1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 // forward declaration for internal use
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 // for detection of endless loops, caused by custom element programming
1123 // (using maximal playfield width x 10 is just a rough approximation)
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 // ----------------------------------------------------------------------------
1153 // definition of elements that automatically change to other elements after
1154 // a specified time, eventually calling a function when changing
1155 // ----------------------------------------------------------------------------
1157 // forward declaration for changer functions
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 // static variables for playfield scan mode (scanning forward or backward)
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 // make sure that stepsize value is always a power of 2
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 // do no immediately change move delay -- the player might just be moving
1623 player->move_delay_value_next = move_delay;
1625 // information if player can move must be set separately
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void IncrementSokobanFieldsNeeded(void)
1688 if (level.sb_fields_needed)
1689 game.sokoban_fields_still_needed++;
1692 static void IncrementSokobanObjectsNeeded(void)
1694 if (level.sb_objects_needed)
1695 game.sokoban_objects_still_needed++;
1698 static void DecrementSokobanFieldsNeeded(void)
1700 if (game.sokoban_fields_still_needed > 0)
1701 game.sokoban_fields_still_needed--;
1704 static void DecrementSokobanObjectsNeeded(void)
1706 if (game.sokoban_objects_still_needed > 0)
1707 game.sokoban_objects_still_needed--;
1710 static void InitPlayerField(int x, int y, int element, boolean init_game)
1712 if (element == EL_SP_MURPHY)
1716 if (stored_player[0].present)
1718 Feld[x][y] = EL_SP_MURPHY_CLONE;
1724 stored_player[0].initial_element = element;
1725 stored_player[0].use_murphy = TRUE;
1727 if (!level.use_artwork_element[0])
1728 stored_player[0].artwork_element = EL_SP_MURPHY;
1731 Feld[x][y] = EL_PLAYER_1;
1737 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1738 int jx = player->jx, jy = player->jy;
1740 player->present = TRUE;
1742 player->block_last_field = (element == EL_SP_MURPHY ?
1743 level.sp_block_last_field :
1744 level.block_last_field);
1746 // ---------- initialize player's last field block delay ------------------
1748 // always start with reliable default value (no adjustment needed)
1749 player->block_delay_adjustment = 0;
1751 // special case 1: in Supaplex, Murphy blocks last field one more frame
1752 if (player->block_last_field && element == EL_SP_MURPHY)
1753 player->block_delay_adjustment = 1;
1755 // special case 2: in game engines before 3.1.1, blocking was different
1756 if (game.use_block_last_field_bug)
1757 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1759 if (!network.enabled || player->connected_network)
1761 player->active = TRUE;
1763 // remove potentially duplicate players
1764 if (StorePlayer[jx][jy] == Feld[x][y])
1765 StorePlayer[jx][jy] = 0;
1767 StorePlayer[x][y] = Feld[x][y];
1769 #if DEBUG_INIT_PLAYER
1772 printf("- player element %d activated", player->element_nr);
1773 printf(" (local player is %d and currently %s)\n",
1774 local_player->element_nr,
1775 local_player->active ? "active" : "not active");
1780 Feld[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Feld[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Feld[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementSokobanFieldsNeeded();
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementSokobanObjectsNeeded();
1827 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1828 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1881 case EL_AMOEBA_FULL:
1886 case EL_AMOEBA_DROP:
1887 if (y == lev_fieldy - 1)
1889 Feld[x][y] = EL_AMOEBA_GROWING;
1890 Store[x][y] = EL_AMOEBA_WET;
1894 case EL_DYNAMITE_ACTIVE:
1895 case EL_SP_DISK_RED_ACTIVE:
1896 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1897 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1900 MovDelay[x][y] = 96;
1903 case EL_EM_DYNAMITE_ACTIVE:
1904 MovDelay[x][y] = 32;
1908 game.lights_still_needed++;
1912 game.friends_still_needed++;
1917 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1920 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1921 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1922 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1923 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1924 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1925 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1926 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1927 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1928 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1929 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1930 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1931 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1934 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1935 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1936 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1938 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1940 game.belt_dir[belt_nr] = belt_dir;
1941 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1943 else // more than one switch -- set it like the first switch
1945 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1950 case EL_LIGHT_SWITCH_ACTIVE:
1952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1955 case EL_INVISIBLE_STEELWALL:
1956 case EL_INVISIBLE_WALL:
1957 case EL_INVISIBLE_SAND:
1958 if (game.light_time_left > 0 ||
1959 game.lenses_time_left > 0)
1960 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1963 case EL_EMC_MAGIC_BALL:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1968 case EL_EMC_MAGIC_BALL_SWITCH:
1969 if (game.ball_state)
1970 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1973 case EL_TRIGGER_PLAYER:
1974 case EL_TRIGGER_ELEMENT:
1975 case EL_TRIGGER_CE_VALUE:
1976 case EL_TRIGGER_CE_SCORE:
1978 case EL_ANY_ELEMENT:
1979 case EL_CURRENT_CE_VALUE:
1980 case EL_CURRENT_CE_SCORE:
1997 // reference elements should not be used on the playfield
1998 Feld[x][y] = EL_EMPTY;
2002 if (IS_CUSTOM_ELEMENT(element))
2004 if (CAN_MOVE(element))
2007 if (!element_info[element].use_last_ce_value || init_game)
2008 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2010 else if (IS_GROUP_ELEMENT(element))
2012 Feld[x][y] = GetElementFromGroupElement(element);
2014 InitField(x, y, init_game);
2021 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 static void InitField_WithBug1(int x, int y, boolean init_game)
2026 InitField(x, y, init_game);
2028 // not needed to call InitMovDir() -- already done by InitField()!
2029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030 CAN_MOVE(Feld[x][y]))
2034 static void InitField_WithBug2(int x, int y, boolean init_game)
2036 int old_element = Feld[x][y];
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(old_element) &&
2043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046 /* this case is in fact a combination of not less than three bugs:
2047 first, it calls InitMovDir() for elements that can move, although this is
2048 already done by InitField(); then, it checks the element that was at this
2049 field _before_ the call to InitField() (which can change it); lastly, it
2050 was not called for "mole with direction" elements, which were treated as
2051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2055 static int get_key_element_from_nr(int key_nr)
2057 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2058 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2059 EL_EM_KEY_1 : EL_KEY_1);
2061 return key_base_element + key_nr;
2064 static int get_next_dropped_element(struct PlayerInfo *player)
2066 return (player->inventory_size > 0 ?
2067 player->inventory_element[player->inventory_size - 1] :
2068 player->inventory_infinite_element != EL_UNDEFINED ?
2069 player->inventory_infinite_element :
2070 player->dynabombs_left > 0 ?
2071 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2075 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2077 // pos >= 0: get element from bottom of the stack;
2078 // pos < 0: get element from top of the stack
2082 int min_inventory_size = -pos;
2083 int inventory_pos = player->inventory_size - min_inventory_size;
2084 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2086 return (player->inventory_size >= min_inventory_size ?
2087 player->inventory_element[inventory_pos] :
2088 player->inventory_infinite_element != EL_UNDEFINED ?
2089 player->inventory_infinite_element :
2090 player->dynabombs_left >= min_dynabombs_left ?
2091 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2096 int min_dynabombs_left = pos + 1;
2097 int min_inventory_size = pos + 1 - player->dynabombs_left;
2098 int inventory_pos = pos - player->dynabombs_left;
2100 return (player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2104 player->inventory_size >= min_inventory_size ?
2105 player->inventory_element[inventory_pos] :
2110 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2112 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2113 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2116 if (gpo1->sort_priority != gpo2->sort_priority)
2117 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2119 compare_result = gpo1->nr - gpo2->nr;
2121 return compare_result;
2124 int getPlayerInventorySize(int player_nr)
2126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2127 return level.native_em_level->ply[player_nr]->dynamite;
2128 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2129 return level.native_sp_level->game_sp->red_disk_count;
2131 return stored_player[player_nr].inventory_size;
2134 static void InitGameControlValues(void)
2138 for (i = 0; game_panel_controls[i].nr != -1; i++)
2140 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2141 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2142 struct TextPosInfo *pos = gpc->pos;
2144 int type = gpc->type;
2148 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2149 Error(ERR_EXIT, "this should not happen -- please debug");
2152 // force update of game controls after initialization
2153 gpc->value = gpc->last_value = -1;
2154 gpc->frame = gpc->last_frame = -1;
2155 gpc->gfx_frame = -1;
2157 // determine panel value width for later calculation of alignment
2158 if (type == TYPE_INTEGER || type == TYPE_STRING)
2160 pos->width = pos->size * getFontWidth(pos->font);
2161 pos->height = getFontHeight(pos->font);
2163 else if (type == TYPE_ELEMENT)
2165 pos->width = pos->size;
2166 pos->height = pos->size;
2169 // fill structure for game panel draw order
2171 gpo->sort_priority = pos->sort_priority;
2174 // sort game panel controls according to sort_priority and control number
2175 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2176 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2179 static void UpdatePlayfieldElementCount(void)
2181 boolean use_element_count = FALSE;
2184 // first check if it is needed at all to calculate playfield element count
2185 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2186 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2187 use_element_count = TRUE;
2189 if (!use_element_count)
2192 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2193 element_info[i].element_count = 0;
2195 SCAN_PLAYFIELD(x, y)
2197 element_info[Feld[x][y]].element_count++;
2200 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2201 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2202 if (IS_IN_GROUP(j, i))
2203 element_info[EL_GROUP_START + i].element_count +=
2204 element_info[j].element_count;
2207 static void UpdateGameControlValues(void)
2210 int time = (game.LevelSolved ?
2211 game.LevelSolved_CountingTime :
2212 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->time :
2214 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2215 level.native_sp_level->game_sp->time_played :
2216 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2217 game_mm.energy_left :
2218 game.no_time_limit ? TimePlayed : TimeLeft);
2219 int score = (game.LevelSolved ?
2220 game.LevelSolved_CountingScore :
2221 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2222 level.native_em_level->lev->score :
2223 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2224 level.native_sp_level->game_sp->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2228 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->required :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->infotrons_still_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233 game_mm.kettles_still_needed :
2234 game.gems_still_needed);
2235 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->required > 0 :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2240 game_mm.kettles_still_needed > 0 ||
2241 game_mm.lights_still_needed > 0 :
2242 game.gems_still_needed > 0 ||
2243 game.sokoban_fields_still_needed > 0 ||
2244 game.sokoban_objects_still_needed > 0 ||
2245 game.lights_still_needed > 0);
2246 int health = (game.LevelSolved ?
2247 game.LevelSolved_CountingHealth :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 MM_HEALTH(game_mm.laser_overload_value) :
2252 UpdatePlayfieldElementCount();
2254 // update game panel control values
2256 // used instead of "level_nr" (for network games)
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 // only one player in Supaplex game engine
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288 getPlayerInventorySize(i);
2290 if (stored_player[i].num_white_keys > 0)
2291 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2294 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2295 stored_player[i].num_white_keys;
2300 int player_nr = game.centered_player_nr;
2302 for (k = 0; k < MAX_NUM_KEYS; k++)
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2306 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2307 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2308 get_key_element_from_nr(k);
2310 else if (stored_player[player_nr].key[k])
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2315 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2316 getPlayerInventorySize(player_nr);
2318 if (stored_player[player_nr].num_white_keys > 0)
2319 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2321 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2322 stored_player[player_nr].num_white_keys;
2325 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2327 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2328 get_inventory_element_from_pos(local_player, i);
2329 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, -i - 1);
2333 game_panel_controls[GAME_PANEL_SCORE].value = score;
2334 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2336 game_panel_controls[GAME_PANEL_TIME].value = time;
2338 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2339 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2340 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2342 if (level.time == 0)
2343 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2347 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2348 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2350 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2352 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2353 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2355 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2356 local_player->shield_normal_time_left;
2357 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2358 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2360 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2361 local_player->shield_deadly_time_left;
2363 game_panel_controls[GAME_PANEL_EXIT].value =
2364 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2366 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2367 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2369 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2370 EL_EMC_MAGIC_BALL_SWITCH);
2372 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2373 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2375 game.light_time_left;
2377 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2378 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2380 game.timegate_time_left;
2382 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2383 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2385 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2386 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2387 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2388 game.lenses_time_left;
2390 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2391 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2393 game.magnify_time_left;
2395 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2396 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2397 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2398 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2399 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2400 EL_BALLOON_SWITCH_NONE);
2402 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2403 local_player->dynabomb_count;
2404 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2405 local_player->dynabomb_size;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2407 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2409 game_panel_controls[GAME_PANEL_PENGUINS].value =
2410 game.friends_still_needed;
2412 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413 game.sokoban_objects_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415 game.sokoban_fields_still_needed;
2417 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2420 for (i = 0; i < NUM_BELTS; i++)
2422 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432 game.magic_wall_time_left;
2434 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435 local_player->gravity;
2437 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2440 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443 game.panel.element[i].id : EL_UNDEFINED);
2445 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448 element_info[game.panel.element_count[i].id].element_count : 0);
2450 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453 element_info[game.panel.ce_score[i].id].collect_score : 0);
2455 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458 element_info[game.panel.ce_score_element[i].id].collect_score :
2461 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2465 // update game panel control frames
2467 for (i = 0; game_panel_controls[i].nr != -1; i++)
2469 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2471 if (gpc->type == TYPE_ELEMENT)
2473 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2475 int last_anim_random_frame = gfx.anim_random_frame;
2476 int element = gpc->value;
2477 int graphic = el2panelimg(element);
2479 if (gpc->value != gpc->last_value)
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2488 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494 gfx.anim_random_frame = gpc->gfx_random;
2496 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497 gpc->gfx_frame = element_info[element].collect_score;
2499 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2506 else if (gpc->type == TYPE_GRAPHIC)
2508 if (gpc->graphic != IMG_UNDEFINED)
2510 int last_anim_random_frame = gfx.anim_random_frame;
2511 int graphic = gpc->graphic;
2513 if (gpc->value != gpc->last_value)
2516 gpc->gfx_random = INIT_GFX_RANDOM();
2522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524 gpc->gfx_random = INIT_GFX_RANDOM();
2527 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528 gfx.anim_random_frame = gpc->gfx_random;
2530 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2532 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533 gfx.anim_random_frame = last_anim_random_frame;
2539 static void DisplayGameControlValues(void)
2541 boolean redraw_panel = FALSE;
2544 for (i = 0; game_panel_controls[i].nr != -1; i++)
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2548 if (PANEL_DEACTIVATED(gpc->pos))
2551 if (gpc->value == gpc->last_value &&
2552 gpc->frame == gpc->last_frame)
2555 redraw_panel = TRUE;
2561 // copy default game door content to main double buffer
2563 // !!! CHECK AGAIN !!!
2564 SetPanelBackground();
2565 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2568 // redraw game control buttons
2569 RedrawGameButtons();
2571 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2573 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2575 int nr = game_panel_order[i].nr;
2576 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577 struct TextPosInfo *pos = gpc->pos;
2578 int type = gpc->type;
2579 int value = gpc->value;
2580 int frame = gpc->frame;
2581 int size = pos->size;
2582 int font = pos->font;
2583 boolean draw_masked = pos->draw_masked;
2584 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2586 if (PANEL_DEACTIVATED(pos))
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2592 if (type == TYPE_INTEGER)
2594 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595 nr == GAME_PANEL_TIME)
2597 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2599 if (use_dynamic_size) // use dynamic number of digits
2601 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603 int size2 = size1 + 1;
2604 int font1 = pos->font;
2605 int font2 = pos->font_alt;
2607 size = (value < value_change ? size1 : size2);
2608 font = (value < value_change ? font1 : font2);
2612 // correct text size if "digits" is zero or less
2614 size = strlen(int2str(value, size));
2616 // dynamically correct text alignment
2617 pos->width = size * getFontWidth(font);
2619 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620 int2str(value, size), font, mask_mode);
2622 else if (type == TYPE_ELEMENT)
2624 int element, graphic;
2628 int dst_x = PANEL_XPOS(pos);
2629 int dst_y = PANEL_YPOS(pos);
2631 if (value != EL_UNDEFINED && value != EL_EMPTY)
2634 graphic = el2panelimg(value);
2636 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2638 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644 width = graphic_info[graphic].width * size / TILESIZE;
2645 height = graphic_info[graphic].height * size / TILESIZE;
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2655 else if (type == TYPE_GRAPHIC)
2657 int graphic = gpc->graphic;
2658 int graphic_active = gpc->graphic_active;
2662 int dst_x = PANEL_XPOS(pos);
2663 int dst_y = PANEL_YPOS(pos);
2664 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2667 if (graphic != IMG_UNDEFINED && !skip)
2669 if (pos->style == STYLE_REVERSE)
2670 value = 100 - value;
2672 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2674 if (pos->direction & MV_HORIZONTAL)
2676 width = graphic_info[graphic_active].width * value / 100;
2677 height = graphic_info[graphic_active].height;
2679 if (pos->direction == MV_LEFT)
2681 src_x += graphic_info[graphic_active].width - width;
2682 dst_x += graphic_info[graphic_active].width - width;
2687 width = graphic_info[graphic_active].width;
2688 height = graphic_info[graphic_active].height * value / 100;
2690 if (pos->direction == MV_UP)
2692 src_y += graphic_info[graphic_active].height - height;
2693 dst_y += graphic_info[graphic_active].height - height;
2698 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2706 if (pos->direction & MV_HORIZONTAL)
2708 if (pos->direction == MV_RIGHT)
2715 dst_x = PANEL_XPOS(pos);
2718 width = graphic_info[graphic].width - width;
2722 if (pos->direction == MV_DOWN)
2729 dst_y = PANEL_YPOS(pos);
2732 height = graphic_info[graphic].height - height;
2736 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2743 else if (type == TYPE_STRING)
2745 boolean active = (value != 0);
2746 char *state_normal = "off";
2747 char *state_active = "on";
2748 char *state = (active ? state_active : state_normal);
2749 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2751 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2752 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2754 if (nr == GAME_PANEL_GRAVITY_STATE)
2756 int font1 = pos->font; // (used for normal state)
2757 int font2 = pos->font_alt; // (used for active state)
2759 font = (active ? font2 : font1);
2768 // don't truncate output if "chars" is zero or less
2771 // dynamically correct text alignment
2772 pos->width = size * getFontWidth(font);
2775 s_cut = getStringCopyN(s, size);
2777 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778 s_cut, font, mask_mode);
2784 redraw_mask |= REDRAW_DOOR_1;
2787 SetGameStatus(GAME_MODE_PLAYING);
2790 void UpdateAndDisplayGameControlValues(void)
2792 if (tape.deactivate_display)
2795 UpdateGameControlValues();
2796 DisplayGameControlValues();
2800 static void UpdateGameDoorValues(void)
2802 UpdateGameControlValues();
2806 void DrawGameDoorValues(void)
2808 DisplayGameControlValues();
2812 // ============================================================================
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2818 static void InitGameEngine(void)
2820 int i, j, k, l, x, y;
2822 // set game engine from tape file when re-playing, else from level file
2823 game.engine_version = (tape.playing ? tape.engine_version :
2824 level.game_version);
2826 // set single or multi-player game mode (needed for re-playing tapes)
2827 game.team_mode = setup.team_mode;
2831 int num_players = 0;
2833 for (i = 0; i < MAX_PLAYERS; i++)
2834 if (tape.player_participates[i])
2837 // multi-player tapes contain input data for more than one player
2838 game.team_mode = (num_players > 1);
2841 // --------------------------------------------------------------------------
2842 // set flags for bugs and changes according to active game engine version
2843 // --------------------------------------------------------------------------
2846 Summary of bugfix/change:
2847 Fixed handling for custom elements that change when pushed by the player.
2849 Fixed/changed in version:
2853 Before 3.1.0, custom elements that "change when pushing" changed directly
2854 after the player started pushing them (until then handled in "DigField()").
2855 Since 3.1.0, these custom elements are not changed until the "pushing"
2856 move of the element is finished (now handled in "ContinueMoving()").
2858 Affected levels/tapes:
2859 The first condition is generally needed for all levels/tapes before version
2860 3.1.0, which might use the old behaviour before it was changed; known tapes
2861 that are affected are some tapes from the level set "Walpurgis Gardens" by
2863 The second condition is an exception from the above case and is needed for
2864 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865 above (including some development versions of 3.1.0), but before it was
2866 known that this change would break tapes like the above and was fixed in
2867 3.1.1, so that the changed behaviour was active although the engine version
2868 while recording maybe was before 3.1.0. There is at least one tape that is
2869 affected by this exception, which is the tape for the one-level set "Bug
2870 Machine" by Juergen Bonhagen.
2873 game.use_change_when_pushing_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2876 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877 tape.game_version < VERSION_IDENT(3,1,1,0)));
2880 Summary of bugfix/change:
2881 Fixed handling for blocking the field the player leaves when moving.
2883 Fixed/changed in version:
2887 Before 3.1.1, when "block last field when moving" was enabled, the field
2888 the player is leaving when moving was blocked for the time of the move,
2889 and was directly unblocked afterwards. This resulted in the last field
2890 being blocked for exactly one less than the number of frames of one player
2891 move. Additionally, even when blocking was disabled, the last field was
2892 blocked for exactly one frame.
2893 Since 3.1.1, due to changes in player movement handling, the last field
2894 is not blocked at all when blocking is disabled. When blocking is enabled,
2895 the last field is blocked for exactly the number of frames of one player
2896 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897 last field is blocked for exactly one more than the number of frames of
2900 Affected levels/tapes:
2901 (!!! yet to be determined -- probably many !!!)
2904 game.use_block_last_field_bug =
2905 (game.engine_version < VERSION_IDENT(3,1,1,0));
2907 game_em.use_single_button =
2908 (game.engine_version > VERSION_IDENT(4,0,0,2));
2910 game_em.use_snap_key_bug =
2911 (game.engine_version < VERSION_IDENT(4,0,1,0));
2913 // --------------------------------------------------------------------------
2915 // set maximal allowed number of custom element changes per game frame
2916 game.max_num_changes_per_frame = 1;
2918 // default scan direction: scan playfield from top/left to bottom/right
2919 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2921 // dynamically adjust element properties according to game engine version
2922 InitElementPropertiesEngine(game.engine_version);
2925 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926 printf(" tape version == %06d [%s] [file: %06d]\n",
2927 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2929 printf(" => game.engine_version == %06d\n", game.engine_version);
2932 // ---------- initialize player's initial move delay ------------------------
2934 // dynamically adjust player properties according to level information
2935 for (i = 0; i < MAX_PLAYERS; i++)
2936 game.initial_move_delay_value[i] =
2937 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2939 // dynamically adjust player properties according to game engine version
2940 for (i = 0; i < MAX_PLAYERS; i++)
2941 game.initial_move_delay[i] =
2942 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943 game.initial_move_delay_value[i] : 0);
2945 // ---------- initialize player's initial push delay ------------------------
2947 // dynamically adjust player properties according to game engine version
2948 game.initial_push_delay_value =
2949 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2951 // ---------- initialize changing elements ----------------------------------
2953 // initialize changing elements information
2954 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2956 struct ElementInfo *ei = &element_info[i];
2958 // this pointer might have been changed in the level editor
2959 ei->change = &ei->change_page[0];
2961 if (!IS_CUSTOM_ELEMENT(i))
2963 ei->change->target_element = EL_EMPTY_SPACE;
2964 ei->change->delay_fixed = 0;
2965 ei->change->delay_random = 0;
2966 ei->change->delay_frames = 1;
2969 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2971 ei->has_change_event[j] = FALSE;
2973 ei->event_page_nr[j] = 0;
2974 ei->event_page[j] = &ei->change_page[0];
2978 // add changing elements from pre-defined list
2979 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2981 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982 struct ElementInfo *ei = &element_info[ch_delay->element];
2984 ei->change->target_element = ch_delay->target_element;
2985 ei->change->delay_fixed = ch_delay->change_delay;
2987 ei->change->pre_change_function = ch_delay->pre_change_function;
2988 ei->change->change_function = ch_delay->change_function;
2989 ei->change->post_change_function = ch_delay->post_change_function;
2991 ei->change->can_change = TRUE;
2992 ei->change->can_change_or_has_action = TRUE;
2994 ei->has_change_event[CE_DELAY] = TRUE;
2996 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3000 // ---------- initialize internal run-time variables ------------------------
3002 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3004 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3006 for (j = 0; j < ei->num_change_pages; j++)
3008 ei->change_page[j].can_change_or_has_action =
3009 (ei->change_page[j].can_change |
3010 ei->change_page[j].has_action);
3014 // add change events from custom element configuration
3015 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3017 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3019 for (j = 0; j < ei->num_change_pages; j++)
3021 if (!ei->change_page[j].can_change_or_has_action)
3024 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3026 // only add event page for the first page found with this event
3027 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3029 ei->has_change_event[k] = TRUE;
3031 ei->event_page_nr[k] = j;
3032 ei->event_page[k] = &ei->change_page[j];
3038 // ---------- initialize reference elements in change conditions ------------
3040 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3042 int element = EL_CUSTOM_START + i;
3043 struct ElementInfo *ei = &element_info[element];
3045 for (j = 0; j < ei->num_change_pages; j++)
3047 int trigger_element = ei->change_page[j].initial_trigger_element;
3049 if (trigger_element >= EL_PREV_CE_8 &&
3050 trigger_element <= EL_NEXT_CE_8)
3051 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3053 ei->change_page[j].trigger_element = trigger_element;
3057 // ---------- initialize run-time trigger player and element ----------------
3059 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3061 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3063 for (j = 0; j < ei->num_change_pages; j++)
3065 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069 ei->change_page[j].actual_trigger_ce_value = 0;
3070 ei->change_page[j].actual_trigger_ce_score = 0;
3074 // ---------- initialize trigger events -------------------------------------
3076 // initialize trigger events information
3077 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079 trigger_events[i][j] = FALSE;
3081 // add trigger events from element change event properties
3082 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3084 struct ElementInfo *ei = &element_info[i];
3086 for (j = 0; j < ei->num_change_pages; j++)
3088 if (!ei->change_page[j].can_change_or_has_action)
3091 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3093 int trigger_element = ei->change_page[j].trigger_element;
3095 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3097 if (ei->change_page[j].has_event[k])
3099 if (IS_GROUP_ELEMENT(trigger_element))
3101 struct ElementGroupInfo *group =
3102 element_info[trigger_element].group;
3104 for (l = 0; l < group->num_elements_resolved; l++)
3105 trigger_events[group->element_resolved[l]][k] = TRUE;
3107 else if (trigger_element == EL_ANY_ELEMENT)
3108 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109 trigger_events[l][k] = TRUE;
3111 trigger_events[trigger_element][k] = TRUE;
3118 // ---------- initialize push delay -----------------------------------------
3120 // initialize push delay values to default
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (!IS_CUSTOM_ELEMENT(i))
3125 // set default push delay values (corrected since version 3.0.7-1)
3126 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3128 element_info[i].push_delay_fixed = 2;
3129 element_info[i].push_delay_random = 8;
3133 element_info[i].push_delay_fixed = 8;
3134 element_info[i].push_delay_random = 8;
3139 // set push delay value for certain elements from pre-defined list
3140 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3142 int e = push_delay_list[i].element;
3144 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3145 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3148 // set push delay value for Supaplex elements for newer engine versions
3149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_SP_ELEMENT(i))
3155 // set SP push delay to just enough to push under a falling zonk
3156 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3158 element_info[i].push_delay_fixed = delay;
3159 element_info[i].push_delay_random = 0;
3164 // ---------- initialize move stepsize --------------------------------------
3166 // initialize move stepsize values to default
3167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 if (!IS_CUSTOM_ELEMENT(i))
3169 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3171 // set move stepsize value for certain elements from pre-defined list
3172 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3174 int e = move_stepsize_list[i].element;
3176 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3179 // ---------- initialize collect score --------------------------------------
3181 // initialize collect score values for custom elements from initial value
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3184 element_info[i].collect_score = element_info[i].collect_score_initial;
3186 // ---------- initialize collect count --------------------------------------
3188 // initialize collect count values for non-custom elements
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (!IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_count_initial = 0;
3193 // add collect count values for all elements from pre-defined list
3194 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195 element_info[collect_count_list[i].element].collect_count_initial =
3196 collect_count_list[i].count;
3198 // ---------- initialize access direction -----------------------------------
3200 // initialize access direction values to default (access from every side)
3201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 if (!IS_CUSTOM_ELEMENT(i))
3203 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3205 // set access direction value for certain elements from pre-defined list
3206 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207 element_info[access_direction_list[i].element].access_direction =
3208 access_direction_list[i].direction;
3210 // ---------- initialize explosion content ----------------------------------
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 if (IS_CUSTOM_ELEMENT(i))
3216 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3218 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3220 element_info[i].content.e[x][y] =
3221 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223 i == EL_PLAYER_3 ? EL_EMERALD :
3224 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225 i == EL_MOLE ? EL_EMERALD_RED :
3226 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231 i == EL_WALL_EMERALD ? EL_EMERALD :
3232 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237 i == EL_WALL_PEARL ? EL_PEARL :
3238 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3243 // ---------- initialize recursion detection --------------------------------
3244 recursion_loop_depth = 0;
3245 recursion_loop_detected = FALSE;
3246 recursion_loop_element = EL_UNDEFINED;
3248 // ---------- initialize graphics engine ------------------------------------
3249 game.scroll_delay_value =
3250 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251 setup.scroll_delay ? setup.scroll_delay_value : 0);
3252 game.scroll_delay_value =
3253 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3255 // ---------- initialize game engine snapshots ------------------------------
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.snapshot.last_action[i] = 0;
3258 game.snapshot.changed_action = FALSE;
3259 game.snapshot.collected_item = FALSE;
3260 game.snapshot.mode =
3261 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262 SNAPSHOT_MODE_EVERY_STEP :
3263 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264 SNAPSHOT_MODE_EVERY_MOVE :
3265 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267 game.snapshot.save_snapshot = FALSE;
3269 // ---------- initialize level time for Supaplex engine ---------------------
3270 // Supaplex levels with time limit currently unsupported -- should be added
3271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3275 static int get_num_special_action(int element, int action_first,
3278 int num_special_action = 0;
3281 for (i = action_first; i <= action_last; i++)
3283 boolean found = FALSE;
3285 for (j = 0; j < NUM_DIRECTIONS; j++)
3286 if (el_act_dir2img(element, i, j) !=
3287 el_act_dir2img(element, ACTION_DEFAULT, j))
3291 num_special_action++;
3296 return num_special_action;
3300 // ============================================================================
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3314 printf("%s:\n", message);
3316 for (i = 0; i < MAX_PLAYERS; i++)
3318 struct PlayerInfo *player = &stored_player[i];
3320 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3324 player->connected_locally,
3325 player->connected_network,
3328 if (local_player == player)
3329 printf(" (local player)");
3338 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340 int fade_mask = REDRAW_FIELD;
3342 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3343 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3344 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3345 int initial_move_dir = MV_DOWN;
3348 // required here to update video display before fading (FIX THIS)
3349 DrawMaskedBorder(REDRAW_DOOR_2);
3351 if (!game.restart_level)
3352 CloseDoor(DOOR_CLOSE_1);
3354 SetGameStatus(GAME_MODE_PLAYING);
3356 if (level_editor_test_game)
3357 FadeSkipNextFadeIn();
3359 FadeSetEnterScreen();
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3368 if (!level_editor_test_game)
3371 // needed if different viewport properties defined for playing
3372 ChangeViewportPropertiesIfNeeded();
3376 DrawCompleteVideoDisplay();
3378 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3381 InitGameControlValues();
3383 // don't play tapes over network
3384 network_playing = (network.enabled && !tape.playing);
3386 for (i = 0; i < MAX_PLAYERS; i++)
3388 struct PlayerInfo *player = &stored_player[i];
3390 player->index_nr = i;
3391 player->index_bit = (1 << i);
3392 player->element_nr = EL_PLAYER_1 + i;
3394 player->present = FALSE;
3395 player->active = FALSE;
3396 player->mapped = FALSE;
3398 player->killed = FALSE;
3399 player->reanimated = FALSE;
3400 player->buried = FALSE;
3403 player->effective_action = 0;
3404 player->programmed_action = 0;
3406 player->mouse_action.lx = 0;
3407 player->mouse_action.ly = 0;
3408 player->mouse_action.button = 0;
3409 player->mouse_action.button_hint = 0;
3411 player->effective_mouse_action.lx = 0;
3412 player->effective_mouse_action.ly = 0;
3413 player->effective_mouse_action.button = 0;
3414 player->effective_mouse_action.button_hint = 0;
3416 for (j = 0; j < MAX_NUM_KEYS; j++)
3417 player->key[j] = FALSE;
3419 player->num_white_keys = 0;
3421 player->dynabomb_count = 0;
3422 player->dynabomb_size = 1;
3423 player->dynabombs_left = 0;
3424 player->dynabomb_xl = FALSE;
3426 player->MovDir = initial_move_dir;
3429 player->GfxDir = initial_move_dir;
3430 player->GfxAction = ACTION_DEFAULT;
3432 player->StepFrame = 0;
3434 player->initial_element = player->element_nr;
3435 player->artwork_element =
3436 (level.use_artwork_element[i] ? level.artwork_element[i] :
3437 player->element_nr);
3438 player->use_murphy = FALSE;
3440 player->block_last_field = FALSE; // initialized in InitPlayerField()
3441 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3443 player->gravity = level.initial_player_gravity[i];
3445 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3447 player->actual_frame_counter = 0;
3449 player->step_counter = 0;
3451 player->last_move_dir = initial_move_dir;
3453 player->is_active = FALSE;
3455 player->is_waiting = FALSE;
3456 player->is_moving = FALSE;
3457 player->is_auto_moving = FALSE;
3458 player->is_digging = FALSE;
3459 player->is_snapping = FALSE;
3460 player->is_collecting = FALSE;
3461 player->is_pushing = FALSE;
3462 player->is_switching = FALSE;
3463 player->is_dropping = FALSE;
3464 player->is_dropping_pressed = FALSE;
3466 player->is_bored = FALSE;
3467 player->is_sleeping = FALSE;
3469 player->was_waiting = TRUE;
3470 player->was_moving = FALSE;
3471 player->was_snapping = FALSE;
3472 player->was_dropping = FALSE;
3474 player->force_dropping = FALSE;
3476 player->frame_counter_bored = -1;
3477 player->frame_counter_sleeping = -1;
3479 player->anim_delay_counter = 0;
3480 player->post_delay_counter = 0;
