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
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
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)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
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() (local_player->LevelSolved_PanelOff)
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();
1089 static void FadeLevelSoundsAndMusic();
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()
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()
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()
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 InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 void InitGameControlValues()
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 void UpdatePlayfieldElementCount()
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 void UpdateGameControlValues()
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* use "level.file_info.nr" instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = level.file_info.nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 void DisplayGameControlValues()
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues()
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2770 void UpdateGameDoorValues()
2772 UpdateGameControlValues();
2775 void DrawGameDoorValues()
2777 DisplayGameControlValues();
2782 =============================================================================
2784 -----------------------------------------------------------------------------
2785 initialize game engine due to level / tape version number
2786 =============================================================================
2789 static void InitGameEngine()
2791 int i, j, k, l, x, y;
2793 /* set game engine from tape file when re-playing, else from level file */
2794 game.engine_version = (tape.playing ? tape.engine_version :
2795 level.game_version);
2797 /* set single or multi-player game mode (needed for re-playing tapes) */
2798 game.team_mode = setup.team_mode;
2802 int num_players = 0;
2804 for (i = 0; i < MAX_PLAYERS; i++)
2805 if (tape.player_participates[i])
2808 /* multi-player tapes contain input data for more than one player */
2809 game.team_mode = (num_players > 1);
2812 /* ---------------------------------------------------------------------- */
2813 /* set flags for bugs and changes according to active game engine version */
2814 /* ---------------------------------------------------------------------- */
2817 Summary of bugfix/change:
2818 Fixed handling for custom elements that change when pushed by the player.
2820 Fixed/changed in version:
2824 Before 3.1.0, custom elements that "change when pushing" changed directly
2825 after the player started pushing them (until then handled in "DigField()").
2826 Since 3.1.0, these custom elements are not changed until the "pushing"
2827 move of the element is finished (now handled in "ContinueMoving()").
2829 Affected levels/tapes:
2830 The first condition is generally needed for all levels/tapes before version
2831 3.1.0, which might use the old behaviour before it was changed; known tapes
2832 that are affected are some tapes from the level set "Walpurgis Gardens" by
2834 The second condition is an exception from the above case and is needed for
2835 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2836 above (including some development versions of 3.1.0), but before it was
2837 known that this change would break tapes like the above and was fixed in
2838 3.1.1, so that the changed behaviour was active although the engine version
2839 while recording maybe was before 3.1.0. There is at least one tape that is
2840 affected by this exception, which is the tape for the one-level set "Bug
2841 Machine" by Juergen Bonhagen.
2844 game.use_change_when_pushing_bug =
2845 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2847 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2848 tape.game_version < VERSION_IDENT(3,1,1,0)));
2851 Summary of bugfix/change:
2852 Fixed handling for blocking the field the player leaves when moving.
2854 Fixed/changed in version:
2858 Before 3.1.1, when "block last field when moving" was enabled, the field
2859 the player is leaving when moving was blocked for the time of the move,
2860 and was directly unblocked afterwards. This resulted in the last field
2861 being blocked for exactly one less than the number of frames of one player
2862 move. Additionally, even when blocking was disabled, the last field was
2863 blocked for exactly one frame.
2864 Since 3.1.1, due to changes in player movement handling, the last field
2865 is not blocked at all when blocking is disabled. When blocking is enabled,
2866 the last field is blocked for exactly the number of frames of one player
2867 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2868 last field is blocked for exactly one more than the number of frames of
2871 Affected levels/tapes:
2872 (!!! yet to be determined -- probably many !!!)
2875 game.use_block_last_field_bug =
2876 (game.engine_version < VERSION_IDENT(3,1,1,0));
2878 game_em.use_single_button =
2879 (game.engine_version > VERSION_IDENT(4,0,0,2));
2881 game_em.use_snap_key_bug =
2882 (game.engine_version < VERSION_IDENT(4,0,1,0));
2884 /* ---------------------------------------------------------------------- */
2886 /* set maximal allowed number of custom element changes per game frame */
2887 game.max_num_changes_per_frame = 1;
2889 /* default scan direction: scan playfield from top/left to bottom/right */
2890 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2892 /* dynamically adjust element properties according to game engine version */
2893 InitElementPropertiesEngine(game.engine_version);
2896 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2897 printf(" tape version == %06d [%s] [file: %06d]\n",
2898 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2900 printf(" => game.engine_version == %06d\n", game.engine_version);
2903 /* ---------- initialize player's initial move delay --------------------- */
2905 /* dynamically adjust player properties according to level information */
2906 for (i = 0; i < MAX_PLAYERS; i++)
2907 game.initial_move_delay_value[i] =
2908 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2910 /* dynamically adjust player properties according to game engine version */
2911 for (i = 0; i < MAX_PLAYERS; i++)
2912 game.initial_move_delay[i] =
2913 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2914 game.initial_move_delay_value[i] : 0);
2916 /* ---------- initialize player's initial push delay --------------------- */
