = old_move_dir;
6713 else if (can_turn_left && can_turn_right)
6714 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6715 else if (can_turn_left && rnd > rnd_value / 8)
6716 MovDir[x][y] = left_dir;
6717 else if (can_turn_right && rnd > rnd_value/8)
6718 MovDir[x][y] = right_dir;
6720 MovDir[x][y] = back_dir;
6722 xx = x + move_xy[MovDir[x][y]].dx;
6723 yy = y + move_xy[MovDir[x][y]].dy;
6725 if (!IN_LEV_FIELD(xx, yy) ||
6726 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6727 MovDir[x][y] = old_move_dir;
6731 else if (element == EL_DRAGON)
6733 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6734 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6735 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6737 int rnd = RND(rnd_value);
6739 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_AND_IS_FREE(xx, yy))
6754 MovDir[x][y] = old_move_dir;
6758 else if (element == EL_MOLE)
6760 boolean can_move_on =
6761 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6762 IS_AMOEBOID(Feld[move_x][move_y]) ||
6763 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6766 boolean can_turn_left =
6767 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6768 IS_AMOEBOID(Feld[left_x][left_y])));
6770 boolean can_turn_right =
6771 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6772 IS_AMOEBOID(Feld[right_x][right_y])));
6774 if (can_turn_left && can_turn_right)
6775 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6776 else if (can_turn_left)
6777 MovDir[x][y] = left_dir;
6779 MovDir[x][y] = right_dir;
6782 if (MovDir[x][y] != old_move_dir)
6785 else if (element == EL_BALLOON)
6787 MovDir[x][y] = game.wind_direction;
6790 else if (element == EL_SPRING)
6792 if (MovDir[x][y] & MV_HORIZONTAL)
6794 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6795 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6797 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6798 ResetGfxAnimation(move_x, move_y);
6799 TEST_DrawLevelField(move_x, move_y);
6801 MovDir[x][y] = back_dir;
6803 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6804 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6805 MovDir[x][y] = MV_NONE;
6810 else if (element == EL_ROBOT ||
6811 element == EL_SATELLITE ||
6812 element == EL_PENGUIN ||
6813 element == EL_EMC_ANDROID)
6815 int attr_x = -1, attr_y = -1;
6826 for (i = 0; i < MAX_PLAYERS; i++)
6828 struct PlayerInfo *player = &stored_player[i];
6829 int jx = player->jx, jy = player->jy;
6831 if (!player->active)
6835 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6843 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6844 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6845 game.engine_version < VERSION_IDENT(3,1,0,0)))
6851 if (element == EL_PENGUIN)
6854 static int xy[4][2] =
6862 for (i = 0; i < NUM_DIRECTIONS; i++)
6864 int ex = x + xy[i][0];
6865 int ey = y + xy[i][1];
6867 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6868 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6869 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6870 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6879 MovDir[x][y] = MV_NONE;
6881 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6882 else if (attr_x > x)
6883 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6885 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6886 else if (attr_y > y)
6887 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6889 if (element == EL_ROBOT)
6893 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6894 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6895 Moving2Blocked(x, y, &newx, &newy);
6897 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6898 MovDelay[x][y] = 8 + 8 * !RND(3);
6900 MovDelay[x][y] = 16;
6902 else if (element == EL_PENGUIN)
6908 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6910 boolean first_horiz = RND(2);
6911 int new_move_dir = MovDir[x][y];
6914 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6915 Moving2Blocked(x, y, &newx, &newy);
6917 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6921 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6922 Moving2Blocked(x, y, &newx, &newy);
6924 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6927 MovDir[x][y] = old_move_dir;
6931 else if (element == EL_SATELLITE)
6937 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6939 boolean first_horiz = RND(2);
6940 int new_move_dir = MovDir[x][y];
6943 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6944 Moving2Blocked(x, y, &newx, &newy);
6946 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6950 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6951 Moving2Blocked(x, y, &newx, &newy);
6953 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6956 MovDir[x][y] = old_move_dir;
6960 else if (element == EL_EMC_ANDROID)
6962 static int check_pos[16] =
6964 -1, // 0 => (invalid)
6967 -1, // 3 => (invalid)
6969 0, // 5 => MV_LEFT | MV_UP
6970 2, // 6 => MV_RIGHT | MV_UP
6971 -1, // 7 => (invalid)
6973 6, // 9 => MV_LEFT | MV_DOWN
6974 4, // 10 => MV_RIGHT | MV_DOWN
6975 -1, // 11 => (invalid)
6976 -1, // 12 => (invalid)
6977 -1, // 13 => (invalid)
6978 -1, // 14 => (invalid)
6979 -1, // 15 => (invalid)
6987 { -1, -1, MV_LEFT | MV_UP },
6989 { +1, -1, MV_RIGHT | MV_UP },
6990 { +1, 0, MV_RIGHT },
6991 { +1, +1, MV_RIGHT | MV_DOWN },
6993 { -1, +1, MV_LEFT | MV_DOWN },
6996 int start_pos, check_order;
6997 boolean can_clone = FALSE;
7000 // check if there is any free field around current position
7001 for (i = 0; i < 8; i++)
7003 int newx = x + check_xy[i].dx;
7004 int newy = y + check_xy[i].dy;
7006 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7014 if (can_clone) // randomly find an element to clone
7018 start_pos = check_pos[RND(8)];
7019 check_order = (RND(2) ? -1 : +1);
7021 for (i = 0; i < 8; i++)
7023 int pos_raw = start_pos + i * check_order;
7024 int pos = (pos_raw + 8) % 8;
7025 int newx = x + check_xy[pos].dx;
7026 int newy = y + check_xy[pos].dy;
7028 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7030 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7031 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7033 Store[x][y] = Feld[newx][newy];
7042 if (can_clone) // randomly find a direction to move
7046 start_pos = check_pos[RND(8)];
7047 check_order = (RND(2) ? -1 : +1);
7049 for (i = 0; i < 8; i++)
7051 int pos_raw = start_pos + i * check_order;
7052 int pos = (pos_raw + 8) % 8;
7053 int newx = x + check_xy[pos].dx;
7054 int newy = y + check_xy[pos].dy;
7055 int new_move_dir = check_xy[pos].dir;
7057 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7059 MovDir[x][y] = new_move_dir;
7060 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7069 if (can_clone) // cloning and moving successful
7072 // cannot clone -- try to move towards player
7074 start_pos = check_pos[MovDir[x][y] & 0x0f];
7075 check_order = (RND(2) ? -1 : +1);
7077 for (i = 0; i < 3; i++)
7079 // first check start_pos, then previous/next or (next/previous) pos
7080 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7081 int pos = (pos_raw + 8) % 8;
7082 int newx = x + check_xy[pos].dx;
7083 int newy = y + check_xy[pos].dy;
7084 int new_move_dir = check_xy[pos].dir;
7086 if (IS_PLAYER(newx, newy))
7089 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7091 MovDir[x][y] = new_move_dir;
7092 MovDelay[x][y] = level.android_move_time * 8 + 1;
7099 else if (move_pattern == MV_TURNING_LEFT ||
7100 move_pattern == MV_TURNING_RIGHT ||
7101 move_pattern == MV_TURNING_LEFT_RIGHT ||
7102 move_pattern == MV_TURNING_RIGHT_LEFT ||
7103 move_pattern == MV_TURNING_RANDOM ||
7104 move_pattern == MV_ALL_DIRECTIONS)
7106 boolean can_turn_left =
7107 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7108 boolean can_turn_right =
7109 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7111 if (element_info[element].move_stepsize == 0) // "not moving"
7114 if (move_pattern == MV_TURNING_LEFT)
7115 MovDir[x][y] = left_dir;
7116 else if (move_pattern == MV_TURNING_RIGHT)
7117 MovDir[x][y] = right_dir;
7118 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7119 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7120 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7121 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7122 else if (move_pattern == MV_TURNING_RANDOM)
7123 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7124 can_turn_right && !can_turn_left ? right_dir :
7125 RND(2) ? left_dir : right_dir);
7126 else if (can_turn_left && can_turn_right)
7127 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7128 else if (can_turn_left)
7129 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7130 else if (can_turn_right)
7131 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7133 MovDir[x][y] = back_dir;
7135 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7137 else if (move_pattern == MV_HORIZONTAL ||
7138 move_pattern == MV_VERTICAL)
7140 if (move_pattern & old_move_dir)
7141 MovDir[x][y] = back_dir;
7142 else if (move_pattern == MV_HORIZONTAL)
7143 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7144 else if (move_pattern == MV_VERTICAL)
7145 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7147 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7149 else if (move_pattern & MV_ANY_DIRECTION)
7151 MovDir[x][y] = move_pattern;
7152 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7154 else if (move_pattern & MV_WIND_DIRECTION)
7156 MovDir[x][y] = game.wind_direction;
7157 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7159 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7161 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7162 MovDir[x][y] = left_dir;
7163 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7164 MovDir[x][y] = right_dir;
7166 if (MovDir[x][y] != old_move_dir)
7167 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7169 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7171 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7172 MovDir[x][y] = right_dir;
7173 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7174 MovDir[x][y] = left_dir;
7176 if (MovDir[x][y] != old_move_dir)
7177 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7179 else if (move_pattern == MV_TOWARDS_PLAYER ||
7180 move_pattern == MV_AWAY_FROM_PLAYER)
7182 int attr_x = -1, attr_y = -1;
7184 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7195 for (i = 0; i < MAX_PLAYERS; i++)
7197 struct PlayerInfo *player = &stored_player[i];
7198 int jx = player->jx, jy = player->jy;
7200 if (!player->active)
7204 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7212 MovDir[x][y] = MV_NONE;
7214 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7215 else if (attr_x > x)
7216 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7218 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7219 else if (attr_y > y)
7220 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7222 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7224 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7226 boolean first_horiz = RND(2);
7227 int new_move_dir = MovDir[x][y];
7229 if (element_info[element].move_stepsize == 0) // "not moving"
7231 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7232 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7238 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7239 Moving2Blocked(x, y, &newx, &newy);
7241 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7245 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7246 Moving2Blocked(x, y, &newx, &newy);
7248 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7251 MovDir[x][y] = old_move_dir;
7254 else if (move_pattern == MV_WHEN_PUSHED ||
7255 move_pattern == MV_WHEN_DROPPED)
7257 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7258 MovDir[x][y] = MV_NONE;
7262 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7264 static int test_xy[7][2] =
7274 static int test_dir[7] =
7284 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7285 int move_preference = -1000000; // start with very low preference
7286 int new_move_dir = MV_NONE;
7287 int start_test = RND(4);
7290 for (i = 0; i < NUM_DIRECTIONS; i++)
7292 int move_dir = test_dir[start_test + i];
7293 int move_dir_preference;
7295 xx = x + test_xy[start_test + i][0];
7296 yy = y + test_xy[start_test + i][1];
7298 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7299 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7301 new_move_dir = move_dir;
7306 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7309 move_dir_preference = -1 * RunnerVisit[xx][yy];
7310 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7311 move_dir_preference = PlayerVisit[xx][yy];
7313 if (move_dir_preference > move_preference)
7315 // prefer field that has not been visited for the longest time
7316 move_preference = move_dir_preference;
7317 new_move_dir = move_dir;
7319 else if (move_dir_preference == move_preference &&
7320 move_dir == old_move_dir)
7322 // prefer last direction when all directions are preferred equally
7323 move_preference = move_dir_preference;
7324 new_move_dir = move_dir;
7328 MovDir[x][y] = new_move_dir;
7329 if (old_move_dir != new_move_dir)
7330 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7334 static void TurnRound(int x, int y)
7336 int direction = MovDir[x][y];
7340 GfxDir[x][y] = MovDir[x][y];
7342 if (direction != MovDir[x][y])
7346 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7348 ResetGfxFrame(x, y);
7351 static boolean JustBeingPushed(int x, int y)
7355 for (i = 0; i < MAX_PLAYERS; i++)
7357 struct PlayerInfo *player = &stored_player[i];
7359 if (player->active && player->is_pushing && player->MovPos)
7361 int next_jx = player->jx + (player->jx - player->last_jx);
7362 int next_jy = player->jy + (player->jy - player->last_jy);
7364 if (x == next_jx && y == next_jy)
7372 static void StartMoving(int x, int y)
7374 boolean started_moving = FALSE; // some elements can fall _and_ move
7375 int element = Feld[x][y];
7380 if (MovDelay[x][y] == 0)
7381 GfxAction[x][y] = ACTION_DEFAULT;
7383 if (CAN_FALL(element) && y < lev_fieldy - 1)
7385 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7386 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7387 if (JustBeingPushed(x, y))
7390 if (element == EL_QUICKSAND_FULL)
7392 if (IS_FREE(x, y + 1))
7394 InitMovingField(x, y, MV_DOWN);
7395 started_moving = TRUE;
7397 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7398 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7399 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7400 Store[x][y] = EL_ROCK;
7402 Store[x][y] = EL_ROCK;
7405 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7407 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7409 if (!MovDelay[x][y])
7411 MovDelay[x][y] = TILEY + 1;
7413 ResetGfxAnimation(x, y);
7414 ResetGfxAnimation(x, y + 1);
7419 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7420 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7427 Feld[x][y] = EL_QUICKSAND_EMPTY;
7428 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7429 Store[x][y + 1] = Store[x][y];
7432 PlayLevelSoundAction(x, y, ACTION_FILLING);
7434 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7436 if (!MovDelay[x][y])
7438 MovDelay[x][y] = TILEY + 1;
7440 ResetGfxAnimation(x, y);
7441 ResetGfxAnimation(x, y + 1);
7446 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7447 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7454 Feld[x][y] = EL_QUICKSAND_EMPTY;
7455 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7456 Store[x][y + 1] = Store[x][y];
7459 PlayLevelSoundAction(x, y, ACTION_FILLING);
7462 else if (element == EL_QUICKSAND_FAST_FULL)
7464 if (IS_FREE(x, y + 1))
7466 InitMovingField(x, y, MV_DOWN);
7467 started_moving = TRUE;
7469 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7470 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7471 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7472 Store[x][y] = EL_ROCK;
7474 Store[x][y] = EL_ROCK;
7477 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7479 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7481 if (!MovDelay[x][y])
7483 MovDelay[x][y] = TILEY + 1;
7485 ResetGfxAnimation(x, y);
7486 ResetGfxAnimation(x, y + 1);
7491 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7492 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7499 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7500 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7501 Store[x][y + 1] = Store[x][y];
7504 PlayLevelSoundAction(x, y, ACTION_FILLING);
7506 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7508 if (!MovDelay[x][y])
7510 MovDelay[x][y] = TILEY + 1;
7512 ResetGfxAnimation(x, y);
7513 ResetGfxAnimation(x, y + 1);
7518 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7519 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7526 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7527 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7528 Store[x][y + 1] = Store[x][y];
7531 PlayLevelSoundAction(x, y, ACTION_FILLING);
7534 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7535 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7537 InitMovingField(x, y, MV_DOWN);
7538 started_moving = TRUE;
7540 Feld[x][y] = EL_QUICKSAND_FILLING;
7541 Store[x][y] = element;
7543 PlayLevelSoundAction(x, y, ACTION_FILLING);
7545 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7546 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7548 InitMovingField(x, y, MV_DOWN);
7549 started_moving = TRUE;
7551 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7552 Store[x][y] = element;
7554 PlayLevelSoundAction(x, y, ACTION_FILLING);
7556 else if (element == EL_MAGIC_WALL_FULL)
7558 if (IS_FREE(x, y + 1))
7560 InitMovingField(x, y, MV_DOWN);
7561 started_moving = TRUE;
7563 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7564 Store[x][y] = EL_CHANGED(Store[x][y]);
7566 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7568 if (!MovDelay[x][y])
7569 MovDelay[x][y] = TILEY / 4 + 1;
7578 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7579 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7580 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7584 else if (element == EL_BD_MAGIC_WALL_FULL)
7586 if (IS_FREE(x, y + 1))
7588 InitMovingField(x, y, MV_DOWN);
7589 started_moving = TRUE;
7591 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7592 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7594 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7596 if (!MovDelay[x][y])
7597 MovDelay[x][y] = TILEY / 4 + 1;
7606 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7607 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7608 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7612 else if (element == EL_DC_MAGIC_WALL_FULL)
7614 if (IS_FREE(x, y + 1))
7616 InitMovingField(x, y, MV_DOWN);
7617 started_moving = TRUE;
7619 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7620 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7622 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7624 if (!MovDelay[x][y])
7625 MovDelay[x][y] = TILEY / 4 + 1;
7634 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7635 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7636 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7640 else if ((CAN_PASS_MAGIC_WALL(element) &&
7641 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7642 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7643 (CAN_PASS_DC_MAGIC_WALL(element) &&
7644 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7647 InitMovingField(x, y, MV_DOWN);
7648 started_moving = TRUE;
7651 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7652 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7653 EL_DC_MAGIC_WALL_FILLING);
7654 Store[x][y] = element;
7656 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7658 SplashAcid(x, y + 1);
7660 InitMovingField(x, y, MV_DOWN);
7661 started_moving = TRUE;
7663 Store[x][y] = EL_ACID;
7666 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7667 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7668 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7669 CAN_FALL(element) && WasJustFalling[x][y] &&
7670 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7672 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7673 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7674 (Feld[x][y + 1] == EL_BLOCKED)))
7676 /* this is needed for a special case not covered by calling "Impact()"
7677 from "ContinueMoving()": if an element moves to a tile directly below
7678 another element which was just falling on that tile (which was empty
7679 in the previous frame), the falling element above would just stop
7680 instead of smashing the element below (in previous version, the above
7681 element was just checked for "moving" instead of "falling", resulting
7682 in incorrect smashes caused by horizontal movement of the above
7683 element; also, the case of the player being the element to smash was
7684 simply not covered here... :-/ ) */
7686 CheckCollision[x][y] = 0;
7687 CheckImpact[x][y] = 0;
7691 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7693 if (MovDir[x][y] == MV_NONE)
7695 InitMovingField(x, y, MV_DOWN);
7696 started_moving = TRUE;
7699 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7701 if (WasJustFalling[x][y]) // prevent animation from being restarted
7702 MovDir[x][y] = MV_DOWN;
7704 InitMovingField(x, y, MV_DOWN);
7705 started_moving = TRUE;
7707 else if (element == EL_AMOEBA_DROP)
7709 Feld[x][y] = EL_AMOEBA_GROWING;
7710 Store[x][y] = EL_AMOEBA_WET;
7712 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7713 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7714 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7715 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7717 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7718 (IS_FREE(x - 1, y + 1) ||
7719 Feld[x - 1][y + 1] == EL_ACID));
7720 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7721 (IS_FREE(x + 1, y + 1) ||
7722 Feld[x + 1][y + 1] == EL_ACID));
7723 boolean can_fall_any = (can_fall_left || can_fall_right);
7724 boolean can_fall_both = (can_fall_left && can_fall_right);
7725 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7727 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7729 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7730 can_fall_right = FALSE;
7731 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7732 can_fall_left = FALSE;
7733 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7734 can_fall_right = FALSE;
7735 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7736 can_fall_left = FALSE;
7738 can_fall_any = (can_fall_left || can_fall_right);
7739 can_fall_both = FALSE;
7744 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7745 can_fall_right = FALSE; // slip down on left side
7747 can_fall_left = !(can_fall_right = RND(2));
7749 can_fall_both = FALSE;
7754 // if not determined otherwise, prefer left side for slipping down
7755 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7756 started_moving = TRUE;
7759 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7761 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7762 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7763 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7764 int belt_dir = game.belt_dir[belt_nr];
7766 if ((belt_dir == MV_LEFT && left_is_free) ||
7767 (belt_dir == MV_RIGHT && right_is_free))
7769 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7771 InitMovingField(x, y, belt_dir);
7772 started_moving = TRUE;
7774 Pushed[x][y] = TRUE;
7775 Pushed[nextx][y] = TRUE;
7777 GfxAction[x][y] = ACTION_DEFAULT;
7781 MovDir[x][y] = 0; // if element was moving, stop it
7786 // not "else if" because of elements that can fall and move (EL_SPRING)
7787 if (CAN_MOVE(element) && !started_moving)
7789 int move_pattern = element_info[element].move_pattern;
7792 Moving2Blocked(x, y, &newx, &newy);
7794 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7797 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7798 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7800 WasJustMoving[x][y] = 0;
7801 CheckCollision[x][y] = 0;
7803 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7805 if (Feld[x][y] != element) // element has changed
7809 if (!MovDelay[x][y]) // start new movement phase
7811 // all objects that can change their move direction after each step
7812 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7814 if (element != EL_YAMYAM &&
7815 element != EL_DARK_YAMYAM &&
7816 element != EL_PACMAN &&
7817 !(move_pattern & MV_ANY_DIRECTION) &&
7818 move_pattern != MV_TURNING_LEFT &&
7819 move_pattern != MV_TURNING_RIGHT &&
7820 move_pattern != MV_TURNING_LEFT_RIGHT &&
7821 move_pattern != MV_TURNING_RIGHT_LEFT &&
7822 move_pattern != MV_TURNING_RANDOM)
7826 if (MovDelay[x][y] && (element == EL_BUG ||
7827 element == EL_SPACESHIP ||
7828 element == EL_SP_SNIKSNAK ||
7829 element == EL_SP_ELECTRON ||
7830 element == EL_MOLE))
7831 TEST_DrawLevelField(x, y);
7835 if (MovDelay[x][y]) // wait some time before next movement
7839 if (element == EL_ROBOT ||
7840 element == EL_YAMYAM ||
7841 element == EL_DARK_YAMYAM)
7843 DrawLevelElementAnimationIfNeeded(x, y, element);
7844 PlayLevelSoundAction(x, y, ACTION_WAITING);
7846 else if (element == EL_SP_ELECTRON)
7847 DrawLevelElementAnimationIfNeeded(x, y, element);
7848 else if (element == EL_DRAGON)
7851 int dir = MovDir[x][y];
7852 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7853 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7854 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7855 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7856 dir == MV_UP ? IMG_FLAMES_1_UP :
7857 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7858 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7860 GfxAction[x][y] = ACTION_ATTACKING;
7862 if (IS_PLAYER(x, y))
7863 DrawPlayerField(x, y);
7865 TEST_DrawLevelField(x, y);
7867 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7869 for (i = 1; i <= 3; i++)
7871 int xx = x + i * dx;
7872 int yy = y + i * dy;
7873 int sx = SCREENX(xx);
7874 int sy = SCREENY(yy);
7875 int flame_graphic = graphic + (i - 1);
7877 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7882 int flamed = MovingOrBlocked2Element(xx, yy);
7884 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7887 RemoveMovingField(xx, yy);
7889 ChangeDelay[xx][yy] = 0;
7891 Feld[xx][yy] = EL_FLAMES;
7893 if (IN_SCR_FIELD(sx, sy))
7895 TEST_DrawLevelFieldCrumbled(xx, yy);
7896 DrawGraphic(sx, sy, flame_graphic, frame);
7901 if (Feld[xx][yy] == EL_FLAMES)
7902 Feld[xx][yy] = EL_EMPTY;
7903 TEST_DrawLevelField(xx, yy);