3482 player->dir_waiting = initial_move_dir;
3483 player->action_waiting = ACTION_DEFAULT;
3484 player->last_action_waiting = ACTION_DEFAULT;
3485 player->special_action_bored = ACTION_DEFAULT;
3486 player->special_action_sleeping = ACTION_DEFAULT;
3488 player->switch_x = -1;
3489 player->switch_y = -1;
3491 player->drop_x = -1;
3492 player->drop_y = -1;
3494 player->show_envelope = 0;
3496 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3498 player->push_delay = -1; // initialized when pushing starts
3499 player->push_delay_value = game.initial_push_delay_value;
3501 player->drop_delay = 0;
3502 player->drop_pressed_delay = 0;
3504 player->last_jx = -1;
3505 player->last_jy = -1;
3509 player->shield_normal_time_left = 0;
3510 player->shield_deadly_time_left = 0;
3512 player->inventory_infinite_element = EL_UNDEFINED;
3513 player->inventory_size = 0;
3515 if (level.use_initial_inventory[i])
3517 for (j = 0; j < level.initial_inventory_size[i]; j++)
3519 int element = level.initial_inventory_content[i][j];
3520 int collect_count = element_info[element].collect_count_initial;
3523 if (!IS_CUSTOM_ELEMENT(element))
3526 if (collect_count == 0)
3527 player->inventory_infinite_element = element;
3529 for (k = 0; k < collect_count; k++)
3530 if (player->inventory_size < MAX_INVENTORY_SIZE)
3531 player->inventory_element[player->inventory_size++] = element;
3535 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3536 SnapField(player, 0, 0);
3538 map_player_action[i] = i;
3541 network_player_action_received = FALSE;
3543 // initial null action
3544 if (network_playing)
3545 SendToServer_MovePlayer(MV_NONE);
3550 TimeLeft = level.time;
3553 ScreenMovDir = MV_NONE;
3557 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3559 game.robot_wheel_x = -1;
3560 game.robot_wheel_y = -1;
3565 game.all_players_gone = FALSE;
3567 game.LevelSolved = FALSE;
3568 game.GameOver = FALSE;
3570 game.GamePlayed = !tape.playing;
3572 game.LevelSolved_GameWon = FALSE;
3573 game.LevelSolved_GameEnd = FALSE;
3574 game.LevelSolved_SaveTape = FALSE;
3575 game.LevelSolved_SaveScore = FALSE;
3577 game.LevelSolved_CountingTime = 0;
3578 game.LevelSolved_CountingScore = 0;
3579 game.LevelSolved_CountingHealth = 0;
3581 game.panel.active = TRUE;
3583 game.no_time_limit = (level.time == 0);
3585 game.yamyam_content_nr = 0;
3586 game.robot_wheel_active = FALSE;
3587 game.magic_wall_active = FALSE;
3588 game.magic_wall_time_left = 0;
3589 game.light_time_left = 0;
3590 game.timegate_time_left = 0;
3591 game.switchgate_pos = 0;
3592 game.wind_direction = level.wind_direction_initial;
3595 game.score_final = 0;
3597 game.health = MAX_HEALTH;
3598 game.health_final = MAX_HEALTH;
3600 game.gems_still_needed = level.gems_needed;
3601 game.sokoban_fields_still_needed = 0;
3602 game.sokoban_objects_still_needed = 0;
3603 game.lights_still_needed = 0;
3604 game.players_still_needed = 0;
3605 game.friends_still_needed = 0;
3607 game.lenses_time_left = 0;
3608 game.magnify_time_left = 0;
3610 game.ball_state = level.ball_state_initial;
3611 game.ball_content_nr = 0;
3613 game.explosions_delayed = TRUE;
3615 game.envelope_active = FALSE;
3617 for (i = 0; i < NUM_BELTS; i++)
3619 game.belt_dir[i] = MV_NONE;
3620 game.belt_dir_nr[i] = 3; // not moving, next moving left
3623 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3624 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3626 #if DEBUG_INIT_PLAYER
3627 DebugPrintPlayerStatus("Player status at level initialization");
3630 SCAN_PLAYFIELD(x, y)
3632 Feld[x][y] = Last[x][y] = level.field[x][y];
3633 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3634 ChangeDelay[x][y] = 0;
3635 ChangePage[x][y] = -1;
3636 CustomValue[x][y] = 0; // initialized in InitField()
3637 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3639 WasJustMoving[x][y] = 0;
3640 WasJustFalling[x][y] = 0;
3641 CheckCollision[x][y] = 0;
3642 CheckImpact[x][y] = 0;
3644 Pushed[x][y] = FALSE;
3646 ChangeCount[x][y] = 0;
3647 ChangeEvent[x][y] = -1;
3649 ExplodePhase[x][y] = 0;
3650 ExplodeDelay[x][y] = 0;
3651 ExplodeField[x][y] = EX_TYPE_NONE;
3653 RunnerVisit[x][y] = 0;
3654 PlayerVisit[x][y] = 0;
3657 GfxRandom[x][y] = INIT_GFX_RANDOM();
3658 GfxElement[x][y] = EL_UNDEFINED;
3659 GfxAction[x][y] = ACTION_DEFAULT;
3660 GfxDir[x][y] = MV_NONE;
3661 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3664 SCAN_PLAYFIELD(x, y)
3666 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3668 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3670 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3673 InitField(x, y, TRUE);
3675 ResetGfxAnimation(x, y);
3680 for (i = 0; i < MAX_PLAYERS; i++)
3682 struct PlayerInfo *player = &stored_player[i];
3684 // set number of special actions for bored and sleeping animation
3685 player->num_special_action_bored =
3686 get_num_special_action(player->artwork_element,
3687 ACTION_BORING_1, ACTION_BORING_LAST);
3688 player->num_special_action_sleeping =
3689 get_num_special_action(player->artwork_element,
3690 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3693 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3694 emulate_sb ? EMU_SOKOBAN :
3695 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3697 // initialize type of slippery elements
3698 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3700 if (!IS_CUSTOM_ELEMENT(i))
3702 // default: elements slip down either to the left or right randomly
3703 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3705 // SP style elements prefer to slip down on the left side
3706 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3707 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3709 // BD style elements prefer to slip down on the left side
3710 if (game.emulation == EMU_BOULDERDASH)
3711 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3715 // initialize explosion and ignition delay
3716 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3718 if (!IS_CUSTOM_ELEMENT(i))
3721 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3722 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3723 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3724 int last_phase = (num_phase + 1) * delay;
3725 int half_phase = (num_phase / 2) * delay;
3727 element_info[i].explosion_delay = last_phase - 1;
3728 element_info[i].ignition_delay = half_phase;
3730 if (i == EL_BLACK_ORB)
3731 element_info[i].ignition_delay = 1;
3735 // correct non-moving belts to start moving left
3736 for (i = 0; i < NUM_BELTS; i++)
3737 if (game.belt_dir[i] == MV_NONE)
3738 game.belt_dir_nr[i] = 3; // not moving, next moving left
3740 #if USE_NEW_PLAYER_ASSIGNMENTS
3741 for (i = 0; i < MAX_PLAYERS; i++)
3743 stored_player[i].connected = FALSE;
3745 // in network game mode, the local player might not be the first player
3746 if (stored_player[i].connected_locally)
3747 local_player = &stored_player[i];
3750 if (!network.enabled)
3751 local_player->connected = TRUE;
3755 for (i = 0; i < MAX_PLAYERS; i++)
3756 stored_player[i].connected = tape.player_participates[i];
3758 else if (network.enabled)
3760 // add team mode players connected over the network (needed for correct
3761 // assignment of player figures from level to locally playing players)
3763 for (i = 0; i < MAX_PLAYERS; i++)
3764 if (stored_player[i].connected_network)
3765 stored_player[i].connected = TRUE;
3767 else if (game.team_mode)
3769 // try to guess locally connected team mode players (needed for correct
3770 // assignment of player figures from level to locally playing players)
3772 for (i = 0; i < MAX_PLAYERS; i++)
3773 if (setup.input[i].use_joystick ||
3774 setup.input[i].key.left != KSYM_UNDEFINED)
3775 stored_player[i].connected = TRUE;
3778 #if DEBUG_INIT_PLAYER
3779 DebugPrintPlayerStatus("Player status after level initialization");
3782 #if DEBUG_INIT_PLAYER
3784 printf("Reassigning players ...\n");
3787 // check if any connected player was not found in playfield
3788 for (i = 0; i < MAX_PLAYERS; i++)
3790 struct PlayerInfo *player = &stored_player[i];
3792 if (player->connected && !player->present)
3794 struct PlayerInfo *field_player = NULL;
3796 #if DEBUG_INIT_PLAYER
3798 printf("- looking for field player for player %d ...\n", i + 1);
3801 // assign first free player found that is present in the playfield
3803 // first try: look for unmapped playfield player that is not connected
3804 for (j = 0; j < MAX_PLAYERS; j++)
3805 if (field_player == NULL &&
3806 stored_player[j].present &&
3807 !stored_player[j].mapped &&
3808 !stored_player[j].connected)
3809 field_player = &stored_player[j];
3811 // second try: look for *any* unmapped playfield player
3812 for (j = 0; j < MAX_PLAYERS; j++)
3813 if (field_player == NULL &&
3814 stored_player[j].present &&
3815 !stored_player[j].mapped)
3816 field_player = &stored_player[j];
3818 if (field_player != NULL)
3820 int jx = field_player->jx, jy = field_player->jy;
3822 #if DEBUG_INIT_PLAYER
3824 printf("- found player %d\n", field_player->index_nr + 1);
3827 player->present = FALSE;
3828 player->active = FALSE;
3830 field_player->present = TRUE;
3831 field_player->active = TRUE;
3834 player->initial_element = field_player->initial_element;
3835 player->artwork_element = field_player->artwork_element;
3837 player->block_last_field = field_player->block_last_field;
3838 player->block_delay_adjustment = field_player->block_delay_adjustment;
3841 StorePlayer[jx][jy] = field_player->element_nr;
3843 field_player->jx = field_player->last_jx = jx;
3844 field_player->jy = field_player->last_jy = jy;
3846 if (local_player == player)
3847 local_player = field_player;
3849 map_player_action[field_player->index_nr] = i;
3851 field_player->mapped = TRUE;
3853 #if DEBUG_INIT_PLAYER
3855 printf("- map_player_action[%d] == %d\n",
3856 field_player->index_nr + 1, i + 1);
3861 if (player->connected && player->present)
3862 player->mapped = TRUE;
3865 #if DEBUG_INIT_PLAYER
3866 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3871 // check if any connected player was not found in playfield
3872 for (i = 0; i < MAX_PLAYERS; i++)
3874 struct PlayerInfo *player = &stored_player[i];
3876 if (player->connected && !player->present)
3878 for (j = 0; j < MAX_PLAYERS; j++)
3880 struct PlayerInfo *field_player = &stored_player[j];
3881 int jx = field_player->jx, jy = field_player->jy;
3883 // assign first free player found that is present in the playfield
3884 if (field_player->present && !field_player->connected)
3886 player->present = TRUE;
3887 player->active = TRUE;
3889 field_player->present = FALSE;
3890 field_player->active = FALSE;
3892 player->initial_element = field_player->initial_element;
3893 player->artwork_element = field_player->artwork_element;
3895 player->block_last_field = field_player->block_last_field;
3896 player->block_delay_adjustment = field_player->block_delay_adjustment;
3898 StorePlayer[jx][jy] = player->element_nr;
3900 player->jx = player->last_jx = jx;
3901 player->jy = player->last_jy = jy;
3911 printf("::: local_player->present == %d\n", local_player->present);
3914 // set focus to local player for network games, else to all players
3915 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3916 game.centered_player_nr_next = game.centered_player_nr;
3917 game.set_centered_player = FALSE;
3919 if (network_playing && tape.recording)
3921 // store client dependent player focus when recording network games
3922 tape.centered_player_nr_next = game.centered_player_nr_next;
3923 tape.set_centered_player = TRUE;
3928 // when playing a tape, eliminate all players who do not participate
3930 #if USE_NEW_PLAYER_ASSIGNMENTS
3932 if (!game.team_mode)
3934 for (i = 0; i < MAX_PLAYERS; i++)
3936 if (stored_player[i].active &&
3937 !tape.player_participates[map_player_action[i]])
3939 struct PlayerInfo *player = &stored_player[i];
3940 int jx = player->jx, jy = player->jy;
3942 #if DEBUG_INIT_PLAYER
3944 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3947 player->active = FALSE;
3948 StorePlayer[jx][jy] = 0;
3949 Feld[jx][jy] = EL_EMPTY;
3956 for (i = 0; i < MAX_PLAYERS; i++)
3958 if (stored_player[i].active &&
3959 !tape.player_participates[i])
3961 struct PlayerInfo *player = &stored_player[i];
3962 int jx = player->jx, jy = player->jy;
3964 player->active = FALSE;
3965 StorePlayer[jx][jy] = 0;
3966 Feld[jx][jy] = EL_EMPTY;
3971 else if (!network.enabled && !game.team_mode) // && !tape.playing
3973 // when in single player mode, eliminate all but the local player
3975 for (i = 0; i < MAX_PLAYERS; i++)
3977 struct PlayerInfo *player = &stored_player[i];
3979 if (player->active && player != local_player)
3981 int jx = player->jx, jy = player->jy;
3983 player->active = FALSE;
3984 player->present = FALSE;
3986 StorePlayer[jx][jy] = 0;
3987 Feld[jx][jy] = EL_EMPTY;
3992 for (i = 0; i < MAX_PLAYERS; i++)
3993 if (stored_player[i].active)
3994 game.players_still_needed++;
3996 if (level.solved_by_one_player)
3997 game.players_still_needed = 1;
3999 // when recording the game, store which players take part in the game
4002 #if USE_NEW_PLAYER_ASSIGNMENTS
4003 for (i = 0; i < MAX_PLAYERS; i++)
4004 if (stored_player[i].connected)
4005 tape.player_participates[i] = TRUE;
4007 for (i = 0; i < MAX_PLAYERS; i++)
4008 if (stored_player[i].active)
4009 tape.player_participates[i] = TRUE;
4013 #if DEBUG_INIT_PLAYER
4014 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4017 if (BorderElement == EL_EMPTY)
4020 SBX_Right = lev_fieldx - SCR_FIELDX;
4022 SBY_Lower = lev_fieldy - SCR_FIELDY;
4027 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4029 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4032 if (full_lev_fieldx <= SCR_FIELDX)
4033 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4034 if (full_lev_fieldy <= SCR_FIELDY)
4035 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4037 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4039 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4042 // if local player not found, look for custom element that might create
4043 // the player (make some assumptions about the right custom element)
4044 if (!local_player->present)
4046 int start_x = 0, start_y = 0;
4047 int found_rating = 0;
4048 int found_element = EL_UNDEFINED;
4049 int player_nr = local_player->index_nr;
4051 SCAN_PLAYFIELD(x, y)
4053 int element = Feld[x][y];
4058 if (level.use_start_element[player_nr] &&
4059 level.start_element[player_nr] == element &&
4066 found_element = element;
4069 if (!IS_CUSTOM_ELEMENT(element))
4072 if (CAN_CHANGE(element))
4074 for (i = 0; i < element_info[element].num_change_pages; i++)
4076 // check for player created from custom element as single target
4077 content = element_info[element].change_page[i].target_element;
4078 is_player = ELEM_IS_PLAYER(content);
4080 if (is_player && (found_rating < 3 ||
4081 (found_rating == 3 && element < found_element)))
4087 found_element = element;
4092 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4094 // check for player created from custom element as explosion content
4095 content = element_info[element].content.e[xx][yy];
4096 is_player = ELEM_IS_PLAYER(content);
4098 if (is_player && (found_rating < 2 ||
4099 (found_rating == 2 && element < found_element)))
4101 start_x = x + xx - 1;
4102 start_y = y + yy - 1;
4105 found_element = element;
4108 if (!CAN_CHANGE(element))
4111 for (i = 0; i < element_info[element].num_change_pages; i++)
4113 // check for player created from custom element as extended target
4115 element_info[element].change_page[i].target_content.e[xx][yy];
4117 is_player = ELEM_IS_PLAYER(content);
4119 if (is_player && (found_rating < 1 ||
4120 (found_rating == 1 && element < found_element)))
4122 start_x = x + xx - 1;
4123 start_y = y + yy - 1;
4126 found_element = element;
4132 scroll_x = SCROLL_POSITION_X(start_x);
4133 scroll_y = SCROLL_POSITION_Y(start_y);
4137 scroll_x = SCROLL_POSITION_X(local_player->jx);
4138 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4141 // !!! FIX THIS (START) !!!
4142 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4144 InitGameEngine_EM();
4146 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4148 InitGameEngine_SP();
4150 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4152 InitGameEngine_MM();
4156 DrawLevel(REDRAW_FIELD);
4159 // after drawing the level, correct some elements
4160 if (game.timegate_time_left == 0)
4161 CloseAllOpenTimegates();
4164 // blit playfield from scroll buffer to normal back buffer for fading in
4165 BlitScreenToBitmap(backbuffer);
4166 // !!! FIX THIS (END) !!!
4168 DrawMaskedBorder(fade_mask);
4173 // full screen redraw is required at this point in the following cases:
4174 // - special editor door undrawn when game was started from level editor
4175 // - drawing area (playfield) was changed and has to be removed completely
4176 redraw_mask = REDRAW_ALL;
4180 if (!game.restart_level)
4182 // copy default game door content to main double buffer
4184 // !!! CHECK AGAIN !!!
4185 SetPanelBackground();
4186 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4187 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4190 SetPanelBackground();
4191 SetDrawBackgroundMask(REDRAW_DOOR_1);
4193 UpdateAndDisplayGameControlValues();
4195 if (!game.restart_level)
4201 CreateGameButtons();
4206 // copy actual game door content to door double buffer for OpenDoor()
4207 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4209 OpenDoor(DOOR_OPEN_ALL);
4211 KeyboardAutoRepeatOffUnlessAutoplay();
4213 #if DEBUG_INIT_PLAYER
4214 DebugPrintPlayerStatus("Player status (final)");
4223 if (!game.restart_level && !tape.playing)
4225 LevelStats_incPlayed(level_nr);
4227 SaveLevelSetup_SeriesInfo();
4230 game.restart_level = FALSE;
4231 game.restart_game_message = NULL;
4232 game.request_active = FALSE;
4234 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4235 InitGameActions_MM();
4237 SaveEngineSnapshotToListInitial();
4239 if (!game.restart_level)
4241 PlaySound(SND_GAME_STARTING);
4243 if (setup.sound_music)
4248 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4249 int actual_player_x, int actual_player_y)
4251 // this is used for non-R'n'D game engines to update certain engine values
4253 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4255 actual_player_x = correctLevelPosX_EM(actual_player_x);
4256 actual_player_y = correctLevelPosY_EM(actual_player_y);
4259 // needed to determine if sounds are played within the visible screen area
4260 scroll_x = actual_scroll_x;
4261 scroll_y = actual_scroll_y;
4263 // needed to get player position for "follow finger" playing input method
4264 local_player->jx = actual_player_x;
4265 local_player->jy = actual_player_y;
4268 void InitMovDir(int x, int y)
4270 int i, element = Feld[x][y];
4271 static int xy[4][2] =
4278 static int direction[3][4] =
4280 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4281 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4282 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4291 Feld[x][y] = EL_BUG;
4292 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4295 case EL_SPACESHIP_RIGHT:
4296 case EL_SPACESHIP_UP:
4297 case EL_SPACESHIP_LEFT:
4298 case EL_SPACESHIP_DOWN:
4299 Feld[x][y] = EL_SPACESHIP;
4300 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4303 case EL_BD_BUTTERFLY_RIGHT:
4304 case EL_BD_BUTTERFLY_UP:
4305 case EL_BD_BUTTERFLY_LEFT:
4306 case EL_BD_BUTTERFLY_DOWN:
4307 Feld[x][y] = EL_BD_BUTTERFLY;
4308 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4311 case EL_BD_FIREFLY_RIGHT:
4312 case EL_BD_FIREFLY_UP:
4313 case EL_BD_FIREFLY_LEFT:
4314 case EL_BD_FIREFLY_DOWN:
4315 Feld[x][y] = EL_BD_FIREFLY;
4316 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4319 case EL_PACMAN_RIGHT:
4321 case EL_PACMAN_LEFT:
4322 case EL_PACMAN_DOWN:
4323 Feld[x][y] = EL_PACMAN;
4324 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4327 case EL_YAMYAM_LEFT:
4328 case EL_YAMYAM_RIGHT:
4330 case EL_YAMYAM_DOWN:
4331 Feld[x][y] = EL_YAMYAM;
4332 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4335 case EL_SP_SNIKSNAK:
4336 MovDir[x][y] = MV_UP;
4339 case EL_SP_ELECTRON:
4340 MovDir[x][y] = MV_LEFT;
4347 Feld[x][y] = EL_MOLE;
4348 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4352 if (IS_CUSTOM_ELEMENT(element))
4354 struct ElementInfo *ei = &element_info[element];
4355 int move_direction_initial = ei->move_direction_initial;
4356 int move_pattern = ei->move_pattern;
4358 if (move_direction_initial == MV_START_PREVIOUS)
4360 if (MovDir[x][y] != MV_NONE)
4363 move_direction_initial = MV_START_AUTOMATIC;
4366 if (move_direction_initial == MV_START_RANDOM)
4367 MovDir[x][y] = 1 << RND(4);
4368 else if (move_direction_initial & MV_ANY_DIRECTION)
4369 MovDir[x][y] = move_direction_initial;
4370 else if (move_pattern == MV_ALL_DIRECTIONS ||
4371 move_pattern == MV_TURNING_LEFT ||
4372 move_pattern == MV_TURNING_RIGHT ||
4373 move_pattern == MV_TURNING_LEFT_RIGHT ||
4374 move_pattern == MV_TURNING_RIGHT_LEFT ||
4375 move_pattern == MV_TURNING_RANDOM)
4376 MovDir[x][y] = 1 << RND(4);
4377 else if (move_pattern == MV_HORIZONTAL)
4378 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4379 else if (move_pattern == MV_VERTICAL)
4380 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4381 else if (move_pattern & MV_ANY_DIRECTION)
4382 MovDir[x][y] = element_info[element].move_pattern;
4383 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4384 move_pattern == MV_ALONG_RIGHT_SIDE)
4386 // use random direction as default start direction
4387 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4388 MovDir[x][y] = 1 << RND(4);
4390 for (i = 0; i < NUM_DIRECTIONS; i++)
4392 int x1 = x + xy[i][0];
4393 int y1 = y + xy[i][1];
4395 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4397 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4398 MovDir[x][y] = direction[0][i];
4400 MovDir[x][y] = direction[1][i];
4409 MovDir[x][y] = 1 << RND(4);
4411 if (element != EL_BUG &&
4412 element != EL_SPACESHIP &&
4413 element != EL_BD_BUTTERFLY &&
4414 element != EL_BD_FIREFLY)
4417 for (i = 0; i < NUM_DIRECTIONS; i++)
4419 int x1 = x + xy[i][0];
4420 int y1 = y + xy[i][1];
4422 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4424 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4426 MovDir[x][y] = direction[0][i];
4429 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4430 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4432 MovDir[x][y] = direction[1][i];
4441 GfxDir[x][y] = MovDir[x][y];
4444 void InitAmoebaNr(int x, int y)
4447 int group_nr = AmoebeNachbarNr(x, y);
4451 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4453 if (AmoebaCnt[i] == 0)
4461 AmoebaNr[x][y] = group_nr;
4462 AmoebaCnt[group_nr]++;
4463 AmoebaCnt2[group_nr]++;
4466 static void LevelSolved(void)
4468 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4469 game.players_still_needed > 0)
4472 game.LevelSolved = TRUE;
4473 game.GameOver = TRUE;
4475 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4476 level.native_em_level->lev->score :
4477 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4480 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4481 MM_HEALTH(game_mm.laser_overload_value) :
4484 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4485 game.LevelSolved_CountingScore = game.score_final;
4486 game.LevelSolved_CountingHealth = game.health_final;
4491 static int time_count_steps;
4492 static int time, time_final;
4493 static int score, score_final;
4494 static int health, health_final;
4495 static int game_over_delay_1 = 0;
4496 static int game_over_delay_2 = 0;
4497 static int game_over_delay_3 = 0;
4498 int game_over_delay_value_1 = 50;
4499 int game_over_delay_value_2 = 25;
4500 int game_over_delay_value_3 = 50;
4502 if (!game.LevelSolved_GameWon)
4506 // do not start end game actions before the player stops moving (to exit)
4507 if (local_player->active && local_player->MovPos)
4510 game.LevelSolved_GameWon = TRUE;
4511 game.LevelSolved_SaveTape = tape.recording;
4512 game.LevelSolved_SaveScore = !tape.playing;
4516 LevelStats_incSolved(level_nr);
4518 SaveLevelSetup_SeriesInfo();
4521 if (tape.auto_play) // tape might already be stopped here
4522 tape.auto_play_level_solved = TRUE;
4526 game_over_delay_1 = 0;
4527 game_over_delay_2 = 0;
4528 game_over_delay_3 = game_over_delay_value_3;
4530 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4531 score = score_final = game.score_final;
4532 health = health_final = game.health_final;
4534 if (level.score[SC_TIME_BONUS] > 0)
4539 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4541 else if (game.no_time_limit && TimePlayed < 999)
4544 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4547 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4549 game_over_delay_1 = game_over_delay_value_1;
4551 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4554 score_final += health * level.score[SC_TIME_BONUS];
4556 game_over_delay_2 = game_over_delay_value_2;
4559 game.score_final = score_final;
4560 game.health_final = health_final;
4563 if (level_editor_test_game)
4566 score = score_final;
4568 game.LevelSolved_CountingTime = time;
4569 game.LevelSolved_CountingScore = score;
4571 game_panel_controls[GAME_PANEL_TIME].value = time;
4572 game_panel_controls[GAME_PANEL_SCORE].value = score;
4574 DisplayGameControlValues();
4577 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4579 // check if last player has left the level
4580 if (game.exit_x >= 0 &&
4583 int x = game.exit_x;
4584 int y = game.exit_y;
4585 int element = Feld[x][y];
4587 // close exit door after last player
4588 if ((game.all_players_gone &&
4589 (element == EL_EXIT_OPEN ||
4590 element == EL_SP_EXIT_OPEN ||
4591 element == EL_STEEL_EXIT_OPEN)) ||
4592 element == EL_EM_EXIT_OPEN ||
4593 element == EL_EM_STEEL_EXIT_OPEN)
4597 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4598 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4599 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4600 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4601 EL_EM_STEEL_EXIT_CLOSING);
4603 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4606 // player disappears
4607 DrawLevelField(x, y);
4610 for (i = 0; i < MAX_PLAYERS; i++)
4612 struct PlayerInfo *player = &stored_player[i];
4614 if (player->present)
4616 RemovePlayer(player);
4618 // player disappears
4619 DrawLevelField(player->jx, player->jy);
4624 PlaySound(SND_GAME_WINNING);
4627 if (game_over_delay_1 > 0)
4629 game_over_delay_1--;
4634 if (time != time_final)
4636 int time_to_go = ABS(time_final - time);
4637 int time_count_dir = (time < time_final ? +1 : -1);
4639 if (time_to_go < time_count_steps)
4640 time_count_steps = 1;
4642 time += time_count_steps * time_count_dir;
4643 score += time_count_steps * level.score[SC_TIME_BONUS];
4645 game.LevelSolved_CountingTime = time;
4646 game.LevelSolved_CountingScore = score;
4648 game_panel_controls[GAME_PANEL_TIME].value = time;
4649 game_panel_controls[GAME_PANEL_SCORE].value = score;
4651 DisplayGameControlValues();
4653 if (time == time_final)
4654 StopSound(SND_GAME_LEVELTIME_BONUS);
4655 else if (setup.sound_loops)
4656 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4658 PlaySound(SND_GAME_LEVELTIME_BONUS);
4663 if (game_over_delay_2 > 0)
4665 game_over_delay_2--;
4670 if (health != health_final)
4672 int health_count_dir = (health < health_final ? +1 : -1);
4674 health += health_count_dir;
4675 score += level.score[SC_TIME_BONUS];
4677 game.LevelSolved_CountingHealth = health;
4678 game.LevelSolved_CountingScore = score;
4680 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4681 game_panel_controls[GAME_PANEL_SCORE].value = score;
4683 DisplayGameControlValues();
4685 if (health == health_final)
4686 StopSound(SND_GAME_LEVELTIME_BONUS);
4687 else if (setup.sound_loops)
4688 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4690 PlaySound(SND_GAME_LEVELTIME_BONUS);
4695 game.panel.active = FALSE;
4697 if (game_over_delay_3 > 0)
4699 game_over_delay_3--;
4709 // used instead of "level_nr" (needed for network games)
4710 int last_level_nr = levelset.level_nr;
4713 game.LevelSolved_GameEnd = TRUE;
4715 if (game.LevelSolved_SaveTape)
4717 // make sure that request dialog to save tape does not open door again
4718 if (!global.use_envelope_request)
4719 CloseDoor(DOOR_CLOSE_1);
4721 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4724 // if no tape is to be saved, close both doors simultaneously
4725 CloseDoor(DOOR_CLOSE_ALL);
4727 if (level_editor_test_game)
4729 SetGameStatus(GAME_MODE_MAIN);
4736 if (!game.LevelSolved_SaveScore)
4738 SetGameStatus(GAME_MODE_MAIN);
4745 if (level_nr == leveldir_current->handicap_level)
4747 leveldir_current->handicap_level++;
4749 SaveLevelSetup_SeriesInfo();
4752 if (setup.increment_levels &&
4753 level_nr < leveldir_current->last_level &&
4756 level_nr++; // advance to next level
4757 TapeErase(); // start with empty tape
4759 if (setup.auto_play_next_level)
4761 LoadLevel(level_nr);
4763 SaveLevelSetup_SeriesInfo();
4767 hi_pos = NewHiScore(last_level_nr);
4769 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4771 SetGameStatus(GAME_MODE_SCORES);
4773 DrawHallOfFame(last_level_nr, hi_pos);
4775 else if (setup.auto_play_next_level && setup.increment_levels &&
4776 last_level_nr < leveldir_current->last_level &&
4779 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4783 SetGameStatus(GAME_MODE_MAIN);
4789 int NewHiScore(int level_nr)
4793 boolean one_score_entry_per_name = !program.many_scores_per_name;
4795 LoadScore(level_nr);
4797 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4798 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4801 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4803 if (game.score_final > highscore[k].Score)
4805 // player has made it to the hall of fame
4807 if (k < MAX_SCORE_ENTRIES - 1)
4809 int m = MAX_SCORE_ENTRIES - 1;
4811 if (one_score_entry_per_name)
4813 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4814 if (strEqual(setup.player_name, highscore[l].Name))
4817 if (m == k) // player's new highscore overwrites his old one
4821 for (l = m; l > k; l--)
4823 strcpy(highscore[l].Name, highscore[l - 1].Name);
4824 highscore[l].Score = highscore[l - 1].Score;
4830 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4831 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4832 highscore[k].Score = game.score_final;
4837 else if (one_score_entry_per_name &&
4838 !strncmp(setup.player_name, highscore[k].Name,
4839 MAX_PLAYER_NAME_LEN))
4840 break; // player already there with a higher score
4844 SaveScore(level_nr);
4849 static int getElementMoveStepsizeExt(int x, int y, int direction)
4851 int element = Feld[x][y];
4852 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4853 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4854 int horiz_move = (dx != 0);
4855 int sign = (horiz_move ? dx : dy);
4856 int step = sign * element_info[element].move_stepsize;
4858 // special values for move stepsize for spring and things on conveyor belt
4861 if (CAN_FALL(element) &&
4862 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4863 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4864 else if (element == EL_SPRING)
4865 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4871 static int getElementMoveStepsize(int x, int y)
4873 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4876 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4878 if (player->GfxAction != action || player->GfxDir != dir)
4880 player->GfxAction = action;
4881 player->GfxDir = dir;
4883 player->StepFrame = 0;
4887 static void ResetGfxFrame(int x, int y)
4889 // profiling showed that "autotest" spends 10~20% of its time in this function
4890 if (DrawingDeactivatedField())
4893 int element = Feld[x][y];
4894 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4896 if (graphic_info[graphic].anim_global_sync)
4897 GfxFrame[x][y] = FrameCounter;
4898 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4899 GfxFrame[x][y] = CustomValue[x][y];
4900 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4901 GfxFrame[x][y] = element_info[element].collect_score;
4902 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4903 GfxFrame[x][y] = ChangeDelay[x][y];
4906 static void ResetGfxAnimation(int x, int y)
4908 GfxAction[x][y] = ACTION_DEFAULT;
4909 GfxDir[x][y] = MovDir[x][y];
4912 ResetGfxFrame(x, y);
4915 static void ResetRandomAnimationValue(int x, int y)
4917 GfxRandom[x][y] = INIT_GFX_RANDOM();
4920 static void InitMovingField(int x, int y, int direction)
4922 int element = Feld[x][y];
4923 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4924 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4927 boolean is_moving_before, is_moving_after;
4929 // check if element was/is moving or being moved before/after mode change
4930 is_moving_before = (WasJustMoving[x][y] != 0);
4931 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4933 // reset animation only for moving elements which change direction of moving
4934 // or which just started or stopped moving
4935 // (else CEs with property "can move" / "not moving" are reset each frame)
4936 if (is_moving_before != is_moving_after ||
4937 direction != MovDir[x][y])
4938 ResetGfxAnimation(x, y);
4940 MovDir[x][y] = direction;
4941 GfxDir[x][y] = direction;
4943 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4944 direction == MV_DOWN && CAN_FALL(element) ?
4945 ACTION_FALLING : ACTION_MOVING);
4947 // this is needed for CEs with property "can move" / "not moving"
4949 if (is_moving_after)
4951 if (Feld[newx][newy] == EL_EMPTY)
4952 Feld[newx][newy] = EL_BLOCKED;
4954 MovDir[newx][newy] = MovDir[x][y];
4956 CustomValue[newx][newy] = CustomValue[x][y];
4958 GfxFrame[newx][newy] = GfxFrame[x][y];
4959 GfxRandom[newx][newy] = GfxRandom[x][y];
4960 GfxAction[newx][newy] = GfxAction[x][y];
4961 GfxDir[newx][newy] = GfxDir[x][y];
4965 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4967 int direction = MovDir[x][y];
4968 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4969 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4975 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4977 int oldx = x, oldy = y;
4978 int direction = MovDir[x][y];
4980 if (direction == MV_LEFT)
4982 else if (direction == MV_RIGHT)
4984 else if (direction == MV_UP)
4986 else if (direction == MV_DOWN)
4989 *comes_from_x = oldx;
4990 *comes_from_y = oldy;
4993 static int MovingOrBlocked2Element(int x, int y)
4995 int element = Feld[x][y];
4997 if (element == EL_BLOCKED)
5001 Blocked2Moving(x, y, &oldx, &oldy);
5002 return Feld[oldx][oldy];
5008 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5010 // like MovingOrBlocked2Element(), but if element is moving
5011 // and (x,y) is the field the moving element is just leaving,
5012 // return EL_BLOCKED instead of the element value
5013 int element = Feld[x][y];
5015 if (IS_MOVING(x, y))
5017 if (element == EL_BLOCKED)
5021 Blocked2Moving(x, y, &oldx, &oldy);
5022 return Feld[oldx][oldy];
5031 static void RemoveField(int x, int y)
5033 Feld[x][y] = EL_EMPTY;
5039 CustomValue[x][y] = 0;
5042 ChangeDelay[x][y] = 0;
5043 ChangePage[x][y] = -1;
5044 Pushed[x][y] = FALSE;
5046 GfxElement[x][y] = EL_UNDEFINED;
5047 GfxAction[x][y] = ACTION_DEFAULT;
5048 GfxDir[x][y] = MV_NONE;
5051 static void RemoveMovingField(int x, int y)
5053 int oldx = x, oldy = y, newx = x, newy = y;
5054 int element = Feld[x][y];
5055 int next_element = EL_UNDEFINED;
5057 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5060 if (IS_MOVING(x, y))
5062 Moving2Blocked(x, y, &newx, &newy);
5064 if (Feld[newx][newy] != EL_BLOCKED)
5066 // element is moving, but target field is not free (blocked), but
5067 // already occupied by something different (example: acid pool);
5068 // in this case, only remove the moving field, but not the target
5070 RemoveField(oldx, oldy);
5072 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5074 TEST_DrawLevelField(oldx, oldy);
5079 else if (element == EL_BLOCKED)
5081 Blocked2Moving(x, y, &oldx, &oldy);
5082 if (!IS_MOVING(oldx, oldy))
5086 if (element == EL_BLOCKED &&
5087 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5088 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5089 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5090 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5091 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5092 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5093 next_element = get_next_element(Feld[oldx][oldy]);
5095 RemoveField(oldx, oldy);
5096 RemoveField(newx, newy);
5098 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5100 if (next_element != EL_UNDEFINED)
5101 Feld[oldx][oldy] = next_element;
5103 TEST_DrawLevelField(oldx, oldy);
5104 TEST_DrawLevelField(newx, newy);
5107 void DrawDynamite(int x, int y)
5109 int sx = SCREENX(x), sy = SCREENY(y);
5110 int graphic = el2img(Feld[x][y]);
5113 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5116 if (IS_WALKABLE_INSIDE(Back[x][y]))
5120 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5121 else if (Store[x][y])
5122 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5124 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5126 if (Back[x][y] || Store[x][y])
5127 DrawGraphicThruMask(sx, sy, graphic, frame);
5129 DrawGraphic(sx, sy, graphic, frame);
5132 static void CheckDynamite(int x, int y)
5134 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5138 if (MovDelay[x][y] != 0)
5141 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5147 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5152 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5154 boolean num_checked_players = 0;
5157 for (i = 0; i < MAX_PLAYERS; i++)
5159 if (stored_player[i].active)
5161 int sx = stored_player[i].jx;
5162 int sy = stored_player[i].jy;
5164 if (num_checked_players == 0)
5171 *sx1 = MIN(*sx1, sx);
5172 *sy1 = MIN(*sy1, sy);
5173 *sx2 = MAX(*sx2, sx);
5174 *sy2 = MAX(*sy2, sy);
5177 num_checked_players++;
5182 static boolean checkIfAllPlayersFitToScreen_RND(void)
5184 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5186 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5188 return (sx2 - sx1 < SCR_FIELDX &&
5189 sy2 - sy1 < SCR_FIELDY);
5192 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5194 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5196 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5198 *sx = (sx1 + sx2) / 2;
5199 *sy = (sy1 + sy2) / 2;
5202 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5203 boolean center_screen, boolean quick_relocation)
5205 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5206 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5207 boolean no_delay = (tape.warp_forward);
5208 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5209 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5210 int new_scroll_x, new_scroll_y;
5212 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5214 // case 1: quick relocation inside visible screen (without scrolling)
5221 if (!level.shifted_relocation || center_screen)
5223 // relocation _with_ centering of screen
5225 new_scroll_x = SCROLL_POSITION_X(x);
5226 new_scroll_y = SCROLL_POSITION_Y(y);
5230 // relocation _without_ centering of screen
5232 int center_scroll_x = SCROLL_POSITION_X(old_x);
5233 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5234 int offset_x = x + (scroll_x - center_scroll_x);
5235 int offset_y = y + (scroll_y - center_scroll_y);
5237 // for new screen position, apply previous offset to center position
5238 new_scroll_x = SCROLL_POSITION_X(offset_x);
5239 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5242 if (quick_relocation)
5244 // case 2: quick relocation (redraw without visible scrolling)
5246 scroll_x = new_scroll_x;
5247 scroll_y = new_scroll_y;
5254 // case 3: visible relocation (with scrolling to new position)
5256 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5258 SetVideoFrameDelay(wait_delay_value);
5260 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5263 int fx = FX, fy = FY;
5265 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5266 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5268 if (dx == 0 && dy == 0) // no scrolling needed at all
5274 fx += dx * TILEX / 2;
5275 fy += dy * TILEY / 2;
5277 ScrollLevel(dx, dy);
5280 // scroll in two steps of half tile size to make things smoother
5281 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5283 // scroll second step to align at full tile size
5284 BlitScreenToBitmap(window);
5290 SetVideoFrameDelay(frame_delay_value_old);
5293 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5295 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5296 int player_nr = GET_PLAYER_NR(el_player);
5297 struct PlayerInfo *player = &stored_player[player_nr];
5298 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5299 boolean no_delay = (tape.warp_forward);
5300 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5301 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5302 int old_jx = player->jx;
5303 int old_jy = player->jy;
5304 int old_element = Feld[old_jx][old_jy];
5305 int element = Feld[jx][jy];
5306 boolean player_relocated = (old_jx != jx || old_jy != jy);
5308 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5309 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5310 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5311 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5312 int leave_side_horiz = move_dir_horiz;
5313 int leave_side_vert = move_dir_vert;
5314 int enter_side = enter_side_horiz | enter_side_vert;
5315 int leave_side = leave_side_horiz | leave_side_vert;
5317 if (player->buried) // do not reanimate dead player
5320 if (!player_relocated) // no need to relocate the player
5323 if (IS_PLAYER(jx, jy)) // player already placed at new position
5325 RemoveField(jx, jy); // temporarily remove newly placed player
5326 DrawLevelField(jx, jy);
5329 if (player->present)
5331 while (player->MovPos)
5333 ScrollPlayer(player, SCROLL_GO_ON);
5334 ScrollScreen(NULL, SCROLL_GO_ON);
5336 AdvanceFrameAndPlayerCounters(player->index_nr);
5340 BackToFront_WithFrameDelay(wait_delay_value);
5343 DrawPlayer(player); // needed here only to cleanup last field
5344 DrawLevelField(player->jx, player->jy); // remove player graphic
5346 player->is_moving = FALSE;
5349 if (IS_CUSTOM_ELEMENT(old_element))
5350 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5352 player->index_bit, leave_side);
5354 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5356 player->index_bit, leave_side);
5358 Feld[jx][jy] = el_player;
5359 InitPlayerField(jx, jy, el_player, TRUE);
5361 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5362 possible that the relocation target field did not contain a player element,
5363 but a walkable element, to which the new player was relocated -- in this
5364 case, restore that (already initialized!) element on the player field */
5365 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5367 Feld[jx][jy] = element; // restore previously existing element
5370 // only visually relocate centered player
5371 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5372 FALSE, level.instant_relocation);
5374 TestIfPlayerTouchesBadThing(jx, jy);
5375 TestIfPlayerTouchesCustomElement(jx, jy);
5377 if (IS_CUSTOM_ELEMENT(element))
5378 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5379 player->index_bit, enter_side);
5381 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5382 player->index_bit, enter_side);
5384 if (player->is_switching)
5386 /* ensure that relocation while still switching an element does not cause
5387 a new element to be treated as also switched directly after relocation
5388 (this is important for teleporter switches that teleport the player to
5389 a place where another teleporter switch is in the same direction, which
5390 would then incorrectly be treated as immediately switched before the
5391 direction key that caused the switch was released) */
5393 player->switch_x += jx - old_jx;
5394 player->switch_y += jy - old_jy;
5398 static void Explode(int ex, int ey, int phase, int mode)
5404 // !!! eliminate this variable !!!