2918 /* dynamically adjust player properties according to game engine version */
2919 game.initial_push_delay_value =
2920 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2922 /* ---------- initialize changing elements ------------------------------- */
2924 /* initialize changing elements information */
2925 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2927 struct ElementInfo *ei = &element_info[i];
2929 /* this pointer might have been changed in the level editor */
2930 ei->change = &ei->change_page[0];
2932 if (!IS_CUSTOM_ELEMENT(i))
2934 ei->change->target_element = EL_EMPTY_SPACE;
2935 ei->change->delay_fixed = 0;
2936 ei->change->delay_random = 0;
2937 ei->change->delay_frames = 1;
2940 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2942 ei->has_change_event[j] = FALSE;
2944 ei->event_page_nr[j] = 0;
2945 ei->event_page[j] = &ei->change_page[0];
2949 /* add changing elements from pre-defined list */
2950 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2952 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2953 struct ElementInfo *ei = &element_info[ch_delay->element];
2955 ei->change->target_element = ch_delay->target_element;
2956 ei->change->delay_fixed = ch_delay->change_delay;
2958 ei->change->pre_change_function = ch_delay->pre_change_function;
2959 ei->change->change_function = ch_delay->change_function;
2960 ei->change->post_change_function = ch_delay->post_change_function;
2962 ei->change->can_change = TRUE;
2963 ei->change->can_change_or_has_action = TRUE;
2965 ei->has_change_event[CE_DELAY] = TRUE;
2967 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2968 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2971 /* ---------- initialize internal run-time variables --------------------- */
2973 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2975 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2977 for (j = 0; j < ei->num_change_pages; j++)
2979 ei->change_page[j].can_change_or_has_action =
2980 (ei->change_page[j].can_change |
2981 ei->change_page[j].has_action);
2985 /* add change events from custom element configuration */
2986 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2988 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2990 for (j = 0; j < ei->num_change_pages; j++)
2992 if (!ei->change_page[j].can_change_or_has_action)
2995 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2997 /* only add event page for the first page found with this event */
2998 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3000 ei->has_change_event[k] = TRUE;
3002 ei->event_page_nr[k] = j;
3003 ei->event_page[k] = &ei->change_page[j];
3009 /* ---------- initialize reference elements in change conditions --------- */
3011 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3013 int element = EL_CUSTOM_START + i;
3014 struct ElementInfo *ei = &element_info[element];
3016 for (j = 0; j < ei->num_change_pages; j++)
3018 int trigger_element = ei->change_page[j].initial_trigger_element;
3020 if (trigger_element >= EL_PREV_CE_8 &&
3021 trigger_element <= EL_NEXT_CE_8)
3022 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3024 ei->change_page[j].trigger_element = trigger_element;
3028 /* ---------- initialize run-time trigger player and element ------------- */
3030 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3032 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3034 for (j = 0; j < ei->num_change_pages; j++)
3036 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3037 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3038 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3039 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3040 ei->change_page[j].actual_trigger_ce_value = 0;
3041 ei->change_page[j].actual_trigger_ce_score = 0;
3045 /* ---------- initialize trigger events ---------------------------------- */
3047 /* initialize trigger events information */
3048 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3049 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3050 trigger_events[i][j] = FALSE;
3052 /* add trigger events from element change event properties */
3053 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3055 struct ElementInfo *ei = &element_info[i];
3057 for (j = 0; j < ei->num_change_pages; j++)
3059 if (!ei->change_page[j].can_change_or_has_action)
3062 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3064 int trigger_element = ei->change_page[j].trigger_element;
3066 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3068 if (ei->change_page[j].has_event[k])
3070 if (IS_GROUP_ELEMENT(trigger_element))
3072 struct ElementGroupInfo *group =
3073 element_info[trigger_element].group;
3075 for (l = 0; l < group->num_elements_resolved; l++)
3076 trigger_events[group->element_resolved[l]][k] = TRUE;
3078 else if (trigger_element == EL_ANY_ELEMENT)
3079 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3080 trigger_events[l][k] = TRUE;
3082 trigger_events[trigger_element][k] = TRUE;
3089 /* ---------- initialize push delay -------------------------------------- */
3091 /* initialize push delay values to default */
3092 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3094 if (!IS_CUSTOM_ELEMENT(i))
3096 /* set default push delay values (corrected since version 3.0.7-1) */
3097 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3099 element_info[i].push_delay_fixed = 2;
3100 element_info[i].push_delay_random = 8;
3104 element_info[i].push_delay_fixed = 8;
3105 element_info[i].push_delay_random = 8;
3110 /* set push delay value for certain elements from pre-defined list */
3111 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3113 int e = push_delay_list[i].element;
3115 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3116 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3119 /* set push delay value for Supaplex elements for newer engine versions */
3120 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3122 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3124 if (IS_SP_ELEMENT(i))
3126 /* set SP push delay to just enough to push under a falling zonk */
3127 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3129 element_info[i].push_delay_fixed = delay;
3130 element_info[i].push_delay_random = 0;
3135 /* ---------- initialize move stepsize ----------------------------------- */
3137 /* initialize move stepsize values to default */
3138 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3139 if (!IS_CUSTOM_ELEMENT(i))
3140 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3142 /* set move stepsize value for certain elements from pre-defined list */