7908 if (MovDelay[x][y]) // element still has to wait some time
7910 PlayLevelSoundAction(x, y, ACTION_WAITING);
7916 // now make next step
7918 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7920 if (DONT_COLLIDE_WITH(element) &&
7921 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7922 !PLAYER_ENEMY_PROTECTED(newx, newy))
7924 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7929 else if (CAN_MOVE_INTO_ACID(element) &&
7930 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7931 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7932 (MovDir[x][y] == MV_DOWN ||
7933 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7935 SplashAcid(newx, newy);
7936 Store[x][y] = EL_ACID;
7938 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7940 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7941 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7942 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7943 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7946 TEST_DrawLevelField(x, y);
7948 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7949 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7950 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7952 local_player->friends_still_needed--;
7953 if (!local_player->friends_still_needed &&
7954 !local_player->GameOver && AllPlayersGone)
7959 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7961 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7962 TEST_DrawLevelField(newx, newy);
7964 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7966 else if (!IS_FREE(newx, newy))
7968 GfxAction[x][y] = ACTION_WAITING;
7970 if (IS_PLAYER(x, y))
7971 DrawPlayerField(x, y);
7973 TEST_DrawLevelField(x, y);
7978 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7980 if (IS_FOOD_PIG(Feld[newx][newy]))
7982 if (IS_MOVING(newx, newy))
7983 RemoveMovingField(newx, newy);
7986 Feld[newx][newy] = EL_EMPTY;
7987 TEST_DrawLevelField(newx, newy);
7990 PlayLevelSound(x, y, SND_PIG_DIGGING);
7992 else if (!IS_FREE(newx, newy))
7994 if (IS_PLAYER(x, y))
7995 DrawPlayerField(x, y);
7997 TEST_DrawLevelField(x, y);
8002 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8004 if (Store[x][y] != EL_EMPTY)
8006 boolean can_clone = FALSE;
8009 // check if element to clone is still there
8010 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8012 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8020 // cannot clone or target field not free anymore -- do not clone
8021 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8022 Store[x][y] = EL_EMPTY;
8025 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8027 if (IS_MV_DIAGONAL(MovDir[x][y]))
8029 int diagonal_move_dir = MovDir[x][y];
8030 int stored = Store[x][y];
8031 int change_delay = 8;
8034 // android is moving diagonally
8036 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8038 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8039 GfxElement[x][y] = EL_EMC_ANDROID;
8040 GfxAction[x][y] = ACTION_SHRINKING;
8041 GfxDir[x][y] = diagonal_move_dir;
8042 ChangeDelay[x][y] = change_delay;
8044 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8047 DrawLevelGraphicAnimation(x, y, graphic);
8048 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8050 if (Feld[newx][newy] == EL_ACID)
8052 SplashAcid(newx, newy);
8057 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8059 Store[newx][newy] = EL_EMC_ANDROID;
8060 GfxElement[newx][newy] = EL_EMC_ANDROID;
8061 GfxAction[newx][newy] = ACTION_GROWING;
8062 GfxDir[newx][newy] = diagonal_move_dir;
8063 ChangeDelay[newx][newy] = change_delay;
8065 graphic = el_act_dir2img(GfxElement[newx][newy],
8066 GfxAction[newx][newy], GfxDir[newx][newy]);
8068 DrawLevelGraphicAnimation(newx, newy, graphic);
8069 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8075 Feld[newx][newy] = EL_EMPTY;
8076 TEST_DrawLevelField(newx, newy);
8078 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8081 else if (!IS_FREE(newx, newy))
8086 else if (IS_CUSTOM_ELEMENT(element) &&
8087 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8089 if (!DigFieldByCE(newx, newy, element))
8092 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8094 RunnerVisit[x][y] = FrameCounter;
8095 PlayerVisit[x][y] /= 8; // expire player visit path
8098 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8100 if (!IS_FREE(newx, newy))
8102 if (IS_PLAYER(x, y))
8103 DrawPlayerField(x, y);
8105 TEST_DrawLevelField(x, y);
8111 boolean wanna_flame = !RND(10);
8112 int dx = newx - x, dy = newy - y;
8113 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8114 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8115 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8116 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8117 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8118 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8121 IS_CLASSIC_ENEMY(element1) ||
8122 IS_CLASSIC_ENEMY(element2)) &&
8123 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8124 element1 != EL_FLAMES && element2 != EL_FLAMES)
8126 ResetGfxAnimation(x, y);
8127 GfxAction[x][y] = ACTION_ATTACKING;
8129 if (IS_PLAYER(x, y))
8130 DrawPlayerField(x, y);
8132 TEST_DrawLevelField(x, y);
8134 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8136 MovDelay[x][y] = 50;
8138 Feld[newx][newy] = EL_FLAMES;
8139 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8140 Feld[newx1][newy1] = EL_FLAMES;
8141 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8142 Feld[newx2][newy2] = EL_FLAMES;
8148 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8149 Feld[newx][newy] == EL_DIAMOND)
8151 if (IS_MOVING(newx, newy))
8152 RemoveMovingField(newx, newy);
8155 Feld[newx][newy] = EL_EMPTY;
8156 TEST_DrawLevelField(newx, newy);
8159 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8161 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8162 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8164 if (AmoebaNr[newx][newy])
8166 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8167 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8168 Feld[newx][newy] == EL_BD_AMOEBA)
8169 AmoebaCnt[AmoebaNr[newx][newy]]--;
8172 if (IS_MOVING(newx, newy))
8174 RemoveMovingField(newx, newy);
8178 Feld[newx][newy] = EL_EMPTY;
8179 TEST_DrawLevelField(newx, newy);
8182 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8184 else if ((element == EL_PACMAN || element == EL_MOLE)
8185 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8187 if (AmoebaNr[newx][newy])
8189 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8190 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8191 Feld[newx][newy] == EL_BD_AMOEBA)
8192 AmoebaCnt[AmoebaNr[newx][newy]]--;
8195 if (element == EL_MOLE)
8197 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8198 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8200 ResetGfxAnimation(x, y);
8201 GfxAction[x][y] = ACTION_DIGGING;
8202 TEST_DrawLevelField(x, y);
8204 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8206 return; // wait for shrinking amoeba
8208 else // element == EL_PACMAN
8210 Feld[newx][newy] = EL_EMPTY;
8211 TEST_DrawLevelField(newx, newy);
8212 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8215 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8216 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8217 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8219 // wait for shrinking amoeba to completely disappear
8222 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8224 // object was running against a wall
8228 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8229 DrawLevelElementAnimation(x, y, element);
8231 if (DONT_TOUCH(element))
8232 TestIfBadThingTouchesPlayer(x, y);
8237 InitMovingField(x, y, MovDir[x][y]);
8239 PlayLevelSoundAction(x, y, ACTION_MOVING);
8243 ContinueMoving(x, y);
8246 void ContinueMoving(int x, int y)
8248 int element = Feld[x][y];
8249 struct ElementInfo *ei = &element_info[element];
8250 int direction = MovDir[x][y];
8251 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8252 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8253 int newx = x + dx, newy = y + dy;
8254 int stored = Store[x][y];
8255 int stored_new = Store[newx][newy];
8256 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8257 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8258 boolean last_line = (newy == lev_fieldy - 1);
8260 MovPos[x][y] += getElementMoveStepsize(x, y);
8262 if (pushed_by_player) // special case: moving object pushed by player
8263 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8265 if (ABS(MovPos[x][y]) < TILEX)
8267 TEST_DrawLevelField(x, y);
8269 return; // element is still moving
8272 // element reached destination field
8274 Feld[x][y] = EL_EMPTY;
8275 Feld[newx][newy] = element;
8276 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8278 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8280 element = Feld[newx][newy] = EL_ACID;
8282 else if (element == EL_MOLE)
8284 Feld[x][y] = EL_SAND;
8286 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8288 else if (element == EL_QUICKSAND_FILLING)
8290 element = Feld[newx][newy] = get_next_element(element);
8291 Store[newx][newy] = Store[x][y];
8293 else if (element == EL_QUICKSAND_EMPTYING)
8295 Feld[x][y] = get_next_element(element);
8296 element = Feld[newx][newy] = Store[x][y];
8298 else if (element == EL_QUICKSAND_FAST_FILLING)
8300 element = Feld[newx][newy] = get_next_element(element);
8301 Store[newx][newy] = Store[x][y];
8303 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8305 Feld[x][y] = get_next_element(element);
8306 element = Feld[newx][newy] = Store[x][y];
8308 else if (element == EL_MAGIC_WALL_FILLING)
8310 element = Feld[newx][newy] = get_next_element(element);
8311 if (!game.magic_wall_active)
8312 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8313 Store[newx][newy] = Store[x][y];
8315 else if (element == EL_MAGIC_WALL_EMPTYING)
8317 Feld[x][y] = get_next_element(element);
8318 if (!game.magic_wall_active)
8319 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8320 element = Feld[newx][newy] = Store[x][y];
8322 InitField(newx, newy, FALSE);
8324 else if (element == EL_BD_MAGIC_WALL_FILLING)
8326 element = Feld[newx][newy] = get_next_element(element);
8327 if (!game.magic_wall_active)
8328 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8329 Store[newx][newy] = Store[x][y];
8331 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8333 Feld[x][y] = get_next_element(element);
8334 if (!game.magic_wall_active)
8335 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8336 element = Feld[newx][newy] = Store[x][y];
8338 InitField(newx, newy, FALSE);
8340 else if (element == EL_DC_MAGIC_WALL_FILLING)
8342 element = Feld[newx][newy] = get_next_element(element);
8343 if (!game.magic_wall_active)
8344 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8345 Store[newx][newy] = Store[x][y];
8347 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8349 Feld[x][y] = get_next_element(element);
8350 if (!game.magic_wall_active)
8351 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8352 element = Feld[newx][newy] = Store[x][y];
8354 InitField(newx, newy, FALSE);
8356 else if (element == EL_AMOEBA_DROPPING)
8358 Feld[x][y] = get_next_element(element);
8359 element = Feld[newx][newy] = Store[x][y];
8361 else if (element == EL_SOKOBAN_OBJECT)
8364 Feld[x][y] = Back[x][y];
8366 if (Back[newx][newy])
8367 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8369 Back[x][y] = Back[newx][newy] = 0;
8372 Store[x][y] = EL_EMPTY;
8377 MovDelay[newx][newy] = 0;
8379 if (CAN_CHANGE_OR_HAS_ACTION(element))
8381 // copy element change control values to new field
8382 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8383 ChangePage[newx][newy] = ChangePage[x][y];
8384 ChangeCount[newx][newy] = ChangeCount[x][y];
8385 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8388 CustomValue[newx][newy] = CustomValue[x][y];
8390 ChangeDelay[x][y] = 0;
8391 ChangePage[x][y] = -1;
8392 ChangeCount[x][y] = 0;
8393 ChangeEvent[x][y] = -1;
8395 CustomValue[x][y] = 0;
8397 // copy animation control values to new field
8398 GfxFrame[newx][newy] = GfxFrame[x][y];
8399 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8400 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8401 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8403 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8405 // some elements can leave other elements behind after moving
8406 if (ei->move_leave_element != EL_EMPTY &&
8407 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8408 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8410 int move_leave_element = ei->move_leave_element;
8412 // this makes it possible to leave the removed element again
8413 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8414 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8416 Feld[x][y] = move_leave_element;
8418 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8419 MovDir[x][y] = direction;
8421 InitField(x, y, FALSE);
8423 if (GFX_CRUMBLED(Feld[x][y]))
8424 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8426 if (ELEM_IS_PLAYER(move_leave_element))
8427 RelocatePlayer(x, y, move_leave_element);
8430 // do this after checking for left-behind element
8431 ResetGfxAnimation(x, y); // reset animation values for old field
8433 if (!CAN_MOVE(element) ||
8434 (CAN_FALL(element) && direction == MV_DOWN &&
8435 (element == EL_SPRING ||
8436 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8437 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8438 GfxDir[x][y] = MovDir[newx][newy] = 0;
8440 TEST_DrawLevelField(x, y);
8441 TEST_DrawLevelField(newx, newy);
8443 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8445 // prevent pushed element from moving on in pushed direction
8446 if (pushed_by_player && CAN_MOVE(element) &&
8447 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8448 !(element_info[element].move_pattern & direction))
8449 TurnRound(newx, newy);
8451 // prevent elements on conveyor belt from moving on in last direction
8452 if (pushed_by_conveyor && CAN_FALL(element) &&
8453 direction & MV_HORIZONTAL)
8454 MovDir[newx][newy] = 0;
8456 if (!pushed_by_player)
8458 int nextx = newx + dx, nexty = newy + dy;
8459 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8461 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8463 if (CAN_FALL(element) && direction == MV_DOWN)
8464 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8466 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8467 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8469 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8470 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8473 if (DONT_TOUCH(element)) // object may be nasty to player or others
8475 TestIfBadThingTouchesPlayer(newx, newy);
8476 TestIfBadThingTouchesFriend(newx, newy);
8478 if (!IS_CUSTOM_ELEMENT(element))
8479 TestIfBadThingTouchesOtherBadThing(newx, newy);
8481 else if (element == EL_PENGUIN)
8482 TestIfFriendTouchesBadThing(newx, newy);
8484 if (DONT_GET_HIT_BY(element))
8486 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8489 // give the player one last chance (one more frame) to move away
8490 if (CAN_FALL(element) && direction == MV_DOWN &&
8491 (last_line || (!IS_FREE(x, newy + 1) &&
8492 (!IS_PLAYER(x, newy + 1) ||
8493 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8496 if (pushed_by_player && !game.use_change_when_pushing_bug)
8498 int push_side = MV_DIR_OPPOSITE(direction);
8499 struct PlayerInfo *player = PLAYERINFO(x, y);
8501 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8502 player->index_bit, push_side);
8503 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8504 player->index_bit, push_side);
8507 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8508 MovDelay[newx][newy] = 1;
8510 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8512 TestIfElementTouchesCustomElement(x, y); // empty or new element
8513 TestIfElementHitsCustomElement(newx, newy, direction);
8514 TestIfPlayerTouchesCustomElement(newx, newy);
8515 TestIfElementTouchesCustomElement(newx, newy);
8517 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8518 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8519 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8520 MV_DIR_OPPOSITE(direction));
8523 int AmoebeNachbarNr(int ax, int ay)
8526 int element = Feld[ax][ay];
8528 static int xy[4][2] =
8536 for (i = 0; i < NUM_DIRECTIONS; i++)
8538 int x = ax + xy[i][0];
8539 int y = ay + xy[i][1];
8541 if (!IN_LEV_FIELD(x, y))
8544 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8545 group_nr = AmoebaNr[x][y];
8551 static void AmoebenVereinigen(int ax, int ay)
8553 int i, x, y, xx, yy;
8554 int new_group_nr = AmoebaNr[ax][ay];
8555 static int xy[4][2] =
8563 if (new_group_nr == 0)
8566 for (i = 0; i < NUM_DIRECTIONS; i++)
8571 if (!IN_LEV_FIELD(x, y))
8574 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8575 Feld[x][y] == EL_BD_AMOEBA ||
8576 Feld[x][y] == EL_AMOEBA_DEAD) &&
8577 AmoebaNr[x][y] != new_group_nr)
8579 int old_group_nr = AmoebaNr[x][y];
8581 if (old_group_nr == 0)
8584 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8585 AmoebaCnt[old_group_nr] = 0;
8586 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8587 AmoebaCnt2[old_group_nr] = 0;
8589 SCAN_PLAYFIELD(xx, yy)
8591 if (AmoebaNr[xx][yy] == old_group_nr)
8592 AmoebaNr[xx][yy] = new_group_nr;
8598 void AmoebeUmwandeln(int ax, int ay)
8602 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8604 int group_nr = AmoebaNr[ax][ay];
8609 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8610 printf("AmoebeUmwandeln(): This should never happen!\n");
8615 SCAN_PLAYFIELD(x, y)
8617 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8620 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8624 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8625 SND_AMOEBA_TURNING_TO_GEM :
8626 SND_AMOEBA_TURNING_TO_ROCK));
8631 static int xy[4][2] =
8639 for (i = 0; i < NUM_DIRECTIONS; i++)
8644 if (!IN_LEV_FIELD(x, y))
8647 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8649 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8650 SND_AMOEBA_TURNING_TO_GEM :
8651 SND_AMOEBA_TURNING_TO_ROCK));
8658 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8661 int group_nr = AmoebaNr[ax][ay];
8662 boolean done = FALSE;
8667 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8668 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8673 SCAN_PLAYFIELD(x, y)
8675 if (AmoebaNr[x][y] == group_nr &&
8676 (Feld[x][y] == EL_AMOEBA_DEAD ||
8677 Feld[x][y] == EL_BD_AMOEBA ||
8678 Feld[x][y] == EL_AMOEBA_GROWING))
8681 Feld[x][y] = new_element;
8682 InitField(x, y, FALSE);
8683 TEST_DrawLevelField(x, y);
8689 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8690 SND_BD_AMOEBA_TURNING_TO_ROCK :
8691 SND_BD_AMOEBA_TURNING_TO_GEM));
8694 static void AmoebeWaechst(int x, int y)
8696 static unsigned int sound_delay = 0;
8697 static unsigned int sound_delay_value = 0;
8699 if (!MovDelay[x][y]) // start new growing cycle
8703 if (DelayReached(&sound_delay, sound_delay_value))
8705 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8706 sound_delay_value = 30;
8710 if (MovDelay[x][y]) // wait some time before growing bigger
8713 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8715 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8716 6 - MovDelay[x][y]);
8718 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8721 if (!MovDelay[x][y])
8723 Feld[x][y] = Store[x][y];
8725 TEST_DrawLevelField(x, y);
8730 static void AmoebaDisappearing(int x, int y)
8732 static unsigned int sound_delay = 0;
8733 static unsigned int sound_delay_value = 0;
8735 if (!MovDelay[x][y]) // start new shrinking cycle
8739 if (DelayReached(&sound_delay, sound_delay_value))
8740 sound_delay_value = 30;
8743 if (MovDelay[x][y]) // wait some time before shrinking
8746 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8748 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8749 6 - MovDelay[x][y]);
8751 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8754 if (!MovDelay[x][y])
8756 Feld[x][y] = EL_EMPTY;
8757 TEST_DrawLevelField(x, y);
8759 // don't let mole enter this field in this cycle;
8760 // (give priority to objects falling to this field from above)
8766 static void AmoebeAbleger(int ax, int ay)
8769 int element = Feld[ax][ay];
8770 int graphic = el2img(element);
8771 int newax = ax, neway = ay;
8772 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8773 static int xy[4][2] =
8781 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8783 Feld[ax][ay] = EL_AMOEBA_DEAD;
8784 TEST_DrawLevelField(ax, ay);
8788 if (IS_ANIMATED(graphic))
8789 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8791 if (!MovDelay[ax][ay]) // start making new amoeba field
8792 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8794 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8797 if (MovDelay[ax][ay])
8801 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8804 int x = ax + xy[start][0];
8805 int y = ay + xy[start][1];
8807 if (!IN_LEV_FIELD(x, y))
8810 if (IS_FREE(x, y) ||
8811 CAN_GROW_INTO(Feld[x][y]) ||
8812 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8813 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8819 if (newax == ax && neway == ay)
8822 else // normal or "filled" (BD style) amoeba
8825 boolean waiting_for_player = FALSE;
8827 for (i = 0; i < NUM_DIRECTIONS; i++)
8829 int j = (start + i) % 4;
8830 int x = ax + xy[j][0];
8831 int y = ay + xy[j][1];
8833 if (!IN_LEV_FIELD(x, y))
8836 if (IS_FREE(x, y) ||
8837 CAN_GROW_INTO(Feld[x][y]) ||
8838 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8839 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8845 else if (IS_PLAYER(x, y))
8846 waiting_for_player = TRUE;
8849 if (newax == ax && neway == ay) // amoeba cannot grow
8851 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8853 Feld[ax][ay] = EL_AMOEBA_DEAD;
8854 TEST_DrawLevelField(ax, ay);
8855 AmoebaCnt[AmoebaNr[ax][ay]]--;
8857 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8859 if (element == EL_AMOEBA_FULL)
8860 AmoebeUmwandeln(ax, ay);
8861 else if (element == EL_BD_AMOEBA)
8862 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8867 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8869 // amoeba gets larger by growing in some direction
8871 int new_group_nr = AmoebaNr[ax][ay];
8874 if (new_group_nr == 0)
8876 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8877 printf("AmoebeAbleger(): This should never happen!\n");
8882 AmoebaNr[newax][neway] = new_group_nr;
8883 AmoebaCnt[new_group_nr]++;
8884 AmoebaCnt2[new_group_nr]++;
8886 // if amoeba touches other amoeba(s) after growing, unify them
8887 AmoebenVereinigen(newax, neway);
8889 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8891 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8897 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8898 (neway == lev_fieldy - 1 && newax != ax))
8900 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8901 Store[newax][neway] = element;
8903 else if (neway == ay || element == EL_EMC_DRIPPER)
8905 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8907 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8911 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8912 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8913 Store[ax][ay] = EL_AMOEBA_DROP;
8914 ContinueMoving(ax, ay);
8918 TEST_DrawLevelField(newax, neway);
8921 static void Life(int ax, int ay)
8925 int element = Feld[ax][ay];
8926 int graphic = el2img(element);
8927 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8929 boolean changed = FALSE;
8931 if (IS_ANIMATED(graphic))
8932 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8937 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8938 MovDelay[ax][ay] = life_time;
8940 if (MovDelay[ax][ay]) // wait some time before next cycle
8943 if (MovDelay[ax][ay])
8947 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8949 int xx = ax+x1, yy = ay+y1;
8950 int old_element = Feld[xx][yy];
8951 int num_neighbours = 0;
8953 if (!IN_LEV_FIELD(xx, yy))
8956 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8958 int x = xx+x2, y = yy+y2;
8960 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8963 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8964 boolean is_neighbour = FALSE;
8966 if (level.use_life_bugs)
8968 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8969 (IS_FREE(x, y) && Stop[x][y]));
8972 (Last[x][y] == element || is_player_cell);
8978 boolean is_free = FALSE;
8980 if (level.use_life_bugs)
8981 is_free = (IS_FREE(xx, yy));
8983 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8985 if (xx == ax && yy == ay) // field in the middle
8987 if (num_neighbours < life_parameter[0] ||
8988 num_neighbours > life_parameter[1])
8990 Feld[xx][yy] = EL_EMPTY;
8991 if (Feld[xx][yy] != old_element)
8992 TEST_DrawLevelField(xx, yy);
8993 Stop[xx][yy] = TRUE;
8997 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8998 { // free border field
8999 if (num_neighbours >= life_parameter[2] &&
9000 num_neighbours <= life_parameter[3])
9002 Feld[xx][yy] = element;
9003 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9004 if (Feld[xx][yy] != old_element)
9005 TEST_DrawLevelField(xx, yy);
9006 Stop[xx][yy] = TRUE;
9013 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9014 SND_GAME_OF_LIFE_GROWING);
9017 static void InitRobotWheel(int x, int y)
9019 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9022 static void RunRobotWheel(int x, int y)
9024 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9027 static void StopRobotWheel(int x, int y)
9029 if (ZX == x && ZY == y)
9033 game.robot_wheel_active = FALSE;
9037 static void InitTimegateWheel(int x, int y)
9039 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9042 static void RunTimegateWheel(int x, int y)
9044 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9047 static void InitMagicBallDelay(int x, int y)
9049 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9052 static void ActivateMagicBall(int bx, int by)
9056 if (level.ball_random)
9058 int pos_border = RND(8); // select one of the eight border elements
9059 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9060 int xx = pos_content % 3;
9061 int yy = pos_content / 3;
9066 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9067 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9071 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9073 int xx = x - bx + 1;
9074 int yy = y - by + 1;
9076 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9077 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9081 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9084 static void CheckExit(int x, int y)