5405 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5407 if (game.explosions_delayed)
5409 ExplodeField[ex][ey] = mode;
5413 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5415 int center_element = Feld[ex][ey];
5416 int artwork_element, explosion_element; // set these values later
5418 // remove things displayed in background while burning dynamite
5419 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5422 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5424 // put moving element to center field (and let it explode there)
5425 center_element = MovingOrBlocked2Element(ex, ey);
5426 RemoveMovingField(ex, ey);
5427 Feld[ex][ey] = center_element;
5430 // now "center_element" is finally determined -- set related values now
5431 artwork_element = center_element; // for custom player artwork
5432 explosion_element = center_element; // for custom player artwork
5434 if (IS_PLAYER(ex, ey))
5436 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5438 artwork_element = stored_player[player_nr].artwork_element;
5440 if (level.use_explosion_element[player_nr])
5442 explosion_element = level.explosion_element[player_nr];
5443 artwork_element = explosion_element;
5447 if (mode == EX_TYPE_NORMAL ||
5448 mode == EX_TYPE_CENTER ||
5449 mode == EX_TYPE_CROSS)
5450 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5452 last_phase = element_info[explosion_element].explosion_delay + 1;
5454 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5456 int xx = x - ex + 1;
5457 int yy = y - ey + 1;
5460 if (!IN_LEV_FIELD(x, y) ||
5461 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5462 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5465 element = Feld[x][y];
5467 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5469 element = MovingOrBlocked2Element(x, y);
5471 if (!IS_EXPLOSION_PROOF(element))
5472 RemoveMovingField(x, y);
5475 // indestructible elements can only explode in center (but not flames)
5476 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5477 mode == EX_TYPE_BORDER)) ||
5478 element == EL_FLAMES)
5481 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5482 behaviour, for example when touching a yamyam that explodes to rocks
5483 with active deadly shield, a rock is created under the player !!! */
5484 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5486 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5487 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5488 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5490 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5493 if (IS_ACTIVE_BOMB(element))
5495 // re-activate things under the bomb like gate or penguin
5496 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5503 // save walkable background elements while explosion on same tile
5504 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5505 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5506 Back[x][y] = element;
5508 // ignite explodable elements reached by other explosion
5509 if (element == EL_EXPLOSION)
5510 element = Store2[x][y];
5512 if (AmoebaNr[x][y] &&
5513 (element == EL_AMOEBA_FULL ||
5514 element == EL_BD_AMOEBA ||
5515 element == EL_AMOEBA_GROWING))
5517 AmoebaCnt[AmoebaNr[x][y]]--;
5518 AmoebaCnt2[AmoebaNr[x][y]]--;
5523 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5525 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5527 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5529 if (PLAYERINFO(ex, ey)->use_murphy)
5530 Store[x][y] = EL_EMPTY;
5533 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5534 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5535 else if (ELEM_IS_PLAYER(center_element))
5536 Store[x][y] = EL_EMPTY;
5537 else if (center_element == EL_YAMYAM)
5538 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5539 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5540 Store[x][y] = element_info[center_element].content.e[xx][yy];
5542 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5543 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5544 // otherwise) -- FIX THIS !!!
5545 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5546 Store[x][y] = element_info[element].content.e[1][1];
5548 else if (!CAN_EXPLODE(element))
5549 Store[x][y] = element_info[element].content.e[1][1];
5552 Store[x][y] = EL_EMPTY;
5554 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5555 center_element == EL_AMOEBA_TO_DIAMOND)
5556 Store2[x][y] = element;
5558 Feld[x][y] = EL_EXPLOSION;
5559 GfxElement[x][y] = artwork_element;
5561 ExplodePhase[x][y] = 1;
5562 ExplodeDelay[x][y] = last_phase;
5567 if (center_element == EL_YAMYAM)
5568 game.yamyam_content_nr =
5569 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5581 GfxFrame[x][y] = 0; // restart explosion animation
5583 last_phase = ExplodeDelay[x][y];
5585 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5587 // this can happen if the player leaves an explosion just in time
5588 if (GfxElement[x][y] == EL_UNDEFINED)
5589 GfxElement[x][y] = EL_EMPTY;
5591 border_element = Store2[x][y];
5592 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5593 border_element = StorePlayer[x][y];
5595 if (phase == element_info[border_element].ignition_delay ||
5596 phase == last_phase)
5598 boolean border_explosion = FALSE;
5600 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5601 !PLAYER_EXPLOSION_PROTECTED(x, y))
5603 KillPlayerUnlessExplosionProtected(x, y);
5604 border_explosion = TRUE;
5606 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5608 Feld[x][y] = Store2[x][y];
5611 border_explosion = TRUE;
5613 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5615 AmoebeUmwandeln(x, y);
5617 border_explosion = TRUE;
5620 // if an element just explodes due to another explosion (chain-reaction),
5621 // do not immediately end the new explosion when it was the last frame of
5622 // the explosion (as it would be done in the following "if"-statement!)
5623 if (border_explosion && phase == last_phase)
5627 if (phase == last_phase)
5631 element = Feld[x][y] = Store[x][y];
5632 Store[x][y] = Store2[x][y] = 0;
5633 GfxElement[x][y] = EL_UNDEFINED;
5635 // player can escape from explosions and might therefore be still alive
5636 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5637 element <= EL_PLAYER_IS_EXPLODING_4)
5639 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5640 int explosion_element = EL_PLAYER_1 + player_nr;
5641 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5642 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5644 if (level.use_explosion_element[player_nr])
5645 explosion_element = level.explosion_element[player_nr];
5647 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5648 element_info[explosion_element].content.e[xx][yy]);
5651 // restore probably existing indestructible background element
5652 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5653 element = Feld[x][y] = Back[x][y];
5656 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5657 GfxDir[x][y] = MV_NONE;
5658 ChangeDelay[x][y] = 0;
5659 ChangePage[x][y] = -1;
5661 CustomValue[x][y] = 0;
5663 InitField_WithBug2(x, y, FALSE);
5665 TEST_DrawLevelField(x, y);
5667 TestIfElementTouchesCustomElement(x, y);
5669 if (GFX_CRUMBLED(element))
5670 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5672 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5673 StorePlayer[x][y] = 0;
5675 if (ELEM_IS_PLAYER(element))
5676 RelocatePlayer(x, y, element);
5678 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5680 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5681 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5684 TEST_DrawLevelFieldCrumbled(x, y);
5686 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5688 DrawLevelElement(x, y, Back[x][y]);
5689 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5691 else if (IS_WALKABLE_UNDER(Back[x][y]))
5693 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5694 DrawLevelElementThruMask(x, y, Back[x][y]);
5696 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5697 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5701 static void DynaExplode(int ex, int ey)
5704 int dynabomb_element = Feld[ex][ey];
5705 int dynabomb_size = 1;
5706 boolean dynabomb_xl = FALSE;
5707 struct PlayerInfo *player;
5708 static int xy[4][2] =
5716 if (IS_ACTIVE_BOMB(dynabomb_element))
5718 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5719 dynabomb_size = player->dynabomb_size;
5720 dynabomb_xl = player->dynabomb_xl;
5721 player->dynabombs_left++;
5724 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5726 for (i = 0; i < NUM_DIRECTIONS; i++)
5728 for (j = 1; j <= dynabomb_size; j++)
5730 int x = ex + j * xy[i][0];
5731 int y = ey + j * xy[i][1];
5734 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5737 element = Feld[x][y];
5739 // do not restart explosions of fields with active bombs
5740 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5743 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5745 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5746 !IS_DIGGABLE(element) && !dynabomb_xl)
5752 void Bang(int x, int y)
5754 int element = MovingOrBlocked2Element(x, y);
5755 int explosion_type = EX_TYPE_NORMAL;
5757 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5759 struct PlayerInfo *player = PLAYERINFO(x, y);
5761 element = Feld[x][y] = player->initial_element;
5763 if (level.use_explosion_element[player->index_nr])
5765 int explosion_element = level.explosion_element[player->index_nr];
5767 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5768 explosion_type = EX_TYPE_CROSS;
5769 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5770 explosion_type = EX_TYPE_CENTER;
5778 case EL_BD_BUTTERFLY:
5781 case EL_DARK_YAMYAM:
5785 RaiseScoreElement(element);
5788 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5789 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5790 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5791 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5792 case EL_DYNABOMB_INCREASE_NUMBER:
5793 case EL_DYNABOMB_INCREASE_SIZE:
5794 case EL_DYNABOMB_INCREASE_POWER:
5795 explosion_type = EX_TYPE_DYNA;
5798 case EL_DC_LANDMINE:
5799 explosion_type = EX_TYPE_CENTER;
5804 case EL_LAMP_ACTIVE:
5805 case EL_AMOEBA_TO_DIAMOND:
5806 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5807 explosion_type = EX_TYPE_CENTER;
5811 if (element_info[element].explosion_type == EXPLODES_CROSS)
5812 explosion_type = EX_TYPE_CROSS;
5813 else if (element_info[element].explosion_type == EXPLODES_1X1)
5814 explosion_type = EX_TYPE_CENTER;
5818 if (explosion_type == EX_TYPE_DYNA)
5821 Explode(x, y, EX_PHASE_START, explosion_type);
5823 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5826 static void SplashAcid(int x, int y)
5828 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5829 (!IN_LEV_FIELD(x - 1, y - 2) ||
5830 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5831 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5833 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5834 (!IN_LEV_FIELD(x + 1, y - 2) ||
5835 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5836 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5838 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5841 static void InitBeltMovement(void)
5843 static int belt_base_element[4] =
5845 EL_CONVEYOR_BELT_1_LEFT,
5846 EL_CONVEYOR_BELT_2_LEFT,
5847 EL_CONVEYOR_BELT_3_LEFT,
5848 EL_CONVEYOR_BELT_4_LEFT
5850 static int belt_base_active_element[4] =
5852 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5853 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5854 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5855 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5860 // set frame order for belt animation graphic according to belt direction
5861 for (i = 0; i < NUM_BELTS; i++)
5865 for (j = 0; j < NUM_BELT_PARTS; j++)
5867 int element = belt_base_active_element[belt_nr] + j;
5868 int graphic_1 = el2img(element);
5869 int graphic_2 = el2panelimg(element);
5871 if (game.belt_dir[i] == MV_LEFT)
5873 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5874 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5878 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5879 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5884 SCAN_PLAYFIELD(x, y)
5886 int element = Feld[x][y];
5888 for (i = 0; i < NUM_BELTS; i++)
5890 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5892 int e_belt_nr = getBeltNrFromBeltElement(element);
5895 if (e_belt_nr == belt_nr)
5897 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5899 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5906 static void ToggleBeltSwitch(int x, int y)
5908 static int belt_base_element[4] =
5910 EL_CONVEYOR_BELT_1_LEFT,
5911 EL_CONVEYOR_BELT_2_LEFT,
5912 EL_CONVEYOR_BELT_3_LEFT,
5913 EL_CONVEYOR_BELT_4_LEFT
5915 static int belt_base_active_element[4] =
5917 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5918 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5919 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5920 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5922 static int belt_base_switch_element[4] =
5924 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5925 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5926 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5927 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5929 static int belt_move_dir[4] =
5937 int element = Feld[x][y];
5938 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5939 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5940 int belt_dir = belt_move_dir[belt_dir_nr];
5943 if (!IS_BELT_SWITCH(element))
5946 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5947 game.belt_dir[belt_nr] = belt_dir;
5949 if (belt_dir_nr == 3)
5952 // set frame order for belt animation graphic according to belt direction
5953 for (i = 0; i < NUM_BELT_PARTS; i++)
5955 int element = belt_base_active_element[belt_nr] + i;
5956 int graphic_1 = el2img(element);
5957 int graphic_2 = el2panelimg(element);
5959 if (belt_dir == MV_LEFT)
5961 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5962 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5966 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5967 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5971 SCAN_PLAYFIELD(xx, yy)
5973 int element = Feld[xx][yy];
5975 if (IS_BELT_SWITCH(element))
5977 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5979 if (e_belt_nr == belt_nr)
5981 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5982 TEST_DrawLevelField(xx, yy);
5985 else if (IS_BELT(element) && belt_dir != MV_NONE)
5987 int e_belt_nr = getBeltNrFromBeltElement(element);
5989 if (e_belt_nr == belt_nr)
5991 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5993 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5994 TEST_DrawLevelField(xx, yy);
5997 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5999 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6001 if (e_belt_nr == belt_nr)
6003 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6005 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6006 TEST_DrawLevelField(xx, yy);
6012 static void ToggleSwitchgateSwitch(int x, int y)
6016 game.switchgate_pos = !game.switchgate_pos;
6018 SCAN_PLAYFIELD(xx, yy)
6020 int element = Feld[xx][yy];
6022 if (element == EL_SWITCHGATE_SWITCH_UP)
6024 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6025 TEST_DrawLevelField(xx, yy);
6027 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6029 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6030 TEST_DrawLevelField(xx, yy);
6032 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6034 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6035 TEST_DrawLevelField(xx, yy);
6037 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6039 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6040 TEST_DrawLevelField(xx, yy);
6042 else if (element == EL_SWITCHGATE_OPEN ||
6043 element == EL_SWITCHGATE_OPENING)
6045 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6047 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6049 else if (element == EL_SWITCHGATE_CLOSED ||
6050 element == EL_SWITCHGATE_CLOSING)
6052 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6054 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6059 static int getInvisibleActiveFromInvisibleElement(int element)
6061 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6062 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6063 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6067 static int getInvisibleFromInvisibleActiveElement(int element)
6069 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6070 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6071 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6075 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6079 SCAN_PLAYFIELD(x, y)
6081 int element = Feld[x][y];
6083 if (element == EL_LIGHT_SWITCH &&
6084 game.light_time_left > 0)
6086 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6087 TEST_DrawLevelField(x, y);
6089 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6090 game.light_time_left == 0)
6092 Feld[x][y] = EL_LIGHT_SWITCH;
6093 TEST_DrawLevelField(x, y);
6095 else if (element == EL_EMC_DRIPPER &&
6096 game.light_time_left > 0)
6098 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6099 TEST_DrawLevelField(x, y);
6101 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6102 game.light_time_left == 0)
6104 Feld[x][y] = EL_EMC_DRIPPER;
6105 TEST_DrawLevelField(x, y);
6107 else if (element == EL_INVISIBLE_STEELWALL ||
6108 element == EL_INVISIBLE_WALL ||
6109 element == EL_INVISIBLE_SAND)
6111 if (game.light_time_left > 0)
6112 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6114 TEST_DrawLevelField(x, y);
6116 // uncrumble neighbour fields, if needed
6117 if (element == EL_INVISIBLE_SAND)
6118 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6120 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6121 element == EL_INVISIBLE_WALL_ACTIVE ||
6122 element == EL_INVISIBLE_SAND_ACTIVE)
6124 if (game.light_time_left == 0)
6125 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6127 TEST_DrawLevelField(x, y);
6129 // re-crumble neighbour fields, if needed
6130 if (element == EL_INVISIBLE_SAND)
6131 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6136 static void RedrawAllInvisibleElementsForLenses(void)
6140 SCAN_PLAYFIELD(x, y)
6142 int element = Feld[x][y];
6144 if (element == EL_EMC_DRIPPER &&
6145 game.lenses_time_left > 0)
6147 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6148 TEST_DrawLevelField(x, y);
6150 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6151 game.lenses_time_left == 0)
6153 Feld[x][y] = EL_EMC_DRIPPER;
6154 TEST_DrawLevelField(x, y);
6156 else if (element == EL_INVISIBLE_STEELWALL ||
6157 element == EL_INVISIBLE_WALL ||
6158 element == EL_INVISIBLE_SAND)
6160 if (game.lenses_time_left > 0)
6161 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6163 TEST_DrawLevelField(x, y);
6165 // uncrumble neighbour fields, if needed
6166 if (element == EL_INVISIBLE_SAND)
6167 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6169 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6170 element == EL_INVISIBLE_WALL_ACTIVE ||
6171 element == EL_INVISIBLE_SAND_ACTIVE)
6173 if (game.lenses_time_left == 0)
6174 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6176 TEST_DrawLevelField(x, y);
6178 // re-crumble neighbour fields, if needed
6179 if (element == EL_INVISIBLE_SAND)
6180 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6185 static void RedrawAllInvisibleElementsForMagnifier(void)
6189 SCAN_PLAYFIELD(x, y)
6191 int element = Feld[x][y];
6193 if (element == EL_EMC_FAKE_GRASS &&
6194 game.magnify_time_left > 0)
6196 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6197 TEST_DrawLevelField(x, y);
6199 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6200 game.magnify_time_left == 0)
6202 Feld[x][y] = EL_EMC_FAKE_GRASS;
6203 TEST_DrawLevelField(x, y);
6205 else if (IS_GATE_GRAY(element) &&
6206 game.magnify_time_left > 0)
6208 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6209 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6210 IS_EM_GATE_GRAY(element) ?
6211 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6212 IS_EMC_GATE_GRAY(element) ?
6213 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6214 IS_DC_GATE_GRAY(element) ?
6215 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6217 TEST_DrawLevelField(x, y);
6219 else if (IS_GATE_GRAY_ACTIVE(element) &&
6220 game.magnify_time_left == 0)
6222 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6223 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6224 IS_EM_GATE_GRAY_ACTIVE(element) ?
6225 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6226 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6227 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6228 IS_DC_GATE_GRAY_ACTIVE(element) ?
6229 EL_DC_GATE_WHITE_GRAY :
6231 TEST_DrawLevelField(x, y);
6236 static void ToggleLightSwitch(int x, int y)
6238 int element = Feld[x][y];
6240 game.light_time_left =
6241 (element == EL_LIGHT_SWITCH ?
6242 level.time_light * FRAMES_PER_SECOND : 0);
6244 RedrawAllLightSwitchesAndInvisibleElements();
6247 static void ActivateTimegateSwitch(int x, int y)
6251 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6253 SCAN_PLAYFIELD(xx, yy)
6255 int element = Feld[xx][yy];
6257 if (element == EL_TIMEGATE_CLOSED ||
6258 element == EL_TIMEGATE_CLOSING)
6260 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6261 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6265 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6267 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6268 TEST_DrawLevelField(xx, yy);
6274 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6275 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6278 static void Impact(int x, int y)
6280 boolean last_line = (y == lev_fieldy - 1);
6281 boolean object_hit = FALSE;
6282 boolean impact = (last_line || object_hit);
6283 int element = Feld[x][y];
6284 int smashed = EL_STEELWALL;
6286 if (!last_line) // check if element below was hit
6288 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6291 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6292 MovDir[x][y + 1] != MV_DOWN ||
6293 MovPos[x][y + 1] <= TILEY / 2));
6295 // do not smash moving elements that left the smashed field in time
6296 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6297 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6300 #if USE_QUICKSAND_IMPACT_BUGFIX
6301 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6303 RemoveMovingField(x, y + 1);
6304 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6305 Feld[x][y + 2] = EL_ROCK;
6306 TEST_DrawLevelField(x, y + 2);
6311 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6313 RemoveMovingField(x, y + 1);
6314 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6315 Feld[x][y + 2] = EL_ROCK;
6316 TEST_DrawLevelField(x, y + 2);
6323 smashed = MovingOrBlocked2Element(x, y + 1);
6325 impact = (last_line || object_hit);
6328 if (!last_line && smashed == EL_ACID) // element falls into acid
6330 SplashAcid(x, y + 1);
6334 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6335 // only reset graphic animation if graphic really changes after impact
6337 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6339 ResetGfxAnimation(x, y);
6340 TEST_DrawLevelField(x, y);
6343 if (impact && CAN_EXPLODE_IMPACT(element))
6348 else if (impact && element == EL_PEARL &&
6349 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6351 ResetGfxAnimation(x, y);
6353 Feld[x][y] = EL_PEARL_BREAKING;
6354 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6357 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6359 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6364 if (impact && element == EL_AMOEBA_DROP)
6366 if (object_hit && IS_PLAYER(x, y + 1))
6367 KillPlayerUnlessEnemyProtected(x, y + 1);
6368 else if (object_hit && smashed == EL_PENGUIN)
6372 Feld[x][y] = EL_AMOEBA_GROWING;
6373 Store[x][y] = EL_AMOEBA_WET;
6375 ResetRandomAnimationValue(x, y);
6380 if (object_hit) // check which object was hit
6382 if ((CAN_PASS_MAGIC_WALL(element) &&
6383 (smashed == EL_MAGIC_WALL ||
6384 smashed == EL_BD_MAGIC_WALL)) ||
6385 (CAN_PASS_DC_MAGIC_WALL(element) &&
6386 smashed == EL_DC_MAGIC_WALL))
6389 int activated_magic_wall =
6390 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6391 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6392 EL_DC_MAGIC_WALL_ACTIVE);
6394 // activate magic wall / mill
6395 SCAN_PLAYFIELD(xx, yy)
6397 if (Feld[xx][yy] == smashed)
6398 Feld[xx][yy] = activated_magic_wall;
6401 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6402 game.magic_wall_active = TRUE;
6404 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6405 SND_MAGIC_WALL_ACTIVATING :
6406 smashed == EL_BD_MAGIC_WALL ?
6407 SND_BD_MAGIC_WALL_ACTIVATING :
6408 SND_DC_MAGIC_WALL_ACTIVATING));
6411 if (IS_PLAYER(x, y + 1))
6413 if (CAN_SMASH_PLAYER(element))
6415 KillPlayerUnlessEnemyProtected(x, y + 1);
6419 else if (smashed == EL_PENGUIN)
6421 if (CAN_SMASH_PLAYER(element))
6427 else if (element == EL_BD_DIAMOND)
6429 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6435 else if (((element == EL_SP_INFOTRON ||
6436 element == EL_SP_ZONK) &&
6437 (smashed == EL_SP_SNIKSNAK ||
6438 smashed == EL_SP_ELECTRON ||
6439 smashed == EL_SP_DISK_ORANGE)) ||
6440 (element == EL_SP_INFOTRON &&
6441 smashed == EL_SP_DISK_YELLOW))
6446 else if (CAN_SMASH_EVERYTHING(element))
6448 if (IS_CLASSIC_ENEMY(smashed) ||
6449 CAN_EXPLODE_SMASHED(smashed))
6454 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6456 if (smashed == EL_LAMP ||
6457 smashed == EL_LAMP_ACTIVE)
6462 else if (smashed == EL_NUT)
6464 Feld[x][y + 1] = EL_NUT_BREAKING;
6465 PlayLevelSound(x, y, SND_NUT_BREAKING);
6466 RaiseScoreElement(EL_NUT);
6469 else if (smashed == EL_PEARL)
6471 ResetGfxAnimation(x, y);
6473 Feld[x][y + 1] = EL_PEARL_BREAKING;
6474 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6477 else if (smashed == EL_DIAMOND)
6479 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6480 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6483 else if (IS_BELT_SWITCH(smashed))
6485 ToggleBeltSwitch(x, y + 1);
6487 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6488 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6489 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6490 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6492 ToggleSwitchgateSwitch(x, y + 1);
6494 else if (smashed == EL_LIGHT_SWITCH ||
6495 smashed == EL_LIGHT_SWITCH_ACTIVE)
6497 ToggleLightSwitch(x, y + 1);
6501 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6503 CheckElementChangeBySide(x, y + 1, smashed, element,
6504 CE_SWITCHED, CH_SIDE_TOP);
6505 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6511 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6516 // play sound of magic wall / mill
6518 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6519 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6520 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6522 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6523 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6524 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6525 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6526 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6527 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6532 // play sound of object that hits the ground
6533 if (last_line || object_hit)
6534 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6537 static void TurnRoundExt(int x, int y)
6549 { 0, 0 }, { 0, 0 }, { 0, 0 },
6554 int left, right, back;
6558 { MV_DOWN, MV_UP, MV_RIGHT },
6559 { MV_UP, MV_DOWN, MV_LEFT },
6561 { MV_LEFT, MV_RIGHT, MV_DOWN },
6565 { MV_RIGHT, MV_LEFT, MV_UP }
6568 int element = Feld[x][y];
6569 int move_pattern = element_info[element].move_pattern;
6571 int old_move_dir = MovDir[x][y];
6572 int left_dir = turn[old_move_dir].left;
6573 int right_dir = turn[old_move_dir].right;
6574 int back_dir = turn[old_move_dir].back;
6576 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6577 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6578 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6579 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6581 int left_x = x + left_dx, left_y = y + left_dy;
6582 int right_x = x + right_dx, right_y = y + right_dy;
6583 int move_x = x + move_dx, move_y = y + move_dy;
6587 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6589 TestIfBadThingTouchesOtherBadThing(x, y);
6591 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6592 MovDir[x][y] = right_dir;
6593 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6594 MovDir[x][y] = left_dir;
6596 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6598 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6601 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6603 TestIfBadThingTouchesOtherBadThing(x, y);
6605 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6606 MovDir[x][y] = left_dir;
6607 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6608 MovDir[x][y] = right_dir;
6610 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6612 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6615 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6617 TestIfBadThingTouchesOtherBadThing(x, y);
6619 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6620 MovDir[x][y] = left_dir;
6621 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6622 MovDir[x][y] = right_dir;
6624 if (MovDir[x][y] != old_move_dir)
6627 else if (element == EL_YAMYAM)
6629 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6630 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6632 if (can_turn_left && can_turn_right)
6633 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6634 else if (can_turn_left)
6635 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6636 else if (can_turn_right)
6637 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6639 MovDir[x][y] = back_dir;
6641 MovDelay[x][y] = 16 + 16 * RND(3);
6643 else if (element == EL_DARK_YAMYAM)
6645 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6647 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6650 if (can_turn_left && can_turn_right)
6651 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6652 else if (can_turn_left)
6653 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6654 else if (can_turn_right)
6655 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6657 MovDir[x][y] = back_dir;
6659 MovDelay[x][y] = 16 + 16 * RND(3);
6661 else if (element == EL_PACMAN)
6663 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6664 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6666 if (can_turn_left && can_turn_right)
6667 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6668 else if (can_turn_left)
6669 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6670 else if (can_turn_right)
6671 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6673 MovDir[x][y] = back_dir;
6675 MovDelay[x][y] = 6 + RND(40);
6677 else if (element == EL_PIG)
6679 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6680 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6681 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6682 boolean should_turn_left, should_turn_right, should_move_on;
6684 int rnd = RND(rnd_value);
6686 should_turn_left = (can_turn_left &&
6688 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6689 y + back_dy + left_dy)));
6690 should_turn_right = (can_turn_right &&
6692 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6693 y + back_dy + right_dy)));
6694 should_move_on = (can_move_on &&
6697 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6698 y + move_dy + left_dy) ||
6699 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6700 y + move_dy + right_dy)));
6702 if (should_turn_left || should_turn_right || should_move_on)
6704 if (should_turn_left && should_turn_right && should_move_on)
6705 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6706 rnd < 2 * rnd_value / 3 ? right_dir :
6708 else if (should_turn_left && should_turn_right)
6709 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6710 else if (should_turn_left && should_move_on)
6711 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6712 else if (should_turn_right && should_move_on)
6713 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6714 else if (should_turn_left)
6715 MovDir[x][y] = left_dir;
6716 else if (should_turn_right)
6717 MovDir[x][y] = right_dir;
6718 else if (should_move_on)
6719 MovDir[x][y] = old_move_dir;
6721 else if (can_move_on && rnd > rnd_value / 8)
6722 MovDir[x][y] = old_move_dir;
6723 else if (can_turn_left && can_turn_right)
6724 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6725 else if (can_turn_left && rnd > rnd_value / 8)
6726 MovDir[x][y] = left_dir;
6727 else if (can_turn_right && rnd > rnd_value/8)
6728 MovDir[x][y] = right_dir;
6730 MovDir[x][y] = back_dir;
6732 xx = x + move_xy[MovDir[x][y]].dx;
6733 yy = y + move_xy[MovDir[x][y]].dy;
6735 if (!IN_LEV_FIELD(xx, yy) ||
6736 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6737 MovDir[x][y] = old_move_dir;
6741 else if (element == EL_DRAGON)
6743 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6744 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6745 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6747 int rnd = RND(rnd_value);
6749 if (can_move_on && rnd > rnd_value / 8)
6750 MovDir[x][y] = old_move_dir;
6751 else if (can_turn_left && can_turn_right)
6752 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6753 else if (can_turn_left && rnd > rnd_value / 8)
6754 MovDir[x][y] = left_dir;
6755 else if (can_turn_right && rnd > rnd_value / 8)
6756 MovDir[x][y] = right_dir;
6758 MovDir[x][y] = back_dir;
6760 xx = x + move_xy[MovDir[x][y]].dx;
6761 yy = y + move_xy[MovDir[x][y]].dy;
6763 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6764 MovDir[x][y] = old_move_dir;
6768 else if (element == EL_MOLE)
6770 boolean can_move_on =
6771 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6772 IS_AMOEBOID(Feld[move_x][move_y]) ||
6773 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6776 boolean can_turn_left =
6777 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6778 IS_AMOEBOID(Feld[left_x][left_y])));
6780 boolean can_turn_right =
6781 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6782 IS_AMOEBOID(Feld[right_x][right_y])));
6784 if (can_turn_left && can_turn_right)
6785 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6786 else if (can_turn_left)
6787 MovDir[x][y] = left_dir;
6789 MovDir[x][y] = right_dir;
6792 if (MovDir[x][y] != old_move_dir)
6795 else if (element == EL_BALLOON)
6797 MovDir[x][y] = game.wind_direction;
6800 else if (element == EL_SPRING)
6802 if (MovDir[x][y] & MV_HORIZONTAL)
6804 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6805 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6807 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6808 ResetGfxAnimation(move_x, move_y);
6809 TEST_DrawLevelField(move_x, move_y);
6811 MovDir[x][y] = back_dir;
6813 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6814 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6815 MovDir[x][y] = MV_NONE;
6820 else if (element == EL_ROBOT ||
6821 element == EL_SATELLITE ||
6822 element == EL_PENGUIN ||
6823 element == EL_EMC_ANDROID)
6825 int attr_x = -1, attr_y = -1;
6827 if (game.all_players_gone)
6829 attr_x = game.exit_x;
6830 attr_y = game.exit_y;
6836 for (i = 0; i < MAX_PLAYERS; i++)
6838 struct PlayerInfo *player = &stored_player[i];
6839 int jx = player->jx, jy = player->jy;
6841 if (!player->active)
6845 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6853 if (element == EL_ROBOT &&
6854 game.robot_wheel_x >= 0 &&
6855 game.robot_wheel_y >= 0 &&
6856 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6857 game.engine_version < VERSION_IDENT(3,1,0,0)))
6859 attr_x = game.robot_wheel_x;
6860 attr_y = game.robot_wheel_y;
6863 if (element == EL_PENGUIN)
6866 static int xy[4][2] =
6874 for (i = 0; i < NUM_DIRECTIONS; i++)
6876 int ex = x + xy[i][0];
6877 int ey = y + xy[i][1];
6879 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6880 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6881 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6882 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6891 MovDir[x][y] = MV_NONE;
6893 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6894 else if (attr_x > x)
6895 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6897 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6898 else if (attr_y > y)
6899 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6901 if (element == EL_ROBOT)
6905 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6906 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6907 Moving2Blocked(x, y, &newx, &newy);
6909 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6910 MovDelay[x][y] = 8 + 8 * !RND(3);
6912 MovDelay[x][y] = 16;
6914 else if (element == EL_PENGUIN)
6920 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6922 boolean first_horiz = RND(2);
6923 int new_move_dir = MovDir[x][y];
6926 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6927 Moving2Blocked(x, y, &newx, &newy);
6929 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6933 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6934 Moving2Blocked(x, y, &newx, &newy);
6936 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6939 MovDir[x][y] = old_move_dir;
6943 else if (element == EL_SATELLITE)
6949 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6951 boolean first_horiz = RND(2);
6952 int new_move_dir = MovDir[x][y];
6955 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6956 Moving2Blocked(x, y, &newx, &newy);
6958 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6962 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6963 Moving2Blocked(x, y, &newx, &newy);
6965 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6968 MovDir[x][y] = old_move_dir;
6972 else if (element == EL_EMC_ANDROID)
6974 static int check_pos[16] =
6976 -1, // 0 => (invalid)
6979 -1, // 3 => (invalid)
6981 0, // 5 => MV_LEFT | MV_UP
6982 2, // 6 => MV_RIGHT | MV_UP
6983 -1, // 7 => (invalid)
6985 6, // 9 => MV_LEFT | MV_DOWN
6986 4, // 10 => MV_RIGHT | MV_DOWN
6987 -1, // 11 => (invalid)
6988 -1, // 12 => (invalid)
6989 -1, // 13 => (invalid)
6990 -1, // 14 => (invalid)
6991 -1, // 15 => (invalid)
6999 { -1, -1, MV_LEFT | MV_UP },
7001 { +1, -1, MV_RIGHT | MV_UP },
7002 { +1, 0, MV_RIGHT },
7003 { +1, +1, MV_RIGHT | MV_DOWN },
7005 { -1, +1, MV_LEFT | MV_DOWN },
7008 int start_pos, check_order;
7009 boolean can_clone = FALSE;
7012 // check if there is any free field around current position
7013 for (i = 0; i < 8; i++)
7015 int newx = x + check_xy[i].dx;
7016 int newy = y + check_xy[i].dy;
7018 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7026 if (can_clone) // randomly find an element to clone
7030 start_pos = check_pos[RND(8)];
7031 check_order = (RND(2) ? -1 : +1);
7033 for (i = 0; i < 8; i++)
7035 int pos_raw = start_pos + i * check_order;
7036 int pos = (pos_raw + 8) % 8;
7037 int newx = x + check_xy[pos].dx;
7038 int newy = y + check_xy[pos].dy;
7040 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7042 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7043 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7045 Store[x][y] = Feld[newx][newy];
7054 if (can_clone) // randomly find a direction to move
7058 start_pos = check_pos[RND(8)];
7059 check_order = (RND(2) ? -1 : +1);
7061 for (i = 0; i < 8; i++)
7063 int pos_raw = start_pos + i * check_order;
7064 int pos = (pos_raw + 8) % 8;
7065 int newx = x + check_xy[pos].dx;
7066 int newy = y + check_xy[pos].dy;
7067 int new_move_dir = check_xy[pos].dir;
7069 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7071 MovDir[x][y] = new_move_dir;
7072 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7081 if (can_clone) // cloning and moving successful
7084 // cannot clone -- try to move towards player
7086 start_pos = check_pos[MovDir[x][y] & 0x0f];
7087 check_order = (RND(2) ? -1 : +1);
7089 for (i = 0; i < 3; i++)
7091 // first check start_pos, then previous/next or (next/previous) pos
7092 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7093 int pos = (pos_raw + 8) % 8;
7094 int newx = x + check_xy[pos].dx;
7095 int newy = y + check_xy[pos].dy;
7096 int new_move_dir = check_xy[pos].dir;
7098 if (IS_PLAYER(newx, newy))
7101 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7103 MovDir[x][y] = new_move_dir;
7104 MovDelay[x][y] = level.android_move_time * 8 + 1;
7111 else if (move_pattern == MV_TURNING_LEFT ||
7112 move_pattern == MV_TURNING_RIGHT ||
7113 move_pattern == MV_TURNING_LEFT_RIGHT ||
7114 move_pattern == MV_TURNING_RIGHT_LEFT ||
7115 move_pattern == MV_TURNING_RANDOM ||
7116 move_pattern == MV_ALL_DIRECTIONS)
7118 boolean can_turn_left =
7119 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7120 boolean can_turn_right =
7121 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7123 if (element_info[element].move_stepsize == 0) // "not moving"
7126 if (move_pattern == MV_TURNING_LEFT)
7127 MovDir[x][y] = left_dir;
7128 else if (move_pattern == MV_TURNING_RIGHT)
7129 MovDir[x][y] = right_dir;
