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 IncrementPlayerSokobanFieldsNeeded(struct PlayerInfo *player)
1688 if (level.sb_fields_needed)
1689 player->sokoban_fields_still_needed++;
1692 static void IncrementPlayerSokobanObjectsNeeded(struct PlayerInfo *player)
1694 if (level.sb_objects_needed)
1695 player->sokoban_objects_still_needed++;
1698 static void DecrementPlayerSokobanFieldsNeeded(struct PlayerInfo *player)
1700 if (player->sokoban_fields_still_needed > 0)
1701 player->sokoban_fields_still_needed--;
1704 static void DecrementPlayerSokobanObjectsNeeded(struct PlayerInfo *player)
1706 if (player->sokoban_objects_still_needed > 0)
1707 player->sokoban_objects_still_needed--;
1710 static void InitPlayerField(int x, int y, int element, boolean init_game)
1712 if (element == EL_SP_MURPHY)
1716 if (stored_player[0].present)
1718 Feld[x][y] = EL_SP_MURPHY_CLONE;
1724 stored_player[0].initial_element = element;
1725 stored_player[0].use_murphy = TRUE;
1727 if (!level.use_artwork_element[0])
1728 stored_player[0].artwork_element = EL_SP_MURPHY;
1731 Feld[x][y] = EL_PLAYER_1;
1737 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1738 int jx = player->jx, jy = player->jy;
1740 player->present = TRUE;
1742 player->block_last_field = (element == EL_SP_MURPHY ?
1743 level.sp_block_last_field :
1744 level.block_last_field);
1746 // ---------- initialize player's last field block delay ------------------
1748 // always start with reliable default value (no adjustment needed)
1749 player->block_delay_adjustment = 0;
1751 // special case 1: in Supaplex, Murphy blocks last field one more frame
1752 if (player->block_last_field && element == EL_SP_MURPHY)
1753 player->block_delay_adjustment = 1;
1755 // special case 2: in game engines before 3.1.1, blocking was different
1756 if (game.use_block_last_field_bug)
1757 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1759 if (!network.enabled || player->connected_network)
1761 player->active = TRUE;
1763 // remove potentially duplicate players
1764 if (StorePlayer[jx][jy] == Feld[x][y])
1765 StorePlayer[jx][jy] = 0;
1767 StorePlayer[x][y] = Feld[x][y];
1769 #if DEBUG_INIT_PLAYER
1772 printf("- player element %d activated", player->element_nr);
1773 printf(" (local player is %d and currently %s)\n",
1774 local_player->element_nr,
1775 local_player->active ? "active" : "not active");
1780 Feld[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Feld[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Feld[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementPlayerSokobanFieldsNeeded(local_player);
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementPlayerSokobanObjectsNeeded(local_player);
1827 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1828 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1881 case EL_AMOEBA_FULL:
1886 case EL_AMOEBA_DROP:
1887 if (y == lev_fieldy - 1)
1889 Feld[x][y] = EL_AMOEBA_GROWING;
1890 Store[x][y] = EL_AMOEBA_WET;
1894 case EL_DYNAMITE_ACTIVE:
1895 case EL_SP_DISK_RED_ACTIVE:
1896 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1897 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1900 MovDelay[x][y] = 96;
1903 case EL_EM_DYNAMITE_ACTIVE:
1904 MovDelay[x][y] = 32;
1908 local_player->lights_still_needed++;
1912 local_player->friends_still_needed++;
1917 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1920 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1921 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1922 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1923 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1924 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1925 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1926 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1927 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1928 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1929 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1930 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1931 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1934 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1935 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1936 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1938 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1940 game.belt_dir[belt_nr] = belt_dir;
1941 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1943 else // more than one switch -- set it like the first switch
1945 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1950 case EL_LIGHT_SWITCH_ACTIVE:
1952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1955 case EL_INVISIBLE_STEELWALL:
1956 case EL_INVISIBLE_WALL:
1957 case EL_INVISIBLE_SAND:
1958 if (game.light_time_left > 0 ||
1959 game.lenses_time_left > 0)
1960 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1963 case EL_EMC_MAGIC_BALL:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1968 case EL_EMC_MAGIC_BALL_SWITCH:
1969 if (game.ball_state)
1970 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1973 case EL_TRIGGER_PLAYER:
1974 case EL_TRIGGER_ELEMENT:
1975 case EL_TRIGGER_CE_VALUE:
1976 case EL_TRIGGER_CE_SCORE:
1978 case EL_ANY_ELEMENT:
1979 case EL_CURRENT_CE_VALUE:
1980 case EL_CURRENT_CE_SCORE:
1997 // reference elements should not be used on the playfield
1998 Feld[x][y] = EL_EMPTY;
2002 if (IS_CUSTOM_ELEMENT(element))
2004 if (CAN_MOVE(element))
2007 if (!element_info[element].use_last_ce_value || init_game)
2008 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2010 else if (IS_GROUP_ELEMENT(element))
2012 Feld[x][y] = GetElementFromGroupElement(element);
2014 InitField(x, y, init_game);
2021 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 static void InitField_WithBug1(int x, int y, boolean init_game)
2026 InitField(x, y, init_game);
2028 // not needed to call InitMovDir() -- already done by InitField()!
2029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030 CAN_MOVE(Feld[x][y]))
2034 static void InitField_WithBug2(int x, int y, boolean init_game)
2036 int old_element = Feld[x][y];
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(old_element) &&
2043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046 /* this case is in fact a combination of not less than three bugs:
2047 first, it calls InitMovDir() for elements that can move, although this is
2048 already done by InitField(); then, it checks the element that was at this
2049 field _before_ the call to InitField() (which can change it); lastly, it
2050 was not called for "mole with direction" elements, which were treated as
2051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2055 static int get_key_element_from_nr(int key_nr)
2057 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2058 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2059 EL_EM_KEY_1 : EL_KEY_1);
2061 return key_base_element + key_nr;
2064 static int get_next_dropped_element(struct PlayerInfo *player)
2066 return (player->inventory_size > 0 ?
2067 player->inventory_element[player->inventory_size - 1] :
2068 player->inventory_infinite_element != EL_UNDEFINED ?
2069 player->inventory_infinite_element :
2070 player->dynabombs_left > 0 ?
2071 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2075 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2077 // pos >= 0: get element from bottom of the stack;
2078 // pos < 0: get element from top of the stack
2082 int min_inventory_size = -pos;
2083 int inventory_pos = player->inventory_size - min_inventory_size;
2084 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2086 return (player->inventory_size >= min_inventory_size ?
2087 player->inventory_element[inventory_pos] :
2088 player->inventory_infinite_element != EL_UNDEFINED ?
2089 player->inventory_infinite_element :
2090 player->dynabombs_left >= min_dynabombs_left ?
2091 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2096 int min_dynabombs_left = pos + 1;
2097 int min_inventory_size = pos + 1 - player->dynabombs_left;
2098 int inventory_pos = pos - player->dynabombs_left;
2100 return (player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2104 player->inventory_size >= min_inventory_size ?
2105 player->inventory_element[inventory_pos] :
2110 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2112 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2113 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2116 if (gpo1->sort_priority != gpo2->sort_priority)
2117 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2119 compare_result = gpo1->nr - gpo2->nr;
2121 return compare_result;
2124 int getPlayerInventorySize(int player_nr)
2126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2127 return level.native_em_level->ply[player_nr]->dynamite;
2128 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2129 return level.native_sp_level->game_sp->red_disk_count;
2131 return stored_player[player_nr].inventory_size;
2134 static void InitGameControlValues(void)
2138 for (i = 0; game_panel_controls[i].nr != -1; i++)
2140 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2141 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2142 struct TextPosInfo *pos = gpc->pos;
2144 int type = gpc->type;
2148 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2149 Error(ERR_EXIT, "this should not happen -- please debug");
2152 // force update of game controls after initialization
2153 gpc->value = gpc->last_value = -1;
2154 gpc->frame = gpc->last_frame = -1;
2155 gpc->gfx_frame = -1;
2157 // determine panel value width for later calculation of alignment
2158 if (type == TYPE_INTEGER || type == TYPE_STRING)
2160 pos->width = pos->size * getFontWidth(pos->font);
2161 pos->height = getFontHeight(pos->font);
2163 else if (type == TYPE_ELEMENT)
2165 pos->width = pos->size;
2166 pos->height = pos->size;
2169 // fill structure for game panel draw order
2171 gpo->sort_priority = pos->sort_priority;
2174 // sort game panel controls according to sort_priority and control number
2175 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2176 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2179 static void UpdatePlayfieldElementCount(void)
2181 boolean use_element_count = FALSE;
2184 // first check if it is needed at all to calculate playfield element count
2185 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2186 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2187 use_element_count = TRUE;
2189 if (!use_element_count)
2192 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2193 element_info[i].element_count = 0;
2195 SCAN_PLAYFIELD(x, y)
2197 element_info[Feld[x][y]].element_count++;
2200 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2201 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2202 if (IS_IN_GROUP(j, i))
2203 element_info[EL_GROUP_START + i].element_count +=
2204 element_info[j].element_count;
2207 static void UpdateGameControlValues(void)
2210 int time = (local_player->LevelSolved ?
2211 local_player->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 = (local_player->LevelSolved ?
2220 local_player->LevelSolved_CountingScore :
2221 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2222 level.native_em_level->lev->score :
2223 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2224 level.native_sp_level->game_sp->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2227 local_player->score);
2228 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->required :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->infotrons_still_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233 game_mm.kettles_still_needed :
2234 local_player->gems_still_needed);
2235 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->required > 0 :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2240 game_mm.kettles_still_needed > 0 ||
2241 game_mm.lights_still_needed > 0 :
2242 local_player->gems_still_needed > 0 ||
2243 local_player->sokoban_fields_still_needed > 0 ||
2244 local_player->sokoban_objects_still_needed > 0 ||
2245 local_player->lights_still_needed > 0);
2246 int health = (local_player->LevelSolved ?
2247 local_player->LevelSolved_CountingHealth :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 MM_HEALTH(game_mm.laser_overload_value) :
2250 local_player->health);
2252 UpdatePlayfieldElementCount();
2254 // update game panel control values
2256 // used instead of "level_nr" (for network games)
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 // only one player in Supaplex game engine
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288 getPlayerInventorySize(i);
2290 if (stored_player[i].num_white_keys > 0)
2291 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2294 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2295 stored_player[i].num_white_keys;
2300 int player_nr = game.centered_player_nr;
2302 for (k = 0; k < MAX_NUM_KEYS; k++)
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2306 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2307 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2308 get_key_element_from_nr(k);
2310 else if (stored_player[player_nr].key[k])
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2315 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2316 getPlayerInventorySize(player_nr);
2318 if (stored_player[player_nr].num_white_keys > 0)
2319 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2321 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2322 stored_player[player_nr].num_white_keys;
2325 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2327 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2328 get_inventory_element_from_pos(local_player, i);
2329 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, -i - 1);
2333 game_panel_controls[GAME_PANEL_SCORE].value = score;
2334 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2336 game_panel_controls[GAME_PANEL_TIME].value = time;
2338 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2339 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2340 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2342 if (level.time == 0)
2343 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2347 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2348 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2350 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2352 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2353 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2355 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2356 local_player->shield_normal_time_left;
2357 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2358 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2360 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2361 local_player->shield_deadly_time_left;
2363 game_panel_controls[GAME_PANEL_EXIT].value =
2364 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2366 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2367 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2369 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2370 EL_EMC_MAGIC_BALL_SWITCH);
2372 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2373 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2375 game.light_time_left;
2377 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2378 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2380 game.timegate_time_left;
2382 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2383 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2385 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2386 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2387 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2388 game.lenses_time_left;
2390 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2391 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2393 game.magnify_time_left;
2395 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2396 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2397 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2398 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2399 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2400 EL_BALLOON_SWITCH_NONE);
2402 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2403 local_player->dynabomb_count;
2404 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2405 local_player->dynabomb_size;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2407 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2409 game_panel_controls[GAME_PANEL_PENGUINS].value =
2410 local_player->friends_still_needed;
2412 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413 local_player->sokoban_objects_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415 local_player->sokoban_fields_still_needed;
2417 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2420 for (i = 0; i < NUM_BELTS; i++)
2422 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432 game.magic_wall_time_left;
2434 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435 local_player->gravity;
2437 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2440 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443 game.panel.element[i].id : EL_UNDEFINED);
2445 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448 element_info[game.panel.element_count[i].id].element_count : 0);
2450 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453 element_info[game.panel.ce_score[i].id].collect_score : 0);
2455 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458 element_info[game.panel.ce_score_element[i].id].collect_score :
2461 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2465 // update game panel control frames
2467 for (i = 0; game_panel_controls[i].nr != -1; i++)
2469 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2471 if (gpc->type == TYPE_ELEMENT)
2473 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2475 int last_anim_random_frame = gfx.anim_random_frame;
2476 int element = gpc->value;
2477 int graphic = el2panelimg(element);
2479 if (gpc->value != gpc->last_value)
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2488 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494 gfx.anim_random_frame = gpc->gfx_random;
2496 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497 gpc->gfx_frame = element_info[element].collect_score;
2499 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2506 else if (gpc->type == TYPE_GRAPHIC)
2508 if (gpc->graphic != IMG_UNDEFINED)
2510 int last_anim_random_frame = gfx.anim_random_frame;
2511 int graphic = gpc->graphic;
2513 if (gpc->value != gpc->last_value)
2516 gpc->gfx_random = INIT_GFX_RANDOM();
2522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524 gpc->gfx_random = INIT_GFX_RANDOM();
2527 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528 gfx.anim_random_frame = gpc->gfx_random;
2530 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2532 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533 gfx.anim_random_frame = last_anim_random_frame;
2539 static void DisplayGameControlValues(void)
2541 boolean redraw_panel = FALSE;
2544 for (i = 0; game_panel_controls[i].nr != -1; i++)
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2548 if (PANEL_DEACTIVATED(gpc->pos))
2551 if (gpc->value == gpc->last_value &&
2552 gpc->frame == gpc->last_frame)
2555 redraw_panel = TRUE;
2561 // copy default game door content to main double buffer
2563 // !!! CHECK AGAIN !!!
2564 SetPanelBackground();
2565 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2568 // redraw game control buttons
2569 RedrawGameButtons();
2571 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2573 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2575 int nr = game_panel_order[i].nr;
2576 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577 struct TextPosInfo *pos = gpc->pos;
2578 int type = gpc->type;
2579 int value = gpc->value;
2580 int frame = gpc->frame;
2581 int size = pos->size;
2582 int font = pos->font;
2583 boolean draw_masked = pos->draw_masked;
2584 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2586 if (PANEL_DEACTIVATED(pos))
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2592 if (type == TYPE_INTEGER)
2594 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595 nr == GAME_PANEL_TIME)
2597 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2599 if (use_dynamic_size) // use dynamic number of digits
2601 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603 int size2 = size1 + 1;
2604 int font1 = pos->font;
2605 int font2 = pos->font_alt;
2607 size = (value < value_change ? size1 : size2);
2608 font = (value < value_change ? font1 : font2);
2612 // correct text size if "digits" is zero or less
2614 size = strlen(int2str(value, size));
2616 // dynamically correct text alignment
2617 pos->width = size * getFontWidth(font);
2619 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620 int2str(value, size), font, mask_mode);
2622 else if (type == TYPE_ELEMENT)
2624 int element, graphic;
2628 int dst_x = PANEL_XPOS(pos);
2629 int dst_y = PANEL_YPOS(pos);
2631 if (value != EL_UNDEFINED && value != EL_EMPTY)
2634 graphic = el2panelimg(value);
2636 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2638 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644 width = graphic_info[graphic].width * size / TILESIZE;
2645 height = graphic_info[graphic].height * size / TILESIZE;
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2655 else if (type == TYPE_GRAPHIC)
2657 int graphic = gpc->graphic;
2658 int graphic_active = gpc->graphic_active;
2662 int dst_x = PANEL_XPOS(pos);
2663 int dst_y = PANEL_YPOS(pos);
2664 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2667 if (graphic != IMG_UNDEFINED && !skip)
2669 if (pos->style == STYLE_REVERSE)
2670 value = 100 - value;
2672 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2674 if (pos->direction & MV_HORIZONTAL)
2676 width = graphic_info[graphic_active].width * value / 100;
2677 height = graphic_info[graphic_active].height;
2679 if (pos->direction == MV_LEFT)
2681 src_x += graphic_info[graphic_active].width - width;
2682 dst_x += graphic_info[graphic_active].width - width;
2687 width = graphic_info[graphic_active].width;
2688 height = graphic_info[graphic_active].height * value / 100;
2690 if (pos->direction == MV_UP)
2692 src_y += graphic_info[graphic_active].height - height;
2693 dst_y += graphic_info[graphic_active].height - height;
2698 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2706 if (pos->direction & MV_HORIZONTAL)
2708 if (pos->direction == MV_RIGHT)
2715 dst_x = PANEL_XPOS(pos);
2718 width = graphic_info[graphic].width - width;
2722 if (pos->direction == MV_DOWN)
2729 dst_y = PANEL_YPOS(pos);
2732 height = graphic_info[graphic].height - height;
2736 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2743 else if (type == TYPE_STRING)
2745 boolean active = (value != 0);
2746 char *state_normal = "off";
2747 char *state_active = "on";
2748 char *state = (active ? state_active : state_normal);
2749 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2751 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2752 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2754 if (nr == GAME_PANEL_GRAVITY_STATE)
2756 int font1 = pos->font; // (used for normal state)
2757 int font2 = pos->font_alt; // (used for active state)
2759 font = (active ? font2 : font1);
2768 // don't truncate output if "chars" is zero or less
2771 // dynamically correct text alignment
2772 pos->width = size * getFontWidth(font);
2775 s_cut = getStringCopyN(s, size);
2777 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778 s_cut, font, mask_mode);
2784 redraw_mask |= REDRAW_DOOR_1;
2787 SetGameStatus(GAME_MODE_PLAYING);
2790 void UpdateAndDisplayGameControlValues(void)
2792 if (tape.deactivate_display)
2795 UpdateGameControlValues();
2796 DisplayGameControlValues();
2800 static void UpdateGameDoorValues(void)
2802 UpdateGameControlValues();
2806 void DrawGameDoorValues(void)
2808 DisplayGameControlValues();
2812 // ============================================================================
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2818 static void InitGameEngine(void)
2820 int i, j, k, l, x, y;
2822 // set game engine from tape file when re-playing, else from level file
2823 game.engine_version = (tape.playing ? tape.engine_version :
2824 level.game_version);
2826 // set single or multi-player game mode (needed for re-playing tapes)
2827 game.team_mode = setup.team_mode;
2831 int num_players = 0;
2833 for (i = 0; i < MAX_PLAYERS; i++)
2834 if (tape.player_participates[i])
2837 // multi-player tapes contain input data for more than one player
2838 game.team_mode = (num_players > 1);
2841 // --------------------------------------------------------------------------
2842 // set flags for bugs and changes according to active game engine version
2843 // --------------------------------------------------------------------------
2846 Summary of bugfix/change:
2847 Fixed handling for custom elements that change when pushed by the player.
2849 Fixed/changed in version:
2853 Before 3.1.0, custom elements that "change when pushing" changed directly
2854 after the player started pushing them (until then handled in "DigField()").
2855 Since 3.1.0, these custom elements are not changed until the "pushing"
2856 move of the element is finished (now handled in "ContinueMoving()").
2858 Affected levels/tapes:
2859 The first condition is generally needed for all levels/tapes before version
2860 3.1.0, which might use the old behaviour before it was changed; known tapes
2861 that are affected are some tapes from the level set "Walpurgis Gardens" by
2863 The second condition is an exception from the above case and is needed for
2864 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865 above (including some development versions of 3.1.0), but before it was
2866 known that this change would break tapes like the above and was fixed in
2867 3.1.1, so that the changed behaviour was active although the engine version
2868 while recording maybe was before 3.1.0. There is at least one tape that is
2869 affected by this exception, which is the tape for the one-level set "Bug
2870 Machine" by Juergen Bonhagen.
2873 game.use_change_when_pushing_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2876 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877 tape.game_version < VERSION_IDENT(3,1,1,0)));
2880 Summary of bugfix/change:
2881 Fixed handling for blocking the field the player leaves when moving.
2883 Fixed/changed in version:
2887 Before 3.1.1, when "block last field when moving" was enabled, the field
2888 the player is leaving when moving was blocked for the time of the move,
2889 and was directly unblocked afterwards. This resulted in the last field
2890 being blocked for exactly one less than the number of frames of one player
2891 move. Additionally, even when blocking was disabled, the last field was
2892 blocked for exactly one frame.
2893 Since 3.1.1, due to changes in player movement handling, the last field
2894 is not blocked at all when blocking is disabled. When blocking is enabled,
2895 the last field is blocked for exactly the number of frames of one player
2896 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897 last field is blocked for exactly one more than the number of frames of
2900 Affected levels/tapes:
2901 (!!! yet to be determined -- probably many !!!)
2904 game.use_block_last_field_bug =
2905 (game.engine_version < VERSION_IDENT(3,1,1,0));
2907 game_em.use_single_button =
2908 (game.engine_version > VERSION_IDENT(4,0,0,2));
2910 game_em.use_snap_key_bug =
2911 (game.engine_version < VERSION_IDENT(4,0,1,0));
2913 // --------------------------------------------------------------------------
2915 // set maximal allowed number of custom element changes per game frame
2916 game.max_num_changes_per_frame = 1;
2918 // default scan direction: scan playfield from top/left to bottom/right
2919 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2921 // dynamically adjust element properties according to game engine version
2922 InitElementPropertiesEngine(game.engine_version);
2925 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926 printf(" tape version == %06d [%s] [file: %06d]\n",
2927 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2929 printf(" => game.engine_version == %06d\n", game.engine_version);
2932 // ---------- initialize player's initial move delay ------------------------
2934 // dynamically adjust player properties according to level information
2935 for (i = 0; i < MAX_PLAYERS; i++)
2936 game.initial_move_delay_value[i] =
2937 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2939 // dynamically adjust player properties according to game engine version
2940 for (i = 0; i < MAX_PLAYERS; i++)
2941 game.initial_move_delay[i] =
2942 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943 game.initial_move_delay_value[i] : 0);
2945 // ---------- initialize player's initial push delay ------------------------
2947 // dynamically adjust player properties according to game engine version
2948 game.initial_push_delay_value =
2949 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2951 // ---------- initialize changing elements ----------------------------------
2953 // initialize changing elements information
2954 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2956 struct ElementInfo *ei = &element_info[i];
2958 // this pointer might have been changed in the level editor
2959 ei->change = &ei->change_page[0];
2961 if (!IS_CUSTOM_ELEMENT(i))
2963 ei->change->target_element = EL_EMPTY_SPACE;
2964 ei->change->delay_fixed = 0;
2965 ei->change->delay_random = 0;
2966 ei->change->delay_frames = 1;
2969 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2971 ei->has_change_event[j] = FALSE;
2973 ei->event_page_nr[j] = 0;
2974 ei->event_page[j] = &ei->change_page[0];
2978 // add changing elements from pre-defined list
2979 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2981 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982 struct ElementInfo *ei = &element_info[ch_delay->element];
2984 ei->change->target_element = ch_delay->target_element;
2985 ei->change->delay_fixed = ch_delay->change_delay;
2987 ei->change->pre_change_function = ch_delay->pre_change_function;
2988 ei->change->change_function = ch_delay->change_function;
2989 ei->change->post_change_function = ch_delay->post_change_function;
2991 ei->change->can_change = TRUE;
2992 ei->change->can_change_or_has_action = TRUE;
2994 ei->has_change_event[CE_DELAY] = TRUE;
2996 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3000 // ---------- initialize internal run-time variables ------------------------
3002 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3004 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3006 for (j = 0; j < ei->num_change_pages; j++)
3008 ei->change_page[j].can_change_or_has_action =
3009 (ei->change_page[j].can_change |
3010 ei->change_page[j].has_action);
3014 // add change events from custom element configuration
3015 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3017 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3019 for (j = 0; j < ei->num_change_pages; j++)
3021 if (!ei->change_page[j].can_change_or_has_action)
3024 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3026 // only add event page for the first page found with this event
3027 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3029 ei->has_change_event[k] = TRUE;
3031 ei->event_page_nr[k] = j;
3032 ei->event_page[k] = &ei->change_page[j];
3038 // ---------- initialize reference elements in change conditions ------------
3040 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3042 int element = EL_CUSTOM_START + i;
3043 struct ElementInfo *ei = &element_info[element];
3045 for (j = 0; j < ei->num_change_pages; j++)
3047 int trigger_element = ei->change_page[j].initial_trigger_element;
3049 if (trigger_element >= EL_PREV_CE_8 &&
3050 trigger_element <= EL_NEXT_CE_8)
3051 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3053 ei->change_page[j].trigger_element = trigger_element;
3057 // ---------- initialize run-time trigger player and element ----------------
3059 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3061 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3063 for (j = 0; j < ei->num_change_pages; j++)
3065 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069 ei->change_page[j].actual_trigger_ce_value = 0;
3070 ei->change_page[j].actual_trigger_ce_score = 0;
3074 // ---------- initialize trigger events -------------------------------------
3076 // initialize trigger events information
3077 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079 trigger_events[i][j] = FALSE;
3081 // add trigger events from element change event properties
3082 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3084 struct ElementInfo *ei = &element_info[i];
3086 for (j = 0; j < ei->num_change_pages; j++)
3088 if (!ei->change_page[j].can_change_or_has_action)
3091 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3093 int trigger_element = ei->change_page[j].trigger_element;
3095 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3097 if (ei->change_page[j].has_event[k])
3099 if (IS_GROUP_ELEMENT(trigger_element))
3101 struct ElementGroupInfo *group =
3102 element_info[trigger_element].group;
3104 for (l = 0; l < group->num_elements_resolved; l++)
3105 trigger_events[group->element_resolved[l]][k] = TRUE;
3107 else if (trigger_element == EL_ANY_ELEMENT)
3108 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109 trigger_events[l][k] = TRUE;
3111 trigger_events[trigger_element][k] = TRUE;
3118 // ---------- initialize push delay -----------------------------------------
3120 // initialize push delay values to default
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (!IS_CUSTOM_ELEMENT(i))
3125 // set default push delay values (corrected since version 3.0.7-1)
3126 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3128 element_info[i].push_delay_fixed = 2;
3129 element_info[i].push_delay_random = 8;
3133 element_info[i].push_delay_fixed = 8;
3134 element_info[i].push_delay_random = 8;
3139 // set push delay value for certain elements from pre-defined list
3140 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3142 int e = push_delay_list[i].element;
3144 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3145 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3148 // set push delay value for Supaplex elements for newer engine versions
3149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_SP_ELEMENT(i))
3155 // set SP push delay to just enough to push under a falling zonk
3156 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3158 element_info[i].push_delay_fixed = delay;
3159 element_info[i].push_delay_random = 0;
3164 // ---------- initialize move stepsize --------------------------------------
3166 // initialize move stepsize values to default
3167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 if (!IS_CUSTOM_ELEMENT(i))
3169 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3171 // set move stepsize value for certain elements from pre-defined list
3172 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3174 int e = move_stepsize_list[i].element;
3176 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3179 // ---------- initialize collect score --------------------------------------
3181 // initialize collect score values for custom elements from initial value
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3184 element_info[i].collect_score = element_info[i].collect_score_initial;
3186 // ---------- initialize collect count --------------------------------------
3188 // initialize collect count values for non-custom elements
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (!IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_count_initial = 0;
3193 // add collect count values for all elements from pre-defined list
3194 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195 element_info[collect_count_list[i].element].collect_count_initial =
3196 collect_count_list[i].count;
3198 // ---------- initialize access direction -----------------------------------
3200 // initialize access direction values to default (access from every side)
3201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 if (!IS_CUSTOM_ELEMENT(i))
3203 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3205 // set access direction value for certain elements from pre-defined list
3206 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207 element_info[access_direction_list[i].element].access_direction =
3208 access_direction_list[i].direction;
3210 // ---------- initialize explosion content ----------------------------------
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 if (IS_CUSTOM_ELEMENT(i))
3216 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3218 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3220 element_info[i].content.e[x][y] =
3221 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223 i == EL_PLAYER_3 ? EL_EMERALD :
3224 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225 i == EL_MOLE ? EL_EMERALD_RED :
3226 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231 i == EL_WALL_EMERALD ? EL_EMERALD :
3232 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237 i == EL_WALL_PEARL ? EL_PEARL :
3238 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3243 // ---------- initialize recursion detection --------------------------------
3244 recursion_loop_depth = 0;
3245 recursion_loop_detected = FALSE;
3246 recursion_loop_element = EL_UNDEFINED;
3248 // ---------- initialize graphics engine ------------------------------------
3249 game.scroll_delay_value =
3250 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251 setup.scroll_delay ? setup.scroll_delay_value : 0);
3252 game.scroll_delay_value =
3253 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3255 // ---------- initialize game engine snapshots ------------------------------
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.snapshot.last_action[i] = 0;
3258 game.snapshot.changed_action = FALSE;
3259 game.snapshot.collected_item = FALSE;
3260 game.snapshot.mode =
3261 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262 SNAPSHOT_MODE_EVERY_STEP :
3263 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264 SNAPSHOT_MODE_EVERY_MOVE :
3265 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267 game.snapshot.save_snapshot = FALSE;
3269 // ---------- initialize level time for Supaplex engine ---------------------
3270 // Supaplex levels with time limit currently unsupported -- should be added
3271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3275 static int get_num_special_action(int element, int action_first,
3278 int num_special_action = 0;
3281 for (i = action_first; i <= action_last; i++)
3283 boolean found = FALSE;
3285 for (j = 0; j < NUM_DIRECTIONS; j++)
3286 if (el_act_dir2img(element, i, j) !=
3287 el_act_dir2img(element, ACTION_DEFAULT, j))
3291 num_special_action++;
3296 return num_special_action;
3300 // ============================================================================
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3314 printf("%s:\n", message);
3316 for (i = 0; i < MAX_PLAYERS; i++)
3318 struct PlayerInfo *player = &stored_player[i];
3320 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3324 player->connected_locally,
3325 player->connected_network,
3328 if (local_player == player)
3329 printf(" (local player)");
3338 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340 int fade_mask = REDRAW_FIELD;
3342 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3343 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3344 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3345 int initial_move_dir = MV_DOWN;
3348 // required here to update video display before fading (FIX THIS)
3349 DrawMaskedBorder(REDRAW_DOOR_2);
3351 if (!game.restart_level)
3352 CloseDoor(DOOR_CLOSE_1);
3354 SetGameStatus(GAME_MODE_PLAYING);
3356 if (level_editor_test_game)
3357 FadeSkipNextFadeIn();
3359 FadeSetEnterScreen();
3361 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3370 // needed if different viewport properties defined for playing
3371 ChangeViewportPropertiesIfNeeded();
3375 DrawCompleteVideoDisplay();
3377 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3380 InitGameControlValues();
3382 // don't play tapes over network
3383 network_playing = (network.enabled && !tape.playing);
3385 for (i = 0; i < MAX_PLAYERS; i++)
3387 struct PlayerInfo *player = &stored_player[i];
3389 player->index_nr = i;
3390 player->index_bit = (1 << i);
3391 player->element_nr = EL_PLAYER_1 + i;
3393 player->present = FALSE;
3394 player->active = FALSE;
3395 player->mapped = FALSE;
3397 player->killed = FALSE;
3398 player->reanimated = FALSE;
3401 player->effective_action = 0;
3402 player->programmed_action = 0;
3404 player->mouse_action.lx = 0;
3405 player->mouse_action.ly = 0;
3406 player->mouse_action.button = 0;
3407 player->mouse_action.button_hint = 0;
3409 player->effective_mouse_action.lx = 0;
3410 player->effective_mouse_action.ly = 0;
3411 player->effective_mouse_action.button = 0;
3412 player->effective_mouse_action.button_hint = 0;
3415 player->score_final = 0;
3417 player->health = MAX_HEALTH;
3418 player->health_final = MAX_HEALTH;
3420 player->gems_still_needed = level.gems_needed;
3421 player->sokoban_fields_still_needed = 0;
3422 player->sokoban_objects_still_needed = 0;
3423 player->lights_still_needed = 0;
3424 player->players_still_needed = 0;
3425 player->friends_still_needed = 0;
3427 for (j = 0; j < MAX_NUM_KEYS; j++)
3428 player->key[j] = FALSE;
3430 player->num_white_keys = 0;
3432 player->dynabomb_count = 0;
3433 player->dynabomb_size = 1;
3434 player->dynabombs_left = 0;
3435 player->dynabomb_xl = FALSE;
3437 player->MovDir = initial_move_dir;
3440 player->GfxDir = initial_move_dir;
3441 player->GfxAction = ACTION_DEFAULT;
3443 player->StepFrame = 0;
3445 player->initial_element = player->element_nr;
3446 player->artwork_element =
3447 (level.use_artwork_element[i] ? level.artwork_element[i] :
3448 player->element_nr);
3449 player->use_murphy = FALSE;
3451 player->block_last_field = FALSE; // initialized in InitPlayerField()
3452 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3454 player->gravity = level.initial_player_gravity[i];
3456 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3458 player->actual_frame_counter = 0;
3460 player->step_counter = 0;
3462 player->last_move_dir = initial_move_dir;
3464 player->is_active = FALSE;
3466 player->is_waiting = FALSE;
3467 player->is_moving = FALSE;
3468 player->is_auto_moving = FALSE;
3469 player->is_digging = FALSE;
3470 player->is_snapping = FALSE;
3471 player->is_collecting = FALSE;
3472 player->is_pushing = FALSE;
3473 player->is_switching = FALSE;
3474 player->is_dropping = FALSE;
3475 player->is_dropping_pressed = FALSE;
3477 player->is_bored = FALSE;
3478 player->is_sleeping = FALSE;
3480 player->was_waiting = TRUE;
3481 player->was_moving = FALSE;
3482 player->was_snapping = FALSE;
3483 player->was_dropping = FALSE;
3485 player->force_dropping = FALSE;
3487 player->frame_counter_bored = -1;
3488 player->frame_counter_sleeping = -1;
3490 player->anim_delay_counter = 0;
3491 player->post_delay_counter = 0;
3493 player->dir_waiting = initial_move_dir;
3494 player->action_waiting = ACTION_DEFAULT;
3495 player->last_action_waiting = ACTION_DEFAULT;
3496 player->special_action_bored = ACTION_DEFAULT;
3497 player->special_action_sleeping = ACTION_DEFAULT;
3499 player->switch_x = -1;
3500 player->switch_y = -1;
3502 player->drop_x = -1;
3503 player->drop_y = -1;