9086 if (local_player->gems_still_needed > 0 ||
9087 local_player->sokoban_fields_still_needed > 0 ||
9088 local_player->sokoban_objects_still_needed > 0 ||
9089 local_player->lights_still_needed > 0)
9091 int element = Feld[x][y];
9092 int graphic = el2img(element);
9094 if (IS_ANIMATED(graphic))
9095 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9100 if (AllPlayersGone) // do not re-open exit door closed after last player
9103 Feld[x][y] = EL_EXIT_OPENING;
9105 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9108 static void CheckExitEM(int x, int y)
9110 if (local_player->gems_still_needed > 0 ||
9111 local_player->sokoban_fields_still_needed > 0 ||
9112 local_player->sokoban_objects_still_needed > 0 ||
9113 local_player->lights_still_needed > 0)
9115 int element = Feld[x][y];
9116 int graphic = el2img(element);
9118 if (IS_ANIMATED(graphic))
9119 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9124 if (AllPlayersGone) // do not re-open exit door closed after last player
9127 Feld[x][y] = EL_EM_EXIT_OPENING;
9129 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9132 static void CheckExitSteel(int x, int y)
9134 if (local_player->gems_still_needed > 0 ||
9135 local_player->sokoban_fields_still_needed > 0 ||
9136 local_player->sokoban_objects_still_needed > 0 ||
9137 local_player->lights_still_needed > 0)
9139 int element = Feld[x][y];
9140 int graphic = el2img(element);
9142 if (IS_ANIMATED(graphic))
9143 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9148 if (AllPlayersGone) // do not re-open exit door closed after last player
9151 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9153 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9156 static void CheckExitSteelEM(int x, int y)
9158 if (local_player->gems_still_needed > 0 ||
9159 local_player->sokoban_fields_still_needed > 0 ||
9160 local_player->sokoban_objects_still_needed > 0 ||
9161 local_player->lights_still_needed > 0)
9163 int element = Feld[x][y];
9164 int graphic = el2img(element);
9166 if (IS_ANIMATED(graphic))
9167 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9172 if (AllPlayersGone) // do not re-open exit door closed after last player
9175 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9177 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9180 static void CheckExitSP(int x, int y)
9182 if (local_player->gems_still_needed > 0)
9184 int element = Feld[x][y];
9185 int graphic = el2img(element);
9187 if (IS_ANIMATED(graphic))
9188 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9193 if (AllPlayersGone) // do not re-open exit door closed after last player
9196 Feld[x][y] = EL_SP_EXIT_OPENING;
9198 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9201 static void CloseAllOpenTimegates(void)
9205 SCAN_PLAYFIELD(x, y)
9207 int element = Feld[x][y];
9209 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9211 Feld[x][y] = EL_TIMEGATE_CLOSING;
9213 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9218 static void DrawTwinkleOnField(int x, int y)
9220 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9223 if (Feld[x][y] == EL_BD_DIAMOND)
9226 if (MovDelay[x][y] == 0) // next animation frame
9227 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9229 if (MovDelay[x][y] != 0) // wait some time before next frame
9233 DrawLevelElementAnimation(x, y, Feld[x][y]);
9235 if (MovDelay[x][y] != 0)
9237 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9238 10 - MovDelay[x][y]);
9240 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9245 static void MauerWaechst(int x, int y)
9249 if (!MovDelay[x][y]) // next animation frame
9250 MovDelay[x][y] = 3 * delay;
9252 if (MovDelay[x][y]) // wait some time before next frame
9256 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9258 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9259 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9261 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9264 if (!MovDelay[x][y])
9266 if (MovDir[x][y] == MV_LEFT)
9268 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9269 TEST_DrawLevelField(x - 1, y);
9271 else if (MovDir[x][y] == MV_RIGHT)
9273 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9274 TEST_DrawLevelField(x + 1, y);
9276 else if (MovDir[x][y] == MV_UP)
9278 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9279 TEST_DrawLevelField(x, y - 1);
9283 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9284 TEST_DrawLevelField(x, y + 1);
9287 Feld[x][y] = Store[x][y];
9289 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9290 TEST_DrawLevelField(x, y);
9295 static void MauerAbleger(int ax, int ay)
9297 int element = Feld[ax][ay];
9298 int graphic = el2img(element);
9299 boolean oben_frei = FALSE, unten_frei = FALSE;
9300 boolean links_frei = FALSE, rechts_frei = FALSE;
9301 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9302 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9303 boolean new_wall = FALSE;
9305 if (IS_ANIMATED(graphic))
9306 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9308 if (!MovDelay[ax][ay]) // start building new wall
9309 MovDelay[ax][ay] = 6;
9311 if (MovDelay[ax][ay]) // wait some time before building new wall
9314 if (MovDelay[ax][ay])
9318 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9320 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9322 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9324 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9327 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9328 element == EL_EXPANDABLE_WALL_ANY)
9332 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9333 Store[ax][ay-1] = element;
9334 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9335 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9336 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9337 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9342 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9343 Store[ax][ay+1] = element;
9344 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9345 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9346 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9347 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9352 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9353 element == EL_EXPANDABLE_WALL_ANY ||
9354 element == EL_EXPANDABLE_WALL ||
9355 element == EL_BD_EXPANDABLE_WALL)
9359 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9360 Store[ax-1][ay] = element;
9361 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9362 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9363 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9364 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9370 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9371 Store[ax+1][ay] = element;
9372 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9373 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9374 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9375 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9380 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9381 TEST_DrawLevelField(ax, ay);
9383 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9385 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9386 unten_massiv = TRUE;
9387 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9388 links_massiv = TRUE;
9389 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9390 rechts_massiv = TRUE;
9392 if (((oben_massiv && unten_massiv) ||
9393 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9394 element == EL_EXPANDABLE_WALL) &&
9395 ((links_massiv && rechts_massiv) ||
9396 element == EL_EXPANDABLE_WALL_VERTICAL))
9397 Feld[ax][ay] = EL_WALL;
9400 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9403 static void MauerAblegerStahl(int ax, int ay)
9405 int element = Feld[ax][ay];
9406 int graphic = el2img(element);
9407 boolean oben_frei = FALSE, unten_frei = FALSE;
9408 boolean links_frei = FALSE, rechts_frei = FALSE;
9409 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9410 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9411 boolean new_wall = FALSE;
9413 if (IS_ANIMATED(graphic))
9414 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9416 if (!MovDelay[ax][ay]) // start building new wall
9417 MovDelay[ax][ay] = 6;
9419 if (MovDelay[ax][ay]) // wait some time before building new wall
9422 if (MovDelay[ax][ay])
9426 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9428 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9430 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9432 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9435 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9436 element == EL_EXPANDABLE_STEELWALL_ANY)
9440 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9441 Store[ax][ay-1] = element;
9442 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9443 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9444 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9445 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9450 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9451 Store[ax][ay+1] = element;
9452 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9453 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9454 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9455 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9460 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9461 element == EL_EXPANDABLE_STEELWALL_ANY)
9465 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9466 Store[ax-1][ay] = element;
9467 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9468 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9469 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9470 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9476 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9477 Store[ax+1][ay] = element;
9478 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9479 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9480 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9481 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9486 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9488 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9489 unten_massiv = TRUE;
9490 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9491 links_massiv = TRUE;
9492 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9493 rechts_massiv = TRUE;
9495 if (((oben_massiv && unten_massiv) ||
9496 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9497 ((links_massiv && rechts_massiv) ||
9498 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9499 Feld[ax][ay] = EL_STEELWALL;
9502 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9505 static void CheckForDragon(int x, int y)
9508 boolean dragon_found = FALSE;
9509 static int xy[4][2] =
9517 for (i = 0; i < NUM_DIRECTIONS; i++)
9519 for (j = 0; j < 4; j++)
9521 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9523 if (IN_LEV_FIELD(xx, yy) &&
9524 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9526 if (Feld[xx][yy] == EL_DRAGON)
9527 dragon_found = TRUE;
9536 for (i = 0; i < NUM_DIRECTIONS; i++)
9538 for (j = 0; j < 3; j++)
9540 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9542 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9544 Feld[xx][yy] = EL_EMPTY;
9545 TEST_DrawLevelField(xx, yy);
9554 static void InitBuggyBase(int x, int y)
9556 int element = Feld[x][y];
9557 int activating_delay = FRAMES_PER_SECOND / 4;
9560 (element == EL_SP_BUGGY_BASE ?
9561 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9562 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9564 element == EL_SP_BUGGY_BASE_ACTIVE ?
9565 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9568 static void WarnBuggyBase(int x, int y)
9571 static int xy[4][2] =
9579 for (i = 0; i < NUM_DIRECTIONS; i++)
9581 int xx = x + xy[i][0];
9582 int yy = y + xy[i][1];
9584 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9586 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9593 static void InitTrap(int x, int y)
9595 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9598 static void ActivateTrap(int x, int y)
9600 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9603 static void ChangeActiveTrap(int x, int y)
9605 int graphic = IMG_TRAP_ACTIVE;
9607 // if new animation frame was drawn, correct crumbled sand border
9608 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9609 TEST_DrawLevelFieldCrumbled(x, y);
9612 static int getSpecialActionElement(int element, int number, int base_element)
9614 return (element != EL_EMPTY ? element :
9615 number != -1 ? base_element + number - 1 :
9619 static int getModifiedActionNumber(int value_old, int operator, int operand,
9620 int value_min, int value_max)
9622 int value_new = (operator == CA_MODE_SET ? operand :
9623 operator == CA_MODE_ADD ? value_old + operand :
9624 operator == CA_MODE_SUBTRACT ? value_old - operand :
9625 operator == CA_MODE_MULTIPLY ? value_old * operand :
9626 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9627 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9630 return (value_new < value_min ? value_min :
9631 value_new > value_max ? value_max :
9635 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9637 struct ElementInfo *ei = &element_info[element];
9638 struct ElementChangeInfo *change = &ei->change_page[page];
9639 int target_element = change->target_element;
9640 int action_type = change->action_type;
9641 int action_mode = change->action_mode;
9642 int action_arg = change->action_arg;
9643 int action_element = change->action_element;
9646 if (!change->has_action)
9649 // ---------- determine action paramater values -----------------------------
9651 int level_time_value =
9652 (level.time > 0 ? TimeLeft :
9655 int action_arg_element_raw =
9656 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9657 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9658 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9659 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9660 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9661 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9662 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9664 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9666 int action_arg_direction =
9667 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9668 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9669 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9670 change->actual_trigger_side :
9671 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9672 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9675 int action_arg_number_min =
9676 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9679 int action_arg_number_max =
9680 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9681 action_type == CA_SET_LEVEL_GEMS ? 999 :
9682 action_type == CA_SET_LEVEL_TIME ? 9999 :
9683 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9684 action_type == CA_SET_CE_VALUE ? 9999 :
9685 action_type == CA_SET_CE_SCORE ? 9999 :
9688 int action_arg_number_reset =
9689 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9690 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9691 action_type == CA_SET_LEVEL_TIME ? level.time :
9692 action_type == CA_SET_LEVEL_SCORE ? 0 :
9693 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9694 action_type == CA_SET_CE_SCORE ? 0 :
9697 int action_arg_number =
9698 (action_arg <= CA_ARG_MAX ? action_arg :
9699 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9700 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9701 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9702 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9703 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9704 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9705 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9706 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9707 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9708 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9709 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9710 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9711 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9712 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9713 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9714 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9715 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9716 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9717 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9718 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9719 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9722 int action_arg_number_old =
9723 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9724 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9725 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9726 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9727 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9730 int action_arg_number_new =
9731 getModifiedActionNumber(action_arg_number_old,
9732 action_mode, action_arg_number,
9733 action_arg_number_min, action_arg_number_max);
9735 int trigger_player_bits =
9736 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9737 change->actual_trigger_player_bits : change->trigger_player);
9739 int action_arg_player_bits =
9740 (action_arg >= CA_ARG_PLAYER_1 &&
9741 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9742 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9743 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9746 // ---------- execute action -----------------------------------------------
9748 switch (action_type)
9755 // ---------- level actions ----------------------------------------------
9757 case CA_RESTART_LEVEL:
9759 game.restart_level = TRUE;
9764 case CA_SHOW_ENVELOPE:
9766 int element = getSpecialActionElement(action_arg_element,
9767 action_arg_number, EL_ENVELOPE_1);
9769 if (IS_ENVELOPE(element))
9770 local_player->show_envelope = element;
9775 case CA_SET_LEVEL_TIME:
9777 if (level.time > 0) // only modify limited time value
9779 TimeLeft = action_arg_number_new;
9781 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9783 DisplayGameControlValues();
9785 if (!TimeLeft && setup.time_limit)
9786 for (i = 0; i < MAX_PLAYERS; i++)
9787 KillPlayer(&stored_player[i]);
9793 case CA_SET_LEVEL_SCORE:
9795 local_player->score = action_arg_number_new;
9797 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9799 DisplayGameControlValues();
9804 case CA_SET_LEVEL_GEMS:
9806 local_player->gems_still_needed = action_arg_number_new;
9808 game.snapshot.collected_item = TRUE;
9810 game_panel_controls[GAME_PANEL_GEMS].value =
9811 local_player->gems_still_needed;
9813 DisplayGameControlValues();
9818 case CA_SET_LEVEL_WIND:
9820 game.wind_direction = action_arg_direction;
9825 case CA_SET_LEVEL_RANDOM_SEED:
9827 // ensure that setting a new random seed while playing is predictable
9828 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9833 // ---------- player actions ---------------------------------------------
9835 case CA_MOVE_PLAYER:
9837 // automatically move to the next field in specified direction
9838 for (i = 0; i < MAX_PLAYERS; i++)
9839 if (trigger_player_bits & (1 << i))
9840 stored_player[i].programmed_action = action_arg_direction;
9845 case CA_EXIT_PLAYER:
9847 for (i = 0; i < MAX_PLAYERS; i++)
9848 if (action_arg_player_bits & (1 << i))
9849 ExitPlayer(&stored_player[i]);
9857 case CA_KILL_PLAYER:
9859 for (i = 0; i < MAX_PLAYERS; i++)
9860 if (action_arg_player_bits & (1 << i))
9861 KillPlayer(&stored_player[i]);
9866 case CA_SET_PLAYER_KEYS:
9868 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9869 int element = getSpecialActionElement(action_arg_element,
9870 action_arg_number, EL_KEY_1);
9872 if (IS_KEY(element))
9874 for (i = 0; i < MAX_PLAYERS; i++)
9876 if (trigger_player_bits & (1 << i))
9878 stored_player[i].key[KEY_NR(element)] = key_state;
9880 DrawGameDoorValues();
9888 case CA_SET_PLAYER_SPEED:
9890 for (i = 0; i < MAX_PLAYERS; i++)
9892 if (trigger_player_bits & (1 << i))
9894 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9896 if (action_arg == CA_ARG_SPEED_FASTER &&
9897 stored_player[i].cannot_move)
9899 action_arg_number = STEPSIZE_VERY_SLOW;
9901 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9902 action_arg == CA_ARG_SPEED_FASTER)
9904 action_arg_number = 2;
9905 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9908 else if (action_arg == CA_ARG_NUMBER_RESET)
9910 action_arg_number = level.initial_player_stepsize[i];
9914 getModifiedActionNumber(move_stepsize,
9917 action_arg_number_min,
9918 action_arg_number_max);
9920 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9927 case CA_SET_PLAYER_SHIELD:
9929 for (i = 0; i < MAX_PLAYERS; i++)
9931 if (trigger_player_bits & (1 << i))
9933 if (action_arg == CA_ARG_SHIELD_OFF)
9935 stored_player[i].shield_normal_time_left = 0;
9936 stored_player[i].shield_deadly_time_left = 0;
9938 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9940 stored_player[i].shield_normal_time_left = 999999;
9942 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9944 stored_player[i].shield_normal_time_left = 999999;
9945 stored_player[i].shield_deadly_time_left = 999999;
9953 case CA_SET_PLAYER_GRAVITY:
9955 for (i = 0; i < MAX_PLAYERS; i++)
9957 if (trigger_player_bits & (1 << i))
9959 stored_player[i].gravity =
9960 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9961 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9962 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9963 stored_player[i].gravity);
9970 case CA_SET_PLAYER_ARTWORK:
9972 for (i = 0; i < MAX_PLAYERS; i++)
9974 if (trigger_player_bits & (1 << i))
9976 int artwork_element = action_arg_element;
9978 if (action_arg == CA_ARG_ELEMENT_RESET)
9980 (level.use_artwork_element[i] ? level.artwork_element[i] :
9981 stored_player[i].element_nr);
9983 if (stored_player[i].artwork_element != artwork_element)
9984 stored_player[i].Frame = 0;
9986 stored_player[i].artwork_element = artwork_element;
9988 SetPlayerWaiting(&stored_player[i], FALSE);
9990 // set number of special actions for bored and sleeping animation
9991 stored_player[i].num_special_action_bored =
9992 get_num_special_action(artwork_element,
9993 ACTION_BORING_1, ACTION_BORING_LAST);
9994 stored_player[i].num_special_action_sleeping =
9995 get_num_special_action(artwork_element,
9996 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10003 case CA_SET_PLAYER_INVENTORY:
10005 for (i = 0; i < MAX_PLAYERS; i++)
10007 struct PlayerInfo *player = &stored_player[i];
10010 if (trigger_player_bits & (1 << i))
10012 int inventory_element = action_arg_element;
10014 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10015 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10016 action_arg == CA_ARG_ELEMENT_ACTION)
10018 int element = inventory_element;
10019 int collect_count = element_info[element].collect_count_initial;
10021 if (!IS_CUSTOM_ELEMENT(element))
10024 if (collect_count == 0)
10025 player->inventory_infinite_element = element;
10027 for (k = 0; k < collect_count; k++)
10028 if (player->inventory_size < MAX_INVENTORY_SIZE)
10029 player->inventory_element[player->inventory_size++] =
10032 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10033 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10034 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10036 if (player->inventory_infinite_element != EL_UNDEFINED &&
10037 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10038 action_arg_element_raw))
10039 player->inventory_infinite_element = EL_UNDEFINED;
10041 for (k = 0, j = 0; j < player->inventory_size; j++)
10043 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10044 action_arg_element_raw))
10045 player->inventory_element[k++] = player->inventory_element[j];
10048 player->inventory_size = k;
10050 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10052 if (player->inventory_size > 0)
10054 for (j = 0; j < player->inventory_size - 1; j++)
10055 player->inventory_element[j] = player->inventory_element[j + 1];
10057 player->inventory_size--;
10060 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10062 if (player->inventory_size > 0)
10063 player->inventory_size--;
10065 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10067 player->inventory_infinite_element = EL_UNDEFINED;
10068 player->inventory_size = 0;
10070 else if (action_arg == CA_ARG_INVENTORY_RESET)
10072 player->inventory_infinite_element = EL_UNDEFINED;
10073 player->inventory_size = 0;
10075 if (level.use_initial_inventory[i])
10077 for (j = 0; j < level.initial_inventory_size[i]; j++)
10079 int element = level.initial_inventory_content[i][j];
10080 int collect_count = element_info[element].collect_count_initial;
10082 if (!IS_CUSTOM_ELEMENT(element))
10085 if (collect_count == 0)
10086 player->inventory_infinite_element = element;
10088 for (k = 0; k < collect_count; k++)
10089 if (player->inventory_size < MAX_INVENTORY_SIZE)
10090 player->inventory_element[player->inventory_size++] =
10101 // ---------- CE actions -------------------------------------------------
10103 case CA_SET_CE_VALUE:
10105 int last_ce_value = CustomValue[x][y];
10107 CustomValue[x][y] = action_arg_number_new;
10109 if (CustomValue[x][y] != last_ce_value)
10111 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10112 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10114 if (CustomValue[x][y] == 0)
10116 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10117 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10124 case CA_SET_CE_SCORE:
10126 int last_ce_score = ei->collect_score;
10128 ei->collect_score = action_arg_number_new;
10130 if (ei->collect_score != last_ce_score)
10132 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10133 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10135 if (ei->collect_score == 0)
10139 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10140 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10143 This is a very special case that seems to be a mixture between
10144 CheckElementChange() and CheckTriggeredElementChange(): while
10145 the first one only affects single elements that are triggered
10146 directly, the second one affects multiple elements in the playfield
10147 that are triggered indirectly by another element. This is a third
10148 case: Changing the CE score always affects multiple identical CEs,
10149 so every affected CE must be checked, not only the single CE for
10150 which the CE score was changed in the first place (as every instance
10151 of that CE shares the same CE score, and therefore also can change)!