7130 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7131 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7132 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7133 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7134 else if (move_pattern == MV_TURNING_RANDOM)
7135 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7136 can_turn_right && !can_turn_left ? right_dir :
7137 RND(2) ? left_dir : right_dir);
7138 else if (can_turn_left && can_turn_right)
7139 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7140 else if (can_turn_left)
7141 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7142 else if (can_turn_right)
7143 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7145 MovDir[x][y] = back_dir;
7147 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7149 else if (move_pattern == MV_HORIZONTAL ||
7150 move_pattern == MV_VERTICAL)
7152 if (move_pattern & old_move_dir)
7153 MovDir[x][y] = back_dir;
7154 else if (move_pattern == MV_HORIZONTAL)
7155 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7156 else if (move_pattern == MV_VERTICAL)
7157 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7159 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7161 else if (move_pattern & MV_ANY_DIRECTION)
7163 MovDir[x][y] = move_pattern;
7164 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7166 else if (move_pattern & MV_WIND_DIRECTION)
7168 MovDir[x][y] = game.wind_direction;
7169 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7171 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7173 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7174 MovDir[x][y] = left_dir;
7175 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7176 MovDir[x][y] = right_dir;
7178 if (MovDir[x][y] != old_move_dir)
7179 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7181 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7183 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7184 MovDir[x][y] = right_dir;
7185 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7186 MovDir[x][y] = left_dir;
7188 if (MovDir[x][y] != old_move_dir)
7189 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7191 else if (move_pattern == MV_TOWARDS_PLAYER ||
7192 move_pattern == MV_AWAY_FROM_PLAYER)
7194 int attr_x = -1, attr_y = -1;
7196 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7198 if (game.all_players_gone)
7200 attr_x = game.exit_x;
7201 attr_y = game.exit_y;
7207 for (i = 0; i < MAX_PLAYERS; i++)
7209 struct PlayerInfo *player = &stored_player[i];
7210 int jx = player->jx, jy = player->jy;
7212 if (!player->active)
7216 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7224 MovDir[x][y] = MV_NONE;
7226 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7227 else if (attr_x > x)
7228 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7230 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7231 else if (attr_y > y)
7232 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7234 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7236 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7238 boolean first_horiz = RND(2);
7239 int new_move_dir = MovDir[x][y];
7241 if (element_info[element].move_stepsize == 0) // "not moving"
7243 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7244 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7250 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7251 Moving2Blocked(x, y, &newx, &newy);
7253 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7257 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7258 Moving2Blocked(x, y, &newx, &newy);
7260 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7263 MovDir[x][y] = old_move_dir;
7266 else if (move_pattern == MV_WHEN_PUSHED ||
7267 move_pattern == MV_WHEN_DROPPED)
7269 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7270 MovDir[x][y] = MV_NONE;
7274 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7276 static int test_xy[7][2] =
7286 static int test_dir[7] =
7296 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7297 int move_preference = -1000000; // start with very low preference
7298 int new_move_dir = MV_NONE;
7299 int start_test = RND(4);
7302 for (i = 0; i < NUM_DIRECTIONS; i++)
7304 int move_dir = test_dir[start_test + i];
7305 int move_dir_preference;
7307 xx = x + test_xy[start_test + i][0];
7308 yy = y + test_xy[start_test + i][1];
7310 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7311 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7313 new_move_dir = move_dir;
7318 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7321 move_dir_preference = -1 * RunnerVisit[xx][yy];
7322 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7323 move_dir_preference = PlayerVisit[xx][yy];
7325 if (move_dir_preference > move_preference)
7327 // prefer field that has not been visited for the longest time
7328 move_preference = move_dir_preference;
7329 new_move_dir = move_dir;
7331 else if (move_dir_preference == move_preference &&
7332 move_dir == old_move_dir)
7334 // prefer last direction when all directions are preferred equally
7335 move_preference = move_dir_preference;
7336 new_move_dir = move_dir;
7340 MovDir[x][y] = new_move_dir;
7341 if (old_move_dir != new_move_dir)
7342 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7346 static void TurnRound(int x, int y)
7348 int direction = MovDir[x][y];
7352 GfxDir[x][y] = MovDir[x][y];
7354 if (direction != MovDir[x][y])
7358 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7360 ResetGfxFrame(x, y);
7363 static boolean JustBeingPushed(int x, int y)
7367 for (i = 0; i < MAX_PLAYERS; i++)
7369 struct PlayerInfo *player = &stored_player[i];
7371 if (player->active && player->is_pushing && player->MovPos)
7373 int next_jx = player->jx + (player->jx - player->last_jx);
7374 int next_jy = player->jy + (player->jy - player->last_jy);
7376 if (x == next_jx && y == next_jy)
7384 static void StartMoving(int x, int y)
7386 boolean started_moving = FALSE; // some elements can fall _and_ move
7387 int element = Feld[x][y];
7392 if (MovDelay[x][y] == 0)
7393 GfxAction[x][y] = ACTION_DEFAULT;
7395 if (CAN_FALL(element) && y < lev_fieldy - 1)
7397 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7398 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7399 if (JustBeingPushed(x, y))
7402 if (element == EL_QUICKSAND_FULL)
7404 if (IS_FREE(x, y + 1))
7406 InitMovingField(x, y, MV_DOWN);
7407 started_moving = TRUE;
7409 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7410 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7411 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7412 Store[x][y] = EL_ROCK;
7414 Store[x][y] = EL_ROCK;
7417 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7419 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7421 if (!MovDelay[x][y])
7423 MovDelay[x][y] = TILEY + 1;
7425 ResetGfxAnimation(x, y);
7426 ResetGfxAnimation(x, y + 1);
7431 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7432 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7439 Feld[x][y] = EL_QUICKSAND_EMPTY;
7440 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7441 Store[x][y + 1] = Store[x][y];
7444 PlayLevelSoundAction(x, y, ACTION_FILLING);
7446 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7448 if (!MovDelay[x][y])
7450 MovDelay[x][y] = TILEY + 1;
7452 ResetGfxAnimation(x, y);
7453 ResetGfxAnimation(x, y + 1);
7458 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7459 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7466 Feld[x][y] = EL_QUICKSAND_EMPTY;
7467 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7468 Store[x][y + 1] = Store[x][y];
7471 PlayLevelSoundAction(x, y, ACTION_FILLING);
7474 else if (element == EL_QUICKSAND_FAST_FULL)
7476 if (IS_FREE(x, y + 1))
7478 InitMovingField(x, y, MV_DOWN);
7479 started_moving = TRUE;
7481 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7482 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7483 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7484 Store[x][y] = EL_ROCK;
7486 Store[x][y] = EL_ROCK;
7489 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7491 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7493 if (!MovDelay[x][y])
7495 MovDelay[x][y] = TILEY + 1;
7497 ResetGfxAnimation(x, y);
7498 ResetGfxAnimation(x, y + 1);
7503 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7504 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7511 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7512 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7513 Store[x][y + 1] = Store[x][y];
7516 PlayLevelSoundAction(x, y, ACTION_FILLING);
7518 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7520 if (!MovDelay[x][y])
7522 MovDelay[x][y] = TILEY + 1;
7524 ResetGfxAnimation(x, y);
7525 ResetGfxAnimation(x, y + 1);
7530 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7531 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7538 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7539 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7540 Store[x][y + 1] = Store[x][y];
7543 PlayLevelSoundAction(x, y, ACTION_FILLING);
7546 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7547 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7549 InitMovingField(x, y, MV_DOWN);
7550 started_moving = TRUE;
7552 Feld[x][y] = EL_QUICKSAND_FILLING;
7553 Store[x][y] = element;
7555 PlayLevelSoundAction(x, y, ACTION_FILLING);
7557 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7558 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7560 InitMovingField(x, y, MV_DOWN);
7561 started_moving = TRUE;
7563 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7564 Store[x][y] = element;
7566 PlayLevelSoundAction(x, y, ACTION_FILLING);
7568 else if (element == EL_MAGIC_WALL_FULL)
7570 if (IS_FREE(x, y + 1))
7572 InitMovingField(x, y, MV_DOWN);
7573 started_moving = TRUE;
7575 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7576 Store[x][y] = EL_CHANGED(Store[x][y]);
7578 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7580 if (!MovDelay[x][y])
7581 MovDelay[x][y] = TILEY / 4 + 1;
7590 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7591 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7592 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7596 else if (element == EL_BD_MAGIC_WALL_FULL)
7598 if (IS_FREE(x, y + 1))
7600 InitMovingField(x, y, MV_DOWN);
7601 started_moving = TRUE;
7603 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7604 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7606 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7608 if (!MovDelay[x][y])
7609 MovDelay[x][y] = TILEY / 4 + 1;
7618 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7619 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7620 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7624 else if (element == EL_DC_MAGIC_WALL_FULL)
7626 if (IS_FREE(x, y + 1))
7628 InitMovingField(x, y, MV_DOWN);
7629 started_moving = TRUE;
7631 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7632 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7634 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7636 if (!MovDelay[x][y])
7637 MovDelay[x][y] = TILEY / 4 + 1;
7646 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7647 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7648 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7652 else if ((CAN_PASS_MAGIC_WALL(element) &&
7653 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7654 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7655 (CAN_PASS_DC_MAGIC_WALL(element) &&
7656 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7659 InitMovingField(x, y, MV_DOWN);
7660 started_moving = TRUE;
7663 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7664 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7665 EL_DC_MAGIC_WALL_FILLING);
7666 Store[x][y] = element;
7668 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7670 SplashAcid(x, y + 1);
7672 InitMovingField(x, y, MV_DOWN);
7673 started_moving = TRUE;
7675 Store[x][y] = EL_ACID;
7678 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7679 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7680 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7681 CAN_FALL(element) && WasJustFalling[x][y] &&
7682 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7684 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7685 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7686 (Feld[x][y + 1] == EL_BLOCKED)))
7688 /* this is needed for a special case not covered by calling "Impact()"
7689 from "ContinueMoving()": if an element moves to a tile directly below
7690 another element which was just falling on that tile (which was empty
7691 in the previous frame), the falling element above would just stop
7692 instead of smashing the element below (in previous version, the above
7693 element was just checked for "moving" instead of "falling", resulting
7694 in incorrect smashes caused by horizontal movement of the above
7695 element; also, the case of the player being the element to smash was
7696 simply not covered here... :-/ ) */
7698 CheckCollision[x][y] = 0;
7699 CheckImpact[x][y] = 0;
7703 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7705 if (MovDir[x][y] == MV_NONE)
7707 InitMovingField(x, y, MV_DOWN);
7708 started_moving = TRUE;
7711 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7713 if (WasJustFalling[x][y]) // prevent animation from being restarted
7714 MovDir[x][y] = MV_DOWN;
7716 InitMovingField(x, y, MV_DOWN);
7717 started_moving = TRUE;
7719 else if (element == EL_AMOEBA_DROP)
7721 Feld[x][y] = EL_AMOEBA_GROWING;
7722 Store[x][y] = EL_AMOEBA_WET;
7724 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7725 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7726 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7727 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7729 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7730 (IS_FREE(x - 1, y + 1) ||
7731 Feld[x - 1][y + 1] == EL_ACID));
7732 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7733 (IS_FREE(x + 1, y + 1) ||
7734 Feld[x + 1][y + 1] == EL_ACID));
7735 boolean can_fall_any = (can_fall_left || can_fall_right);
7736 boolean can_fall_both = (can_fall_left && can_fall_right);
7737 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7739 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7741 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7742 can_fall_right = FALSE;
7743 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7744 can_fall_left = FALSE;
7745 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7746 can_fall_right = FALSE;
7747 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7748 can_fall_left = FALSE;
7750 can_fall_any = (can_fall_left || can_fall_right);
7751 can_fall_both = FALSE;
7756 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7757 can_fall_right = FALSE; // slip down on left side
7759 can_fall_left = !(can_fall_right = RND(2));
7761 can_fall_both = FALSE;
7766 // if not determined otherwise, prefer left side for slipping down
7767 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7768 started_moving = TRUE;
7771 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7773 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7774 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7775 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7776 int belt_dir = game.belt_dir[belt_nr];
7778 if ((belt_dir == MV_LEFT && left_is_free) ||
7779 (belt_dir == MV_RIGHT && right_is_free))
7781 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7783 InitMovingField(x, y, belt_dir);
7784 started_moving = TRUE;
7786 Pushed[x][y] = TRUE;
7787 Pushed[nextx][y] = TRUE;
7789 GfxAction[x][y] = ACTION_DEFAULT;
7793 MovDir[x][y] = 0; // if element was moving, stop it
7798 // not "else if" because of elements that can fall and move (EL_SPRING)
7799 if (CAN_MOVE(element) && !started_moving)
7801 int move_pattern = element_info[element].move_pattern;
7804 Moving2Blocked(x, y, &newx, &newy);
7806 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7809 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7810 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7812 WasJustMoving[x][y] = 0;
7813 CheckCollision[x][y] = 0;
7815 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7817 if (Feld[x][y] != element) // element has changed
7821 if (!MovDelay[x][y]) // start new movement phase
7823 // all objects that can change their move direction after each step
7824 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7826 if (element != EL_YAMYAM &&
7827 element != EL_DARK_YAMYAM &&
7828 element != EL_PACMAN &&
7829 !(move_pattern & MV_ANY_DIRECTION) &&
7830 move_pattern != MV_TURNING_LEFT &&
7831 move_pattern != MV_TURNING_RIGHT &&
7832 move_pattern != MV_TURNING_LEFT_RIGHT &&
7833 move_pattern != MV_TURNING_RIGHT_LEFT &&
7834 move_pattern != MV_TURNING_RANDOM)
7838 if (MovDelay[x][y] && (element == EL_BUG ||
7839 element == EL_SPACESHIP ||
7840 element == EL_SP_SNIKSNAK ||
7841 element == EL_SP_ELECTRON ||
7842 element == EL_MOLE))
7843 TEST_DrawLevelField(x, y);
7847 if (MovDelay[x][y]) // wait some time before next movement
7851 if (element == EL_ROBOT ||
7852 element == EL_YAMYAM ||
7853 element == EL_DARK_YAMYAM)
7855 DrawLevelElementAnimationIfNeeded(x, y, element);
7856 PlayLevelSoundAction(x, y, ACTION_WAITING);
7858 else if (element == EL_SP_ELECTRON)
7859 DrawLevelElementAnimationIfNeeded(x, y, element);
7860 else if (element == EL_DRAGON)
7863 int dir = MovDir[x][y];
7864 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7865 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7866 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7867 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7868 dir == MV_UP ? IMG_FLAMES_1_UP :
7869 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7870 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7872 GfxAction[x][y] = ACTION_ATTACKING;
7874 if (IS_PLAYER(x, y))
7875 DrawPlayerField(x, y);
7877 TEST_DrawLevelField(x, y);
7879 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7881 for (i = 1; i <= 3; i++)
7883 int xx = x + i * dx;
7884 int yy = y + i * dy;
7885 int sx = SCREENX(xx);
7886 int sy = SCREENY(yy);
7887 int flame_graphic = graphic + (i - 1);
7889 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7894 int flamed = MovingOrBlocked2Element(xx, yy);
7896 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7899 RemoveMovingField(xx, yy);
7901 ChangeDelay[xx][yy] = 0;
7903 Feld[xx][yy] = EL_FLAMES;
7905 if (IN_SCR_FIELD(sx, sy))
7907 TEST_DrawLevelFieldCrumbled(xx, yy);
7908 DrawGraphic(sx, sy, flame_graphic, frame);
7913 if (Feld[xx][yy] == EL_FLAMES)
7914 Feld[xx][yy] = EL_EMPTY;
7915 TEST_DrawLevelField(xx, yy);
7920 if (MovDelay[x][y]) // element still has to wait some time
7922 PlayLevelSoundAction(x, y, ACTION_WAITING);
7928 // now make next step
7930 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7932 if (DONT_COLLIDE_WITH(element) &&
7933 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7934 !PLAYER_ENEMY_PROTECTED(newx, newy))
7936 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7941 else if (CAN_MOVE_INTO_ACID(element) &&
7942 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7943 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7944 (MovDir[x][y] == MV_DOWN ||
7945 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7947 SplashAcid(newx, newy);
7948 Store[x][y] = EL_ACID;
7950 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7952 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7953 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7954 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7955 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7958 TEST_DrawLevelField(x, y);
7960 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7961 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7962 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7964 game.friends_still_needed--;
7965 if (!game.friends_still_needed &&
7967 game.all_players_gone)
7972 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7974 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7975 TEST_DrawLevelField(newx, newy);
7977 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7979 else if (!IS_FREE(newx, newy))
7981 GfxAction[x][y] = ACTION_WAITING;
7983 if (IS_PLAYER(x, y))
7984 DrawPlayerField(x, y);
7986 TEST_DrawLevelField(x, y);
7991 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7993 if (IS_FOOD_PIG(Feld[newx][newy]))
7995 if (IS_MOVING(newx, newy))
7996 RemoveMovingField(newx, newy);
7999 Feld[newx][newy] = EL_EMPTY;
8000 TEST_DrawLevelField(newx, newy);
8003 PlayLevelSound(x, y, SND_PIG_DIGGING);
8005 else if (!IS_FREE(newx, newy))
8007 if (IS_PLAYER(x, y))
8008 DrawPlayerField(x, y);
8010 TEST_DrawLevelField(x, y);
8015 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8017 if (Store[x][y] != EL_EMPTY)
8019 boolean can_clone = FALSE;
8022 // check if element to clone is still there
8023 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8025 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8033 // cannot clone or target field not free anymore -- do not clone
8034 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8035 Store[x][y] = EL_EMPTY;
8038 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8040 if (IS_MV_DIAGONAL(MovDir[x][y]))
8042 int diagonal_move_dir = MovDir[x][y];
8043 int stored = Store[x][y];
8044 int change_delay = 8;
8047 // android is moving diagonally
8049 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8051 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8052 GfxElement[x][y] = EL_EMC_ANDROID;
8053 GfxAction[x][y] = ACTION_SHRINKING;
8054 GfxDir[x][y] = diagonal_move_dir;
8055 ChangeDelay[x][y] = change_delay;
8057 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8060 DrawLevelGraphicAnimation(x, y, graphic);
8061 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8063 if (Feld[newx][newy] == EL_ACID)
8065 SplashAcid(newx, newy);
8070 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8072 Store[newx][newy] = EL_EMC_ANDROID;
8073 GfxElement[newx][newy] = EL_EMC_ANDROID;
8074 GfxAction[newx][newy] = ACTION_GROWING;
8075 GfxDir[newx][newy] = diagonal_move_dir;
8076 ChangeDelay[newx][newy] = change_delay;
8078 graphic = el_act_dir2img(GfxElement[newx][newy],
8079 GfxAction[newx][newy], GfxDir[newx][newy]);
8081 DrawLevelGraphicAnimation(newx, newy, graphic);
8082 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8088 Feld[newx][newy] = EL_EMPTY;
8089 TEST_DrawLevelField(newx, newy);
8091 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8094 else if (!IS_FREE(newx, newy))
8099 else if (IS_CUSTOM_ELEMENT(element) &&
8100 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8102 if (!DigFieldByCE(newx, newy, element))
8105 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8107 RunnerVisit[x][y] = FrameCounter;
8108 PlayerVisit[x][y] /= 8; // expire player visit path
8111 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8113 if (!IS_FREE(newx, newy))
8115 if (IS_PLAYER(x, y))
8116 DrawPlayerField(x, y);
8118 TEST_DrawLevelField(x, y);
8124 boolean wanna_flame = !RND(10);
8125 int dx = newx - x, dy = newy - y;
8126 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8127 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8128 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8129 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8130 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8131 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8134 IS_CLASSIC_ENEMY(element1) ||
8135 IS_CLASSIC_ENEMY(element2)) &&
8136 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8137 element1 != EL_FLAMES && element2 != EL_FLAMES)
8139 ResetGfxAnimation(x, y);
8140 GfxAction[x][y] = ACTION_ATTACKING;
8142 if (IS_PLAYER(x, y))
8143 DrawPlayerField(x, y);
8145 TEST_DrawLevelField(x, y);
8147 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8149 MovDelay[x][y] = 50;
8151 Feld[newx][newy] = EL_FLAMES;
8152 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8153 Feld[newx1][newy1] = EL_FLAMES;
8154 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8155 Feld[newx2][newy2] = EL_FLAMES;
8161 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8162 Feld[newx][newy] == EL_DIAMOND)
8164 if (IS_MOVING(newx, newy))
8165 RemoveMovingField(newx, newy);
8168 Feld[newx][newy] = EL_EMPTY;
8169 TEST_DrawLevelField(newx, newy);
8172 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8174 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8175 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8177 if (AmoebaNr[newx][newy])
8179 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8180 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8181 Feld[newx][newy] == EL_BD_AMOEBA)
8182 AmoebaCnt[AmoebaNr[newx][newy]]--;
8185 if (IS_MOVING(newx, newy))
8187 RemoveMovingField(newx, newy);
8191 Feld[newx][newy] = EL_EMPTY;
8192 TEST_DrawLevelField(newx, newy);
8195 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8197 else if ((element == EL_PACMAN || element == EL_MOLE)
8198 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8200 if (AmoebaNr[newx][newy])
8202 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8203 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8204 Feld[newx][newy] == EL_BD_AMOEBA)
8205 AmoebaCnt[AmoebaNr[newx][newy]]--;
8208 if (element == EL_MOLE)
8210 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8211 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8213 ResetGfxAnimation(x, y);
8214 GfxAction[x][y] = ACTION_DIGGING;
8215 TEST_DrawLevelField(x, y);
8217 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8219 return; // wait for shrinking amoeba
8221 else // element == EL_PACMAN
8223 Feld[newx][newy] = EL_EMPTY;
8224 TEST_DrawLevelField(newx, newy);
8225 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8228 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8229 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8230 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8232 // wait for shrinking amoeba to completely disappear
8235 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8237 // object was running against a wall
8241 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8242 DrawLevelElementAnimation(x, y, element);
8244 if (DONT_TOUCH(element))
8245 TestIfBadThingTouchesPlayer(x, y);
8250 InitMovingField(x, y, MovDir[x][y]);
8252 PlayLevelSoundAction(x, y, ACTION_MOVING);
8256 ContinueMoving(x, y);
8259 void ContinueMoving(int x, int y)
8261 int element = Feld[x][y];
8262 struct ElementInfo *ei = &element_info[element];
8263 int direction = MovDir[x][y];
8264 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8265 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8266 int newx = x + dx, newy = y + dy;
8267 int stored = Store[x][y];
8268 int stored_new = Store[newx][newy];
8269 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8270 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8271 boolean last_line = (newy == lev_fieldy - 1);
8273 MovPos[x][y] += getElementMoveStepsize(x, y);
8275 if (pushed_by_player) // special case: moving object pushed by player
8276 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8278 if (ABS(MovPos[x][y]) < TILEX)
8280 TEST_DrawLevelField(x, y);
8282 return; // element is still moving
8285 // element reached destination field
8287 Feld[x][y] = EL_EMPTY;
8288 Feld[newx][newy] = element;
8289 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8291 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8293 element = Feld[newx][newy] = EL_ACID;
8295 else if (element == EL_MOLE)
8297 Feld[x][y] = EL_SAND;
8299 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8301 else if (element == EL_QUICKSAND_FILLING)
8303 element = Feld[newx][newy] = get_next_element(element);
8304 Store[newx][newy] = Store[x][y];
8306 else if (element == EL_QUICKSAND_EMPTYING)
8308 Feld[x][y] = get_next_element(element);
8309 element = Feld[newx][newy] = Store[x][y];
8311 else if (element == EL_QUICKSAND_FAST_FILLING)
8313 element = Feld[newx][newy] = get_next_element(element);
8314 Store[newx][newy] = Store[x][y];
8316 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8318 Feld[x][y] = get_next_element(element);
8319 element = Feld[newx][newy] = Store[x][y];
8321 else if (element == EL_MAGIC_WALL_FILLING)
8323 element = Feld[newx][newy] = get_next_element(element);
8324 if (!game.magic_wall_active)
8325 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8326 Store[newx][newy] = Store[x][y];
8328 else if (element == EL_MAGIC_WALL_EMPTYING)
8330 Feld[x][y] = get_next_element(element);
8331 if (!game.magic_wall_active)
8332 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8333 element = Feld[newx][newy] = Store[x][y];
8335 InitField(newx, newy, FALSE);
8337 else if (element == EL_BD_MAGIC_WALL_FILLING)
8339 element = Feld[newx][newy] = get_next_element(element);
8340 if (!game.magic_wall_active)
8341 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8342 Store[newx][newy] = Store[x][y];
8344 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8346 Feld[x][y] = get_next_element(element);
8347 if (!game.magic_wall_active)
8348 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8349 element = Feld[newx][newy] = Store[x][y];
8351 InitField(newx, newy, FALSE);
8353 else if (element == EL_DC_MAGIC_WALL_FILLING)
8355 element = Feld[newx][newy] = get_next_element(element);
8356 if (!game.magic_wall_active)
8357 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8358 Store[newx][newy] = Store[x][y];
8360 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8362 Feld[x][y] = get_next_element(element);
8363 if (!game.magic_wall_active)
8364 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8365 element = Feld[newx][newy] = Store[x][y];
8367 InitField(newx, newy, FALSE);
8369 else if (element == EL_AMOEBA_DROPPING)
8371 Feld[x][y] = get_next_element(element);
8372 element = Feld[newx][newy] = Store[x][y];
8374 else if (element == EL_SOKOBAN_OBJECT)
8377 Feld[x][y] = Back[x][y];
8379 if (Back[newx][newy])
8380 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8382 Back[x][y] = Back[newx][newy] = 0;
8385 Store[x][y] = EL_EMPTY;
8390 MovDelay[newx][newy] = 0;
8392 if (CAN_CHANGE_OR_HAS_ACTION(element))
8394 // copy element change control values to new field
8395 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8396 ChangePage[newx][newy] = ChangePage[x][y];
8397 ChangeCount[newx][newy] = ChangeCount[x][y];
8398 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8401 CustomValue[newx][newy] = CustomValue[x][y];
8403 ChangeDelay[x][y] = 0;
8404 ChangePage[x][y] = -1;
8405 ChangeCount[x][y] = 0;
8406 ChangeEvent[x][y] = -1;
8408 CustomValue[x][y] = 0;
8410 // copy animation control values to new field
8411 GfxFrame[newx][newy] = GfxFrame[x][y];
8412 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8413 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8414 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8416 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8418 // some elements can leave other elements behind after moving
8419 if (ei->move_leave_element != EL_EMPTY &&
8420 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8421 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8423 int move_leave_element = ei->move_leave_element;
8425 // this makes it possible to leave the removed element again
8426 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8427 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8429 Feld[x][y] = move_leave_element;
8431 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8432 MovDir[x][y] = direction;
8434 InitField(x, y, FALSE);
8436 if (GFX_CRUMBLED(Feld[x][y]))
8437 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8439 if (ELEM_IS_PLAYER(move_leave_element))
8440 RelocatePlayer(x, y, move_leave_element);
8443 // do this after checking for left-behind element
8444 ResetGfxAnimation(x, y); // reset animation values for old field
8446 if (!CAN_MOVE(element) ||
8447 (CAN_FALL(element) && direction == MV_DOWN &&
8448 (element == EL_SPRING ||
8449 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8450 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8451 GfxDir[x][y] = MovDir[newx][newy] = 0;
8453 TEST_DrawLevelField(x, y);
8454 TEST_DrawLevelField(newx, newy);
8456 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8458 // prevent pushed element from moving on in pushed direction
8459 if (pushed_by_player && CAN_MOVE(element) &&
8460 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8461 !(element_info[element].move_pattern & direction))
8462 TurnRound(newx, newy);
8464 // prevent elements on conveyor belt from moving on in last direction
8465 if (pushed_by_conveyor && CAN_FALL(element) &&
8466 direction & MV_HORIZONTAL)
8467 MovDir[newx][newy] = 0;
8469 if (!pushed_by_player)
8471 int nextx = newx + dx, nexty = newy + dy;
8472 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8474 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8476 if (CAN_FALL(element) && direction == MV_DOWN)
8477 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8479 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8480 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8482 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8483 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8486 if (DONT_TOUCH(element)) // object may be nasty to player or others
8488 TestIfBadThingTouchesPlayer(newx, newy);
8489 TestIfBadThingTouchesFriend(newx, newy);
8491 if (!IS_CUSTOM_ELEMENT(element))
8492 TestIfBadThingTouchesOtherBadThing(newx, newy);
8494 else if (element == EL_PENGUIN)
8495 TestIfFriendTouchesBadThing(newx, newy);
8497 if (DONT_GET_HIT_BY(element))
8499 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8502 // give the player one last chance (one more frame) to move away
8503 if (CAN_FALL(element) && direction == MV_DOWN &&
8504 (last_line || (!IS_FREE(x, newy + 1) &&
8505 (!IS_PLAYER(x, newy + 1) ||
8506 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8509 if (pushed_by_player && !game.use_change_when_pushing_bug)
8511 int push_side = MV_DIR_OPPOSITE(direction);
8512 struct PlayerInfo *player = PLAYERINFO(x, y);
8514 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8515 player->index_bit, push_side);
8516 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8517 player->index_bit, push_side);
8520 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8521 MovDelay[newx][newy] = 1;
8523 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8525 TestIfElementTouchesCustomElement(x, y); // empty or new element
8526 TestIfElementHitsCustomElement(newx, newy, direction);
8527 TestIfPlayerTouchesCustomElement(newx, newy);
8528 TestIfElementTouchesCustomElement(newx, newy);
8530 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8531 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8532 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8533 MV_DIR_OPPOSITE(direction));
8536 int AmoebeNachbarNr(int ax, int ay)
8539 int element = Feld[ax][ay];
8541 static int xy[4][2] =
8549 for (i = 0; i < NUM_DIRECTIONS; i++)
8551 int x = ax + xy[i][0];
8552 int y = ay + xy[i][1];
8554 if (!IN_LEV_FIELD(x, y))
8557 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8558 group_nr = AmoebaNr[x][y];
8564 static void AmoebenVereinigen(int ax, int ay)
8566 int i, x, y, xx, yy;
8567 int new_group_nr = AmoebaNr[ax][ay];
8568 static int xy[4][2] =
8576 if (new_group_nr == 0)
8579 for (i = 0; i < NUM_DIRECTIONS; i++)
8584 if (!IN_LEV_FIELD(x, y))
8587 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8588 Feld[x][y] == EL_BD_AMOEBA ||
8589 Feld[x][y] == EL_AMOEBA_DEAD) &&
8590 AmoebaNr[x][y] != new_group_nr)
8592 int old_group_nr = AmoebaNr[x][y];
8594 if (old_group_nr == 0)
8597 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8598 AmoebaCnt[old_group_nr] = 0;
8599 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8600 AmoebaCnt2[old_group_nr] = 0;
8602 SCAN_PLAYFIELD(xx, yy)
8604 if (AmoebaNr[xx][yy] == old_group_nr)
8605 AmoebaNr[xx][yy] = new_group_nr;
8611 void AmoebeUmwandeln(int ax, int ay)
8615 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8617 int group_nr = AmoebaNr[ax][ay];
8622 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8623 printf("AmoebeUmwandeln(): This should never happen!\n");
8628 SCAN_PLAYFIELD(x, y)
8630 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8633 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8637 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8638 SND_AMOEBA_TURNING_TO_GEM :
8639 SND_AMOEBA_TURNING_TO_ROCK));
8644 static int xy[4][2] =
8652 for (i = 0; i < NUM_DIRECTIONS; i++)
8657 if (!IN_LEV_FIELD(x, y))
8660 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8662 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8663 SND_AMOEBA_TURNING_TO_GEM :
8664 SND_AMOEBA_TURNING_TO_ROCK));
8671 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8674 int group_nr = AmoebaNr[ax][ay];
8675 boolean done = FALSE;
8680 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8681 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8686 SCAN_PLAYFIELD(x, y)
8688 if (AmoebaNr[x][y] == group_nr &&
8689 (Feld[x][y] == EL_AMOEBA_DEAD ||
8690 Feld[x][y] == EL_BD_AMOEBA ||
8691 Feld[x][y] == EL_AMOEBA_GROWING))
8694 Feld[x][y] = new_element;
8695 InitField(x, y, FALSE);
8696 TEST_DrawLevelField(x, y);
8702 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8703 SND_BD_AMOEBA_TURNING_TO_ROCK :
8704 SND_BD_AMOEBA_TURNING_TO_GEM));
8707 static void AmoebeWaechst(int x, int y)
8709 static unsigned int sound_delay = 0;
8710 static unsigned int sound_delay_value = 0;
8712 if (!MovDelay[x][y]) // start new growing cycle
8716 if (DelayReached(&sound_delay, sound_delay_value))
8718 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8719 sound_delay_value = 30;
8723 if (MovDelay[x][y]) // wait some time before growing bigger
8726 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8728 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8729 6 - MovDelay[x][y]);
8731 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8734 if (!MovDelay[x][y])
8736 Feld[x][y] = Store[x][y];
8738 TEST_DrawLevelField(x, y);
8743 static void AmoebaDisappearing(int x, int y)
8745 static unsigned int sound_delay = 0;
8746 static unsigned int sound_delay_value = 0;
8748 if (!MovDelay[x][y]) // start new shrinking cycle
8752 if (DelayReached(&sound_delay, sound_delay_value))
8753 sound_delay_value = 30;
8756 if (MovDelay[x][y]) // wait some time before shrinking
8759 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8761 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8762 6 - MovDelay[x][y]);
8764 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8767 if (!MovDelay[x][y])
8769 Feld[x][y] = EL_EMPTY;
8770 TEST_DrawLevelField(x, y);
8772 // don't let mole enter this field in this cycle;
8773 // (give priority to objects falling to this field from above)
8779 static void AmoebeAbleger(int ax, int ay)
8782 int element = Feld[ax][ay];
8783 int graphic = el2img(element);
8784 int newax = ax, neway = ay;
8785 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8786 static int xy[4][2] =
8794 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8796 Feld[ax][ay] = EL_AMOEBA_DEAD;
8797 TEST_DrawLevelField(ax, ay);
8801 if (IS_ANIMATED(graphic))
8802 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8804 if (!MovDelay[ax][ay]) // start making new amoeba field
8805 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8807 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8810 if (MovDelay[ax][ay])
8814 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8817 int x = ax + xy[start][0];
8818 int y = ay + xy[start][1];
8820 if (!IN_LEV_FIELD(x, y))
8823 if (IS_FREE(x, y) ||
8824 CAN_GROW_INTO(Feld[x][y]) ||
8825 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8826 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8832 if (newax == ax && neway == ay)
8835 else // normal or "filled" (BD style) amoeba
8838 boolean waiting_for_player = FALSE;
8840 for (i = 0; i < NUM_DIRECTIONS; i++)
8842 int j = (start + i) % 4;
8843 int x = ax + xy[j][0];
8844 int y = ay + xy[j][1];
8846 if (!IN_LEV_FIELD(x, y))
8849 if (IS_FREE(x, y) ||
8850 CAN_GROW_INTO(Feld[x][y]) ||
8851 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8852 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8858 else if (IS_PLAYER(x, y))
8859 waiting_for_player = TRUE;
8862 if (newax == ax && neway == ay) // amoeba cannot grow
8864 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8866 Feld[ax][ay] = EL_AMOEBA_DEAD;
8867 TEST_DrawLevelField(ax, ay);
8868 AmoebaCnt[AmoebaNr[ax][ay]]--;
8870 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8872 if (element == EL_AMOEBA_FULL)
8873 AmoebeUmwandeln(ax, ay);
8874 else if (element == EL_BD_AMOEBA)
8875 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8880 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8882 // amoeba gets larger by growing in some direction
8884 int new_group_nr = AmoebaNr[ax][ay];
8887 if (new_group_nr == 0)
8889 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8890 printf("AmoebeAbleger(): This should never happen!\n");
8895 AmoebaNr[newax][neway] = new_group_nr;
8896 AmoebaCnt[new_group_nr]++;
8897 AmoebaCnt2[new_group_nr]++;
8899 // if amoeba touches other amoeba(s) after growing, unify them
8900 AmoebenVereinigen(newax, neway);
8902 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8904 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8910 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8911 (neway == lev_fieldy - 1 && newax != ax))