3505 player->show_envelope = 0;
3507 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3509 player->push_delay = -1; // initialized when pushing starts
3510 player->push_delay_value = game.initial_push_delay_value;
3512 player->drop_delay = 0;
3513 player->drop_pressed_delay = 0;
3515 player->last_jx = -1;
3516 player->last_jy = -1;
3520 player->shield_normal_time_left = 0;
3521 player->shield_deadly_time_left = 0;
3523 player->inventory_infinite_element = EL_UNDEFINED;
3524 player->inventory_size = 0;
3526 if (level.use_initial_inventory[i])
3528 for (j = 0; j < level.initial_inventory_size[i]; j++)
3530 int element = level.initial_inventory_content[i][j];
3531 int collect_count = element_info[element].collect_count_initial;
3534 if (!IS_CUSTOM_ELEMENT(element))
3537 if (collect_count == 0)
3538 player->inventory_infinite_element = element;
3540 for (k = 0; k < collect_count; k++)
3541 if (player->inventory_size < MAX_INVENTORY_SIZE)
3542 player->inventory_element[player->inventory_size++] = element;
3546 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3547 SnapField(player, 0, 0);
3549 player->LevelSolved = FALSE;
3550 player->GameOver = FALSE;
3552 player->LevelSolved_GameWon = FALSE;
3553 player->LevelSolved_GameEnd = FALSE;
3554 player->LevelSolved_SaveTape = FALSE;
3555 player->LevelSolved_SaveScore = FALSE;
3557 player->LevelSolved_CountingTime = 0;
3558 player->LevelSolved_CountingScore = 0;
3559 player->LevelSolved_CountingHealth = 0;
3561 map_player_action[i] = i;
3564 network_player_action_received = FALSE;
3566 // initial null action
3567 if (network_playing)
3568 SendToServer_MovePlayer(MV_NONE);
3576 TimeLeft = level.time;
3579 ScreenMovDir = MV_NONE;
3583 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3585 AllPlayersGone = FALSE;
3587 game.panel.active = TRUE;
3589 game.no_time_limit = (level.time == 0);
3591 game.yamyam_content_nr = 0;
3592 game.robot_wheel_active = FALSE;
3593 game.magic_wall_active = FALSE;
3594 game.magic_wall_time_left = 0;
3595 game.light_time_left = 0;
3596 game.timegate_time_left = 0;
3597 game.switchgate_pos = 0;
3598 game.wind_direction = level.wind_direction_initial;
3600 game.lenses_time_left = 0;
3601 game.magnify_time_left = 0;
3603 game.ball_state = level.ball_state_initial;
3604 game.ball_content_nr = 0;
3606 game.explosions_delayed = TRUE;
3608 game.envelope_active = FALSE;
3610 for (i = 0; i < NUM_BELTS; i++)
3612 game.belt_dir[i] = MV_NONE;
3613 game.belt_dir_nr[i] = 3; // not moving, next moving left
3616 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3617 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3619 #if DEBUG_INIT_PLAYER
3620 DebugPrintPlayerStatus("Player status at level initialization");
3623 SCAN_PLAYFIELD(x, y)
3625 Feld[x][y] = Last[x][y] = level.field[x][y];
3626 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3627 ChangeDelay[x][y] = 0;
3628 ChangePage[x][y] = -1;
3629 CustomValue[x][y] = 0; // initialized in InitField()
3630 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3632 WasJustMoving[x][y] = 0;
3633 WasJustFalling[x][y] = 0;
3634 CheckCollision[x][y] = 0;
3635 CheckImpact[x][y] = 0;
3637 Pushed[x][y] = FALSE;
3639 ChangeCount[x][y] = 0;
3640 ChangeEvent[x][y] = -1;
3642 ExplodePhase[x][y] = 0;
3643 ExplodeDelay[x][y] = 0;
3644 ExplodeField[x][y] = EX_TYPE_NONE;
3646 RunnerVisit[x][y] = 0;
3647 PlayerVisit[x][y] = 0;
3650 GfxRandom[x][y] = INIT_GFX_RANDOM();
3651 GfxElement[x][y] = EL_UNDEFINED;
3652 GfxAction[x][y] = ACTION_DEFAULT;
3653 GfxDir[x][y] = MV_NONE;
3654 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3657 SCAN_PLAYFIELD(x, y)
3659 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3661 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3663 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3666 InitField(x, y, TRUE);
3668 ResetGfxAnimation(x, y);
3673 for (i = 0; i < MAX_PLAYERS; i++)
3675 struct PlayerInfo *player = &stored_player[i];
3677 // set number of special actions for bored and sleeping animation
3678 player->num_special_action_bored =
3679 get_num_special_action(player->artwork_element,
3680 ACTION_BORING_1, ACTION_BORING_LAST);
3681 player->num_special_action_sleeping =
3682 get_num_special_action(player->artwork_element,
3683 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3686 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3687 emulate_sb ? EMU_SOKOBAN :
3688 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3690 // initialize type of slippery elements
3691 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3693 if (!IS_CUSTOM_ELEMENT(i))
3695 // default: elements slip down either to the left or right randomly
3696 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3698 // SP style elements prefer to slip down on the left side
3699 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3700 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3702 // BD style elements prefer to slip down on the left side
3703 if (game.emulation == EMU_BOULDERDASH)
3704 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3708 // initialize explosion and ignition delay
3709 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3711 if (!IS_CUSTOM_ELEMENT(i))
3714 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3715 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3716 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3717 int last_phase = (num_phase + 1) * delay;
3718 int half_phase = (num_phase / 2) * delay;
3720 element_info[i].explosion_delay = last_phase - 1;
3721 element_info[i].ignition_delay = half_phase;
3723 if (i == EL_BLACK_ORB)
3724 element_info[i].ignition_delay = 1;
3728 // correct non-moving belts to start moving left
3729 for (i = 0; i < NUM_BELTS; i++)
3730 if (game.belt_dir[i] == MV_NONE)
3731 game.belt_dir_nr[i] = 3; // not moving, next moving left
3733 #if USE_NEW_PLAYER_ASSIGNMENTS
3734 for (i = 0; i < MAX_PLAYERS; i++)
3736 stored_player[i].connected = FALSE;
3738 // in network game mode, the local player might not be the first player
3739 if (stored_player[i].connected_locally)
3740 local_player = &stored_player[i];
3743 if (!network.enabled)
3744 local_player->connected = TRUE;
3748 for (i = 0; i < MAX_PLAYERS; i++)
3749 stored_player[i].connected = tape.player_participates[i];
3751 else if (network.enabled)
3753 // add team mode players connected over the network (needed for correct
3754 // assignment of player figures from level to locally playing players)
3756 for (i = 0; i < MAX_PLAYERS; i++)
3757 if (stored_player[i].connected_network)
3758 stored_player[i].connected = TRUE;
3760 else if (game.team_mode)
3762 // try to guess locally connected team mode players (needed for correct
3763 // assignment of player figures from level to locally playing players)
3765 for (i = 0; i < MAX_PLAYERS; i++)
3766 if (setup.input[i].use_joystick ||
3767 setup.input[i].key.left != KSYM_UNDEFINED)
3768 stored_player[i].connected = TRUE;
3771 #if DEBUG_INIT_PLAYER
3772 DebugPrintPlayerStatus("Player status after level initialization");
3775 #if DEBUG_INIT_PLAYER
3777 printf("Reassigning players ...\n");
3780 // check if any connected player was not found in playfield
3781 for (i = 0; i < MAX_PLAYERS; i++)
3783 struct PlayerInfo *player = &stored_player[i];
3785 if (player->connected && !player->present)
3787 struct PlayerInfo *field_player = NULL;
3789 #if DEBUG_INIT_PLAYER
3791 printf("- looking for field player for player %d ...\n", i + 1);
3794 // assign first free player found that is present in the playfield
3796 // first try: look for unmapped playfield player that is not connected
3797 for (j = 0; j < MAX_PLAYERS; j++)
3798 if (field_player == NULL &&
3799 stored_player[j].present &&
3800 !stored_player[j].mapped &&
3801 !stored_player[j].connected)
3802 field_player = &stored_player[j];
3804 // second try: look for *any* unmapped playfield player
3805 for (j = 0; j < MAX_PLAYERS; j++)
3806 if (field_player == NULL &&
3807 stored_player[j].present &&
3808 !stored_player[j].mapped)
3809 field_player = &stored_player[j];
3811 if (field_player != NULL)
3813 int jx = field_player->jx, jy = field_player->jy;
3815 #if DEBUG_INIT_PLAYER
3817 printf("- found player %d\n", field_player->index_nr + 1);
3820 player->present = FALSE;
3821 player->active = FALSE;
3823 field_player->present = TRUE;
3824 field_player->active = TRUE;
3827 player->initial_element = field_player->initial_element;
3828 player->artwork_element = field_player->artwork_element;
3830 player->block_last_field = field_player->block_last_field;
3831 player->block_delay_adjustment = field_player->block_delay_adjustment;
3834 StorePlayer[jx][jy] = field_player->element_nr;
3836 field_player->jx = field_player->last_jx = jx;
3837 field_player->jy = field_player->last_jy = jy;
3839 if (local_player == player)
3840 local_player = field_player;
3842 map_player_action[field_player->index_nr] = i;
3844 field_player->mapped = TRUE;
3846 #if DEBUG_INIT_PLAYER
3848 printf("- map_player_action[%d] == %d\n",
3849 field_player->index_nr + 1, i + 1);
3854 if (player->connected && player->present)
3855 player->mapped = TRUE;
3858 #if DEBUG_INIT_PLAYER
3859 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3864 // check if any connected player was not found in playfield
3865 for (i = 0; i < MAX_PLAYERS; i++)
3867 struct PlayerInfo *player = &stored_player[i];
3869 if (player->connected && !player->present)
3871 for (j = 0; j < MAX_PLAYERS; j++)
3873 struct PlayerInfo *field_player = &stored_player[j];
3874 int jx = field_player->jx, jy = field_player->jy;
3876 // assign first free player found that is present in the playfield
3877 if (field_player->present && !field_player->connected)
3879 player->present = TRUE;
3880 player->active = TRUE;
3882 field_player->present = FALSE;
3883 field_player->active = FALSE;
3885 player->initial_element = field_player->initial_element;
3886 player->artwork_element = field_player->artwork_element;
3888 player->block_last_field = field_player->block_last_field;
3889 player->block_delay_adjustment = field_player->block_delay_adjustment;
3891 StorePlayer[jx][jy] = player->element_nr;
3893 player->jx = player->last_jx = jx;
3894 player->jy = player->last_jy = jy;
3904 printf("::: local_player->present == %d\n", local_player->present);
3907 // set focus to local player for network games, else to all players
3908 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3909 game.centered_player_nr_next = game.centered_player_nr;
3910 game.set_centered_player = FALSE;
3912 if (network_playing && tape.recording)
3914 // store client dependent player focus when recording network games
3915 tape.centered_player_nr_next = game.centered_player_nr_next;
3916 tape.set_centered_player = TRUE;
3921 // when playing a tape, eliminate all players who do not participate
3923 #if USE_NEW_PLAYER_ASSIGNMENTS
3925 if (!game.team_mode)
3927 for (i = 0; i < MAX_PLAYERS; i++)
3929 if (stored_player[i].active &&
3930 !tape.player_participates[map_player_action[i]])
3932 struct PlayerInfo *player = &stored_player[i];
3933 int jx = player->jx, jy = player->jy;
3935 #if DEBUG_INIT_PLAYER
3937 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3940 player->active = FALSE;
3941 StorePlayer[jx][jy] = 0;
3942 Feld[jx][jy] = EL_EMPTY;
3949 for (i = 0; i < MAX_PLAYERS; i++)
3951 if (stored_player[i].active &&
3952 !tape.player_participates[i])
3954 struct PlayerInfo *player = &stored_player[i];
3955 int jx = player->jx, jy = player->jy;
3957 player->active = FALSE;
3958 StorePlayer[jx][jy] = 0;
3959 Feld[jx][jy] = EL_EMPTY;
3964 else if (!network.enabled && !game.team_mode) // && !tape.playing
3966 // when in single player mode, eliminate all but the local player
3968 for (i = 0; i < MAX_PLAYERS; i++)
3970 struct PlayerInfo *player = &stored_player[i];
3972 if (player->active && player != local_player)
3974 int jx = player->jx, jy = player->jy;
3976 player->active = FALSE;
3977 player->present = FALSE;
3979 StorePlayer[jx][jy] = 0;
3980 Feld[jx][jy] = EL_EMPTY;
3985 for (i = 0; i < MAX_PLAYERS; i++)
3986 if (stored_player[i].active)
3987 local_player->players_still_needed++;
3989 if (level.solved_by_one_player)
3990 local_player->players_still_needed = 1;
3992 // when recording the game, store which players take part in the game
3995 #if USE_NEW_PLAYER_ASSIGNMENTS
3996 for (i = 0; i < MAX_PLAYERS; i++)
3997 if (stored_player[i].connected)
3998 tape.player_participates[i] = TRUE;
4000 for (i = 0; i < MAX_PLAYERS; i++)
4001 if (stored_player[i].active)
4002 tape.player_participates[i] = TRUE;
4006 #if DEBUG_INIT_PLAYER
4007 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4010 if (BorderElement == EL_EMPTY)
4013 SBX_Right = lev_fieldx - SCR_FIELDX;
4015 SBY_Lower = lev_fieldy - SCR_FIELDY;
4020 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4022 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4025 if (full_lev_fieldx <= SCR_FIELDX)
4026 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4027 if (full_lev_fieldy <= SCR_FIELDY)
4028 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4030 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4032 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4035 // if local player not found, look for custom element that might create
4036 // the player (make some assumptions about the right custom element)
4037 if (!local_player->present)
4039 int start_x = 0, start_y = 0;
4040 int found_rating = 0;
4041 int found_element = EL_UNDEFINED;
4042 int player_nr = local_player->index_nr;
4044 SCAN_PLAYFIELD(x, y)
4046 int element = Feld[x][y];
4051 if (level.use_start_element[player_nr] &&
4052 level.start_element[player_nr] == element &&
4059 found_element = element;
4062 if (!IS_CUSTOM_ELEMENT(element))
4065 if (CAN_CHANGE(element))
4067 for (i = 0; i < element_info[element].num_change_pages; i++)
4069 // check for player created from custom element as single target
4070 content = element_info[element].change_page[i].target_element;
4071 is_player = ELEM_IS_PLAYER(content);
4073 if (is_player && (found_rating < 3 ||
4074 (found_rating == 3 && element < found_element)))
4080 found_element = element;
4085 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4087 // check for player created from custom element as explosion content
4088 content = element_info[element].content.e[xx][yy];
4089 is_player = ELEM_IS_PLAYER(content);
4091 if (is_player && (found_rating < 2 ||
4092 (found_rating == 2 && element < found_element)))
4094 start_x = x + xx - 1;
4095 start_y = y + yy - 1;
4098 found_element = element;
4101 if (!CAN_CHANGE(element))
4104 for (i = 0; i < element_info[element].num_change_pages; i++)
4106 // check for player created from custom element as extended target
4108 element_info[element].change_page[i].target_content.e[xx][yy];
4110 is_player = ELEM_IS_PLAYER(content);
4112 if (is_player && (found_rating < 1 ||
4113 (found_rating == 1 && element < found_element)))
4115 start_x = x + xx - 1;
4116 start_y = y + yy - 1;
4119 found_element = element;
4125 scroll_x = SCROLL_POSITION_X(start_x);
4126 scroll_y = SCROLL_POSITION_Y(start_y);
4130 scroll_x = SCROLL_POSITION_X(local_player->jx);
4131 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4134 // !!! FIX THIS (START) !!!
4135 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4137 InitGameEngine_EM();
4139 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4141 InitGameEngine_SP();
4143 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4145 InitGameEngine_MM();
4149 DrawLevel(REDRAW_FIELD);
4152 // after drawing the level, correct some elements
4153 if (game.timegate_time_left == 0)
4154 CloseAllOpenTimegates();
4157 // blit playfield from scroll buffer to normal back buffer for fading in
4158 BlitScreenToBitmap(backbuffer);
4159 // !!! FIX THIS (END) !!!
4161 DrawMaskedBorder(fade_mask);
4166 // full screen redraw is required at this point in the following cases:
4167 // - special editor door undrawn when game was started from level editor
4168 // - drawing area (playfield) was changed and has to be removed completely
4169 redraw_mask = REDRAW_ALL;
4173 if (!game.restart_level)
4175 // copy default game door content to main double buffer
4177 // !!! CHECK AGAIN !!!
4178 SetPanelBackground();
4179 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4180 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4183 SetPanelBackground();
4184 SetDrawBackgroundMask(REDRAW_DOOR_1);
4186 UpdateAndDisplayGameControlValues();
4188 if (!game.restart_level)
4194 CreateGameButtons();
4199 // copy actual game door content to door double buffer for OpenDoor()
4200 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4202 OpenDoor(DOOR_OPEN_ALL);
4204 KeyboardAutoRepeatOffUnlessAutoplay();
4206 #if DEBUG_INIT_PLAYER
4207 DebugPrintPlayerStatus("Player status (final)");
4216 if (!game.restart_level && !tape.playing)
4218 LevelStats_incPlayed(level_nr);
4220 SaveLevelSetup_SeriesInfo();
4223 game.restart_level = FALSE;
4224 game.restart_game_message = NULL;
4225 game.request_active = FALSE;
4227 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4228 InitGameActions_MM();
4230 SaveEngineSnapshotToListInitial();
4232 if (!game.restart_level)
4234 PlaySound(SND_GAME_STARTING);
4236 if (setup.sound_music)
4241 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4242 int actual_player_x, int actual_player_y)
4244 // this is used for non-R'n'D game engines to update certain engine values
4246 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4248 actual_player_x = correctLevelPosX_EM(actual_player_x);
4249 actual_player_y = correctLevelPosY_EM(actual_player_y);
4252 // needed to determine if sounds are played within the visible screen area
4253 scroll_x = actual_scroll_x;
4254 scroll_y = actual_scroll_y;
4256 // needed to get player position for "follow finger" playing input method
4257 local_player->jx = actual_player_x;
4258 local_player->jy = actual_player_y;
4261 void InitMovDir(int x, int y)
4263 int i, element = Feld[x][y];
4264 static int xy[4][2] =
4271 static int direction[3][4] =
4273 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4274 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4275 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4284 Feld[x][y] = EL_BUG;
4285 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4288 case EL_SPACESHIP_RIGHT:
4289 case EL_SPACESHIP_UP:
4290 case EL_SPACESHIP_LEFT:
4291 case EL_SPACESHIP_DOWN:
4292 Feld[x][y] = EL_SPACESHIP;
4293 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4296 case EL_BD_BUTTERFLY_RIGHT:
4297 case EL_BD_BUTTERFLY_UP:
4298 case EL_BD_BUTTERFLY_LEFT:
4299 case EL_BD_BUTTERFLY_DOWN:
4300 Feld[x][y] = EL_BD_BUTTERFLY;
4301 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4304 case EL_BD_FIREFLY_RIGHT:
4305 case EL_BD_FIREFLY_UP:
4306 case EL_BD_FIREFLY_LEFT:
4307 case EL_BD_FIREFLY_DOWN:
4308 Feld[x][y] = EL_BD_FIREFLY;
4309 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4312 case EL_PACMAN_RIGHT:
4314 case EL_PACMAN_LEFT:
4315 case EL_PACMAN_DOWN:
4316 Feld[x][y] = EL_PACMAN;
4317 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4320 case EL_YAMYAM_LEFT:
4321 case EL_YAMYAM_RIGHT:
4323 case EL_YAMYAM_DOWN:
4324 Feld[x][y] = EL_YAMYAM;
4325 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4328 case EL_SP_SNIKSNAK:
4329 MovDir[x][y] = MV_UP;
4332 case EL_SP_ELECTRON:
4333 MovDir[x][y] = MV_LEFT;
4340 Feld[x][y] = EL_MOLE;
4341 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4345 if (IS_CUSTOM_ELEMENT(element))
4347 struct ElementInfo *ei = &element_info[element];
4348 int move_direction_initial = ei->move_direction_initial;
4349 int move_pattern = ei->move_pattern;
4351 if (move_direction_initial == MV_START_PREVIOUS)
4353 if (MovDir[x][y] != MV_NONE)
4356 move_direction_initial = MV_START_AUTOMATIC;
4359 if (move_direction_initial == MV_START_RANDOM)
4360 MovDir[x][y] = 1 << RND(4);
4361 else if (move_direction_initial & MV_ANY_DIRECTION)
4362 MovDir[x][y] = move_direction_initial;
4363 else if (move_pattern == MV_ALL_DIRECTIONS ||
4364 move_pattern == MV_TURNING_LEFT ||
4365 move_pattern == MV_TURNING_RIGHT ||
4366 move_pattern == MV_TURNING_LEFT_RIGHT ||
4367 move_pattern == MV_TURNING_RIGHT_LEFT ||
4368 move_pattern == MV_TURNING_RANDOM)
4369 MovDir[x][y] = 1 << RND(4);
4370 else if (move_pattern == MV_HORIZONTAL)
4371 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4372 else if (move_pattern == MV_VERTICAL)
4373 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4374 else if (move_pattern & MV_ANY_DIRECTION)
4375 MovDir[x][y] = element_info[element].move_pattern;
4376 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4377 move_pattern == MV_ALONG_RIGHT_SIDE)
4379 // use random direction as default start direction
4380 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4381 MovDir[x][y] = 1 << RND(4);
4383 for (i = 0; i < NUM_DIRECTIONS; i++)
4385 int x1 = x + xy[i][0];
4386 int y1 = y + xy[i][1];
4388 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4390 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4391 MovDir[x][y] = direction[0][i];
4393 MovDir[x][y] = direction[1][i];
4402 MovDir[x][y] = 1 << RND(4);
4404 if (element != EL_BUG &&
4405 element != EL_SPACESHIP &&
4406 element != EL_BD_BUTTERFLY &&
4407 element != EL_BD_FIREFLY)
4410 for (i = 0; i < NUM_DIRECTIONS; i++)
4412 int x1 = x + xy[i][0];
4413 int y1 = y + xy[i][1];
4415 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4417 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4419 MovDir[x][y] = direction[0][i];
4422 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4423 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4425 MovDir[x][y] = direction[1][i];
4434 GfxDir[x][y] = MovDir[x][y];
4437 void InitAmoebaNr(int x, int y)
4440 int group_nr = AmoebeNachbarNr(x, y);
4444 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4446 if (AmoebaCnt[i] == 0)
4454 AmoebaNr[x][y] = group_nr;
4455 AmoebaCnt[group_nr]++;
4456 AmoebaCnt2[group_nr]++;
4459 static void PlayerWins(struct PlayerInfo *player)
4461 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4462 local_player->players_still_needed > 0)
4465 player->LevelSolved = TRUE;
4466 player->GameOver = TRUE;
4468 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4469 level.native_em_level->lev->score :
4470 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4473 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4474 MM_HEALTH(game_mm.laser_overload_value) :
4477 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4479 player->LevelSolved_CountingScore = player->score_final;
4480 player->LevelSolved_CountingHealth = player->health_final;
4485 static int time_count_steps;
4486 static int time, time_final;
4487 static int score, score_final;
4488 static int health, health_final;
4489 static int game_over_delay_1 = 0;
4490 static int game_over_delay_2 = 0;
4491 static int game_over_delay_3 = 0;
4492 int game_over_delay_value_1 = 50;
4493 int game_over_delay_value_2 = 25;
4494 int game_over_delay_value_3 = 50;
4496 if (!local_player->LevelSolved_GameWon)
4500 // do not start end game actions before the player stops moving (to exit)
4501 if (local_player->MovPos)
4504 local_player->LevelSolved_GameWon = TRUE;
4505 local_player->LevelSolved_SaveTape = tape.recording;
4506 local_player->LevelSolved_SaveScore = !tape.playing;
4510 LevelStats_incSolved(level_nr);
4512 SaveLevelSetup_SeriesInfo();
4515 if (tape.auto_play) // tape might already be stopped here
4516 tape.auto_play_level_solved = TRUE;
4520 game_over_delay_1 = 0;
4521 game_over_delay_2 = 0;
4522 game_over_delay_3 = game_over_delay_value_3;
4524 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4525 score = score_final = local_player->score_final;
4526 health = health_final = local_player->health_final;
4528 if (level.score[SC_TIME_BONUS] > 0)
4533 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4535 else if (game.no_time_limit && TimePlayed < 999)
4538 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4541 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4543 game_over_delay_1 = game_over_delay_value_1;
4545 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4548 score_final += health * level.score[SC_TIME_BONUS];
4550 game_over_delay_2 = game_over_delay_value_2;
4553 local_player->score_final = score_final;
4554 local_player->health_final = health_final;
4557 if (level_editor_test_game)
4560 score = score_final;
4562 local_player->LevelSolved_CountingTime = time;
4563 local_player->LevelSolved_CountingScore = score;
4565 game_panel_controls[GAME_PANEL_TIME].value = time;
4566 game_panel_controls[GAME_PANEL_SCORE].value = score;
4568 DisplayGameControlValues();
4571 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4573 if (ExitX >= 0 && ExitY >= 0) // local player has left the level
4575 // close exit door after last player
4576 if ((AllPlayersGone &&
4577 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4578 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4579 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4580 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4581 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4583 int element = Feld[ExitX][ExitY];
4585 Feld[ExitX][ExitY] =
4586 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4587 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4588 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4589 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4590 EL_EM_STEEL_EXIT_CLOSING);
4592 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4595 // player disappears
4596 DrawLevelField(ExitX, ExitY);
4599 for (i = 0; i < MAX_PLAYERS; i++)
4601 struct PlayerInfo *player = &stored_player[i];
4603 if (player->present)
4605 RemovePlayer(player);
4607 // player disappears
4608 DrawLevelField(player->jx, player->jy);
4613 PlaySound(SND_GAME_WINNING);
4616 if (game_over_delay_1 > 0)
4618 game_over_delay_1--;
4623 if (time != time_final)
4625 int time_to_go = ABS(time_final - time);
4626 int time_count_dir = (time < time_final ? +1 : -1);
4628 if (time_to_go < time_count_steps)
4629 time_count_steps = 1;
4631 time += time_count_steps * time_count_dir;
4632 score += time_count_steps * level.score[SC_TIME_BONUS];
4634 local_player->LevelSolved_CountingTime = time;
4635 local_player->LevelSolved_CountingScore = score;
4637 game_panel_controls[GAME_PANEL_TIME].value = time;
4638 game_panel_controls[GAME_PANEL_SCORE].value = score;
4640 DisplayGameControlValues();
4642 if (time == time_final)
4643 StopSound(SND_GAME_LEVELTIME_BONUS);
4644 else if (setup.sound_loops)
4645 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4647 PlaySound(SND_GAME_LEVELTIME_BONUS);
4652 if (game_over_delay_2 > 0)
4654 game_over_delay_2--;
4659 if (health != health_final)
4661 int health_count_dir = (health < health_final ? +1 : -1);
4663 health += health_count_dir;
4664 score += level.score[SC_TIME_BONUS];
4666 local_player->LevelSolved_CountingHealth = health;
4667 local_player->LevelSolved_CountingScore = score;
4669 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4670 game_panel_controls[GAME_PANEL_SCORE].value = score;
4672 DisplayGameControlValues();
4674 if (health == health_final)
4675 StopSound(SND_GAME_LEVELTIME_BONUS);
4676 else if (setup.sound_loops)
4677 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4679 PlaySound(SND_GAME_LEVELTIME_BONUS);
4684 game.panel.active = FALSE;
4686 if (game_over_delay_3 > 0)
4688 game_over_delay_3--;
4698 // used instead of "level_nr" (needed for network games)
4699 int last_level_nr = levelset.level_nr;
4702 local_player->LevelSolved_GameEnd = TRUE;
4704 if (local_player->LevelSolved_SaveTape)
4706 // make sure that request dialog to save tape does not open door again
4707 if (!global.use_envelope_request)
4708 CloseDoor(DOOR_CLOSE_1);
4710 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4713 // if no tape is to be saved, close both doors simultaneously
4714 CloseDoor(DOOR_CLOSE_ALL);
4716 if (level_editor_test_game)
4718 SetGameStatus(GAME_MODE_MAIN);
4725 if (!local_player->LevelSolved_SaveScore)
4727 SetGameStatus(GAME_MODE_MAIN);
4734 if (level_nr == leveldir_current->handicap_level)
4736 leveldir_current->handicap_level++;
4738 SaveLevelSetup_SeriesInfo();
4741 if (setup.increment_levels &&
4742 level_nr < leveldir_current->last_level &&
4745 level_nr++; // advance to next level
4746 TapeErase(); // start with empty tape
4748 if (setup.auto_play_next_level)
4750 LoadLevel(level_nr);
4752 SaveLevelSetup_SeriesInfo();
4756 hi_pos = NewHiScore(last_level_nr);
4758 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4760 SetGameStatus(GAME_MODE_SCORES);
4762 DrawHallOfFame(last_level_nr, hi_pos);
4764 else if (setup.auto_play_next_level && setup.increment_levels &&
4765 last_level_nr < leveldir_current->last_level &&
4768 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4772 SetGameStatus(GAME_MODE_MAIN);
4778 int NewHiScore(int level_nr)
4782 boolean one_score_entry_per_name = !program.many_scores_per_name;
4784 LoadScore(level_nr);
4786 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4787 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4790 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4792 if (local_player->score_final > highscore[k].Score)
4794 // player has made it to the hall of fame
4796 if (k < MAX_SCORE_ENTRIES - 1)
4798 int m = MAX_SCORE_ENTRIES - 1;
4800 if (one_score_entry_per_name)
4802 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4803 if (strEqual(setup.player_name, highscore[l].Name))
4806 if (m == k) // player's new highscore overwrites his old one
4810 for (l = m; l > k; l--)
4812 strcpy(highscore[l].Name, highscore[l - 1].Name);
4813 highscore[l].Score = highscore[l - 1].Score;
4819 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4820 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4821 highscore[k].Score = local_player->score_final;
4826 else if (one_score_entry_per_name &&
4827 !strncmp(setup.player_name, highscore[k].Name,
4828 MAX_PLAYER_NAME_LEN))
4829 break; // player already there with a higher score
4833 SaveScore(level_nr);
4838 static int getElementMoveStepsizeExt(int x, int y, int direction)
4840 int element = Feld[x][y];
4841 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4842 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4843 int horiz_move = (dx != 0);
4844 int sign = (horiz_move ? dx : dy);
4845 int step = sign * element_info[element].move_stepsize;
4847 // special values for move stepsize for spring and things on conveyor belt
4850 if (CAN_FALL(element) &&
4851 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4852 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4853 else if (element == EL_SPRING)
4854 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4860 static int getElementMoveStepsize(int x, int y)
4862 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4865 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4867 if (player->GfxAction != action || player->GfxDir != dir)
4869 player->GfxAction = action;
4870 player->GfxDir = dir;
4872 player->StepFrame = 0;
4876 static void ResetGfxFrame(int x, int y)
4878 // profiling showed that "autotest" spends 10~20% of its time in this function
4879 if (DrawingDeactivatedField())
4882 int element = Feld[x][y];
4883 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4885 if (graphic_info[graphic].anim_global_sync)
4886 GfxFrame[x][y] = FrameCounter;
4887 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4888 GfxFrame[x][y] = CustomValue[x][y];
4889 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4890 GfxFrame[x][y] = element_info[element].collect_score;
4891 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4892 GfxFrame[x][y] = ChangeDelay[x][y];
4895 static void ResetGfxAnimation(int x, int y)
4897 GfxAction[x][y] = ACTION_DEFAULT;
4898 GfxDir[x][y] = MovDir[x][y];
4901 ResetGfxFrame(x, y);
4904 static void ResetRandomAnimationValue(int x, int y)
4906 GfxRandom[x][y] = INIT_GFX_RANDOM();
4909 static void InitMovingField(int x, int y, int direction)
4911 int element = Feld[x][y];
4912 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4913 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4916 boolean is_moving_before, is_moving_after;
4918 // check if element was/is moving or being moved before/after mode change
4919 is_moving_before = (WasJustMoving[x][y] != 0);
4920 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4922 // reset animation only for moving elements which change direction of moving
4923 // or which just started or stopped moving
4924 // (else CEs with property "can move" / "not moving" are reset each frame)
4925 if (is_moving_before != is_moving_after ||
4926 direction != MovDir[x][y])
4927 ResetGfxAnimation(x, y);
4929 MovDir[x][y] = direction;
4930 GfxDir[x][y] = direction;
4932 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4933 direction == MV_DOWN && CAN_FALL(element) ?
4934 ACTION_FALLING : ACTION_MOVING);
4936 // this is needed for CEs with property "can move" / "not moving"
4938 if (is_moving_after)
4940 if (Feld[newx][newy] == EL_EMPTY)
4941 Feld[newx][newy] = EL_BLOCKED;
4943 MovDir[newx][newy] = MovDir[x][y];
4945 CustomValue[newx][newy] = CustomValue[x][y];
4947 GfxFrame[newx][newy] = GfxFrame[x][y];
4948 GfxRandom[newx][newy] = GfxRandom[x][y];
4949 GfxAction[newx][newy] = GfxAction[x][y];
4950 GfxDir[newx][newy] = GfxDir[x][y];
4954 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4956 int direction = MovDir[x][y];
4957 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4958 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4964 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4966 int oldx = x, oldy = y;
4967 int direction = MovDir[x][y];
4969 if (direction == MV_LEFT)
4971 else if (direction == MV_RIGHT)
4973 else if (direction == MV_UP)
4975 else if (direction == MV_DOWN)
4978 *comes_from_x = oldx;
4979 *comes_from_y = oldy;
4982 static int MovingOrBlocked2Element(int x, int y)
4984 int element = Feld[x][y];
4986 if (element == EL_BLOCKED)
4990 Blocked2Moving(x, y, &oldx, &oldy);
4991 return Feld[oldx][oldy];
4997 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4999 // like MovingOrBlocked2Element(), but if element is moving
5000 // and (x,y) is the field the moving element is just leaving,
5001 // return EL_BLOCKED instead of the element value
5002 int element = Feld[x][y];
5004 if (IS_MOVING(x, y))
5006 if (element == EL_BLOCKED)
5010 Blocked2Moving(x, y, &oldx, &oldy);
5011 return Feld[oldx][oldy];
5020 static void RemoveField(int x, int y)
5022 Feld[x][y] = EL_EMPTY;
5028 CustomValue[x][y] = 0;
5031 ChangeDelay[x][y] = 0;
5032 ChangePage[x][y] = -1;
5033 Pushed[x][y] = FALSE;
5035 GfxElement[x][y] = EL_UNDEFINED;
5036 GfxAction[x][y] = ACTION_DEFAULT;
5037 GfxDir[x][y] = MV_NONE;
5040 static void RemoveMovingField(int x, int y)
5042 int oldx = x, oldy = y, newx = x, newy = y;
5043 int element = Feld[x][y];
5044 int next_element = EL_UNDEFINED;
5046 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5049 if (IS_MOVING(x, y))
5051 Moving2Blocked(x, y, &newx, &newy);
5053 if (Feld[newx][newy] != EL_BLOCKED)
5055 // element is moving, but target field is not free (blocked), but
5056 // already occupied by something different (example: acid pool);
5057 // in this case, only remove the moving field, but not the target
5059 RemoveField(oldx, oldy);
5061 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5063 TEST_DrawLevelField(oldx, oldy);
5068 else if (element == EL_BLOCKED)
5070 Blocked2Moving(x, y, &oldx, &oldy);
5071 if (!IS_MOVING(oldx, oldy))
5075 if (element == EL_BLOCKED &&
5076 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5077 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5078 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5079 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5080 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5081 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5082 next_element = get_next_element(Feld[oldx][oldy]);
5084 RemoveField(oldx, oldy);
5085 RemoveField(newx, newy);
5087 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5089 if (next_element != EL_UNDEFINED)
5090 Feld[oldx][oldy] = next_element;
5092 TEST_DrawLevelField(oldx, oldy);
5093 TEST_DrawLevelField(newx, newy);
5096 void DrawDynamite(int x, int y)
5098 int sx = SCREENX(x), sy = SCREENY(y);
5099 int graphic = el2img(Feld[x][y]);
5102 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5105 if (IS_WALKABLE_INSIDE(Back[x][y]))
5109 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5110 else if (Store[x][y])
5111 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5113 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5115 if (Back[x][y] || Store[x][y])
5116 DrawGraphicThruMask(sx, sy, graphic, frame);
5118 DrawGraphic(sx, sy, graphic, frame);
5121 static void CheckDynamite(int x, int y)
5123 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5127 if (MovDelay[x][y] != 0)
5130 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5136 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5141 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5143 boolean num_checked_players = 0;
5146 for (i = 0; i < MAX_PLAYERS; i++)
5148 if (stored_player[i].active)
5150 int sx = stored_player[i].jx;
5151 int sy = stored_player[i].jy;
5153 if (num_checked_players == 0)
5160 *sx1 = MIN(*sx1, sx);
5161 *sy1 = MIN(*sy1, sy);
5162 *sx2 = MAX(*sx2, sx);
5163 *sy2 = MAX(*sy2, sy);
5166 num_checked_players++;
5171 static boolean checkIfAllPlayersFitToScreen_RND(void)
5173 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5175 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5177 return (sx2 - sx1 < SCR_FIELDX &&
5178 sy2 - sy1 < SCR_FIELDY);
5181 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5183 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5185 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5187 *sx = (sx1 + sx2) / 2;
5188 *sy = (sy1 + sy2) / 2;
5191 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5192 boolean center_screen, boolean quick_relocation)
5194 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5195 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5196 boolean no_delay = (tape.warp_forward);
5197 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5198 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5199 int new_scroll_x, new_scroll_y;
5201 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5203 // case 1: quick relocation inside visible screen (without scrolling)
5210 if (!level.shifted_relocation || center_screen)
5212 // relocation _with_ centering of screen
5214 new_scroll_x = SCROLL_POSITION_X(x);
5215 new_scroll_y = SCROLL_POSITION_Y(y);
5219 // relocation _without_ centering of screen
5221 int center_scroll_x = SCROLL_POSITION_X(old_x);
5222 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5223 int offset_x = x + (scroll_x - center_scroll_x);
5224 int offset_y = y + (scroll_y - center_scroll_y);
5226 // for new screen position, apply previous offset to center position
5227 new_scroll_x = SCROLL_POSITION_X(offset_x);
5228 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5231 if (quick_relocation)
5233 // case 2: quick relocation (redraw without visible scrolling)
5235 scroll_x = new_scroll_x;
5236 scroll_y = new_scroll_y;
5243 // case 3: visible relocation (with scrolling to new position)
5245 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5247 SetVideoFrameDelay(wait_delay_value);
5249 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5252 int fx = FX, fy = FY;
5254 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5255 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5257 if (dx == 0 && dy == 0) // no scrolling needed at all
5263 fx += dx * TILEX / 2;
5264 fy += dy * TILEY / 2;
5266 ScrollLevel(dx, dy);
5269 // scroll in two steps of half tile size to make things smoother
5270 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5272 // scroll second step to align at full tile size
5273 BlitScreenToBitmap(window);
5279 SetVideoFrameDelay(frame_delay_value_old);
5282 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5284 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5285 int player_nr = GET_PLAYER_NR(el_player);
5286 struct PlayerInfo *player = &stored_player[player_nr];
5287 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5288 boolean no_delay = (tape.warp_forward);
5289 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5290 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5291 int old_jx = player->jx;
5292 int old_jy = player->jy;
5293 int old_element = Feld[old_jx][old_jy];
5294 int element = Feld[jx][jy];
5295 boolean player_relocated = (old_jx != jx || old_jy != jy);
5297 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5298 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5299 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5300 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5301 int leave_side_horiz = move_dir_horiz;
5302 int leave_side_vert = move_dir_vert;
5303 int enter_side = enter_side_horiz | enter_side_vert;
5304 int leave_side = leave_side_horiz | leave_side_vert;
5306 if (player->GameOver) // do not reanimate dead player
5309 if (!player_relocated) // no need to relocate the player
5312 if (IS_PLAYER(jx, jy)) // player already placed at new position
5314 RemoveField(jx, jy); // temporarily remove newly placed player
5315 DrawLevelField(jx, jy);
5318 if (player->present)
5320 while (player->MovPos)
5322 ScrollPlayer(player, SCROLL_GO_ON);
5323 ScrollScreen(NULL, SCROLL_GO_ON);
5325 AdvanceFrameAndPlayerCounters(player->index_nr);
5329 BackToFront_WithFrameDelay(wait_delay_value);
5332 DrawPlayer(player); // needed here only to cleanup last field
5333 DrawLevelField(player->jx, player->jy); // remove player graphic
5335 player->is_moving = FALSE;
5338 if (IS_CUSTOM_ELEMENT(old_element))
5339 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5341 player->index_bit, leave_side);
5343 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5345 player->index_bit, leave_side);
5347 Feld[jx][jy] = el_player;
5348 InitPlayerField(jx, jy, el_player, TRUE);
5350 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5351 possible that the relocation target field did not contain a player element,
5352 but a walkable element, to which the new player was relocated -- in this
5353 case, restore that (already initialized!) element on the player field */
5354 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5356 Feld[jx][jy] = element; // restore previously existing element
5359 // only visually relocate centered player
5360 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5361 FALSE, level.instant_relocation);
5363 TestIfPlayerTouchesBadThing(jx, jy);
5364 TestIfPlayerTouchesCustomElement(jx, jy);
5366 if (IS_CUSTOM_ELEMENT(element))
5367 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5368 player->index_bit, enter_side);
5370 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5371 player->index_bit, enter_side);
5373 if (player->is_switching)
5375 /* ensure that relocation while still switching an element does not cause
5376 a new element to be treated as also switched directly after relocation
5377 (this is important for teleporter switches that teleport the player to
5378 a place where another teleporter switch is in the same direction, which
5379 would then incorrectly be treated as immediately switched before the
5380 direction key that caused the switch was released) */
5382 player->switch_x += jx - old_jx;
5383 player->switch_y += jy - old_jy;
5387 static void Explode(int ex, int ey, int phase, int mode)
5393 // !!! eliminate this variable !!!