10153 SCAN_PLAYFIELD(xx, yy)
10155 if (Feld[xx][yy] == element)
10156 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10157 CE_SCORE_GETS_ZERO);
10165 case CA_SET_CE_ARTWORK:
10167 int artwork_element = action_arg_element;
10168 boolean reset_frame = FALSE;
10171 if (action_arg == CA_ARG_ELEMENT_RESET)
10172 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10175 if (ei->gfx_element != artwork_element)
10176 reset_frame = TRUE;
10178 ei->gfx_element = artwork_element;
10180 SCAN_PLAYFIELD(xx, yy)
10182 if (Feld[xx][yy] == element)
10186 ResetGfxAnimation(xx, yy);
10187 ResetRandomAnimationValue(xx, yy);
10190 TEST_DrawLevelField(xx, yy);
10197 // ---------- engine actions ---------------------------------------------
10199 case CA_SET_ENGINE_SCAN_MODE:
10201 InitPlayfieldScanMode(action_arg);
10211 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10213 int old_element = Feld[x][y];
10214 int new_element = GetElementFromGroupElement(element);
10215 int previous_move_direction = MovDir[x][y];
10216 int last_ce_value = CustomValue[x][y];
10217 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10218 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10219 boolean add_player_onto_element = (new_element_is_player &&
10220 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10221 IS_WALKABLE(old_element));
10223 if (!add_player_onto_element)
10225 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10226 RemoveMovingField(x, y);
10230 Feld[x][y] = new_element;
10232 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10233 MovDir[x][y] = previous_move_direction;
10235 if (element_info[new_element].use_last_ce_value)
10236 CustomValue[x][y] = last_ce_value;
10238 InitField_WithBug1(x, y, FALSE);
10240 new_element = Feld[x][y]; // element may have changed
10242 ResetGfxAnimation(x, y);
10243 ResetRandomAnimationValue(x, y);
10245 TEST_DrawLevelField(x, y);
10247 if (GFX_CRUMBLED(new_element))
10248 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10251 // check if element under the player changes from accessible to unaccessible
10252 // (needed for special case of dropping element which then changes)
10253 // (must be checked after creating new element for walkable group elements)
10254 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10255 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10262 // "ChangeCount" not set yet to allow "entered by player" change one time
10263 if (new_element_is_player)
10264 RelocatePlayer(x, y, new_element);
10267 ChangeCount[x][y]++; // count number of changes in the same frame
10269 TestIfBadThingTouchesPlayer(x, y);
10270 TestIfPlayerTouchesCustomElement(x, y);
10271 TestIfElementTouchesCustomElement(x, y);
10274 static void CreateField(int x, int y, int element)
10276 CreateFieldExt(x, y, element, FALSE);
10279 static void CreateElementFromChange(int x, int y, int element)
10281 element = GET_VALID_RUNTIME_ELEMENT(element);
10283 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10285 int old_element = Feld[x][y];
10287 // prevent changed element from moving in same engine frame
10288 // unless both old and new element can either fall or move
10289 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10290 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10294 CreateFieldExt(x, y, element, TRUE);
10297 static boolean ChangeElement(int x, int y, int element, int page)
10299 struct ElementInfo *ei = &element_info[element];
10300 struct ElementChangeInfo *change = &ei->change_page[page];
10301 int ce_value = CustomValue[x][y];
10302 int ce_score = ei->collect_score;
10303 int target_element;
10304 int old_element = Feld[x][y];
10306 // always use default change event to prevent running into a loop
10307 if (ChangeEvent[x][y] == -1)
10308 ChangeEvent[x][y] = CE_DELAY;
10310 if (ChangeEvent[x][y] == CE_DELAY)
10312 // reset actual trigger element, trigger player and action element
10313 change->actual_trigger_element = EL_EMPTY;
10314 change->actual_trigger_player = EL_EMPTY;
10315 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10316 change->actual_trigger_side = CH_SIDE_NONE;
10317 change->actual_trigger_ce_value = 0;
10318 change->actual_trigger_ce_score = 0;
10321 // do not change elements more than a specified maximum number of changes
10322 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10325 ChangeCount[x][y]++; // count number of changes in the same frame
10327 if (change->explode)
10334 if (change->use_target_content)
10336 boolean complete_replace = TRUE;
10337 boolean can_replace[3][3];
10340 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10343 boolean is_walkable;
10344 boolean is_diggable;
10345 boolean is_collectible;
10346 boolean is_removable;
10347 boolean is_destructible;
10348 int ex = x + xx - 1;
10349 int ey = y + yy - 1;
10350 int content_element = change->target_content.e[xx][yy];
10353 can_replace[xx][yy] = TRUE;
10355 if (ex == x && ey == y) // do not check changing element itself
10358 if (content_element == EL_EMPTY_SPACE)
10360 can_replace[xx][yy] = FALSE; // do not replace border with space
10365 if (!IN_LEV_FIELD(ex, ey))
10367 can_replace[xx][yy] = FALSE;
10368 complete_replace = FALSE;
10375 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10376 e = MovingOrBlocked2Element(ex, ey);
10378 is_empty = (IS_FREE(ex, ey) ||
10379 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10381 is_walkable = (is_empty || IS_WALKABLE(e));
10382 is_diggable = (is_empty || IS_DIGGABLE(e));
10383 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10384 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10385 is_removable = (is_diggable || is_collectible);
10387 can_replace[xx][yy] =
10388 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10389 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10390 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10391 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10392 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10393 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10394 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10396 if (!can_replace[xx][yy])
10397 complete_replace = FALSE;
10400 if (!change->only_if_complete || complete_replace)
10402 boolean something_has_changed = FALSE;
10404 if (change->only_if_complete && change->use_random_replace &&
10405 RND(100) < change->random_percentage)
10408 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10410 int ex = x + xx - 1;
10411 int ey = y + yy - 1;
10412 int content_element;
10414 if (can_replace[xx][yy] && (!change->use_random_replace ||
10415 RND(100) < change->random_percentage))
10417 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10418 RemoveMovingField(ex, ey);
10420 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10422 content_element = change->target_content.e[xx][yy];
10423 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10424 ce_value, ce_score);
10426 CreateElementFromChange(ex, ey, target_element);
10428 something_has_changed = TRUE;
10430 // for symmetry reasons, freeze newly created border elements
10431 if (ex != x || ey != y)
10432 Stop[ex][ey] = TRUE; // no more moving in this frame
10436 if (something_has_changed)
10438 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10439 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10445 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10446 ce_value, ce_score);
10448 if (element == EL_DIAGONAL_GROWING ||
10449 element == EL_DIAGONAL_SHRINKING)
10451 target_element = Store[x][y];
10453 Store[x][y] = EL_EMPTY;
10456 CreateElementFromChange(x, y, target_element);
10458 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10459 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10462 // this uses direct change before indirect change
10463 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10468 static void HandleElementChange(int x, int y, int page)
10470 int element = MovingOrBlocked2Element(x, y);
10471 struct ElementInfo *ei = &element_info[element];
10472 struct ElementChangeInfo *change = &ei->change_page[page];
10473 boolean handle_action_before_change = FALSE;
10476 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10477 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10480 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10481 x, y, element, element_info[element].token_name);
10482 printf("HandleElementChange(): This should never happen!\n");
10487 // this can happen with classic bombs on walkable, changing elements
10488 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10493 if (ChangeDelay[x][y] == 0) // initialize element change
10495 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10497 if (change->can_change)
10499 // !!! not clear why graphic animation should be reset at all here !!!
10500 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10501 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10504 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10506 When using an animation frame delay of 1 (this only happens with
10507 "sp_zonk.moving.left/right" in the classic graphics), the default
10508 (non-moving) animation shows wrong animation frames (while the
10509 moving animation, like "sp_zonk.moving.left/right", is correct,
10510 so this graphical bug never shows up with the classic graphics).
10511 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10512 be drawn instead of the correct frames 0,1,2,3. This is caused by
10513 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10514 an element change: First when the change delay ("ChangeDelay[][]")
10515 counter has reached zero after decrementing, then a second time in
10516 the next frame (after "GfxFrame[][]" was already incremented) when
10517 "ChangeDelay[][]" is reset to the initial delay value again.
10519 This causes frame 0 to be drawn twice, while the last frame won't
10520 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10522 As some animations may already be cleverly designed around this bug
10523 (at least the "Snake Bite" snake tail animation does this), it cannot
10524 simply be fixed here without breaking such existing animations.
10525 Unfortunately, it cannot easily be detected if a graphics set was
10526 designed "before" or "after" the bug was fixed. As a workaround,
10527 a new graphics set option "game.graphics_engine_version" was added
10528 to be able to specify the game's major release version for which the
10529 graphics set was designed, which can then be used to decide if the
10530 bugfix should be used (version 4 and above) or not (version 3 or
10531 below, or if no version was specified at all, as with old sets).
10533 (The wrong/fixed animation frames can be tested with the test level set
10534 "test_gfxframe" and level "000", which contains a specially prepared
10535 custom element at level position (x/y) == (11/9) which uses the zonk
10536 animation mentioned above. Using "game.graphics_engine_version: 4"
10537 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10538 This can also be seen from the debug output for this test element.)
10541 // when a custom element is about to change (for example by change delay),
10542 // do not reset graphic animation when the custom element is moving
10543 if (game.graphics_engine_version < 4 &&
10546 ResetGfxAnimation(x, y);
10547 ResetRandomAnimationValue(x, y);
10550 if (change->pre_change_function)
10551 change->pre_change_function(x, y);
10555 ChangeDelay[x][y]--;
10557 if (ChangeDelay[x][y] != 0) // continue element change
10559 if (change->can_change)
10561 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10563 if (IS_ANIMATED(graphic))
10564 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10566 if (change->change_function)
10567 change->change_function(x, y);
10570 else // finish element change
10572 if (ChangePage[x][y] != -1) // remember page from delayed change
10574 page = ChangePage[x][y];
10575 ChangePage[x][y] = -1;
10577 change = &ei->change_page[page];
10580 if (IS_MOVING(x, y)) // never change a running system ;-)
10582 ChangeDelay[x][y] = 1; // try change after next move step
10583 ChangePage[x][y] = page; // remember page to use for change
10588 // special case: set new level random seed before changing element
10589 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10590 handle_action_before_change = TRUE;
10592 if (change->has_action && handle_action_before_change)
10593 ExecuteCustomElementAction(x, y, element, page);
10595 if (change->can_change)
10597 if (ChangeElement(x, y, element, page))
10599 if (change->post_change_function)
10600 change->post_change_function(x, y);
10604 if (change->has_action && !handle_action_before_change)
10605 ExecuteCustomElementAction(x, y, element, page);
10609 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10610 int trigger_element,
10612 int trigger_player,
10616 boolean change_done_any = FALSE;
10617 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10620 if (!(trigger_events[trigger_element][trigger_event]))
10623 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10625 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10627 int element = EL_CUSTOM_START + i;
10628 boolean change_done = FALSE;
10631 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10632 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10635 for (p = 0; p < element_info[element].num_change_pages; p++)
10637 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10639 if (change->can_change_or_has_action &&
10640 change->has_event[trigger_event] &&
10641 change->trigger_side & trigger_side &&
10642 change->trigger_player & trigger_player &&
10643 change->trigger_page & trigger_page_bits &&
10644 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10646 change->actual_trigger_element = trigger_element;
10647 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10648 change->actual_trigger_player_bits = trigger_player;
10649 change->actual_trigger_side = trigger_side;
10650 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10651 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10653 if ((change->can_change && !change_done) || change->has_action)
10657 SCAN_PLAYFIELD(x, y)
10659 if (Feld[x][y] == element)
10661 if (change->can_change && !change_done)
10663 // if element already changed in this frame, not only prevent
10664 // another element change (checked in ChangeElement()), but
10665 // also prevent additional element actions for this element
10667 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10668 !level.use_action_after_change_bug)
10671 ChangeDelay[x][y] = 1;
10672 ChangeEvent[x][y] = trigger_event;
10674 HandleElementChange(x, y, p);
10676 else if (change->has_action)
10678 // if element already changed in this frame, not only prevent
10679 // another element change (checked in ChangeElement()), but
10680 // also prevent additional element actions for this element
10682 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10683 !level.use_action_after_change_bug)
10686 ExecuteCustomElementAction(x, y, element, p);
10687 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10692 if (change->can_change)
10694 change_done = TRUE;
10695 change_done_any = TRUE;
10702 RECURSION_LOOP_DETECTION_END();
10704 return change_done_any;
10707 static boolean CheckElementChangeExt(int x, int y,
10709 int trigger_element,
10711 int trigger_player,
10714 boolean change_done = FALSE;
10717 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10718 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10721 if (Feld[x][y] == EL_BLOCKED)
10723 Blocked2Moving(x, y, &x, &y);
10724 element = Feld[x][y];
10727 // check if element has already changed or is about to change after moving
10728 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10729 Feld[x][y] != element) ||
10731 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10732 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10733 ChangePage[x][y] != -1)))
10736 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10738 for (p = 0; p < element_info[element].num_change_pages; p++)
10740 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10742 /* check trigger element for all events where the element that is checked
10743 for changing interacts with a directly adjacent element -- this is
10744 different to element changes that affect other elements to change on the
10745 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10746 boolean check_trigger_element =
10747 (trigger_event == CE_TOUCHING_X ||
10748 trigger_event == CE_HITTING_X ||
10749 trigger_event == CE_HIT_BY_X ||
10750 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10752 if (change->can_change_or_has_action &&
10753 change->has_event[trigger_event] &&
10754 change->trigger_side & trigger_side &&
10755 change->trigger_player & trigger_player &&
10756 (!check_trigger_element ||
10757 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10759 change->actual_trigger_element = trigger_element;
10760 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10761 change->actual_trigger_player_bits = trigger_player;
10762 change->actual_trigger_side = trigger_side;
10763 change->actual_trigger_ce_value = CustomValue[x][y];
10764 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10766 // special case: trigger element not at (x,y) position for some events
10767 if (check_trigger_element)
10779 { 0, 0 }, { 0, 0 }, { 0, 0 },
10783 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10784 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10786 change->actual_trigger_ce_value = CustomValue[xx][yy];
10787 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10790 if (change->can_change && !change_done)
10792 ChangeDelay[x][y] = 1;
10793 ChangeEvent[x][y] = trigger_event;
10795 HandleElementChange(x, y, p);
10797 change_done = TRUE;
10799 else if (change->has_action)
10801 ExecuteCustomElementAction(x, y, element, p);
10802 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10807 RECURSION_LOOP_DETECTION_END();
10809 return change_done;
10812 static void PlayPlayerSound(struct PlayerInfo *player)
10814 int jx = player->jx, jy = player->jy;
10815 int sound_element = player->artwork_element;
10816 int last_action = player->last_action_waiting;
10817 int action = player->action_waiting;
10819 if (player->is_waiting)
10821 if (action != last_action)
10822 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10824 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10828 if (action != last_action)
10829 StopSound(element_info[sound_element].sound[last_action]);
10831 if (last_action == ACTION_SLEEPING)
10832 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10836 static void PlayAllPlayersSound(void)
10840 for (i = 0; i < MAX_PLAYERS; i++)
10841 if (stored_player[i].active)
10842 PlayPlayerSound(&stored_player[i]);
10845 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10847 boolean last_waiting = player->is_waiting;
10848 int move_dir = player->MovDir;
10850 player->dir_waiting = move_dir;
10851 player->last_action_waiting = player->action_waiting;
10855 if (!last_waiting) // not waiting -> waiting
10857 player->is_waiting = TRUE;
10859 player->frame_counter_bored =
10861 game.player_boring_delay_fixed +
10862 GetSimpleRandom(game.player_boring_delay_random);
10863 player->frame_counter_sleeping =
10865 game.player_sleeping_delay_fixed +
10866 GetSimpleRandom(game.player_sleeping_delay_random);
10868 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10871 if (game.player_sleeping_delay_fixed +
10872 game.player_sleeping_delay_random > 0 &&
10873 player->anim_delay_counter == 0 &&
10874 player->post_delay_counter == 0 &&
10875 FrameCounter >= player->frame_counter_sleeping)
10876 player->is_sleeping = TRUE;
10877 else if (game.player_boring_delay_fixed +
10878 game.player_boring_delay_random > 0 &&
10879 FrameCounter >= player->frame_counter_bored)
10880 player->is_bored = TRUE;
10882 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10883 player->is_bored ? ACTION_BORING :
10886 if (player->is_sleeping && player->use_murphy)
10888 // special case for sleeping Murphy when leaning against non-free tile
10890 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10891 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10892 !IS_MOVING(player->jx - 1, player->jy)))
10893 move_dir = MV_LEFT;
10894 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10895 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10896 !IS_MOVING(player->jx + 1, player->jy)))
10897 move_dir = MV_RIGHT;
10899 player->is_sleeping = FALSE;
10901 player->dir_waiting = move_dir;
10904 if (player->is_sleeping)
10906 if (player->num_special_action_sleeping > 0)
10908 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10910 int last_special_action = player->special_action_sleeping;
10911 int num_special_action = player->num_special_action_sleeping;
10912 int special_action =
10913 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10914 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10915 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10916 last_special_action + 1 : ACTION_SLEEPING);
10917 int special_graphic =
10918 el_act_dir2img(player->artwork_element, special_action, move_dir);
10920 player->anim_delay_counter =
10921 graphic_info[special_graphic].anim_delay_fixed +
10922 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10923 player->post_delay_counter =
10924 graphic_info[special_graphic].post_delay_fixed +
10925 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10927 player->special_action_sleeping = special_action;
10930 if (player->anim_delay_counter > 0)
10932 player->action_waiting = player->special_action_sleeping;
10933 player->anim_delay_counter--;
10935 else if (player->post_delay_counter > 0)
10937 player->post_delay_counter--;
10941 else if (player->is_bored)
10943 if (player->num_special_action_bored > 0)
10945 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10947 int special_action =
10948 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10949 int special_graphic =
10950 el_act_dir2img(player->artwork_element, special_action, move_dir);
10952 player->anim_delay_counter =
10953 graphic_info[special_graphic].anim_delay_fixed +
10954 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10955 player->post_delay_counter =
10956 graphic_info[special_graphic].post_delay_fixed +
10957 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10959 player->special_action_bored = special_action;
10962 if (player->anim_delay_counter > 0)
10964 player->action_waiting = player->special_action_bored;
10965 player->anim_delay_counter--;
10967 else if (player->post_delay_counter > 0)
10969 player->post_delay_counter--;
10974 else if (last_waiting) // waiting -> not waiting
10976 player->is_waiting = FALSE;
10977 player->is_bored = FALSE;
10978 player->is_sleeping = FALSE;
10980 player->frame_counter_bored = -1;
10981 player->frame_counter_sleeping = -1;
10983 player->anim_delay_counter = 0;
10984 player->post_delay_counter = 0;
10986 player->dir_waiting = player->MovDir;
10987 player->action_waiting = ACTION_DEFAULT;
10989 player->special_action_bored = ACTION_DEFAULT;
10990 player->special_action_sleeping = ACTION_DEFAULT;
10994 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10996 if ((!player->is_moving && player->was_moving) ||
10997 (player->MovPos == 0 && player->was_moving) ||
10998 (player->is_snapping && !player->was_snapping) ||
10999 (player->is_dropping && !player->was_dropping))
11001 if (!CheckSaveEngineSnapshotToList())
11004 player->was_moving = FALSE;
11005 player->was_snapping = TRUE;
11006 player->was_dropping = TRUE;
11010 if (player->is_moving)
11011 player->was_moving = TRUE;
11013 if (!player->is_snapping)
11014 player->was_snapping = FALSE;
11016 if (!player->is_dropping)
11017 player->was_dropping = FALSE;
11021 static void CheckSingleStepMode(struct PlayerInfo *player)
11023 if (tape.single_step && tape.recording && !tape.pausing)
11025 /* as it is called "single step mode", just return to pause mode when the
11026 player stopped moving after one tile (or never starts moving at all) */
11027 if (!player->is_moving &&
11028 !player->is_pushing &&
11029 !player->is_dropping_pressed)
11031 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11032 SnapField(player, 0, 0); // stop snapping
11036 CheckSaveEngineSnapshot(player);
11039 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11041 int left = player_action & JOY_LEFT;
11042 int right = player_action & JOY_RIGHT;
11043 int up = player_action & JOY_UP;
11044 int down = player_action & JOY_DOWN;
11045 int button1 = player_action & JOY_BUTTON_1;
11046 int button2 = player_action & JOY_BUTTON_2;
11047 int dx = (left ? -1 : right ? 1 : 0);
11048 int dy = (up ? -1 : down ? 1 : 0);
11050 if (!player->active || tape.pausing)
11056 SnapField(player, dx, dy);
11060 DropElement(player);
11062 MovePlayer(player, dx, dy);
11065 CheckSingleStepMode(player);
11067 SetPlayerWaiting(player, FALSE);
11069 return player_action;
11073 // no actions for this player (no input at player's configured device)
11075 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11076 SnapField(player, 0, 0);
11077 CheckGravityMovementWhenNotMoving(player);
11079 if (player->MovPos == 0)
11080 SetPlayerWaiting(player, TRUE);
11082 if (player->MovPos == 0) // needed for tape.playing
11083 player->is_moving = FALSE;
11085 player->is_dropping = FALSE;
11086 player->is_dropping_pressed = FALSE;
11087 player->drop_pressed_delay = 0;
11089 CheckSingleStepMode(player);
11095 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11098 if (!tape.use_mouse)
11101 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11102 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11103 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11106 static void SetTapeActionFromMouseAction(byte *tape_action,
11107 struct MouseActionInfo *mouse_action)
11109 if (!tape.use_mouse)
11112 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11113 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11114 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11117 static void CheckLevelSolved(void)
11119 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11121 if (game_em.level_solved &&
11122 !game_em.game_over) // game won
11126 game_em.game_over = TRUE;
11128 AllPlayersGone = TRUE;
11131 if (game_em.game_over) // game lost
11132 AllPlayersGone = TRUE;
11134 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11136 if (game_sp.level_solved &&
11137 !game_sp.game_over) // game won
11141 game_sp.game_over = TRUE;
11143 AllPlayersGone = TRUE;
11146 if (game_sp.game_over) // game lost
11147 AllPlayersGone = TRUE;
11149 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11151 if (game_mm.level_solved &&
11152 !game_mm.game_over) // game won
11156 game_mm.game_over = TRUE;
11158 AllPlayersGone = TRUE;
11161 if (game_mm.game_over) // game lost
11162 AllPlayersGone = TRUE;
11166 static void CheckLevelTime(void)
11170 if (TimeFrames >= FRAMES_PER_SECOND)
11175 for (i = 0; i < MAX_PLAYERS; i++)
11177 struct PlayerInfo *player = &stored_player[i];
11179 if (SHIELD_ON(player))
11181 player->shield_normal_time_left--;
11183 if (player->shield_deadly_time_left > 0)
11184 player->shield_deadly_time_left--;
11188 if (!game.LevelSolved && !level.use_step_counter)
11196 if (TimeLeft <= 10 && setup.time_limit)
11197 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11199 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11200 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11202 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11204 if (!TimeLeft && setup.time_limit)
11206 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11207 level.native_em_level->lev->killed_out_of_time = TRUE;
11209 for (i = 0; i < MAX_PLAYERS; i++)
11210 KillPlayer(&stored_player[i]);
11213 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
11215 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11218 level.native_em_level->lev->time =
11219 (game.no_time_limit ? TimePlayed : TimeLeft);
11222 if (tape.recording || tape.playing)
11223 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11226 if (tape.recording || tape.playing)
11227 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11229 UpdateAndDisplayGameControlValues();
11232 void AdvanceFrameAndPlayerCounters(int player_nr)
11236 // advance frame counters (global frame counter and time frame counter)
11240 // advance player counters (counters for move delay, move animation etc.)
11241 for (i = 0; i < MAX_PLAYERS; i++)
11243 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11244 int move_delay_value = stored_player[i].move_delay_value;
11245 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11247 if (!advance_player_counters) // not all players may be affected
11250 if (move_frames == 0) // less than one move per game frame
11252 int stepsize = TILEX / move_delay_value;
11253 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11254 int count = (stored_player[i].is_moving ?
11255 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11257 if (count % delay == 0)
11261 stored_player[i].Frame += move_frames;
11263 if (stored_player[i].MovPos != 0)
11264 stored_player[i].StepFrame += move_frames;
11266 if (stored_player[i].move_delay > 0)
11267 stored_player[i].move_delay--;
11269 // due to bugs in previous versions, counter must count up, not down
11270 if (stored_player[i].push_delay != -1)
11271 stored_player[i].push_delay++;
11273 if (stored_player[i].drop_delay > 0)
11274 stored_player[i].drop_delay--;
11276 if (stored_player[i].is_dropping_pressed)
11277 stored_player[i].drop_pressed_delay++;
11281 void StartGameActions(boolean init_network_game, boolean record_tape,
11284 unsigned int new_random_seed = InitRND(random_seed);
11287 TapeStartRecording(new_random_seed);
11289 if (init_network_game)
11291 SendToServer_LevelFile();
11292 SendToServer_StartPlaying();
11300 static void GameActionsExt(void)
11303 static unsigned int game_frame_delay = 0;
11305 unsigned int game_frame_delay_value;
11306 byte *recorded_player_action;
11307 byte summarized_player_action = 0;
11308 byte tape_action[MAX_PLAYERS];
11311 // detect endless loops, caused by custom element programming
11312 if (recursion_loop_detected && recursion_loop_depth == 0)
11314 char *message = getStringCat3("Internal Error! Element ",
11315 EL_NAME(recursion_loop_element),
11316 " caused endless loop! Quit the game?");
11318 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11319 EL_NAME(recursion_loop_element));
11321 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11323 recursion_loop_detected = FALSE; // if game should be continued
11330 if (game.restart_level)
11331 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11333 CheckLevelSolved();
11335 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11338 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11341 if (game_status != GAME_MODE_PLAYING) // status might have changed
11344 game_frame_delay_value =
11345 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11347 if (tape.playing && tape.warp_forward && !tape.pausing)
11348 game_frame_delay_value = 0;
11350 SetVideoFrameDelay(game_frame_delay_value);
11354 // ---------- main game synchronization point ----------
11356 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11358 printf("::: skip == %d\n", skip);
11361 // ---------- main game synchronization point ----------
11363 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11367 if (network_playing && !network_player_action_received)
11369 // try to get network player actions in time
11371 // last chance to get network player actions without main loop delay
11372 HandleNetworking();
11374 // game was quit by network peer
11375 if (game_status != GAME_MODE_PLAYING)
11378 // check if network player actions still missing and game still running
11379 if (!network_player_action_received && !checkGameEnded())
11380 return; // failed to get network player actions in time
11382 // do not yet reset "network_player_action_received" (for tape.pausing)
11388 // at this point we know that we really continue executing the game
11390 network_player_action_received = FALSE;
11392 // when playing tape, read previously recorded player input from tape data
11393 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11395 local_player->effective_mouse_action = local_player->mouse_action;
11397 if (recorded_player_action != NULL)
11398 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11399 recorded_player_action);
11401 // TapePlayAction() may return NULL when toggling to "pause before death"
11405 if (tape.set_centered_player)
11407 game.centered_player_nr_next = tape.centered_player_nr_next;
11408 game.set_centered_player = TRUE;
11411 for (i = 0; i < MAX_PLAYERS; i++)
11413 summarized_player_action |= stored_player[i].action;
11415 if (!network_playing && (game.team_mode || tape.playing))
11416 stored_player[i].effective_action = stored_player[i].action;
11419 if (network_playing && !checkGameEnded())
11420 SendToServer_MovePlayer(summarized_player_action);
11422 // summarize all actions at local players mapped input device position
11423 // (this allows using different input devices in single player mode)
11424 if (!network.enabled && !game.team_mode)
11425 stored_player[map_player_action[local_player->index_nr]].effective_action =
11426 summarized_player_action;
11428 if (tape.recording &&
11430 setup.input_on_focus &&
11431 game.centered_player_nr != -1)
11433 for (i = 0; i < MAX_PLAYERS; i++)
11434 stored_player[i].effective_action =
11435 (i == game.centered_player_nr ? summarized_player_action : 0);
11438 if (recorded_player_action != NULL)
11439 for (i = 0; i < MAX_PLAYERS; i++)
11440 stored_player[i].effective_action = recorded_player_action[i];
11442 for (i = 0; i < MAX_PLAYERS; i++)
11444 tape_action[i] = stored_player[i].effective_action;
11446 /* (this may happen in the RND game engine if a player was not present on
11447 the playfield on level start, but appeared later from a custom element */
11448 if (setup.team_mode &&
11451 !tape.player_participates[i])
11452 tape.player_participates[i] = TRUE;
11455 SetTapeActionFromMouseAction(tape_action,
11456 &local_player->effective_mouse_action);
11458 // only record actions from input devices, but not programmed actions
11459 if (tape.recording)
11460 TapeRecordAction(tape_action);
11462 #if USE_NEW_PLAYER_ASSIGNMENTS
11463 // !!! also map player actions in single player mode !!!