8913 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8914 Store[newax][neway] = element;
8916 else if (neway == ay || element == EL_EMC_DRIPPER)
8918 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8920 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8924 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8925 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8926 Store[ax][ay] = EL_AMOEBA_DROP;
8927 ContinueMoving(ax, ay);
8931 TEST_DrawLevelField(newax, neway);
8934 static void Life(int ax, int ay)
8938 int element = Feld[ax][ay];
8939 int graphic = el2img(element);
8940 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8942 boolean changed = FALSE;
8944 if (IS_ANIMATED(graphic))
8945 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8950 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8951 MovDelay[ax][ay] = life_time;
8953 if (MovDelay[ax][ay]) // wait some time before next cycle
8956 if (MovDelay[ax][ay])
8960 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8962 int xx = ax+x1, yy = ay+y1;
8963 int old_element = Feld[xx][yy];
8964 int num_neighbours = 0;
8966 if (!IN_LEV_FIELD(xx, yy))
8969 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8971 int x = xx+x2, y = yy+y2;
8973 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8976 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8977 boolean is_neighbour = FALSE;
8979 if (level.use_life_bugs)
8981 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8982 (IS_FREE(x, y) && Stop[x][y]));
8985 (Last[x][y] == element || is_player_cell);
8991 boolean is_free = FALSE;
8993 if (level.use_life_bugs)
8994 is_free = (IS_FREE(xx, yy));
8996 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8998 if (xx == ax && yy == ay) // field in the middle
9000 if (num_neighbours < life_parameter[0] ||
9001 num_neighbours > life_parameter[1])
9003 Feld[xx][yy] = EL_EMPTY;
9004 if (Feld[xx][yy] != old_element)
9005 TEST_DrawLevelField(xx, yy);
9006 Stop[xx][yy] = TRUE;
9010 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9011 { // free border field
9012 if (num_neighbours >= life_parameter[2] &&
9013 num_neighbours <= life_parameter[3])
9015 Feld[xx][yy] = element;
9016 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9017 if (Feld[xx][yy] != old_element)
9018 TEST_DrawLevelField(xx, yy);
9019 Stop[xx][yy] = TRUE;
9026 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9027 SND_GAME_OF_LIFE_GROWING);
9030 static void InitRobotWheel(int x, int y)
9032 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9035 static void RunRobotWheel(int x, int y)
9037 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9040 static void StopRobotWheel(int x, int y)
9042 if (game.robot_wheel_x == x &&
9043 game.robot_wheel_y == y)
9045 game.robot_wheel_x = -1;
9046 game.robot_wheel_y = -1;
9047 game.robot_wheel_active = FALSE;
9051 static void InitTimegateWheel(int x, int y)
9053 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9056 static void RunTimegateWheel(int x, int y)
9058 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9061 static void InitMagicBallDelay(int x, int y)
9063 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9066 static void ActivateMagicBall(int bx, int by)
9070 if (level.ball_random)
9072 int pos_border = RND(8); // select one of the eight border elements
9073 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9074 int xx = pos_content % 3;
9075 int yy = pos_content / 3;
9080 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9081 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9085 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9087 int xx = x - bx + 1;
9088 int yy = y - by + 1;
9090 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9091 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9095 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9098 static void CheckExit(int x, int y)
9100 if (game.gems_still_needed > 0 ||
9101 game.sokoban_fields_still_needed > 0 ||
9102 game.sokoban_objects_still_needed > 0 ||
9103 game.lights_still_needed > 0)
9105 int element = Feld[x][y];
9106 int graphic = el2img(element);
9108 if (IS_ANIMATED(graphic))
9109 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9114 // do not re-open exit door closed after last player
9115 if (game.all_players_gone)
9118 Feld[x][y] = EL_EXIT_OPENING;
9120 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9123 static void CheckExitEM(int x, int y)
9125 if (game.gems_still_needed > 0 ||
9126 game.sokoban_fields_still_needed > 0 ||
9127 game.sokoban_objects_still_needed > 0 ||
9128 game.lights_still_needed > 0)
9130 int element = Feld[x][y];
9131 int graphic = el2img(element);
9133 if (IS_ANIMATED(graphic))
9134 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9139 // do not re-open exit door closed after last player
9140 if (game.all_players_gone)
9143 Feld[x][y] = EL_EM_EXIT_OPENING;
9145 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9148 static void CheckExitSteel(int x, int y)
9150 if (game.gems_still_needed > 0 ||
9151 game.sokoban_fields_still_needed > 0 ||
9152 game.sokoban_objects_still_needed > 0 ||
9153 game.lights_still_needed > 0)
9155 int element = Feld[x][y];
9156 int graphic = el2img(element);
9158 if (IS_ANIMATED(graphic))
9159 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9164 // do not re-open exit door closed after last player
9165 if (game.all_players_gone)
9168 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9170 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9173 static void CheckExitSteelEM(int x, int y)
9175 if (game.gems_still_needed > 0 ||
9176 game.sokoban_fields_still_needed > 0 ||
9177 game.sokoban_objects_still_needed > 0 ||
9178 game.lights_still_needed > 0)
9180 int element = Feld[x][y];
9181 int graphic = el2img(element);
9183 if (IS_ANIMATED(graphic))
9184 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9189 // do not re-open exit door closed after last player
9190 if (game.all_players_gone)
9193 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9195 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9198 static void CheckExitSP(int x, int y)
9200 if (game.gems_still_needed > 0)
9202 int element = Feld[x][y];
9203 int graphic = el2img(element);
9205 if (IS_ANIMATED(graphic))
9206 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9211 // do not re-open exit door closed after last player
9212 if (game.all_players_gone)
9215 Feld[x][y] = EL_SP_EXIT_OPENING;
9217 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9220 static void CloseAllOpenTimegates(void)
9224 SCAN_PLAYFIELD(x, y)
9226 int element = Feld[x][y];
9228 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9230 Feld[x][y] = EL_TIMEGATE_CLOSING;
9232 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9237 static void DrawTwinkleOnField(int x, int y)
9239 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9242 if (Feld[x][y] == EL_BD_DIAMOND)
9245 if (MovDelay[x][y] == 0) // next animation frame
9246 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9248 if (MovDelay[x][y] != 0) // wait some time before next frame
9252 DrawLevelElementAnimation(x, y, Feld[x][y]);
9254 if (MovDelay[x][y] != 0)
9256 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9257 10 - MovDelay[x][y]);
9259 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9264 static void MauerWaechst(int x, int y)
9268 if (!MovDelay[x][y]) // next animation frame
9269 MovDelay[x][y] = 3 * delay;
9271 if (MovDelay[x][y]) // wait some time before next frame
9275 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9277 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9278 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9280 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9283 if (!MovDelay[x][y])
9285 if (MovDir[x][y] == MV_LEFT)
9287 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9288 TEST_DrawLevelField(x - 1, y);
9290 else if (MovDir[x][y] == MV_RIGHT)
9292 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9293 TEST_DrawLevelField(x + 1, y);
9295 else if (MovDir[x][y] == MV_UP)
9297 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9298 TEST_DrawLevelField(x, y - 1);
9302 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9303 TEST_DrawLevelField(x, y + 1);
9306 Feld[x][y] = Store[x][y];
9308 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9309 TEST_DrawLevelField(x, y);
9314 static void MauerAbleger(int ax, int ay)
9316 int element = Feld[ax][ay];
9317 int graphic = el2img(element);
9318 boolean oben_frei = FALSE, unten_frei = FALSE;
9319 boolean links_frei = FALSE, rechts_frei = FALSE;
9320 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9321 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9322 boolean new_wall = FALSE;
9324 if (IS_ANIMATED(graphic))
9325 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9327 if (!MovDelay[ax][ay]) // start building new wall
9328 MovDelay[ax][ay] = 6;
9330 if (MovDelay[ax][ay]) // wait some time before building new wall
9333 if (MovDelay[ax][ay])
9337 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9339 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9341 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9343 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9346 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9347 element == EL_EXPANDABLE_WALL_ANY)
9351 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9352 Store[ax][ay-1] = element;
9353 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9354 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9355 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9356 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9361 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9362 Store[ax][ay+1] = element;
9363 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9364 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9365 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9366 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9371 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9372 element == EL_EXPANDABLE_WALL_ANY ||
9373 element == EL_EXPANDABLE_WALL ||
9374 element == EL_BD_EXPANDABLE_WALL)
9378 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9379 Store[ax-1][ay] = element;
9380 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9381 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9382 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9383 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9389 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9390 Store[ax+1][ay] = element;
9391 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9392 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9393 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9394 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9399 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9400 TEST_DrawLevelField(ax, ay);
9402 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9404 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9405 unten_massiv = TRUE;
9406 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9407 links_massiv = TRUE;
9408 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9409 rechts_massiv = TRUE;
9411 if (((oben_massiv && unten_massiv) ||
9412 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9413 element == EL_EXPANDABLE_WALL) &&
9414 ((links_massiv && rechts_massiv) ||
9415 element == EL_EXPANDABLE_WALL_VERTICAL))
9416 Feld[ax][ay] = EL_WALL;
9419 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9422 static void MauerAblegerStahl(int ax, int ay)
9424 int element = Feld[ax][ay];
9425 int graphic = el2img(element);
9426 boolean oben_frei = FALSE, unten_frei = FALSE;
9427 boolean links_frei = FALSE, rechts_frei = FALSE;
9428 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9429 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9430 boolean new_wall = FALSE;
9432 if (IS_ANIMATED(graphic))
9433 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9435 if (!MovDelay[ax][ay]) // start building new wall
9436 MovDelay[ax][ay] = 6;
9438 if (MovDelay[ax][ay]) // wait some time before building new wall
9441 if (MovDelay[ax][ay])
9445 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9447 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9449 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9451 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9454 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9455 element == EL_EXPANDABLE_STEELWALL_ANY)
9459 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9460 Store[ax][ay-1] = element;
9461 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9462 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9463 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9464 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9469 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9470 Store[ax][ay+1] = element;
9471 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9472 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9473 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9474 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9479 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9480 element == EL_EXPANDABLE_STEELWALL_ANY)
9484 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9485 Store[ax-1][ay] = element;
9486 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9487 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9488 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9489 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9495 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9496 Store[ax+1][ay] = element;
9497 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9498 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9499 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9500 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9505 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9507 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9508 unten_massiv = TRUE;
9509 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9510 links_massiv = TRUE;
9511 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9512 rechts_massiv = TRUE;
9514 if (((oben_massiv && unten_massiv) ||
9515 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9516 ((links_massiv && rechts_massiv) ||
9517 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9518 Feld[ax][ay] = EL_STEELWALL;
9521 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9524 static void CheckForDragon(int x, int y)
9527 boolean dragon_found = FALSE;
9528 static int xy[4][2] =
9536 for (i = 0; i < NUM_DIRECTIONS; i++)
9538 for (j = 0; j < 4; j++)
9540 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9542 if (IN_LEV_FIELD(xx, yy) &&
9543 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9545 if (Feld[xx][yy] == EL_DRAGON)
9546 dragon_found = TRUE;
9555 for (i = 0; i < NUM_DIRECTIONS; i++)
9557 for (j = 0; j < 3; j++)
9559 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9561 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9563 Feld[xx][yy] = EL_EMPTY;
9564 TEST_DrawLevelField(xx, yy);
9573 static void InitBuggyBase(int x, int y)
9575 int element = Feld[x][y];
9576 int activating_delay = FRAMES_PER_SECOND / 4;
9579 (element == EL_SP_BUGGY_BASE ?
9580 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9581 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9583 element == EL_SP_BUGGY_BASE_ACTIVE ?
9584 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9587 static void WarnBuggyBase(int x, int y)
9590 static int xy[4][2] =
9598 for (i = 0; i < NUM_DIRECTIONS; i++)
9600 int xx = x + xy[i][0];
9601 int yy = y + xy[i][1];
9603 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9605 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9612 static void InitTrap(int x, int y)
9614 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9617 static void ActivateTrap(int x, int y)
9619 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9622 static void ChangeActiveTrap(int x, int y)
9624 int graphic = IMG_TRAP_ACTIVE;
9626 // if new animation frame was drawn, correct crumbled sand border
9627 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9628 TEST_DrawLevelFieldCrumbled(x, y);
9631 static int getSpecialActionElement(int element, int number, int base_element)
9633 return (element != EL_EMPTY ? element :
9634 number != -1 ? base_element + number - 1 :
9638 static int getModifiedActionNumber(int value_old, int operator, int operand,
9639 int value_min, int value_max)
9641 int value_new = (operator == CA_MODE_SET ? operand :
9642 operator == CA_MODE_ADD ? value_old + operand :
9643 operator == CA_MODE_SUBTRACT ? value_old - operand :
9644 operator == CA_MODE_MULTIPLY ? value_old * operand :
9645 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9646 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9649 return (value_new < value_min ? value_min :
9650 value_new > value_max ? value_max :
9654 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9656 struct ElementInfo *ei = &element_info[element];
9657 struct ElementChangeInfo *change = &ei->change_page[page];
9658 int target_element = change->target_element;
9659 int action_type = change->action_type;
9660 int action_mode = change->action_mode;
9661 int action_arg = change->action_arg;
9662 int action_element = change->action_element;
9665 if (!change->has_action)
9668 // ---------- determine action paramater values -----------------------------
9670 int level_time_value =
9671 (level.time > 0 ? TimeLeft :
9674 int action_arg_element_raw =
9675 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9676 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9677 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9678 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9679 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9680 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9681 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9683 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9685 int action_arg_direction =
9686 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9687 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9688 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9689 change->actual_trigger_side :
9690 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9691 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9694 int action_arg_number_min =
9695 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9698 int action_arg_number_max =
9699 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9700 action_type == CA_SET_LEVEL_GEMS ? 999 :
9701 action_type == CA_SET_LEVEL_TIME ? 9999 :
9702 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9703 action_type == CA_SET_CE_VALUE ? 9999 :
9704 action_type == CA_SET_CE_SCORE ? 9999 :
9707 int action_arg_number_reset =
9708 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9709 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9710 action_type == CA_SET_LEVEL_TIME ? level.time :
9711 action_type == CA_SET_LEVEL_SCORE ? 0 :
9712 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9713 action_type == CA_SET_CE_SCORE ? 0 :
9716 int action_arg_number =
9717 (action_arg <= CA_ARG_MAX ? action_arg :
9718 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9719 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9720 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9721 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9722 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9723 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9724 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9725 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9726 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9727 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9728 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9729 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9730 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9731 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9732 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9733 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9734 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9735 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9736 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9737 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9738 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9741 int action_arg_number_old =
9742 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9743 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9744 action_type == CA_SET_LEVEL_SCORE ? game.score :
9745 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9746 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9749 int action_arg_number_new =
9750 getModifiedActionNumber(action_arg_number_old,
9751 action_mode, action_arg_number,
9752 action_arg_number_min, action_arg_number_max);
9754 int trigger_player_bits =
9755 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9756 change->actual_trigger_player_bits : change->trigger_player);
9758 int action_arg_player_bits =
9759 (action_arg >= CA_ARG_PLAYER_1 &&
9760 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9761 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9762 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9765 // ---------- execute action -----------------------------------------------
9767 switch (action_type)
9774 // ---------- level actions ----------------------------------------------
9776 case CA_RESTART_LEVEL:
9778 game.restart_level = TRUE;
9783 case CA_SHOW_ENVELOPE:
9785 int element = getSpecialActionElement(action_arg_element,
9786 action_arg_number, EL_ENVELOPE_1);
9788 if (IS_ENVELOPE(element))
9789 local_player->show_envelope = element;
9794 case CA_SET_LEVEL_TIME:
9796 if (level.time > 0) // only modify limited time value
9798 TimeLeft = action_arg_number_new;
9800 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9802 DisplayGameControlValues();
9804 if (!TimeLeft && setup.time_limit)
9805 for (i = 0; i < MAX_PLAYERS; i++)
9806 KillPlayer(&stored_player[i]);
9812 case CA_SET_LEVEL_SCORE:
9814 game.score = action_arg_number_new;
9816 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9818 DisplayGameControlValues();
9823 case CA_SET_LEVEL_GEMS:
9825 game.gems_still_needed = action_arg_number_new;
9827 game.snapshot.collected_item = TRUE;
9829 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9831 DisplayGameControlValues();
9836 case CA_SET_LEVEL_WIND:
9838 game.wind_direction = action_arg_direction;
9843 case CA_SET_LEVEL_RANDOM_SEED:
9845 // ensure that setting a new random seed while playing is predictable
9846 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9851 // ---------- player actions ---------------------------------------------
9853 case CA_MOVE_PLAYER:
9855 // automatically move to the next field in specified direction
9856 for (i = 0; i < MAX_PLAYERS; i++)
9857 if (trigger_player_bits & (1 << i))
9858 stored_player[i].programmed_action = action_arg_direction;
9863 case CA_EXIT_PLAYER:
9865 for (i = 0; i < MAX_PLAYERS; i++)
9866 if (action_arg_player_bits & (1 << i))
9867 ExitPlayer(&stored_player[i]);
9869 if (game.players_still_needed == 0)
9875 case CA_KILL_PLAYER:
9877 for (i = 0; i < MAX_PLAYERS; i++)
9878 if (action_arg_player_bits & (1 << i))
9879 KillPlayer(&stored_player[i]);
9884 case CA_SET_PLAYER_KEYS:
9886 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9887 int element = getSpecialActionElement(action_arg_element,
9888 action_arg_number, EL_KEY_1);
9890 if (IS_KEY(element))
9892 for (i = 0; i < MAX_PLAYERS; i++)
9894 if (trigger_player_bits & (1 << i))
9896 stored_player[i].key[KEY_NR(element)] = key_state;
9898 DrawGameDoorValues();
9906 case CA_SET_PLAYER_SPEED:
9908 for (i = 0; i < MAX_PLAYERS; i++)
9910 if (trigger_player_bits & (1 << i))
9912 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9914 if (action_arg == CA_ARG_SPEED_FASTER &&
9915 stored_player[i].cannot_move)
9917 action_arg_number = STEPSIZE_VERY_SLOW;
9919 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9920 action_arg == CA_ARG_SPEED_FASTER)
9922 action_arg_number = 2;
9923 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9926 else if (action_arg == CA_ARG_NUMBER_RESET)
9928 action_arg_number = level.initial_player_stepsize[i];
9932 getModifiedActionNumber(move_stepsize,
9935 action_arg_number_min,
9936 action_arg_number_max);
9938 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9945 case CA_SET_PLAYER_SHIELD:
9947 for (i = 0; i < MAX_PLAYERS; i++)
9949 if (trigger_player_bits & (1 << i))
9951 if (action_arg == CA_ARG_SHIELD_OFF)
9953 stored_player[i].shield_normal_time_left = 0;
9954 stored_player[i].shield_deadly_time_left = 0;
9956 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9958 stored_player[i].shield_normal_time_left = 999999;
9960 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9962 stored_player[i].shield_normal_time_left = 999999;
9963 stored_player[i].shield_deadly_time_left = 999999;
9971 case CA_SET_PLAYER_GRAVITY:
9973 for (i = 0; i < MAX_PLAYERS; i++)
9975 if (trigger_player_bits & (1 << i))
9977 stored_player[i].gravity =
9978 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9979 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9980 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9981 stored_player[i].gravity);
9988 case CA_SET_PLAYER_ARTWORK:
9990 for (i = 0; i < MAX_PLAYERS; i++)
9992 if (trigger_player_bits & (1 << i))
9994 int artwork_element = action_arg_element;
9996 if (action_arg == CA_ARG_ELEMENT_RESET)
9998 (level.use_artwork_element[i] ? level.artwork_element[i] :
9999 stored_player[i].element_nr);
10001 if (stored_player[i].artwork_element != artwork_element)
10002 stored_player[i].Frame = 0;
10004 stored_player[i].artwork_element = artwork_element;
10006 SetPlayerWaiting(&stored_player[i], FALSE);
10008 // set number of special actions for bored and sleeping animation
10009 stored_player[i].num_special_action_bored =
10010 get_num_special_action(artwork_element,
10011 ACTION_BORING_1, ACTION_BORING_LAST);
10012 stored_player[i].num_special_action_sleeping =
10013 get_num_special_action(artwork_element,
10014 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10021 case CA_SET_PLAYER_INVENTORY:
10023 for (i = 0; i < MAX_PLAYERS; i++)
10025 struct PlayerInfo *player = &stored_player[i];
10028 if (trigger_player_bits & (1 << i))
10030 int inventory_element = action_arg_element;
10032 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10033 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10034 action_arg == CA_ARG_ELEMENT_ACTION)
10036 int element = inventory_element;
10037 int collect_count = element_info[element].collect_count_initial;
10039 if (!IS_CUSTOM_ELEMENT(element))
10042 if (collect_count == 0)
10043 player->inventory_infinite_element = element;
10045 for (k = 0; k < collect_count; k++)
10046 if (player->inventory_size < MAX_INVENTORY_SIZE)
10047 player->inventory_element[player->inventory_size++] =
10050 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10051 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10052 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10054 if (player->inventory_infinite_element != EL_UNDEFINED &&
10055 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10056 action_arg_element_raw))
10057 player->inventory_infinite_element = EL_UNDEFINED;
10059 for (k = 0, j = 0; j < player->inventory_size; j++)
10061 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10062 action_arg_element_raw))
10063 player->inventory_element[k++] = player->inventory_element[j];
10066 player->inventory_size = k;
10068 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10070 if (player->inventory_size > 0)
10072 for (j = 0; j < player->inventory_size - 1; j++)
10073 player->inventory_element[j] = player->inventory_element[j + 1];
10075 player->inventory_size--;
10078 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10080 if (player->inventory_size > 0)
10081 player->inventory_size--;
10083 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10085 player->inventory_infinite_element = EL_UNDEFINED;
10086 player->inventory_size = 0;
10088 else if (action_arg == CA_ARG_INVENTORY_RESET)
10090 player->inventory_infinite_element = EL_UNDEFINED;
10091 player->inventory_size = 0;
10093 if (level.use_initial_inventory[i])
10095 for (j = 0; j < level.initial_inventory_size[i]; j++)
10097 int element = level.initial_inventory_content[i][j];
10098 int collect_count = element_info[element].collect_count_initial;
10100 if (!IS_CUSTOM_ELEMENT(element))
10103 if (collect_count == 0)
10104 player->inventory_infinite_element = element;
10106 for (k = 0; k < collect_count; k++)
10107 if (player->inventory_size < MAX_INVENTORY_SIZE)
10108 player->inventory_element[player->inventory_size++] =
10119 // ---------- CE actions -------------------------------------------------
10121 case CA_SET_CE_VALUE:
10123 int last_ce_value = CustomValue[x][y];
10125 CustomValue[x][y] = action_arg_number_new;
10127 if (CustomValue[x][y] != last_ce_value)
10129 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10130 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10132 if (CustomValue[x][y] == 0)
10134 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10135 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10142 case CA_SET_CE_SCORE:
10144 int last_ce_score = ei->collect_score;
10146 ei->collect_score = action_arg_number_new;
10148 if (ei->collect_score != last_ce_score)
10150 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10151 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10153 if (ei->collect_score == 0)
10157 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10158 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10161 This is a very special case that seems to be a mixture between
10162 CheckElementChange() and CheckTriggeredElementChange(): while
10163 the first one only affects single elements that are triggered
10164 directly, the second one affects multiple elements in the playfield
10165 that are triggered indirectly by another element. This is a third
10166 case: Changing the CE score always affects multiple identical CEs,
10167 so every affected CE must be checked, not only the single CE for
10168 which the CE score was changed in the first place (as every instance
10169 of that CE shares the same CE score, and therefore also can change)!
10171 SCAN_PLAYFIELD(xx, yy)
10173 if (Feld[xx][yy] == element)
10174 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10175 CE_SCORE_GETS_ZERO);
10183 case CA_SET_CE_ARTWORK:
10185 int artwork_element = action_arg_element;
10186 boolean reset_frame = FALSE;
10189 if (action_arg == CA_ARG_ELEMENT_RESET)
10190 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10193 if (ei->gfx_element != artwork_element)
10194 reset_frame = TRUE;
10196 ei->gfx_element = artwork_element;
10198 SCAN_PLAYFIELD(xx, yy)
10200 if (Feld[xx][yy] == element)
10204 ResetGfxAnimation(xx, yy);
10205 ResetRandomAnimationValue(xx, yy);
10208 TEST_DrawLevelField(xx, yy);
10215 // ---------- engine actions ---------------------------------------------
10217 case CA_SET_ENGINE_SCAN_MODE:
10219 InitPlayfieldScanMode(action_arg);
10229 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10231 int old_element = Feld[x][y];
10232 int new_element = GetElementFromGroupElement(element);
10233 int previous_move_direction = MovDir[x][y];
10234 int last_ce_value = CustomValue[x][y];
10235 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10236 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10237 boolean add_player_onto_element = (new_element_is_player &&
10238 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10239 IS_WALKABLE(old_element));
10241 if (!add_player_onto_element)
10243 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10244 RemoveMovingField(x, y);
10248 Feld[x][y] = new_element;
10250 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10251 MovDir[x][y] = previous_move_direction;
10253 if (element_info[new_element].use_last_ce_value)
10254 CustomValue[x][y] = last_ce_value;
10256 InitField_WithBug1(x, y, FALSE);
10258 new_element = Feld[x][y]; // element may have changed
10260 ResetGfxAnimation(x, y);
10261 ResetRandomAnimationValue(x, y);
10263 TEST_DrawLevelField(x, y);
10265 if (GFX_CRUMBLED(new_element))
10266 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10269 // check if element under the player changes from accessible to unaccessible
10270 // (needed for special case of dropping element which then changes)
10271 // (must be checked after creating new element for walkable group elements)
10272 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10273 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10280 // "ChangeCount" not set yet to allow "entered by player" change one time
10281 if (new_element_is_player)
10282 RelocatePlayer(x, y, new_element);
10285 ChangeCount[x][y]++; // count number of changes in the same frame
10287 TestIfBadThingTouchesPlayer(x, y);
10288 TestIfPlayerTouchesCustomElement(x, y);
10289 TestIfElementTouchesCustomElement(x, y);
10292 static void CreateField(int x, int y, int element)
10294 CreateFieldExt(x, y, element, FALSE);
10297 static void CreateElementFromChange(int x, int y, int element)
10299 element = GET_VALID_RUNTIME_ELEMENT(element);
10301 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10303 int old_element = Feld[x][y];
10305 // prevent changed element from moving in same engine frame
10306 // unless both old and new element can either fall or move
10307 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10308 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10312 CreateFieldExt(x, y, element, TRUE);
10315 static boolean ChangeElement(int x, int y, int element, int page)
10317 struct ElementInfo *ei = &element_info[element];
10318 struct ElementChangeInfo *change = &ei->change_page[page];
10319 int ce_value = CustomValue[x][y];
10320 int ce_score = ei->collect_score;
10321 int target_element;
10322 int old_element = Feld[x][y];
10324 // always use default change event to prevent running into a loop
10325 if (ChangeEvent[x][y] == -1)
10326 ChangeEvent[x][y] = CE_DELAY;
10328 if (ChangeEvent[x][y] == CE_DELAY)
10330 // reset actual trigger element, trigger player and action element
10331 change->actual_trigger_element = EL_EMPTY;
10332 change->actual_trigger_player = EL_EMPTY;
10333 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10334 change->actual_trigger_side = CH_SIDE_NONE;
10335 change->actual_trigger_ce_value = 0;
10336 change->actual_trigger_ce_score = 0;
10339 // do not change elements more than a specified maximum number of changes
10340 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10343 ChangeCount[x][y]++; // count number of changes in the same frame
10345 if (change->explode)
10352 if (change->use_target_content)
10354 boolean complete_replace = TRUE;
10355 boolean can_replace[3][3];
10358 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10361 boolean is_walkable;
10362 boolean is_diggable;
10363 boolean is_collectible;
10364 boolean is_removable;
10365 boolean is_destructible;
10366 int ex = x + xx - 1;
10367 int ey = y + yy - 1;
10368 int content_element = change->target_content.e[xx][yy];
10371 can_replace[xx][yy] = TRUE;
10373 if (ex == x && ey == y) // do not check changing element itself
10376 if (content_element == EL_EMPTY_SPACE)
10378 can_replace[xx][yy] = FALSE; // do not replace border with space
10383 if (!IN_LEV_FIELD(ex, ey))
10385 can_replace[xx][yy] = FALSE;
10386 complete_replace = FALSE;
10393 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10394 e = MovingOrBlocked2Element(ex, ey);
10396 is_empty = (IS_FREE(ex, ey) ||
10397 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10399 is_walkable = (is_empty || IS_WALKABLE(e));
10400 is_diggable = (is_empty || IS_DIGGABLE(e));
10401 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10402 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10403 is_removable = (is_diggable || is_collectible);
10405 can_replace[xx][yy] =
10406 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10407 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10408 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10409 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10410 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10411 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10412 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10414 if (!can_replace[xx][yy])
10415 complete_replace = FALSE;
10418 if (!change->only_if_complete || complete_replace)
10420 boolean something_has_changed = FALSE;
10422 if (change->only_if_complete && change->use_random_replace &&
10423 RND(100) < change->random_percentage)
10426 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10428 int ex = x + xx - 1;
10429 int ey = y + yy - 1;
10430 int content_element;
10432 if (can_replace[xx][yy] && (!change->use_random_replace ||
10433 RND(100) < change->random_percentage))
10435 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10436 RemoveMovingField(ex, ey);
10438 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10440 content_element = change->target_content.e[xx][yy];
10441 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10442 ce_value, ce_score);
10444 CreateElementFromChange(ex, ey, target_element);
10446 something_has_changed = TRUE;
10448 // for symmetry reasons, freeze newly created border elements
10449 if (ex != x || ey != y)
10450 Stop[ex][ey] = TRUE; // no more moving in this frame
10454 if (something_has_changed)
10456 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10457 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10463 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10464 ce_value, ce_score);
10466 if (element == EL_DIAGONAL_GROWING ||
10467 element == EL_DIAGONAL_SHRINKING)
10469 target_element = Store[x][y];
10471 Store[x][y] = EL_EMPTY;
10474 CreateElementFromChange(x, y, target_element);
10476 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10477 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10480 // this uses direct change before indirect change
10481 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10486 static void HandleElementChange(int x, int y, int page)
10488 int element = MovingOrBlocked2Element(x, y);
10489 struct ElementInfo *ei = &element_info[element];
10490 struct ElementChangeInfo *change = &ei->change_page[page];
10491 boolean handle_action_before_change = FALSE;
10494 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10495 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10498 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10499 x, y, element, element_info[element].token_name);
10500 printf("HandleElementChange(): This should never happen!\n");
10505 // this can happen with classic bombs on walkable, changing elements
10506 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10511 if (ChangeDelay[x][y] == 0) // initialize element change
10513 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10515 if (change->can_change)
10517 // !!! not clear why graphic animation should be reset at all here !!!
10518 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10519 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10522 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10524 When using an animation frame delay of 1 (this only happens with
10525 "sp_zonk.moving.left/right" in the classic graphics), the default
10526 (non-moving) animation shows wrong animation frames (while the
10527 moving animation, like "sp_zonk.moving.left/right", is correct,
10528 so this graphical bug never shows up with the classic graphics).
10529 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10530 be drawn instead of the correct frames 0,1,2,3. This is caused by
10531 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10532 an element change: First when the change delay ("ChangeDelay[][]")
10533 counter has reached zero after decrementing, then a second time in
10534 the next frame (after "GfxFrame[][]" was already incremented) when
10535 "ChangeDelay[][]" is reset to the initial delay value again.
10537 This causes frame 0 to be drawn twice, while the last frame won't
10538 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10540 As some animations may already be cleverly designed around this bug
10541 (at least the "Snake Bite" snake tail animation does this), it cannot
10542 simply be fixed here without breaking such existing animations.
10543 Unfortunately, it cannot easily be detected if a graphics set was
10544 designed "before" or "after" the bug was fixed. As a workaround,
10545 a new graphics set option "game.graphics_engine_version" was added
10546 to be able to specify the game's major release version for which the
10547 graphics set was designed, which can then be used to decide if the
10548 bugfix should be used (version 4 and above) or not (version 3 or
10549 below, or if no version was specified at all, as with old sets).
10551 (The wrong/fixed animation frames can be tested with the test level set
10552 "test_gfxframe" and level "000", which contains a specially prepared
10553 custom element at level position (x/y) == (11/9) which uses the zonk
10554 animation mentioned above. Using "game.graphics_engine_version: 4"
10555 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10556 This can also be seen from the debug output for this test element.)