5394 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5396 if (game.explosions_delayed)
5398 ExplodeField[ex][ey] = mode;
5402 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5404 int center_element = Feld[ex][ey];
5405 int artwork_element, explosion_element; // set these values later
5407 // remove things displayed in background while burning dynamite
5408 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5411 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5413 // put moving element to center field (and let it explode there)
5414 center_element = MovingOrBlocked2Element(ex, ey);
5415 RemoveMovingField(ex, ey);
5416 Feld[ex][ey] = center_element;
5419 // now "center_element" is finally determined -- set related values now
5420 artwork_element = center_element; // for custom player artwork
5421 explosion_element = center_element; // for custom player artwork
5423 if (IS_PLAYER(ex, ey))
5425 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5427 artwork_element = stored_player[player_nr].artwork_element;
5429 if (level.use_explosion_element[player_nr])
5431 explosion_element = level.explosion_element[player_nr];
5432 artwork_element = explosion_element;
5436 if (mode == EX_TYPE_NORMAL ||
5437 mode == EX_TYPE_CENTER ||
5438 mode == EX_TYPE_CROSS)
5439 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5441 last_phase = element_info[explosion_element].explosion_delay + 1;
5443 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5445 int xx = x - ex + 1;
5446 int yy = y - ey + 1;
5449 if (!IN_LEV_FIELD(x, y) ||
5450 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5451 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5454 element = Feld[x][y];
5456 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5458 element = MovingOrBlocked2Element(x, y);
5460 if (!IS_EXPLOSION_PROOF(element))
5461 RemoveMovingField(x, y);
5464 // indestructible elements can only explode in center (but not flames)
5465 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5466 mode == EX_TYPE_BORDER)) ||
5467 element == EL_FLAMES)
5470 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5471 behaviour, for example when touching a yamyam that explodes to rocks
5472 with active deadly shield, a rock is created under the player !!! */
5473 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5475 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5476 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5477 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5479 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5482 if (IS_ACTIVE_BOMB(element))
5484 // re-activate things under the bomb like gate or penguin
5485 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5492 // save walkable background elements while explosion on same tile
5493 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5494 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5495 Back[x][y] = element;
5497 // ignite explodable elements reached by other explosion
5498 if (element == EL_EXPLOSION)
5499 element = Store2[x][y];
5501 if (AmoebaNr[x][y] &&
5502 (element == EL_AMOEBA_FULL ||
5503 element == EL_BD_AMOEBA ||
5504 element == EL_AMOEBA_GROWING))
5506 AmoebaCnt[AmoebaNr[x][y]]--;
5507 AmoebaCnt2[AmoebaNr[x][y]]--;
5512 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5514 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5516 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5518 if (PLAYERINFO(ex, ey)->use_murphy)
5519 Store[x][y] = EL_EMPTY;
5522 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5523 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5524 else if (ELEM_IS_PLAYER(center_element))
5525 Store[x][y] = EL_EMPTY;
5526 else if (center_element == EL_YAMYAM)
5527 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5528 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5529 Store[x][y] = element_info[center_element].content.e[xx][yy];
5531 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5532 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5533 // otherwise) -- FIX THIS !!!
5534 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5535 Store[x][y] = element_info[element].content.e[1][1];
5537 else if (!CAN_EXPLODE(element))
5538 Store[x][y] = element_info[element].content.e[1][1];
5541 Store[x][y] = EL_EMPTY;
5543 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5544 center_element == EL_AMOEBA_TO_DIAMOND)
5545 Store2[x][y] = element;
5547 Feld[x][y] = EL_EXPLOSION;
5548 GfxElement[x][y] = artwork_element;
5550 ExplodePhase[x][y] = 1;
5551 ExplodeDelay[x][y] = last_phase;
5556 if (center_element == EL_YAMYAM)
5557 game.yamyam_content_nr =
5558 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5570 GfxFrame[x][y] = 0; // restart explosion animation
5572 last_phase = ExplodeDelay[x][y];
5574 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5576 // this can happen if the player leaves an explosion just in time
5577 if (GfxElement[x][y] == EL_UNDEFINED)
5578 GfxElement[x][y] = EL_EMPTY;
5580 border_element = Store2[x][y];
5581 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5582 border_element = StorePlayer[x][y];
5584 if (phase == element_info[border_element].ignition_delay ||
5585 phase == last_phase)
5587 boolean border_explosion = FALSE;
5589 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5590 !PLAYER_EXPLOSION_PROTECTED(x, y))
5592 KillPlayerUnlessExplosionProtected(x, y);
5593 border_explosion = TRUE;
5595 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5597 Feld[x][y] = Store2[x][y];
5600 border_explosion = TRUE;
5602 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5604 AmoebeUmwandeln(x, y);
5606 border_explosion = TRUE;
5609 // if an element just explodes due to another explosion (chain-reaction),
5610 // do not immediately end the new explosion when it was the last frame of
5611 // the explosion (as it would be done in the following "if"-statement!)
5612 if (border_explosion && phase == last_phase)
5616 if (phase == last_phase)
5620 element = Feld[x][y] = Store[x][y];
5621 Store[x][y] = Store2[x][y] = 0;
5622 GfxElement[x][y] = EL_UNDEFINED;
5624 // player can escape from explosions and might therefore be still alive
5625 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5626 element <= EL_PLAYER_IS_EXPLODING_4)
5628 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5629 int explosion_element = EL_PLAYER_1 + player_nr;
5630 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5631 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5633 if (level.use_explosion_element[player_nr])
5634 explosion_element = level.explosion_element[player_nr];
5636 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5637 element_info[explosion_element].content.e[xx][yy]);
5640 // restore probably existing indestructible background element
5641 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5642 element = Feld[x][y] = Back[x][y];
5645 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5646 GfxDir[x][y] = MV_NONE;
5647 ChangeDelay[x][y] = 0;
5648 ChangePage[x][y] = -1;
5650 CustomValue[x][y] = 0;
5652 InitField_WithBug2(x, y, FALSE);
5654 TEST_DrawLevelField(x, y);
5656 TestIfElementTouchesCustomElement(x, y);
5658 if (GFX_CRUMBLED(element))
5659 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5661 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5662 StorePlayer[x][y] = 0;
5664 if (ELEM_IS_PLAYER(element))
5665 RelocatePlayer(x, y, element);
5667 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5669 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5670 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5673 TEST_DrawLevelFieldCrumbled(x, y);
5675 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5677 DrawLevelElement(x, y, Back[x][y]);
5678 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5680 else if (IS_WALKABLE_UNDER(Back[x][y]))
5682 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5683 DrawLevelElementThruMask(x, y, Back[x][y]);
5685 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5686 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5690 static void DynaExplode(int ex, int ey)
5693 int dynabomb_element = Feld[ex][ey];
5694 int dynabomb_size = 1;
5695 boolean dynabomb_xl = FALSE;
5696 struct PlayerInfo *player;
5697 static int xy[4][2] =
5705 if (IS_ACTIVE_BOMB(dynabomb_element))
5707 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5708 dynabomb_size = player->dynabomb_size;
5709 dynabomb_xl = player->dynabomb_xl;
5710 player->dynabombs_left++;
5713 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5715 for (i = 0; i < NUM_DIRECTIONS; i++)
5717 for (j = 1; j <= dynabomb_size; j++)
5719 int x = ex + j * xy[i][0];
5720 int y = ey + j * xy[i][1];
5723 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5726 element = Feld[x][y];
5728 // do not restart explosions of fields with active bombs
5729 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5732 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5734 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5735 !IS_DIGGABLE(element) && !dynabomb_xl)
5741 void Bang(int x, int y)
5743 int element = MovingOrBlocked2Element(x, y);
5744 int explosion_type = EX_TYPE_NORMAL;
5746 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5748 struct PlayerInfo *player = PLAYERINFO(x, y);
5750 element = Feld[x][y] = player->initial_element;
5752 if (level.use_explosion_element[player->index_nr])
5754 int explosion_element = level.explosion_element[player->index_nr];
5756 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5757 explosion_type = EX_TYPE_CROSS;
5758 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5759 explosion_type = EX_TYPE_CENTER;
5767 case EL_BD_BUTTERFLY:
5770 case EL_DARK_YAMYAM:
5774 RaiseScoreElement(element);
5777 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5778 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5779 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5780 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5781 case EL_DYNABOMB_INCREASE_NUMBER:
5782 case EL_DYNABOMB_INCREASE_SIZE:
5783 case EL_DYNABOMB_INCREASE_POWER:
5784 explosion_type = EX_TYPE_DYNA;
5787 case EL_DC_LANDMINE:
5788 explosion_type = EX_TYPE_CENTER;
5793 case EL_LAMP_ACTIVE:
5794 case EL_AMOEBA_TO_DIAMOND:
5795 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5796 explosion_type = EX_TYPE_CENTER;
5800 if (element_info[element].explosion_type == EXPLODES_CROSS)
5801 explosion_type = EX_TYPE_CROSS;
5802 else if (element_info[element].explosion_type == EXPLODES_1X1)
5803 explosion_type = EX_TYPE_CENTER;
5807 if (explosion_type == EX_TYPE_DYNA)
5810 Explode(x, y, EX_PHASE_START, explosion_type);
5812 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5815 static void SplashAcid(int x, int y)
5817 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5818 (!IN_LEV_FIELD(x - 1, y - 2) ||
5819 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5820 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5822 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5823 (!IN_LEV_FIELD(x + 1, y - 2) ||
5824 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5825 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5827 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5830 static void InitBeltMovement(void)
5832 static int belt_base_element[4] =
5834 EL_CONVEYOR_BELT_1_LEFT,
5835 EL_CONVEYOR_BELT_2_LEFT,
5836 EL_CONVEYOR_BELT_3_LEFT,
5837 EL_CONVEYOR_BELT_4_LEFT
5839 static int belt_base_active_element[4] =
5841 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5842 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5843 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5844 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5849 // set frame order for belt animation graphic according to belt direction
5850 for (i = 0; i < NUM_BELTS; i++)
5854 for (j = 0; j < NUM_BELT_PARTS; j++)
5856 int element = belt_base_active_element[belt_nr] + j;
5857 int graphic_1 = el2img(element);
5858 int graphic_2 = el2panelimg(element);
5860 if (game.belt_dir[i] == MV_LEFT)
5862 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5863 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5867 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5868 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5873 SCAN_PLAYFIELD(x, y)
5875 int element = Feld[x][y];
5877 for (i = 0; i < NUM_BELTS; i++)
5879 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5881 int e_belt_nr = getBeltNrFromBeltElement(element);
5884 if (e_belt_nr == belt_nr)
5886 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5888 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5895 static void ToggleBeltSwitch(int x, int y)
5897 static int belt_base_element[4] =
5899 EL_CONVEYOR_BELT_1_LEFT,
5900 EL_CONVEYOR_BELT_2_LEFT,
5901 EL_CONVEYOR_BELT_3_LEFT,
5902 EL_CONVEYOR_BELT_4_LEFT
5904 static int belt_base_active_element[4] =
5906 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5907 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5908 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5909 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5911 static int belt_base_switch_element[4] =
5913 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5914 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5915 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5916 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5918 static int belt_move_dir[4] =
5926 int element = Feld[x][y];
5927 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5928 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5929 int belt_dir = belt_move_dir[belt_dir_nr];
5932 if (!IS_BELT_SWITCH(element))
5935 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5936 game.belt_dir[belt_nr] = belt_dir;
5938 if (belt_dir_nr == 3)
5941 // set frame order for belt animation graphic according to belt direction
5942 for (i = 0; i < NUM_BELT_PARTS; i++)
5944 int element = belt_base_active_element[belt_nr] + i;
5945 int graphic_1 = el2img(element);
5946 int graphic_2 = el2panelimg(element);
5948 if (belt_dir == MV_LEFT)
5950 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5951 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5955 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5956 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5960 SCAN_PLAYFIELD(xx, yy)
5962 int element = Feld[xx][yy];
5964 if (IS_BELT_SWITCH(element))
5966 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5968 if (e_belt_nr == belt_nr)
5970 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5971 TEST_DrawLevelField(xx, yy);
5974 else if (IS_BELT(element) && belt_dir != MV_NONE)
5976 int e_belt_nr = getBeltNrFromBeltElement(element);
5978 if (e_belt_nr == belt_nr)
5980 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5982 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5983 TEST_DrawLevelField(xx, yy);
5986 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5988 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5990 if (e_belt_nr == belt_nr)
5992 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5994 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5995 TEST_DrawLevelField(xx, yy);
6001 static void ToggleSwitchgateSwitch(int x, int y)
6005 game.switchgate_pos = !game.switchgate_pos;
6007 SCAN_PLAYFIELD(xx, yy)
6009 int element = Feld[xx][yy];
6011 if (element == EL_SWITCHGATE_SWITCH_UP)
6013 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6014 TEST_DrawLevelField(xx, yy);
6016 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6018 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6019 TEST_DrawLevelField(xx, yy);
6021 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6023 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6024 TEST_DrawLevelField(xx, yy);
6026 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6028 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6029 TEST_DrawLevelField(xx, yy);
6031 else if (element == EL_SWITCHGATE_OPEN ||
6032 element == EL_SWITCHGATE_OPENING)
6034 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6036 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6038 else if (element == EL_SWITCHGATE_CLOSED ||
6039 element == EL_SWITCHGATE_CLOSING)
6041 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6043 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6048 static int getInvisibleActiveFromInvisibleElement(int element)
6050 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6051 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6052 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6056 static int getInvisibleFromInvisibleActiveElement(int element)
6058 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6059 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6060 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6064 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6068 SCAN_PLAYFIELD(x, y)
6070 int element = Feld[x][y];
6072 if (element == EL_LIGHT_SWITCH &&
6073 game.light_time_left > 0)
6075 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6076 TEST_DrawLevelField(x, y);
6078 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6079 game.light_time_left == 0)
6081 Feld[x][y] = EL_LIGHT_SWITCH;
6082 TEST_DrawLevelField(x, y);
6084 else if (element == EL_EMC_DRIPPER &&
6085 game.light_time_left > 0)
6087 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6088 TEST_DrawLevelField(x, y);
6090 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6091 game.light_time_left == 0)
6093 Feld[x][y] = EL_EMC_DRIPPER;
6094 TEST_DrawLevelField(x, y);
6096 else if (element == EL_INVISIBLE_STEELWALL ||
6097 element == EL_INVISIBLE_WALL ||
6098 element == EL_INVISIBLE_SAND)
6100 if (game.light_time_left > 0)
6101 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6103 TEST_DrawLevelField(x, y);
6105 // uncrumble neighbour fields, if needed
6106 if (element == EL_INVISIBLE_SAND)
6107 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6109 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6110 element == EL_INVISIBLE_WALL_ACTIVE ||
6111 element == EL_INVISIBLE_SAND_ACTIVE)
6113 if (game.light_time_left == 0)
6114 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6116 TEST_DrawLevelField(x, y);
6118 // re-crumble neighbour fields, if needed
6119 if (element == EL_INVISIBLE_SAND)
6120 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6125 static void RedrawAllInvisibleElementsForLenses(void)
6129 SCAN_PLAYFIELD(x, y)
6131 int element = Feld[x][y];
6133 if (element == EL_EMC_DRIPPER &&
6134 game.lenses_time_left > 0)
6136 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6137 TEST_DrawLevelField(x, y);
6139 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6140 game.lenses_time_left == 0)
6142 Feld[x][y] = EL_EMC_DRIPPER;
6143 TEST_DrawLevelField(x, y);
6145 else if (element == EL_INVISIBLE_STEELWALL ||
6146 element == EL_INVISIBLE_WALL ||
6147 element == EL_INVISIBLE_SAND)
6149 if (game.lenses_time_left > 0)
6150 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6152 TEST_DrawLevelField(x, y);
6154 // uncrumble neighbour fields, if needed
6155 if (element == EL_INVISIBLE_SAND)
6156 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6158 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6159 element == EL_INVISIBLE_WALL_ACTIVE ||
6160 element == EL_INVISIBLE_SAND_ACTIVE)
6162 if (game.lenses_time_left == 0)
6163 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6165 TEST_DrawLevelField(x, y);
6167 // re-crumble neighbour fields, if needed
6168 if (element == EL_INVISIBLE_SAND)
6169 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6174 static void RedrawAllInvisibleElementsForMagnifier(void)
6178 SCAN_PLAYFIELD(x, y)
6180 int element = Feld[x][y];
6182 if (element == EL_EMC_FAKE_GRASS &&
6183 game.magnify_time_left > 0)
6185 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6186 TEST_DrawLevelField(x, y);
6188 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6189 game.magnify_time_left == 0)
6191 Feld[x][y] = EL_EMC_FAKE_GRASS;
6192 TEST_DrawLevelField(x, y);
6194 else if (IS_GATE_GRAY(element) &&
6195 game.magnify_time_left > 0)
6197 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6198 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6199 IS_EM_GATE_GRAY(element) ?
6200 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6201 IS_EMC_GATE_GRAY(element) ?
6202 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6203 IS_DC_GATE_GRAY(element) ?
6204 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6206 TEST_DrawLevelField(x, y);
6208 else if (IS_GATE_GRAY_ACTIVE(element) &&
6209 game.magnify_time_left == 0)
6211 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6212 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6213 IS_EM_GATE_GRAY_ACTIVE(element) ?
6214 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6215 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6216 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6217 IS_DC_GATE_GRAY_ACTIVE(element) ?
6218 EL_DC_GATE_WHITE_GRAY :
6220 TEST_DrawLevelField(x, y);
6225 static void ToggleLightSwitch(int x, int y)
6227 int element = Feld[x][y];
6229 game.light_time_left =
6230 (element == EL_LIGHT_SWITCH ?
6231 level.time_light * FRAMES_PER_SECOND : 0);
6233 RedrawAllLightSwitchesAndInvisibleElements();
6236 static void ActivateTimegateSwitch(int x, int y)
6240 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6242 SCAN_PLAYFIELD(xx, yy)
6244 int element = Feld[xx][yy];
6246 if (element == EL_TIMEGATE_CLOSED ||
6247 element == EL_TIMEGATE_CLOSING)
6249 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6250 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6254 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6256 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6257 TEST_DrawLevelField(xx, yy);
6263 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6264 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6267 static void Impact(int x, int y)
6269 boolean last_line = (y == lev_fieldy - 1);
6270 boolean object_hit = FALSE;
6271 boolean impact = (last_line || object_hit);
6272 int element = Feld[x][y];
6273 int smashed = EL_STEELWALL;
6275 if (!last_line) // check if element below was hit
6277 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6280 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6281 MovDir[x][y + 1] != MV_DOWN ||
6282 MovPos[x][y + 1] <= TILEY / 2));
6284 // do not smash moving elements that left the smashed field in time
6285 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6286 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6289 #if USE_QUICKSAND_IMPACT_BUGFIX
6290 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6292 RemoveMovingField(x, y + 1);
6293 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6294 Feld[x][y + 2] = EL_ROCK;
6295 TEST_DrawLevelField(x, y + 2);
6300 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6302 RemoveMovingField(x, y + 1);
6303 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6304 Feld[x][y + 2] = EL_ROCK;
6305 TEST_DrawLevelField(x, y + 2);
6312 smashed = MovingOrBlocked2Element(x, y + 1);
6314 impact = (last_line || object_hit);
6317 if (!last_line && smashed == EL_ACID) // element falls into acid
6319 SplashAcid(x, y + 1);
6323 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6324 // only reset graphic animation if graphic really changes after impact
6326 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6328 ResetGfxAnimation(x, y);
6329 TEST_DrawLevelField(x, y);
6332 if (impact && CAN_EXPLODE_IMPACT(element))
6337 else if (impact && element == EL_PEARL &&
6338 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6340 ResetGfxAnimation(x, y);
6342 Feld[x][y] = EL_PEARL_BREAKING;
6343 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6346 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6348 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6353 if (impact && element == EL_AMOEBA_DROP)
6355 if (object_hit && IS_PLAYER(x, y + 1))
6356 KillPlayerUnlessEnemyProtected(x, y + 1);
6357 else if (object_hit && smashed == EL_PENGUIN)
6361 Feld[x][y] = EL_AMOEBA_GROWING;
6362 Store[x][y] = EL_AMOEBA_WET;
6364 ResetRandomAnimationValue(x, y);
6369 if (object_hit) // check which object was hit
6371 if ((CAN_PASS_MAGIC_WALL(element) &&
6372 (smashed == EL_MAGIC_WALL ||
6373 smashed == EL_BD_MAGIC_WALL)) ||
6374 (CAN_PASS_DC_MAGIC_WALL(element) &&
6375 smashed == EL_DC_MAGIC_WALL))
6378 int activated_magic_wall =
6379 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6380 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6381 EL_DC_MAGIC_WALL_ACTIVE);
6383 // activate magic wall / mill
6384 SCAN_PLAYFIELD(xx, yy)
6386 if (Feld[xx][yy] == smashed)
6387 Feld[xx][yy] = activated_magic_wall;
6390 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6391 game.magic_wall_active = TRUE;
6393 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6394 SND_MAGIC_WALL_ACTIVATING :
6395 smashed == EL_BD_MAGIC_WALL ?
6396 SND_BD_MAGIC_WALL_ACTIVATING :
6397 SND_DC_MAGIC_WALL_ACTIVATING));
6400 if (IS_PLAYER(x, y + 1))
6402 if (CAN_SMASH_PLAYER(element))
6404 KillPlayerUnlessEnemyProtected(x, y + 1);
6408 else if (smashed == EL_PENGUIN)
6410 if (CAN_SMASH_PLAYER(element))
6416 else if (element == EL_BD_DIAMOND)
6418 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6424 else if (((element == EL_SP_INFOTRON ||
6425 element == EL_SP_ZONK) &&
6426 (smashed == EL_SP_SNIKSNAK ||
6427 smashed == EL_SP_ELECTRON ||
6428 smashed == EL_SP_DISK_ORANGE)) ||
6429 (element == EL_SP_INFOTRON &&
6430 smashed == EL_SP_DISK_YELLOW))
6435 else if (CAN_SMASH_EVERYTHING(element))
6437 if (IS_CLASSIC_ENEMY(smashed) ||
6438 CAN_EXPLODE_SMASHED(smashed))
6443 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6445 if (smashed == EL_LAMP ||
6446 smashed == EL_LAMP_ACTIVE)
6451 else if (smashed == EL_NUT)
6453 Feld[x][y + 1] = EL_NUT_BREAKING;
6454 PlayLevelSound(x, y, SND_NUT_BREAKING);
6455 RaiseScoreElement(EL_NUT);
6458 else if (smashed == EL_PEARL)
6460 ResetGfxAnimation(x, y);
6462 Feld[x][y + 1] = EL_PEARL_BREAKING;
6463 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6466 else if (smashed == EL_DIAMOND)
6468 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6469 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6472 else if (IS_BELT_SWITCH(smashed))
6474 ToggleBeltSwitch(x, y + 1);
6476 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6477 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6478 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6479 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6481 ToggleSwitchgateSwitch(x, y + 1);
6483 else if (smashed == EL_LIGHT_SWITCH ||
6484 smashed == EL_LIGHT_SWITCH_ACTIVE)
6486 ToggleLightSwitch(x, y + 1);
6490 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6492 CheckElementChangeBySide(x, y + 1, smashed, element,
6493 CE_SWITCHED, CH_SIDE_TOP);
6494 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6500 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6505 // play sound of magic wall / mill
6507 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6508 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6509 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6511 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6512 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6513 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6514 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6515 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6516 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6521 // play sound of object that hits the ground
6522 if (last_line || object_hit)
6523 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6526 static void TurnRoundExt(int x, int y)
6538 { 0, 0 }, { 0, 0 }, { 0, 0 },
6543 int left, right, back;
6547 { MV_DOWN, MV_UP, MV_RIGHT },
6548 { MV_UP, MV_DOWN, MV_LEFT },
6550 { MV_LEFT, MV_RIGHT, MV_DOWN },
6554 { MV_RIGHT, MV_LEFT, MV_UP }
6557 int element = Feld[x][y];
6558 int move_pattern = element_info[element].move_pattern;
6560 int old_move_dir = MovDir[x][y];
6561 int left_dir = turn[old_move_dir].left;
6562 int right_dir = turn[old_move_dir].right;
6563 int back_dir = turn[old_move_dir].back;
6565 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6566 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6567 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6568 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6570 int left_x = x + left_dx, left_y = y + left_dy;
6571 int right_x = x + right_dx, right_y = y + right_dy;
6572 int move_x = x + move_dx, move_y = y + move_dy;
6576 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6578 TestIfBadThingTouchesOtherBadThing(x, y);
6580 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6581 MovDir[x][y] = right_dir;
6582 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6583 MovDir[x][y] = left_dir;
6585 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6587 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6590 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6592 TestIfBadThingTouchesOtherBadThing(x, y);
6594 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6595 MovDir[x][y] = left_dir;
6596 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6597 MovDir[x][y] = right_dir;
6599 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6601 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6604 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6606 TestIfBadThingTouchesOtherBadThing(x, y);
6608 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6609 MovDir[x][y] = left_dir;
6610 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6611 MovDir[x][y] = right_dir;
6613 if (MovDir[x][y] != old_move_dir)
6616 else if (element == EL_YAMYAM)
6618 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6619 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6621 if (can_turn_left && can_turn_right)
6622 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6623 else if (can_turn_left)
6624 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6625 else if (can_turn_right)
6626 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6628 MovDir[x][y] = back_dir;
6630 MovDelay[x][y] = 16 + 16 * RND(3);
6632 else if (element == EL_DARK_YAMYAM)
6634 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6636 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6639 if (can_turn_left && can_turn_right)
6640 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6641 else if (can_turn_left)
6642 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6643 else if (can_turn_right)
6644 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6646 MovDir[x][y] = back_dir;
6648 MovDelay[x][y] = 16 + 16 * RND(3);
6650 else if (element == EL_PACMAN)
6652 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6653 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6655 if (can_turn_left && can_turn_right)
6656 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6657 else if (can_turn_left)
6658 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6659 else if (can_turn_right)
6660 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6662 MovDir[x][y] = back_dir;
6664 MovDelay[x][y] = 6 + RND(40);
6666 else if (element == EL_PIG)
6668 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6669 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6670 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6671 boolean should_turn_left, should_turn_right, should_move_on;
6673 int rnd = RND(rnd_value);
6675 should_turn_left = (can_turn_left &&
6677 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6678 y + back_dy + left_dy)));
6679 should_turn_right = (can_turn_right &&
6681 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6682 y + back_dy + right_dy)));
6683 should_move_on = (can_move_on &&
6686 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6687 y + move_dy + left_dy) ||
6688 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6689 y + move_dy + right_dy)));
6691 if (should_turn_left || should_turn_right || should_move_on)
6693 if (should_turn_left && should_turn_right && should_move_on)
6694 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6695 rnd < 2 * rnd_value / 3 ? right_dir :
6697 else if (should_turn_left && should_turn_right)
6698 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6699 else if (should_turn_left && should_move_on)
6700 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6701 else if (should_turn_right && should_move_on)
6702 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6703 else if (should_turn_left)
6704 MovDir[x][y] = left_dir;
6705 else if (should_turn_right)
6706 MovDir[x][y] = right_dir;
6707 else if (should_move_on)
6708 MovDir[x][y] = old_move_dir;
6710 else if (can_move_on && rnd > rnd_value / 8)
6711 MovDir[x][y] = old_move_dir;
6712 else if (can_turn_left && can_turn_right)
6713 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6714 else if (can_turn_left && rnd > rnd_value / 8)
6715 MovDir[x][y] = left_dir;
6716 else if (can_turn_right && rnd > rnd_value/8)
6717 MovDir[x][y] = right_dir;
6719 MovDir[x][y] = back_dir;
6721 xx = x + move_xy[MovDir[x][y]].dx;
6722 yy = y + move_xy[MovDir[x][y]].dy;
6724 if (!IN_LEV_FIELD(xx, yy) ||
6725 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6726 MovDir[x][y] = old_move_dir;
6730 else if (element == EL_DRAGON)
6732 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6733 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6734 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6736 int rnd = RND(rnd_value);
6738 if (can_move_on && rnd > rnd_value / 8)
6739 MovDir[x][y] = old_move_dir;
6740 else if (can_turn_left && can_turn_right)
6741 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6742 else if (can_turn_left && rnd > rnd_value / 8)
6743 MovDir[x][y] = left_dir;
6744 else if (can_turn_right && rnd > rnd_value / 8)
6745 MovDir[x][y] = right_dir;
6747 MovDir[x][y] = back_dir;
6749 xx = x + move_xy[MovDir[x][y]].dx;
6750 yy = y + move_xy[MovDir[x][y]].dy;
6752 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6753 MovDir[x][y] = old_move_dir;
6757 else if (element == EL_MOLE)
6759 boolean can_move_on =
6760 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6761 IS_AMOEBOID(Feld[move_x][move_y]) ||
6762 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6765 boolean can_turn_left =
6766 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6767 IS_AMOEBOID(Feld[left_x][left_y])));
6769 boolean can_turn_right =
6770 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6771 IS_AMOEBOID(Feld[right_x][right_y])));
6773 if (can_turn_left && can_turn_right)
6774 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6775 else if (can_turn_left)
6776 MovDir[x][y] = left_dir;
6778 MovDir[x][y] = right_dir;
6781 if (MovDir[x][y] != old_move_dir)
6784 else if (element == EL_BALLOON)
6786 MovDir[x][y] = game.wind_direction;
6789 else if (element == EL_SPRING)
6791 if (MovDir[x][y] & MV_HORIZONTAL)
6793 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6794 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6796 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6797 ResetGfxAnimation(move_x, move_y);
6798 TEST_DrawLevelField(move_x, move_y);
6800 MovDir[x][y] = back_dir;
6802 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6803 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6804 MovDir[x][y] = MV_NONE;
6809 else if (element == EL_ROBOT ||
6810 element == EL_SATELLITE ||
6811 element == EL_PENGUIN ||
6812 element == EL_EMC_ANDROID)
6814 int attr_x = -1, attr_y = -1;
6825 for (i = 0; i < MAX_PLAYERS; i++)
6827 struct PlayerInfo *player = &stored_player[i];
6828 int jx = player->jx, jy = player->jy;
6830 if (!player->active)
6834 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6842 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6843 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6844 game.engine_version < VERSION_IDENT(3,1,0,0)))
6850 if (element == EL_PENGUIN)
6853 static int xy[4][2] =
6861 for (i = 0; i < NUM_DIRECTIONS; i++)
6863 int ex = x + xy[i][0];
6864 int ey = y + xy[i][1];
6866 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6867 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6868 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6869 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6878 MovDir[x][y] = MV_NONE;
6880 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6881 else if (attr_x > x)
6882 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6884 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6885 else if (attr_y > y)
6886 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6888 if (element == EL_ROBOT)
6892 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6893 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6894 Moving2Blocked(x, y, &newx, &newy);
6896 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6897 MovDelay[x][y] = 8 + 8 * !RND(3);
6899 MovDelay[x][y] = 16;
6901 else if (element == EL_PENGUIN)
6907 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6909 boolean first_horiz = RND(2);
6910 int new_move_dir = MovDir[x][y];
6913 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6914 Moving2Blocked(x, y, &newx, &newy);
6916 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6920 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6921 Moving2Blocked(x, y, &newx, &newy);
6923 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6926 MovDir[x][y] = old_move_dir;
6930 else if (element == EL_SATELLITE)
6936 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6938 boolean first_horiz = RND(2);
6939 int new_move_dir = MovDir[x][y];
6942 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6943 Moving2Blocked(x, y, &newx, &newy);
6945 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6949 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6950 Moving2Blocked(x, y, &newx, &newy);
6952 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6955 MovDir[x][y] = old_move_dir;
6959 else if (element == EL_EMC_ANDROID)
6961 static int check_pos[16] =
6963 -1, // 0 => (invalid)
6966 -1, // 3 => (invalid)
6968 0, // 5 => MV_LEFT | MV_UP
6969 2, // 6 => MV_RIGHT | MV_UP
6970 -1, // 7 => (invalid)
6972 6, // 9 => MV_LEFT | MV_DOWN
6973 4, // 10 => MV_RIGHT | MV_DOWN
6974 -1, // 11 => (invalid)
6975 -1, // 12 => (invalid)
6976 -1, // 13 => (invalid)
6977 -1, // 14 => (invalid)
6978 -1, // 15 => (invalid)
6986 { -1, -1, MV_LEFT | MV_UP },
6988 { +1, -1, MV_RIGHT | MV_UP },
6989 { +1, 0, MV_RIGHT },
6990 { +1, +1, MV_RIGHT | MV_DOWN },
6992 { -1, +1, MV_LEFT | MV_DOWN },
6995 int start_pos, check_order;
6996 boolean can_clone = FALSE;
6999 // check if there is any free field around current position
7000 for (i = 0; i < 8; i++)
7002 int newx = x + check_xy[i].dx;
7003 int newy = y + check_xy[i].dy;
7005 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7013 if (can_clone) // randomly find an element to clone
7017 start_pos = check_pos[RND(8)];
7018 check_order = (RND(2) ? -1 : +1);
7020 for (i = 0; i < 8; i++)
7022 int pos_raw = start_pos + i * check_order;
7023 int pos = (pos_raw + 8) % 8;
7024 int newx = x + check_xy[pos].dx;
7025 int newy = y + check_xy[pos].dy;
7027 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7029 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7030 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7032 Store[x][y] = Feld[newx][newy];
7041 if (can_clone) // randomly find a direction to move
7045 start_pos = check_pos[RND(8)];
7046 check_order = (RND(2) ? -1 : +1);
7048 for (i = 0; i < 8; i++)
7050 int pos_raw = start_pos + i * check_order;
7051 int pos = (pos_raw + 8) % 8;
7052 int newx = x + check_xy[pos].dx;
7053 int newy = y + check_xy[pos].dy;
7054 int new_move_dir = check_xy[pos].dir;
7056 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7058 MovDir[x][y] = new_move_dir;
7059 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7068 if (can_clone) // cloning and moving successful
7071 // cannot clone -- try to move towards player
7073 start_pos = check_pos[MovDir[x][y] & 0x0f];
7074 check_order = (RND(2) ? -1 : +1);
7076 for (i = 0; i < 3; i++)
7078 // first check start_pos, then previous/next or (next/previous) pos
7079 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7080 int pos = (pos_raw + 8) % 8;
7081 int newx = x + check_xy[pos].dx;
7082 int newy = y + check_xy[pos].dy;
7083 int new_move_dir = check_xy[pos].dir;
7085 if (IS_PLAYER(newx, newy))
7088 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7090 MovDir[x][y] = new_move_dir;
7091 MovDelay[x][y] = level.android_move_time * 8 + 1;
7098 else if (move_pattern == MV_TURNING_LEFT ||
7099 move_pattern == MV_TURNING_RIGHT ||
7100 move_pattern == MV_TURNING_LEFT_RIGHT ||
7101 move_pattern == MV_TURNING_RIGHT_LEFT ||
7102 move_pattern == MV_TURNING_RANDOM ||
7103 move_pattern == MV_ALL_DIRECTIONS)
7105 boolean can_turn_left =
7106 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7107 boolean can_turn_right =
7108 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7110 if (element_info[element].move_stepsize == 0) // "not moving"
7113 if (move_pattern == MV_TURNING_LEFT)
7114 MovDir[x][y] = left_dir;
7115 else if (move_pattern == MV_TURNING_RIGHT)
7116 MovDir[x][y] = right_dir;
7117 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7118 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7119 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7120 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7121 else if (move_pattern == MV_TURNING_RANDOM)