11464 // if (game.team_mode)
11467 byte mapped_action[MAX_PLAYERS];
11469 #if DEBUG_PLAYER_ACTIONS
11471 for (i = 0; i < MAX_PLAYERS; i++)
11472 printf(" %d, ", stored_player[i].effective_action);
11475 for (i = 0; i < MAX_PLAYERS; i++)
11476 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11478 for (i = 0; i < MAX_PLAYERS; i++)
11479 stored_player[i].effective_action = mapped_action[i];
11481 #if DEBUG_PLAYER_ACTIONS
11483 for (i = 0; i < MAX_PLAYERS; i++)
11484 printf(" %d, ", stored_player[i].effective_action);
11488 #if DEBUG_PLAYER_ACTIONS
11492 for (i = 0; i < MAX_PLAYERS; i++)
11493 printf(" %d, ", stored_player[i].effective_action);
11499 for (i = 0; i < MAX_PLAYERS; i++)
11501 // allow engine snapshot in case of changed movement attempt
11502 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11503 (stored_player[i].effective_action & KEY_MOTION))
11504 game.snapshot.changed_action = TRUE;
11506 // allow engine snapshot in case of snapping/dropping attempt
11507 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11508 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11509 game.snapshot.changed_action = TRUE;
11511 game.snapshot.last_action[i] = stored_player[i].effective_action;
11514 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11516 GameActions_EM_Main();
11518 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11520 GameActions_SP_Main();
11522 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11524 GameActions_MM_Main();
11528 GameActions_RND_Main();
11531 BlitScreenToBitmap(backbuffer);
11533 CheckLevelSolved();
11536 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11538 if (global.show_frames_per_second)
11540 static unsigned int fps_counter = 0;
11541 static int fps_frames = 0;
11542 unsigned int fps_delay_ms = Counter() - fps_counter;
11546 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11548 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11551 fps_counter = Counter();
11553 // always draw FPS to screen after FPS value was updated
11554 redraw_mask |= REDRAW_FPS;
11557 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11558 if (GetDrawDeactivationMask() == REDRAW_NONE)
11559 redraw_mask |= REDRAW_FPS;
11563 static void GameActions_CheckSaveEngineSnapshot(void)
11565 if (!game.snapshot.save_snapshot)
11568 // clear flag for saving snapshot _before_ saving snapshot
11569 game.snapshot.save_snapshot = FALSE;
11571 SaveEngineSnapshotToList();
11574 void GameActions(void)
11578 GameActions_CheckSaveEngineSnapshot();
11581 void GameActions_EM_Main(void)
11583 byte effective_action[MAX_PLAYERS];
11584 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11587 for (i = 0; i < MAX_PLAYERS; i++)
11588 effective_action[i] = stored_player[i].effective_action;
11590 GameActions_EM(effective_action, warp_mode);
11593 void GameActions_SP_Main(void)
11595 byte effective_action[MAX_PLAYERS];
11596 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11599 for (i = 0; i < MAX_PLAYERS; i++)
11600 effective_action[i] = stored_player[i].effective_action;
11602 GameActions_SP(effective_action, warp_mode);
11604 for (i = 0; i < MAX_PLAYERS; i++)
11606 if (stored_player[i].force_dropping)
11607 stored_player[i].action |= KEY_BUTTON_DROP;
11609 stored_player[i].force_dropping = FALSE;
11613 void GameActions_MM_Main(void)
11615 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11617 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11620 void GameActions_RND_Main(void)
11625 void GameActions_RND(void)
11627 int magic_wall_x = 0, magic_wall_y = 0;
11628 int i, x, y, element, graphic, last_gfx_frame;
11630 InitPlayfieldScanModeVars();
11632 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11634 SCAN_PLAYFIELD(x, y)
11636 ChangeCount[x][y] = 0;
11637 ChangeEvent[x][y] = -1;
11641 if (game.set_centered_player)
11643 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11645 // switching to "all players" only possible if all players fit to screen
11646 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11648 game.centered_player_nr_next = game.centered_player_nr;
11649 game.set_centered_player = FALSE;
11652 // do not switch focus to non-existing (or non-active) player
11653 if (game.centered_player_nr_next >= 0 &&
11654 !stored_player[game.centered_player_nr_next].active)
11656 game.centered_player_nr_next = game.centered_player_nr;
11657 game.set_centered_player = FALSE;
11661 if (game.set_centered_player &&
11662 ScreenMovPos == 0) // screen currently aligned at tile position
11666 if (game.centered_player_nr_next == -1)
11668 setScreenCenteredToAllPlayers(&sx, &sy);
11672 sx = stored_player[game.centered_player_nr_next].jx;
11673 sy = stored_player[game.centered_player_nr_next].jy;
11676 game.centered_player_nr = game.centered_player_nr_next;
11677 game.set_centered_player = FALSE;
11679 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11680 DrawGameDoorValues();
11683 for (i = 0; i < MAX_PLAYERS; i++)
11685 int actual_player_action = stored_player[i].effective_action;
11688 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11689 - rnd_equinox_tetrachloride 048
11690 - rnd_equinox_tetrachloride_ii 096
11691 - rnd_emanuel_schmieg 002
11692 - doctor_sloan_ww 001, 020
11694 if (stored_player[i].MovPos == 0)
11695 CheckGravityMovement(&stored_player[i]);
11698 // overwrite programmed action with tape action
11699 if (stored_player[i].programmed_action)
11700 actual_player_action = stored_player[i].programmed_action;
11702 PlayerActions(&stored_player[i], actual_player_action);
11704 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11707 ScrollScreen(NULL, SCROLL_GO_ON);
11709 /* for backwards compatibility, the following code emulates a fixed bug that
11710 occured when pushing elements (causing elements that just made their last
11711 pushing step to already (if possible) make their first falling step in the
11712 same game frame, which is bad); this code is also needed to use the famous
11713 "spring push bug" which is used in older levels and might be wanted to be
11714 used also in newer levels, but in this case the buggy pushing code is only
11715 affecting the "spring" element and no other elements */
11717 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11719 for (i = 0; i < MAX_PLAYERS; i++)
11721 struct PlayerInfo *player = &stored_player[i];
11722 int x = player->jx;
11723 int y = player->jy;
11725 if (player->active && player->is_pushing && player->is_moving &&
11727 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11728 Feld[x][y] == EL_SPRING))
11730 ContinueMoving(x, y);
11732 // continue moving after pushing (this is actually a bug)
11733 if (!IS_MOVING(x, y))
11734 Stop[x][y] = FALSE;
11739 SCAN_PLAYFIELD(x, y)
11741 Last[x][y] = Feld[x][y];
11743 ChangeCount[x][y] = 0;
11744 ChangeEvent[x][y] = -1;
11746 // this must be handled before main playfield loop
11747 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11750 if (MovDelay[x][y] <= 0)
11754 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11757 if (MovDelay[x][y] <= 0)
11760 TEST_DrawLevelField(x, y);
11762 TestIfElementTouchesCustomElement(x, y); // for empty space
11767 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11769 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11770 printf("GameActions(): This should never happen!\n");
11772 ChangePage[x][y] = -1;
11776 Stop[x][y] = FALSE;
11777 if (WasJustMoving[x][y] > 0)
11778 WasJustMoving[x][y]--;
11779 if (WasJustFalling[x][y] > 0)
11780 WasJustFalling[x][y]--;
11781 if (CheckCollision[x][y] > 0)
11782 CheckCollision[x][y]--;
11783 if (CheckImpact[x][y] > 0)
11784 CheckImpact[x][y]--;
11788 /* reset finished pushing action (not done in ContinueMoving() to allow
11789 continuous pushing animation for elements with zero push delay) */
11790 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11792 ResetGfxAnimation(x, y);
11793 TEST_DrawLevelField(x, y);
11797 if (IS_BLOCKED(x, y))
11801 Blocked2Moving(x, y, &oldx, &oldy);
11802 if (!IS_MOVING(oldx, oldy))
11804 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11805 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11806 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11807 printf("GameActions(): This should never happen!\n");
11813 SCAN_PLAYFIELD(x, y)
11815 element = Feld[x][y];
11816 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11817 last_gfx_frame = GfxFrame[x][y];
11819 ResetGfxFrame(x, y);
11821 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11822 DrawLevelGraphicAnimation(x, y, graphic);
11824 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11825 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11826 ResetRandomAnimationValue(x, y);
11828 SetRandomAnimationValue(x, y);
11830 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11832 if (IS_INACTIVE(element))
11834 if (IS_ANIMATED(graphic))
11835 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11840 // this may take place after moving, so 'element' may have changed
11841 if (IS_CHANGING(x, y) &&
11842 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11844 int page = element_info[element].event_page_nr[CE_DELAY];
11846 HandleElementChange(x, y, page);
11848 element = Feld[x][y];
11849 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11852 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11856 element = Feld[x][y];
11857 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11859 if (IS_ANIMATED(graphic) &&
11860 !IS_MOVING(x, y) &&
11862 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11864 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11865 TEST_DrawTwinkleOnField(x, y);
11867 else if (element == EL_ACID)
11870 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11872 else if ((element == EL_EXIT_OPEN ||
11873 element == EL_EM_EXIT_OPEN ||
11874 element == EL_SP_EXIT_OPEN ||
11875 element == EL_STEEL_EXIT_OPEN ||
11876 element == EL_EM_STEEL_EXIT_OPEN ||
11877 element == EL_SP_TERMINAL ||
11878 element == EL_SP_TERMINAL_ACTIVE ||
11879 element == EL_EXTRA_TIME ||
11880 element == EL_SHIELD_NORMAL ||
11881 element == EL_SHIELD_DEADLY) &&
11882 IS_ANIMATED(graphic))
11883 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11884 else if (IS_MOVING(x, y))
11885 ContinueMoving(x, y);
11886 else if (IS_ACTIVE_BOMB(element))
11887 CheckDynamite(x, y);
11888 else if (element == EL_AMOEBA_GROWING)
11889 AmoebeWaechst(x, y);
11890 else if (element == EL_AMOEBA_SHRINKING)
11891 AmoebaDisappearing(x, y);
11893 #if !USE_NEW_AMOEBA_CODE
11894 else if (IS_AMOEBALIVE(element))
11895 AmoebeAbleger(x, y);
11898 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11900 else if (element == EL_EXIT_CLOSED)
11902 else if (element == EL_EM_EXIT_CLOSED)
11904 else if (element == EL_STEEL_EXIT_CLOSED)
11905 CheckExitSteel(x, y);
11906 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11907 CheckExitSteelEM(x, y);
11908 else if (element == EL_SP_EXIT_CLOSED)
11910 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11911 element == EL_EXPANDABLE_STEELWALL_GROWING)
11912 MauerWaechst(x, y);
11913 else if (element == EL_EXPANDABLE_WALL ||
11914 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11915 element == EL_EXPANDABLE_WALL_VERTICAL ||
11916 element == EL_EXPANDABLE_WALL_ANY ||
11917 element == EL_BD_EXPANDABLE_WALL)
11918 MauerAbleger(x, y);
11919 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11920 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11921 element == EL_EXPANDABLE_STEELWALL_ANY)
11922 MauerAblegerStahl(x, y);
11923 else if (element == EL_FLAMES)
11924 CheckForDragon(x, y);
11925 else if (element == EL_EXPLOSION)
11926 ; // drawing of correct explosion animation is handled separately
11927 else if (element == EL_ELEMENT_SNAPPING ||
11928 element == EL_DIAGONAL_SHRINKING ||
11929 element == EL_DIAGONAL_GROWING)
11931 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11933 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11935 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11936 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11938 if (IS_BELT_ACTIVE(element))
11939 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11941 if (game.magic_wall_active)
11943 int jx = local_player->jx, jy = local_player->jy;
11945 // play the element sound at the position nearest to the player
11946 if ((element == EL_MAGIC_WALL_FULL ||
11947 element == EL_MAGIC_WALL_ACTIVE ||
11948 element == EL_MAGIC_WALL_EMPTYING ||
11949 element == EL_BD_MAGIC_WALL_FULL ||
11950 element == EL_BD_MAGIC_WALL_ACTIVE ||
11951 element == EL_BD_MAGIC_WALL_EMPTYING ||
11952 element == EL_DC_MAGIC_WALL_FULL ||
11953 element == EL_DC_MAGIC_WALL_ACTIVE ||
11954 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11955 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11963 #if USE_NEW_AMOEBA_CODE
11964 // new experimental amoeba growth stuff
11965 if (!(FrameCounter % 8))
11967 static unsigned int random = 1684108901;
11969 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11971 x = RND(lev_fieldx);
11972 y = RND(lev_fieldy);
11973 element = Feld[x][y];
11975 if (!IS_PLAYER(x,y) &&
11976 (element == EL_EMPTY ||
11977 CAN_GROW_INTO(element) ||
11978 element == EL_QUICKSAND_EMPTY ||
11979 element == EL_QUICKSAND_FAST_EMPTY ||
11980 element == EL_ACID_SPLASH_LEFT ||
11981 element == EL_ACID_SPLASH_RIGHT))
11983 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11984 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11985 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11986 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11987 Feld[x][y] = EL_AMOEBA_DROP;
11990 random = random * 129 + 1;
11995 game.explosions_delayed = FALSE;
11997 SCAN_PLAYFIELD(x, y)
11999 element = Feld[x][y];
12001 if (ExplodeField[x][y])
12002 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12003 else if (element == EL_EXPLOSION)
12004 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12006 ExplodeField[x][y] = EX_TYPE_NONE;
12009 game.explosions_delayed = TRUE;
12011 if (game.magic_wall_active)
12013 if (!(game.magic_wall_time_left % 4))
12015 int element = Feld[magic_wall_x][magic_wall_y];
12017 if (element == EL_BD_MAGIC_WALL_FULL ||
12018 element == EL_BD_MAGIC_WALL_ACTIVE ||
12019 element == EL_BD_MAGIC_WALL_EMPTYING)
12020 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12021 else if (element == EL_DC_MAGIC_WALL_FULL ||
12022 element == EL_DC_MAGIC_WALL_ACTIVE ||
12023 element == EL_DC_MAGIC_WALL_EMPTYING)
12024 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12026 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12029 if (game.magic_wall_time_left > 0)
12031 game.magic_wall_time_left--;
12033 if (!game.magic_wall_time_left)
12035 SCAN_PLAYFIELD(x, y)
12037 element = Feld[x][y];
12039 if (element == EL_MAGIC_WALL_ACTIVE ||
12040 element == EL_MAGIC_WALL_FULL)
12042 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12043 TEST_DrawLevelField(x, y);
12045 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12046 element == EL_BD_MAGIC_WALL_FULL)
12048 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12049 TEST_DrawLevelField(x, y);
12051 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12052 element == EL_DC_MAGIC_WALL_FULL)
12054 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12055 TEST_DrawLevelField(x, y);
12059 game.magic_wall_active = FALSE;
12064 if (game.light_time_left > 0)
12066 game.light_time_left--;
12068 if (game.light_time_left == 0)
12069 RedrawAllLightSwitchesAndInvisibleElements();
12072 if (game.timegate_time_left > 0)
12074 game.timegate_time_left--;
12076 if (game.timegate_time_left == 0)
12077 CloseAllOpenTimegates();
12080 if (game.lenses_time_left > 0)
12082 game.lenses_time_left--;
12084 if (game.lenses_time_left == 0)
12085 RedrawAllInvisibleElementsForLenses();
12088 if (game.magnify_time_left > 0)
12090 game.magnify_time_left--;
12092 if (game.magnify_time_left == 0)
12093 RedrawAllInvisibleElementsForMagnifier();
12096 for (i = 0; i < MAX_PLAYERS; i++)
12098 struct PlayerInfo *player = &stored_player[i];
12100 if (SHIELD_ON(player))
12102 if (player->shield_deadly_time_left)
12103 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12104 else if (player->shield_normal_time_left)
12105 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12109 #if USE_DELAYED_GFX_REDRAW
12110 SCAN_PLAYFIELD(x, y)
12112 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12114 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12115 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12117 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12118 DrawLevelField(x, y);
12120 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12121 DrawLevelFieldCrumbled(x, y);
12123 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12124 DrawLevelFieldCrumbledNeighbours(x, y);
12126 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12127 DrawTwinkleOnField(x, y);
12130 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12135 PlayAllPlayersSound();
12137 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12139 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12141 local_player->show_envelope = 0;
12144 // use random number generator in every frame to make it less predictable
12145 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12149 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12151 int min_x = x, min_y = y, max_x = x, max_y = y;
12154 for (i = 0; i < MAX_PLAYERS; i++)
12156 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12158 if (!stored_player[i].active || &stored_player[i] == player)
12161 min_x = MIN(min_x, jx);
12162 min_y = MIN(min_y, jy);
12163 max_x = MAX(max_x, jx);
12164 max_y = MAX(max_y, jy);
12167 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12170 static boolean AllPlayersInVisibleScreen(void)
12174 for (i = 0; i < MAX_PLAYERS; i++)
12176 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12178 if (!stored_player[i].active)
12181 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12188 void ScrollLevel(int dx, int dy)
12190 int scroll_offset = 2 * TILEX_VAR;
12193 BlitBitmap(drawto_field, drawto_field,
12194 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12195 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12196 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12197 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12198 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12199 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12203 x = (dx == 1 ? BX1 : BX2);
12204 for (y = BY1; y <= BY2; y++)
12205 DrawScreenField(x, y);
12210 y = (dy == 1 ? BY1 : BY2);
12211 for (x = BX1; x <= BX2; x++)
12212 DrawScreenField(x, y);
12215 redraw_mask |= REDRAW_FIELD;
12218 static boolean canFallDown(struct PlayerInfo *player)
12220 int jx = player->jx, jy = player->jy;
12222 return (IN_LEV_FIELD(jx, jy + 1) &&
12223 (IS_FREE(jx, jy + 1) ||
12224 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12225 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12226 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12229 static boolean canPassField(int x, int y, int move_dir)
12231 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12232 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12233 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12234 int nextx = x + dx;
12235 int nexty = y + dy;
12236 int element = Feld[x][y];
12238 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12239 !CAN_MOVE(element) &&
12240 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12241 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12242 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12245 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12247 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12248 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12249 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12253 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12254 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12255 (IS_DIGGABLE(Feld[newx][newy]) ||
12256 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12257 canPassField(newx, newy, move_dir)));
12260 static void CheckGravityMovement(struct PlayerInfo *player)
12262 if (player->gravity && !player->programmed_action)
12264 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12265 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12266 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12267 int jx = player->jx, jy = player->jy;
12268 boolean player_is_moving_to_valid_field =
12269 (!player_is_snapping &&
12270 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12271 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12272 boolean player_can_fall_down = canFallDown(player);
12274 if (player_can_fall_down &&
12275 !player_is_moving_to_valid_field)
12276 player->programmed_action = MV_DOWN;
12280 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12282 return CheckGravityMovement(player);
12284 if (player->gravity && !player->programmed_action)
12286 int jx = player->jx, jy = player->jy;
12287 boolean field_under_player_is_free =
12288 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12289 boolean player_is_standing_on_valid_field =
12290 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12291 (IS_WALKABLE(Feld[jx][jy]) &&
12292 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12294 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12295 player->programmed_action = MV_DOWN;
12300 MovePlayerOneStep()
12301 -----------------------------------------------------------------------------
12302 dx, dy: direction (non-diagonal) to try to move the player to
12303 real_dx, real_dy: direction as read from input device (can be diagonal)
12306 boolean MovePlayerOneStep(struct PlayerInfo *player,
12307 int dx, int dy, int real_dx, int real_dy)
12309 int jx = player->jx, jy = player->jy;
12310 int new_jx = jx + dx, new_jy = jy + dy;
12312 boolean player_can_move = !player->cannot_move;
12314 if (!player->active || (!dx && !dy))
12315 return MP_NO_ACTION;
12317 player->MovDir = (dx < 0 ? MV_LEFT :
12318 dx > 0 ? MV_RIGHT :
12320 dy > 0 ? MV_DOWN : MV_NONE);
12322 if (!IN_LEV_FIELD(new_jx, new_jy))
12323 return MP_NO_ACTION;
12325 if (!player_can_move)
12327 if (player->MovPos == 0)
12329 player->is_moving = FALSE;
12330 player->is_digging = FALSE;
12331 player->is_collecting = FALSE;
12332 player->is_snapping = FALSE;
12333 player->is_pushing = FALSE;
12337 if (!network.enabled && game.centered_player_nr == -1 &&
12338 !AllPlayersInSight(player, new_jx, new_jy))
12339 return MP_NO_ACTION;
12341 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12342 if (can_move != MP_MOVING)
12345 // check if DigField() has caused relocation of the player
12346 if (player->jx != jx || player->jy != jy)
12347 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12349 StorePlayer[jx][jy] = 0;
12350 player->last_jx = jx;
12351 player->last_jy = jy;
12352 player->jx = new_jx;
12353 player->jy = new_jy;
12354 StorePlayer[new_jx][new_jy] = player->element_nr;
12356 if (player->move_delay_value_next != -1)
12358 player->move_delay_value = player->move_delay_value_next;
12359 player->move_delay_value_next = -1;
12363 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12365 player->step_counter++;
12367 PlayerVisit[jx][jy] = FrameCounter;
12369 player->is_moving = TRUE;
12372 // should better be called in MovePlayer(), but this breaks some tapes
12373 ScrollPlayer(player, SCROLL_INIT);
12379 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12381 int jx = player->jx, jy = player->jy;
12382 int old_jx = jx, old_jy = jy;
12383 int moved = MP_NO_ACTION;
12385 if (!player->active)
12390 if (player->MovPos == 0)
12392 player->is_moving = FALSE;
12393 player->is_digging = FALSE;
12394 player->is_collecting = FALSE;
12395 player->is_snapping = FALSE;
12396 player->is_pushing = FALSE;
12402 if (player->move_delay > 0)
12405 player->move_delay = -1; // set to "uninitialized" value
12407 // store if player is automatically moved to next field
12408 player->is_auto_moving = (player->programmed_action != MV_NONE);
12410 // remove the last programmed player action
12411 player->programmed_action = 0;
12413 if (player->MovPos)
12415 // should only happen if pre-1.2 tape recordings are played
12416 // this is only for backward compatibility
12418 int original_move_delay_value = player->move_delay_value;
12421 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12425 // scroll remaining steps with finest movement resolution
12426 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12428 while (player->MovPos)
12430 ScrollPlayer(player, SCROLL_GO_ON);
12431 ScrollScreen(NULL, SCROLL_GO_ON);
12433 AdvanceFrameAndPlayerCounters(player->index_nr);
12436 BackToFront_WithFrameDelay(0);
12439 player->move_delay_value = original_move_delay_value;
12442 player->is_active = FALSE;
12444 if (player->last_move_dir & MV_HORIZONTAL)
12446 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12447 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12451 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12452 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12455 if (!moved && !player->is_active)
12457 player->is_moving = FALSE;
12458 player->is_digging = FALSE;
12459 player->is_collecting = FALSE;
12460 player->is_snapping = FALSE;
12461 player->is_pushing = FALSE;
12467 if (moved & MP_MOVING && !ScreenMovPos &&
12468 (player->index_nr == game.centered_player_nr ||
12469 game.centered_player_nr == -1))
12471 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12472 int offset = game.scroll_delay_value;
12474 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12476 // actual player has left the screen -- scroll in that direction