10559 // when a custom element is about to change (for example by change delay),
10560 // do not reset graphic animation when the custom element is moving
10561 if (game.graphics_engine_version < 4 &&
10564 ResetGfxAnimation(x, y);
10565 ResetRandomAnimationValue(x, y);
10568 if (change->pre_change_function)
10569 change->pre_change_function(x, y);
10573 ChangeDelay[x][y]--;
10575 if (ChangeDelay[x][y] != 0) // continue element change
10577 if (change->can_change)
10579 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10581 if (IS_ANIMATED(graphic))
10582 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10584 if (change->change_function)
10585 change->change_function(x, y);
10588 else // finish element change
10590 if (ChangePage[x][y] != -1) // remember page from delayed change
10592 page = ChangePage[x][y];
10593 ChangePage[x][y] = -1;
10595 change = &ei->change_page[page];
10598 if (IS_MOVING(x, y)) // never change a running system ;-)
10600 ChangeDelay[x][y] = 1; // try change after next move step
10601 ChangePage[x][y] = page; // remember page to use for change
10606 // special case: set new level random seed before changing element
10607 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10608 handle_action_before_change = TRUE;
10610 if (change->has_action && handle_action_before_change)
10611 ExecuteCustomElementAction(x, y, element, page);
10613 if (change->can_change)
10615 if (ChangeElement(x, y, element, page))
10617 if (change->post_change_function)
10618 change->post_change_function(x, y);
10622 if (change->has_action && !handle_action_before_change)
10623 ExecuteCustomElementAction(x, y, element, page);
10627 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10628 int trigger_element,
10630 int trigger_player,
10634 boolean change_done_any = FALSE;
10635 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10638 if (!(trigger_events[trigger_element][trigger_event]))
10641 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10643 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10645 int element = EL_CUSTOM_START + i;
10646 boolean change_done = FALSE;
10649 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10650 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10653 for (p = 0; p < element_info[element].num_change_pages; p++)
10655 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10657 if (change->can_change_or_has_action &&
10658 change->has_event[trigger_event] &&
10659 change->trigger_side & trigger_side &&
10660 change->trigger_player & trigger_player &&
10661 change->trigger_page & trigger_page_bits &&
10662 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10664 change->actual_trigger_element = trigger_element;
10665 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10666 change->actual_trigger_player_bits = trigger_player;
10667 change->actual_trigger_side = trigger_side;
10668 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10669 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10671 if ((change->can_change && !change_done) || change->has_action)
10675 SCAN_PLAYFIELD(x, y)
10677 if (Feld[x][y] == element)
10679 if (change->can_change && !change_done)
10681 // if element already changed in this frame, not only prevent
10682 // another element change (checked in ChangeElement()), but
10683 // also prevent additional element actions for this element
10685 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10686 !level.use_action_after_change_bug)
10689 ChangeDelay[x][y] = 1;
10690 ChangeEvent[x][y] = trigger_event;
10692 HandleElementChange(x, y, p);
10694 else if (change->has_action)
10696 // if element already changed in this frame, not only prevent
10697 // another element change (checked in ChangeElement()), but
10698 // also prevent additional element actions for this element
10700 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10701 !level.use_action_after_change_bug)
10704 ExecuteCustomElementAction(x, y, element, p);
10705 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10710 if (change->can_change)
10712 change_done = TRUE;
10713 change_done_any = TRUE;
10720 RECURSION_LOOP_DETECTION_END();
10722 return change_done_any;
10725 static boolean CheckElementChangeExt(int x, int y,
10727 int trigger_element,
10729 int trigger_player,
10732 boolean change_done = FALSE;
10735 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10736 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10739 if (Feld[x][y] == EL_BLOCKED)
10741 Blocked2Moving(x, y, &x, &y);
10742 element = Feld[x][y];
10745 // check if element has already changed or is about to change after moving
10746 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10747 Feld[x][y] != element) ||
10749 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10750 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10751 ChangePage[x][y] != -1)))
10754 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10756 for (p = 0; p < element_info[element].num_change_pages; p++)
10758 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10760 /* check trigger element for all events where the element that is checked
10761 for changing interacts with a directly adjacent element -- this is
10762 different to element changes that affect other elements to change on the
10763 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10764 boolean check_trigger_element =
10765 (trigger_event == CE_TOUCHING_X ||
10766 trigger_event == CE_HITTING_X ||
10767 trigger_event == CE_HIT_BY_X ||
10768 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10770 if (change->can_change_or_has_action &&
10771 change->has_event[trigger_event] &&
10772 change->trigger_side & trigger_side &&
10773 change->trigger_player & trigger_player &&
10774 (!check_trigger_element ||
10775 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10777 change->actual_trigger_element = trigger_element;
10778 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10779 change->actual_trigger_player_bits = trigger_player;
10780 change->actual_trigger_side = trigger_side;
10781 change->actual_trigger_ce_value = CustomValue[x][y];
10782 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10784 // special case: trigger element not at (x,y) position for some events
10785 if (check_trigger_element)
10797 { 0, 0 }, { 0, 0 }, { 0, 0 },
10801 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10802 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10804 change->actual_trigger_ce_value = CustomValue[xx][yy];
10805 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10808 if (change->can_change && !change_done)
10810 ChangeDelay[x][y] = 1;
10811 ChangeEvent[x][y] = trigger_event;
10813 HandleElementChange(x, y, p);
10815 change_done = TRUE;
10817 else if (change->has_action)
10819 ExecuteCustomElementAction(x, y, element, p);
10820 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10825 RECURSION_LOOP_DETECTION_END();
10827 return change_done;
10830 static void PlayPlayerSound(struct PlayerInfo *player)
10832 int jx = player->jx, jy = player->jy;
10833 int sound_element = player->artwork_element;
10834 int last_action = player->last_action_waiting;
10835 int action = player->action_waiting;
10837 if (player->is_waiting)
10839 if (action != last_action)
10840 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10842 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10846 if (action != last_action)
10847 StopSound(element_info[sound_element].sound[last_action]);
10849 if (last_action == ACTION_SLEEPING)
10850 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10854 static void PlayAllPlayersSound(void)
10858 for (i = 0; i < MAX_PLAYERS; i++)
10859 if (stored_player[i].active)
10860 PlayPlayerSound(&stored_player[i]);
10863 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10865 boolean last_waiting = player->is_waiting;
10866 int move_dir = player->MovDir;
10868 player->dir_waiting = move_dir;
10869 player->last_action_waiting = player->action_waiting;
10873 if (!last_waiting) // not waiting -> waiting
10875 player->is_waiting = TRUE;
10877 player->frame_counter_bored =
10879 game.player_boring_delay_fixed +
10880 GetSimpleRandom(game.player_boring_delay_random);
10881 player->frame_counter_sleeping =
10883 game.player_sleeping_delay_fixed +
10884 GetSimpleRandom(game.player_sleeping_delay_random);
10886 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10889 if (game.player_sleeping_delay_fixed +
10890 game.player_sleeping_delay_random > 0 &&
10891 player->anim_delay_counter == 0 &&
10892 player->post_delay_counter == 0 &&
10893 FrameCounter >= player->frame_counter_sleeping)
10894 player->is_sleeping = TRUE;
10895 else if (game.player_boring_delay_fixed +
10896 game.player_boring_delay_random > 0 &&
10897 FrameCounter >= player->frame_counter_bored)
10898 player->is_bored = TRUE;
10900 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10901 player->is_bored ? ACTION_BORING :
10904 if (player->is_sleeping && player->use_murphy)
10906 // special case for sleeping Murphy when leaning against non-free tile
10908 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10909 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10910 !IS_MOVING(player->jx - 1, player->jy)))
10911 move_dir = MV_LEFT;
10912 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10913 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10914 !IS_MOVING(player->jx + 1, player->jy)))
10915 move_dir = MV_RIGHT;
10917 player->is_sleeping = FALSE;
10919 player->dir_waiting = move_dir;
10922 if (player->is_sleeping)
10924 if (player->num_special_action_sleeping > 0)
10926 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10928 int last_special_action = player->special_action_sleeping;
10929 int num_special_action = player->num_special_action_sleeping;
10930 int special_action =
10931 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10932 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10933 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10934 last_special_action + 1 : ACTION_SLEEPING);
10935 int special_graphic =
10936 el_act_dir2img(player->artwork_element, special_action, move_dir);
10938 player->anim_delay_counter =
10939 graphic_info[special_graphic].anim_delay_fixed +
10940 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10941 player->post_delay_counter =
10942 graphic_info[special_graphic].post_delay_fixed +
10943 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10945 player->special_action_sleeping = special_action;
10948 if (player->anim_delay_counter > 0)
10950 player->action_waiting = player->special_action_sleeping;
10951 player->anim_delay_counter--;
10953 else if (player->post_delay_counter > 0)
10955 player->post_delay_counter--;
10959 else if (player->is_bored)
10961 if (player->num_special_action_bored > 0)
10963 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10965 int special_action =
10966 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10967 int special_graphic =
10968 el_act_dir2img(player->artwork_element, special_action, move_dir);
10970 player->anim_delay_counter =
10971 graphic_info[special_graphic].anim_delay_fixed +
10972 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10973 player->post_delay_counter =
10974 graphic_info[special_graphic].post_delay_fixed +
10975 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10977 player->special_action_bored = special_action;
10980 if (player->anim_delay_counter > 0)
10982 player->action_waiting = player->special_action_bored;
10983 player->anim_delay_counter--;
10985 else if (player->post_delay_counter > 0)
10987 player->post_delay_counter--;
10992 else if (last_waiting) // waiting -> not waiting
10994 player->is_waiting = FALSE;
10995 player->is_bored = FALSE;
10996 player->is_sleeping = FALSE;
10998 player->frame_counter_bored = -1;
10999 player->frame_counter_sleeping = -1;
11001 player->anim_delay_counter = 0;
11002 player->post_delay_counter = 0;
11004 player->dir_waiting = player->MovDir;
11005 player->action_waiting = ACTION_DEFAULT;
11007 player->special_action_bored = ACTION_DEFAULT;
11008 player->special_action_sleeping = ACTION_DEFAULT;
11012 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11014 if ((!player->is_moving && player->was_moving) ||
11015 (player->MovPos == 0 && player->was_moving) ||
11016 (player->is_snapping && !player->was_snapping) ||
11017 (player->is_dropping && !player->was_dropping))
11019 if (!CheckSaveEngineSnapshotToList())
11022 player->was_moving = FALSE;
11023 player->was_snapping = TRUE;
11024 player->was_dropping = TRUE;
11028 if (player->is_moving)
11029 player->was_moving = TRUE;
11031 if (!player->is_snapping)
11032 player->was_snapping = FALSE;
11034 if (!player->is_dropping)
11035 player->was_dropping = FALSE;
11039 static void CheckSingleStepMode(struct PlayerInfo *player)
11041 if (tape.single_step && tape.recording && !tape.pausing)
11043 /* as it is called "single step mode", just return to pause mode when the
11044 player stopped moving after one tile (or never starts moving at all) */
11045 if (!player->is_moving &&
11046 !player->is_pushing &&
11047 !player->is_dropping_pressed)
11049 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11050 SnapField(player, 0, 0); // stop snapping
11054 CheckSaveEngineSnapshot(player);
11057 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11059 int left = player_action & JOY_LEFT;
11060 int right = player_action & JOY_RIGHT;
11061 int up = player_action & JOY_UP;
11062 int down = player_action & JOY_DOWN;
11063 int button1 = player_action & JOY_BUTTON_1;
11064 int button2 = player_action & JOY_BUTTON_2;
11065 int dx = (left ? -1 : right ? 1 : 0);
11066 int dy = (up ? -1 : down ? 1 : 0);
11068 if (!player->active || tape.pausing)
11074 SnapField(player, dx, dy);
11078 DropElement(player);
11080 MovePlayer(player, dx, dy);
11083 CheckSingleStepMode(player);
11085 SetPlayerWaiting(player, FALSE);
11087 return player_action;
11091 // no actions for this player (no input at player's configured device)
11093 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11094 SnapField(player, 0, 0);
11095 CheckGravityMovementWhenNotMoving(player);
11097 if (player->MovPos == 0)
11098 SetPlayerWaiting(player, TRUE);
11100 if (player->MovPos == 0) // needed for tape.playing
11101 player->is_moving = FALSE;
11103 player->is_dropping = FALSE;
11104 player->is_dropping_pressed = FALSE;
11105 player->drop_pressed_delay = 0;
11107 CheckSingleStepMode(player);
11113 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11116 if (!tape.use_mouse)
11119 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11120 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11121 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11124 static void SetTapeActionFromMouseAction(byte *tape_action,
11125 struct MouseActionInfo *mouse_action)
11127 if (!tape.use_mouse)
11130 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11131 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11132 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11135 static void CheckLevelSolved(void)
11137 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11139 if (game_em.level_solved &&
11140 !game_em.game_over) // game won
11144 game_em.game_over = TRUE;
11146 game.all_players_gone = TRUE;
11149 if (game_em.game_over) // game lost
11150 game.all_players_gone = TRUE;
11152 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11154 if (game_sp.level_solved &&
11155 !game_sp.game_over) // game won
11159 game_sp.game_over = TRUE;
11161 game.all_players_gone = TRUE;
11164 if (game_sp.game_over) // game lost
11165 game.all_players_gone = TRUE;
11167 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11169 if (game_mm.level_solved &&
11170 !game_mm.game_over) // game won
11174 game_mm.game_over = TRUE;
11176 game.all_players_gone = TRUE;
11179 if (game_mm.game_over) // game lost
11180 game.all_players_gone = TRUE;
11184 static void CheckLevelTime(void)
11188 if (TimeFrames >= FRAMES_PER_SECOND)
11193 for (i = 0; i < MAX_PLAYERS; i++)
11195 struct PlayerInfo *player = &stored_player[i];
11197 if (SHIELD_ON(player))
11199 player->shield_normal_time_left--;
11201 if (player->shield_deadly_time_left > 0)
11202 player->shield_deadly_time_left--;
11206 if (!game.LevelSolved && !level.use_step_counter)
11214 if (TimeLeft <= 10 && setup.time_limit)
11215 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11217 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11218 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11220 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11222 if (!TimeLeft && setup.time_limit)
11224 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11225 level.native_em_level->lev->killed_out_of_time = TRUE;
11227 for (i = 0; i < MAX_PLAYERS; i++)
11228 KillPlayer(&stored_player[i]);
11231 else if (game.no_time_limit && !game.all_players_gone)
11233 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11236 level.native_em_level->lev->time =
11237 (game.no_time_limit ? TimePlayed : TimeLeft);
11240 if (tape.recording || tape.playing)
11241 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11244 if (tape.recording || tape.playing)
11245 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11247 UpdateAndDisplayGameControlValues();
11250 void AdvanceFrameAndPlayerCounters(int player_nr)
11254 // advance frame counters (global frame counter and time frame counter)
11258 // advance player counters (counters for move delay, move animation etc.)
11259 for (i = 0; i < MAX_PLAYERS; i++)
11261 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11262 int move_delay_value = stored_player[i].move_delay_value;
11263 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11265 if (!advance_player_counters) // not all players may be affected
11268 if (move_frames == 0) // less than one move per game frame
11270 int stepsize = TILEX / move_delay_value;
11271 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11272 int count = (stored_player[i].is_moving ?
11273 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11275 if (count % delay == 0)
11279 stored_player[i].Frame += move_frames;
11281 if (stored_player[i].MovPos != 0)
11282 stored_player[i].StepFrame += move_frames;
11284 if (stored_player[i].move_delay > 0)
11285 stored_player[i].move_delay--;
11287 // due to bugs in previous versions, counter must count up, not down
11288 if (stored_player[i].push_delay != -1)
11289 stored_player[i].push_delay++;
11291 if (stored_player[i].drop_delay > 0)
11292 stored_player[i].drop_delay--;
11294 if (stored_player[i].is_dropping_pressed)
11295 stored_player[i].drop_pressed_delay++;
11299 void StartGameActions(boolean init_network_game, boolean record_tape,
11302 unsigned int new_random_seed = InitRND(random_seed);
11305 TapeStartRecording(new_random_seed);
11307 if (init_network_game)
11309 SendToServer_LevelFile();
11310 SendToServer_StartPlaying();
11318 static void GameActionsExt(void)
11321 static unsigned int game_frame_delay = 0;
11323 unsigned int game_frame_delay_value;
11324 byte *recorded_player_action;
11325 byte summarized_player_action = 0;
11326 byte tape_action[MAX_PLAYERS];
11329 // detect endless loops, caused by custom element programming
11330 if (recursion_loop_detected && recursion_loop_depth == 0)
11332 char *message = getStringCat3("Internal Error! Element ",
11333 EL_NAME(recursion_loop_element),
11334 " caused endless loop! Quit the game?");
11336 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11337 EL_NAME(recursion_loop_element));
11339 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11341 recursion_loop_detected = FALSE; // if game should be continued
11348 if (game.restart_level)
11349 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11351 CheckLevelSolved();
11353 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11356 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11359 if (game_status != GAME_MODE_PLAYING) // status might have changed
11362 game_frame_delay_value =
11363 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11365 if (tape.playing && tape.warp_forward && !tape.pausing)
11366 game_frame_delay_value = 0;
11368 SetVideoFrameDelay(game_frame_delay_value);
11370 // (de)activate virtual buttons depending on current game status
11371 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11373 if (game.all_players_gone) // if no players there to be controlled anymore
11374 SetOverlayActive(FALSE);
11375 else if (!tape.playing) // if game continues after tape stopped playing
11376 SetOverlayActive(TRUE);
11381 // ---------- main game synchronization point ----------
11383 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11385 printf("::: skip == %d\n", skip);
11388 // ---------- main game synchronization point ----------
11390 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11394 if (network_playing && !network_player_action_received)
11396 // try to get network player actions in time
11398 // last chance to get network player actions without main loop delay
11399 HandleNetworking();
11401 // game was quit by network peer
11402 if (game_status != GAME_MODE_PLAYING)
11405 // check if network player actions still missing and game still running
11406 if (!network_player_action_received && !checkGameEnded())
11407 return; // failed to get network player actions in time
11409 // do not yet reset "network_player_action_received" (for tape.pausing)
11415 // at this point we know that we really continue executing the game
11417 network_player_action_received = FALSE;
11419 // when playing tape, read previously recorded player input from tape data
11420 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11422 local_player->effective_mouse_action = local_player->mouse_action;
11424 if (recorded_player_action != NULL)
11425 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11426 recorded_player_action);
11428 // TapePlayAction() may return NULL when toggling to "pause before death"
11432 if (tape.set_centered_player)
11434 game.centered_player_nr_next = tape.centered_player_nr_next;
11435 game.set_centered_player = TRUE;
11438 for (i = 0; i < MAX_PLAYERS; i++)
11440 summarized_player_action |= stored_player[i].action;
11442 if (!network_playing && (game.team_mode || tape.playing))
11443 stored_player[i].effective_action = stored_player[i].action;
11446 if (network_playing && !checkGameEnded())
11447 SendToServer_MovePlayer(summarized_player_action);
11449 // summarize all actions at local players mapped input device position
11450 // (this allows using different input devices in single player mode)
11451 if (!network.enabled && !game.team_mode)
11452 stored_player[map_player_action[local_player->index_nr]].effective_action =
11453 summarized_player_action;
11455 if (tape.recording &&
11457 setup.input_on_focus &&
11458 game.centered_player_nr != -1)
11460 for (i = 0; i < MAX_PLAYERS; i++)
11461 stored_player[i].effective_action =
11462 (i == game.centered_player_nr ? summarized_player_action : 0);
11465 if (recorded_player_action != NULL)
11466 for (i = 0; i < MAX_PLAYERS; i++)
11467 stored_player[i].effective_action = recorded_player_action[i];
11469 for (i = 0; i < MAX_PLAYERS; i++)
11471 tape_action[i] = stored_player[i].effective_action;
11473 /* (this may happen in the RND game engine if a player was not present on
11474 the playfield on level start, but appeared later from a custom element */
11475 if (setup.team_mode &&
11478 !tape.player_participates[i])
11479 tape.player_participates[i] = TRUE;
11482 SetTapeActionFromMouseAction(tape_action,
11483 &local_player->effective_mouse_action);
11485 // only record actions from input devices, but not programmed actions
11486 if (tape.recording)
11487 TapeRecordAction(tape_action);
11489 // remember if game was played (especially after tape stopped playing)
11490 if (!tape.playing && summarized_player_action)
11491 game.GamePlayed = TRUE;
11493 #if USE_NEW_PLAYER_ASSIGNMENTS
11494 // !!! also map player actions in single player mode !!!
11495 // if (game.team_mode)
11498 byte mapped_action[MAX_PLAYERS];
11500 #if DEBUG_PLAYER_ACTIONS
11502 for (i = 0; i < MAX_PLAYERS; i++)
11503 printf(" %d, ", stored_player[i].effective_action);
11506 for (i = 0; i < MAX_PLAYERS; i++)
11507 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11509 for (i = 0; i < MAX_PLAYERS; i++)
11510 stored_player[i].effective_action = mapped_action[i];
11512 #if DEBUG_PLAYER_ACTIONS
11514 for (i = 0; i < MAX_PLAYERS; i++)
11515 printf(" %d, ", stored_player[i].effective_action);
11519 #if DEBUG_PLAYER_ACTIONS
11523 for (i = 0; i < MAX_PLAYERS; i++)
11524 printf(" %d, ", stored_player[i].effective_action);
11530 for (i = 0; i < MAX_PLAYERS; i++)
11532 // allow engine snapshot in case of changed movement attempt
11533 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11534 (stored_player[i].effective_action & KEY_MOTION))
11535 game.snapshot.changed_action = TRUE;
11537 // allow engine snapshot in case of snapping/dropping attempt
11538 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11539 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11540 game.snapshot.changed_action = TRUE;
11542 game.snapshot.last_action[i] = stored_player[i].effective_action;
11545 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11547 GameActions_EM_Main();
11549 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11551 GameActions_SP_Main();
11553 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11555 GameActions_MM_Main();
11559 GameActions_RND_Main();
11562 BlitScreenToBitmap(backbuffer);
11564 CheckLevelSolved();
11567 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11569 if (global.show_frames_per_second)
11571 static unsigned int fps_counter = 0;
11572 static int fps_frames = 0;
11573 unsigned int fps_delay_ms = Counter() - fps_counter;
11577 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11579 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11582 fps_counter = Counter();
11584 // always draw FPS to screen after FPS value was updated
11585 redraw_mask |= REDRAW_FPS;
11588 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11589 if (GetDrawDeactivationMask() == REDRAW_NONE)
11590 redraw_mask |= REDRAW_FPS;
11594 static void GameActions_CheckSaveEngineSnapshot(void)
11596 if (!game.snapshot.save_snapshot)
11599 // clear flag for saving snapshot _before_ saving snapshot
11600 game.snapshot.save_snapshot = FALSE;
11602 SaveEngineSnapshotToList();
11605 void GameActions(void)
11609 GameActions_CheckSaveEngineSnapshot();
11612 void GameActions_EM_Main(void)
11614 byte effective_action[MAX_PLAYERS];
11615 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11618 for (i = 0; i < MAX_PLAYERS; i++)
11619 effective_action[i] = stored_player[i].effective_action;
11621 GameActions_EM(effective_action, warp_mode);
11624 void GameActions_SP_Main(void)
11626 byte effective_action[MAX_PLAYERS];
11627 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11630 for (i = 0; i < MAX_PLAYERS; i++)
11631 effective_action[i] = stored_player[i].effective_action;
11633 GameActions_SP(effective_action, warp_mode);
11635 for (i = 0; i < MAX_PLAYERS; i++)
11637 if (stored_player[i].force_dropping)
11638 stored_player[i].action |= KEY_BUTTON_DROP;
11640 stored_player[i].force_dropping = FALSE;
11644 void GameActions_MM_Main(void)
11646 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11648 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11651 void GameActions_RND_Main(void)
11656 void GameActions_RND(void)
11658 int magic_wall_x = 0, magic_wall_y = 0;
11659 int i, x, y, element, graphic, last_gfx_frame;
11661 InitPlayfieldScanModeVars();
11663 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11665 SCAN_PLAYFIELD(x, y)
11667 ChangeCount[x][y] = 0;
11668 ChangeEvent[x][y] = -1;
11672 if (game.set_centered_player)
11674 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11676 // switching to "all players" only possible if all players fit to screen
11677 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11679 game.centered_player_nr_next = game.centered_player_nr;
11680 game.set_centered_player = FALSE;
11683 // do not switch focus to non-existing (or non-active) player
11684 if (game.centered_player_nr_next >= 0 &&
11685 !stored_player[game.centered_player_nr_next].active)
11687 game.centered_player_nr_next = game.centered_player_nr;
11688 game.set_centered_player = FALSE;
11692 if (game.set_centered_player &&
11693 ScreenMovPos == 0) // screen currently aligned at tile position
11697 if (game.centered_player_nr_next == -1)
11699 setScreenCenteredToAllPlayers(&sx, &sy);
11703 sx = stored_player[game.centered_player_nr_next].jx;
11704 sy = stored_player[game.centered_player_nr_next].jy;
11707 game.centered_player_nr = game.centered_player_nr_next;
11708 game.set_centered_player = FALSE;
11710 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11711 DrawGameDoorValues();
11714 for (i = 0; i < MAX_PLAYERS; i++)
11716 int actual_player_action = stored_player[i].effective_action;
11719 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11720 - rnd_equinox_tetrachloride 048
11721 - rnd_equinox_tetrachloride_ii 096
11722 - rnd_emanuel_schmieg 002
11723 - doctor_sloan_ww 001, 020
11725 if (stored_player[i].MovPos == 0)
11726 CheckGravityMovement(&stored_player[i]);
11729 // overwrite programmed action with tape action
11730 if (stored_player[i].programmed_action)
11731 actual_player_action = stored_player[i].programmed_action;
11733 PlayerActions(&stored_player[i], actual_player_action);
11735 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11738 ScrollScreen(NULL, SCROLL_GO_ON);
11740 /* for backwards compatibility, the following code emulates a fixed bug that
11741 occured when pushing elements (causing elements that just made their last
11742 pushing step to already (if possible) make their first falling step in the
11743 same game frame, which is bad); this code is also needed to use the famous
11744 "spring push bug" which is used in older levels and might be wanted to be
11745 used also in newer levels, but in this case the buggy pushing code is only
11746 affecting the "spring" element and no other elements */
11748 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11750 for (i = 0; i < MAX_PLAYERS; i++)
11752 struct PlayerInfo *player = &stored_player[i];
11753 int x = player->jx;
11754 int y = player->jy;
11756 if (player->active && player->is_pushing && player->is_moving &&
11758 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11759 Feld[x][y] == EL_SPRING))
11761 ContinueMoving(x, y);
11763 // continue moving after pushing (this is actually a bug)
11764 if (!IS_MOVING(x, y))
11765 Stop[x][y] = FALSE;
11770 SCAN_PLAYFIELD(x, y)
11772 Last[x][y] = Feld[x][y];
11774 ChangeCount[x][y] = 0;
11775 ChangeEvent[x][y] = -1;
11777 // this must be handled before main playfield loop
11778 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11781 if (MovDelay[x][y] <= 0)
11785 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11788 if (MovDelay[x][y] <= 0)
11791 TEST_DrawLevelField(x, y);
11793 TestIfElementTouchesCustomElement(x, y); // for empty space
11798 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11800 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11801 printf("GameActions(): This should never happen!\n");
11803 ChangePage[x][y] = -1;
11807 Stop[x][y] = FALSE;
11808 if (WasJustMoving[x][y] > 0)
11809 WasJustMoving[x][y]--;
11810 if (WasJustFalling[x][y] > 0)
11811 WasJustFalling[x][y]--;
11812 if (CheckCollision[x][y] > 0)
11813 CheckCollision[x][y]--;
11814 if (CheckImpact[x][y] > 0)
11815 CheckImpact[x][y]--;
11819 /* reset finished pushing action (not done in ContinueMoving() to allow
11820 continuous pushing animation for elements with zero push delay) */
11821 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11823 ResetGfxAnimation(x, y);
11824 TEST_DrawLevelField(x, y);
11828 if (IS_BLOCKED(x, y))
11832 Blocked2Moving(x, y, &oldx, &oldy);
11833 if (!IS_MOVING(oldx, oldy))
11835 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11836 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11837 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11838 printf("GameActions(): This should never happen!\n");
11844 SCAN_PLAYFIELD(x, y)
11846 element = Feld[x][y];
11847 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11848 last_gfx_frame = GfxFrame[x][y];
11850 ResetGfxFrame(x, y);
11852 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11853 DrawLevelGraphicAnimation(x, y, graphic);
11855 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11856 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11857 ResetRandomAnimationValue(x, y);
11859 SetRandomAnimationValue(x, y);
11861 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11863 if (IS_INACTIVE(element))
11865 if (IS_ANIMATED(graphic))
11866 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11871 // this may take place after moving, so 'element' may have changed
11872 if (IS_CHANGING(x, y) &&
11873 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11875 int page = element_info[element].event_page_nr[CE_DELAY];
11877 HandleElementChange(x, y, page);
11879 element = Feld[x][y];
11880 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11883 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11887 element = Feld[x][y];
11888 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11890 if (IS_ANIMATED(graphic) &&
11891 !IS_MOVING(x, y) &&
11893 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11895 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11896 TEST_DrawTwinkleOnField(x, y);
11898 else if (element == EL_ACID)
11901 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11903 else if ((element == EL_EXIT_OPEN ||
11904 element == EL_EM_EXIT_OPEN ||
11905 element == EL_SP_EXIT_OPEN ||
11906 element == EL_STEEL_EXIT_OPEN ||
11907 element == EL_EM_STEEL_EXIT_OPEN ||
11908 element == EL_SP_TERMINAL ||
11909 element == EL_SP_TERMINAL_ACTIVE ||
11910 element == EL_EXTRA_TIME ||
11911 element == EL_SHIELD_NORMAL ||
11912 element == EL_SHIELD_DEADLY) &&
11913 IS_ANIMATED(graphic))
11914 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11915 else if (IS_MOVING(x, y))
11916 ContinueMoving(x, y);
11917 else if (IS_ACTIVE_BOMB(element))
11918 CheckDynamite(x, y);
11919 else if (element == EL_AMOEBA_GROWING)
11920 AmoebeWaechst(x, y);
11921 else if (element == EL_AMOEBA_SHRINKING)
11922 AmoebaDisappearing(x, y);
11924 #if !USE_NEW_AMOEBA_CODE
11925 else if (IS_AMOEBALIVE(element))
11926 AmoebeAbleger(x, y);
11929 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11931 else if (element == EL_EXIT_CLOSED)
11933 else if (element == EL_EM_EXIT_CLOSED)
11935 else if (element == EL_STEEL_EXIT_CLOSED)
11936 CheckExitSteel(x, y);
11937 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11938 CheckExitSteelEM(x, y);
11939 else if (element == EL_SP_EXIT_CLOSED)
11941 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11942 element == EL_EXPANDABLE_STEELWALL_GROWING)
11943 MauerWaechst(x, y);
11944 else if (element == EL_EXPANDABLE_WALL ||
11945 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11946 element == EL_EXPANDABLE_WALL_VERTICAL ||
11947 element == EL_EXPANDABLE_WALL_ANY ||
11948 element == EL_BD_EXPANDABLE_WALL)
11949 MauerAbleger(x, y);
11950 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11951 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11952 element == EL_EXPANDABLE_STEELWALL_ANY)
11953 MauerAblegerStahl(x, y);
11954 else if (element == EL_FLAMES)
11955 CheckForDragon(x, y);
11956 else if (element == EL_EXPLOSION)
11957 ; // drawing of correct explosion animation is handled separately
11958 else if (element == EL_ELEMENT_SNAPPING ||
11959 element == EL_DIAGONAL_SHRINKING ||
11960 element == EL_DIAGONAL_GROWING)
11962 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11964 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11966 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11967 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11969 if (IS_BELT_ACTIVE(element))
11970 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11972 if (game.magic_wall_active)
11974 int jx = local_player->jx, jy = local_player->jy;
11976 // play the element sound at the position nearest to the player
11977 if ((element == EL_MAGIC_WALL_FULL ||
11978 element == EL_MAGIC_WALL_ACTIVE ||
11979 element == EL_MAGIC_WALL_EMPTYING ||
11980 element == EL_BD_MAGIC_WALL_FULL ||
11981 element == EL_BD_MAGIC_WALL_ACTIVE ||
11982 element == EL_BD_MAGIC_WALL_EMPTYING ||
11983 element == EL_DC_MAGIC_WALL_FULL ||
11984 element == EL_DC_MAGIC_WALL_ACTIVE ||
11985 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11986 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11994 #if USE_NEW_AMOEBA_CODE
11995 // new experimental amoeba growth stuff
11996 if (!(FrameCounter % 8))
11998 static unsigned int random = 1684108901;
12000 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12002 x = RND(lev_fieldx);
12003 y = RND(lev_fieldy);
12004 element = Feld[x][y];
12006 if (!IS_PLAYER(x,y) &&
12007 (element == EL_EMPTY ||
12008 CAN_GROW_INTO(element) ||
12009 element == EL_QUICKSAND_EMPTY ||
12010 element == EL_QUICKSAND_FAST_EMPTY ||
12011 element == EL_ACID_SPLASH_LEFT ||
12012 element == EL_ACID_SPLASH_RIGHT))
12014 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12015 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12016 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12017 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12018 Feld[x][y] = EL_AMOEBA_DROP;
12021 random = random * 129 + 1;
12026 game.explosions_delayed = FALSE;
12028 SCAN_PLAYFIELD(x, y)
12030 element = Feld[x][y];
12032 if (ExplodeField[x][y])
12033 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12034 else if (element == EL_EXPLOSION)
12035 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12037 ExplodeField[x][y] = EX_TYPE_NONE;
12040 game.explosions_delayed = TRUE;
12042 if (game.magic_wall_active)
12044 if (!(game.magic_wall_time_left % 4))
12046 int element = Feld[magic_wall_x][magic_wall_y];
12048 if (element == EL_BD_MAGIC_WALL_FULL ||
12049 element == EL_BD_MAGIC_WALL_ACTIVE ||
12050 element == EL_BD_MAGIC_WALL_EMPTYING)
12051 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12052 else if (element == EL_DC_MAGIC_WALL_FULL ||
12053 element == EL_DC_MAGIC_WALL_ACTIVE ||
12054 element == EL_DC_MAGIC_WALL_EMPTYING)
12055 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12057 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12060 if (game.magic_wall_time_left > 0)
12062 game.magic_wall_time_left--;
12064 if (!game.magic_wall_time_left)
12066 SCAN_PLAYFIELD(x, y)
12068 element = Feld[x][y];
12070 if (element == EL_MAGIC_WALL_ACTIVE ||
12071 element == EL_MAGIC_WALL_FULL)
12073 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12074 TEST_DrawLevelField(x, y);
12076 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12077 element == EL_BD_MAGIC_WALL_FULL)
12079 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12080 TEST_DrawLevelField(x, y);
12082 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12083 element == EL_DC_MAGIC_WALL_FULL)
12085 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12086 TEST_DrawLevelField(x, y);
12090 game.magic_wall_active = FALSE;
12095 if (game.light_time_left > 0)
12097 game.light_time_left--;
12099 if (game.light_time_left == 0)
12100 RedrawAllLightSwitchesAndInvisibleElements();
12103 if (game.timegate_time_left > 0)
12105 game.timegate_time_left--;
12107 if (game.timegate_time_left == 0)
12108 CloseAllOpenTimegates();
12111 if (game.lenses_time_left > 0)
12113 game.lenses_time_left--;
12115 if (game.lenses_time_left == 0)
12116 RedrawAllInvisibleElementsForLenses();
12119 if (game.magnify_time_left > 0)
12121 game.magnify_time_left--;
12123 if (game.magnify_time_left == 0)
12124 RedrawAllInvisibleElementsForMagnifier();
12127 for (i = 0; i < MAX_PLAYERS; i++)
12129 struct PlayerInfo *player = &stored_player[i];
12131 if (SHIELD_ON(player))
12133 if (player->shield_deadly_time_left)
12134 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12135 else if (player->shield_normal_time_left)
12136 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12140 #if USE_DELAYED_GFX_REDRAW
12141 SCAN_PLAYFIELD(x, y)
12143 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12145 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12146 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12148 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12149 DrawLevelField(x, y);
12151 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12152 DrawLevelFieldCrumbled(x, y);
12154 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12155 DrawLevelFieldCrumbledNeighbours(x, y);
12157 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12158 DrawTwinkleOnField(x, y);
12161 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12166 PlayAllPlayersSound();
12168 if (local_player->show_envelope != 0 && (!local_player->active ||
12169 local_player->MovPos == 0))
12171 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12173 local_player->show_envelope = 0;
12176 // use random number generator in every frame to make it less predictable
12177 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12181 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12183 int min_x = x, min_y = y, max_x = x, max_y = y;
12186 for (i = 0; i < MAX_PLAYERS; i++)
12188 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12190 if (!stored_player[i].active || &stored_player[i] == player)
12193 min_x = MIN(min_x, jx);
12194 min_y = MIN(min_y, jy);
12195 max_x = MAX(max_x, jx);
12196 max_y = MAX(max_y, jy);
12199 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12202 static boolean AllPlayersInVisibleScreen(void)
12206 for (i = 0; i < MAX_PLAYERS; i++)
12208 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12210 if (!stored_player[i].active)
12213 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12220 void ScrollLevel(int dx, int dy)
12222 int scroll_offset = 2 * TILEX_VAR;
12225 BlitBitmap(drawto_field, drawto_field,
12226 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12227 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12228 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12229 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12230 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12231 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12235 x = (dx == 1 ? BX1 : BX2);
12236 for (y = BY1; y <= BY2; y++)
12237 DrawScreenField(x, y);
12242 y = (dy == 1 ? BY1 : BY2);
12243 for (x = BX1; x <= BX2; x++)
12244 DrawScreenField(x, y);
12247 redraw_mask |= REDRAW_FIELD;