7122 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7123 can_turn_right && !can_turn_left ? right_dir :
7124 RND(2) ? left_dir : right_dir);
7125 else if (can_turn_left && can_turn_right)
7126 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7127 else if (can_turn_left)
7128 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7129 else if (can_turn_right)
7130 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7132 MovDir[x][y] = back_dir;
7134 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7136 else if (move_pattern == MV_HORIZONTAL ||
7137 move_pattern == MV_VERTICAL)
7139 if (move_pattern & old_move_dir)
7140 MovDir[x][y] = back_dir;
7141 else if (move_pattern == MV_HORIZONTAL)
7142 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7143 else if (move_pattern == MV_VERTICAL)
7144 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern & MV_ANY_DIRECTION)
7150 MovDir[x][y] = move_pattern;
7151 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7153 else if (move_pattern & MV_WIND_DIRECTION)
7155 MovDir[x][y] = game.wind_direction;
7156 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7158 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7160 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7161 MovDir[x][y] = left_dir;
7162 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7163 MovDir[x][y] = right_dir;
7165 if (MovDir[x][y] != old_move_dir)
7166 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7168 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7170 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7171 MovDir[x][y] = right_dir;
7172 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7173 MovDir[x][y] = left_dir;
7175 if (MovDir[x][y] != old_move_dir)
7176 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7178 else if (move_pattern == MV_TOWARDS_PLAYER ||
7179 move_pattern == MV_AWAY_FROM_PLAYER)
7181 int attr_x = -1, attr_y = -1;
7183 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7194 for (i = 0; i < MAX_PLAYERS; i++)
7196 struct PlayerInfo *player = &stored_player[i];
7197 int jx = player->jx, jy = player->jy;
7199 if (!player->active)
7203 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7211 MovDir[x][y] = MV_NONE;
7213 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7214 else if (attr_x > x)
7215 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7217 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7218 else if (attr_y > y)
7219 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7221 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7223 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7225 boolean first_horiz = RND(2);
7226 int new_move_dir = MovDir[x][y];
7228 if (element_info[element].move_stepsize == 0) // "not moving"
7230 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7231 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7237 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7238 Moving2Blocked(x, y, &newx, &newy);
7240 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7244 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7245 Moving2Blocked(x, y, &newx, &newy);
7247 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7250 MovDir[x][y] = old_move_dir;
7253 else if (move_pattern == MV_WHEN_PUSHED ||
7254 move_pattern == MV_WHEN_DROPPED)
7256 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7257 MovDir[x][y] = MV_NONE;
7261 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7263 static int test_xy[7][2] =
7273 static int test_dir[7] =
7283 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7284 int move_preference = -1000000; // start with very low preference
7285 int new_move_dir = MV_NONE;
7286 int start_test = RND(4);
7289 for (i = 0; i < NUM_DIRECTIONS; i++)
7291 int move_dir = test_dir[start_test + i];
7292 int move_dir_preference;
7294 xx = x + test_xy[start_test + i][0];
7295 yy = y + test_xy[start_test + i][1];
7297 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7298 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7300 new_move_dir = move_dir;
7305 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7308 move_dir_preference = -1 * RunnerVisit[xx][yy];
7309 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7310 move_dir_preference = PlayerVisit[xx][yy];
7312 if (move_dir_preference > move_preference)
7314 // prefer field that has not been visited for the longest time
7315 move_preference = move_dir_preference;
7316 new_move_dir = move_dir;
7318 else if (move_dir_preference == move_preference &&
7319 move_dir == old_move_dir)
7321 // prefer last direction when all directions are preferred equally
7322 move_preference = move_dir_preference;
7323 new_move_dir = move_dir;
7327 MovDir[x][y] = new_move_dir;
7328 if (old_move_dir != new_move_dir)
7329 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7333 static void TurnRound(int x, int y)
7335 int direction = MovDir[x][y];
7339 GfxDir[x][y] = MovDir[x][y];
7341 if (direction != MovDir[x][y])
7345 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7347 ResetGfxFrame(x, y);
7350 static boolean JustBeingPushed(int x, int y)
7354 for (i = 0; i < MAX_PLAYERS; i++)
7356 struct PlayerInfo *player = &stored_player[i];
7358 if (player->active && player->is_pushing && player->MovPos)
7360 int next_jx = player->jx + (player->jx - player->last_jx);
7361 int next_jy = player->jy + (player->jy - player->last_jy);
7363 if (x == next_jx && y == next_jy)
7371 static void StartMoving(int x, int y)
7373 boolean started_moving = FALSE; // some elements can fall _and_ move
7374 int element = Feld[x][y];
7379 if (MovDelay[x][y] == 0)
7380 GfxAction[x][y] = ACTION_DEFAULT;
7382 if (CAN_FALL(element) && y < lev_fieldy - 1)
7384 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7385 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7386 if (JustBeingPushed(x, y))
7389 if (element == EL_QUICKSAND_FULL)
7391 if (IS_FREE(x, y + 1))
7393 InitMovingField(x, y, MV_DOWN);
7394 started_moving = TRUE;
7396 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7397 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7398 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7399 Store[x][y] = EL_ROCK;
7401 Store[x][y] = EL_ROCK;
7404 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7406 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7408 if (!MovDelay[x][y])
7410 MovDelay[x][y] = TILEY + 1;
7412 ResetGfxAnimation(x, y);
7413 ResetGfxAnimation(x, y + 1);
7418 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7419 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7426 Feld[x][y] = EL_QUICKSAND_EMPTY;
7427 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7428 Store[x][y + 1] = Store[x][y];
7431 PlayLevelSoundAction(x, y, ACTION_FILLING);
7433 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7435 if (!MovDelay[x][y])
7437 MovDelay[x][y] = TILEY + 1;
7439 ResetGfxAnimation(x, y);
7440 ResetGfxAnimation(x, y + 1);
7445 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7446 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7453 Feld[x][y] = EL_QUICKSAND_EMPTY;
7454 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7455 Store[x][y + 1] = Store[x][y];
7458 PlayLevelSoundAction(x, y, ACTION_FILLING);
7461 else if (element == EL_QUICKSAND_FAST_FULL)
7463 if (IS_FREE(x, y + 1))
7465 InitMovingField(x, y, MV_DOWN);
7466 started_moving = TRUE;
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7469 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7470 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7471 Store[x][y] = EL_ROCK;
7473 Store[x][y] = EL_ROCK;
7476 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7478 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7480 if (!MovDelay[x][y])
7482 MovDelay[x][y] = TILEY + 1;
7484 ResetGfxAnimation(x, y);
7485 ResetGfxAnimation(x, y + 1);
7490 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7491 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7498 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7499 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7500 Store[x][y + 1] = Store[x][y];
7503 PlayLevelSoundAction(x, y, ACTION_FILLING);
7505 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7507 if (!MovDelay[x][y])
7509 MovDelay[x][y] = TILEY + 1;
7511 ResetGfxAnimation(x, y);
7512 ResetGfxAnimation(x, y + 1);
7517 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7518 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7525 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7526 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7527 Store[x][y + 1] = Store[x][y];
7530 PlayLevelSoundAction(x, y, ACTION_FILLING);
7533 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7534 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7536 InitMovingField(x, y, MV_DOWN);
7537 started_moving = TRUE;
7539 Feld[x][y] = EL_QUICKSAND_FILLING;
7540 Store[x][y] = element;
7542 PlayLevelSoundAction(x, y, ACTION_FILLING);
7544 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7545 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7547 InitMovingField(x, y, MV_DOWN);
7548 started_moving = TRUE;
7550 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7551 Store[x][y] = element;
7553 PlayLevelSoundAction(x, y, ACTION_FILLING);
7555 else if (element == EL_MAGIC_WALL_FULL)
7557 if (IS_FREE(x, y + 1))
7559 InitMovingField(x, y, MV_DOWN);
7560 started_moving = TRUE;
7562 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7563 Store[x][y] = EL_CHANGED(Store[x][y]);
7565 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7567 if (!MovDelay[x][y])
7568 MovDelay[x][y] = TILEY / 4 + 1;
7577 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7578 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7579 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7583 else if (element == EL_BD_MAGIC_WALL_FULL)
7585 if (IS_FREE(x, y + 1))
7587 InitMovingField(x, y, MV_DOWN);
7588 started_moving = TRUE;
7590 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7591 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7593 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7595 if (!MovDelay[x][y])
7596 MovDelay[x][y] = TILEY / 4 + 1;
7605 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7606 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7607 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7611 else if (element == EL_DC_MAGIC_WALL_FULL)
7613 if (IS_FREE(x, y + 1))
7615 InitMovingField(x, y, MV_DOWN);
7616 started_moving = TRUE;
7618 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7619 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7621 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7623 if (!MovDelay[x][y])
7624 MovDelay[x][y] = TILEY / 4 + 1;
7633 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7634 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7635 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7639 else if ((CAN_PASS_MAGIC_WALL(element) &&
7640 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7641 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7642 (CAN_PASS_DC_MAGIC_WALL(element) &&
7643 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7646 InitMovingField(x, y, MV_DOWN);
7647 started_moving = TRUE;
7650 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7651 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7652 EL_DC_MAGIC_WALL_FILLING);
7653 Store[x][y] = element;
7655 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7657 SplashAcid(x, y + 1);
7659 InitMovingField(x, y, MV_DOWN);
7660 started_moving = TRUE;
7662 Store[x][y] = EL_ACID;
7665 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7666 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7667 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7668 CAN_FALL(element) && WasJustFalling[x][y] &&
7669 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7671 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7672 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7673 (Feld[x][y + 1] == EL_BLOCKED)))
7675 /* this is needed for a special case not covered by calling "Impact()"
7676 from "ContinueMoving()": if an element moves to a tile directly below
7677 another element which was just falling on that tile (which was empty
7678 in the previous frame), the falling element above would just stop
7679 instead of smashing the element below (in previous version, the above
7680 element was just checked for "moving" instead of "falling", resulting
7681 in incorrect smashes caused by horizontal movement of the above
7682 element; also, the case of the player being the element to smash was
7683 simply not covered here... :-/ ) */
7685 CheckCollision[x][y] = 0;
7686 CheckImpact[x][y] = 0;
7690 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7692 if (MovDir[x][y] == MV_NONE)
7694 InitMovingField(x, y, MV_DOWN);
7695 started_moving = TRUE;
7698 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7700 if (WasJustFalling[x][y]) // prevent animation from being restarted
7701 MovDir[x][y] = MV_DOWN;
7703 InitMovingField(x, y, MV_DOWN);
7704 started_moving = TRUE;
7706 else if (element == EL_AMOEBA_DROP)
7708 Feld[x][y] = EL_AMOEBA_GROWING;
7709 Store[x][y] = EL_AMOEBA_WET;
7711 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7712 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7713 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7714 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7716 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7717 (IS_FREE(x - 1, y + 1) ||
7718 Feld[x - 1][y + 1] == EL_ACID));
7719 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7720 (IS_FREE(x + 1, y + 1) ||
7721 Feld[x + 1][y + 1] == EL_ACID));
7722 boolean can_fall_any = (can_fall_left || can_fall_right);
7723 boolean can_fall_both = (can_fall_left && can_fall_right);
7724 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7726 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7728 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7729 can_fall_right = FALSE;
7730 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7731 can_fall_left = FALSE;
7732 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7733 can_fall_right = FALSE;
7734 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7735 can_fall_left = FALSE;
7737 can_fall_any = (can_fall_left || can_fall_right);
7738 can_fall_both = FALSE;
7743 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7744 can_fall_right = FALSE; // slip down on left side
7746 can_fall_left = !(can_fall_right = RND(2));
7748 can_fall_both = FALSE;
7753 // if not determined otherwise, prefer left side for slipping down
7754 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7755 started_moving = TRUE;
7758 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7760 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7761 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7762 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7763 int belt_dir = game.belt_dir[belt_nr];
7765 if ((belt_dir == MV_LEFT && left_is_free) ||
7766 (belt_dir == MV_RIGHT && right_is_free))
7768 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7770 InitMovingField(x, y, belt_dir);
7771 started_moving = TRUE;
7773 Pushed[x][y] = TRUE;
7774 Pushed[nextx][y] = TRUE;
7776 GfxAction[x][y] = ACTION_DEFAULT;
7780 MovDir[x][y] = 0; // if element was moving, stop it
7785 // not "else if" because of elements that can fall and move (EL_SPRING)
7786 if (CAN_MOVE(element) && !started_moving)
7788 int move_pattern = element_info[element].move_pattern;
7791 Moving2Blocked(x, y, &newx, &newy);
7793 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7796 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7797 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7799 WasJustMoving[x][y] = 0;
7800 CheckCollision[x][y] = 0;
7802 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7804 if (Feld[x][y] != element) // element has changed
7808 if (!MovDelay[x][y]) // start new movement phase
7810 // all objects that can change their move direction after each step
7811 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7813 if (element != EL_YAMYAM &&
7814 element != EL_DARK_YAMYAM &&
7815 element != EL_PACMAN &&
7816 !(move_pattern & MV_ANY_DIRECTION) &&
7817 move_pattern != MV_TURNING_LEFT &&
7818 move_pattern != MV_TURNING_RIGHT &&
7819 move_pattern != MV_TURNING_LEFT_RIGHT &&
7820 move_pattern != MV_TURNING_RIGHT_LEFT &&
7821 move_pattern != MV_TURNING_RANDOM)
7825 if (MovDelay[x][y] && (element == EL_BUG ||
7826 element == EL_SPACESHIP ||
7827 element == EL_SP_SNIKSNAK ||
7828 element == EL_SP_ELECTRON ||
7829 element == EL_MOLE))
7830 TEST_DrawLevelField(x, y);
7834 if (MovDelay[x][y]) // wait some time before next movement
7838 if (element == EL_ROBOT ||
7839 element == EL_YAMYAM ||
7840 element == EL_DARK_YAMYAM)
7842 DrawLevelElementAnimationIfNeeded(x, y, element);
7843 PlayLevelSoundAction(x, y, ACTION_WAITING);
7845 else if (element == EL_SP_ELECTRON)
7846 DrawLevelElementAnimationIfNeeded(x, y, element);
7847 else if (element == EL_DRAGON)
7850 int dir = MovDir[x][y];
7851 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7852 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7853 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7854 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7855 dir == MV_UP ? IMG_FLAMES_1_UP :
7856 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7857 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7859 GfxAction[x][y] = ACTION_ATTACKING;
7861 if (IS_PLAYER(x, y))
7862 DrawPlayerField(x, y);
7864 TEST_DrawLevelField(x, y);
7866 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7868 for (i = 1; i <= 3; i++)
7870 int xx = x + i * dx;
7871 int yy = y + i * dy;
7872 int sx = SCREENX(xx);
7873 int sy = SCREENY(yy);
7874 int flame_graphic = graphic + (i - 1);
7876 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7881 int flamed = MovingOrBlocked2Element(xx, yy);
7883 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7886 RemoveMovingField(xx, yy);
7888 ChangeDelay[xx][yy] = 0;
7890 Feld[xx][yy] = EL_FLAMES;
7892 if (IN_SCR_FIELD(sx, sy))
7894 TEST_DrawLevelFieldCrumbled(xx, yy);
7895 DrawGraphic(sx, sy, flame_graphic, frame);
7900 if (Feld[xx][yy] == EL_FLAMES)
7901 Feld[xx][yy] = EL_EMPTY;
7902 TEST_DrawLevelField(xx, yy);
7907 if (MovDelay[x][y]) // element still has to wait some time
7909 PlayLevelSoundAction(x, y, ACTION_WAITING);
7915 // now make next step
7917 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7919 if (DONT_COLLIDE_WITH(element) &&
7920 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7921 !PLAYER_ENEMY_PROTECTED(newx, newy))
7923 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7928 else if (CAN_MOVE_INTO_ACID(element) &&
7929 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7930 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7931 (MovDir[x][y] == MV_DOWN ||
7932 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7934 SplashAcid(newx, newy);
7935 Store[x][y] = EL_ACID;
7937 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7939 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7940 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7941 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7942 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7945 TEST_DrawLevelField(x, y);
7947 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7948 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7949 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7951 local_player->friends_still_needed--;
7952 if (!local_player->friends_still_needed &&
7953 !local_player->GameOver && AllPlayersGone)
7954 PlayerWins(local_player);
7958 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7960 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7961 TEST_DrawLevelField(newx, newy);
7963 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7965 else if (!IS_FREE(newx, newy))
7967 GfxAction[x][y] = ACTION_WAITING;
7969 if (IS_PLAYER(x, y))
7970 DrawPlayerField(x, y);
7972 TEST_DrawLevelField(x, y);
7977 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7979 if (IS_FOOD_PIG(Feld[newx][newy]))
7981 if (IS_MOVING(newx, newy))
7982 RemoveMovingField(newx, newy);
7985 Feld[newx][newy] = EL_EMPTY;
7986 TEST_DrawLevelField(newx, newy);
7989 PlayLevelSound(x, y, SND_PIG_DIGGING);
7991 else if (!IS_FREE(newx, newy))
7993 if (IS_PLAYER(x, y))
7994 DrawPlayerField(x, y);
7996 TEST_DrawLevelField(x, y);
8001 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8003 if (Store[x][y] != EL_EMPTY)
8005 boolean can_clone = FALSE;
8008 // check if element to clone is still there
8009 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8011 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8019 // cannot clone or target field not free anymore -- do not clone
8020 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8021 Store[x][y] = EL_EMPTY;
8024 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8026 if (IS_MV_DIAGONAL(MovDir[x][y]))
8028 int diagonal_move_dir = MovDir[x][y];
8029 int stored = Store[x][y];
8030 int change_delay = 8;
8033 // android is moving diagonally
8035 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8037 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8038 GfxElement[x][y] = EL_EMC_ANDROID;
8039 GfxAction[x][y] = ACTION_SHRINKING;
8040 GfxDir[x][y] = diagonal_move_dir;
8041 ChangeDelay[x][y] = change_delay;
8043 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8046 DrawLevelGraphicAnimation(x, y, graphic);
8047 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8049 if (Feld[newx][newy] == EL_ACID)
8051 SplashAcid(newx, newy);
8056 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8058 Store[newx][newy] = EL_EMC_ANDROID;
8059 GfxElement[newx][newy] = EL_EMC_ANDROID;
8060 GfxAction[newx][newy] = ACTION_GROWING;
8061 GfxDir[newx][newy] = diagonal_move_dir;
8062 ChangeDelay[newx][newy] = change_delay;
8064 graphic = el_act_dir2img(GfxElement[newx][newy],
8065 GfxAction[newx][newy], GfxDir[newx][newy]);
8067 DrawLevelGraphicAnimation(newx, newy, graphic);
8068 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8074 Feld[newx][newy] = EL_EMPTY;
8075 TEST_DrawLevelField(newx, newy);
8077 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8080 else if (!IS_FREE(newx, newy))
8085 else if (IS_CUSTOM_ELEMENT(element) &&
8086 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8088 if (!DigFieldByCE(newx, newy, element))
8091 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8093 RunnerVisit[x][y] = FrameCounter;
8094 PlayerVisit[x][y] /= 8; // expire player visit path
8097 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8099 if (!IS_FREE(newx, newy))
8101 if (IS_PLAYER(x, y))
8102 DrawPlayerField(x, y);
8104 TEST_DrawLevelField(x, y);
8110 boolean wanna_flame = !RND(10);
8111 int dx = newx - x, dy = newy - y;
8112 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8113 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8114 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8115 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8116 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8117 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8120 IS_CLASSIC_ENEMY(element1) ||
8121 IS_CLASSIC_ENEMY(element2)) &&
8122 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8123 element1 != EL_FLAMES && element2 != EL_FLAMES)
8125 ResetGfxAnimation(x, y);
8126 GfxAction[x][y] = ACTION_ATTACKING;
8128 if (IS_PLAYER(x, y))
8129 DrawPlayerField(x, y);
8131 TEST_DrawLevelField(x, y);
8133 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8135 MovDelay[x][y] = 50;
8137 Feld[newx][newy] = EL_FLAMES;
8138 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8139 Feld[newx1][newy1] = EL_FLAMES;
8140 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8141 Feld[newx2][newy2] = EL_FLAMES;
8147 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8148 Feld[newx][newy] == EL_DIAMOND)
8150 if (IS_MOVING(newx, newy))
8151 RemoveMovingField(newx, newy);
8154 Feld[newx][newy] = EL_EMPTY;
8155 TEST_DrawLevelField(newx, newy);
8158 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8160 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8161 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8163 if (AmoebaNr[newx][newy])
8165 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8166 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8167 Feld[newx][newy] == EL_BD_AMOEBA)
8168 AmoebaCnt[AmoebaNr[newx][newy]]--;
8171 if (IS_MOVING(newx, newy))
8173 RemoveMovingField(newx, newy);
8177 Feld[newx][newy] = EL_EMPTY;
8178 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8183 else if ((element == EL_PACMAN || element == EL_MOLE)
8184 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8186 if (AmoebaNr[newx][newy])
8188 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8189 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8190 Feld[newx][newy] == EL_BD_AMOEBA)
8191 AmoebaCnt[AmoebaNr[newx][newy]]--;
8194 if (element == EL_MOLE)
8196 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8197 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8199 ResetGfxAnimation(x, y);
8200 GfxAction[x][y] = ACTION_DIGGING;
8201 TEST_DrawLevelField(x, y);
8203 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8205 return; // wait for shrinking amoeba
8207 else // element == EL_PACMAN
8209 Feld[newx][newy] = EL_EMPTY;
8210 TEST_DrawLevelField(newx, newy);
8211 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8214 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8215 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8216 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8218 // wait for shrinking amoeba to completely disappear
8221 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8223 // object was running against a wall
8227 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8228 DrawLevelElementAnimation(x, y, element);
8230 if (DONT_TOUCH(element))
8231 TestIfBadThingTouchesPlayer(x, y);
8236 InitMovingField(x, y, MovDir[x][y]);
8238 PlayLevelSoundAction(x, y, ACTION_MOVING);
8242 ContinueMoving(x, y);
8245 void ContinueMoving(int x, int y)
8247 int element = Feld[x][y];
8248 struct ElementInfo *ei = &element_info[element];
8249 int direction = MovDir[x][y];
8250 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8251 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8252 int newx = x + dx, newy = y + dy;
8253 int stored = Store[x][y];
8254 int stored_new = Store[newx][newy];
8255 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8256 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8257 boolean last_line = (newy == lev_fieldy - 1);
8259 MovPos[x][y] += getElementMoveStepsize(x, y);
8261 if (pushed_by_player) // special case: moving object pushed by player
8262 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8264 if (ABS(MovPos[x][y]) < TILEX)
8266 TEST_DrawLevelField(x, y);
8268 return; // element is still moving
8271 // element reached destination field
8273 Feld[x][y] = EL_EMPTY;
8274 Feld[newx][newy] = element;
8275 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8277 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8279 element = Feld[newx][newy] = EL_ACID;
8281 else if (element == EL_MOLE)
8283 Feld[x][y] = EL_SAND;
8285 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8287 else if (element == EL_QUICKSAND_FILLING)
8289 element = Feld[newx][newy] = get_next_element(element);
8290 Store[newx][newy] = Store[x][y];
8292 else if (element == EL_QUICKSAND_EMPTYING)
8294 Feld[x][y] = get_next_element(element);
8295 element = Feld[newx][newy] = Store[x][y];
8297 else if (element == EL_QUICKSAND_FAST_FILLING)
8299 element = Feld[newx][newy] = get_next_element(element);
8300 Store[newx][newy] = Store[x][y];
8302 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8304 Feld[x][y] = get_next_element(element);
8305 element = Feld[newx][newy] = Store[x][y];
8307 else if (element == EL_MAGIC_WALL_FILLING)
8309 element = Feld[newx][newy] = get_next_element(element);
8310 if (!game.magic_wall_active)
8311 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8312 Store[newx][newy] = Store[x][y];
8314 else if (element == EL_MAGIC_WALL_EMPTYING)
8316 Feld[x][y] = get_next_element(element);
8317 if (!game.magic_wall_active)
8318 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8319 element = Feld[newx][newy] = Store[x][y];
8321 InitField(newx, newy, FALSE);
8323 else if (element == EL_BD_MAGIC_WALL_FILLING)
8325 element = Feld[newx][newy] = get_next_element(element);
8326 if (!game.magic_wall_active)
8327 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8328 Store[newx][newy] = Store[x][y];
8330 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8332 Feld[x][y] = get_next_element(element);
8333 if (!game.magic_wall_active)
8334 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8335 element = Feld[newx][newy] = Store[x][y];
8337 InitField(newx, newy, FALSE);
8339 else if (element == EL_DC_MAGIC_WALL_FILLING)
8341 element = Feld[newx][newy] = get_next_element(element);
8342 if (!game.magic_wall_active)
8343 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8344 Store[newx][newy] = Store[x][y];
8346 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8348 Feld[x][y] = get_next_element(element);
8349 if (!game.magic_wall_active)
8350 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8351 element = Feld[newx][newy] = Store[x][y];
8353 InitField(newx, newy, FALSE);
8355 else if (element == EL_AMOEBA_DROPPING)
8357 Feld[x][y] = get_next_element(element);
8358 element = Feld[newx][newy] = Store[x][y];
8360 else if (element == EL_SOKOBAN_OBJECT)
8363 Feld[x][y] = Back[x][y];
8365 if (Back[newx][newy])
8366 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8368 Back[x][y] = Back[newx][newy] = 0;
8371 Store[x][y] = EL_EMPTY;
8376 MovDelay[newx][newy] = 0;
8378 if (CAN_CHANGE_OR_HAS_ACTION(element))
8380 // copy element change control values to new field
8381 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8382 ChangePage[newx][newy] = ChangePage[x][y];
8383 ChangeCount[newx][newy] = ChangeCount[x][y];
8384 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8387 CustomValue[newx][newy] = CustomValue[x][y];
8389 ChangeDelay[x][y] = 0;
8390 ChangePage[x][y] = -1;
8391 ChangeCount[x][y] = 0;
8392 ChangeEvent[x][y] = -1;
8394 CustomValue[x][y] = 0;
8396 // copy animation control values to new field
8397 GfxFrame[newx][newy] = GfxFrame[x][y];
8398 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8399 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8400 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8402 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8404 // some elements can leave other elements behind after moving
8405 if (ei->move_leave_element != EL_EMPTY &&
8406 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8407 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8409 int move_leave_element = ei->move_leave_element;
8411 // this makes it possible to leave the removed element again
8412 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8413 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8415 Feld[x][y] = move_leave_element;
8417 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8418 MovDir[x][y] = direction;
8420 InitField(x, y, FALSE);
8422 if (GFX_CRUMBLED(Feld[x][y]))
8423 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8425 if (ELEM_IS_PLAYER(move_leave_element))
8426 RelocatePlayer(x, y, move_leave_element);
8429 // do this after checking for left-behind element
8430 ResetGfxAnimation(x, y); // reset animation values for old field
8432 if (!CAN_MOVE(element) ||
8433 (CAN_FALL(element) && direction == MV_DOWN &&
8434 (element == EL_SPRING ||
8435 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8436 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8437 GfxDir[x][y] = MovDir[newx][newy] = 0;
8439 TEST_DrawLevelField(x, y);
8440 TEST_DrawLevelField(newx, newy);
8442 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8444 // prevent pushed element from moving on in pushed direction
8445 if (pushed_by_player && CAN_MOVE(element) &&
8446 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8447 !(element_info[element].move_pattern & direction))
8448 TurnRound(newx, newy);
8450 // prevent elements on conveyor belt from moving on in last direction
8451 if (pushed_by_conveyor && CAN_FALL(element) &&
8452 direction & MV_HORIZONTAL)
8453 MovDir[newx][newy] = 0;
8455 if (!pushed_by_player)
8457 int nextx = newx + dx, nexty = newy + dy;
8458 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8460 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8462 if (CAN_FALL(element) && direction == MV_DOWN)
8463 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8465 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8466 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8468 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8469 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8472 if (DONT_TOUCH(element)) // object may be nasty to player or others
8474 TestIfBadThingTouchesPlayer(newx, newy);
8475 TestIfBadThingTouchesFriend(newx, newy);
8477 if (!IS_CUSTOM_ELEMENT(element))
8478 TestIfBadThingTouchesOtherBadThing(newx, newy);
8480 else if (element == EL_PENGUIN)
8481 TestIfFriendTouchesBadThing(newx, newy);
8483 if (DONT_GET_HIT_BY(element))
8485 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8488 // give the player one last chance (one more frame) to move away
8489 if (CAN_FALL(element) && direction == MV_DOWN &&
8490 (last_line || (!IS_FREE(x, newy + 1) &&
8491 (!IS_PLAYER(x, newy + 1) ||
8492 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8495 if (pushed_by_player && !game.use_change_when_pushing_bug)
8497 int push_side = MV_DIR_OPPOSITE(direction);
8498 struct PlayerInfo *player = PLAYERINFO(x, y);
8500 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8501 player->index_bit, push_side);
8502 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8503 player->index_bit, push_side);
8506 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8507 MovDelay[newx][newy] = 1;
8509 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8511 TestIfElementTouchesCustomElement(x, y); // empty or new element
8512 TestIfElementHitsCustomElement(newx, newy, direction);
8513 TestIfPlayerTouchesCustomElement(newx, newy);
8514 TestIfElementTouchesCustomElement(newx, newy);
8516 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8517 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8518 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8519 MV_DIR_OPPOSITE(direction));
8522 int AmoebeNachbarNr(int ax, int ay)
8525 int element = Feld[ax][ay];
8527 static int xy[4][2] =
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8537 int x = ax + xy[i][0];
8538 int y = ay + xy[i][1];
8540 if (!IN_LEV_FIELD(x, y))
8543 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8544 group_nr = AmoebaNr[x][y];
8550 static void AmoebenVereinigen(int ax, int ay)
8552 int i, x, y, xx, yy;
8553 int new_group_nr = AmoebaNr[ax][ay];
8554 static int xy[4][2] =
8562 if (new_group_nr == 0)
8565 for (i = 0; i < NUM_DIRECTIONS; i++)
8570 if (!IN_LEV_FIELD(x, y))
8573 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8574 Feld[x][y] == EL_BD_AMOEBA ||
8575 Feld[x][y] == EL_AMOEBA_DEAD) &&
8576 AmoebaNr[x][y] != new_group_nr)
8578 int old_group_nr = AmoebaNr[x][y];
8580 if (old_group_nr == 0)
8583 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8584 AmoebaCnt[old_group_nr] = 0;
8585 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8586 AmoebaCnt2[old_group_nr] = 0;
8588 SCAN_PLAYFIELD(xx, yy)
8590 if (AmoebaNr[xx][yy] == old_group_nr)
8591 AmoebaNr[xx][yy] = new_group_nr;
8597 void AmoebeUmwandeln(int ax, int ay)
8601 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8603 int group_nr = AmoebaNr[ax][ay];
8608 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8609 printf("AmoebeUmwandeln(): This should never happen!\n");
8614 SCAN_PLAYFIELD(x, y)
8616 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8619 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8623 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8624 SND_AMOEBA_TURNING_TO_GEM :
8625 SND_AMOEBA_TURNING_TO_ROCK));
8630 static int xy[4][2] =
8638 for (i = 0; i < NUM_DIRECTIONS; i++)
8643 if (!IN_LEV_FIELD(x, y))
8646 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8648 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8649 SND_AMOEBA_TURNING_TO_GEM :
8650 SND_AMOEBA_TURNING_TO_ROCK));
8657 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8660 int group_nr = AmoebaNr[ax][ay];
8661 boolean done = FALSE;
8666 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8667 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8672 SCAN_PLAYFIELD(x, y)
8674 if (AmoebaNr[x][y] == group_nr &&
8675 (Feld[x][y] == EL_AMOEBA_DEAD ||
8676 Feld[x][y] == EL_BD_AMOEBA ||
8677 Feld[x][y] == EL_AMOEBA_GROWING))
8680 Feld[x][y] = new_element;
8681 InitField(x, y, FALSE);
8682 TEST_DrawLevelField(x, y);
8688 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8689 SND_BD_AMOEBA_TURNING_TO_ROCK :
8690 SND_BD_AMOEBA_TURNING_TO_GEM));
8693 static void AmoebeWaechst(int x, int y)
8695 static unsigned int sound_delay = 0;
8696 static unsigned int sound_delay_value = 0;
8698 if (!MovDelay[x][y]) // start new growing cycle
8702 if (DelayReached(&sound_delay, sound_delay_value))
8704 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8705 sound_delay_value = 30;
8709 if (MovDelay[x][y]) // wait some time before growing bigger
8712 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8714 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8715 6 - MovDelay[x][y]);
8717 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8720 if (!MovDelay[x][y])
8722 Feld[x][y] = Store[x][y];
8724 TEST_DrawLevelField(x, y);
8729 static void AmoebaDisappearing(int x, int y)
8731 static unsigned int sound_delay = 0;
8732 static unsigned int sound_delay_value = 0;
8734 if (!MovDelay[x][y]) // start new shrinking cycle
8738 if (DelayReached(&sound_delay, sound_delay_value))
8739 sound_delay_value = 30;
8742 if (MovDelay[x][y]) // wait some time before shrinking
8745 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8747 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8748 6 - MovDelay[x][y]);
8750 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8753 if (!MovDelay[x][y])
8755 Feld[x][y] = EL_EMPTY;
8756 TEST_DrawLevelField(x, y);
8758 // don't let mole enter this field in this cycle;
8759 // (give priority to objects falling to this field from above)
8765 static void AmoebeAbleger(int ax, int ay)
8768 int element = Feld[ax][ay];
8769 int graphic = el2img(element);
8770 int newax = ax, neway = ay;
8771 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8772 static int xy[4][2] =
8780 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8782 Feld[ax][ay] = EL_AMOEBA_DEAD;
8783 TEST_DrawLevelField(ax, ay);
8787 if (IS_ANIMATED(graphic))
8788 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8790 if (!MovDelay[ax][ay]) // start making new amoeba field
8791 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8793 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8796 if (MovDelay[ax][ay])
8800 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8803 int x = ax + xy[start][0];
8804 int y = ay + xy[start][1];
8806 if (!IN_LEV_FIELD(x, y))
8809 if (IS_FREE(x, y) ||
8810 CAN_GROW_INTO(Feld[x][y]) ||
8811 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8812 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8818 if (newax == ax && neway == ay)
8821 else // normal or "filled" (BD style) amoeba
8824 boolean waiting_for_player = FALSE;
8826 for (i = 0; i < NUM_DIRECTIONS; i++)
8828 int j = (start + i) % 4;
8829 int x = ax + xy[j][0];
8830 int y = ay + xy[j][1];
8832 if (!IN_LEV_FIELD(x, y))
8835 if (IS_FREE(x, y) ||
8836 CAN_GROW_INTO(Feld[x][y]) ||
8837 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8838 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8844 else if (IS_PLAYER(x, y))
8845 waiting_for_player = TRUE;
8848 if (newax == ax && neway == ay) // amoeba cannot grow
8850 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8852 Feld[ax][ay] = EL_AMOEBA_DEAD;
8853 TEST_DrawLevelField(ax, ay);
8854 AmoebaCnt[AmoebaNr[ax][ay]]--;
8856 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8858 if (element == EL_AMOEBA_FULL)
8859 AmoebeUmwandeln(ax, ay);
8860 else if (element == EL_BD_AMOEBA)
8861 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8866 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8868 // amoeba gets larger by growing in some direction
8870 int new_group_nr = AmoebaNr[ax][ay];
8873 if (new_group_nr == 0)
8875 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8876 printf("AmoebeAbleger(): This should never happen!\n");
8881 AmoebaNr[newax][neway] = new_group_nr;
8882 AmoebaCnt[new_group_nr]++;
8883 AmoebaCnt2[new_group_nr]++;
8885 // if amoeba touches other amoeba(s) after growing, unify them
8886 AmoebenVereinigen(newax, neway);
8888 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8890 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8896 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8897 (neway == lev_fieldy - 1 && newax != ax))
8899 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8900 Store[newax][neway] = element;