12477 if (jx != old_jx) // player has moved horizontally
12478 scroll_x += (jx - old_jx);
12479 else // player has moved vertically
12480 scroll_y += (jy - old_jy);
12484 if (jx != old_jx) // player has moved horizontally
12486 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12487 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12488 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12490 // don't scroll over playfield boundaries
12491 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12492 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12494 // don't scroll more than one field at a time
12495 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12497 // don't scroll against the player's moving direction
12498 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12499 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12500 scroll_x = old_scroll_x;
12502 else // player has moved vertically
12504 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12505 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12506 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12508 // don't scroll over playfield boundaries
12509 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12510 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12512 // don't scroll more than one field at a time
12513 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12515 // don't scroll against the player's moving direction
12516 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12517 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12518 scroll_y = old_scroll_y;
12522 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12524 if (!network.enabled && game.centered_player_nr == -1 &&
12525 !AllPlayersInVisibleScreen())
12527 scroll_x = old_scroll_x;
12528 scroll_y = old_scroll_y;
12532 ScrollScreen(player, SCROLL_INIT);
12533 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12538 player->StepFrame = 0;
12540 if (moved & MP_MOVING)
12542 if (old_jx != jx && old_jy == jy)
12543 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12544 else if (old_jx == jx && old_jy != jy)
12545 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12547 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12549 player->last_move_dir = player->MovDir;
12550 player->is_moving = TRUE;
12551 player->is_snapping = FALSE;
12552 player->is_switching = FALSE;
12553 player->is_dropping = FALSE;
12554 player->is_dropping_pressed = FALSE;
12555 player->drop_pressed_delay = 0;
12558 // should better be called here than above, but this breaks some tapes
12559 ScrollPlayer(player, SCROLL_INIT);
12564 CheckGravityMovementWhenNotMoving(player);
12566 player->is_moving = FALSE;
12568 /* at this point, the player is allowed to move, but cannot move right now
12569 (e.g. because of something blocking the way) -- ensure that the player
12570 is also allowed to move in the next frame (in old versions before 3.1.1,
12571 the player was forced to wait again for eight frames before next try) */
12573 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12574 player->move_delay = 0; // allow direct movement in the next frame
12577 if (player->move_delay == -1) // not yet initialized by DigField()
12578 player->move_delay = player->move_delay_value;
12580 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12582 TestIfPlayerTouchesBadThing(jx, jy);
12583 TestIfPlayerTouchesCustomElement(jx, jy);
12586 if (!player->active)
12587 RemovePlayer(player);
12592 void ScrollPlayer(struct PlayerInfo *player, int mode)
12594 int jx = player->jx, jy = player->jy;
12595 int last_jx = player->last_jx, last_jy = player->last_jy;
12596 int move_stepsize = TILEX / player->move_delay_value;
12598 if (!player->active)
12601 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12604 if (mode == SCROLL_INIT)
12606 player->actual_frame_counter = FrameCounter;
12607 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12609 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12610 Feld[last_jx][last_jy] == EL_EMPTY)
12612 int last_field_block_delay = 0; // start with no blocking at all
12613 int block_delay_adjustment = player->block_delay_adjustment;
12615 // if player blocks last field, add delay for exactly one move
12616 if (player->block_last_field)
12618 last_field_block_delay += player->move_delay_value;
12620 // when blocking enabled, prevent moving up despite gravity
12621 if (player->gravity && player->MovDir == MV_UP)
12622 block_delay_adjustment = -1;
12625 // add block delay adjustment (also possible when not blocking)
12626 last_field_block_delay += block_delay_adjustment;
12628 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12629 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12632 if (player->MovPos != 0) // player has not yet reached destination
12635 else if (!FrameReached(&player->actual_frame_counter, 1))
12638 if (player->MovPos != 0)
12640 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12641 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12643 // before DrawPlayer() to draw correct player graphic for this case
12644 if (player->MovPos == 0)
12645 CheckGravityMovement(player);
12648 if (player->MovPos == 0) // player reached destination field
12650 if (player->move_delay_reset_counter > 0)
12652 player->move_delay_reset_counter--;
12654 if (player->move_delay_reset_counter == 0)
12656 // continue with normal speed after quickly moving through gate
12657 HALVE_PLAYER_SPEED(player);
12659 // be able to make the next move without delay
12660 player->move_delay = 0;
12664 player->last_jx = jx;
12665 player->last_jy = jy;
12667 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12668 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12669 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12670 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12671 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12672 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12673 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12674 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12676 ExitPlayer(player);
12678 if ((local_player->friends_still_needed == 0 ||
12679 IS_SP_ELEMENT(Feld[jx][jy])) &&
12684 // this breaks one level: "machine", level 000
12686 int move_direction = player->MovDir;
12687 int enter_side = MV_DIR_OPPOSITE(move_direction);
12688 int leave_side = move_direction;
12689 int old_jx = last_jx;
12690 int old_jy = last_jy;
12691 int old_element = Feld[old_jx][old_jy];
12692 int new_element = Feld[jx][jy];
12694 if (IS_CUSTOM_ELEMENT(old_element))
12695 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12697 player->index_bit, leave_side);
12699 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12700 CE_PLAYER_LEAVES_X,
12701 player->index_bit, leave_side);
12703 if (IS_CUSTOM_ELEMENT(new_element))
12704 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12705 player->index_bit, enter_side);
12707 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12708 CE_PLAYER_ENTERS_X,
12709 player->index_bit, enter_side);
12711 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12712 CE_MOVE_OF_X, move_direction);
12715 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12717 TestIfPlayerTouchesBadThing(jx, jy);
12718 TestIfPlayerTouchesCustomElement(jx, jy);
12720 /* needed because pushed element has not yet reached its destination,
12721 so it would trigger a change event at its previous field location */
12722 if (!player->is_pushing)
12723 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12725 if (!player->active)
12726 RemovePlayer(player);
12729 if (!game.LevelSolved && level.use_step_counter)
12739 if (TimeLeft <= 10 && setup.time_limit)
12740 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12742 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12744 DisplayGameControlValues();
12746 if (!TimeLeft && setup.time_limit)
12747 for (i = 0; i < MAX_PLAYERS; i++)
12748 KillPlayer(&stored_player[i]);
12750 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
12752 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12754 DisplayGameControlValues();
12758 if (tape.single_step && tape.recording && !tape.pausing &&
12759 !player->programmed_action)
12760 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12762 if (!player->programmed_action)
12763 CheckSaveEngineSnapshot(player);
12767 void ScrollScreen(struct PlayerInfo *player, int mode)
12769 static unsigned int screen_frame_counter = 0;
12771 if (mode == SCROLL_INIT)
12773 // set scrolling step size according to actual player's moving speed
12774 ScrollStepSize = TILEX / player->move_delay_value;
12776 screen_frame_counter = FrameCounter;
12777 ScreenMovDir = player->MovDir;
12778 ScreenMovPos = player->MovPos;
12779 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12782 else if (!FrameReached(&screen_frame_counter, 1))
12787 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12788 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12789 redraw_mask |= REDRAW_FIELD;
12792 ScreenMovDir = MV_NONE;
12795 void TestIfPlayerTouchesCustomElement(int x, int y)
12797 static int xy[4][2] =
12804 static int trigger_sides[4][2] =
12806 // center side border side
12807 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12808 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12809 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12810 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12812 static int touch_dir[4] =
12814 MV_LEFT | MV_RIGHT,
12819 int center_element = Feld[x][y]; // should always be non-moving!
12822 for (i = 0; i < NUM_DIRECTIONS; i++)
12824 int xx = x + xy[i][0];
12825 int yy = y + xy[i][1];
12826 int center_side = trigger_sides[i][0];
12827 int border_side = trigger_sides[i][1];
12828 int border_element;
12830 if (!IN_LEV_FIELD(xx, yy))
12833 if (IS_PLAYER(x, y)) // player found at center element
12835 struct PlayerInfo *player = PLAYERINFO(x, y);
12837 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12838 border_element = Feld[xx][yy]; // may be moving!
12839 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12840 border_element = Feld[xx][yy];
12841 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12842 border_element = MovingOrBlocked2Element(xx, yy);
12844 continue; // center and border element do not touch
12846 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12847 player->index_bit, border_side);
12848 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12849 CE_PLAYER_TOUCHES_X,
12850 player->index_bit, border_side);
12853 /* use player element that is initially defined in the level playfield,
12854 not the player element that corresponds to the runtime player number
12855 (example: a level that contains EL_PLAYER_3 as the only player would
12856 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12857 int player_element = PLAYERINFO(x, y)->initial_element;
12859 CheckElementChangeBySide(xx, yy, border_element, player_element,
12860 CE_TOUCHING_X, border_side);
12863 else if (IS_PLAYER(xx, yy)) // player found at border element
12865 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12867 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12869 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12870 continue; // center and border element do not touch
12873 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12874 player->index_bit, center_side);
12875 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12876 CE_PLAYER_TOUCHES_X,
12877 player->index_bit, center_side);
12880 /* use player element that is initially defined in the level playfield,
12881 not the player element that corresponds to the runtime player number
12882 (example: a level that contains EL_PLAYER_3 as the only player would
12883 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12884 int player_element = PLAYERINFO(xx, yy)->initial_element;
12886 CheckElementChangeBySide(x, y, center_element, player_element,
12887 CE_TOUCHING_X, center_side);
12895 void TestIfElementTouchesCustomElement(int x, int y)
12897 static int xy[4][2] =
12904 static int trigger_sides[4][2] =
12906 // center side border side
12907 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12908 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12909 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12910 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12912 static int touch_dir[4] =
12914 MV_LEFT | MV_RIGHT,
12919 boolean change_center_element = FALSE;
12920 int center_element = Feld[x][y]; // should always be non-moving!
12921 int border_element_old[NUM_DIRECTIONS];
12924 for (i = 0; i < NUM_DIRECTIONS; i++)
12926 int xx = x + xy[i][0];
12927 int yy = y + xy[i][1];
12928 int border_element;
12930 border_element_old[i] = -1;
12932 if (!IN_LEV_FIELD(xx, yy))
12935 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12936 border_element = Feld[xx][yy]; // may be moving!
12937 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12938 border_element = Feld[xx][yy];
12939 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12940 border_element = MovingOrBlocked2Element(xx, yy);
12942 continue; // center and border element do not touch
12944 border_element_old[i] = border_element;
12947 for (i = 0; i < NUM_DIRECTIONS; i++)
12949 int xx = x + xy[i][0];
12950 int yy = y + xy[i][1];
12951 int center_side = trigger_sides[i][0];
12952 int border_element = border_element_old[i];
12954 if (border_element == -1)
12957 // check for change of border element
12958 CheckElementChangeBySide(xx, yy, border_element, center_element,
12959 CE_TOUCHING_X, center_side);
12961 // (center element cannot be player, so we dont have to check this here)
12964 for (i = 0; i < NUM_DIRECTIONS; i++)
12966 int xx = x + xy[i][0];
12967 int yy = y + xy[i][1];
12968 int border_side = trigger_sides[i][1];
12969 int border_element = border_element_old[i];
12971 if (border_element == -1)
12974 // check for change of center element (but change it only once)
12975 if (!change_center_element)
12976 change_center_element =
12977 CheckElementChangeBySide(x, y, center_element, border_element,
12978 CE_TOUCHING_X, border_side);
12980 if (IS_PLAYER(xx, yy))
12982 /* use player element that is initially defined in the level playfield,
12983 not the player element that corresponds to the runtime player number
12984 (example: a level that contains EL_PLAYER_3 as the only player would
12985 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12986 int player_element = PLAYERINFO(xx, yy)->initial_element;
12988 CheckElementChangeBySide(x, y, center_element, player_element,
12989 CE_TOUCHING_X, border_side);
12994 void TestIfElementHitsCustomElement(int x, int y, int direction)
12996 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12997 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12998 int hitx = x + dx, hity = y + dy;
12999 int hitting_element = Feld[x][y];
13000 int touched_element;
13002 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13005 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13006 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13008 if (IN_LEV_FIELD(hitx, hity))
13010 int opposite_direction = MV_DIR_OPPOSITE(direction);
13011 int hitting_side = direction;
13012 int touched_side = opposite_direction;
13013 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13014 MovDir[hitx][hity] != direction ||
13015 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13021 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13022 CE_HITTING_X, touched_side);
13024 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13025 CE_HIT_BY_X, hitting_side);
13027 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13028 CE_HIT_BY_SOMETHING, opposite_direction);
13030 if (IS_PLAYER(hitx, hity))
13032 /* use player element that is initially defined in the level playfield,
13033 not the player element that corresponds to the runtime player number
13034 (example: a level that contains EL_PLAYER_3 as the only player would
13035 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13036 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13038 CheckElementChangeBySide(x, y, hitting_element, player_element,
13039 CE_HITTING_X, touched_side);
13044 // "hitting something" is also true when hitting the playfield border
13045 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13046 CE_HITTING_SOMETHING, direction);
13049 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13051 int i, kill_x = -1, kill_y = -1;
13053 int bad_element = -1;
13054 static int test_xy[4][2] =
13061 static int test_dir[4] =
13069 for (i = 0; i < NUM_DIRECTIONS; i++)
13071 int test_x, test_y, test_move_dir, test_element;
13073 test_x = good_x + test_xy[i][0];
13074 test_y = good_y + test_xy[i][1];
13076 if (!IN_LEV_FIELD(test_x, test_y))
13080 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13082 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13084 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13085 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13087 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13088 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13092 bad_element = test_element;
13098 if (kill_x != -1 || kill_y != -1)
13100 if (IS_PLAYER(good_x, good_y))
13102 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13104 if (player->shield_deadly_time_left > 0 &&
13105 !IS_INDESTRUCTIBLE(bad_element))
13106 Bang(kill_x, kill_y);
13107 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13108 KillPlayer(player);
13111 Bang(good_x, good_y);
13115 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13117 int i, kill_x = -1, kill_y = -1;
13118 int bad_element = Feld[bad_x][bad_y];
13119 static int test_xy[4][2] =
13126 static int touch_dir[4] =
13128 MV_LEFT | MV_RIGHT,
13133 static int test_dir[4] =
13141 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13144 for (i = 0; i < NUM_DIRECTIONS; i++)
13146 int test_x, test_y, test_move_dir, test_element;
13148 test_x = bad_x + test_xy[i][0];
13149 test_y = bad_y + test_xy[i][1];
13151 if (!IN_LEV_FIELD(test_x, test_y))
13155 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13157 test_element = Feld[test_x][test_y];
13159 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13160 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13162 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13163 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13165 // good thing is player or penguin that does not move away
13166 if (IS_PLAYER(test_x, test_y))
13168 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13170 if (bad_element == EL_ROBOT && player->is_moving)
13171 continue; // robot does not kill player if he is moving
13173 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13175 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13176 continue; // center and border element do not touch
13184 else if (test_element == EL_PENGUIN)
13194 if (kill_x != -1 || kill_y != -1)
13196 if (IS_PLAYER(kill_x, kill_y))
13198 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13200 if (player->shield_deadly_time_left > 0 &&
13201 !IS_INDESTRUCTIBLE(bad_element))
13202 Bang(bad_x, bad_y);
13203 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13204 KillPlayer(player);
13207 Bang(kill_x, kill_y);
13211 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13213 int bad_element = Feld[bad_x][bad_y];
13214 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13215 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13216 int test_x = bad_x + dx, test_y = bad_y + dy;
13217 int test_move_dir, test_element;
13218 int kill_x = -1, kill_y = -1;
13220 if (!IN_LEV_FIELD(test_x, test_y))
13224 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13226 test_element = Feld[test_x][test_y];
13228 if (test_move_dir != bad_move_dir)
13230 // good thing can be player or penguin that does not move away
13231 if (IS_PLAYER(test_x, test_y))
13233 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13235 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13236 player as being hit when he is moving towards the bad thing, because
13237 the "get hit by" condition would be lost after the player stops) */
13238 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13239 return; // player moves away from bad thing
13244 else if (test_element == EL_PENGUIN)
13251 if (kill_x != -1 || kill_y != -1)
13253 if (IS_PLAYER(kill_x, kill_y))
13255 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13257 if (player->shield_deadly_time_left > 0 &&
13258 !IS_INDESTRUCTIBLE(bad_element))
13259 Bang(bad_x, bad_y);
13260 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13261 KillPlayer(player);
13264 Bang(kill_x, kill_y);
13268 void TestIfPlayerTouchesBadThing(int x, int y)
13270 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13273 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13275 TestIfGoodThingHitsBadThing(x, y, move_dir);
13278 void TestIfBadThingTouchesPlayer(int x, int y)
13280 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13283 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13285 TestIfBadThingHitsGoodThing(x, y, move_dir);
13288 void TestIfFriendTouchesBadThing(int x, int y)
13290 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13293 void TestIfBadThingTouchesFriend(int x, int y)
13295 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13298 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13300 int i, kill_x = bad_x, kill_y = bad_y;
13301 static int xy[4][2] =
13309 for (i = 0; i < NUM_DIRECTIONS; i++)
13313 x = bad_x + xy[i][0];
13314 y = bad_y + xy[i][1];
13315 if (!IN_LEV_FIELD(x, y))
13318 element = Feld[x][y];
13319 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13320 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13328 if (kill_x != bad_x || kill_y != bad_y)
13329 Bang(bad_x, bad_y);
13332 void KillPlayer(struct PlayerInfo *player)
13334 int jx = player->jx, jy = player->jy;
13336 if (!player->active)
13340 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13341 player->killed, player->active, player->reanimated);
13344 /* the following code was introduced to prevent an infinite loop when calling
13346 -> CheckTriggeredElementChangeExt()
13347 -> ExecuteCustomElementAction()
13349 -> (infinitely repeating the above sequence of function calls)
13350 which occurs when killing the player while having a CE with the setting
13351 "kill player X when explosion of <player X>"; the solution using a new
13352 field "player->killed" was chosen for backwards compatibility, although
13353 clever use of the fields "player->active" etc. would probably also work */
13355 if (player->killed)
13359 player->killed = TRUE;
13361 // remove accessible field at the player's position
13362 Feld[jx][jy] = EL_EMPTY;
13364 // deactivate shield (else Bang()/Explode() would not work right)
13365 player->shield_normal_time_left = 0;
13366 player->shield_deadly_time_left = 0;
13369 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13370 player->killed, player->active, player->reanimated);
13376 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13377 player->killed, player->active, player->reanimated);
13380 if (player->reanimated) // killed player may have been reanimated
13381 player->killed = player->reanimated = FALSE;
13383 BuryPlayer(player);
13386 static void KillPlayerUnlessEnemyProtected(int x, int y)
13388 if (!PLAYER_ENEMY_PROTECTED(x, y))
13389 KillPlayer(PLAYERINFO(x, y));
13392 static void KillPlayerUnlessExplosionProtected(int x, int y)
13394 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13395 KillPlayer(PLAYERINFO(x, y));
13398 void BuryPlayer(struct PlayerInfo *player)
13400 int jx = player->jx, jy = player->jy;
13402 if (!player->active)
13405 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13406 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13408 player->GameOver = TRUE;
13409 RemovePlayer(player);
13412 void RemovePlayer(struct PlayerInfo *player)
13414 int jx = player->jx, jy = player->jy;
13415 int i, found = FALSE;
13417 player->present = FALSE;
13418 player->active = FALSE;
13420 if (!ExplodeField[jx][jy])
13421 StorePlayer[jx][jy] = 0;
13423 if (player->is_moving)
13424 TEST_DrawLevelField(player->last_jx, player->last_jy);
13426 for (i = 0; i < MAX_PLAYERS; i++)
13427 if (stored_player[i].active)
13431 AllPlayersGone = TRUE;
13437 void ExitPlayer(struct PlayerInfo *player)
13439 DrawPlayer(player); // needed here only to cleanup last field
13440 RemovePlayer(player);
13442 if (local_player->players_still_needed > 0)
13443 local_player->players_still_needed--;
13445 // also set if some players not yet gone, but not needed to solve level
13446 if (local_player->players_still_needed == 0)
13447 AllPlayersGone = TRUE;
13450 static void setFieldForSnapping(int x, int y, int element, int direction)
13452 struct ElementInfo *ei = &element_info[element];
13453 int direction_bit = MV_DIR_TO_BIT(direction);
13454 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13455 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13456 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13458 Feld[x][y] = EL_ELEMENT_SNAPPING;
13459 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13461 ResetGfxAnimation(x, y);
13463 GfxElement[x][y] = element;
13464 GfxAction[x][y] = action;
13465 GfxDir[x][y] = direction;
13466 GfxFrame[x][y] = -1;
13470 =============================================================================
13471 checkDiagonalPushing()
13472 -----------------------------------------------------------------------------
13473 check if diagonal input device direction results in pushing of object
13474 (by checking if the alternative direction is walkable, diggable, ...)