12250 static boolean canFallDown(struct PlayerInfo *player)
12252 int jx = player->jx, jy = player->jy;
12254 return (IN_LEV_FIELD(jx, jy + 1) &&
12255 (IS_FREE(jx, jy + 1) ||
12256 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12257 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12258 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12261 static boolean canPassField(int x, int y, int move_dir)
12263 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12264 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12265 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12266 int nextx = x + dx;
12267 int nexty = y + dy;
12268 int element = Feld[x][y];
12270 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12271 !CAN_MOVE(element) &&
12272 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12273 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12274 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12277 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12279 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12280 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12281 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12285 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12286 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12287 (IS_DIGGABLE(Feld[newx][newy]) ||
12288 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12289 canPassField(newx, newy, move_dir)));
12292 static void CheckGravityMovement(struct PlayerInfo *player)
12294 if (player->gravity && !player->programmed_action)
12296 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12297 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12298 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12299 int jx = player->jx, jy = player->jy;
12300 boolean player_is_moving_to_valid_field =
12301 (!player_is_snapping &&
12302 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12303 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12304 boolean player_can_fall_down = canFallDown(player);
12306 if (player_can_fall_down &&
12307 !player_is_moving_to_valid_field)
12308 player->programmed_action = MV_DOWN;
12312 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12314 return CheckGravityMovement(player);
12316 if (player->gravity && !player->programmed_action)
12318 int jx = player->jx, jy = player->jy;
12319 boolean field_under_player_is_free =
12320 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12321 boolean player_is_standing_on_valid_field =
12322 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12323 (IS_WALKABLE(Feld[jx][jy]) &&
12324 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12326 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12327 player->programmed_action = MV_DOWN;
12332 MovePlayerOneStep()
12333 -----------------------------------------------------------------------------
12334 dx, dy: direction (non-diagonal) to try to move the player to
12335 real_dx, real_dy: direction as read from input device (can be diagonal)
12338 boolean MovePlayerOneStep(struct PlayerInfo *player,
12339 int dx, int dy, int real_dx, int real_dy)
12341 int jx = player->jx, jy = player->jy;
12342 int new_jx = jx + dx, new_jy = jy + dy;
12344 boolean player_can_move = !player->cannot_move;
12346 if (!player->active || (!dx && !dy))
12347 return MP_NO_ACTION;
12349 player->MovDir = (dx < 0 ? MV_LEFT :
12350 dx > 0 ? MV_RIGHT :
12352 dy > 0 ? MV_DOWN : MV_NONE);
12354 if (!IN_LEV_FIELD(new_jx, new_jy))
12355 return MP_NO_ACTION;
12357 if (!player_can_move)
12359 if (player->MovPos == 0)
12361 player->is_moving = FALSE;
12362 player->is_digging = FALSE;
12363 player->is_collecting = FALSE;
12364 player->is_snapping = FALSE;
12365 player->is_pushing = FALSE;
12369 if (!network.enabled && game.centered_player_nr == -1 &&
12370 !AllPlayersInSight(player, new_jx, new_jy))
12371 return MP_NO_ACTION;
12373 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12374 if (can_move != MP_MOVING)
12377 // check if DigField() has caused relocation of the player
12378 if (player->jx != jx || player->jy != jy)
12379 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12381 StorePlayer[jx][jy] = 0;
12382 player->last_jx = jx;
12383 player->last_jy = jy;
12384 player->jx = new_jx;
12385 player->jy = new_jy;
12386 StorePlayer[new_jx][new_jy] = player->element_nr;
12388 if (player->move_delay_value_next != -1)
12390 player->move_delay_value = player->move_delay_value_next;
12391 player->move_delay_value_next = -1;
12395 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12397 player->step_counter++;
12399 PlayerVisit[jx][jy] = FrameCounter;
12401 player->is_moving = TRUE;
12404 // should better be called in MovePlayer(), but this breaks some tapes
12405 ScrollPlayer(player, SCROLL_INIT);
12411 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12413 int jx = player->jx, jy = player->jy;
12414 int old_jx = jx, old_jy = jy;
12415 int moved = MP_NO_ACTION;
12417 if (!player->active)
12422 if (player->MovPos == 0)
12424 player->is_moving = FALSE;
12425 player->is_digging = FALSE;
12426 player->is_collecting = FALSE;
12427 player->is_snapping = FALSE;
12428 player->is_pushing = FALSE;
12434 if (player->move_delay > 0)
12437 player->move_delay = -1; // set to "uninitialized" value
12439 // store if player is automatically moved to next field
12440 player->is_auto_moving = (player->programmed_action != MV_NONE);
12442 // remove the last programmed player action
12443 player->programmed_action = 0;
12445 if (player->MovPos)
12447 // should only happen if pre-1.2 tape recordings are played
12448 // this is only for backward compatibility
12450 int original_move_delay_value = player->move_delay_value;
12453 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12457 // scroll remaining steps with finest movement resolution
12458 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12460 while (player->MovPos)
12462 ScrollPlayer(player, SCROLL_GO_ON);
12463 ScrollScreen(NULL, SCROLL_GO_ON);
12465 AdvanceFrameAndPlayerCounters(player->index_nr);
12468 BackToFront_WithFrameDelay(0);
12471 player->move_delay_value = original_move_delay_value;
12474 player->is_active = FALSE;
12476 if (player->last_move_dir & MV_HORIZONTAL)
12478 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12479 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12483 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12484 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12487 if (!moved && !player->is_active)
12489 player->is_moving = FALSE;
12490 player->is_digging = FALSE;
12491 player->is_collecting = FALSE;
12492 player->is_snapping = FALSE;
12493 player->is_pushing = FALSE;
12499 if (moved & MP_MOVING && !ScreenMovPos &&
12500 (player->index_nr == game.centered_player_nr ||
12501 game.centered_player_nr == -1))
12503 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12504 int offset = game.scroll_delay_value;
12506 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12508 // actual player has left the screen -- scroll in that direction
12509 if (jx != old_jx) // player has moved horizontally
12510 scroll_x += (jx - old_jx);
12511 else // player has moved vertically
12512 scroll_y += (jy - old_jy);
12516 if (jx != old_jx) // player has moved horizontally
12518 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12519 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12520 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12522 // don't scroll over playfield boundaries
12523 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12524 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12526 // don't scroll more than one field at a time
12527 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12529 // don't scroll against the player's moving direction
12530 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12531 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12532 scroll_x = old_scroll_x;
12534 else // player has moved vertically
12536 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12537 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12538 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12540 // don't scroll over playfield boundaries
12541 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12542 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12544 // don't scroll more than one field at a time
12545 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12547 // don't scroll against the player's moving direction
12548 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12549 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12550 scroll_y = old_scroll_y;
12554 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12556 if (!network.enabled && game.centered_player_nr == -1 &&
12557 !AllPlayersInVisibleScreen())
12559 scroll_x = old_scroll_x;
12560 scroll_y = old_scroll_y;
12564 ScrollScreen(player, SCROLL_INIT);
12565 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12570 player->StepFrame = 0;
12572 if (moved & MP_MOVING)
12574 if (old_jx != jx && old_jy == jy)
12575 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12576 else if (old_jx == jx && old_jy != jy)
12577 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12579 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12581 player->last_move_dir = player->MovDir;
12582 player->is_moving = TRUE;
12583 player->is_snapping = FALSE;
12584 player->is_switching = FALSE;
12585 player->is_dropping = FALSE;
12586 player->is_dropping_pressed = FALSE;
12587 player->drop_pressed_delay = 0;
12590 // should better be called here than above, but this breaks some tapes
12591 ScrollPlayer(player, SCROLL_INIT);
12596 CheckGravityMovementWhenNotMoving(player);
12598 player->is_moving = FALSE;
12600 /* at this point, the player is allowed to move, but cannot move right now
12601 (e.g. because of something blocking the way) -- ensure that the player
12602 is also allowed to move in the next frame (in old versions before 3.1.1,
12603 the player was forced to wait again for eight frames before next try) */
12605 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12606 player->move_delay = 0; // allow direct movement in the next frame
12609 if (player->move_delay == -1) // not yet initialized by DigField()
12610 player->move_delay = player->move_delay_value;
12612 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12614 TestIfPlayerTouchesBadThing(jx, jy);
12615 TestIfPlayerTouchesCustomElement(jx, jy);
12618 if (!player->active)
12619 RemovePlayer(player);
12624 void ScrollPlayer(struct PlayerInfo *player, int mode)
12626 int jx = player->jx, jy = player->jy;
12627 int last_jx = player->last_jx, last_jy = player->last_jy;
12628 int move_stepsize = TILEX / player->move_delay_value;
12630 if (!player->active)
12633 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12636 if (mode == SCROLL_INIT)
12638 player->actual_frame_counter = FrameCounter;
12639 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12641 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12642 Feld[last_jx][last_jy] == EL_EMPTY)
12644 int last_field_block_delay = 0; // start with no blocking at all
12645 int block_delay_adjustment = player->block_delay_adjustment;
12647 // if player blocks last field, add delay for exactly one move
12648 if (player->block_last_field)
12650 last_field_block_delay += player->move_delay_value;
12652 // when blocking enabled, prevent moving up despite gravity
12653 if (player->gravity && player->MovDir == MV_UP)
12654 block_delay_adjustment = -1;
12657 // add block delay adjustment (also possible when not blocking)
12658 last_field_block_delay += block_delay_adjustment;
12660 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12661 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12664 if (player->MovPos != 0) // player has not yet reached destination
12667 else if (!FrameReached(&player->actual_frame_counter, 1))
12670 if (player->MovPos != 0)
12672 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12673 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12675 // before DrawPlayer() to draw correct player graphic for this case
12676 if (player->MovPos == 0)
12677 CheckGravityMovement(player);
12680 if (player->MovPos == 0) // player reached destination field
12682 if (player->move_delay_reset_counter > 0)
12684 player->move_delay_reset_counter--;
12686 if (player->move_delay_reset_counter == 0)
12688 // continue with normal speed after quickly moving through gate
12689 HALVE_PLAYER_SPEED(player);
12691 // be able to make the next move without delay
12692 player->move_delay = 0;
12696 player->last_jx = jx;
12697 player->last_jy = jy;
12699 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12700 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12701 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12702 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12703 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12704 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12705 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12706 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12708 ExitPlayer(player);
12710 if (game.players_still_needed == 0 &&
12711 (game.friends_still_needed == 0 ||
12712 IS_SP_ELEMENT(Feld[jx][jy])))
12716 // this breaks one level: "machine", level 000
12718 int move_direction = player->MovDir;
12719 int enter_side = MV_DIR_OPPOSITE(move_direction);
12720 int leave_side = move_direction;
12721 int old_jx = last_jx;
12722 int old_jy = last_jy;
12723 int old_element = Feld[old_jx][old_jy];
12724 int new_element = Feld[jx][jy];
12726 if (IS_CUSTOM_ELEMENT(old_element))
12727 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12729 player->index_bit, leave_side);
12731 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12732 CE_PLAYER_LEAVES_X,
12733 player->index_bit, leave_side);
12735 if (IS_CUSTOM_ELEMENT(new_element))
12736 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12737 player->index_bit, enter_side);
12739 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12740 CE_PLAYER_ENTERS_X,
12741 player->index_bit, enter_side);
12743 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12744 CE_MOVE_OF_X, move_direction);
12747 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12749 TestIfPlayerTouchesBadThing(jx, jy);
12750 TestIfPlayerTouchesCustomElement(jx, jy);
12752 /* needed because pushed element has not yet reached its destination,
12753 so it would trigger a change event at its previous field location */
12754 if (!player->is_pushing)
12755 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12757 if (!player->active)
12758 RemovePlayer(player);
12761 if (!game.LevelSolved && level.use_step_counter)
12771 if (TimeLeft <= 10 && setup.time_limit)
12772 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12774 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12776 DisplayGameControlValues();
12778 if (!TimeLeft && setup.time_limit)
12779 for (i = 0; i < MAX_PLAYERS; i++)
12780 KillPlayer(&stored_player[i]);
12782 else if (game.no_time_limit && !game.all_players_gone)
12784 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12786 DisplayGameControlValues();
12790 if (tape.single_step && tape.recording && !tape.pausing &&
12791 !player->programmed_action)
12792 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12794 if (!player->programmed_action)
12795 CheckSaveEngineSnapshot(player);
12799 void ScrollScreen(struct PlayerInfo *player, int mode)
12801 static unsigned int screen_frame_counter = 0;
12803 if (mode == SCROLL_INIT)
12805 // set scrolling step size according to actual player's moving speed
12806 ScrollStepSize = TILEX / player->move_delay_value;
12808 screen_frame_counter = FrameCounter;
12809 ScreenMovDir = player->MovDir;
12810 ScreenMovPos = player->MovPos;
12811 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12814 else if (!FrameReached(&screen_frame_counter, 1))
12819 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12820 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12821 redraw_mask |= REDRAW_FIELD;
12824 ScreenMovDir = MV_NONE;
12827 void TestIfPlayerTouchesCustomElement(int x, int y)
12829 static int xy[4][2] =
12836 static int trigger_sides[4][2] =
12838 // center side border side
12839 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12840 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12841 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12842 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12844 static int touch_dir[4] =
12846 MV_LEFT | MV_RIGHT,
12851 int center_element = Feld[x][y]; // should always be non-moving!
12854 for (i = 0; i < NUM_DIRECTIONS; i++)
12856 int xx = x + xy[i][0];
12857 int yy = y + xy[i][1];
12858 int center_side = trigger_sides[i][0];
12859 int border_side = trigger_sides[i][1];
12860 int border_element;
12862 if (!IN_LEV_FIELD(xx, yy))
12865 if (IS_PLAYER(x, y)) // player found at center element
12867 struct PlayerInfo *player = PLAYERINFO(x, y);
12869 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12870 border_element = Feld[xx][yy]; // may be moving!
12871 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12872 border_element = Feld[xx][yy];
12873 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12874 border_element = MovingOrBlocked2Element(xx, yy);
12876 continue; // center and border element do not touch
12878 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12879 player->index_bit, border_side);
12880 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12881 CE_PLAYER_TOUCHES_X,
12882 player->index_bit, border_side);
12885 /* use player element that is initially defined in the level playfield,
12886 not the player element that corresponds to the runtime player number
12887 (example: a level that contains EL_PLAYER_3 as the only player would
12888 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12889 int player_element = PLAYERINFO(x, y)->initial_element;
12891 CheckElementChangeBySide(xx, yy, border_element, player_element,
12892 CE_TOUCHING_X, border_side);
12895 else if (IS_PLAYER(xx, yy)) // player found at border element
12897 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12899 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12901 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12902 continue; // center and border element do not touch
12905 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12906 player->index_bit, center_side);
12907 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12908 CE_PLAYER_TOUCHES_X,
12909 player->index_bit, center_side);
12912 /* use player element that is initially defined in the level playfield,
12913 not the player element that corresponds to the runtime player number
12914 (example: a level that contains EL_PLAYER_3 as the only player would
12915 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12916 int player_element = PLAYERINFO(xx, yy)->initial_element;
12918 CheckElementChangeBySide(x, y, center_element, player_element,
12919 CE_TOUCHING_X, center_side);
12927 void TestIfElementTouchesCustomElement(int x, int y)
12929 static int xy[4][2] =
12936 static int trigger_sides[4][2] =
12938 // center side border side
12939 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12940 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12941 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12942 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12944 static int touch_dir[4] =
12946 MV_LEFT | MV_RIGHT,
12951 boolean change_center_element = FALSE;
12952 int center_element = Feld[x][y]; // should always be non-moving!
12953 int border_element_old[NUM_DIRECTIONS];
12956 for (i = 0; i < NUM_DIRECTIONS; i++)
12958 int xx = x + xy[i][0];
12959 int yy = y + xy[i][1];
12960 int border_element;
12962 border_element_old[i] = -1;
12964 if (!IN_LEV_FIELD(xx, yy))
12967 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12968 border_element = Feld[xx][yy]; // may be moving!
12969 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12970 border_element = Feld[xx][yy];
12971 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12972 border_element = MovingOrBlocked2Element(xx, yy);
12974 continue; // center and border element do not touch
12976 border_element_old[i] = border_element;
12979 for (i = 0; i < NUM_DIRECTIONS; i++)
12981 int xx = x + xy[i][0];
12982 int yy = y + xy[i][1];
12983 int center_side = trigger_sides[i][0];
12984 int border_element = border_element_old[i];
12986 if (border_element == -1)
12989 // check for change of border element
12990 CheckElementChangeBySide(xx, yy, border_element, center_element,
12991 CE_TOUCHING_X, center_side);
12993 // (center element cannot be player, so we dont have to check this here)
12996 for (i = 0; i < NUM_DIRECTIONS; i++)
12998 int xx = x + xy[i][0];
12999 int yy = y + xy[i][1];
13000 int border_side = trigger_sides[i][1];
13001 int border_element = border_element_old[i];
13003 if (border_element == -1)
13006 // check for change of center element (but change it only once)
13007 if (!change_center_element)
13008 change_center_element =
13009 CheckElementChangeBySide(x, y, center_element, border_element,
13010 CE_TOUCHING_X, border_side);
13012 if (IS_PLAYER(xx, yy))
13014 /* use player element that is initially defined in the level playfield,
13015 not the player element that corresponds to the runtime player number
13016 (example: a level that contains EL_PLAYER_3 as the only player would
13017 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13018 int player_element = PLAYERINFO(xx, yy)->initial_element;
13020 CheckElementChangeBySide(x, y, center_element, player_element,
13021 CE_TOUCHING_X, border_side);
13026 void TestIfElementHitsCustomElement(int x, int y, int direction)
13028 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13029 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13030 int hitx = x + dx, hity = y + dy;
13031 int hitting_element = Feld[x][y];
13032 int touched_element;
13034 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13037 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13038 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13040 if (IN_LEV_FIELD(hitx, hity))
13042 int opposite_direction = MV_DIR_OPPOSITE(direction);
13043 int hitting_side = direction;
13044 int touched_side = opposite_direction;
13045 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13046 MovDir[hitx][hity] != direction ||
13047 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13053 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13054 CE_HITTING_X, touched_side);
13056 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13057 CE_HIT_BY_X, hitting_side);
13059 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13060 CE_HIT_BY_SOMETHING, opposite_direction);
13062 if (IS_PLAYER(hitx, hity))
13064 /* use player element that is initially defined in the level playfield,
13065 not the player element that corresponds to the runtime player number
13066 (example: a level that contains EL_PLAYER_3 as the only player would
13067 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13068 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13070 CheckElementChangeBySide(x, y, hitting_element, player_element,
13071 CE_HITTING_X, touched_side);
13076 // "hitting something" is also true when hitting the playfield border
13077 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13078 CE_HITTING_SOMETHING, direction);
13081 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13083 int i, kill_x = -1, kill_y = -1;
13085 int bad_element = -1;
13086 static int test_xy[4][2] =
13093 static int test_dir[4] =
13101 for (i = 0; i < NUM_DIRECTIONS; i++)
13103 int test_x, test_y, test_move_dir, test_element;
13105 test_x = good_x + test_xy[i][0];
13106 test_y = good_y + test_xy[i][1];
13108 if (!IN_LEV_FIELD(test_x, test_y))
13112 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13114 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13116 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13117 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13119 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13120 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13124 bad_element = test_element;
13130 if (kill_x != -1 || kill_y != -1)
13132 if (IS_PLAYER(good_x, good_y))
13134 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13136 if (player->shield_deadly_time_left > 0 &&
13137 !IS_INDESTRUCTIBLE(bad_element))
13138 Bang(kill_x, kill_y);
13139 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13140 KillPlayer(player);
13143 Bang(good_x, good_y);
13147 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13149 int i, kill_x = -1, kill_y = -1;
13150 int bad_element = Feld[bad_x][bad_y];
13151 static int test_xy[4][2] =
13158 static int touch_dir[4] =
13160 MV_LEFT | MV_RIGHT,
13165 static int test_dir[4] =
13173 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13176 for (i = 0; i < NUM_DIRECTIONS; i++)
13178 int test_x, test_y, test_move_dir, test_element;
13180 test_x = bad_x + test_xy[i][0];
13181 test_y = bad_y + test_xy[i][1];
13183 if (!IN_LEV_FIELD(test_x, test_y))
13187 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13189 test_element = Feld[test_x][test_y];
13191 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13192 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13194 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13195 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13197 // good thing is player or penguin that does not move away
13198 if (IS_PLAYER(test_x, test_y))
13200 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13202 if (bad_element == EL_ROBOT && player->is_moving)
13203 continue; // robot does not kill player if he is moving
13205 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13207 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13208 continue; // center and border element do not touch
13216 else if (test_element == EL_PENGUIN)
13226 if (kill_x != -1 || kill_y != -1)
13228 if (IS_PLAYER(kill_x, kill_y))
13230 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13232 if (player->shield_deadly_time_left > 0 &&
13233 !IS_INDESTRUCTIBLE(bad_element))
13234 Bang(bad_x, bad_y);
13235 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13236 KillPlayer(player);
13239 Bang(kill_x, kill_y);
13243 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13245 int bad_element = Feld[bad_x][bad_y];
13246 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13247 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13248 int test_x = bad_x + dx, test_y = bad_y + dy;
13249 int test_move_dir, test_element;
13250 int kill_x = -1, kill_y = -1;
13252 if (!IN_LEV_FIELD(test_x, test_y))
13256 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13258 test_element = Feld[test_x][test_y];
13260 if (test_move_dir != bad_move_dir)
13262 // good thing can be player or penguin that does not move away
13263 if (IS_PLAYER(test_x, test_y))
13265 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13267 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13268 player as being hit when he is moving towards the bad thing, because
13269 the "get hit by" condition would be lost after the player stops) */
13270 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13271 return; // player moves away from bad thing
13276 else if (test_element == EL_PENGUIN)
13283 if (kill_x != -1 || kill_y != -1)
13285 if (IS_PLAYER(kill_x, kill_y))
13287 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13289 if (player->shield_deadly_time_left > 0 &&
13290 !IS_INDESTRUCTIBLE(bad_element))
13291 Bang(bad_x, bad_y);
13292 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13293 KillPlayer(player);
13296 Bang(kill_x, kill_y);
13300 void TestIfPlayerTouchesBadThing(int x, int y)
13302 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13305 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13307 TestIfGoodThingHitsBadThing(x, y, move_dir);
13310 void TestIfBadThingTouchesPlayer(int x, int y)
13312 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13315 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13317 TestIfBadThingHitsGoodThing(x, y, move_dir);
13320 void TestIfFriendTouchesBadThing(int x, int y)
13322 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13325 void TestIfBadThingTouchesFriend(int x, int y)
13327 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13330 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13332 int i, kill_x = bad_x, kill_y = bad_y;
13333 static int xy[4][2] =
13341 for (i = 0; i < NUM_DIRECTIONS; i++)
13345 x = bad_x + xy[i][0];
13346 y = bad_y + xy[i][1];
13347 if (!IN_LEV_FIELD(x, y))
13350 element = Feld[x][y];
13351 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13352 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13360 if (kill_x != bad_x || kill_y != bad_y)
13361 Bang(bad_x, bad_y);
13364 void KillPlayer(struct PlayerInfo *player)
13366 int jx = player->jx, jy = player->jy;
13368 if (!player->active)
13372 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13373 player->killed, player->active, player->reanimated);
13376 /* the following code was introduced to prevent an infinite loop when calling
13378 -> CheckTriggeredElementChangeExt()
13379 -> ExecuteCustomElementAction()
13381 -> (infinitely repeating the above sequence of function calls)
13382 which occurs when killing the player while having a CE with the setting
13383 "kill player X when explosion of <player X>"; the solution using a new
13384 field "player->killed" was chosen for backwards compatibility, although
13385 clever use of the fields "player->active" etc. would probably also work */
13387 if (player->killed)
13391 player->killed = TRUE;
13393 // remove accessible field at the player's position
13394 Feld[jx][jy] = EL_EMPTY;
13396 // deactivate shield (else Bang()/Explode() would not work right)
13397 player->shield_normal_time_left = 0;
13398 player->shield_deadly_time_left = 0;
13401 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13402 player->killed, player->active, player->reanimated);
13408 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13409 player->killed, player->active, player->reanimated);
13412 if (player->reanimated) // killed player may have been reanimated
13413 player->killed = player->reanimated = FALSE;
13415 BuryPlayer(player);
13418 static void KillPlayerUnlessEnemyProtected(int x, int y)
13420 if (!PLAYER_ENEMY_PROTECTED(x, y))
13421 KillPlayer(PLAYERINFO(x, y));
13424 static void KillPlayerUnlessExplosionProtected(int x, int y)
13426 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13427 KillPlayer(PLAYERINFO(x, y));
13430 void BuryPlayer(struct PlayerInfo *player)
13432 int jx = player->jx, jy = player->jy;
13434 if (!player->active)
13437 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13438 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13440 RemovePlayer(player);
13442 player->buried = TRUE;
13444 if (game.all_players_gone)
13445 game.GameOver = TRUE;
13448 void RemovePlayer(struct PlayerInfo *player)
13450 int jx = player->jx, jy = player->jy;
13451 int i, found = FALSE;
13453 player->present = FALSE;
13454 player->active = FALSE;
13456 // required for some CE actions (even if the player is not active anymore)
13457 player->MovPos = 0;
13459 if (!ExplodeField[jx][jy])
13460 StorePlayer[jx][jy] = 0;
13462 if (player->is_moving)
13463 TEST_DrawLevelField(player->last_jx, player->last_jy);
13465 for (i = 0; i < MAX_PLAYERS; i++)
13466 if (stored_player[i].active)
13471 game.all_players_gone = TRUE;
13472 game.GameOver = TRUE;
13475 game.exit_x = game.robot_wheel_x = jx;
13476 game.exit_y = game.robot_wheel_y = jy;
13479 void ExitPlayer(struct PlayerInfo *player)
13481 DrawPlayer(player); // needed here only to cleanup last field
13482 RemovePlayer(player);
13484 if (game.players_still_needed > 0)
13485 game.players_still_needed--;
13488 static void setFieldForSnapping(int x, int y, int element, int direction)
13490 struct ElementInfo *ei = &element_info[element];
13491 int direction_bit = MV_DIR_TO_BIT(direction);
13492 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13493 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13494 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13496 Feld[x][y] = EL_ELEMENT_SNAPPING;
13497 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13499 ResetGfxAnimation(x, y);
13501 GfxElement[x][y] = element;
13502 GfxAction[x][y] = action;
13503 GfxDir[x][y] = direction;
13504 GfxFrame[x][y] = -1;
13508 =============================================================================
13509 checkDiagonalPushing()
13510 -----------------------------------------------------------------------------
13511 check if diagonal input device direction results in pushing of object
13512 (by checking if the alternative direction is walkable, diggable, ...)
13513 =============================================================================
13516 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13517 int x, int y, int real_dx, int real_dy)
13519 int jx, jy, dx, dy, xx, yy;
13521 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13524 // diagonal direction: check alternative direction
13529 xx = jx + (dx == 0 ? real_dx : 0);
13530 yy = jy + (dy == 0 ? real_dy : 0);
13532 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13536 =============================================================================
13538 -----------------------------------------------------------------------------
13539 x, y: field next to player (non-diagonal) to try to dig to
13540 real_dx, real_dy: direction as read from input device (can be diagonal)
13541 =============================================================================
13544 static int DigField(struct PlayerInfo *player,
13545 int oldx, int oldy, int x, int y,
13546 int real_dx, int real_dy, int mode)
13548 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13549 boolean player_was_pushing = player->is_pushing;
13550 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13551 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13552 int jx = oldx, jy = oldy;
13553 int dx = x - jx, dy = y - jy;
13554 int nextx = x + dx, nexty = y + dy;
13555 int move_direction = (dx == -1 ? MV_LEFT :
13556 dx == +1 ? MV_RIGHT :
13558 dy == +1 ? MV_DOWN : MV_NONE);
13559 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13560 int dig_side = MV_DIR_OPPOSITE(move_direction);
13561 int old_element = Feld[jx][jy];
13562 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13565 if (is_player) // function can also be called by EL_PENGUIN
13567 if (player->MovPos == 0)
13569 player->is_digging = FALSE;
13570 player->is_collecting = FALSE;
13573 if (player->MovPos == 0) // last pushing move finished
13574 player->is_pushing = FALSE;
13576 if (mode == DF_NO_PUSH) // player just stopped pushing
13578 player->is_switching = FALSE;
13579 player->push_delay = -1;
13581 return MP_NO_ACTION;
13585 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13586 old_element = Back[jx][jy];
13588 // in case of element dropped at player position, check background
13589 else if (Back[jx][jy] != EL_EMPTY &&
13590 game.engine_version >= VERSION_IDENT(2,2,0,0))
13591 old_element = Back[jx][jy];
13593 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13594 return MP_NO_ACTION; // field has no opening in this direction
13596 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13597 return MP_NO_ACTION; // field has no opening in this direction
13599 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13603 Feld[jx][jy] = player->artwork_element;
13604 InitMovingField(jx, jy, MV_DOWN);
13605 Store[jx][jy] = EL_ACID;
13606 ContinueMoving(jx, jy);
13607 BuryPlayer(player);
13609 return MP_DONT_RUN_INTO;
13612 if (player_can_move && DONT_RUN_INTO(element))
13614 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13616 return MP_DONT_RUN_INTO;
13619 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13620 return MP_NO_ACTION;
13622 collect_count = element_info[element].collect_count_initial;
13624 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13625 return MP_NO_ACTION;
13627 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13628 player_can_move = player_can_move_or_snap;
13630 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13631 game.engine_version >= VERSION_IDENT(2,2,0,0))
13633 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13634 player->index_bit, dig_side);
13635 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13636 player->index_bit, dig_side);
13638 if (element == EL_DC_LANDMINE)
13641 if (Feld[x][y] != element) // field changed by snapping
13644 return MP_NO_ACTION;
13647 if (player->gravity && is_player && !player->is_auto_moving &&
13648 canFallDown(player) && move_direction != MV_DOWN &&
13649 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13650 return MP_NO_ACTION; // player cannot walk here due to gravity
13652 if (player_can_move &&
13653 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13655 int sound_element = SND_ELEMENT(element);
13656 int sound_action = ACTION_WALKING;
13658 if (IS_RND_GATE(element))
13660 if (!player->key[RND_GATE_NR(element)])
13661 return MP_NO_ACTION;
13663 else if (IS_RND_GATE_GRAY(element))
13665 if (!player->key[RND_GATE_GRAY_NR(element)])
13666 return MP_NO_ACTION;
13668 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13670 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13671 return MP_NO_ACTION;
13673 else if (element == EL_EXIT_OPEN ||
13674 element == EL_EM_EXIT_OPEN ||
13675 element == EL_EM_EXIT_OPENING ||
13676 element == EL_STEEL_EXIT_OPEN ||
13677 element == EL_EM_STEEL_EXIT_OPEN ||
13678 element == EL_EM_STEEL_EXIT_OPENING ||
13679 element == EL_SP_EXIT_OPEN ||
13680 element == EL_SP_EXIT_OPENING)
13682 sound_action = ACTION_PASSING; // player is passing exit
13684 else if (element == EL_EMPTY)
13686 sound_action = ACTION_MOVING; // nothing to walk on
13689 // play sound from background or player, whatever is available
13690 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13691 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13693 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13695 else if (player_can_move &&
13696 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13698 if (!ACCESS_FROM(element, opposite_direction))
13699 return MP_NO_ACTION; // field not accessible from this direction
13701 if (CAN_MOVE(element)) // only fixed elements can be passed!
13702 return MP_NO_ACTION;
13704 if (IS_EM_GATE(element))
13706 if (!player->key[EM_GATE_NR(element)])
13707 return MP_NO_ACTION;
13709 else if (IS_EM_GATE_GRAY(element))
13711 if (!player->key[EM_GATE_GRAY_NR(element)])
13712 return MP_NO_ACTION;
13714 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13716 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13717 return MP_NO_ACTION;
13719 else if (IS_EMC_GATE(element))
13721 if (!player->key[EMC_GATE_NR(element)])
13722 return MP_NO_ACTION;
13724 else if (IS_EMC_GATE_GRAY(element))
13726 if (!player->key[EMC_GATE_GRAY_NR(element)])
13727 return MP_NO_ACTION;
13729 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13731 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13732 return MP_NO_ACTION;
13734 else if (element == EL_DC_GATE_WHITE ||
13735 element == EL_DC_GATE_WHITE_GRAY ||
13736 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13738 if (player->num_white_keys == 0)
13739 return MP_NO_ACTION;
13741 player->num_white_keys--;
13743 else if (IS_SP_PORT(element))
13745 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13746 element == EL_SP_GRAVITY_PORT_RIGHT ||
13747 element == EL_SP_GRAVITY_PORT_UP ||
13748 element == EL_SP_GRAVITY_PORT_DOWN)
13749 player->gravity = !player->gravity;
13750 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13751 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13752 element == EL_SP_GRAVITY_ON_PORT_UP ||
13753 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13754 player->gravity = TRUE;
13755 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13756 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13757 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13758 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13759 player->gravity = FALSE;
13762 // automatically move to the next field with double speed
13763 player->programmed_action = move_direction;
13765 if (player->move_delay_reset_counter == 0)
13767 player->move_delay_reset_counter = 2; // two double speed steps
13769 DOUBLE_PLAYER_SPEED(player);
13772 PlayLevelSoundAction(x, y, ACTION_PASSING);
13774 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13778 if (mode != DF_SNAP)
13780 GfxElement[x][y] = GFX_ELEMENT(element);
13781 player->is_digging = TRUE;
13784 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13786 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13787 player->index_bit, dig_side);
13789 if (mode == DF_SNAP)
13791 if (level.block_snap_field)
13792 setFieldForSnapping(x, y, element, move_direction);
13794 TestIfElementTouchesCustomElement(x, y); // for empty space
13796 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13797 player->index_bit, dig_side);
13800 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13804 if (is_player && mode != DF_SNAP)
13806 GfxElement[x][y] = element;
13807 player->is_collecting = TRUE;
13810 if (element == EL_SPEED_PILL)
13812 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13814 else if (element == EL_EXTRA_TIME && level.time > 0)
13816 TimeLeft += level.extra_time;
13818 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13820 DisplayGameControlValues();
13822 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13824 player->shield_normal_time_left += level.shield_normal_time;
13825 if (element == EL_SHIELD_DEADLY)
13826 player->shield_deadly_time_left += level.shield_deadly_time;
13828 else if (element == EL_DYNAMITE ||
13829 element == EL_EM_DYNAMITE ||
13830 element == EL_SP_DISK_RED)
13832 if (player->inventory_size < MAX_INVENTORY_SIZE)
13833 player->inventory_element[player->inventory_size++] = element;
13835 DrawGameDoorValues();
13837 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13839 player->dynabomb_count++;
13840 player->dynabombs_left++;
13842 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13844 player->dynabomb_size++;
13846 else if (element == EL_DYNABOMB_INCREASE_POWER)
13848 player->dynabomb_xl = TRUE;
13850 else if (IS_KEY(element))
13852 player->key[KEY_NR(element)] = TRUE;
13854 DrawGameDoorValues();
13856 else if (element == EL_DC_KEY_WHITE)
13858 player->num_white_keys++;
13860 // display white keys?