8902 else if (neway == ay || element == EL_EMC_DRIPPER)
8904 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8906 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8910 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8911 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8912 Store[ax][ay] = EL_AMOEBA_DROP;
8913 ContinueMoving(ax, ay);
8917 TEST_DrawLevelField(newax, neway);
8920 static void Life(int ax, int ay)
8924 int element = Feld[ax][ay];
8925 int graphic = el2img(element);
8926 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8928 boolean changed = FALSE;
8930 if (IS_ANIMATED(graphic))
8931 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8936 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8937 MovDelay[ax][ay] = life_time;
8939 if (MovDelay[ax][ay]) // wait some time before next cycle
8942 if (MovDelay[ax][ay])
8946 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8948 int xx = ax+x1, yy = ay+y1;
8949 int old_element = Feld[xx][yy];
8950 int num_neighbours = 0;
8952 if (!IN_LEV_FIELD(xx, yy))
8955 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8957 int x = xx+x2, y = yy+y2;
8959 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8962 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8963 boolean is_neighbour = FALSE;
8965 if (level.use_life_bugs)
8967 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8968 (IS_FREE(x, y) && Stop[x][y]));
8971 (Last[x][y] == element || is_player_cell);
8977 boolean is_free = FALSE;
8979 if (level.use_life_bugs)
8980 is_free = (IS_FREE(xx, yy));
8982 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8984 if (xx == ax && yy == ay) // field in the middle
8986 if (num_neighbours < life_parameter[0] ||
8987 num_neighbours > life_parameter[1])
8989 Feld[xx][yy] = EL_EMPTY;
8990 if (Feld[xx][yy] != old_element)
8991 TEST_DrawLevelField(xx, yy);
8992 Stop[xx][yy] = TRUE;
8996 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8997 { // free border field
8998 if (num_neighbours >= life_parameter[2] &&
8999 num_neighbours <= life_parameter[3])
9001 Feld[xx][yy] = element;
9002 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9003 if (Feld[xx][yy] != old_element)
9004 TEST_DrawLevelField(xx, yy);
9005 Stop[xx][yy] = TRUE;
9012 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9013 SND_GAME_OF_LIFE_GROWING);
9016 static void InitRobotWheel(int x, int y)
9018 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9021 static void RunRobotWheel(int x, int y)
9023 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9026 static void StopRobotWheel(int x, int y)
9028 if (ZX == x && ZY == y)
9032 game.robot_wheel_active = FALSE;
9036 static void InitTimegateWheel(int x, int y)
9038 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9041 static void RunTimegateWheel(int x, int y)
9043 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9046 static void InitMagicBallDelay(int x, int y)
9048 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9051 static void ActivateMagicBall(int bx, int by)
9055 if (level.ball_random)
9057 int pos_border = RND(8); // select one of the eight border elements
9058 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9059 int xx = pos_content % 3;
9060 int yy = pos_content / 3;
9065 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9066 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9070 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9072 int xx = x - bx + 1;
9073 int yy = y - by + 1;
9075 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9076 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9080 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9083 static void CheckExit(int x, int y)
9085 if (local_player->gems_still_needed > 0 ||
9086 local_player->sokoban_fields_still_needed > 0 ||
9087 local_player->sokoban_objects_still_needed > 0 ||
9088 local_player->lights_still_needed > 0)
9090 int element = Feld[x][y];
9091 int graphic = el2img(element);
9093 if (IS_ANIMATED(graphic))
9094 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9099 if (AllPlayersGone) // do not re-open exit door closed after last player
9102 Feld[x][y] = EL_EXIT_OPENING;
9104 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9107 static void CheckExitEM(int x, int y)
9109 if (local_player->gems_still_needed > 0 ||
9110 local_player->sokoban_fields_still_needed > 0 ||
9111 local_player->sokoban_objects_still_needed > 0 ||
9112 local_player->lights_still_needed > 0)
9114 int element = Feld[x][y];
9115 int graphic = el2img(element);
9117 if (IS_ANIMATED(graphic))
9118 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9123 if (AllPlayersGone) // do not re-open exit door closed after last player
9126 Feld[x][y] = EL_EM_EXIT_OPENING;
9128 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9131 static void CheckExitSteel(int x, int y)
9133 if (local_player->gems_still_needed > 0 ||
9134 local_player->sokoban_fields_still_needed > 0 ||
9135 local_player->sokoban_objects_still_needed > 0 ||
9136 local_player->lights_still_needed > 0)
9138 int element = Feld[x][y];
9139 int graphic = el2img(element);
9141 if (IS_ANIMATED(graphic))
9142 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9147 if (AllPlayersGone) // do not re-open exit door closed after last player
9150 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9152 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9155 static void CheckExitSteelEM(int x, int y)
9157 if (local_player->gems_still_needed > 0 ||
9158 local_player->sokoban_fields_still_needed > 0 ||
9159 local_player->sokoban_objects_still_needed > 0 ||
9160 local_player->lights_still_needed > 0)
9162 int element = Feld[x][y];
9163 int graphic = el2img(element);
9165 if (IS_ANIMATED(graphic))
9166 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9171 if (AllPlayersGone) // do not re-open exit door closed after last player
9174 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9176 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9179 static void CheckExitSP(int x, int y)
9181 if (local_player->gems_still_needed > 0)
9183 int element = Feld[x][y];
9184 int graphic = el2img(element);
9186 if (IS_ANIMATED(graphic))
9187 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9192 if (AllPlayersGone) // do not re-open exit door closed after last player
9195 Feld[x][y] = EL_SP_EXIT_OPENING;
9197 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9200 static void CloseAllOpenTimegates(void)
9204 SCAN_PLAYFIELD(x, y)
9206 int element = Feld[x][y];
9208 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9210 Feld[x][y] = EL_TIMEGATE_CLOSING;
9212 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9217 static void DrawTwinkleOnField(int x, int y)
9219 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9222 if (Feld[x][y] == EL_BD_DIAMOND)
9225 if (MovDelay[x][y] == 0) // next animation frame
9226 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9228 if (MovDelay[x][y] != 0) // wait some time before next frame
9232 DrawLevelElementAnimation(x, y, Feld[x][y]);
9234 if (MovDelay[x][y] != 0)
9236 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9237 10 - MovDelay[x][y]);
9239 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9244 static void MauerWaechst(int x, int y)
9248 if (!MovDelay[x][y]) // next animation frame
9249 MovDelay[x][y] = 3 * delay;
9251 if (MovDelay[x][y]) // wait some time before next frame
9255 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9257 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9258 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9260 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9263 if (!MovDelay[x][y])
9265 if (MovDir[x][y] == MV_LEFT)
9267 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9268 TEST_DrawLevelField(x - 1, y);
9270 else if (MovDir[x][y] == MV_RIGHT)
9272 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9273 TEST_DrawLevelField(x + 1, y);
9275 else if (MovDir[x][y] == MV_UP)
9277 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9278 TEST_DrawLevelField(x, y - 1);
9282 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9283 TEST_DrawLevelField(x, y + 1);
9286 Feld[x][y] = Store[x][y];
9288 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9289 TEST_DrawLevelField(x, y);
9294 static void MauerAbleger(int ax, int ay)
9296 int element = Feld[ax][ay];
9297 int graphic = el2img(element);
9298 boolean oben_frei = FALSE, unten_frei = FALSE;
9299 boolean links_frei = FALSE, rechts_frei = FALSE;
9300 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9301 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9302 boolean new_wall = FALSE;
9304 if (IS_ANIMATED(graphic))
9305 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9307 if (!MovDelay[ax][ay]) // start building new wall
9308 MovDelay[ax][ay] = 6;
9310 if (MovDelay[ax][ay]) // wait some time before building new wall
9313 if (MovDelay[ax][ay])
9317 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9319 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9321 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9323 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9326 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9327 element == EL_EXPANDABLE_WALL_ANY)
9331 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9332 Store[ax][ay-1] = element;
9333 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9334 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9335 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9336 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9341 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9342 Store[ax][ay+1] = element;
9343 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9344 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9345 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9346 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9351 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9352 element == EL_EXPANDABLE_WALL_ANY ||
9353 element == EL_EXPANDABLE_WALL ||
9354 element == EL_BD_EXPANDABLE_WALL)
9358 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9359 Store[ax-1][ay] = element;
9360 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9361 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9362 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9363 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9369 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9370 Store[ax+1][ay] = element;
9371 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9372 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9373 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9374 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9379 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9380 TEST_DrawLevelField(ax, ay);
9382 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9384 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9385 unten_massiv = TRUE;
9386 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9387 links_massiv = TRUE;
9388 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9389 rechts_massiv = TRUE;
9391 if (((oben_massiv && unten_massiv) ||
9392 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9393 element == EL_EXPANDABLE_WALL) &&
9394 ((links_massiv && rechts_massiv) ||
9395 element == EL_EXPANDABLE_WALL_VERTICAL))
9396 Feld[ax][ay] = EL_WALL;
9399 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9402 static void MauerAblegerStahl(int ax, int ay)
9404 int element = Feld[ax][ay];
9405 int graphic = el2img(element);
9406 boolean oben_frei = FALSE, unten_frei = FALSE;
9407 boolean links_frei = FALSE, rechts_frei = FALSE;
9408 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9409 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9410 boolean new_wall = FALSE;
9412 if (IS_ANIMATED(graphic))
9413 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9415 if (!MovDelay[ax][ay]) // start building new wall
9416 MovDelay[ax][ay] = 6;
9418 if (MovDelay[ax][ay]) // wait some time before building new wall
9421 if (MovDelay[ax][ay])
9425 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9427 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9429 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9431 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9434 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9435 element == EL_EXPANDABLE_STEELWALL_ANY)
9439 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9440 Store[ax][ay-1] = element;
9441 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9442 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9443 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9444 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9449 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9450 Store[ax][ay+1] = element;
9451 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9452 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9453 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9454 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9459 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9460 element == EL_EXPANDABLE_STEELWALL_ANY)
9464 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9465 Store[ax-1][ay] = element;
9466 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9467 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9468 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9469 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9475 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9476 Store[ax+1][ay] = element;
9477 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9478 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9479 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9480 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9485 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9487 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9488 unten_massiv = TRUE;
9489 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9490 links_massiv = TRUE;
9491 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9492 rechts_massiv = TRUE;
9494 if (((oben_massiv && unten_massiv) ||
9495 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9496 ((links_massiv && rechts_massiv) ||
9497 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9498 Feld[ax][ay] = EL_STEELWALL;
9501 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9504 static void CheckForDragon(int x, int y)
9507 boolean dragon_found = FALSE;
9508 static int xy[4][2] =
9516 for (i = 0; i < NUM_DIRECTIONS; i++)
9518 for (j = 0; j < 4; j++)
9520 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9522 if (IN_LEV_FIELD(xx, yy) &&
9523 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9525 if (Feld[xx][yy] == EL_DRAGON)
9526 dragon_found = TRUE;
9535 for (i = 0; i < NUM_DIRECTIONS; i++)
9537 for (j = 0; j < 3; j++)
9539 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9541 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9543 Feld[xx][yy] = EL_EMPTY;
9544 TEST_DrawLevelField(xx, yy);
9553 static void InitBuggyBase(int x, int y)
9555 int element = Feld[x][y];
9556 int activating_delay = FRAMES_PER_SECOND / 4;
9559 (element == EL_SP_BUGGY_BASE ?
9560 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9561 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9563 element == EL_SP_BUGGY_BASE_ACTIVE ?
9564 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9567 static void WarnBuggyBase(int x, int y)
9570 static int xy[4][2] =
9578 for (i = 0; i < NUM_DIRECTIONS; i++)
9580 int xx = x + xy[i][0];
9581 int yy = y + xy[i][1];
9583 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9585 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9592 static void InitTrap(int x, int y)
9594 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9597 static void ActivateTrap(int x, int y)
9599 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9602 static void ChangeActiveTrap(int x, int y)
9604 int graphic = IMG_TRAP_ACTIVE;
9606 // if new animation frame was drawn, correct crumbled sand border
9607 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9608 TEST_DrawLevelFieldCrumbled(x, y);
9611 static int getSpecialActionElement(int element, int number, int base_element)
9613 return (element != EL_EMPTY ? element :
9614 number != -1 ? base_element + number - 1 :
9618 static int getModifiedActionNumber(int value_old, int operator, int operand,
9619 int value_min, int value_max)
9621 int value_new = (operator == CA_MODE_SET ? operand :
9622 operator == CA_MODE_ADD ? value_old + operand :
9623 operator == CA_MODE_SUBTRACT ? value_old - operand :
9624 operator == CA_MODE_MULTIPLY ? value_old * operand :
9625 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9626 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9629 return (value_new < value_min ? value_min :
9630 value_new > value_max ? value_max :
9634 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9636 struct ElementInfo *ei = &element_info[element];
9637 struct ElementChangeInfo *change = &ei->change_page[page];
9638 int target_element = change->target_element;
9639 int action_type = change->action_type;
9640 int action_mode = change->action_mode;
9641 int action_arg = change->action_arg;
9642 int action_element = change->action_element;
9645 if (!change->has_action)
9648 // ---------- determine action paramater values -----------------------------
9650 int level_time_value =
9651 (level.time > 0 ? TimeLeft :
9654 int action_arg_element_raw =
9655 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9656 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9657 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9658 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9659 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9660 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9661 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9663 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9665 int action_arg_direction =
9666 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9667 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9668 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9669 change->actual_trigger_side :
9670 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9671 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9674 int action_arg_number_min =
9675 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9678 int action_arg_number_max =
9679 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9680 action_type == CA_SET_LEVEL_GEMS ? 999 :
9681 action_type == CA_SET_LEVEL_TIME ? 9999 :
9682 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9683 action_type == CA_SET_CE_VALUE ? 9999 :
9684 action_type == CA_SET_CE_SCORE ? 9999 :
9687 int action_arg_number_reset =
9688 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9689 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9690 action_type == CA_SET_LEVEL_TIME ? level.time :
9691 action_type == CA_SET_LEVEL_SCORE ? 0 :
9692 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9693 action_type == CA_SET_CE_SCORE ? 0 :
9696 int action_arg_number =
9697 (action_arg <= CA_ARG_MAX ? action_arg :
9698 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9699 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9700 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9701 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9702 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9703 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9704 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9705 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9706 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9707 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9708 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9709 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9710 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9711 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9712 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9713 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9714 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9715 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9716 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9717 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9718 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9721 int action_arg_number_old =
9722 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9723 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9724 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9725 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9726 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9729 int action_arg_number_new =
9730 getModifiedActionNumber(action_arg_number_old,
9731 action_mode, action_arg_number,
9732 action_arg_number_min, action_arg_number_max);
9734 int trigger_player_bits =
9735 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9736 change->actual_trigger_player_bits : change->trigger_player);
9738 int action_arg_player_bits =
9739 (action_arg >= CA_ARG_PLAYER_1 &&
9740 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9741 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9742 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9745 // ---------- execute action -----------------------------------------------
9747 switch (action_type)
9754 // ---------- level actions ----------------------------------------------
9756 case CA_RESTART_LEVEL:
9758 game.restart_level = TRUE;
9763 case CA_SHOW_ENVELOPE:
9765 int element = getSpecialActionElement(action_arg_element,
9766 action_arg_number, EL_ENVELOPE_1);
9768 if (IS_ENVELOPE(element))
9769 local_player->show_envelope = element;
9774 case CA_SET_LEVEL_TIME:
9776 if (level.time > 0) // only modify limited time value
9778 TimeLeft = action_arg_number_new;
9780 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9782 DisplayGameControlValues();
9784 if (!TimeLeft && setup.time_limit)
9785 for (i = 0; i < MAX_PLAYERS; i++)
9786 KillPlayer(&stored_player[i]);
9792 case CA_SET_LEVEL_SCORE:
9794 local_player->score = action_arg_number_new;
9796 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9798 DisplayGameControlValues();
9803 case CA_SET_LEVEL_GEMS:
9805 local_player->gems_still_needed = action_arg_number_new;
9807 game.snapshot.collected_item = TRUE;
9809 game_panel_controls[GAME_PANEL_GEMS].value =
9810 local_player->gems_still_needed;
9812 DisplayGameControlValues();
9817 case CA_SET_LEVEL_WIND:
9819 game.wind_direction = action_arg_direction;
9824 case CA_SET_LEVEL_RANDOM_SEED:
9826 // ensure that setting a new random seed while playing is predictable
9827 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9832 // ---------- player actions ---------------------------------------------
9834 case CA_MOVE_PLAYER:
9836 // automatically move to the next field in specified direction
9837 for (i = 0; i < MAX_PLAYERS; i++)
9838 if (trigger_player_bits & (1 << i))
9839 stored_player[i].programmed_action = action_arg_direction;
9844 case CA_EXIT_PLAYER:
9846 for (i = 0; i < MAX_PLAYERS; i++)
9847 if (action_arg_player_bits & (1 << i))
9848 ExitPlayer(&stored_player[i]);
9851 PlayerWins(local_player);
9856 case CA_KILL_PLAYER:
9858 for (i = 0; i < MAX_PLAYERS; i++)
9859 if (action_arg_player_bits & (1 << i))
9860 KillPlayer(&stored_player[i]);
9865 case CA_SET_PLAYER_KEYS:
9867 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9868 int element = getSpecialActionElement(action_arg_element,
9869 action_arg_number, EL_KEY_1);
9871 if (IS_KEY(element))
9873 for (i = 0; i < MAX_PLAYERS; i++)
9875 if (trigger_player_bits & (1 << i))
9877 stored_player[i].key[KEY_NR(element)] = key_state;
9879 DrawGameDoorValues();
9887 case CA_SET_PLAYER_SPEED:
9889 for (i = 0; i < MAX_PLAYERS; i++)
9891 if (trigger_player_bits & (1 << i))
9893 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9895 if (action_arg == CA_ARG_SPEED_FASTER &&
9896 stored_player[i].cannot_move)
9898 action_arg_number = STEPSIZE_VERY_SLOW;
9900 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9901 action_arg == CA_ARG_SPEED_FASTER)
9903 action_arg_number = 2;
9904 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9907 else if (action_arg == CA_ARG_NUMBER_RESET)
9909 action_arg_number = level.initial_player_stepsize[i];
9913 getModifiedActionNumber(move_stepsize,
9916 action_arg_number_min,
9917 action_arg_number_max);
9919 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9926 case CA_SET_PLAYER_SHIELD:
9928 for (i = 0; i < MAX_PLAYERS; i++)
9930 if (trigger_player_bits & (1 << i))
9932 if (action_arg == CA_ARG_SHIELD_OFF)
9934 stored_player[i].shield_normal_time_left = 0;
9935 stored_player[i].shield_deadly_time_left = 0;
9937 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9939 stored_player[i].shield_normal_time_left = 999999;
9941 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9943 stored_player[i].shield_normal_time_left = 999999;
9944 stored_player[i].shield_deadly_time_left = 999999;
9952 case CA_SET_PLAYER_GRAVITY:
9954 for (i = 0; i < MAX_PLAYERS; i++)
9956 if (trigger_player_bits & (1 << i))
9958 stored_player[i].gravity =
9959 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9960 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9961 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9962 stored_player[i].gravity);
9969 case CA_SET_PLAYER_ARTWORK:
9971 for (i = 0; i < MAX_PLAYERS; i++)
9973 if (trigger_player_bits & (1 << i))
9975 int artwork_element = action_arg_element;
9977 if (action_arg == CA_ARG_ELEMENT_RESET)
9979 (level.use_artwork_element[i] ? level.artwork_element[i] :
9980 stored_player[i].element_nr);
9982 if (stored_player[i].artwork_element != artwork_element)
9983 stored_player[i].Frame = 0;
9985 stored_player[i].artwork_element = artwork_element;
9987 SetPlayerWaiting(&stored_player[i], FALSE);
9989 // set number of special actions for bored and sleeping animation
9990 stored_player[i].num_special_action_bored =
9991 get_num_special_action(artwork_element,
9992 ACTION_BORING_1, ACTION_BORING_LAST);
9993 stored_player[i].num_special_action_sleeping =
9994 get_num_special_action(artwork_element,
9995 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10002 case CA_SET_PLAYER_INVENTORY:
10004 for (i = 0; i < MAX_PLAYERS; i++)
10006 struct PlayerInfo *player = &stored_player[i];
10009 if (trigger_player_bits & (1 << i))
10011 int inventory_element = action_arg_element;
10013 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10014 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10015 action_arg == CA_ARG_ELEMENT_ACTION)
10017 int element = inventory_element;
10018 int collect_count = element_info[element].collect_count_initial;
10020 if (!IS_CUSTOM_ELEMENT(element))
10023 if (collect_count == 0)
10024 player->inventory_infinite_element = element;
10026 for (k = 0; k < collect_count; k++)
10027 if (player->inventory_size < MAX_INVENTORY_SIZE)
10028 player->inventory_element[player->inventory_size++] =
10031 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10032 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10033 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10035 if (player->inventory_infinite_element != EL_UNDEFINED &&
10036 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10037 action_arg_element_raw))
10038 player->inventory_infinite_element = EL_UNDEFINED;
10040 for (k = 0, j = 0; j < player->inventory_size; j++)
10042 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10043 action_arg_element_raw))
10044 player->inventory_element[k++] = player->inventory_element[j];
10047 player->inventory_size = k;
10049 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10051 if (player->inventory_size > 0)
10053 for (j = 0; j < player->inventory_size - 1; j++)
10054 player->inventory_element[j] = player->inventory_element[j + 1];
10056 player->inventory_size--;
10059 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10061 if (player->inventory_size > 0)
10062 player->inventory_size--;
10064 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10066 player->inventory_infinite_element = EL_UNDEFINED;
10067 player->inventory_size = 0;
10069 else if (action_arg == CA_ARG_INVENTORY_RESET)
10071 player->inventory_infinite_element = EL_UNDEFINED;
10072 player->inventory_size = 0;
10074 if (level.use_initial_inventory[i])
10076 for (j = 0; j < level.initial_inventory_size[i]; j++)
10078 int element = level.initial_inventory_content[i][j];
10079 int collect_count = element_info[element].collect_count_initial;
10081 if (!IS_CUSTOM_ELEMENT(element))
10084 if (collect_count == 0)
10085 player->inventory_infinite_element = element;
10087 for (k = 0; k < collect_count; k++)
10088 if (player->inventory_size < MAX_INVENTORY_SIZE)
10089 player->inventory_element[player->inventory_size++] =
10100 // ---------- CE actions -------------------------------------------------
10102 case CA_SET_CE_VALUE:
10104 int last_ce_value = CustomValue[x][y];
10106 CustomValue[x][y] = action_arg_number_new;
10108 if (CustomValue[x][y] != last_ce_value)
10110 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10111 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10113 if (CustomValue[x][y] == 0)
10115 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10116 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10123 case CA_SET_CE_SCORE:
10125 int last_ce_score = ei->collect_score;
10127 ei->collect_score = action_arg_number_new;
10129 if (ei->collect_score != last_ce_score)
10131 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10132 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10134 if (ei->collect_score == 0)
10138 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10139 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10142 This is a very special case that seems to be a mixture between
10143 CheckElementChange() and CheckTriggeredElementChange(): while
10144 the first one only affects single elements that are triggered
10145 directly, the second one affects multiple elements in the playfield
10146 that are triggered indirectly by another element. This is a third
10147 case: Changing the CE score always affects multiple identical CEs,
10148 so every affected CE must be checked, not only the single CE for
10149 which the CE score was changed in the first place (as every instance
10150 of that CE shares the same CE score, and therefore also can change)!
10152 SCAN_PLAYFIELD(xx, yy)
10154 if (Feld[xx][yy] == element)
10155 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10156 CE_SCORE_GETS_ZERO);
10164 case CA_SET_CE_ARTWORK:
10166 int artwork_element = action_arg_element;
10167 boolean reset_frame = FALSE;
10170 if (action_arg == CA_ARG_ELEMENT_RESET)
10171 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10174 if (ei->gfx_element != artwork_element)
10175 reset_frame = TRUE;
10177 ei->gfx_element = artwork_element;
10179 SCAN_PLAYFIELD(xx, yy)
10181 if (Feld[xx][yy] == element)
10185 ResetGfxAnimation(xx, yy);
10186 ResetRandomAnimationValue(xx, yy);
10189 TEST_DrawLevelField(xx, yy);
10196 // ---------- engine actions ---------------------------------------------
10198 case CA_SET_ENGINE_SCAN_MODE:
10200 InitPlayfieldScanMode(action_arg);
10210 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10212 int old_element = Feld[x][y];
10213 int new_element = GetElementFromGroupElement(element);
10214 int previous_move_direction = MovDir[x][y];
10215 int last_ce_value = CustomValue[x][y];
10216 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10217 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10218 boolean add_player_onto_element = (new_element_is_player &&
10219 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10220 IS_WALKABLE(old_element));
10222 if (!add_player_onto_element)
10224 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10225 RemoveMovingField(x, y);
10229 Feld[x][y] = new_element;
10231 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10232 MovDir[x][y] = previous_move_direction;
10234 if (element_info[new_element].use_last_ce_value)
10235 CustomValue[x][y] = last_ce_value;
10237 InitField_WithBug1(x, y, FALSE);
10239 new_element = Feld[x][y]; // element may have changed
10241 ResetGfxAnimation(x, y);
10242 ResetRandomAnimationValue(x, y);
10244 TEST_DrawLevelField(x, y);
10246 if (GFX_CRUMBLED(new_element))
10247 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10250 // check if element under the player changes from accessible to unaccessible
10251 // (needed for special case of dropping element which then changes)
10252 // (must be checked after creating new element for walkable group elements)
10253 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10254 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10261 // "ChangeCount" not set yet to allow "entered by player" change one time
10262 if (new_element_is_player)
10263 RelocatePlayer(x, y, new_element);
10266 ChangeCount[x][y]++; // count number of changes in the same frame
10268 TestIfBadThingTouchesPlayer(x, y);
10269 TestIfPlayerTouchesCustomElement(x, y);
10270 TestIfElementTouchesCustomElement(x, y);
10273 static void CreateField(int x, int y, int element)
10275 CreateFieldExt(x, y, element, FALSE);
10278 static void CreateElementFromChange(int x, int y, int element)
10280 element = GET_VALID_RUNTIME_ELEMENT(element);
10282 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10284 int old_element = Feld[x][y];
10286 // prevent changed element from moving in same engine frame
10287 // unless both old and new element can either fall or move
10288 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10289 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10293 CreateFieldExt(x, y, element, TRUE);
10296 static boolean ChangeElement(int x, int y, int element, int page)
10298 struct ElementInfo *ei = &element_info[element];
10299 struct ElementChangeInfo *change = &ei->change_page[page];
10300 int ce_value = CustomValue[x][y];
10301 int ce_score = ei->collect_score;
10302 int target_element;
10303 int old_element = Feld[x][y];
10305 // always use default change event to prevent running into a loop
10306 if (ChangeEvent[x][y] == -1)
10307 ChangeEvent[x][y] = CE_DELAY;
10309 if (ChangeEvent[x][y] == CE_DELAY)
10311 // reset actual trigger element, trigger player and action element
10312 change->actual_trigger_element = EL_EMPTY;
10313 change->actual_trigger_player = EL_EMPTY;
10314 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10315 change->actual_trigger_side = CH_SIDE_NONE;
10316 change->actual_trigger_ce_value = 0;
10317 change->actual_trigger_ce_score = 0;
10320 // do not change elements more than a specified maximum number of changes
10321 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10324 ChangeCount[x][y]++; // count number of changes in the same frame
10326 if (change->explode)
10333 if (change->use_target_content)
10335 boolean complete_replace = TRUE;
10336 boolean can_replace[3][3];
10339 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10342 boolean is_walkable;
10343 boolean is_diggable;
10344 boolean is_collectible;
10345 boolean is_removable;
10346 boolean is_destructible;
10347 int ex = x + xx - 1;
10348 int ey = y + yy - 1;
10349 int content_element = change->target_content.e[xx][yy];
10352 can_replace[xx][yy] = TRUE;
10354 if (ex == x && ey == y) // do not check changing element itself
10357 if (content_element == EL_EMPTY_SPACE)
10359 can_replace[xx][yy] = FALSE; // do not replace border with space
10364 if (!IN_LEV_FIELD(ex, ey))
10366 can_replace[xx][yy] = FALSE;
10367 complete_replace = FALSE;
10374 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10375 e = MovingOrBlocked2Element(ex, ey);
10377 is_empty = (IS_FREE(ex, ey) ||
10378 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10380 is_walkable = (is_empty || IS_WALKABLE(e));
10381 is_diggable = (is_empty || IS_DIGGABLE(e));
10382 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10383 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10384 is_removable = (is_diggable || is_collectible);
10386 can_replace[xx][yy] =
10387 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10388 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10389 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10390 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10391 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10392 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10393 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10395 if (!can_replace[xx][yy])
10396 complete_replace = FALSE;
10399 if (!change->only_if_complete || complete_replace)
10401 boolean something_has_changed = FALSE;
10403 if (change->only_if_complete && change->use_random_replace &&
10404 RND(100) < change->random_percentage)
10407 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10409 int ex = x + xx - 1;
10410 int ey = y + yy - 1;
10411 int content_element;
10413 if (can_replace[xx][yy] && (!change->use_random_replace ||
10414 RND(100) < change->random_percentage))
10416 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10417 RemoveMovingField(ex, ey);
10419 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10421 content_element = change->target_content.e[xx][yy];
10422 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10423 ce_value, ce_score);
10425 CreateElementFromChange(ex, ey, target_element);
10427 something_has_changed = TRUE;
10429 // for symmetry reasons, freeze newly created border elements
10430 if (ex != x || ey != y)
10431 Stop[ex][ey] = TRUE; // no more moving in this frame
10435 if (something_has_changed)
10437 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10438 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10444 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10445 ce_value, ce_score);
10447 if (element == EL_DIAGONAL_GROWING ||
10448 element == EL_DIAGONAL_SHRINKING)
10450 target_element = Store[x][y];
10452 Store[x][y] = EL_EMPTY;
10455 CreateElementFromChange(x, y, target_element);
10457 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10458 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10461 // this uses direct change before indirect change
10462 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10467 static void HandleElementChange(int x, int y, int page)
10469 int element = MovingOrBlocked2Element(x, y);
10470 struct ElementInfo *ei = &element_info[element];
10471 struct ElementChangeInfo *change = &ei->change_page[page];
10472 boolean handle_action_before_change = FALSE;
10475 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10476 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10479 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10480 x, y, element, element_info[element].token_name);
10481 printf("HandleElementChange(): This should never happen!\n");
10486 // this can happen with classic bombs on walkable, changing elements
10487 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10492 if (ChangeDelay[x][y] == 0) // initialize element change
10494 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10496 if (change->can_change)
10498 // !!! not clear why graphic animation should be reset at all here !!!
10499 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10500 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10503 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10505 When using an animation frame delay of 1 (this only happens with
10506 "sp_zonk.moving.left/right" in the classic graphics), the default
10507 (non-moving) animation shows wrong animation frames (while the
10508 moving animation, like "sp_zonk.moving.left/right", is correct,
10509 so this graphical bug never shows up with the classic graphics).
10510 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10511 be drawn instead of the correct frames 0,1,2,3. This is caused by
10512 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10513 an element change: First when the change delay ("ChangeDelay[][]")
10514 counter has reached zero after decrementing, then a second time in
10515 the next frame (after "GfxFrame[][]" was already incremented) when
10516 "ChangeDelay[][]" is reset to the initial delay value again.
10518 This causes frame 0 to be drawn twice, while the last frame won't
10519 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10521 As some animations may already be cleverly designed around this bug
10522 (at least the "Snake Bite" snake tail animation does this), it cannot
10523 simply be fixed here without breaking such existing animations.
10524 Unfortunately, it cannot easily be detected if a graphics set was
10525 designed "before" or "after" the bug was fixed. As a workaround,
10526 a new graphics set option "game.graphics_engine_version" was added
10527 to be able to specify the game's major release version for which the
10528 graphics set was designed, which can then be used to decide if the
10529 bugfix should be used (version 4 and above) or not (version 3 or
10530 below, or if no version was specified at all, as with old sets).
10532 (The wrong/fixed animation frames can be tested with the test level set
10533 "test_gfxframe" and level "000", which contains a specially prepared
10534 custom element at level position (x/y) == (11/9) which uses the zonk
10535 animation mentioned above. Using "game.graphics_engine_version: 4"
10536 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10537 This can also be seen from the debug output for this test element.)