13475 =============================================================================
13478 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13479 int x, int y, int real_dx, int real_dy)
13481 int jx, jy, dx, dy, xx, yy;
13483 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13486 // diagonal direction: check alternative direction
13491 xx = jx + (dx == 0 ? real_dx : 0);
13492 yy = jy + (dy == 0 ? real_dy : 0);
13494 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13498 =============================================================================
13500 -----------------------------------------------------------------------------
13501 x, y: field next to player (non-diagonal) to try to dig to
13502 real_dx, real_dy: direction as read from input device (can be diagonal)
13503 =============================================================================
13506 static int DigField(struct PlayerInfo *player,
13507 int oldx, int oldy, int x, int y,
13508 int real_dx, int real_dy, int mode)
13510 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13511 boolean player_was_pushing = player->is_pushing;
13512 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13513 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13514 int jx = oldx, jy = oldy;
13515 int dx = x - jx, dy = y - jy;
13516 int nextx = x + dx, nexty = y + dy;
13517 int move_direction = (dx == -1 ? MV_LEFT :
13518 dx == +1 ? MV_RIGHT :
13520 dy == +1 ? MV_DOWN : MV_NONE);
13521 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13522 int dig_side = MV_DIR_OPPOSITE(move_direction);
13523 int old_element = Feld[jx][jy];
13524 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13527 if (is_player) // function can also be called by EL_PENGUIN
13529 if (player->MovPos == 0)
13531 player->is_digging = FALSE;
13532 player->is_collecting = FALSE;
13535 if (player->MovPos == 0) // last pushing move finished
13536 player->is_pushing = FALSE;
13538 if (mode == DF_NO_PUSH) // player just stopped pushing
13540 player->is_switching = FALSE;
13541 player->push_delay = -1;
13543 return MP_NO_ACTION;
13547 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13548 old_element = Back[jx][jy];
13550 // in case of element dropped at player position, check background
13551 else if (Back[jx][jy] != EL_EMPTY &&
13552 game.engine_version >= VERSION_IDENT(2,2,0,0))
13553 old_element = Back[jx][jy];
13555 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13556 return MP_NO_ACTION; // field has no opening in this direction
13558 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13559 return MP_NO_ACTION; // field has no opening in this direction
13561 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13565 Feld[jx][jy] = player->artwork_element;
13566 InitMovingField(jx, jy, MV_DOWN);
13567 Store[jx][jy] = EL_ACID;
13568 ContinueMoving(jx, jy);
13569 BuryPlayer(player);
13571 return MP_DONT_RUN_INTO;
13574 if (player_can_move && DONT_RUN_INTO(element))
13576 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13578 return MP_DONT_RUN_INTO;
13581 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13582 return MP_NO_ACTION;
13584 collect_count = element_info[element].collect_count_initial;
13586 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13587 return MP_NO_ACTION;
13589 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13590 player_can_move = player_can_move_or_snap;
13592 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13593 game.engine_version >= VERSION_IDENT(2,2,0,0))
13595 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13596 player->index_bit, dig_side);
13597 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13598 player->index_bit, dig_side);
13600 if (element == EL_DC_LANDMINE)
13603 if (Feld[x][y] != element) // field changed by snapping
13606 return MP_NO_ACTION;
13609 if (player->gravity && is_player && !player->is_auto_moving &&
13610 canFallDown(player) && move_direction != MV_DOWN &&
13611 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13612 return MP_NO_ACTION; // player cannot walk here due to gravity
13614 if (player_can_move &&
13615 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13617 int sound_element = SND_ELEMENT(element);
13618 int sound_action = ACTION_WALKING;
13620 if (IS_RND_GATE(element))
13622 if (!player->key[RND_GATE_NR(element)])
13623 return MP_NO_ACTION;
13625 else if (IS_RND_GATE_GRAY(element))
13627 if (!player->key[RND_GATE_GRAY_NR(element)])
13628 return MP_NO_ACTION;
13630 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13632 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13633 return MP_NO_ACTION;
13635 else if (element == EL_EXIT_OPEN ||
13636 element == EL_EM_EXIT_OPEN ||
13637 element == EL_EM_EXIT_OPENING ||
13638 element == EL_STEEL_EXIT_OPEN ||
13639 element == EL_EM_STEEL_EXIT_OPEN ||
13640 element == EL_EM_STEEL_EXIT_OPENING ||
13641 element == EL_SP_EXIT_OPEN ||
13642 element == EL_SP_EXIT_OPENING)
13644 sound_action = ACTION_PASSING; // player is passing exit
13646 else if (element == EL_EMPTY)
13648 sound_action = ACTION_MOVING; // nothing to walk on
13651 // play sound from background or player, whatever is available
13652 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13653 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13655 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13657 else if (player_can_move &&
13658 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13660 if (!ACCESS_FROM(element, opposite_direction))
13661 return MP_NO_ACTION; // field not accessible from this direction
13663 if (CAN_MOVE(element)) // only fixed elements can be passed!
13664 return MP_NO_ACTION;
13666 if (IS_EM_GATE(element))
13668 if (!player->key[EM_GATE_NR(element)])
13669 return MP_NO_ACTION;
13671 else if (IS_EM_GATE_GRAY(element))
13673 if (!player->key[EM_GATE_GRAY_NR(element)])
13674 return MP_NO_ACTION;
13676 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13678 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13679 return MP_NO_ACTION;
13681 else if (IS_EMC_GATE(element))
13683 if (!player->key[EMC_GATE_NR(element)])
13684 return MP_NO_ACTION;
13686 else if (IS_EMC_GATE_GRAY(element))
13688 if (!player->key[EMC_GATE_GRAY_NR(element)])
13689 return MP_NO_ACTION;
13691 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13693 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13694 return MP_NO_ACTION;
13696 else if (element == EL_DC_GATE_WHITE ||
13697 element == EL_DC_GATE_WHITE_GRAY ||
13698 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13700 if (player->num_white_keys == 0)
13701 return MP_NO_ACTION;
13703 player->num_white_keys--;
13705 else if (IS_SP_PORT(element))
13707 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13708 element == EL_SP_GRAVITY_PORT_RIGHT ||
13709 element == EL_SP_GRAVITY_PORT_UP ||
13710 element == EL_SP_GRAVITY_PORT_DOWN)
13711 player->gravity = !player->gravity;
13712 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13713 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13714 element == EL_SP_GRAVITY_ON_PORT_UP ||
13715 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13716 player->gravity = TRUE;
13717 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13718 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13719 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13720 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13721 player->gravity = FALSE;
13724 // automatically move to the next field with double speed
13725 player->programmed_action = move_direction;
13727 if (player->move_delay_reset_counter == 0)
13729 player->move_delay_reset_counter = 2; // two double speed steps
13731 DOUBLE_PLAYER_SPEED(player);
13734 PlayLevelSoundAction(x, y, ACTION_PASSING);
13736 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13740 if (mode != DF_SNAP)
13742 GfxElement[x][y] = GFX_ELEMENT(element);
13743 player->is_digging = TRUE;
13746 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13748 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13749 player->index_bit, dig_side);
13751 if (mode == DF_SNAP)
13753 if (level.block_snap_field)
13754 setFieldForSnapping(x, y, element, move_direction);
13756 TestIfElementTouchesCustomElement(x, y); // for empty space
13758 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13759 player->index_bit, dig_side);
13762 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13766 if (is_player && mode != DF_SNAP)
13768 GfxElement[x][y] = element;
13769 player->is_collecting = TRUE;
13772 if (element == EL_SPEED_PILL)
13774 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13776 else if (element == EL_EXTRA_TIME && level.time > 0)
13778 TimeLeft += level.extra_time;
13780 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13782 DisplayGameControlValues();
13784 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13786 player->shield_normal_time_left += level.shield_normal_time;
13787 if (element == EL_SHIELD_DEADLY)
13788 player->shield_deadly_time_left += level.shield_deadly_time;
13790 else if (element == EL_DYNAMITE ||
13791 element == EL_EM_DYNAMITE ||
13792 element == EL_SP_DISK_RED)
13794 if (player->inventory_size < MAX_INVENTORY_SIZE)
13795 player->inventory_element[player->inventory_size++] = element;
13797 DrawGameDoorValues();
13799 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13801 player->dynabomb_count++;
13802 player->dynabombs_left++;
13804 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13806 player->dynabomb_size++;
13808 else if (element == EL_DYNABOMB_INCREASE_POWER)
13810 player->dynabomb_xl = TRUE;
13812 else if (IS_KEY(element))
13814 player->key[KEY_NR(element)] = TRUE;
13816 DrawGameDoorValues();
13818 else if (element == EL_DC_KEY_WHITE)
13820 player->num_white_keys++;
13822 // display white keys?
13823 // DrawGameDoorValues();
13825 else if (IS_ENVELOPE(element))
13827 player->show_envelope = element;
13829 else if (element == EL_EMC_LENSES)
13831 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13833 RedrawAllInvisibleElementsForLenses();
13835 else if (element == EL_EMC_MAGNIFIER)
13837 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13839 RedrawAllInvisibleElementsForMagnifier();
13841 else if (IS_DROPPABLE(element) ||
13842 IS_THROWABLE(element)) // can be collected and dropped
13846 if (collect_count == 0)
13847 player->inventory_infinite_element = element;
13849 for (i = 0; i < collect_count; i++)
13850 if (player->inventory_size < MAX_INVENTORY_SIZE)
13851 player->inventory_element[player->inventory_size++] = element;
13853 DrawGameDoorValues();
13855 else if (collect_count > 0)
13857 local_player->gems_still_needed -= collect_count;
13858 if (local_player->gems_still_needed < 0)
13859 local_player->gems_still_needed = 0;
13861 game.snapshot.collected_item = TRUE;
13863 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13865 DisplayGameControlValues();
13868 RaiseScoreElement(element);
13869 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13872 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13873 player->index_bit, dig_side);
13875 if (mode == DF_SNAP)
13877 if (level.block_snap_field)
13878 setFieldForSnapping(x, y, element, move_direction);
13880 TestIfElementTouchesCustomElement(x, y); // for empty space
13882 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13883 player->index_bit, dig_side);
13886 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13888 if (mode == DF_SNAP && element != EL_BD_ROCK)
13889 return MP_NO_ACTION;
13891 if (CAN_FALL(element) && dy)
13892 return MP_NO_ACTION;
13894 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13895 !(element == EL_SPRING && level.use_spring_bug))
13896 return MP_NO_ACTION;
13898 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13899 ((move_direction & MV_VERTICAL &&
13900 ((element_info[element].move_pattern & MV_LEFT &&
13901 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13902 (element_info[element].move_pattern & MV_RIGHT &&
13903 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13904 (move_direction & MV_HORIZONTAL &&
13905 ((element_info[element].move_pattern & MV_UP &&
13906 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13907 (element_info[element].move_pattern & MV_DOWN &&
13908 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13909 return MP_NO_ACTION;
13911 // do not push elements already moving away faster than player
13912 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13913 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13914 return MP_NO_ACTION;
13916 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13918 if (player->push_delay_value == -1 || !player_was_pushing)
13919 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13921 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13923 if (player->push_delay_value == -1)
13924 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13926 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13928 if (!player->is_pushing)
13929 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13932 player->is_pushing = TRUE;
13933 player->is_active = TRUE;
13935 if (!(IN_LEV_FIELD(nextx, nexty) &&
13936 (IS_FREE(nextx, nexty) ||
13937 (IS_SB_ELEMENT(element) &&
13938 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13939 (IS_CUSTOM_ELEMENT(element) &&
13940 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13941 return MP_NO_ACTION;
13943 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13944 return MP_NO_ACTION;
13946 if (player->push_delay == -1) // new pushing; restart delay
13947 player->push_delay = 0;
13949 if (player->push_delay < player->push_delay_value &&
13950 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13951 element != EL_SPRING && element != EL_BALLOON)
13953 // make sure that there is no move delay before next try to push
13954 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13955 player->move_delay = 0;
13957 return MP_NO_ACTION;
13960 if (IS_CUSTOM_ELEMENT(element) &&
13961 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13963 if (!DigFieldByCE(nextx, nexty, element))
13964 return MP_NO_ACTION;
13967 if (IS_SB_ELEMENT(element))
13969 boolean sokoban_task_solved = FALSE;
13971 if (element == EL_SOKOBAN_FIELD_FULL)
13973 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13975 IncrementSokobanFieldsNeeded();
13976 IncrementSokobanObjectsNeeded();
13979 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13981 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13983 DecrementSokobanFieldsNeeded();
13984 DecrementSokobanObjectsNeeded();
13986 // sokoban object was pushed from empty field to sokoban field
13987 if (Back[x][y] == EL_EMPTY)
13988 sokoban_task_solved = TRUE;
13991 Feld[x][y] = EL_SOKOBAN_OBJECT;
13993 if (Back[x][y] == Back[nextx][nexty])
13994 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13995 else if (Back[x][y] != 0)
13996 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13999 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14002 if (sokoban_task_solved &&
14003 local_player->sokoban_fields_still_needed == 0 &&
14004 local_player->sokoban_objects_still_needed == 0 &&
14005 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14007 local_player->players_still_needed = 0;
14011 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14015 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14017 InitMovingField(x, y, move_direction);
14018 GfxAction[x][y] = ACTION_PUSHING;
14020 if (mode == DF_SNAP)
14021 ContinueMoving(x, y);
14023 MovPos[x][y] = (dx != 0 ? dx : dy);
14025 Pushed[x][y] = TRUE;
14026 Pushed[nextx][nexty] = TRUE;
14028 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14029 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14031 player->push_delay_value = -1; // get new value later
14033 // check for element change _after_ element has been pushed
14034 if (game.use_change_when_pushing_bug)
14036 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14037 player->index_bit, dig_side);
14038 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14039 player->index_bit, dig_side);
14042 else if (IS_SWITCHABLE(element))
14044 if (PLAYER_SWITCHING(player, x, y))
14046 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14047 player->index_bit, dig_side);
14052 player->is_switching = TRUE;
14053 player->switch_x = x;
14054 player->switch_y = y;
14056 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14058 if (element == EL_ROBOT_WHEEL)
14060 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14064 game.robot_wheel_active = TRUE;
14066 TEST_DrawLevelField(x, y);
14068 else if (element == EL_SP_TERMINAL)
14072 SCAN_PLAYFIELD(xx, yy)
14074 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14078 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14080 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14082 ResetGfxAnimation(xx, yy);
14083 TEST_DrawLevelField(xx, yy);
14087 else if (IS_BELT_SWITCH(element))
14089 ToggleBeltSwitch(x, y);
14091 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14092 element == EL_SWITCHGATE_SWITCH_DOWN ||
14093 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14094 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14096 ToggleSwitchgateSwitch(x, y);
14098 else if (element == EL_LIGHT_SWITCH ||
14099 element == EL_LIGHT_SWITCH_ACTIVE)
14101 ToggleLightSwitch(x, y);
14103 else if (element == EL_TIMEGATE_SWITCH ||
14104 element == EL_DC_TIMEGATE_SWITCH)
14106 ActivateTimegateSwitch(x, y);
14108 else if (element == EL_BALLOON_SWITCH_LEFT ||
14109 element == EL_BALLOON_SWITCH_RIGHT ||
14110 element == EL_BALLOON_SWITCH_UP ||
14111 element == EL_BALLOON_SWITCH_DOWN ||
14112 element == EL_BALLOON_SWITCH_NONE ||
14113 element == EL_BALLOON_SWITCH_ANY)
14115 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14116 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14117 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14118 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14119 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14122 else if (element == EL_LAMP)
14124 Feld[x][y] = EL_LAMP_ACTIVE;
14125 local_player->lights_still_needed--;
14127 ResetGfxAnimation(x, y);
14128 TEST_DrawLevelField(x, y);
14130 else if (element == EL_TIME_ORB_FULL)
14132 Feld[x][y] = EL_TIME_ORB_EMPTY;
14134 if (level.time > 0 || level.use_time_orb_bug)
14136 TimeLeft += level.time_orb_time;
14137 game.no_time_limit = FALSE;
14139 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14141 DisplayGameControlValues();
14144 ResetGfxAnimation(x, y);
14145 TEST_DrawLevelField(x, y);
14147 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14148 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14152 game.ball_state = !game.ball_state;
14154 SCAN_PLAYFIELD(xx, yy)
14156 int e = Feld[xx][yy];
14158 if (game.ball_state)
14160 if (e == EL_EMC_MAGIC_BALL)
14161 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14162 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14163 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14167 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14168 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14169 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14170 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14175 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14176 player->index_bit, dig_side);
14178 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14179 player->index_bit, dig_side);
14181 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14182 player->index_bit, dig_side);
14188 if (!PLAYER_SWITCHING(player, x, y))
14190 player->is_switching = TRUE;
14191 player->switch_x = x;
14192 player->switch_y = y;
14194 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14195 player->index_bit, dig_side);
14196 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14197 player->index_bit, dig_side);
14199 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14200 player->index_bit, dig_side);
14201 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14202 player->index_bit, dig_side);
14205 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14206 player->index_bit, dig_side);
14207 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14208 player->index_bit, dig_side);
14210 return MP_NO_ACTION;
14213 player->push_delay = -1;
14215 if (is_player) // function can also be called by EL_PENGUIN
14217 if (Feld[x][y] != element) // really digged/collected something
14219 player->is_collecting = !player->is_digging;
14220 player->is_active = TRUE;
14227 static boolean DigFieldByCE(int x, int y, int digging_element)
14229 int element = Feld[x][y];
14231 if (!IS_FREE(x, y))
14233 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14234 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14237 // no element can dig solid indestructible elements
14238 if (IS_INDESTRUCTIBLE(element) &&
14239 !IS_DIGGABLE(element) &&
14240 !IS_COLLECTIBLE(element))
14243 if (AmoebaNr[x][y] &&
14244 (element == EL_AMOEBA_FULL ||
14245 element == EL_BD_AMOEBA ||
14246 element == EL_AMOEBA_GROWING))
14248 AmoebaCnt[AmoebaNr[x][y]]--;
14249 AmoebaCnt2[AmoebaNr[x][y]]--;
14252 if (IS_MOVING(x, y))
14253 RemoveMovingField(x, y);
14257 TEST_DrawLevelField(x, y);
14260 // if digged element was about to explode, prevent the explosion
14261 ExplodeField[x][y] = EX_TYPE_NONE;
14263 PlayLevelSoundAction(x, y, action);
14266 Store[x][y] = EL_EMPTY;
14268 // this makes it possible to leave the removed element again
14269 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14270 Store[x][y] = element;
14275 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14277 int jx = player->jx, jy = player->jy;
14278 int x = jx + dx, y = jy + dy;
14279 int snap_direction = (dx == -1 ? MV_LEFT :
14280 dx == +1 ? MV_RIGHT :
14282 dy == +1 ? MV_DOWN : MV_NONE);
14283 boolean can_continue_snapping = (level.continuous_snapping &&
14284 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14286 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14289 if (!player->active || !IN_LEV_FIELD(x, y))
14297 if (player->MovPos == 0)
14298 player->is_pushing = FALSE;
14300 player->is_snapping = FALSE;
14302 if (player->MovPos == 0)
14304 player->is_moving = FALSE;
14305 player->is_digging = FALSE;
14306 player->is_collecting = FALSE;
14312 // prevent snapping with already pressed snap key when not allowed
14313 if (player->is_snapping && !can_continue_snapping)
14316 player->MovDir = snap_direction;
14318 if (player->MovPos == 0)
14320 player->is_moving = FALSE;
14321 player->is_digging = FALSE;
14322 player->is_collecting = FALSE;
14325 player->is_dropping = FALSE;
14326 player->is_dropping_pressed = FALSE;
14327 player->drop_pressed_delay = 0;
14329 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14332 player->is_snapping = TRUE;
14333 player->is_active = TRUE;
14335 if (player->MovPos == 0)
14337 player->is_moving = FALSE;
14338 player->is_digging = FALSE;
14339 player->is_collecting = FALSE;
14342 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14343 TEST_DrawLevelField(player->last_jx, player->last_jy);
14345 TEST_DrawLevelField(x, y);
14350 static boolean DropElement(struct PlayerInfo *player)
14352 int old_element, new_element;
14353 int dropx = player->jx, dropy = player->jy;
14354 int drop_direction = player->MovDir;
14355 int drop_side = drop_direction;
14356 int drop_element = get_next_dropped_element(player);
14358 /* do not drop an element on top of another element; when holding drop key
14359 pressed without moving, dropped element must move away before the next
14360 element can be dropped (this is especially important if the next element
14361 is dynamite, which can be placed on background for historical reasons) */
14362 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14365 if (IS_THROWABLE(drop_element))
14367 dropx += GET_DX_FROM_DIR(drop_direction);
14368 dropy += GET_DY_FROM_DIR(drop_direction);
14370 if (!IN_LEV_FIELD(dropx, dropy))
14374 old_element = Feld[dropx][dropy]; // old element at dropping position
14375 new_element = drop_element; // default: no change when dropping
14377 // check if player is active, not moving and ready to drop
14378 if (!player->active || player->MovPos || player->drop_delay > 0)
14381 // check if player has anything that can be dropped
14382 if (new_element == EL_UNDEFINED)
14385 // only set if player has anything that can be dropped
14386 player->is_dropping_pressed = TRUE;
14388 // check if drop key was pressed long enough for EM style dynamite
14389 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14392 // check if anything can be dropped at the current position
14393 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14396 // collected custom elements can only be dropped on empty fields
14397 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14400 if (old_element != EL_EMPTY)
14401 Back[dropx][dropy] = old_element; // store old element on this field
14403 ResetGfxAnimation(dropx, dropy);
14404 ResetRandomAnimationValue(dropx, dropy);
14406 if (player->inventory_size > 0 ||
14407 player->inventory_infinite_element != EL_UNDEFINED)
14409 if (player->inventory_size > 0)
14411 player->inventory_size--;
14413 DrawGameDoorValues();
14415 if (new_element == EL_DYNAMITE)
14416 new_element = EL_DYNAMITE_ACTIVE;
14417 else if (new_element == EL_EM_DYNAMITE)
14418 new_element = EL_EM_DYNAMITE_ACTIVE;
14419 else if (new_element == EL_SP_DISK_RED)
14420 new_element = EL_SP_DISK_RED_ACTIVE;
14423 Feld[dropx][dropy] = new_element;
14425 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14426 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14427 el2img(Feld[dropx][dropy]), 0);
14429 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14431 // needed if previous element just changed to "empty" in the last frame
14432 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14434 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14435 player->index_bit, drop_side);
14436 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14438 player->index_bit, drop_side);
14440 TestIfElementTouchesCustomElement(dropx, dropy);
14442 else // player is dropping a dyna bomb
14444 player->dynabombs_left--;
14446 Feld[dropx][dropy] = new_element;
14448 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14449 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14450 el2img(Feld[dropx][dropy]), 0);
14452 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14455 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14456 InitField_WithBug1(dropx, dropy, FALSE);
14458 new_element = Feld[dropx][dropy]; // element might have changed
14460 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14461 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14463 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14464 MovDir[dropx][dropy] = drop_direction;
14466 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14468 // do not cause impact style collision by dropping elements that can fall
14469 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14472 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14473 player->is_dropping = TRUE;
14475 player->drop_pressed_delay = 0;
14476 player->is_dropping_pressed = FALSE;
14478 player->drop_x = dropx;
14479 player->drop_y = dropy;
14484 // ----------------------------------------------------------------------------
14485 // game sound playing functions
14486 // ----------------------------------------------------------------------------
14488 static int *loop_sound_frame = NULL;
14489 static int *loop_sound_volume = NULL;
14491 void InitPlayLevelSound(void)
14493 int num_sounds = getSoundListSize();
14495 checked_free(loop_sound_frame);
14496 checked_free(loop_sound_volume);
14498 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14499 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14502 static void PlayLevelSound(int x, int y, int nr)
14504 int sx = SCREENX(x), sy = SCREENY(y);
14505 int volume, stereo_position;
14506 int max_distance = 8;
14507 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14509 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14510 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14513 if (!IN_LEV_FIELD(x, y) ||
14514 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14515 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14518 volume = SOUND_MAX_VOLUME;
14520 if (!IN_SCR_FIELD(sx, sy))
14522 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14523 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14525 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14528 stereo_position = (SOUND_MAX_LEFT +
14529 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14530 (SCR_FIELDX + 2 * max_distance));
14532 if (IS_LOOP_SOUND(nr))
14534 /* This assures that quieter loop sounds do not overwrite louder ones,
14535 while restarting sound volume comparison with each new game frame. */
14537 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14540 loop_sound_volume[nr] = volume;
14541 loop_sound_frame[nr] = FrameCounter;
14544 PlaySoundExt(nr, volume, stereo_position, type);
14547 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14549 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14550 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14551 y < LEVELY(BY1) ? LEVELY(BY1) :
14552 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14556 static void PlayLevelSoundAction(int x, int y, int action)
14558 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14561 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14563 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14565 if (sound_effect != SND_UNDEFINED)
14566 PlayLevelSound(x, y, sound_effect);
14569 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14572 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14574 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14575 PlayLevelSound(x, y, sound_effect);
14578 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14580 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14582 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14583 PlayLevelSound(x, y, sound_effect);
14586 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14588 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14590 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14591 StopSound(sound_effect);
14594 static int getLevelMusicNr(void)
14596 if (levelset.music[level_nr] != MUS_UNDEFINED)
14597 return levelset.music[level_nr]; // from config file
14599 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14602 static void FadeLevelSounds(void)
14607 static void FadeLevelMusic(void)
14609 int music_nr = getLevelMusicNr();
14610 char *curr_music = getCurrentlyPlayingMusicFilename();
14611 char *next_music = getMusicInfoEntryFilename(music_nr);
14613 if (!strEqual(curr_music, next_music))
14617 void FadeLevelSoundsAndMusic(void)
14623 static void PlayLevelMusic(void)
14625 int music_nr = getLevelMusicNr();
14626 char *curr_music = getCurrentlyPlayingMusicFilename();
14627 char *next_music = getMusicInfoEntryFilename(music_nr);
14629 if (!strEqual(curr_music, next_music))
14630 PlayMusicLoop(music_nr);
14633 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14635 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14636 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14637 int x = xx - 1 - offset;
14638 int y = yy - 1 - offset;
14643 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14647 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14651 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14655 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14659 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14663 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14667 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14670 case SAMPLE_android_clone:
14671 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14674 case SAMPLE_android_move:
14675 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14678 case SAMPLE_spring:
14679 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14683 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14687 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14690 case SAMPLE_eater_eat:
14691 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14695 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14698 case SAMPLE_collect:
14699 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14702 case SAMPLE_diamond:
14703 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14706 case SAMPLE_squash:
14707 // !!! CHECK THIS !!!