13861 // DrawGameDoorValues();
13863 else if (IS_ENVELOPE(element))
13865 player->show_envelope = element;
13867 else if (element == EL_EMC_LENSES)
13869 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13871 RedrawAllInvisibleElementsForLenses();
13873 else if (element == EL_EMC_MAGNIFIER)
13875 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13877 RedrawAllInvisibleElementsForMagnifier();
13879 else if (IS_DROPPABLE(element) ||
13880 IS_THROWABLE(element)) // can be collected and dropped
13884 if (collect_count == 0)
13885 player->inventory_infinite_element = element;
13887 for (i = 0; i < collect_count; i++)
13888 if (player->inventory_size < MAX_INVENTORY_SIZE)
13889 player->inventory_element[player->inventory_size++] = element;
13891 DrawGameDoorValues();
13893 else if (collect_count > 0)
13895 game.gems_still_needed -= collect_count;
13896 if (game.gems_still_needed < 0)
13897 game.gems_still_needed = 0;
13899 game.snapshot.collected_item = TRUE;
13901 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13903 DisplayGameControlValues();
13906 RaiseScoreElement(element);
13907 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13910 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13911 player->index_bit, dig_side);
13913 if (mode == DF_SNAP)
13915 if (level.block_snap_field)
13916 setFieldForSnapping(x, y, element, move_direction);
13918 TestIfElementTouchesCustomElement(x, y); // for empty space
13920 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13921 player->index_bit, dig_side);
13924 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13926 if (mode == DF_SNAP && element != EL_BD_ROCK)
13927 return MP_NO_ACTION;
13929 if (CAN_FALL(element) && dy)
13930 return MP_NO_ACTION;
13932 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13933 !(element == EL_SPRING && level.use_spring_bug))
13934 return MP_NO_ACTION;
13936 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13937 ((move_direction & MV_VERTICAL &&
13938 ((element_info[element].move_pattern & MV_LEFT &&
13939 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13940 (element_info[element].move_pattern & MV_RIGHT &&
13941 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13942 (move_direction & MV_HORIZONTAL &&
13943 ((element_info[element].move_pattern & MV_UP &&
13944 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13945 (element_info[element].move_pattern & MV_DOWN &&
13946 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13947 return MP_NO_ACTION;
13949 // do not push elements already moving away faster than player
13950 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13951 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13952 return MP_NO_ACTION;
13954 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13956 if (player->push_delay_value == -1 || !player_was_pushing)
13957 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13959 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13961 if (player->push_delay_value == -1)
13962 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13964 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13966 if (!player->is_pushing)
13967 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13970 player->is_pushing = TRUE;
13971 player->is_active = TRUE;
13973 if (!(IN_LEV_FIELD(nextx, nexty) &&
13974 (IS_FREE(nextx, nexty) ||
13975 (IS_SB_ELEMENT(element) &&
13976 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13977 (IS_CUSTOM_ELEMENT(element) &&
13978 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13979 return MP_NO_ACTION;
13981 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13982 return MP_NO_ACTION;
13984 if (player->push_delay == -1) // new pushing; restart delay
13985 player->push_delay = 0;
13987 if (player->push_delay < player->push_delay_value &&
13988 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13989 element != EL_SPRING && element != EL_BALLOON)
13991 // make sure that there is no move delay before next try to push
13992 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13993 player->move_delay = 0;
13995 return MP_NO_ACTION;
13998 if (IS_CUSTOM_ELEMENT(element) &&
13999 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14001 if (!DigFieldByCE(nextx, nexty, element))
14002 return MP_NO_ACTION;
14005 if (IS_SB_ELEMENT(element))
14007 boolean sokoban_task_solved = FALSE;
14009 if (element == EL_SOKOBAN_FIELD_FULL)
14011 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14013 IncrementSokobanFieldsNeeded();
14014 IncrementSokobanObjectsNeeded();
14017 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14019 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14021 DecrementSokobanFieldsNeeded();
14022 DecrementSokobanObjectsNeeded();
14024 // sokoban object was pushed from empty field to sokoban field
14025 if (Back[x][y] == EL_EMPTY)
14026 sokoban_task_solved = TRUE;
14029 Feld[x][y] = EL_SOKOBAN_OBJECT;
14031 if (Back[x][y] == Back[nextx][nexty])
14032 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14033 else if (Back[x][y] != 0)
14034 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14037 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14040 if (sokoban_task_solved &&
14041 game.sokoban_fields_still_needed == 0 &&
14042 game.sokoban_objects_still_needed == 0 &&
14043 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14045 game.players_still_needed = 0;
14049 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14053 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14055 InitMovingField(x, y, move_direction);
14056 GfxAction[x][y] = ACTION_PUSHING;
14058 if (mode == DF_SNAP)
14059 ContinueMoving(x, y);
14061 MovPos[x][y] = (dx != 0 ? dx : dy);
14063 Pushed[x][y] = TRUE;
14064 Pushed[nextx][nexty] = TRUE;
14066 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14067 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14069 player->push_delay_value = -1; // get new value later
14071 // check for element change _after_ element has been pushed
14072 if (game.use_change_when_pushing_bug)
14074 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14075 player->index_bit, dig_side);
14076 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14077 player->index_bit, dig_side);
14080 else if (IS_SWITCHABLE(element))
14082 if (PLAYER_SWITCHING(player, x, y))
14084 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14085 player->index_bit, dig_side);
14090 player->is_switching = TRUE;
14091 player->switch_x = x;
14092 player->switch_y = y;
14094 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14096 if (element == EL_ROBOT_WHEEL)
14098 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14100 game.robot_wheel_x = x;
14101 game.robot_wheel_y = y;
14102 game.robot_wheel_active = TRUE;
14104 TEST_DrawLevelField(x, y);
14106 else if (element == EL_SP_TERMINAL)
14110 SCAN_PLAYFIELD(xx, yy)
14112 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14116 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14118 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14120 ResetGfxAnimation(xx, yy);
14121 TEST_DrawLevelField(xx, yy);
14125 else if (IS_BELT_SWITCH(element))
14127 ToggleBeltSwitch(x, y);
14129 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14130 element == EL_SWITCHGATE_SWITCH_DOWN ||
14131 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14132 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14134 ToggleSwitchgateSwitch(x, y);
14136 else if (element == EL_LIGHT_SWITCH ||
14137 element == EL_LIGHT_SWITCH_ACTIVE)
14139 ToggleLightSwitch(x, y);
14141 else if (element == EL_TIMEGATE_SWITCH ||
14142 element == EL_DC_TIMEGATE_SWITCH)
14144 ActivateTimegateSwitch(x, y);
14146 else if (element == EL_BALLOON_SWITCH_LEFT ||
14147 element == EL_BALLOON_SWITCH_RIGHT ||
14148 element == EL_BALLOON_SWITCH_UP ||
14149 element == EL_BALLOON_SWITCH_DOWN ||
14150 element == EL_BALLOON_SWITCH_NONE ||
14151 element == EL_BALLOON_SWITCH_ANY)
14153 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14154 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14155 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14156 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14157 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14160 else if (element == EL_LAMP)
14162 Feld[x][y] = EL_LAMP_ACTIVE;
14163 game.lights_still_needed--;
14165 ResetGfxAnimation(x, y);
14166 TEST_DrawLevelField(x, y);
14168 else if (element == EL_TIME_ORB_FULL)
14170 Feld[x][y] = EL_TIME_ORB_EMPTY;
14172 if (level.time > 0 || level.use_time_orb_bug)
14174 TimeLeft += level.time_orb_time;
14175 game.no_time_limit = FALSE;
14177 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14179 DisplayGameControlValues();
14182 ResetGfxAnimation(x, y);
14183 TEST_DrawLevelField(x, y);
14185 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14186 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14190 game.ball_state = !game.ball_state;
14192 SCAN_PLAYFIELD(xx, yy)
14194 int e = Feld[xx][yy];
14196 if (game.ball_state)
14198 if (e == EL_EMC_MAGIC_BALL)
14199 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14200 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14201 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14205 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14206 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14207 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14208 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14213 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14214 player->index_bit, dig_side);
14216 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14217 player->index_bit, dig_side);
14219 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14220 player->index_bit, dig_side);
14226 if (!PLAYER_SWITCHING(player, x, y))
14228 player->is_switching = TRUE;
14229 player->switch_x = x;
14230 player->switch_y = y;
14232 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14233 player->index_bit, dig_side);
14234 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14235 player->index_bit, dig_side);
14237 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14238 player->index_bit, dig_side);
14239 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14240 player->index_bit, dig_side);
14243 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14244 player->index_bit, dig_side);
14245 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14246 player->index_bit, dig_side);
14248 return MP_NO_ACTION;
14251 player->push_delay = -1;
14253 if (is_player) // function can also be called by EL_PENGUIN
14255 if (Feld[x][y] != element) // really digged/collected something
14257 player->is_collecting = !player->is_digging;
14258 player->is_active = TRUE;
14265 static boolean DigFieldByCE(int x, int y, int digging_element)
14267 int element = Feld[x][y];
14269 if (!IS_FREE(x, y))
14271 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14272 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14275 // no element can dig solid indestructible elements
14276 if (IS_INDESTRUCTIBLE(element) &&
14277 !IS_DIGGABLE(element) &&
14278 !IS_COLLECTIBLE(element))
14281 if (AmoebaNr[x][y] &&
14282 (element == EL_AMOEBA_FULL ||
14283 element == EL_BD_AMOEBA ||
14284 element == EL_AMOEBA_GROWING))
14286 AmoebaCnt[AmoebaNr[x][y]]--;
14287 AmoebaCnt2[AmoebaNr[x][y]]--;
14290 if (IS_MOVING(x, y))
14291 RemoveMovingField(x, y);
14295 TEST_DrawLevelField(x, y);
14298 // if digged element was about to explode, prevent the explosion
14299 ExplodeField[x][y] = EX_TYPE_NONE;
14301 PlayLevelSoundAction(x, y, action);
14304 Store[x][y] = EL_EMPTY;
14306 // this makes it possible to leave the removed element again
14307 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14308 Store[x][y] = element;
14313 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14315 int jx = player->jx, jy = player->jy;
14316 int x = jx + dx, y = jy + dy;
14317 int snap_direction = (dx == -1 ? MV_LEFT :
14318 dx == +1 ? MV_RIGHT :
14320 dy == +1 ? MV_DOWN : MV_NONE);
14321 boolean can_continue_snapping = (level.continuous_snapping &&
14322 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14324 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14327 if (!player->active || !IN_LEV_FIELD(x, y))
14335 if (player->MovPos == 0)
14336 player->is_pushing = FALSE;
14338 player->is_snapping = FALSE;
14340 if (player->MovPos == 0)
14342 player->is_moving = FALSE;
14343 player->is_digging = FALSE;
14344 player->is_collecting = FALSE;
14350 // prevent snapping with already pressed snap key when not allowed
14351 if (player->is_snapping && !can_continue_snapping)
14354 player->MovDir = snap_direction;
14356 if (player->MovPos == 0)
14358 player->is_moving = FALSE;
14359 player->is_digging = FALSE;
14360 player->is_collecting = FALSE;
14363 player->is_dropping = FALSE;
14364 player->is_dropping_pressed = FALSE;
14365 player->drop_pressed_delay = 0;
14367 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14370 player->is_snapping = TRUE;
14371 player->is_active = TRUE;
14373 if (player->MovPos == 0)
14375 player->is_moving = FALSE;
14376 player->is_digging = FALSE;
14377 player->is_collecting = FALSE;
14380 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14381 TEST_DrawLevelField(player->last_jx, player->last_jy);
14383 TEST_DrawLevelField(x, y);
14388 static boolean DropElement(struct PlayerInfo *player)
14390 int old_element, new_element;
14391 int dropx = player->jx, dropy = player->jy;
14392 int drop_direction = player->MovDir;
14393 int drop_side = drop_direction;
14394 int drop_element = get_next_dropped_element(player);
14396 /* do not drop an element on top of another element; when holding drop key
14397 pressed without moving, dropped element must move away before the next
14398 element can be dropped (this is especially important if the next element
14399 is dynamite, which can be placed on background for historical reasons) */
14400 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14403 if (IS_THROWABLE(drop_element))
14405 dropx += GET_DX_FROM_DIR(drop_direction);
14406 dropy += GET_DY_FROM_DIR(drop_direction);
14408 if (!IN_LEV_FIELD(dropx, dropy))
14412 old_element = Feld[dropx][dropy]; // old element at dropping position
14413 new_element = drop_element; // default: no change when dropping
14415 // check if player is active, not moving and ready to drop
14416 if (!player->active || player->MovPos || player->drop_delay > 0)
14419 // check if player has anything that can be dropped
14420 if (new_element == EL_UNDEFINED)
14423 // only set if player has anything that can be dropped
14424 player->is_dropping_pressed = TRUE;
14426 // check if drop key was pressed long enough for EM style dynamite
14427 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14430 // check if anything can be dropped at the current position
14431 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14434 // collected custom elements can only be dropped on empty fields
14435 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14438 if (old_element != EL_EMPTY)
14439 Back[dropx][dropy] = old_element; // store old element on this field
14441 ResetGfxAnimation(dropx, dropy);
14442 ResetRandomAnimationValue(dropx, dropy);
14444 if (player->inventory_size > 0 ||
14445 player->inventory_infinite_element != EL_UNDEFINED)
14447 if (player->inventory_size > 0)
14449 player->inventory_size--;
14451 DrawGameDoorValues();
14453 if (new_element == EL_DYNAMITE)
14454 new_element = EL_DYNAMITE_ACTIVE;
14455 else if (new_element == EL_EM_DYNAMITE)
14456 new_element = EL_EM_DYNAMITE_ACTIVE;
14457 else if (new_element == EL_SP_DISK_RED)
14458 new_element = EL_SP_DISK_RED_ACTIVE;
14461 Feld[dropx][dropy] = new_element;
14463 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14464 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14465 el2img(Feld[dropx][dropy]), 0);
14467 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14469 // needed if previous element just changed to "empty" in the last frame
14470 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14472 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14473 player->index_bit, drop_side);
14474 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14476 player->index_bit, drop_side);
14478 TestIfElementTouchesCustomElement(dropx, dropy);
14480 else // player is dropping a dyna bomb
14482 player->dynabombs_left--;
14484 Feld[dropx][dropy] = new_element;
14486 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14487 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14488 el2img(Feld[dropx][dropy]), 0);
14490 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14493 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14494 InitField_WithBug1(dropx, dropy, FALSE);
14496 new_element = Feld[dropx][dropy]; // element might have changed
14498 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14499 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14501 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14502 MovDir[dropx][dropy] = drop_direction;
14504 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14506 // do not cause impact style collision by dropping elements that can fall
14507 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14510 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14511 player->is_dropping = TRUE;
14513 player->drop_pressed_delay = 0;
14514 player->is_dropping_pressed = FALSE;
14516 player->drop_x = dropx;
14517 player->drop_y = dropy;
14522 // ----------------------------------------------------------------------------
14523 // game sound playing functions
14524 // ----------------------------------------------------------------------------
14526 static int *loop_sound_frame = NULL;
14527 static int *loop_sound_volume = NULL;
14529 void InitPlayLevelSound(void)
14531 int num_sounds = getSoundListSize();
14533 checked_free(loop_sound_frame);
14534 checked_free(loop_sound_volume);
14536 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14537 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14540 static void PlayLevelSound(int x, int y, int nr)
14542 int sx = SCREENX(x), sy = SCREENY(y);
14543 int volume, stereo_position;
14544 int max_distance = 8;
14545 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14547 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14548 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14551 if (!IN_LEV_FIELD(x, y) ||
14552 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14553 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14556 volume = SOUND_MAX_VOLUME;
14558 if (!IN_SCR_FIELD(sx, sy))
14560 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14561 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14563 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14566 stereo_position = (SOUND_MAX_LEFT +
14567 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14568 (SCR_FIELDX + 2 * max_distance));
14570 if (IS_LOOP_SOUND(nr))
14572 /* This assures that quieter loop sounds do not overwrite louder ones,
14573 while restarting sound volume comparison with each new game frame. */
14575 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14578 loop_sound_volume[nr] = volume;
14579 loop_sound_frame[nr] = FrameCounter;
14582 PlaySoundExt(nr, volume, stereo_position, type);
14585 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14587 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14588 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14589 y < LEVELY(BY1) ? LEVELY(BY1) :
14590 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14594 static void PlayLevelSoundAction(int x, int y, int action)
14596 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14599 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14601 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14603 if (sound_effect != SND_UNDEFINED)
14604 PlayLevelSound(x, y, sound_effect);
14607 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14610 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14612 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14613 PlayLevelSound(x, y, sound_effect);
14616 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14618 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14620 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14621 PlayLevelSound(x, y, sound_effect);
14624 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14626 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14628 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14629 StopSound(sound_effect);
14632 static int getLevelMusicNr(void)
14634 if (levelset.music[level_nr] != MUS_UNDEFINED)
14635 return levelset.music[level_nr]; // from config file
14637 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14640 static void FadeLevelSounds(void)
14645 static void FadeLevelMusic(void)
14647 int music_nr = getLevelMusicNr();
14648 char *curr_music = getCurrentlyPlayingMusicFilename();
14649 char *next_music = getMusicInfoEntryFilename(music_nr);
14651 if (!strEqual(curr_music, next_music))
14655 void FadeLevelSoundsAndMusic(void)
14661 static void PlayLevelMusic(void)
14663 int music_nr = getLevelMusicNr();
14664 char *curr_music = getCurrentlyPlayingMusicFilename();
14665 char *next_music = getMusicInfoEntryFilename(music_nr);
14667 if (!strEqual(curr_music, next_music))
14668 PlayMusicLoop(music_nr);
14671 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14673 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14674 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14675 int x = xx - 1 - offset;
14676 int y = yy - 1 - offset;
14681 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14685 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14689 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14693 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14697 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14701 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14708 case SAMPLE_android_clone:
14709 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14712 case SAMPLE_android_move:
14713 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14716 case SAMPLE_spring:
14717 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14721 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14725 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14728 case SAMPLE_eater_eat:
14729 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14733 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14736 case SAMPLE_collect:
14737 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14740 case SAMPLE_diamond:
14741 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14744 case SAMPLE_squash:
14745 // !!! CHECK THIS !!!
14747 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14749 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14753 case SAMPLE_wonderfall:
14754 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14758 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14762 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14766 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14770 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14774 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14778 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14781 case SAMPLE_wonder:
14782 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14786 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14789 case SAMPLE_exit_open:
14790 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14793 case SAMPLE_exit_leave:
14794 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14797 case SAMPLE_dynamite:
14798 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14802 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14806 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14810 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14814 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14818 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14822 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14826 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14831 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14833 int element = map_element_SP_to_RND(element_sp);
14834 int action = map_action_SP_to_RND(action_sp);
14835 int offset = (setup.sp_show_border_elements ? 0 : 1);
14836 int x = xx - offset;
14837 int y = yy - offset;
14839 PlayLevelSoundElementAction(x, y, element, action);
14842 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14844 int element = map_element_MM_to_RND(element_mm);
14845 int action = map_action_MM_to_RND(action_mm);
14847 int x = xx - offset;
14848 int y = yy - offset;
14850 if (!IS_MM_ELEMENT(element))
14851 element = EL_MM_DEFAULT;
14853 PlayLevelSoundElementAction(x, y, element, action);
14856 void PlaySound_MM(int sound_mm)
14858 int sound = map_sound_MM_to_RND(sound_mm);
14860 if (sound == SND_UNDEFINED)
14866 void PlaySoundLoop_MM(int sound_mm)
14868 int sound = map_sound_MM_to_RND(sound_mm);
14870 if (sound == SND_UNDEFINED)
14873 PlaySoundLoop(sound);
14876 void StopSound_MM(int sound_mm)
14878 int sound = map_sound_MM_to_RND(sound_mm);
14880 if (sound == SND_UNDEFINED)
14886 void RaiseScore(int value)
14888 game.score += value;
14890 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14892 DisplayGameControlValues();
14895 void RaiseScoreElement(int element)
14900 case EL_BD_DIAMOND:
14901 case EL_EMERALD_YELLOW:
14902 case EL_EMERALD_RED:
14903 case EL_EMERALD_PURPLE:
14904 case EL_SP_INFOTRON:
14905 RaiseScore(level.score[SC_EMERALD]);
14908 RaiseScore(level.score[SC_DIAMOND]);
14911 RaiseScore(level.score[SC_CRYSTAL]);
14914 RaiseScore(level.score[SC_PEARL]);
14917 case EL_BD_BUTTERFLY:
14918 case EL_SP_ELECTRON:
14919 RaiseScore(level.score[SC_BUG]);
14922 case EL_BD_FIREFLY:
14923 case EL_SP_SNIKSNAK:
14924 RaiseScore(level.score[SC_SPACESHIP]);
14927 case EL_DARK_YAMYAM:
14928 RaiseScore(level.score[SC_YAMYAM]);
14931 RaiseScore(level.score[SC_ROBOT]);
14934 RaiseScore(level.score[SC_PACMAN]);
14937 RaiseScore(level.score[SC_NUT]);
14940 case EL_EM_DYNAMITE:
14941 case EL_SP_DISK_RED:
14942 case EL_DYNABOMB_INCREASE_NUMBER:
14943 case EL_DYNABOMB_INCREASE_SIZE:
14944 case EL_DYNABOMB_INCREASE_POWER:
14945 RaiseScore(level.score[SC_DYNAMITE]);
14947 case EL_SHIELD_NORMAL:
14948 case EL_SHIELD_DEADLY:
14949 RaiseScore(level.score[SC_SHIELD]);
14951 case EL_EXTRA_TIME:
14952 RaiseScore(level.extra_time_score);
14966 case EL_DC_KEY_WHITE:
14967 RaiseScore(level.score[SC_KEY]);
14970 RaiseScore(element_info[element].collect_score);
14975 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14977 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14979 // closing door required in case of envelope style request dialogs
14982 // prevent short reactivation of overlay buttons while closing door
14983 SetOverlayActive(FALSE);
14985 CloseDoor(DOOR_CLOSE_1);
14988 if (network.enabled)
14989 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14993 FadeSkipNextFadeIn();
14995 SetGameStatus(GAME_MODE_MAIN);
15000 else // continue playing the game
15002 if (tape.playing && tape.deactivate_display)
15003 TapeDeactivateDisplayOff(TRUE);
15005 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15007 if (tape.playing && tape.deactivate_display)
15008 TapeDeactivateDisplayOn();
15012 void RequestQuitGame(boolean ask_if_really_quit)
15014 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15015 boolean skip_request = game.all_players_gone || quick_quit;
15017 RequestQuitGameExt(skip_request, quick_quit,
15018 "Do you really want to quit the game?");
15021 void RequestRestartGame(char *message)
15023 game.restart_game_message = NULL;
15025 boolean has_started_game = hasStartedNetworkGame();
15026 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15028 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15030 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15034 SetGameStatus(GAME_MODE_MAIN);
15040 void CheckGameOver(void)
15042 static boolean last_game_over = FALSE;
15043 static int game_over_delay = 0;
15044 int game_over_delay_value = 50;
15045 boolean game_over = checkGameFailed();
15047 // do not handle game over if request dialog is already active
15048 if (game.request_active)
15051 // do not ask to play again if game was never actually played
15052 if (!game.GamePlayed)
15057 last_game_over = FALSE;
15058 game_over_delay = game_over_delay_value;
15063 if (game_over_delay > 0)
15070 if (last_game_over != game_over)
15071 game.restart_game_message = (hasStartedNetworkGame() ?
15072 "Game over! Play it again?" :
15075 last_game_over = game_over;
15078 boolean checkGameSolved(void)
15080 // set for all game engines if level was solved
15081 return game.LevelSolved_GameEnd;
15084 boolean checkGameFailed(void)
15086 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15087 return (game_em.game_over && !game_em.level_solved);
15088 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15089 return (game_sp.game_over && !game_sp.level_solved);
15090 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15091 return (game_mm.game_over && !game_mm.level_solved);
15092 else // GAME_ENGINE_TYPE_RND
15093 return (game.GameOver && !game.LevelSolved);
15096 boolean checkGameEnded(void)
15098 return (checkGameSolved() || checkGameFailed());
15102 // ----------------------------------------------------------------------------
15103 // random generator functions
15104 // ----------------------------------------------------------------------------
15106 unsigned int InitEngineRandom_RND(int seed)
15108 game.num_random_calls = 0;
15110 return InitEngineRandom(seed);
15113 unsigned int RND(int max)
15117 game.num_random_calls++;
15119 return GetEngineRandom(max);
15126 // ----------------------------------------------------------------------------
15127 // game engine snapshot handling functions
15128 // ----------------------------------------------------------------------------
15130 struct EngineSnapshotInfo
15132 // runtime values for custom element collect score
15133 int collect_score[NUM_CUSTOM_ELEMENTS];
15135 // runtime values for group element choice position
15136 int choice_pos[NUM_GROUP_ELEMENTS];
15138 // runtime values for belt position animations
15139 int belt_graphic[4][NUM_BELT_PARTS];
15140 int belt_anim_mode[4][NUM_BELT_PARTS];
15143 static struct EngineSnapshotInfo engine_snapshot_rnd;
15144 static char *snapshot_level_identifier = NULL;
15145 static int snapshot_level_nr = -1;
15147 static void SaveEngineSnapshotValues_RND(void)
15149 static int belt_base_active_element[4] =
15151 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15152 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15153 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15154 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15158 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15160 int element = EL_CUSTOM_START + i;
15162 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15165 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15167 int element = EL_GROUP_START + i;
15169 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15172 for (i = 0; i < 4; i++)
15174 for (j = 0; j < NUM_BELT_PARTS; j++)
15176 int element = belt_base_active_element[i] + j;
15177 int graphic = el2img(element);
15178 int anim_mode = graphic_info[graphic].anim_mode;
15180 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15181 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15186 static void LoadEngineSnapshotValues_RND(void)
15188 unsigned int num_random_calls = game.num_random_calls;
15191 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15193 int element = EL_CUSTOM_START + i;
15195 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15198 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15200 int element = EL_GROUP_START + i;
15202 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15205 for (i = 0; i < 4; i++)
15207 for (j = 0; j < NUM_BELT_PARTS; j++)
15209 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15210 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15212 graphic_info[graphic].anim_mode = anim_mode;
15216 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15218 InitRND(tape.random_seed);
15219 for (i = 0; i < num_random_calls; i++)
15223 if (game.num_random_calls != num_random_calls)
15225 Error(ERR_INFO, "number of random calls out of sync");
15226 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15227 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15228 Error(ERR_EXIT, "this should not happen -- please debug");
15232 void FreeEngineSnapshotSingle(void)
15234 FreeSnapshotSingle();
15236 setString(&snapshot_level_identifier, NULL);
15237 snapshot_level_nr = -1;
15240 void FreeEngineSnapshotList(void)
15242 FreeSnapshotList();
15245 static ListNode *SaveEngineSnapshotBuffers(void)
15247 ListNode *buffers = NULL;
15249 // copy some special values to a structure better suited for the snapshot
15251 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15252 SaveEngineSnapshotValues_RND();
15253 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15254 SaveEngineSnapshotValues_EM();
15255 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15256 SaveEngineSnapshotValues_SP(&buffers);
15257 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15258 SaveEngineSnapshotValues_MM(&buffers);
15260 // save values stored in special snapshot structure
15262 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15263 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15264 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15265 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15266 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15267 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15268 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15269 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15271 // save further RND engine values
15273 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15274 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15275 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15277 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15278 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15279 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15280 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15281 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15283 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15284 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15285 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15287 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15289 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15290 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15292 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15293 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15294 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15295 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15296 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15297 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15298 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15299 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15300 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15301 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15302 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15303 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15304 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15305 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15306 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15307 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15308 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15309 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15311 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15312 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15314 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15315 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15316 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15318 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15319 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15321 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15322 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15323 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15324 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15325 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15327 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15328 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15331 ListNode *node = engine_snapshot_list_rnd;
15334 while (node != NULL)
15336 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15341 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15347 void SaveEngineSnapshotSingle(void)
15349 ListNode *buffers = SaveEngineSnapshotBuffers();
15351 // finally save all snapshot buffers to single snapshot
15352 SaveSnapshotSingle(buffers);
15354 // save level identification information
15355 setString(&snapshot_level_identifier, leveldir_current->identifier);
15356 snapshot_level_nr = level_nr;
15359 boolean CheckSaveEngineSnapshotToList(void)
15361 boolean save_snapshot =
15362 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15363 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15364 game.snapshot.changed_action) ||
15365 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15366 game.snapshot.collected_item));
15368 game.snapshot.changed_action = FALSE;
15369 game.snapshot.collected_item = FALSE;
15370 game.snapshot.save_snapshot = save_snapshot;
15372 return save_snapshot;
15375 void SaveEngineSnapshotToList(void)
15377 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15381 ListNode *buffers = SaveEngineSnapshotBuffers();
15383 // finally save all snapshot buffers to snapshot list
15384 SaveSnapshotToList(buffers);
15387 void SaveEngineSnapshotToListInitial(void)
15389 FreeEngineSnapshotList();
15391 SaveEngineSnapshotToList();
15394 static void LoadEngineSnapshotValues(void)
15396 // restore special values from snapshot structure
15398 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15399 LoadEngineSnapshotValues_RND();
15400 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15401 LoadEngineSnapshotValues_EM();
15402 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15403 LoadEngineSnapshotValues_SP();
15404 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15405 LoadEngineSnapshotValues_MM();
15408 void LoadEngineSnapshotSingle(void)
15410 LoadSnapshotSingle();
15412 LoadEngineSnapshotValues();
15415 static void LoadEngineSnapshot_Undo(int steps)
15417 LoadSnapshotFromList_Older(steps);
15419 LoadEngineSnapshotValues();
15422 static void LoadEngineSnapshot_Redo(int steps)
15424 LoadSnapshotFromList_Newer(steps);
15426 LoadEngineSnapshotValues();
15429 boolean CheckEngineSnapshotSingle(void)
15431 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15432 snapshot_level_nr == level_nr);
15435 boolean CheckEngineSnapshotList(void)
15437 return CheckSnapshotList();
15441 // ---------- new game button stuff -------------------------------------------
15448 boolean *setup_value;
15449 boolean allowed_on_tape;
15451 } gamebutton_info[NUM_GAME_BUTTONS] =
15454 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15455 GAME_CTRL_ID_STOP, NULL,
15459 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15460 GAME_CTRL_ID_PAUSE, NULL,
15464 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15465 GAME_CTRL_ID_PLAY, NULL,
15469 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15470 GAME_CTRL_ID_UNDO, NULL,
15474 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15475 GAME_CTRL_ID_REDO, NULL,
15479 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15480 GAME_CTRL_ID_SAVE, NULL,
15484 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15485 GAME_CTRL_ID_PAUSE2, NULL,
15489 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15490 GAME_CTRL_ID_LOAD, NULL,
15494 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15495 GAME_CTRL_ID_PANEL_STOP, NULL,
15499 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15500 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15501 FALSE, "pause game"
15504 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15505 GAME_CTRL_ID_PANEL_PLAY, NULL,
15509 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15510 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15511 TRUE, "background music on/off"
15514 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15515 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15516 TRUE, "sound loops on/off"
15519 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15520 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15521 TRUE, "normal sounds on/off"
15524 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15525 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15526 FALSE, "background music on/off"
15529 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15530 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15531 FALSE, "sound loops on/off"
15534 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15535 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15536 FALSE, "normal sounds on/off"
15540 void CreateGameButtons(void)
15544 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15546 int graphic = gamebutton_info[i].graphic;
15547 struct GraphicInfo *gfx = &graphic_info[graphic];
15548 struct XY *pos = gamebutton_info[i].pos;
15549 struct GadgetInfo *gi;
15552 unsigned int event_mask;
15553 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15554 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15555 int base_x = (on_tape ? VX : DX);
15556 int base_y = (on_tape ? VY : DY);
15557 int gd_x = gfx->src_x;
15558 int gd_y = gfx->src_y;
15559 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15560 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15561 int gd_xa = gfx->src_x + gfx->active_xoffset;
15562 int gd_ya = gfx->src_y + gfx->active_yoffset;
15563 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15564 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15567 if (gfx->bitmap == NULL)
15569 game_gadget[id] = NULL;
15574 if (id == GAME_CTRL_ID_STOP ||
15575 id == GAME_CTRL_ID_PANEL_STOP ||
15576 id == GAME_CTRL_ID_PLAY ||
15577 id == GAME_CTRL_ID_PANEL_PLAY ||
15578 id == GAME_CTRL_ID_SAVE ||
15579 id == GAME_CTRL_ID_LOAD)
15581 button_type = GD_TYPE_NORMAL_BUTTON;
15583 event_mask = GD_EVENT_RELEASED;
15585 else if (id == GAME_CTRL_ID_UNDO ||
15586 id == GAME_CTRL_ID_REDO)
15588 button_type = GD_TYPE_NORMAL_BUTTON;
15590 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15594 button_type = GD_TYPE_CHECK_BUTTON;
15595 checked = (gamebutton_info[i].setup_value != NULL ?
15596 *gamebutton_info[i].setup_value : FALSE);
15597 event_mask = GD_EVENT_PRESSED;
15600 gi = CreateGadget(GDI_CUSTOM_ID, id,
15601 GDI_IMAGE_ID, graphic,
15602 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15603 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15604 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15605 GDI_WIDTH, gfx->width,
15606 GDI_HEIGHT, gfx->height,
15607 GDI_TYPE, button_type,
15608 GDI_STATE, GD_BUTTON_UNPRESSED,
15609 GDI_CHECKED, checked,
15610 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15611 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15612 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15613 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15614 GDI_DIRECT_DRAW, FALSE,
15615 GDI_EVENT_MASK, event_mask,
15616 GDI_CALLBACK_ACTION, HandleGameButtons,
15620 Error(ERR_EXIT, "cannot create gadget");
15622 game_gadget[id] = gi;
15626 void FreeGameButtons(void)
15630 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15631 FreeGadget(game_gadget[i]);
15634 static void UnmapGameButtonsAtSamePosition(int id)
15638 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15640 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15641 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15642 UnmapGadget(game_gadget[i]);
15645 static void UnmapGameButtonsAtSamePosition_All(void)
15647 if (setup.show_snapshot_buttons)
15649 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15650 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15651 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15655 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15656 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15657 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15659 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15660 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15661 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15665 static void MapGameButtonsAtSamePosition(int id)
15669 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15671 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15672 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15673 MapGadget(game_gadget[i]);
15675 UnmapGameButtonsAtSamePosition_All();
15678 void MapUndoRedoButtons(void)
15680 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15681 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15683 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15684 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15686 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15689 void UnmapUndoRedoButtons(void)
15691 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15692 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15694 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15695 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15697 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15700 static void MapGameButtonsExt(boolean on_tape)
15704 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15705 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15706 i != GAME_CTRL_ID_UNDO &&
15707 i != GAME_CTRL_ID_REDO)
15708 MapGadget(game_gadget[i]);
15710 UnmapGameButtonsAtSamePosition_All();
15712 RedrawGameButtons();
15715 static void UnmapGameButtonsExt(boolean on_tape)
15719 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15720 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15721 UnmapGadget(game_gadget[i]);
15724 static void RedrawGameButtonsExt(boolean on_tape)
15728 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15729 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15730 RedrawGadget(game_gadget[i]);
15732 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15733 redraw_mask &= ~REDRAW_ALL;
15736 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15741 gi->checked = state;
15744 static void RedrawSoundButtonGadget(int id)
15746 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15747 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15748 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15749 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15750 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15751 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15754 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15755 RedrawGadget(game_gadget[id2]);
15758 void MapGameButtons(void)
15760 MapGameButtonsExt(FALSE);
15763 void UnmapGameButtons(void)
15765 UnmapGameButtonsExt(FALSE);
15768 void RedrawGameButtons(void)
15770 RedrawGameButtonsExt(FALSE);
15773 void MapGameButtonsOnTape(void)
15775 MapGameButtonsExt(TRUE);
15778 void UnmapGameButtonsOnTape(void)
15780 UnmapGameButtonsExt(TRUE);
15783 void RedrawGameButtonsOnTape(void)
15785 RedrawGameButtonsExt(TRUE);
15788 static void GameUndoRedoExt(void)
15790 ClearPlayerAction();
15792 tape.pausing = TRUE;
15795 UpdateAndDisplayGameControlValues();
15797 DrawCompleteVideoDisplay();
15798 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15799 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15800 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15805 static void GameUndo(int steps)
15807 if (!CheckEngineSnapshotList())
15810 LoadEngineSnapshot_Undo(steps);
15815 static void GameRedo(int steps)
15817 if (!CheckEngineSnapshotList())
15820 LoadEngineSnapshot_Redo(steps);
15825 static void HandleGameButtonsExt(int id, int button)
15827 static boolean game_undo_executed = FALSE;
15828 int steps = BUTTON_STEPSIZE(button);
15829 boolean handle_game_buttons =
15830 (game_status == GAME_MODE_PLAYING ||
15831 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15833 if (!handle_game_buttons)
15838 case GAME_CTRL_ID_STOP:
15839 case GAME_CTRL_ID_PANEL_STOP:
15840 if (game_status == GAME_MODE_MAIN)
15846 RequestQuitGame(TRUE);
15850 case GAME_CTRL_ID_PAUSE:
15851 case GAME_CTRL_ID_PAUSE2:
15852 case GAME_CTRL_ID_PANEL_PAUSE:
15853 if (network.enabled && game_status == GAME_MODE_PLAYING)
15856 SendToServer_ContinuePlaying();
15858 SendToServer_PausePlaying();
15861 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15863 game_undo_executed = FALSE;
15867 case GAME_CTRL_ID_PLAY:
15868 case GAME_CTRL_ID_PANEL_PLAY:
15869 if (game_status == GAME_MODE_MAIN)
15871 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15873 else if (tape.pausing)
15875 if (network.enabled)
15876 SendToServer_ContinuePlaying();
15878 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15882 case GAME_CTRL_ID_UNDO:
15883 // Important: When using "save snapshot when collecting an item" mode,
15884 // load last (current) snapshot for first "undo" after pressing "pause"
15885 // (else the last-but-one snapshot would be loaded, because the snapshot
15886 // pointer already points to the last snapshot when pressing "pause",
15887 // which is fine for "every step/move" mode, but not for "every collect")
15888 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15889 !game_undo_executed)
15892 game_undo_executed = TRUE;
15897 case GAME_CTRL_ID_REDO:
15901 case GAME_CTRL_ID_SAVE:
15905 case GAME_CTRL_ID_LOAD:
15909 case SOUND_CTRL_ID_MUSIC:
15910 case SOUND_CTRL_ID_PANEL_MUSIC:
15911 if (setup.sound_music)
15913 setup.sound_music = FALSE;
15917 else if (audio.music_available)
15919 setup.sound = setup.sound_music = TRUE;
15921 SetAudioMode(setup.sound);
15923 if (game_status == GAME_MODE_PLAYING)
15927 RedrawSoundButtonGadget(id);
15931 case SOUND_CTRL_ID_LOOPS:
15932 case SOUND_CTRL_ID_PANEL_LOOPS:
15933 if (setup.sound_loops)
15934 setup.sound_loops = FALSE;
15935 else if (audio.loops_available)
15937 setup.sound = setup.sound_loops = TRUE;
15939 SetAudioMode(setup.sound);
15942 RedrawSoundButtonGadget(id);
15946 case SOUND_CTRL_ID_SIMPLE:
15947 case SOUND_CTRL_ID_PANEL_SIMPLE:
15948 if (setup.sound_simple)
15949 setup.sound_simple = FALSE;
15950 else if (audio.sound_available)
15952 setup.sound = setup.sound_simple = TRUE;
15954 SetAudioMode(setup.sound);
15957 RedrawSoundButtonGadget(id);
15966 static void HandleGameButtons(struct GadgetInfo *gi)
15968 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15971 void HandleSoundButtonKeys(Key key)
15973 if (key == setup.shortcut.sound_simple)
15974 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15975 else if (key == setup.shortcut.sound_loops)
15976 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15977 else if (key == setup.shortcut.sound_music)
15978 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);