10540 // when a custom element is about to change (for example by change delay),
10541 // do not reset graphic animation when the custom element is moving
10542 if (game.graphics_engine_version < 4 &&
10545 ResetGfxAnimation(x, y);
10546 ResetRandomAnimationValue(x, y);
10549 if (change->pre_change_function)
10550 change->pre_change_function(x, y);
10554 ChangeDelay[x][y]--;
10556 if (ChangeDelay[x][y] != 0) // continue element change
10558 if (change->can_change)
10560 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10562 if (IS_ANIMATED(graphic))
10563 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10565 if (change->change_function)
10566 change->change_function(x, y);
10569 else // finish element change
10571 if (ChangePage[x][y] != -1) // remember page from delayed change
10573 page = ChangePage[x][y];
10574 ChangePage[x][y] = -1;
10576 change = &ei->change_page[page];
10579 if (IS_MOVING(x, y)) // never change a running system ;-)
10581 ChangeDelay[x][y] = 1; // try change after next move step
10582 ChangePage[x][y] = page; // remember page to use for change
10587 // special case: set new level random seed before changing element
10588 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10589 handle_action_before_change = TRUE;
10591 if (change->has_action && handle_action_before_change)
10592 ExecuteCustomElementAction(x, y, element, page);
10594 if (change->can_change)
10596 if (ChangeElement(x, y, element, page))
10598 if (change->post_change_function)
10599 change->post_change_function(x, y);
10603 if (change->has_action && !handle_action_before_change)
10604 ExecuteCustomElementAction(x, y, element, page);
10608 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10609 int trigger_element,
10611 int trigger_player,
10615 boolean change_done_any = FALSE;
10616 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10619 if (!(trigger_events[trigger_element][trigger_event]))
10622 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10624 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10626 int element = EL_CUSTOM_START + i;
10627 boolean change_done = FALSE;
10630 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10631 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10634 for (p = 0; p < element_info[element].num_change_pages; p++)
10636 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10638 if (change->can_change_or_has_action &&
10639 change->has_event[trigger_event] &&
10640 change->trigger_side & trigger_side &&
10641 change->trigger_player & trigger_player &&
10642 change->trigger_page & trigger_page_bits &&
10643 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10645 change->actual_trigger_element = trigger_element;
10646 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10647 change->actual_trigger_player_bits = trigger_player;
10648 change->actual_trigger_side = trigger_side;
10649 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10650 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10652 if ((change->can_change && !change_done) || change->has_action)
10656 SCAN_PLAYFIELD(x, y)
10658 if (Feld[x][y] == element)
10660 if (change->can_change && !change_done)
10662 // if element already changed in this frame, not only prevent
10663 // another element change (checked in ChangeElement()), but
10664 // also prevent additional element actions for this element
10666 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10667 !level.use_action_after_change_bug)
10670 ChangeDelay[x][y] = 1;
10671 ChangeEvent[x][y] = trigger_event;
10673 HandleElementChange(x, y, p);
10675 else if (change->has_action)
10677 // if element already changed in this frame, not only prevent
10678 // another element change (checked in ChangeElement()), but
10679 // also prevent additional element actions for this element
10681 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10682 !level.use_action_after_change_bug)
10685 ExecuteCustomElementAction(x, y, element, p);
10686 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10691 if (change->can_change)
10693 change_done = TRUE;
10694 change_done_any = TRUE;
10701 RECURSION_LOOP_DETECTION_END();
10703 return change_done_any;
10706 static boolean CheckElementChangeExt(int x, int y,
10708 int trigger_element,
10710 int trigger_player,
10713 boolean change_done = FALSE;
10716 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10717 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10720 if (Feld[x][y] == EL_BLOCKED)
10722 Blocked2Moving(x, y, &x, &y);
10723 element = Feld[x][y];
10726 // check if element has already changed or is about to change after moving
10727 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10728 Feld[x][y] != element) ||
10730 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10731 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10732 ChangePage[x][y] != -1)))
10735 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10737 for (p = 0; p < element_info[element].num_change_pages; p++)
10739 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10741 /* check trigger element for all events where the element that is checked
10742 for changing interacts with a directly adjacent element -- this is
10743 different to element changes that affect other elements to change on the
10744 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10745 boolean check_trigger_element =
10746 (trigger_event == CE_TOUCHING_X ||
10747 trigger_event == CE_HITTING_X ||
10748 trigger_event == CE_HIT_BY_X ||
10749 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10751 if (change->can_change_or_has_action &&
10752 change->has_event[trigger_event] &&
10753 change->trigger_side & trigger_side &&
10754 change->trigger_player & trigger_player &&
10755 (!check_trigger_element ||
10756 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10758 change->actual_trigger_element = trigger_element;
10759 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10760 change->actual_trigger_player_bits = trigger_player;
10761 change->actual_trigger_side = trigger_side;
10762 change->actual_trigger_ce_value = CustomValue[x][y];
10763 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10765 // special case: trigger element not at (x,y) position for some events
10766 if (check_trigger_element)
10778 { 0, 0 }, { 0, 0 }, { 0, 0 },
10782 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10783 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10785 change->actual_trigger_ce_value = CustomValue[xx][yy];
10786 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10789 if (change->can_change && !change_done)
10791 ChangeDelay[x][y] = 1;
10792 ChangeEvent[x][y] = trigger_event;
10794 HandleElementChange(x, y, p);
10796 change_done = TRUE;
10798 else if (change->has_action)
10800 ExecuteCustomElementAction(x, y, element, p);
10801 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10806 RECURSION_LOOP_DETECTION_END();
10808 return change_done;
10811 static void PlayPlayerSound(struct PlayerInfo *player)
10813 int jx = player->jx, jy = player->jy;
10814 int sound_element = player->artwork_element;
10815 int last_action = player->last_action_waiting;
10816 int action = player->action_waiting;
10818 if (player->is_waiting)
10820 if (action != last_action)
10821 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10823 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10827 if (action != last_action)
10828 StopSound(element_info[sound_element].sound[last_action]);
10830 if (last_action == ACTION_SLEEPING)
10831 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10835 static void PlayAllPlayersSound(void)
10839 for (i = 0; i < MAX_PLAYERS; i++)
10840 if (stored_player[i].active)
10841 PlayPlayerSound(&stored_player[i]);
10844 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10846 boolean last_waiting = player->is_waiting;
10847 int move_dir = player->MovDir;
10849 player->dir_waiting = move_dir;
10850 player->last_action_waiting = player->action_waiting;
10854 if (!last_waiting) // not waiting -> waiting
10856 player->is_waiting = TRUE;
10858 player->frame_counter_bored =
10860 game.player_boring_delay_fixed +
10861 GetSimpleRandom(game.player_boring_delay_random);
10862 player->frame_counter_sleeping =
10864 game.player_sleeping_delay_fixed +
10865 GetSimpleRandom(game.player_sleeping_delay_random);
10867 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10870 if (game.player_sleeping_delay_fixed +
10871 game.player_sleeping_delay_random > 0 &&
10872 player->anim_delay_counter == 0 &&
10873 player->post_delay_counter == 0 &&
10874 FrameCounter >= player->frame_counter_sleeping)
10875 player->is_sleeping = TRUE;
10876 else if (game.player_boring_delay_fixed +
10877 game.player_boring_delay_random > 0 &&
10878 FrameCounter >= player->frame_counter_bored)
10879 player->is_bored = TRUE;
10881 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10882 player->is_bored ? ACTION_BORING :
10885 if (player->is_sleeping && player->use_murphy)
10887 // special case for sleeping Murphy when leaning against non-free tile
10889 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10890 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10891 !IS_MOVING(player->jx - 1, player->jy)))
10892 move_dir = MV_LEFT;
10893 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10894 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10895 !IS_MOVING(player->jx + 1, player->jy)))
10896 move_dir = MV_RIGHT;
10898 player->is_sleeping = FALSE;
10900 player->dir_waiting = move_dir;
10903 if (player->is_sleeping)
10905 if (player->num_special_action_sleeping > 0)
10907 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10909 int last_special_action = player->special_action_sleeping;
10910 int num_special_action = player->num_special_action_sleeping;
10911 int special_action =
10912 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10913 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10914 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10915 last_special_action + 1 : ACTION_SLEEPING);
10916 int special_graphic =
10917 el_act_dir2img(player->artwork_element, special_action, move_dir);
10919 player->anim_delay_counter =
10920 graphic_info[special_graphic].anim_delay_fixed +
10921 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10922 player->post_delay_counter =
10923 graphic_info[special_graphic].post_delay_fixed +
10924 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10926 player->special_action_sleeping = special_action;
10929 if (player->anim_delay_counter > 0)
10931 player->action_waiting = player->special_action_sleeping;
10932 player->anim_delay_counter--;
10934 else if (player->post_delay_counter > 0)
10936 player->post_delay_counter--;
10940 else if (player->is_bored)
10942 if (player->num_special_action_bored > 0)
10944 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10946 int special_action =
10947 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10948 int special_graphic =
10949 el_act_dir2img(player->artwork_element, special_action, move_dir);
10951 player->anim_delay_counter =
10952 graphic_info[special_graphic].anim_delay_fixed +
10953 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10954 player->post_delay_counter =
10955 graphic_info[special_graphic].post_delay_fixed +
10956 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10958 player->special_action_bored = special_action;
10961 if (player->anim_delay_counter > 0)
10963 player->action_waiting = player->special_action_bored;
10964 player->anim_delay_counter--;
10966 else if (player->post_delay_counter > 0)
10968 player->post_delay_counter--;
10973 else if (last_waiting) // waiting -> not waiting
10975 player->is_waiting = FALSE;
10976 player->is_bored = FALSE;
10977 player->is_sleeping = FALSE;
10979 player->frame_counter_bored = -1;
10980 player->frame_counter_sleeping = -1;
10982 player->anim_delay_counter = 0;
10983 player->post_delay_counter = 0;
10985 player->dir_waiting = player->MovDir;
10986 player->action_waiting = ACTION_DEFAULT;
10988 player->special_action_bored = ACTION_DEFAULT;
10989 player->special_action_sleeping = ACTION_DEFAULT;
10993 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10995 if ((!player->is_moving && player->was_moving) ||
10996 (player->MovPos == 0 && player->was_moving) ||
10997 (player->is_snapping && !player->was_snapping) ||
10998 (player->is_dropping && !player->was_dropping))
11000 if (!CheckSaveEngineSnapshotToList())
11003 player->was_moving = FALSE;
11004 player->was_snapping = TRUE;
11005 player->was_dropping = TRUE;
11009 if (player->is_moving)
11010 player->was_moving = TRUE;
11012 if (!player->is_snapping)
11013 player->was_snapping = FALSE;
11015 if (!player->is_dropping)
11016 player->was_dropping = FALSE;
11020 static void CheckSingleStepMode(struct PlayerInfo *player)
11022 if (tape.single_step && tape.recording && !tape.pausing)
11024 /* as it is called "single step mode", just return to pause mode when the
11025 player stopped moving after one tile (or never starts moving at all) */
11026 if (!player->is_moving &&
11027 !player->is_pushing &&
11028 !player->is_dropping_pressed)
11030 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11031 SnapField(player, 0, 0); // stop snapping
11035 CheckSaveEngineSnapshot(player);
11038 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11040 int left = player_action & JOY_LEFT;
11041 int right = player_action & JOY_RIGHT;
11042 int up = player_action & JOY_UP;
11043 int down = player_action & JOY_DOWN;
11044 int button1 = player_action & JOY_BUTTON_1;
11045 int button2 = player_action & JOY_BUTTON_2;
11046 int dx = (left ? -1 : right ? 1 : 0);
11047 int dy = (up ? -1 : down ? 1 : 0);
11049 if (!player->active || tape.pausing)
11055 SnapField(player, dx, dy);
11059 DropElement(player);
11061 MovePlayer(player, dx, dy);
11064 CheckSingleStepMode(player);
11066 SetPlayerWaiting(player, FALSE);
11068 return player_action;
11072 // no actions for this player (no input at player's configured device)
11074 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11075 SnapField(player, 0, 0);
11076 CheckGravityMovementWhenNotMoving(player);
11078 if (player->MovPos == 0)
11079 SetPlayerWaiting(player, TRUE);
11081 if (player->MovPos == 0) // needed for tape.playing
11082 player->is_moving = FALSE;
11084 player->is_dropping = FALSE;
11085 player->is_dropping_pressed = FALSE;
11086 player->drop_pressed_delay = 0;
11088 CheckSingleStepMode(player);
11094 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11097 if (!tape.use_mouse)
11100 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11101 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11102 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11105 static void SetTapeActionFromMouseAction(byte *tape_action,
11106 struct MouseActionInfo *mouse_action)
11108 if (!tape.use_mouse)
11111 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11112 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11113 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11116 static void CheckLevelSolved(void)
11118 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11120 if (level.native_em_level->lev->home == 0) // all players at home
11122 PlayerWins(local_player);
11124 AllPlayersGone = TRUE;
11126 level.native_em_level->lev->home = -1;
11129 if (level.native_em_level->ply[0]->alive == 0 &&
11130 level.native_em_level->ply[1]->alive == 0 &&
11131 level.native_em_level->ply[2]->alive == 0 &&
11132 level.native_em_level->ply[3]->alive == 0) // all dead
11133 AllPlayersGone = TRUE;
11135 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11137 if (game_sp.level_solved &&
11138 !game_sp.game_over) // game won
11140 PlayerWins(local_player);
11142 game_sp.game_over = TRUE;
11144 AllPlayersGone = TRUE;
11147 if (game_sp.game_over) // game lost
11148 AllPlayersGone = TRUE;
11150 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11152 if (game_mm.level_solved &&
11153 !game_mm.game_over) // game won
11155 PlayerWins(local_player);
11157 game_mm.game_over = TRUE;
11159 AllPlayersGone = TRUE;
11162 if (game_mm.game_over) // game lost
11163 AllPlayersGone = TRUE;
11167 static void CheckLevelTime(void)
11171 if (TimeFrames >= FRAMES_PER_SECOND)
11176 for (i = 0; i < MAX_PLAYERS; i++)
11178 struct PlayerInfo *player = &stored_player[i];
11180 if (SHIELD_ON(player))
11182 player->shield_normal_time_left--;
11184 if (player->shield_deadly_time_left > 0)
11185 player->shield_deadly_time_left--;
11189 if (!local_player->LevelSolved && !level.use_step_counter)
11197 if (TimeLeft <= 10 && setup.time_limit)
11198 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11200 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11201 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11203 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11205 if (!TimeLeft && setup.time_limit)
11207 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11208 level.native_em_level->lev->killed_out_of_time = TRUE;
11210 for (i = 0; i < MAX_PLAYERS; i++)
11211 KillPlayer(&stored_player[i]);
11214 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
11216 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11219 level.native_em_level->lev->time =
11220 (game.no_time_limit ? TimePlayed : TimeLeft);
11223 if (tape.recording || tape.playing)
11224 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11227 if (tape.recording || tape.playing)
11228 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11230 UpdateAndDisplayGameControlValues();
11233 void AdvanceFrameAndPlayerCounters(int player_nr)
11237 // advance frame counters (global frame counter and time frame counter)
11241 // advance player counters (counters for move delay, move animation etc.)
11242 for (i = 0; i < MAX_PLAYERS; i++)
11244 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11245 int move_delay_value = stored_player[i].move_delay_value;
11246 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11248 if (!advance_player_counters) // not all players may be affected
11251 if (move_frames == 0) // less than one move per game frame
11253 int stepsize = TILEX / move_delay_value;
11254 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11255 int count = (stored_player[i].is_moving ?
11256 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11258 if (count % delay == 0)
11262 stored_player[i].Frame += move_frames;
11264 if (stored_player[i].MovPos != 0)
11265 stored_player[i].StepFrame += move_frames;
11267 if (stored_player[i].move_delay > 0)
11268 stored_player[i].move_delay--;
11270 // due to bugs in previous versions, counter must count up, not down
11271 if (stored_player[i].push_delay != -1)
11272 stored_player[i].push_delay++;
11274 if (stored_player[i].drop_delay > 0)
11275 stored_player[i].drop_delay--;
11277 if (stored_player[i].is_dropping_pressed)
11278 stored_player[i].drop_pressed_delay++;
11282 void StartGameActions(boolean init_network_game, boolean record_tape,
11285 unsigned int new_random_seed = InitRND(random_seed);
11288 TapeStartRecording(new_random_seed);
11290 if (init_network_game)
11292 SendToServer_LevelFile();
11293 SendToServer_StartPlaying();
11301 static void GameActionsExt(void)
11304 static unsigned int game_frame_delay = 0;
11306 unsigned int game_frame_delay_value;
11307 byte *recorded_player_action;
11308 byte summarized_player_action = 0;
11309 byte tape_action[MAX_PLAYERS];
11312 // detect endless loops, caused by custom element programming
11313 if (recursion_loop_detected && recursion_loop_depth == 0)
11315 char *message = getStringCat3("Internal Error! Element ",
11316 EL_NAME(recursion_loop_element),
11317 " caused endless loop! Quit the game?");
11319 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11320 EL_NAME(recursion_loop_element));
11322 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11324 recursion_loop_detected = FALSE; // if game should be continued
11331 if (game.restart_level)
11332 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11334 CheckLevelSolved();
11336 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11339 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11342 if (game_status != GAME_MODE_PLAYING) // status might have changed
11345 game_frame_delay_value =
11346 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11348 if (tape.playing && tape.warp_forward && !tape.pausing)
11349 game_frame_delay_value = 0;
11351 SetVideoFrameDelay(game_frame_delay_value);
11355 // ---------- main game synchronization point ----------
11357 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11359 printf("::: skip == %d\n", skip);
11362 // ---------- main game synchronization point ----------
11364 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11368 if (network_playing && !network_player_action_received)
11370 // try to get network player actions in time
11372 // last chance to get network player actions without main loop delay
11373 HandleNetworking();
11375 // game was quit by network peer
11376 if (game_status != GAME_MODE_PLAYING)
11379 // check if network player actions still missing and game still running
11380 if (!network_player_action_received && !checkGameEnded())
11381 return; // failed to get network player actions in time
11383 // do not yet reset "network_player_action_received" (for tape.pausing)
11389 // at this point we know that we really continue executing the game
11391 network_player_action_received = FALSE;
11393 // when playing tape, read previously recorded player input from tape data
11394 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11396 local_player->effective_mouse_action = local_player->mouse_action;
11398 if (recorded_player_action != NULL)
11399 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11400 recorded_player_action);
11402 // TapePlayAction() may return NULL when toggling to "pause before death"
11406 if (tape.set_centered_player)
11408 game.centered_player_nr_next = tape.centered_player_nr_next;
11409 game.set_centered_player = TRUE;
11412 for (i = 0; i < MAX_PLAYERS; i++)
11414 summarized_player_action |= stored_player[i].action;
11416 if (!network_playing && (game.team_mode || tape.playing))
11417 stored_player[i].effective_action = stored_player[i].action;
11420 if (network_playing && !checkGameEnded())
11421 SendToServer_MovePlayer(summarized_player_action);
11423 // summarize all actions at local players mapped input device position
11424 // (this allows using different input devices in single player mode)
11425 if (!network.enabled && !game.team_mode)
11426 stored_player[map_player_action[local_player->index_nr]].effective_action =
11427 summarized_player_action;
11429 if (tape.recording &&
11431 setup.input_on_focus &&
11432 game.centered_player_nr != -1)
11434 for (i = 0; i < MAX_PLAYERS; i++)
11435 stored_player[i].effective_action =
11436 (i == game.centered_player_nr ? summarized_player_action : 0);
11439 if (recorded_player_action != NULL)
11440 for (i = 0; i < MAX_PLAYERS; i++)
11441 stored_player[i].effective_action = recorded_player_action[i];
11443 for (i = 0; i < MAX_PLAYERS; i++)
11445 tape_action[i] = stored_player[i].effective_action;
11447 /* (this may happen in the RND game engine if a player was not present on
11448 the playfield on level start, but appeared later from a custom element */
11449 if (setup.team_mode &&
11452 !tape.player_participates[i])
11453 tape.player_participates[i] = TRUE;
11456 SetTapeActionFromMouseAction(tape_action,
11457 &local_player->effective_mouse_action);
11459 // only record actions from input devices, but not programmed actions
11460 if (tape.recording)
11461 TapeRecordAction(tape_action);
11463 #if USE_NEW_PLAYER_ASSIGNMENTS
11464 // !!! also map player actions in single player mode !!!
11465 // if (game.team_mode)
11468 byte mapped_action[MAX_PLAYERS];
11470 #if DEBUG_PLAYER_ACTIONS
11472 for (i = 0; i < MAX_PLAYERS; i++)
11473 printf(" %d, ", stored_player[i].effective_action);
11476 for (i = 0; i < MAX_PLAYERS; i++)
11477 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11479 for (i = 0; i < MAX_PLAYERS; i++)
11480 stored_player[i].effective_action = mapped_action[i];
11482 #if DEBUG_PLAYER_ACTIONS
11484 for (i = 0; i < MAX_PLAYERS; i++)
11485 printf(" %d, ", stored_player[i].effective_action);
11489 #if DEBUG_PLAYER_ACTIONS
11493 for (i = 0; i < MAX_PLAYERS; i++)
11494 printf(" %d, ", stored_player[i].effective_action);
11500 for (i = 0; i < MAX_PLAYERS; i++)
11502 // allow engine snapshot in case of changed movement attempt
11503 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11504 (stored_player[i].effective_action & KEY_MOTION))
11505 game.snapshot.changed_action = TRUE;
11507 // allow engine snapshot in case of snapping/dropping attempt
11508 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11509 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11510 game.snapshot.changed_action = TRUE;
11512 game.snapshot.last_action[i] = stored_player[i].effective_action;
11515 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11517 GameActions_EM_Main();
11519 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11521 GameActions_SP_Main();
11523 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11525 GameActions_MM_Main();
11529 GameActions_RND_Main();
11532 BlitScreenToBitmap(backbuffer);
11534 CheckLevelSolved();
11537 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11539 if (global.show_frames_per_second)
11541 static unsigned int fps_counter = 0;
11542 static int fps_frames = 0;
11543 unsigned int fps_delay_ms = Counter() - fps_counter;
11547 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11549 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11552 fps_counter = Counter();
11554 // always draw FPS to screen after FPS value was updated
11555 redraw_mask |= REDRAW_FPS;
11558 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11559 if (GetDrawDeactivationMask() == REDRAW_NONE)
11560 redraw_mask |= REDRAW_FPS;
11564 static void GameActions_CheckSaveEngineSnapshot(void)
11566 if (!game.snapshot.save_snapshot)
11569 // clear flag for saving snapshot _before_ saving snapshot
11570 game.snapshot.save_snapshot = FALSE;
11572 SaveEngineSnapshotToList();
11575 void GameActions(void)
11579 GameActions_CheckSaveEngineSnapshot();
11582 void GameActions_EM_Main(void)
11584 byte effective_action[MAX_PLAYERS];
11585 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11588 for (i = 0; i < MAX_PLAYERS; i++)
11589 effective_action[i] = stored_player[i].effective_action;
11591 GameActions_EM(effective_action, warp_mode);
11594 void GameActions_SP_Main(void)
11596 byte effective_action[MAX_PLAYERS];
11597 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11600 for (i = 0; i < MAX_PLAYERS; i++)
11601 effective_action[i] = stored_player[i].effective_action;
11603 GameActions_SP(effective_action, warp_mode);
11605 for (i = 0; i < MAX_PLAYERS; i++)
11607 if (stored_player[i].force_dropping)
11608 stored_player[i].action |= KEY_BUTTON_DROP;
11610 stored_player[i].force_dropping = FALSE;
11614 void GameActions_MM_Main(void)
11616 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11618 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11621 void GameActions_RND_Main(void)
11626 void GameActions_RND(void)
11628 int magic_wall_x = 0, magic_wall_y = 0;
11629 int i, x, y, element, graphic, last_gfx_frame;
11631 InitPlayfieldScanModeVars();
11633 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11635 SCAN_PLAYFIELD(x, y)
11637 ChangeCount[x][y] = 0;
11638 ChangeEvent[x][y] = -1;
11642 if (game.set_centered_player)
11644 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11646 // switching to "all players" only possible if all players fit to screen
11647 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11649 game.centered_player_nr_next = game.centered_player_nr;
11650 game.set_centered_player = FALSE;
11653 // do not switch focus to non-existing (or non-active) player
11654 if (game.centered_player_nr_next >= 0 &&
11655 !stored_player[game.centered_player_nr_next].active)
11657 game.centered_player_nr_next = game.centered_player_nr;
11658 game.set_centered_player = FALSE;
11662 if (game.set_centered_player &&
11663 ScreenMovPos == 0) // screen currently aligned at tile position
11667 if (game.centered_player_nr_next == -1)
11669 setScreenCenteredToAllPlayers(&sx, &sy);
11673 sx = stored_player[game.centered_player_nr_next].jx;
11674 sy = stored_player[game.centered_player_nr_next].jy;
11677 game.centered_player_nr = game.centered_player_nr_next;
11678 game.set_centered_player = FALSE;
11680 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11681 DrawGameDoorValues();
11684 for (i = 0; i < MAX_PLAYERS; i++)
11686 int actual_player_action = stored_player[i].effective_action;
11689 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11690 - rnd_equinox_tetrachloride 048
11691 - rnd_equinox_tetrachloride_ii 096
11692 - rnd_emanuel_schmieg 002
11693 - doctor_sloan_ww 001, 020
11695 if (stored_player[i].MovPos == 0)
11696 CheckGravityMovement(&stored_player[i]);
11699 // overwrite programmed action with tape action
11700 if (stored_player[i].programmed_action)
11701 actual_player_action = stored_player[i].programmed_action;
11703 PlayerActions(&stored_player[i], actual_player_action);
11705 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11708 ScrollScreen(NULL, SCROLL_GO_ON);
11710 /* for backwards compatibility, the following code emulates a fixed bug that
11711 occured when pushing elements (causing elements that just made their last
11712 pushing step to already (if possible) make their first falling step in the
11713 same game frame, which is bad); this code is also needed to use the famous
11714 "spring push bug" which is used in older levels and might be wanted to be
11715 used also in newer levels, but in this case the buggy pushing code is only
11716 affecting the "spring" element and no other elements */
11718 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11720 for (i = 0; i < MAX_PLAYERS; i++)
11722 struct PlayerInfo *player = &stored_player[i];
11723 int x = player->jx;
11724 int y = player->jy;
11726 if (player->active && player->is_pushing && player->is_moving &&
11728 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11729 Feld[x][y] == EL_SPRING))
11731 ContinueMoving(x, y);
11733 // continue moving after pushing (this is actually a bug)
11734 if (!IS_MOVING(x, y))
11735 Stop[x][y] = FALSE;
11740 SCAN_PLAYFIELD(x, y)
11742 Last[x][y] = Feld[x][y];
11744 ChangeCount[x][y] = 0;
11745 ChangeEvent[x][y] = -1;
11747 // this must be handled before main playfield loop
11748 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11751 if (MovDelay[x][y] <= 0)
11755 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11758 if (MovDelay[x][y] <= 0)
11761 TEST_DrawLevelField(x, y);
11763 TestIfElementTouchesCustomElement(x, y); // for empty space
11768 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11770 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11771 printf("GameActions(): This should never happen!\n");
11773 ChangePage[x][y] = -1;
11777 Stop[x][y] = FALSE;
11778 if (WasJustMoving[x][y] > 0)
11779 WasJustMoving[x][y]--;
11780 if (WasJustFalling[x][y] > 0)
11781 WasJustFalling[x][y]--;
11782 if (CheckCollision[x][y] > 0)
11783 CheckCollision[x][y]--;
11784 if (CheckImpact[x][y] > 0)
11785 CheckImpact[x][y]--;
11789 /* reset finished pushing action (not done in ContinueMoving() to allow
11790 continuous pushing animation for elements with zero push delay) */
11791 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11793 ResetGfxAnimation(x, y);
11794 TEST_DrawLevelField(x, y);
11798 if (IS_BLOCKED(x, y))
11802 Blocked2Moving(x, y, &oldx, &oldy);
11803 if (!IS_MOVING(oldx, oldy))
11805 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11806 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11807 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11808 printf("GameActions(): This should never happen!\n");
11814 SCAN_PLAYFIELD(x, y)
11816 element = Feld[x][y];
11817 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11818 last_gfx_frame = GfxFrame[x][y];
11820 ResetGfxFrame(x, y);
11822 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11823 DrawLevelGraphicAnimation(x, y, graphic);
11825 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11826 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11827 ResetRandomAnimationValue(x, y);
11829 SetRandomAnimationValue(x, y);
11831 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11833 if (IS_INACTIVE(element))
11835 if (IS_ANIMATED(graphic))
11836 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11841 // this may take place after moving, so 'element' may have changed
11842 if (IS_CHANGING(x, y) &&
11843 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11845 int page = element_info[element].event_page_nr[CE_DELAY];
11847 HandleElementChange(x, y, page);
11849 element = Feld[x][y];
11850 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11853 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11857 element = Feld[x][y];
11858 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11860 if (IS_ANIMATED(graphic) &&
11861 !IS_MOVING(x, y) &&
11863 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11865 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11866 TEST_DrawTwinkleOnField(x, y);
11868 else if (element == EL_ACID)
11871 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11873 else if ((element == EL_EXIT_OPEN ||
11874 element == EL_EM_EXIT_OPEN ||
11875 element == EL_SP_EXIT_OPEN ||
11876 element == EL_STEEL_EXIT_OPEN ||
11877 element == EL_EM_STEEL_EXIT_OPEN ||
11878 element == EL_SP_TERMINAL ||
11879 element == EL_SP_TERMINAL_ACTIVE ||
11880 element == EL_EXTRA_TIME ||
11881 element == EL_SHIELD_NORMAL ||
11882 element == EL_SHIELD_DEADLY) &&
11883 IS_ANIMATED(graphic))
11884 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11885 else if (IS_MOVING(x, y))
11886 ContinueMoving(x, y);
11887 else if (IS_ACTIVE_BOMB(element))
11888 CheckDynamite(x, y);
11889 else if (element == EL_AMOEBA_GROWING)
11890 AmoebeWaechst(x, y);
11891 else if (element == EL_AMOEBA_SHRINKING)
11892 AmoebaDisappearing(x, y);
11894 #if !USE_NEW_AMOEBA_CODE
11895 else if (IS_AMOEBALIVE(element))
11896 AmoebeAbleger(x, y);
11899 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11901 else if (element == EL_EXIT_CLOSED)
11903 else if (element == EL_EM_EXIT_CLOSED)
11905 else if (element == EL_STEEL_EXIT_CLOSED)
11906 CheckExitSteel(x, y);
11907 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11908 CheckExitSteelEM(x, y);
11909 else if (element == EL_SP_EXIT_CLOSED)
11911 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11912 element == EL_EXPANDABLE_STEELWALL_GROWING)
11913 MauerWaechst(x, y);
11914 else if (element == EL_EXPANDABLE_WALL ||
11915 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11916 element == EL_EXPANDABLE_WALL_VERTICAL ||
11917 element == EL_EXPANDABLE_WALL_ANY ||
11918 element == EL_BD_EXPANDABLE_WALL)
11919 MauerAbleger(x, y);
11920 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11921 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11922 element == EL_EXPANDABLE_STEELWALL_ANY)
11923 MauerAblegerStahl(x, y);
11924 else if (element == EL_FLAMES)
11925 CheckForDragon(x, y);
11926 else if (element == EL_EXPLOSION)
11927 ; // drawing of correct explosion animation is handled separately
11928 else if (element == EL_ELEMENT_SNAPPING ||
11929 element == EL_DIAGONAL_SHRINKING ||
11930 element == EL_DIAGONAL_GROWING)
11932 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11934 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11936 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11937 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11939 if (IS_BELT_ACTIVE(element))
11940 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11942 if (game.magic_wall_active)
11944 int jx = local_player->jx, jy = local_player->jy;
11946 // play the element sound at the position nearest to the player
11947 if ((element == EL_MAGIC_WALL_FULL ||
11948 element == EL_MAGIC_WALL_ACTIVE ||
11949 element == EL_MAGIC_WALL_EMPTYING ||
11950 element == EL_BD_MAGIC_WALL_FULL ||
11951 element == EL_BD_MAGIC_WALL_ACTIVE ||
11952 element == EL_BD_MAGIC_WALL_EMPTYING ||
11953 element == EL_DC_MAGIC_WALL_FULL ||
11954 element == EL_DC_MAGIC_WALL_ACTIVE ||
11955 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11956 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11964 #if USE_NEW_AMOEBA_CODE
11965 // new experimental amoeba growth stuff
11966 if (!(FrameCounter % 8))
11968 static unsigned int random = 1684108901;
11970 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11972 x = RND(lev_fieldx);
11973 y = RND(lev_fieldy);
11974 element = Feld[x][y];
11976 if (!IS_PLAYER(x,y) &&
11977 (element == EL_EMPTY ||
11978 CAN_GROW_INTO(element) ||
11979 element == EL_QUICKSAND_EMPTY ||
11980 element == EL_QUICKSAND_FAST_EMPTY ||
11981 element == EL_ACID_SPLASH_LEFT ||
11982 element == EL_ACID_SPLASH_RIGHT))
11984 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11985 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11986 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11987 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11988 Feld[x][y] = EL_AMOEBA_DROP;
11991 random = random * 129 + 1;
11996 game.explosions_delayed = FALSE;
11998 SCAN_PLAYFIELD(x, y)
12000 element = Feld[x][y];
12002 if (ExplodeField[x][y])
12003 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12004 else if (element == EL_EXPLOSION)
12005 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12007 ExplodeField[x][y] = EX_TYPE_NONE;
12010 game.explosions_delayed = TRUE;
12012 if (game.magic_wall_active)
12014 if (!(game.magic_wall_time_left % 4))
12016 int element = Feld[magic_wall_x][magic_wall_y];
12018 if (element == EL_BD_MAGIC_WALL_FULL ||
12019 element == EL_BD_MAGIC_WALL_ACTIVE ||
12020 element == EL_BD_MAGIC_WALL_EMPTYING)
12021 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12022 else if (element == EL_DC_MAGIC_WALL_FULL ||
12023 element == EL_DC_MAGIC_WALL_ACTIVE ||
12024 element == EL_DC_MAGIC_WALL_EMPTYING)
12025 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12027 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12030 if (game.magic_wall_time_left > 0)
12032 game.magic_wall_time_left--;
12034 if (!game.magic_wall_time_left)
12036 SCAN_PLAYFIELD(x, y)
12038 element = Feld[x][y];
12040 if (element == EL_MAGIC_WALL_ACTIVE ||
12041 element == EL_MAGIC_WALL_FULL)
12043 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12044 TEST_DrawLevelField(x, y);
12046 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12047 element == EL_BD_MAGIC_WALL_FULL)
12049 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12050 TEST_DrawLevelField(x, y);
12052 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12053 element == EL_DC_MAGIC_WALL_FULL)
12055 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12056 TEST_DrawLevelField(x, y);
12060 game.magic_wall_active = FALSE;
12065 if (game.light_time_left > 0)
12067 game.light_time_left--;
12069 if (game.light_time_left == 0)
12070 RedrawAllLightSwitchesAndInvisibleElements();
12073 if (game.timegate_time_left > 0)
12075 game.timegate_time_left--;
12077 if (game.timegate_time_left == 0)
12078 CloseAllOpenTimegates();
12081 if (game.lenses_time_left > 0)
12083 game.lenses_time_left--;
12085 if (game.lenses_time_left == 0)
12086 RedrawAllInvisibleElementsForLenses();
12089 if (game.magnify_time_left > 0)
12091 game.magnify_time_left--;
12093 if (game.magnify_time_left == 0)
12094 RedrawAllInvisibleElementsForMagnifier();
12097 for (i = 0; i < MAX_PLAYERS; i++)
12099 struct PlayerInfo *player = &stored_player[i];
12101 if (SHIELD_ON(player))
12103 if (player->shield_deadly_time_left)
12104 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12105 else if (player->shield_normal_time_left)
12106 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12110 #if USE_DELAYED_GFX_REDRAW
12111 SCAN_PLAYFIELD(x, y)
12113 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12115 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12116 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12118 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12119 DrawLevelField(x, y);
12121 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12122 DrawLevelFieldCrumbled(x, y);
12124 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12125 DrawLevelFieldCrumbledNeighbours(x, y);
12127 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12128 DrawTwinkleOnField(x, y);
12131 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12136 PlayAllPlayersSound();
12138 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12140 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12142 local_player->show_envelope = 0;
12145 // use random number generator in every frame to make it less predictable
12146 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12150 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12152 int min_x = x, min_y = y, max_x = x, max_y = y;
12155 for (i = 0; i < MAX_PLAYERS; i++)
12157 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12159 if (!stored_player[i].active || &stored_player[i] == player)
12162 min_x = MIN(min_x, jx);
12163 min_y = MIN(min_y, jy);
12164 max_x = MAX(max_x, jx);
12165 max_y = MAX(max_y, jy);
12168 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12171 static boolean AllPlayersInVisibleScreen(void)
12175 for (i = 0; i < MAX_PLAYERS; i++)
12177 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12179 if (!stored_player[i].active)
12182 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12189 void ScrollLevel(int dx, int dy)
12191 int scroll_offset = 2 * TILEX_VAR;
12194 BlitBitmap(drawto_field, drawto_field,
12195 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12196 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12197 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12198 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12199 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12200 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12204 x = (dx == 1 ? BX1 : BX2);
12205 for (y = BY1; y <= BY2; y++)
12206 DrawScreenField(x, y);
12211 y = (dy == 1 ? BY1 : BY2);
12212 for (x = BX1; x <= BX2; x++)
12213 DrawScreenField(x, y);
12216 redraw_mask |= REDRAW_FIELD;
12219 static boolean canFallDown(struct PlayerInfo *player)
12221 int jx = player->jx, jy = player->jy;