14709 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14711 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14715 case SAMPLE_wonderfall:
14716 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14720 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14724 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14728 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14732 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14736 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14740 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14743 case SAMPLE_wonder:
14744 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14748 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14751 case SAMPLE_exit_open:
14752 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14755 case SAMPLE_exit_leave:
14756 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14759 case SAMPLE_dynamite:
14760 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14764 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14768 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14772 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14776 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14780 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14784 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14788 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14793 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14795 int element = map_element_SP_to_RND(element_sp);
14796 int action = map_action_SP_to_RND(action_sp);
14797 int offset = (setup.sp_show_border_elements ? 0 : 1);
14798 int x = xx - offset;
14799 int y = yy - offset;
14801 PlayLevelSoundElementAction(x, y, element, action);
14804 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14806 int element = map_element_MM_to_RND(element_mm);
14807 int action = map_action_MM_to_RND(action_mm);
14809 int x = xx - offset;
14810 int y = yy - offset;
14812 if (!IS_MM_ELEMENT(element))
14813 element = EL_MM_DEFAULT;
14815 PlayLevelSoundElementAction(x, y, element, action);
14818 void PlaySound_MM(int sound_mm)
14820 int sound = map_sound_MM_to_RND(sound_mm);
14822 if (sound == SND_UNDEFINED)
14828 void PlaySoundLoop_MM(int sound_mm)
14830 int sound = map_sound_MM_to_RND(sound_mm);
14832 if (sound == SND_UNDEFINED)
14835 PlaySoundLoop(sound);
14838 void StopSound_MM(int sound_mm)
14840 int sound = map_sound_MM_to_RND(sound_mm);
14842 if (sound == SND_UNDEFINED)
14848 void RaiseScore(int value)
14850 local_player->score += value;
14852 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14854 DisplayGameControlValues();
14857 void RaiseScoreElement(int element)
14862 case EL_BD_DIAMOND:
14863 case EL_EMERALD_YELLOW:
14864 case EL_EMERALD_RED:
14865 case EL_EMERALD_PURPLE:
14866 case EL_SP_INFOTRON:
14867 RaiseScore(level.score[SC_EMERALD]);
14870 RaiseScore(level.score[SC_DIAMOND]);
14873 RaiseScore(level.score[SC_CRYSTAL]);
14876 RaiseScore(level.score[SC_PEARL]);
14879 case EL_BD_BUTTERFLY:
14880 case EL_SP_ELECTRON:
14881 RaiseScore(level.score[SC_BUG]);
14884 case EL_BD_FIREFLY:
14885 case EL_SP_SNIKSNAK:
14886 RaiseScore(level.score[SC_SPACESHIP]);
14889 case EL_DARK_YAMYAM:
14890 RaiseScore(level.score[SC_YAMYAM]);
14893 RaiseScore(level.score[SC_ROBOT]);
14896 RaiseScore(level.score[SC_PACMAN]);
14899 RaiseScore(level.score[SC_NUT]);
14902 case EL_EM_DYNAMITE:
14903 case EL_SP_DISK_RED:
14904 case EL_DYNABOMB_INCREASE_NUMBER:
14905 case EL_DYNABOMB_INCREASE_SIZE:
14906 case EL_DYNABOMB_INCREASE_POWER:
14907 RaiseScore(level.score[SC_DYNAMITE]);
14909 case EL_SHIELD_NORMAL:
14910 case EL_SHIELD_DEADLY:
14911 RaiseScore(level.score[SC_SHIELD]);
14913 case EL_EXTRA_TIME:
14914 RaiseScore(level.extra_time_score);
14928 case EL_DC_KEY_WHITE:
14929 RaiseScore(level.score[SC_KEY]);
14932 RaiseScore(element_info[element].collect_score);
14937 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14939 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14941 // closing door required in case of envelope style request dialogs
14943 CloseDoor(DOOR_CLOSE_1);
14945 if (network.enabled)
14946 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14950 FadeSkipNextFadeIn();
14952 SetGameStatus(GAME_MODE_MAIN);
14957 else // continue playing the game
14959 if (tape.playing && tape.deactivate_display)
14960 TapeDeactivateDisplayOff(TRUE);
14962 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14964 if (tape.playing && tape.deactivate_display)
14965 TapeDeactivateDisplayOn();
14969 void RequestQuitGame(boolean ask_if_really_quit)
14971 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14972 boolean skip_request = AllPlayersGone || quick_quit;
14974 RequestQuitGameExt(skip_request, quick_quit,
14975 "Do you really want to quit the game?");
14978 void RequestRestartGame(char *message)
14980 game.restart_game_message = NULL;
14982 boolean has_started_game = hasStartedNetworkGame();
14983 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
14985 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
14987 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14991 SetGameStatus(GAME_MODE_MAIN);
14997 void CheckGameOver(void)
14999 static boolean last_game_over = FALSE;
15000 static int game_over_delay = 0;
15001 int game_over_delay_value = 50;
15002 boolean game_over = checkGameFailed();
15004 // do not handle game over if request dialog is already active
15005 if (game.request_active)
15010 last_game_over = FALSE;
15011 game_over_delay = game_over_delay_value;
15016 if (game_over_delay > 0)
15023 if (last_game_over != game_over)
15024 game.restart_game_message = (hasStartedNetworkGame() ?
15025 "Game over! Play it again?" :
15028 last_game_over = game_over;
15031 boolean checkGameSolved(void)
15033 // set for all game engines if level was solved
15034 return game.LevelSolved_GameEnd;
15037 boolean checkGameFailed(void)
15039 if (!AllPlayersGone)
15042 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15043 return (game_em.game_over && !game_em.level_solved);
15044 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15045 return (game_sp.game_over && !game_sp.level_solved);
15046 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15047 return (game_mm.game_over && !game_mm.level_solved);
15048 else // GAME_ENGINE_TYPE_RND
15049 return (local_player->GameOver && !game.LevelSolved);
15052 boolean checkGameEnded(void)
15054 return (checkGameSolved() || checkGameFailed());
15058 // ----------------------------------------------------------------------------
15059 // random generator functions
15060 // ----------------------------------------------------------------------------
15062 unsigned int InitEngineRandom_RND(int seed)
15064 game.num_random_calls = 0;
15066 return InitEngineRandom(seed);
15069 unsigned int RND(int max)
15073 game.num_random_calls++;
15075 return GetEngineRandom(max);
15082 // ----------------------------------------------------------------------------
15083 // game engine snapshot handling functions
15084 // ----------------------------------------------------------------------------
15086 struct EngineSnapshotInfo
15088 // runtime values for custom element collect score
15089 int collect_score[NUM_CUSTOM_ELEMENTS];
15091 // runtime values for group element choice position
15092 int choice_pos[NUM_GROUP_ELEMENTS];
15094 // runtime values for belt position animations
15095 int belt_graphic[4][NUM_BELT_PARTS];
15096 int belt_anim_mode[4][NUM_BELT_PARTS];
15099 static struct EngineSnapshotInfo engine_snapshot_rnd;
15100 static char *snapshot_level_identifier = NULL;
15101 static int snapshot_level_nr = -1;
15103 static void SaveEngineSnapshotValues_RND(void)
15105 static int belt_base_active_element[4] =
15107 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15108 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15109 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15110 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15114 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15116 int element = EL_CUSTOM_START + i;
15118 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15121 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15123 int element = EL_GROUP_START + i;
15125 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15128 for (i = 0; i < 4; i++)
15130 for (j = 0; j < NUM_BELT_PARTS; j++)
15132 int element = belt_base_active_element[i] + j;
15133 int graphic = el2img(element);
15134 int anim_mode = graphic_info[graphic].anim_mode;
15136 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15137 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15142 static void LoadEngineSnapshotValues_RND(void)
15144 unsigned int num_random_calls = game.num_random_calls;
15147 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15149 int element = EL_CUSTOM_START + i;
15151 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15154 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15156 int element = EL_GROUP_START + i;
15158 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15161 for (i = 0; i < 4; i++)
15163 for (j = 0; j < NUM_BELT_PARTS; j++)
15165 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15166 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15168 graphic_info[graphic].anim_mode = anim_mode;
15172 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15174 InitRND(tape.random_seed);
15175 for (i = 0; i < num_random_calls; i++)
15179 if (game.num_random_calls != num_random_calls)
15181 Error(ERR_INFO, "number of random calls out of sync");
15182 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15183 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15184 Error(ERR_EXIT, "this should not happen -- please debug");
15188 void FreeEngineSnapshotSingle(void)
15190 FreeSnapshotSingle();
15192 setString(&snapshot_level_identifier, NULL);
15193 snapshot_level_nr = -1;
15196 void FreeEngineSnapshotList(void)
15198 FreeSnapshotList();
15201 static ListNode *SaveEngineSnapshotBuffers(void)
15203 ListNode *buffers = NULL;
15205 // copy some special values to a structure better suited for the snapshot
15207 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15208 SaveEngineSnapshotValues_RND();
15209 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15210 SaveEngineSnapshotValues_EM();
15211 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15212 SaveEngineSnapshotValues_SP(&buffers);
15213 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15214 SaveEngineSnapshotValues_MM(&buffers);
15216 // save values stored in special snapshot structure
15218 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15219 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15220 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15221 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15222 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15223 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15224 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15225 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15227 // save further RND engine values
15229 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15230 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15231 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15233 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15234 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15235 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15236 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15238 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15239 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15240 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15241 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15242 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15244 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15245 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15246 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15248 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15250 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15252 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15253 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15255 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15256 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15257 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15258 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15259 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15260 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15261 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15262 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15263 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15264 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15265 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15266 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15267 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15268 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15269 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15270 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15271 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15272 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15274 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15275 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15277 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15278 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15279 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15281 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15282 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15284 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15285 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15286 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15287 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15288 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15290 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15291 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15294 ListNode *node = engine_snapshot_list_rnd;
15297 while (node != NULL)
15299 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15304 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15310 void SaveEngineSnapshotSingle(void)
15312 ListNode *buffers = SaveEngineSnapshotBuffers();
15314 // finally save all snapshot buffers to single snapshot
15315 SaveSnapshotSingle(buffers);
15317 // save level identification information
15318 setString(&snapshot_level_identifier, leveldir_current->identifier);
15319 snapshot_level_nr = level_nr;
15322 boolean CheckSaveEngineSnapshotToList(void)
15324 boolean save_snapshot =
15325 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15326 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15327 game.snapshot.changed_action) ||
15328 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15329 game.snapshot.collected_item));
15331 game.snapshot.changed_action = FALSE;
15332 game.snapshot.collected_item = FALSE;
15333 game.snapshot.save_snapshot = save_snapshot;
15335 return save_snapshot;
15338 void SaveEngineSnapshotToList(void)
15340 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15344 ListNode *buffers = SaveEngineSnapshotBuffers();
15346 // finally save all snapshot buffers to snapshot list
15347 SaveSnapshotToList(buffers);
15350 void SaveEngineSnapshotToListInitial(void)
15352 FreeEngineSnapshotList();
15354 SaveEngineSnapshotToList();
15357 static void LoadEngineSnapshotValues(void)
15359 // restore special values from snapshot structure
15361 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15362 LoadEngineSnapshotValues_RND();
15363 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15364 LoadEngineSnapshotValues_EM();
15365 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15366 LoadEngineSnapshotValues_SP();
15367 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15368 LoadEngineSnapshotValues_MM();
15371 void LoadEngineSnapshotSingle(void)
15373 LoadSnapshotSingle();
15375 LoadEngineSnapshotValues();
15378 static void LoadEngineSnapshot_Undo(int steps)
15380 LoadSnapshotFromList_Older(steps);
15382 LoadEngineSnapshotValues();
15385 static void LoadEngineSnapshot_Redo(int steps)
15387 LoadSnapshotFromList_Newer(steps);
15389 LoadEngineSnapshotValues();
15392 boolean CheckEngineSnapshotSingle(void)
15394 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15395 snapshot_level_nr == level_nr);
15398 boolean CheckEngineSnapshotList(void)
15400 return CheckSnapshotList();
15404 // ---------- new game button stuff -------------------------------------------
15411 boolean *setup_value;
15412 boolean allowed_on_tape;
15414 } gamebutton_info[NUM_GAME_BUTTONS] =
15417 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15418 GAME_CTRL_ID_STOP, NULL,
15422 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15423 GAME_CTRL_ID_PAUSE, NULL,
15427 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15428 GAME_CTRL_ID_PLAY, NULL,
15432 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15433 GAME_CTRL_ID_UNDO, NULL,
15437 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15438 GAME_CTRL_ID_REDO, NULL,
15442 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15443 GAME_CTRL_ID_SAVE, NULL,
15447 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15448 GAME_CTRL_ID_PAUSE2, NULL,
15452 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15453 GAME_CTRL_ID_LOAD, NULL,
15457 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15458 GAME_CTRL_ID_PANEL_STOP, NULL,
15462 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15463 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15464 FALSE, "pause game"
15467 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15468 GAME_CTRL_ID_PANEL_PLAY, NULL,
15472 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15473 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15474 TRUE, "background music on/off"
15477 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15478 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15479 TRUE, "sound loops on/off"
15482 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15483 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15484 TRUE, "normal sounds on/off"
15487 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15488 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15489 FALSE, "background music on/off"
15492 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15493 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15494 FALSE, "sound loops on/off"
15497 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15498 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15499 FALSE, "normal sounds on/off"
15503 void CreateGameButtons(void)
15507 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15509 int graphic = gamebutton_info[i].graphic;
15510 struct GraphicInfo *gfx = &graphic_info[graphic];
15511 struct XY *pos = gamebutton_info[i].pos;
15512 struct GadgetInfo *gi;
15515 unsigned int event_mask;
15516 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15517 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15518 int base_x = (on_tape ? VX : DX);
15519 int base_y = (on_tape ? VY : DY);
15520 int gd_x = gfx->src_x;
15521 int gd_y = gfx->src_y;
15522 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15523 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15524 int gd_xa = gfx->src_x + gfx->active_xoffset;
15525 int gd_ya = gfx->src_y + gfx->active_yoffset;
15526 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15527 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15530 if (gfx->bitmap == NULL)
15532 game_gadget[id] = NULL;
15537 if (id == GAME_CTRL_ID_STOP ||
15538 id == GAME_CTRL_ID_PANEL_STOP ||
15539 id == GAME_CTRL_ID_PLAY ||
15540 id == GAME_CTRL_ID_PANEL_PLAY ||
15541 id == GAME_CTRL_ID_SAVE ||
15542 id == GAME_CTRL_ID_LOAD)
15544 button_type = GD_TYPE_NORMAL_BUTTON;
15546 event_mask = GD_EVENT_RELEASED;
15548 else if (id == GAME_CTRL_ID_UNDO ||
15549 id == GAME_CTRL_ID_REDO)
15551 button_type = GD_TYPE_NORMAL_BUTTON;
15553 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15557 button_type = GD_TYPE_CHECK_BUTTON;
15558 checked = (gamebutton_info[i].setup_value != NULL ?
15559 *gamebutton_info[i].setup_value : FALSE);
15560 event_mask = GD_EVENT_PRESSED;
15563 gi = CreateGadget(GDI_CUSTOM_ID, id,
15564 GDI_IMAGE_ID, graphic,
15565 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15566 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15567 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15568 GDI_WIDTH, gfx->width,
15569 GDI_HEIGHT, gfx->height,
15570 GDI_TYPE, button_type,
15571 GDI_STATE, GD_BUTTON_UNPRESSED,
15572 GDI_CHECKED, checked,
15573 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15574 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15575 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15576 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15577 GDI_DIRECT_DRAW, FALSE,
15578 GDI_EVENT_MASK, event_mask,
15579 GDI_CALLBACK_ACTION, HandleGameButtons,
15583 Error(ERR_EXIT, "cannot create gadget");
15585 game_gadget[id] = gi;
15589 void FreeGameButtons(void)
15593 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15594 FreeGadget(game_gadget[i]);
15597 static void UnmapGameButtonsAtSamePosition(int id)
15601 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15603 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15604 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15605 UnmapGadget(game_gadget[i]);
15608 static void UnmapGameButtonsAtSamePosition_All(void)
15610 if (setup.show_snapshot_buttons)
15612 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15613 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15614 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15618 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15619 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15620 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15622 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15623 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15624 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15628 static void MapGameButtonsAtSamePosition(int id)
15632 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15634 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15635 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15636 MapGadget(game_gadget[i]);
15638 UnmapGameButtonsAtSamePosition_All();
15641 void MapUndoRedoButtons(void)
15643 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15644 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15646 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15647 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15649 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15652 void UnmapUndoRedoButtons(void)
15654 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15655 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15657 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15658 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15660 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15663 static void MapGameButtonsExt(boolean on_tape)
15667 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15668 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15669 i != GAME_CTRL_ID_UNDO &&
15670 i != GAME_CTRL_ID_REDO)
15671 MapGadget(game_gadget[i]);
15673 UnmapGameButtonsAtSamePosition_All();
15675 RedrawGameButtons();
15678 static void UnmapGameButtonsExt(boolean on_tape)
15682 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15683 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15684 UnmapGadget(game_gadget[i]);
15687 static void RedrawGameButtonsExt(boolean on_tape)
15691 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15692 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15693 RedrawGadget(game_gadget[i]);
15695 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15696 redraw_mask &= ~REDRAW_ALL;
15699 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15704 gi->checked = state;
15707 static void RedrawSoundButtonGadget(int id)
15709 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15710 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15711 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15712 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15713 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15714 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15717 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15718 RedrawGadget(game_gadget[id2]);
15721 void MapGameButtons(void)
15723 MapGameButtonsExt(FALSE);
15726 void UnmapGameButtons(void)
15728 UnmapGameButtonsExt(FALSE);
15731 void RedrawGameButtons(void)
15733 RedrawGameButtonsExt(FALSE);
15736 void MapGameButtonsOnTape(void)
15738 MapGameButtonsExt(TRUE);
15741 void UnmapGameButtonsOnTape(void)
15743 UnmapGameButtonsExt(TRUE);
15746 void RedrawGameButtonsOnTape(void)
15748 RedrawGameButtonsExt(TRUE);
15751 static void GameUndoRedoExt(void)
15753 ClearPlayerAction();
15755 tape.pausing = TRUE;
15758 UpdateAndDisplayGameControlValues();
15760 DrawCompleteVideoDisplay();
15761 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15762 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15763 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15768 static void GameUndo(int steps)
15770 if (!CheckEngineSnapshotList())
15773 LoadEngineSnapshot_Undo(steps);
15778 static void GameRedo(int steps)
15780 if (!CheckEngineSnapshotList())
15783 LoadEngineSnapshot_Redo(steps);
15788 static void HandleGameButtonsExt(int id, int button)
15790 static boolean game_undo_executed = FALSE;
15791 int steps = BUTTON_STEPSIZE(button);
15792 boolean handle_game_buttons =
15793 (game_status == GAME_MODE_PLAYING ||
15794 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15796 if (!handle_game_buttons)
15801 case GAME_CTRL_ID_STOP:
15802 case GAME_CTRL_ID_PANEL_STOP:
15803 if (game_status == GAME_MODE_MAIN)
15809 RequestQuitGame(TRUE);
15813 case GAME_CTRL_ID_PAUSE:
15814 case GAME_CTRL_ID_PAUSE2:
15815 case GAME_CTRL_ID_PANEL_PAUSE:
15816 if (network.enabled && game_status == GAME_MODE_PLAYING)
15819 SendToServer_ContinuePlaying();
15821 SendToServer_PausePlaying();
15824 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15826 game_undo_executed = FALSE;
15830 case GAME_CTRL_ID_PLAY:
15831 case GAME_CTRL_ID_PANEL_PLAY:
15832 if (game_status == GAME_MODE_MAIN)
15834 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15836 else if (tape.pausing)
15838 if (network.enabled)
15839 SendToServer_ContinuePlaying();
15841 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15845 case GAME_CTRL_ID_UNDO:
15846 // Important: When using "save snapshot when collecting an item" mode,
15847 // load last (current) snapshot for first "undo" after pressing "pause"
15848 // (else the last-but-one snapshot would be loaded, because the snapshot
15849 // pointer already points to the last snapshot when pressing "pause",
15850 // which is fine for "every step/move" mode, but not for "every collect")
15851 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15852 !game_undo_executed)
15855 game_undo_executed = TRUE;
15860 case GAME_CTRL_ID_REDO:
15864 case GAME_CTRL_ID_SAVE:
15868 case GAME_CTRL_ID_LOAD:
15872 case SOUND_CTRL_ID_MUSIC:
15873 case SOUND_CTRL_ID_PANEL_MUSIC:
15874 if (setup.sound_music)
15876 setup.sound_music = FALSE;
15880 else if (audio.music_available)
15882 setup.sound = setup.sound_music = TRUE;
15884 SetAudioMode(setup.sound);
15886 if (game_status == GAME_MODE_PLAYING)
15890 RedrawSoundButtonGadget(id);
15894 case SOUND_CTRL_ID_LOOPS:
15895 case SOUND_CTRL_ID_PANEL_LOOPS:
15896 if (setup.sound_loops)
15897 setup.sound_loops = FALSE;
15898 else if (audio.loops_available)
15900 setup.sound = setup.sound_loops = TRUE;
15902 SetAudioMode(setup.sound);
15905 RedrawSoundButtonGadget(id);
15909 case SOUND_CTRL_ID_SIMPLE:
15910 case SOUND_CTRL_ID_PANEL_SIMPLE:
15911 if (setup.sound_simple)
15912 setup.sound_simple = FALSE;
15913 else if (audio.sound_available)
15915 setup.sound = setup.sound_simple = TRUE;
15917 SetAudioMode(setup.sound);
15920 RedrawSoundButtonGadget(id);
15929 static void HandleGameButtons(struct GadgetInfo *gi)
15931 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15934 void HandleSoundButtonKeys(Key key)
15936 if (key == setup.shortcut.sound_simple)
15937 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15938 else if (key == setup.shortcut.sound_loops)
15939 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15940 else if (key == setup.shortcut.sound_music)
15941 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);