12223 return (IN_LEV_FIELD(jx, jy + 1) &&
12224 (IS_FREE(jx, jy + 1) ||
12225 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12226 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12227 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12230 static boolean canPassField(int x, int y, int move_dir)
12232 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12233 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12234 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12235 int nextx = x + dx;
12236 int nexty = y + dy;
12237 int element = Feld[x][y];
12239 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12240 !CAN_MOVE(element) &&
12241 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12242 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12243 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12246 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12248 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12249 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12250 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12254 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12255 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12256 (IS_DIGGABLE(Feld[newx][newy]) ||
12257 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12258 canPassField(newx, newy, move_dir)));
12261 static void CheckGravityMovement(struct PlayerInfo *player)
12263 if (player->gravity && !player->programmed_action)
12265 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12266 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12267 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12268 int jx = player->jx, jy = player->jy;
12269 boolean player_is_moving_to_valid_field =
12270 (!player_is_snapping &&
12271 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12272 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12273 boolean player_can_fall_down = canFallDown(player);
12275 if (player_can_fall_down &&
12276 !player_is_moving_to_valid_field)
12277 player->programmed_action = MV_DOWN;
12281 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12283 return CheckGravityMovement(player);
12285 if (player->gravity && !player->programmed_action)
12287 int jx = player->jx, jy = player->jy;
12288 boolean field_under_player_is_free =
12289 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12290 boolean player_is_standing_on_valid_field =
12291 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12292 (IS_WALKABLE(Feld[jx][jy]) &&
12293 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12295 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12296 player->programmed_action = MV_DOWN;
12301 MovePlayerOneStep()
12302 -----------------------------------------------------------------------------
12303 dx, dy: direction (non-diagonal) to try to move the player to
12304 real_dx, real_dy: direction as read from input device (can be diagonal)
12307 boolean MovePlayerOneStep(struct PlayerInfo *player,
12308 int dx, int dy, int real_dx, int real_dy)
12310 int jx = player->jx, jy = player->jy;
12311 int new_jx = jx + dx, new_jy = jy + dy;
12313 boolean player_can_move = !player->cannot_move;
12315 if (!player->active || (!dx && !dy))
12316 return MP_NO_ACTION;
12318 player->MovDir = (dx < 0 ? MV_LEFT :
12319 dx > 0 ? MV_RIGHT :
12321 dy > 0 ? MV_DOWN : MV_NONE);
12323 if (!IN_LEV_FIELD(new_jx, new_jy))
12324 return MP_NO_ACTION;
12326 if (!player_can_move)
12328 if (player->MovPos == 0)
12330 player->is_moving = FALSE;
12331 player->is_digging = FALSE;
12332 player->is_collecting = FALSE;
12333 player->is_snapping = FALSE;
12334 player->is_pushing = FALSE;
12338 if (!network.enabled && game.centered_player_nr == -1 &&
12339 !AllPlayersInSight(player, new_jx, new_jy))
12340 return MP_NO_ACTION;
12342 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12343 if (can_move != MP_MOVING)
12346 // check if DigField() has caused relocation of the player
12347 if (player->jx != jx || player->jy != jy)
12348 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12350 StorePlayer[jx][jy] = 0;
12351 player->last_jx = jx;
12352 player->last_jy = jy;
12353 player->jx = new_jx;
12354 player->jy = new_jy;
12355 StorePlayer[new_jx][new_jy] = player->element_nr;
12357 if (player->move_delay_value_next != -1)
12359 player->move_delay_value = player->move_delay_value_next;
12360 player->move_delay_value_next = -1;
12364 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12366 player->step_counter++;
12368 PlayerVisit[jx][jy] = FrameCounter;
12370 player->is_moving = TRUE;
12373 // should better be called in MovePlayer(), but this breaks some tapes
12374 ScrollPlayer(player, SCROLL_INIT);
12380 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12382 int jx = player->jx, jy = player->jy;
12383 int old_jx = jx, old_jy = jy;
12384 int moved = MP_NO_ACTION;
12386 if (!player->active)
12391 if (player->MovPos == 0)
12393 player->is_moving = FALSE;
12394 player->is_digging = FALSE;
12395 player->is_collecting = FALSE;
12396 player->is_snapping = FALSE;
12397 player->is_pushing = FALSE;
12403 if (player->move_delay > 0)
12406 player->move_delay = -1; // set to "uninitialized" value
12408 // store if player is automatically moved to next field
12409 player->is_auto_moving = (player->programmed_action != MV_NONE);
12411 // remove the last programmed player action
12412 player->programmed_action = 0;
12414 if (player->MovPos)
12416 // should only happen if pre-1.2 tape recordings are played
12417 // this is only for backward compatibility
12419 int original_move_delay_value = player->move_delay_value;
12422 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12426 // scroll remaining steps with finest movement resolution
12427 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12429 while (player->MovPos)
12431 ScrollPlayer(player, SCROLL_GO_ON);
12432 ScrollScreen(NULL, SCROLL_GO_ON);
12434 AdvanceFrameAndPlayerCounters(player->index_nr);
12437 BackToFront_WithFrameDelay(0);
12440 player->move_delay_value = original_move_delay_value;
12443 player->is_active = FALSE;
12445 if (player->last_move_dir & MV_HORIZONTAL)
12447 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12448 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12452 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12453 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12456 if (!moved && !player->is_active)
12458 player->is_moving = FALSE;
12459 player->is_digging = FALSE;
12460 player->is_collecting = FALSE;
12461 player->is_snapping = FALSE;
12462 player->is_pushing = FALSE;
12468 if (moved & MP_MOVING && !ScreenMovPos &&
12469 (player->index_nr == game.centered_player_nr ||
12470 game.centered_player_nr == -1))
12472 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12473 int offset = game.scroll_delay_value;
12475 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12477 // actual player has left the screen -- scroll in that direction
12478 if (jx != old_jx) // player has moved horizontally
12479 scroll_x += (jx - old_jx);
12480 else // player has moved vertically
12481 scroll_y += (jy - old_jy);
12485 if (jx != old_jx) // player has moved horizontally
12487 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12488 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12489 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12491 // don't scroll over playfield boundaries
12492 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12493 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12495 // don't scroll more than one field at a time
12496 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12498 // don't scroll against the player's moving direction
12499 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12500 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12501 scroll_x = old_scroll_x;
12503 else // player has moved vertically
12505 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12506 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12507 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12509 // don't scroll over playfield boundaries
12510 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12511 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12513 // don't scroll more than one field at a time
12514 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12516 // don't scroll against the player's moving direction
12517 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12518 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12519 scroll_y = old_scroll_y;
12523 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12525 if (!network.enabled && game.centered_player_nr == -1 &&
12526 !AllPlayersInVisibleScreen())
12528 scroll_x = old_scroll_x;
12529 scroll_y = old_scroll_y;
12533 ScrollScreen(player, SCROLL_INIT);
12534 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12539 player->StepFrame = 0;
12541 if (moved & MP_MOVING)
12543 if (old_jx != jx && old_jy == jy)
12544 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12545 else if (old_jx == jx && old_jy != jy)
12546 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12548 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12550 player->last_move_dir = player->MovDir;
12551 player->is_moving = TRUE;
12552 player->is_snapping = FALSE;
12553 player->is_switching = FALSE;
12554 player->is_dropping = FALSE;
12555 player->is_dropping_pressed = FALSE;
12556 player->drop_pressed_delay = 0;
12559 // should better be called here than above, but this breaks some tapes
12560 ScrollPlayer(player, SCROLL_INIT);
12565 CheckGravityMovementWhenNotMoving(player);
12567 player->is_moving = FALSE;
12569 /* at this point, the player is allowed to move, but cannot move right now
12570 (e.g. because of something blocking the way) -- ensure that the player
12571 is also allowed to move in the next frame (in old versions before 3.1.1,
12572 the player was forced to wait again for eight frames before next try) */
12574 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12575 player->move_delay = 0; // allow direct movement in the next frame
12578 if (player->move_delay == -1) // not yet initialized by DigField()
12579 player->move_delay = player->move_delay_value;
12581 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12583 TestIfPlayerTouchesBadThing(jx, jy);
12584 TestIfPlayerTouchesCustomElement(jx, jy);
12587 if (!player->active)
12588 RemovePlayer(player);
12593 void ScrollPlayer(struct PlayerInfo *player, int mode)
12595 int jx = player->jx, jy = player->jy;
12596 int last_jx = player->last_jx, last_jy = player->last_jy;
12597 int move_stepsize = TILEX / player->move_delay_value;
12599 if (!player->active)
12602 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12605 if (mode == SCROLL_INIT)
12607 player->actual_frame_counter = FrameCounter;
12608 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12610 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12611 Feld[last_jx][last_jy] == EL_EMPTY)
12613 int last_field_block_delay = 0; // start with no blocking at all
12614 int block_delay_adjustment = player->block_delay_adjustment;
12616 // if player blocks last field, add delay for exactly one move
12617 if (player->block_last_field)
12619 last_field_block_delay += player->move_delay_value;
12621 // when blocking enabled, prevent moving up despite gravity
12622 if (player->gravity && player->MovDir == MV_UP)
12623 block_delay_adjustment = -1;
12626 // add block delay adjustment (also possible when not blocking)
12627 last_field_block_delay += block_delay_adjustment;
12629 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12630 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12633 if (player->MovPos != 0) // player has not yet reached destination
12636 else if (!FrameReached(&player->actual_frame_counter, 1))
12639 if (player->MovPos != 0)
12641 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12642 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12644 // before DrawPlayer() to draw correct player graphic for this case
12645 if (player->MovPos == 0)
12646 CheckGravityMovement(player);
12649 if (player->MovPos == 0) // player reached destination field
12651 if (player->move_delay_reset_counter > 0)
12653 player->move_delay_reset_counter--;
12655 if (player->move_delay_reset_counter == 0)
12657 // continue with normal speed after quickly moving through gate
12658 HALVE_PLAYER_SPEED(player);
12660 // be able to make the next move without delay
12661 player->move_delay = 0;
12665 player->last_jx = jx;
12666 player->last_jy = jy;
12668 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12669 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12670 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12671 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12672 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12673 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12674 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12675 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12677 ExitPlayer(player);
12679 if ((local_player->friends_still_needed == 0 ||
12680 IS_SP_ELEMENT(Feld[jx][jy])) &&
12682 PlayerWins(local_player);
12685 // this breaks one level: "machine", level 000
12687 int move_direction = player->MovDir;
12688 int enter_side = MV_DIR_OPPOSITE(move_direction);
12689 int leave_side = move_direction;
12690 int old_jx = last_jx;
12691 int old_jy = last_jy;
12692 int old_element = Feld[old_jx][old_jy];
12693 int new_element = Feld[jx][jy];
12695 if (IS_CUSTOM_ELEMENT(old_element))
12696 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12698 player->index_bit, leave_side);
12700 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12701 CE_PLAYER_LEAVES_X,
12702 player->index_bit, leave_side);
12704 if (IS_CUSTOM_ELEMENT(new_element))
12705 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12706 player->index_bit, enter_side);
12708 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12709 CE_PLAYER_ENTERS_X,
12710 player->index_bit, enter_side);
12712 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12713 CE_MOVE_OF_X, move_direction);
12716 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12718 TestIfPlayerTouchesBadThing(jx, jy);
12719 TestIfPlayerTouchesCustomElement(jx, jy);
12721 /* needed because pushed element has not yet reached its destination,
12722 so it would trigger a change event at its previous field location */
12723 if (!player->is_pushing)
12724 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12726 if (!player->active)
12727 RemovePlayer(player);
12730 if (!local_player->LevelSolved && level.use_step_counter)
12740 if (TimeLeft <= 10 && setup.time_limit)
12741 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12743 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12745 DisplayGameControlValues();
12747 if (!TimeLeft && setup.time_limit)
12748 for (i = 0; i < MAX_PLAYERS; i++)
12749 KillPlayer(&stored_player[i]);
12751 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
12753 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12755 DisplayGameControlValues();
12759 if (tape.single_step && tape.recording && !tape.pausing &&
12760 !player->programmed_action)
12761 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12763 if (!player->programmed_action)
12764 CheckSaveEngineSnapshot(player);
12768 void ScrollScreen(struct PlayerInfo *player, int mode)
12770 static unsigned int screen_frame_counter = 0;
12772 if (mode == SCROLL_INIT)
12774 // set scrolling step size according to actual player's moving speed
12775 ScrollStepSize = TILEX / player->move_delay_value;
12777 screen_frame_counter = FrameCounter;
12778 ScreenMovDir = player->MovDir;
12779 ScreenMovPos = player->MovPos;
12780 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12783 else if (!FrameReached(&screen_frame_counter, 1))
12788 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12789 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12790 redraw_mask |= REDRAW_FIELD;
12793 ScreenMovDir = MV_NONE;
12796 void TestIfPlayerTouchesCustomElement(int x, int y)
12798 static int xy[4][2] =
12805 static int trigger_sides[4][2] =
12807 // center side border side
12808 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12809 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12810 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12811 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12813 static int touch_dir[4] =
12815 MV_LEFT | MV_RIGHT,
12820 int center_element = Feld[x][y]; // should always be non-moving!
12823 for (i = 0; i < NUM_DIRECTIONS; i++)
12825 int xx = x + xy[i][0];
12826 int yy = y + xy[i][1];
12827 int center_side = trigger_sides[i][0];
12828 int border_side = trigger_sides[i][1];
12829 int border_element;
12831 if (!IN_LEV_FIELD(xx, yy))
12834 if (IS_PLAYER(x, y)) // player found at center element
12836 struct PlayerInfo *player = PLAYERINFO(x, y);
12838 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12839 border_element = Feld[xx][yy]; // may be moving!
12840 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12841 border_element = Feld[xx][yy];
12842 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12843 border_element = MovingOrBlocked2Element(xx, yy);
12845 continue; // center and border element do not touch
12847 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12848 player->index_bit, border_side);
12849 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12850 CE_PLAYER_TOUCHES_X,
12851 player->index_bit, border_side);
12854 /* use player element that is initially defined in the level playfield,
12855 not the player element that corresponds to the runtime player number
12856 (example: a level that contains EL_PLAYER_3 as the only player would
12857 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12858 int player_element = PLAYERINFO(x, y)->initial_element;
12860 CheckElementChangeBySide(xx, yy, border_element, player_element,
12861 CE_TOUCHING_X, border_side);
12864 else if (IS_PLAYER(xx, yy)) // player found at border element
12866 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12868 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12870 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12871 continue; // center and border element do not touch
12874 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12875 player->index_bit, center_side);
12876 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12877 CE_PLAYER_TOUCHES_X,
12878 player->index_bit, center_side);
12881 /* use player element that is initially defined in the level playfield,
12882 not the player element that corresponds to the runtime player number
12883 (example: a level that contains EL_PLAYER_3 as the only player would
12884 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12885 int player_element = PLAYERINFO(xx, yy)->initial_element;
12887 CheckElementChangeBySide(x, y, center_element, player_element,
12888 CE_TOUCHING_X, center_side);
12896 void TestIfElementTouchesCustomElement(int x, int y)
12898 static int xy[4][2] =
12905 static int trigger_sides[4][2] =
12907 // center side border side
12908 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12909 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12910 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12911 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12913 static int touch_dir[4] =
12915 MV_LEFT | MV_RIGHT,
12920 boolean change_center_element = FALSE;
12921 int center_element = Feld[x][y]; // should always be non-moving!
12922 int border_element_old[NUM_DIRECTIONS];
12925 for (i = 0; i < NUM_DIRECTIONS; i++)
12927 int xx = x + xy[i][0];
12928 int yy = y + xy[i][1];
12929 int border_element;
12931 border_element_old[i] = -1;
12933 if (!IN_LEV_FIELD(xx, yy))
12936 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12937 border_element = Feld[xx][yy]; // may be moving!
12938 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12939 border_element = Feld[xx][yy];
12940 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12941 border_element = MovingOrBlocked2Element(xx, yy);
12943 continue; // center and border element do not touch
12945 border_element_old[i] = border_element;
12948 for (i = 0; i < NUM_DIRECTIONS; i++)
12950 int xx = x + xy[i][0];
12951 int yy = y + xy[i][1];
12952 int center_side = trigger_sides[i][0];
12953 int border_element = border_element_old[i];
12955 if (border_element == -1)
12958 // check for change of border element
12959 CheckElementChangeBySide(xx, yy, border_element, center_element,
12960 CE_TOUCHING_X, center_side);
12962 // (center element cannot be player, so we dont have to check this here)
12965 for (i = 0; i < NUM_DIRECTIONS; i++)
12967 int xx = x + xy[i][0];
12968 int yy = y + xy[i][1];
12969 int border_side = trigger_sides[i][1];
12970 int border_element = border_element_old[i];
12972 if (border_element == -1)
12975 // check for change of center element (but change it only once)
12976 if (!change_center_element)
12977 change_center_element =
12978 CheckElementChangeBySide(x, y, center_element, border_element,
12979 CE_TOUCHING_X, border_side);
12981 if (IS_PLAYER(xx, yy))
12983 /* use player element that is initially defined in the level playfield,
12984 not the player element that corresponds to the runtime player number
12985 (example: a level that contains EL_PLAYER_3 as the only player would
12986 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12987 int player_element = PLAYERINFO(xx, yy)->initial_element;
12989 CheckElementChangeBySide(x, y, center_element, player_element,
12990 CE_TOUCHING_X, border_side);
12995 void TestIfElementHitsCustomElement(int x, int y, int direction)
12997 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12998 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12999 int hitx = x + dx, hity = y + dy;
13000 int hitting_element = Feld[x][y];
13001 int touched_element;
13003 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13006 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13007 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13009 if (IN_LEV_FIELD(hitx, hity))
13011 int opposite_direction = MV_DIR_OPPOSITE(direction);
13012 int hitting_side = direction;
13013 int touched_side = opposite_direction;
13014 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13015 MovDir[hitx][hity] != direction ||
13016 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13022 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13023 CE_HITTING_X, touched_side);
13025 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13026 CE_HIT_BY_X, hitting_side);
13028 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13029 CE_HIT_BY_SOMETHING, opposite_direction);
13031 if (IS_PLAYER(hitx, hity))
13033 /* use player element that is initially defined in the level playfield,
13034 not the player element that corresponds to the runtime player number
13035 (example: a level that contains EL_PLAYER_3 as the only player would
13036 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13037 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13039 CheckElementChangeBySide(x, y, hitting_element, player_element,
13040 CE_HITTING_X, touched_side);
13045 // "hitting something" is also true when hitting the playfield border
13046 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13047 CE_HITTING_SOMETHING, direction);
13050 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13052 int i, kill_x = -1, kill_y = -1;
13054 int bad_element = -1;
13055 static int test_xy[4][2] =
13062 static int test_dir[4] =
13070 for (i = 0; i < NUM_DIRECTIONS; i++)
13072 int test_x, test_y, test_move_dir, test_element;
13074 test_x = good_x + test_xy[i][0];
13075 test_y = good_y + test_xy[i][1];
13077 if (!IN_LEV_FIELD(test_x, test_y))
13081 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13083 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13085 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13086 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13088 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13089 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13093 bad_element = test_element;
13099 if (kill_x != -1 || kill_y != -1)
13101 if (IS_PLAYER(good_x, good_y))
13103 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13105 if (player->shield_deadly_time_left > 0 &&
13106 !IS_INDESTRUCTIBLE(bad_element))
13107 Bang(kill_x, kill_y);
13108 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13109 KillPlayer(player);
13112 Bang(good_x, good_y);
13116 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13118 int i, kill_x = -1, kill_y = -1;
13119 int bad_element = Feld[bad_x][bad_y];
13120 static int test_xy[4][2] =
13127 static int touch_dir[4] =
13129 MV_LEFT | MV_RIGHT,
13134 static int test_dir[4] =
13142 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13145 for (i = 0; i < NUM_DIRECTIONS; i++)
13147 int test_x, test_y, test_move_dir, test_element;
13149 test_x = bad_x + test_xy[i][0];
13150 test_y = bad_y + test_xy[i][1];
13152 if (!IN_LEV_FIELD(test_x, test_y))
13156 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13158 test_element = Feld[test_x][test_y];
13160 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13161 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13163 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13164 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13166 // good thing is player or penguin that does not move away
13167 if (IS_PLAYER(test_x, test_y))
13169 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13171 if (bad_element == EL_ROBOT && player->is_moving)
13172 continue; // robot does not kill player if he is moving
13174 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13176 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13177 continue; // center and border element do not touch
13185 else if (test_element == EL_PENGUIN)
13195 if (kill_x != -1 || kill_y != -1)
13197 if (IS_PLAYER(kill_x, kill_y))
13199 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13201 if (player->shield_deadly_time_left > 0 &&
13202 !IS_INDESTRUCTIBLE(bad_element))
13203 Bang(bad_x, bad_y);
13204 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13205 KillPlayer(player);
13208 Bang(kill_x, kill_y);
13212 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13214 int bad_element = Feld[bad_x][bad_y];
13215 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13216 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13217 int test_x = bad_x + dx, test_y = bad_y + dy;
13218 int test_move_dir, test_element;
13219 int kill_x = -1, kill_y = -1;
13221 if (!IN_LEV_FIELD(test_x, test_y))
13225 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13227 test_element = Feld[test_x][test_y];
13229 if (test_move_dir != bad_move_dir)
13231 // good thing can be player or penguin that does not move away
13232 if (IS_PLAYER(test_x, test_y))
13234 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13236 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13237 player as being hit when he is moving towards the bad thing, because
13238 the "get hit by" condition would be lost after the player stops) */
13239 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13240 return; // player moves away from bad thing
13245 else if (test_element == EL_PENGUIN)
13252 if (kill_x != -1 || kill_y != -1)
13254 if (IS_PLAYER(kill_x, kill_y))
13256 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13258 if (player->shield_deadly_time_left > 0 &&
13259 !IS_INDESTRUCTIBLE(bad_element))
13260 Bang(bad_x, bad_y);
13261 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13262 KillPlayer(player);
13265 Bang(kill_x, kill_y);
13269 void TestIfPlayerTouchesBadThing(int x, int y)
13271 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13274 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13276 TestIfGoodThingHitsBadThing(x, y, move_dir);
13279 void TestIfBadThingTouchesPlayer(int x, int y)
13281 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13284 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13286 TestIfBadThingHitsGoodThing(x, y, move_dir);
13289 void TestIfFriendTouchesBadThing(int x, int y)
13291 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13294 void TestIfBadThingTouchesFriend(int x, int y)
13296 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13299 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13301 int i, kill_x = bad_x, kill_y = bad_y;
13302 static int xy[4][2] =
13310 for (i = 0; i < NUM_DIRECTIONS; i++)
13314 x = bad_x + xy[i][0];
13315 y = bad_y + xy[i][1];
13316 if (!IN_LEV_FIELD(x, y))
13319 element = Feld[x][y];
13320 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13321 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13329 if (kill_x != bad_x || kill_y != bad_y)
13330 Bang(bad_x, bad_y);
13333 void KillPlayer(struct PlayerInfo *player)
13335 int jx = player->jx, jy = player->jy;
13337 if (!player->active)
13341 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13342 player->killed, player->active, player->reanimated);
13345 /* the following code was introduced to prevent an infinite loop when calling
13347 -> CheckTriggeredElementChangeExt()
13348 -> ExecuteCustomElementAction()
13350 -> (infinitely repeating the above sequence of function calls)
13351 which occurs when killing the player while having a CE with the setting
13352 "kill player X when explosion of <player X>"; the solution using a new
13353 field "player->killed" was chosen for backwards compatibility, although
13354 clever use of the fields "player->active" etc. would probably also work */
13356 if (player->killed)
13360 player->killed = TRUE;
13362 // remove accessible field at the player's position
13363 Feld[jx][jy] = EL_EMPTY;
13365 // deactivate shield (else Bang()/Explode() would not work right)
13366 player->shield_normal_time_left = 0;
13367 player->shield_deadly_time_left = 0;
13370 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13371 player->killed, player->active, player->reanimated);
13377 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13378 player->killed, player->active, player->reanimated);
13381 if (player->reanimated) // killed player may have been reanimated
13382 player->killed = player->reanimated = FALSE;
13384 BuryPlayer(player);
13387 static void KillPlayerUnlessEnemyProtected(int x, int y)
13389 if (!PLAYER_ENEMY_PROTECTED(x, y))
13390 KillPlayer(PLAYERINFO(x, y));
13393 static void KillPlayerUnlessExplosionProtected(int x, int y)
13395 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13396 KillPlayer(PLAYERINFO(x, y));
13399 void BuryPlayer(struct PlayerInfo *player)
13401 int jx = player->jx, jy = player->jy;
13403 if (!player->active)
13406 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13407 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13409 player->GameOver = TRUE;
13410 RemovePlayer(player);
13413 void RemovePlayer(struct PlayerInfo *player)
13415 int jx = player->jx, jy = player->jy;
13416 int i, found = FALSE;
13418 player->present = FALSE;
13419 player->active = FALSE;
13421 if (!ExplodeField[jx][jy])
13422 StorePlayer[jx][jy] = 0;
13424 if (player->is_moving)
13425 TEST_DrawLevelField(player->last_jx, player->last_jy);
13427 for (i = 0; i < MAX_PLAYERS; i++)
13428 if (stored_player[i].active)
13432 AllPlayersGone = TRUE;
13438 void ExitPlayer(struct PlayerInfo *player)
13440 DrawPlayer(player); // needed here only to cleanup last field
13441 RemovePlayer(player);
13443 if (local_player->players_still_needed > 0)
13444 local_player->players_still_needed--;
13446 // also set if some players not yet gone, but not needed to solve level
13447 if (local_player->players_still_needed == 0)
13448 AllPlayersGone = TRUE;
13451 static void setFieldForSnapping(int x, int y, int element, int direction)
13453 struct ElementInfo *ei = &element_info[element];
13454 int direction_bit = MV_DIR_TO_BIT(direction);
13455 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13456 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13457 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13459 Feld[x][y] = EL_ELEMENT_SNAPPING;
13460 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13462 ResetGfxAnimation(x, y);
13464 GfxElement[x][y] = element;
13465 GfxAction[x][y] = action;
13466 GfxDir[x][y] = direction;
13467 GfxFrame[x][y] = -1;
13471 =============================================================================
13472 checkDiagonalPushing()
13473 -----------------------------------------------------------------------------
13474 check if diagonal input device direction results in pushing of object
13475 (by checking if the alternative direction is walkable, diggable, ...)
13476 =============================================================================
13479 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13480 int x, int y, int real_dx, int real_dy)
13482 int jx, jy, dx, dy, xx, yy;
13484 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13487 // diagonal direction: check alternative direction
13492 xx = jx + (dx == 0 ? real_dx : 0);
13493 yy = jy + (dy == 0 ? real_dy : 0);
13495 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13499 =============================================================================
13501 -----------------------------------------------------------------------------
13502 x, y: field next to player (non-diagonal) to try to dig to
13503 real_dx, real_dy: direction as read from input device (can be diagonal)
13504 =============================================================================
13507 static int DigField(struct PlayerInfo *player,
13508 int oldx, int oldy, int x, int y,
13509 int real_dx, int real_dy, int mode)
13511 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13512 boolean player_was_pushing = player->is_pushing;
13513 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13514 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13515 int jx = oldx, jy = oldy;
13516 int dx = x - jx, dy = y - jy;
13517 int nextx = x + dx, nexty = y + dy;
13518 int move_direction = (dx == -1 ? MV_LEFT :
13519 dx == +1 ? MV_RIGHT :
13521 dy == +1 ? MV_DOWN : MV_NONE);
13522 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13523 int dig_side = MV_DIR_OPPOSITE(move_direction);
13524 int old_element = Feld[jx][jy];
13525 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13528 if (is_player) // function can also be called by EL_PENGUIN
13530 if (player->MovPos == 0)
13532 player->is_digging = FALSE;
13533 player->is_collecting = FALSE;
13536 if (player->MovPos == 0) // last pushing move finished
13537 player->is_pushing = FALSE;
13539 if (mode == DF_NO_PUSH) // player just stopped pushing
13541 player->is_switching = FALSE;
13542 player->push_delay = -1;
13544 return MP_NO_ACTION;
13548 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13549 old_element = Back[jx][jy];
13551 // in case of element dropped at player position, check background
13552 else if (Back[jx][jy] != EL_EMPTY &&
13553 game.engine_version >= VERSION_IDENT(2,2,0,0))
13554 old_element = Back[jx][jy];
13556 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13557 return MP_NO_ACTION; // field has no opening in this direction
13559 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13560 return MP_NO_ACTION; // field has no opening in this direction
13562 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13566 Feld[jx][jy] = player->artwork_element;
13567 InitMovingField(jx, jy, MV_DOWN);
13568 Store[jx][jy] = EL_ACID;
13569 ContinueMoving(jx, jy);
13570 BuryPlayer(player);
13572 return MP_DONT_RUN_INTO;
13575 if (player_can_move && DONT_RUN_INTO(element))
13577 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13579 return MP_DONT_RUN_INTO;
13582 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13583 return MP_NO_ACTION;
13585 collect_count = element_info[element].collect_count_initial;
13587 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13588 return MP_NO_ACTION;
13590 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13591 player_can_move = player_can_move_or_snap;
13593 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13594 game.engine_version >= VERSION_IDENT(2,2,0,0))
13596 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13597 player->index_bit, dig_side);
13598 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13599 player->index_bit, dig_side);
13601 if (element == EL_DC_LANDMINE)
13604 if (Feld[x][y] != element) // field changed by snapping
13607 return MP_NO_ACTION;
13610 if (player->gravity && is_player && !player->is_auto_moving &&
13611 canFallDown(player) && move_direction != MV_DOWN &&
13612 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13613 return MP_NO_ACTION; // player cannot walk here due to gravity
13615 if (player_can_move &&
13616 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13618 int sound_element = SND_ELEMENT(element);
13619 int sound_action = ACTION_WALKING;
13621 if (IS_RND_GATE(element))
13623 if (!player->key[RND_GATE_NR(element)])
13624 return MP_NO_ACTION;
13626 else if (IS_RND_GATE_GRAY(element))
13628 if (!player->key[RND_GATE_GRAY_NR(element)])
13629 return MP_NO_ACTION;
13631 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13633 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13634 return MP_NO_ACTION;
13636 else if (element == EL_EXIT_OPEN ||
13637 element == EL_EM_EXIT_OPEN ||
13638 element == EL_EM_EXIT_OPENING ||
13639 element == EL_STEEL_EXIT_OPEN ||
13640 element == EL_EM_STEEL_EXIT_OPEN ||
13641 element == EL_EM_STEEL_EXIT_OPENING ||
13642 element == EL_SP_EXIT_OPEN ||
13643 element == EL_SP_EXIT_OPENING)
13645 sound_action = ACTION_PASSING; // player is passing exit
13647 else if (element == EL_EMPTY)
13649 sound_action = ACTION_MOVING; // nothing to walk on
13652 // play sound from background or player, whatever is available
13653 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13654 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13656 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13658 else if (player_can_move &&
13659 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13661 if (!ACCESS_FROM(element, opposite_direction))
13662 return MP_NO_ACTION; // field not accessible from this direction
13664 if (CAN_MOVE(element)) // only fixed elements can be passed!
13665 return MP_NO_ACTION;
13667 if (IS_EM_GATE(element))
13669 if (!player->key[EM_GATE_NR(element)])
13670 return MP_NO_ACTION;
13672 else if (IS_EM_GATE_GRAY(element))
13674 if (!player->key[EM_GATE_GRAY_NR(element)])
13675 return MP_NO_ACTION;
13677 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13679 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13680 return MP_NO_ACTION;
13682 else if (IS_EMC_GATE(element))
13684 if (!player->key[EMC_GATE_NR(element)])
13685 return MP_NO_ACTION;
13687 else if (IS_EMC_GATE_GRAY(element))
13689 if (!player->key[EMC_GATE_GRAY_NR(element)])
13690 return MP_NO_ACTION;
13692 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13694 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13695 return MP_NO_ACTION;
13697 else if (element == EL_DC_GATE_WHITE ||
13698 element == EL_DC_GATE_WHITE_GRAY ||
13699 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13701 if (player->num_white_keys == 0)
13702 return MP_NO_ACTION;
13704 player->num_white_keys--;
13706 else if (IS_SP_PORT(element))
13708 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13709 element == EL_SP_GRAVITY_PORT_RIGHT ||
13710 element == EL_SP_GRAVITY_PORT_UP ||
13711 element == EL_SP_GRAVITY_PORT_DOWN)
13712 player->gravity = !player->gravity;
13713 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13714 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13715 element == EL_SP_GRAVITY_ON_PORT_UP ||
13716 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13717 player->gravity = TRUE;
13718 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13719 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13720 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13721 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13722 player->gravity = FALSE;
13725 // automatically move to the next field with double speed
13726 player->programmed_action = move_direction;
13728 if (player->move_delay_reset_counter == 0)
13730 player->move_delay_reset_counter = 2; // two double speed steps
13732 DOUBLE_PLAYER_SPEED(player);
13735 PlayLevelSoundAction(x, y, ACTION_PASSING);
13737 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13741 if (mode != DF_SNAP)
13743 GfxElement[x][y] = GFX_ELEMENT(element);
13744 player->is_digging = TRUE;
13747 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13749 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13750 player->index_bit, dig_side);
13752 if (mode == DF_SNAP)
13754 if (level.block_snap_field)
13755 setFieldForSnapping(x, y, element, move_direction);
13757 TestIfElementTouchesCustomElement(x, y); // for empty space
13759 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13760 player->index_bit, dig_side);
13763 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13767 if (is_player && mode != DF_SNAP)
13769 GfxElement[x][y] = element;
13770 player->is_collecting = TRUE;
13773 if (element == EL_SPEED_PILL)
13775 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13777 else if (element == EL_EXTRA_TIME && level.time > 0)
13779 TimeLeft += level.extra_time;
13781 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13783 DisplayGameControlValues();
13785 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13787 player->shield_normal_time_left += level.shield_normal_time;
13788 if (element == EL_SHIELD_DEADLY)
13789 player->shield_deadly_time_left += level.shield_deadly_time;
13791 else if (element == EL_DYNAMITE ||
13792 element == EL_EM_DYNAMITE ||
13793 element == EL_SP_DISK_RED)
13795 if (player->inventory_size < MAX_INVENTORY_SIZE)
13796 player->inventory_element[player->inventory_size++] = element;
13798 DrawGameDoorValues();
13800 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13802 player->dynabomb_count++;
13803 player->dynabombs_left++;
13805 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13807 player->dynabomb_size++;
13809 else if (element == EL_DYNABOMB_INCREASE_POWER)
13811 player->dynabomb_xl = TRUE;
13813 else if (IS_KEY(element))
13815 player->key[KEY_NR(element)] = TRUE;
13817 DrawGameDoorValues();
13819 else if (element == EL_DC_KEY_WHITE)
13821 player->num_white_keys++;
13823 // display white keys?
13824 // DrawGameDoorValues();
13826 else if (IS_ENVELOPE(element))
13828 player->show_envelope = element;
13830 else if (element == EL_EMC_LENSES)
13832 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13834 RedrawAllInvisibleElementsForLenses();
13836 else if (element == EL_EMC_MAGNIFIER)
13838 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13840 RedrawAllInvisibleElementsForMagnifier();
13842 else if (IS_DROPPABLE(element) ||
13843 IS_THROWABLE(element)) // can be collected and dropped
13847 if (collect_count == 0)
13848 player->inventory_infinite_element = element;
13850 for (i = 0; i < collect_count; i++)
13851 if (player->inventory_size < MAX_INVENTORY_SIZE)
13852 player->inventory_element[player->inventory_size++] = element;
13854 DrawGameDoorValues();
13856 else if (collect_count > 0)
13858 local_player->gems_still_needed -= collect_count;
13859 if (local_player->gems_still_needed < 0)
13860 local_player->gems_still_needed = 0;
13862 game.snapshot.collected_item = TRUE;
13864 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13866 DisplayGameControlValues();
13869 RaiseScoreElement(element);
13870 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13873 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13874 player->index_bit, dig_side);
13876 if (mode == DF_SNAP)
13878 if (level.block_snap_field)
13879 setFieldForSnapping(x, y, element, move_direction);
13881 TestIfElementTouchesCustomElement(x, y); // for empty space
13883 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13884 player->index_bit, dig_side);
13887 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13889 if (mode == DF_SNAP && element != EL_BD_ROCK)
13890 return MP_NO_ACTION;
13892 if (CAN_FALL(element) && dy)
13893 return MP_NO_ACTION;
13895 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13896 !(element == EL_SPRING && level.use_spring_bug))
13897 return MP_NO_ACTION;
13899 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13900 ((move_direction & MV_VERTICAL &&
13901 ((element_info[element].move_pattern & MV_LEFT &&
13902 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13903 (element_info[element].move_pattern & MV_RIGHT &&
13904 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13905 (move_direction & MV_HORIZONTAL &&
13906 ((element_info[element].move_pattern & MV_UP &&
13907 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13908 (element_info[element].move_pattern & MV_DOWN &&
13909 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13910 return MP_NO_ACTION;
13912 // do not push elements already moving away faster than player
13913 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13914 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13915 return MP_NO_ACTION;
13917 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13919 if (player->push_delay_value == -1 || !player_was_pushing)
13920 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13922 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13924 if (player->push_delay_value == -1)
13925 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13927 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13929 if (!player->is_pushing)
13930 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13933 player->is_pushing = TRUE;
13934 player->is_active = TRUE;
13936 if (!(IN_LEV_FIELD(nextx, nexty) &&
13937 (IS_FREE(nextx, nexty) ||
13938 (IS_SB_ELEMENT(element) &&
13939 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13940 (IS_CUSTOM_ELEMENT(element) &&
13941 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13942 return MP_NO_ACTION;
13944 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13945 return MP_NO_ACTION;
13947 if (player->push_delay == -1) // new pushing; restart delay
13948 player->push_delay = 0;
13950 if (player->push_delay < player->push_delay_value &&
13951 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13952 element != EL_SPRING && element != EL_BALLOON)
13954 // make sure that there is no move delay before next try to push
13955 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13956 player->move_delay = 0;
13958 return MP_NO_ACTION;
13961 if (IS_CUSTOM_ELEMENT(element) &&
13962 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13964 if (!DigFieldByCE(nextx, nexty, element))
13965 return MP_NO_ACTION;
13968 if (IS_SB_ELEMENT(element))
13970 boolean sokoban_task_solved = FALSE;
13972 if (element == EL_SOKOBAN_FIELD_FULL)
13974 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13976 IncrementPlayerSokobanFieldsNeeded(local_player);
13977 IncrementPlayerSokobanObjectsNeeded(local_player);
13980 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13982 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13984 DecrementPlayerSokobanFieldsNeeded(local_player);
13985 DecrementPlayerSokobanObjectsNeeded(local_player);
13987 // sokoban object was pushed from empty field to sokoban field
13988 if (Back[x][y] == EL_EMPTY)
13989 sokoban_task_solved = TRUE;
13992 Feld[x][y] = EL_SOKOBAN_OBJECT;
13994 if (Back[x][y] == Back[nextx][nexty])
13995 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13996 else if (Back[x][y] != 0)
13997 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14000 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14003 if (sokoban_task_solved &&
14004 local_player->sokoban_fields_still_needed == 0 &&
14005 local_player->sokoban_objects_still_needed == 0 &&
14006 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14008 local_player->players_still_needed = 0;
14010 PlayerWins(local_player);
14012 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14016 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14018 InitMovingField(x, y, move_direction);
14019 GfxAction[x][y] = ACTION_PUSHING;
14021 if (mode == DF_SNAP)
14022 ContinueMoving(x, y);
14024 MovPos[x][y] = (dx != 0 ? dx : dy);
14026 Pushed[x][y] = TRUE;
14027 Pushed[nextx][nexty] = TRUE;
14029 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14030 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14032 player->push_delay_value = -1; // get new value later
14034 // check for element change _after_ element has been pushed
14035 if (game.use_change_when_pushing_bug)
14037 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14038 player->index_bit, dig_side);
14039 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14040 player->index_bit, dig_side);
14043 else if (IS_SWITCHABLE(element))
14045 if (PLAYER_SWITCHING(player, x, y))
14047 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14048 player->index_bit, dig_side);
14053 player->is_switching = TRUE;
14054 player->switch_x = x;
14055 player->switch_y = y;
14057 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14059 if (element == EL_ROBOT_WHEEL)
14061 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14065 game.robot_wheel_active = TRUE;
14067 TEST_DrawLevelField(x, y);
14069 else if (element == EL_SP_TERMINAL)
14073 SCAN_PLAYFIELD(xx, yy)
14075 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14079 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14081 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14083 ResetGfxAnimation(xx, yy);
14084 TEST_DrawLevelField(xx, yy);
14088 else if (IS_BELT_SWITCH(element))
14090 ToggleBeltSwitch(x, y);
14092 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14093 element == EL_SWITCHGATE_SWITCH_DOWN ||
14094 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14095 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14097 ToggleSwitchgateSwitch(x, y);
14099 else if (element == EL_LIGHT_SWITCH ||
14100 element == EL_LIGHT_SWITCH_ACTIVE)
14102 ToggleLightSwitch(x, y);
14104 else if (element == EL_TIMEGATE_SWITCH ||
14105 element == EL_DC_TIMEGATE_SWITCH)
14107 ActivateTimegateSwitch(x, y);
14109 else if (element == EL_BALLOON_SWITCH_LEFT ||
14110 element == EL_BALLOON_SWITCH_RIGHT ||
14111 element == EL_BALLOON_SWITCH_UP ||
14112 element == EL_BALLOON_SWITCH_DOWN ||
14113 element == EL_BALLOON_SWITCH_NONE ||
14114 element == EL_BALLOON_SWITCH_ANY)
14116 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14117 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14118 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14119 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14120 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14123 else if (element == EL_LAMP)
14125 Feld[x][y] = EL_LAMP_ACTIVE;
14126 local_player->lights_still_needed--;
14128 ResetGfxAnimation(x, y);
14129 TEST_DrawLevelField(x, y);
14131 else if (element == EL_TIME_ORB_FULL)
14133 Feld[x][y] = EL_TIME_ORB_EMPTY;
14135 if (level.time > 0 || level.use_time_orb_bug)
14137 TimeLeft += level.time_orb_time;
14138 game.no_time_limit = FALSE;
14140 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14142 DisplayGameControlValues();
14145 ResetGfxAnimation(x, y);
14146 TEST_DrawLevelField(x, y);
14148 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14149 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14153 game.ball_state = !game.ball_state;
14155 SCAN_PLAYFIELD(xx, yy)
14157 int e = Feld[xx][yy];
14159 if (game.ball_state)
14161 if (e == EL_EMC_MAGIC_BALL)
14162 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14163 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14164 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14168 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14169 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14170 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14171 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14176 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14177 player->index_bit, dig_side);
14179 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14180 player->index_bit, dig_side);
14182 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14183 player->index_bit, dig_side);
14189 if (!PLAYER_SWITCHING(player, x, y))
14191 player->is_switching = TRUE;
14192 player->switch_x = x;
14193 player->switch_y = y;
14195 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14196 player->index_bit, dig_side);
14197 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14198 player->index_bit, dig_side);
14200 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14201 player->index_bit, dig_side);
14202 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14203 player->index_bit, dig_side);
14206 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14207 player->index_bit, dig_side);
14208 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14209 player->index_bit, dig_side);
14211 return MP_NO_ACTION;
14214 player->push_delay = -1;
14216 if (is_player) // function can also be called by EL_PENGUIN
14218 if (Feld[x][y] != element) // really digged/collected something
14220 player->is_collecting = !player->is_digging;
14221 player->is_active = TRUE;
14228 static boolean DigFieldByCE(int x, int y, int digging_element)
14230 int element = Feld[x][y];
14232 if (!IS_FREE(x, y))
14234 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14235 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14238 // no element can dig solid indestructible elements
14239 if (IS_INDESTRUCTIBLE(element) &&
14240 !IS_DIGGABLE(element) &&
14241 !IS_COLLECTIBLE(element))
14244 if (AmoebaNr[x][y] &&
14245 (element == EL_AMOEBA_FULL ||
14246 element == EL_BD_AMOEBA ||
14247 element == EL_AMOEBA_GROWING))
14249 AmoebaCnt[AmoebaNr[x][y]]--;
14250 AmoebaCnt2[AmoebaNr[x][y]]--;
14253 if (IS_MOVING(x, y))
14254 RemoveMovingField(x, y);
14258 TEST_DrawLevelField(x, y);
14261 // if digged element was about to explode, prevent the explosion
14262 ExplodeField[x][y] = EX_TYPE_NONE;
14264 PlayLevelSoundAction(x, y, action);
14267 Store[x][y] = EL_EMPTY;
14269 // this makes it possible to leave the removed element again
14270 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14271 Store[x][y] = element;
14276 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14278 int jx = player->jx, jy = player->jy;
14279 int x = jx + dx, y = jy + dy;
14280 int snap_direction = (dx == -1 ? MV_LEFT :
14281 dx == +1 ? MV_RIGHT :
14283 dy == +1 ? MV_DOWN : MV_NONE);
14284 boolean can_continue_snapping = (level.continuous_snapping &&
14285 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14287 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14290 if (!player->active || !IN_LEV_FIELD(x, y))
14298 if (player->MovPos == 0)
14299 player->is_pushing = FALSE;
14301 player->is_snapping = FALSE;
14303 if (player->MovPos == 0)
14305 player->is_moving = FALSE;
14306 player->is_digging = FALSE;
14307 player->is_collecting = FALSE;
14313 // prevent snapping with already pressed snap key when not allowed
14314 if (player->is_snapping && !can_continue_snapping)
14317 player->MovDir = snap_direction;
14319 if (player->MovPos == 0)
14321 player->is_moving = FALSE;
14322 player->is_digging = FALSE;
14323 player->is_collecting = FALSE;
14326 player->is_dropping = FALSE;
14327 player->is_dropping_pressed = FALSE;
14328 player->drop_pressed_delay = 0;
14330 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14333 player->is_snapping = TRUE;
14334 player->is_active = TRUE;
14336 if (player->MovPos == 0)
14338 player->is_moving = FALSE;
14339 player->is_digging = FALSE;
14340 player->is_collecting = FALSE;
14343 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14344 TEST_DrawLevelField(player->last_jx, player->last_jy);
14346 TEST_DrawLevelField(x, y);
14351 static boolean DropElement(struct PlayerInfo *player)
14353 int old_element, new_element;
14354 int dropx = player->jx, dropy = player->jy;
14355 int drop_direction = player->MovDir;
14356 int drop_side = drop_direction;
14357 int drop_element = get_next_dropped_element(player);
14359 /* do not drop an element on top of another element; when holding drop key
14360 pressed without moving, dropped element must move away before the next
14361 element can be dropped (this is especially important if the next element
14362 is dynamite, which can be placed on background for historical reasons) */
14363 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14366 if (IS_THROWABLE(drop_element))
14368 dropx += GET_DX_FROM_DIR(drop_direction);
14369 dropy += GET_DY_FROM_DIR(drop_direction);
14371 if (!IN_LEV_FIELD(dropx, dropy))
14375 old_element = Feld[dropx][dropy]; // old element at dropping position
14376 new_element = drop_element; // default: no change when dropping
14378 // check if player is active, not moving and ready to drop
14379 if (!player->active || player->MovPos || player->drop_delay > 0)
14382 // check if player has anything that can be dropped
14383 if (new_element == EL_UNDEFINED)
14386 // only set if player has anything that can be dropped
14387 player->is_dropping_pressed = TRUE;
14389 // check if drop key was pressed long enough for EM style dynamite
14390 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14393 // check if anything can be dropped at the current position
14394 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14397 // collected custom elements can only be dropped on empty fields
14398 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14401 if (old_element != EL_EMPTY)
14402 Back[dropx][dropy] = old_element; // store old element on this field
14404 ResetGfxAnimation(dropx, dropy);
14405 ResetRandomAnimationValue(dropx, dropy);
14407 if (player->inventory_size > 0 ||
14408 player->inventory_infinite_element != EL_UNDEFINED)
14410 if (player->inventory_size > 0)
14412 player->inventory_size--;
14414 DrawGameDoorValues();
14416 if (new_element == EL_DYNAMITE)
14417 new_element = EL_DYNAMITE_ACTIVE;
14418 else if (new_element == EL_EM_DYNAMITE)
14419 new_element = EL_EM_DYNAMITE_ACTIVE;
14420 else if (new_element == EL_SP_DISK_RED)
14421 new_element = EL_SP_DISK_RED_ACTIVE;
14424 Feld[dropx][dropy] = new_element;
14426 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14427 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14428 el2img(Feld[dropx][dropy]), 0);
14430 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14432 // needed if previous element just changed to "empty" in the last frame
14433 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14435 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14436 player->index_bit, drop_side);
14437 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14439 player->index_bit, drop_side);
14441 TestIfElementTouchesCustomElement(dropx, dropy);
14443 else // player is dropping a dyna bomb
14445 player->dynabombs_left--;
14447 Feld[dropx][dropy] = new_element;
14449 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14450 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14451 el2img(Feld[dropx][dropy]), 0);
14453 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14456 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14457 InitField_WithBug1(dropx, dropy, FALSE);
14459 new_element = Feld[dropx][dropy]; // element might have changed
14461 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14462 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14464 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14465 MovDir[dropx][dropy] = drop_direction;
14467 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14469 // do not cause impact style collision by dropping elements that can fall
14470 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14473 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14474 player->is_dropping = TRUE;
14476 player->drop_pressed_delay = 0;
14477 player->is_dropping_pressed = FALSE;
14479 player->drop_x = dropx;
14480 player->drop_y = dropy;
14485 // ----------------------------------------------------------------------------
14486 // game sound playing functions
14487 // ----------------------------------------------------------------------------
14489 static int *loop_sound_frame = NULL;
14490 static int *loop_sound_volume = NULL;
14492 void InitPlayLevelSound(void)
14494 int num_sounds = getSoundListSize();
14496 checked_free(loop_sound_frame);
14497 checked_free(loop_sound_volume);
14499 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14500 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14503 static void PlayLevelSound(int x, int y, int nr)
14505 int sx = SCREENX(x), sy = SCREENY(y);
14506 int volume, stereo_position;
14507 int max_distance = 8;
14508 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14510 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14511 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14514 if (!IN_LEV_FIELD(x, y) ||
14515 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14516 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14519 volume = SOUND_MAX_VOLUME;
14521 if (!IN_SCR_FIELD(sx, sy))
14523 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14524 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14526 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14529 stereo_position = (SOUND_MAX_LEFT +
14530 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14531 (SCR_FIELDX + 2 * max_distance));
14533 if (IS_LOOP_SOUND(nr))
14535 /* This assures that quieter loop sounds do not overwrite louder ones,
14536 while restarting sound volume comparison with each new game frame. */
14538 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14541 loop_sound_volume[nr] = volume;
14542 loop_sound_frame[nr] = FrameCounter;
14545 PlaySoundExt(nr, volume, stereo_position, type);
14548 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14550 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14551 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14552 y < LEVELY(BY1) ? LEVELY(BY1) :
14553 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14557 static void PlayLevelSoundAction(int x, int y, int action)
14559 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14562 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14564 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14566 if (sound_effect != SND_UNDEFINED)
14567 PlayLevelSound(x, y, sound_effect);
14570 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14573 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14575 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14576 PlayLevelSound(x, y, sound_effect);
14579 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14581 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14583 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14584 PlayLevelSound(x, y, sound_effect);
14587 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14589 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14591 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14592 StopSound(sound_effect);
14595 static int getLevelMusicNr(void)
14597 if (levelset.music[level_nr] != MUS_UNDEFINED)
14598 return levelset.music[level_nr]; // from config file
14600 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14603 static void FadeLevelSounds(void)
14608 static void FadeLevelMusic(void)
14610 int music_nr = getLevelMusicNr();
14611 char *curr_music = getCurrentlyPlayingMusicFilename();
14612 char *next_music = getMusicInfoEntryFilename(music_nr);
14614 if (!strEqual(curr_music, next_music))
14618 void FadeLevelSoundsAndMusic(void)
14624 static void PlayLevelMusic(void)
14626 int music_nr = getLevelMusicNr();
14627 char *curr_music = getCurrentlyPlayingMusicFilename();
14628 char *next_music = getMusicInfoEntryFilename(music_nr);
14630 if (!strEqual(curr_music, next_music))
14631 PlayMusicLoop(music_nr);
14634 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14636 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14637 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14638 int x = xx - 1 - offset;
14639 int y = yy - 1 - offset;
14644 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14648 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14652 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14656 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14660 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14664 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14668 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14671 case SAMPLE_android_clone:
14672 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14675 case SAMPLE_android_move:
14676 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14679 case SAMPLE_spring:
14680 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14684 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14688 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14691 case SAMPLE_eater_eat:
14692 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14696 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14699 case SAMPLE_collect:
14700 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14703 case SAMPLE_diamond:
14704 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14707 case SAMPLE_squash:
14708 // !!! CHECK THIS !!!
14710 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14712 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14716 case SAMPLE_wonderfall:
14717 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14721 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14725 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14729 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14733 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14737 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14741 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14744 case SAMPLE_wonder:
14745 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14749 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14752 case SAMPLE_exit_open:
14753 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14756 case SAMPLE_exit_leave:
14757 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14760 case SAMPLE_dynamite:
14761 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14765 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14769 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14773 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14777 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14781 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14785 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14789 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14794 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14796 int element = map_element_SP_to_RND(element_sp);
14797 int action = map_action_SP_to_RND(action_sp);
14798 int offset = (setup.sp_show_border_elements ? 0 : 1);
14799 int x = xx - offset;
14800 int y = yy - offset;
14802 PlayLevelSoundElementAction(x, y, element, action);
14805 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14807 int element = map_element_MM_to_RND(element_mm);
14808 int action = map_action_MM_to_RND(action_mm);
14810 int x = xx - offset;
14811 int y = yy - offset;
14813 if (!IS_MM_ELEMENT(element))
14814 element = EL_MM_DEFAULT;
14816 PlayLevelSoundElementAction(x, y, element, action);
14819 void PlaySound_MM(int sound_mm)
14821 int sound = map_sound_MM_to_RND(sound_mm);
14823 if (sound == SND_UNDEFINED)
14829 void PlaySoundLoop_MM(int sound_mm)
14831 int sound = map_sound_MM_to_RND(sound_mm);
14833 if (sound == SND_UNDEFINED)
14836 PlaySoundLoop(sound);
14839 void StopSound_MM(int sound_mm)
14841 int sound = map_sound_MM_to_RND(sound_mm);
14843 if (sound == SND_UNDEFINED)
14849 void RaiseScore(int value)
14851 local_player->score += value;
14853 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14855 DisplayGameControlValues();
14858 void RaiseScoreElement(int element)
14863 case EL_BD_DIAMOND:
14864 case EL_EMERALD_YELLOW:
14865 case EL_EMERALD_RED:
14866 case EL_EMERALD_PURPLE:
14867 case EL_SP_INFOTRON:
14868 RaiseScore(level.score[SC_EMERALD]);
14871 RaiseScore(level.score[SC_DIAMOND]);
14874 RaiseScore(level.score[SC_CRYSTAL]);
14877 RaiseScore(level.score[SC_PEARL]);
14880 case EL_BD_BUTTERFLY:
14881 case EL_SP_ELECTRON:
14882 RaiseScore(level.score[SC_BUG]);
14885 case EL_BD_FIREFLY:
14886 case EL_SP_SNIKSNAK:
14887 RaiseScore(level.score[SC_SPACESHIP]);
14890 case EL_DARK_YAMYAM:
14891 RaiseScore(level.score[SC_YAMYAM]);
14894 RaiseScore(level.score[SC_ROBOT]);
14897 RaiseScore(level.score[SC_PACMAN]);
14900 RaiseScore(level.score[SC_NUT]);
14903 case EL_EM_DYNAMITE:
14904 case EL_SP_DISK_RED:
14905 case EL_DYNABOMB_INCREASE_NUMBER:
14906 case EL_DYNABOMB_INCREASE_SIZE:
14907 case EL_DYNABOMB_INCREASE_POWER:
14908 RaiseScore(level.score[SC_DYNAMITE]);
14910 case EL_SHIELD_NORMAL:
14911 case EL_SHIELD_DEADLY:
14912 RaiseScore(level.score[SC_SHIELD]);
14914 case EL_EXTRA_TIME:
14915 RaiseScore(level.extra_time_score);
14929 case EL_DC_KEY_WHITE:
14930 RaiseScore(level.score[SC_KEY]);
14933 RaiseScore(element_info[element].collect_score);
14938 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14940 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14942 // closing door required in case of envelope style request dialogs
14944 CloseDoor(DOOR_CLOSE_1);
14946 if (network.enabled)
14947 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14951 FadeSkipNextFadeIn();
14953 SetGameStatus(GAME_MODE_MAIN);
14958 else // continue playing the game
14960 if (tape.playing && tape.deactivate_display)
14961 TapeDeactivateDisplayOff(TRUE);
14963 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14965 if (tape.playing && tape.deactivate_display)
14966 TapeDeactivateDisplayOn();
14970 void RequestQuitGame(boolean ask_if_really_quit)
14972 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14973 boolean skip_request = AllPlayersGone || quick_quit;
14975 RequestQuitGameExt(skip_request, quick_quit,
14976 "Do you really want to quit the game?");
14979 void RequestRestartGame(char *message)
14981 game.restart_game_message = NULL;
14983 boolean has_started_game = hasStartedNetworkGame();
14984 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
14986 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
14988 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14992 SetGameStatus(GAME_MODE_MAIN);
14998 void CheckGameOver(void)
15000 static boolean last_game_over = FALSE;
15001 static int game_over_delay = 0;
15002 int game_over_delay_value = 50;
15003 boolean game_over = checkGameFailed();
15005 // do not handle game over if request dialog is already active
15006 if (game.request_active)
15011 last_game_over = FALSE;
15012 game_over_delay = game_over_delay_value;
15017 if (game_over_delay > 0)
15024 if (last_game_over != game_over)
15025 game.restart_game_message = (hasStartedNetworkGame() ?
15026 "Game over! Play it again?" :
15029 last_game_over = game_over;
15032 boolean checkGameSolved(void)
15034 // set for all game engines if level was solved
15035 return local_player->LevelSolved_GameEnd;
15038 boolean checkGameFailed(void)
15040 if (!AllPlayersGone)
15043 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15044 return (level.native_em_level->lev->home > 0);
15045 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15046 return (game_sp.game_over && !game_sp.level_solved);
15047 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15048 return (game_mm.game_over && !game_mm.level_solved);
15049 else // GAME_ENGINE_TYPE_RND
15050 return (local_player->GameOver && !local_player->LevelSolved);
15053 boolean checkGameEnded(void)
15055 return (checkGameSolved() || checkGameFailed());
15059 // ----------------------------------------------------------------------------
15060 // random generator functions
15061 // ----------------------------------------------------------------------------
15063 unsigned int InitEngineRandom_RND(int seed)
15065 game.num_random_calls = 0;
15067 return InitEngineRandom(seed);
15070 unsigned int RND(int max)
15074 game.num_random_calls++;
15076 return GetEngineRandom(max);
15083 // ----------------------------------------------------------------------------
15084 // game engine snapshot handling functions
15085 // ----------------------------------------------------------------------------
15087 struct EngineSnapshotInfo
15089 // runtime values for custom element collect score
15090 int collect_score[NUM_CUSTOM_ELEMENTS];
15092 // runtime values for group element choice position
15093 int choice_pos[NUM_GROUP_ELEMENTS];
15095 // runtime values for belt position animations
15096 int belt_graphic[4][NUM_BELT_PARTS];
15097 int belt_anim_mode[4][NUM_BELT_PARTS];
15100 static struct EngineSnapshotInfo engine_snapshot_rnd;
15101 static char *snapshot_level_identifier = NULL;
15102 static int snapshot_level_nr = -1;
15104 static void SaveEngineSnapshotValues_RND(void)
15106 static int belt_base_active_element[4] =
15108 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15109 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15110 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15111 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15115 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15117 int element = EL_CUSTOM_START + i;
15119 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15122 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15124 int element = EL_GROUP_START + i;
15126 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15129 for (i = 0; i < 4; i++)
15131 for (j = 0; j < NUM_BELT_PARTS; j++)
15133 int element = belt_base_active_element[i] + j;
15134 int graphic = el2img(element);
15135 int anim_mode = graphic_info[graphic].anim_mode;
15137 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15138 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15143 static void LoadEngineSnapshotValues_RND(void)
15145 unsigned int num_random_calls = game.num_random_calls;
15148 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15150 int element = EL_CUSTOM_START + i;
15152 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15155 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15157 int element = EL_GROUP_START + i;
15159 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15162 for (i = 0; i < 4; i++)
15164 for (j = 0; j < NUM_BELT_PARTS; j++)
15166 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15167 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15169 graphic_info[graphic].anim_mode = anim_mode;
15173 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15175 InitRND(tape.random_seed);
15176 for (i = 0; i < num_random_calls; i++)
15180 if (game.num_random_calls != num_random_calls)
15182 Error(ERR_INFO, "number of random calls out of sync");
15183 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15184 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15185 Error(ERR_EXIT, "this should not happen -- please debug");
15189 void FreeEngineSnapshotSingle(void)
15191 FreeSnapshotSingle();
15193 setString(&snapshot_level_identifier, NULL);
15194 snapshot_level_nr = -1;
15197 void FreeEngineSnapshotList(void)
15199 FreeSnapshotList();
15202 static ListNode *SaveEngineSnapshotBuffers(void)
15204 ListNode *buffers = NULL;
15206 // copy some special values to a structure better suited for the snapshot
15208 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15209 SaveEngineSnapshotValues_RND();
15210 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15211 SaveEngineSnapshotValues_EM();
15212 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15213 SaveEngineSnapshotValues_SP(&buffers);
15214 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15215 SaveEngineSnapshotValues_MM(&buffers);
15217 // save values stored in special snapshot structure
15219 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15220 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15221 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15222 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15223 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15224 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15225 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15226 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15228 // save further RND engine values
15230 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15231 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15232 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15234 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15235 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15236 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15237 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15239 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15240 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15241 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15242 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15243 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15245 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15246 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15247 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15249 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15251 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15253 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15254 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15256 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15257 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15258 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15259 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15260 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15261 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15262 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15263 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15264 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15265 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15266 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15267 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15268 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15269 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15270 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15271 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15272 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15273 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15275 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15276 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15278 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15279 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15280 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15282 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15283 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15285 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15286 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15287 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15288 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15289 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15291 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15292 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15295 ListNode *node = engine_snapshot_list_rnd;
15298 while (node != NULL)
15300 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15305 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15311 void SaveEngineSnapshotSingle(void)
15313 ListNode *buffers = SaveEngineSnapshotBuffers();
15315 // finally save all snapshot buffers to single snapshot
15316 SaveSnapshotSingle(buffers);
15318 // save level identification information
15319 setString(&snapshot_level_identifier, leveldir_current->identifier);
15320 snapshot_level_nr = level_nr;
15323 boolean CheckSaveEngineSnapshotToList(void)
15325 boolean save_snapshot =
15326 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15327 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15328 game.snapshot.changed_action) ||
15329 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15330 game.snapshot.collected_item));
15332 game.snapshot.changed_action = FALSE;
15333 game.snapshot.collected_item = FALSE;
15334 game.snapshot.save_snapshot = save_snapshot;
15336 return save_snapshot;
15339 void SaveEngineSnapshotToList(void)
15341 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15345 ListNode *buffers = SaveEngineSnapshotBuffers();
15347 // finally save all snapshot buffers to snapshot list
15348 SaveSnapshotToList(buffers);
15351 void SaveEngineSnapshotToListInitial(void)
15353 FreeEngineSnapshotList();
15355 SaveEngineSnapshotToList();
15358 static void LoadEngineSnapshotValues(void)
15360 // restore special values from snapshot structure
15362 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15363 LoadEngineSnapshotValues_RND();
15364 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15365 LoadEngineSnapshotValues_EM();
15366 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15367 LoadEngineSnapshotValues_SP();
15368 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15369 LoadEngineSnapshotValues_MM();
15372 void LoadEngineSnapshotSingle(void)
15374 LoadSnapshotSingle();
15376 LoadEngineSnapshotValues();
15379 static void LoadEngineSnapshot_Undo(int steps)
15381 LoadSnapshotFromList_Older(steps);
15383 LoadEngineSnapshotValues();
15386 static void LoadEngineSnapshot_Redo(int steps)
15388 LoadSnapshotFromList_Newer(steps);
15390 LoadEngineSnapshotValues();
15393 boolean CheckEngineSnapshotSingle(void)
15395 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15396 snapshot_level_nr == level_nr);
15399 boolean CheckEngineSnapshotList(void)
15401 return CheckSnapshotList();
15405 // ---------- new game button stuff -------------------------------------------
15412 boolean *setup_value;
15413 boolean allowed_on_tape;
15415 } gamebutton_info[NUM_GAME_BUTTONS] =
15418 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15419 GAME_CTRL_ID_STOP, NULL,
15423 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15424 GAME_CTRL_ID_PAUSE, NULL,
15428 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15429 GAME_CTRL_ID_PLAY, NULL,
15433 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15434 GAME_CTRL_ID_UNDO, NULL,
15438 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15439 GAME_CTRL_ID_REDO, NULL,
15443 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15444 GAME_CTRL_ID_SAVE, NULL,
15448 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15449 GAME_CTRL_ID_PAUSE2, NULL,
15453 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15454 GAME_CTRL_ID_LOAD, NULL,
15458 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15459 GAME_CTRL_ID_PANEL_STOP, NULL,
15463 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15464 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15465 FALSE, "pause game"
15468 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15469 GAME_CTRL_ID_PANEL_PLAY, NULL,
15473 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15474 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15475 TRUE, "background music on/off"
15478 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15479 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15480 TRUE, "sound loops on/off"
15483 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15484 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15485 TRUE, "normal sounds on/off"
15488 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15489 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15490 FALSE, "background music on/off"
15493 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15494 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15495 FALSE, "sound loops on/off"
15498 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15499 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15500 FALSE, "normal sounds on/off"
15504 void CreateGameButtons(void)
15508 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15510 int graphic = gamebutton_info[i].graphic;
15511 struct GraphicInfo *gfx = &graphic_info[graphic];
15512 struct XY *pos = gamebutton_info[i].pos;
15513 struct GadgetInfo *gi;
15516 unsigned int event_mask;
15517 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15518 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15519 int base_x = (on_tape ? VX : DX);
15520 int base_y = (on_tape ? VY : DY);
15521 int gd_x = gfx->src_x;
15522 int gd_y = gfx->src_y;
15523 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15524 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15525 int gd_xa = gfx->src_x + gfx->active_xoffset;
15526 int gd_ya = gfx->src_y + gfx->active_yoffset;
15527 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15528 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15531 if (gfx->bitmap == NULL)
15533 game_gadget[id] = NULL;
15538 if (id == GAME_CTRL_ID_STOP ||
15539 id == GAME_CTRL_ID_PANEL_STOP ||
15540 id == GAME_CTRL_ID_PLAY ||
15541 id == GAME_CTRL_ID_PANEL_PLAY ||
15542 id == GAME_CTRL_ID_SAVE ||
15543 id == GAME_CTRL_ID_LOAD)
15545 button_type = GD_TYPE_NORMAL_BUTTON;
15547 event_mask = GD_EVENT_RELEASED;
15549 else if (id == GAME_CTRL_ID_UNDO ||
15550 id == GAME_CTRL_ID_REDO)
15552 button_type = GD_TYPE_NORMAL_BUTTON;
15554 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15558 button_type = GD_TYPE_CHECK_BUTTON;
15559 checked = (gamebutton_info[i].setup_value != NULL ?
15560 *gamebutton_info[i].setup_value : FALSE);
15561 event_mask = GD_EVENT_PRESSED;
15564 gi = CreateGadget(GDI_CUSTOM_ID, id,
15565 GDI_IMAGE_ID, graphic,
15566 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15567 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15568 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15569 GDI_WIDTH, gfx->width,
15570 GDI_HEIGHT, gfx->height,
15571 GDI_TYPE, button_type,
15572 GDI_STATE, GD_BUTTON_UNPRESSED,
15573 GDI_CHECKED, checked,
15574 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15575 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15576 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15577 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15578 GDI_DIRECT_DRAW, FALSE,
15579 GDI_EVENT_MASK, event_mask,
15580 GDI_CALLBACK_ACTION, HandleGameButtons,
15584 Error(ERR_EXIT, "cannot create gadget");
15586 game_gadget[id] = gi;
15590 void FreeGameButtons(void)
15594 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15595 FreeGadget(game_gadget[i]);
15598 static void UnmapGameButtonsAtSamePosition(int id)
15602 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15604 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15605 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15606 UnmapGadget(game_gadget[i]);
15609 static void UnmapGameButtonsAtSamePosition_All(void)
15611 if (setup.show_snapshot_buttons)
15613 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15614 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15615 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15619 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15620 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15621 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15623 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15624 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15625 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15629 static void MapGameButtonsAtSamePosition(int id)
15633 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15635 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15636 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15637 MapGadget(game_gadget[i]);
15639 UnmapGameButtonsAtSamePosition_All();
15642 void MapUndoRedoButtons(void)
15644 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15645 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15647 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15648 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15650 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15653 void UnmapUndoRedoButtons(void)
15655 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15656 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15658 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15659 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15661 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15664 static void MapGameButtonsExt(boolean on_tape)
15668 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15669 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15670 i != GAME_CTRL_ID_UNDO &&
15671 i != GAME_CTRL_ID_REDO)
15672 MapGadget(game_gadget[i]);
15674 UnmapGameButtonsAtSamePosition_All();
15676 RedrawGameButtons();
15679 static void UnmapGameButtonsExt(boolean on_tape)
15683 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15684 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15685 UnmapGadget(game_gadget[i]);
15688 static void RedrawGameButtonsExt(boolean on_tape)
15692 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15693 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15694 RedrawGadget(game_gadget[i]);
15696 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15697 redraw_mask &= ~REDRAW_ALL;
15700 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15705 gi->checked = state;
15708 static void RedrawSoundButtonGadget(int id)
15710 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15711 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15712 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15713 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15714 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15715 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15718 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15719 RedrawGadget(game_gadget[id2]);
15722 void MapGameButtons(void)
15724 MapGameButtonsExt(FALSE);
15727 void UnmapGameButtons(void)
15729 UnmapGameButtonsExt(FALSE);
15732 void RedrawGameButtons(void)
15734 RedrawGameButtonsExt(FALSE);
15737 void MapGameButtonsOnTape(void)
15739 MapGameButtonsExt(TRUE);
15742 void UnmapGameButtonsOnTape(void)
15744 UnmapGameButtonsExt(TRUE);
15747 void RedrawGameButtonsOnTape(void)
15749 RedrawGameButtonsExt(TRUE);
15752 static void GameUndoRedoExt(void)
15754 ClearPlayerAction();
15756 tape.pausing = TRUE;
15759 UpdateAndDisplayGameControlValues();
15761 DrawCompleteVideoDisplay();
15762 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15763 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15764 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15769 static void GameUndo(int steps)
15771 if (!CheckEngineSnapshotList())
15774 LoadEngineSnapshot_Undo(steps);
15779 static void GameRedo(int steps)
15781 if (!CheckEngineSnapshotList())
15784 LoadEngineSnapshot_Redo(steps);
15789 static void HandleGameButtonsExt(int id, int button)
15791 static boolean game_undo_executed = FALSE;
15792 int steps = BUTTON_STEPSIZE(button);
15793 boolean handle_game_buttons =
15794 (game_status == GAME_MODE_PLAYING ||
15795 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15797 if (!handle_game_buttons)
15802 case GAME_CTRL_ID_STOP:
15803 case GAME_CTRL_ID_PANEL_STOP:
15804 if (game_status == GAME_MODE_MAIN)
15810 RequestQuitGame(TRUE);
15814 case GAME_CTRL_ID_PAUSE:
15815 case GAME_CTRL_ID_PAUSE2:
15816 case GAME_CTRL_ID_PANEL_PAUSE:
15817 if (network.enabled && game_status == GAME_MODE_PLAYING)
15820 SendToServer_ContinuePlaying();
15822 SendToServer_PausePlaying();
15825 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15827 game_undo_executed = FALSE;
15831 case GAME_CTRL_ID_PLAY:
15832 case GAME_CTRL_ID_PANEL_PLAY:
15833 if (game_status == GAME_MODE_MAIN)
15835 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15837 else if (tape.pausing)
15839 if (network.enabled)
15840 SendToServer_ContinuePlaying();
15842 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15846 case GAME_CTRL_ID_UNDO:
15847 // Important: When using "save snapshot when collecting an item" mode,
15848 // load last (current) snapshot for first "undo" after pressing "pause"
15849 // (else the last-but-one snapshot would be loaded, because the snapshot
15850 // pointer already points to the last snapshot when pressing "pause",
15851 // which is fine for "every step/move" mode, but not for "every collect")
15852 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15853 !game_undo_executed)
15856 game_undo_executed = TRUE;
15861 case GAME_CTRL_ID_REDO:
15865 case GAME_CTRL_ID_SAVE:
15869 case GAME_CTRL_ID_LOAD:
15873 case SOUND_CTRL_ID_MUSIC:
15874 case SOUND_CTRL_ID_PANEL_MUSIC:
15875 if (setup.sound_music)
15877 setup.sound_music = FALSE;
15881 else if (audio.music_available)
15883 setup.sound = setup.sound_music = TRUE;
15885 SetAudioMode(setup.sound);
15887 if (game_status == GAME_MODE_PLAYING)
15891 RedrawSoundButtonGadget(id);
15895 case SOUND_CTRL_ID_LOOPS:
15896 case SOUND_CTRL_ID_PANEL_LOOPS:
15897 if (setup.sound_loops)
15898 setup.sound_loops = FALSE;
15899 else if (audio.loops_available)
15901 setup.sound = setup.sound_loops = TRUE;
15903 SetAudioMode(setup.sound);
15906 RedrawSoundButtonGadget(id);
15910 case SOUND_CTRL_ID_SIMPLE:
15911 case SOUND_CTRL_ID_PANEL_SIMPLE:
15912 if (setup.sound_simple)
15913 setup.sound_simple = FALSE;
15914 else if (audio.sound_available)
15916 setup.sound = setup.sound_simple = TRUE;
15918 SetAudioMode(setup.sound);
15921 RedrawSoundButtonGadget(id);
15930 static void HandleGameButtons(struct GadgetInfo *gi)
15932 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15935 void HandleSoundButtonKeys(Key key)
15937 if (key == setup.shortcut.sound_simple)
15938 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15939 else if (key == setup.shortcut.sound_loops)
15940 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15941 else if (key == setup.shortcut.sound_music)
15942 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);