3143 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3145 int e = move_stepsize_list[i].element;
3147 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3150 /* ---------- initialize collect score ----------------------------------- */
3152 /* initialize collect score values for custom elements from initial value */
3153 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 if (IS_CUSTOM_ELEMENT(i))
3155 element_info[i].collect_score = element_info[i].collect_score_initial;
3157 /* ---------- initialize collect count ----------------------------------- */
3159 /* initialize collect count values for non-custom elements */
3160 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3161 if (!IS_CUSTOM_ELEMENT(i))
3162 element_info[i].collect_count_initial = 0;
3164 /* add collect count values for all elements from pre-defined list */
3165 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3166 element_info[collect_count_list[i].element].collect_count_initial =
3167 collect_count_list[i].count;
3169 /* ---------- initialize access direction -------------------------------- */
3171 /* initialize access direction values to default (access from every side) */
3172 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3173 if (!IS_CUSTOM_ELEMENT(i))
3174 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3176 /* set access direction value for certain elements from pre-defined list */
3177 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3178 element_info[access_direction_list[i].element].access_direction =
3179 access_direction_list[i].direction;
3181 /* ---------- initialize explosion content ------------------------------- */
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3184 if (IS_CUSTOM_ELEMENT(i))
3187 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3189 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3191 element_info[i].content.e[x][y] =
3192 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3193 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3194 i == EL_PLAYER_3 ? EL_EMERALD :
3195 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3196 i == EL_MOLE ? EL_EMERALD_RED :
3197 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3198 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3199 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3200 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3201 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3202 i == EL_WALL_EMERALD ? EL_EMERALD :
3203 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3204 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3205 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3206 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3207 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3208 i == EL_WALL_PEARL ? EL_PEARL :
3209 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3214 /* ---------- initialize recursion detection ------------------------------ */
3215 recursion_loop_depth = 0;
3216 recursion_loop_detected = FALSE;
3217 recursion_loop_element = EL_UNDEFINED;
3219 /* ---------- initialize graphics engine ---------------------------------- */
3220 game.scroll_delay_value =
3221 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3222 setup.scroll_delay ? setup.scroll_delay_value : 0);
3223 game.scroll_delay_value =
3224 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3226 /* ---------- initialize game engine snapshots ---------------------------- */
3227 for (i = 0; i < MAX_PLAYERS; i++)
3228 game.snapshot.last_action[i] = 0;
3229 game.snapshot.changed_action = FALSE;
3230 game.snapshot.collected_item = FALSE;
3231 game.snapshot.mode =
3232 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3233 SNAPSHOT_MODE_EVERY_STEP :
3234 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3235 SNAPSHOT_MODE_EVERY_MOVE :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3237 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3238 game.snapshot.save_snapshot = FALSE;
3240 /* ---------- initialize level time for Supaplex engine ------------------- */
3241 /* Supaplex levels with time limit currently unsupported -- should be added */
3242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3246 int get_num_special_action(int element, int action_first, int action_last)
3248 int num_special_action = 0;
3251 for (i = action_first; i <= action_last; i++)
3253 boolean found = FALSE;
3255 for (j = 0; j < NUM_DIRECTIONS; j++)
3256 if (el_act_dir2img(element, i, j) !=
3257 el_act_dir2img(element, ACTION_DEFAULT, j))
3261 num_special_action++;
3266 return num_special_action;
3271 =============================================================================
3273 -----------------------------------------------------------------------------
3274 initialize and start new game
3275 =============================================================================
3278 #if DEBUG_INIT_PLAYER
3279 static void DebugPrintPlayerStatus(char *message)
3286 printf("%s:\n", message);
3288 for (i = 0; i < MAX_PLAYERS; i++)
3290 struct PlayerInfo *player = &stored_player[i];
3292 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3296 player->connected_locally,
3297 player->connected_network,
3300 if (local_player == player)
3301 printf(" (local player)");
3310 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3311 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3312 int fade_mask = REDRAW_FIELD;
3314 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3315 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3316 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3317 int initial_move_dir = MV_DOWN;
3320 // required here to update video display before fading (FIX THIS)
3321 DrawMaskedBorder(REDRAW_DOOR_2);
3323 if (!game.restart_level)
3324 CloseDoor(DOOR_CLOSE_1);
3326 SetGameStatus(GAME_MODE_PLAYING);
3328 if (level_editor_test_game)
3329 FadeSkipNextFadeIn();
3331 FadeSetEnterScreen();
3333 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3334 fade_mask = REDRAW_ALL;
3336 FadeLevelSoundsAndMusic();
3338 ExpireSoundLoops(TRUE);
3340 if (!level_editor_test_game)
3343 /* needed if different viewport properties defined for playing */
3344 ChangeViewportPropertiesIfNeeded();
3348 DrawCompleteVideoDisplay();
3350 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3353 InitGameControlValues();
3355 /* don't play tapes over network */
3356 network_playing = (network.enabled && !tape.playing);
3358 for (i = 0; i < MAX_PLAYERS; i++)
3360 struct PlayerInfo *player = &stored_player[i];
3362 player->index_nr = i;
3363 player->index_bit = (1 << i);
3364 player->element_nr = EL_PLAYER_1 + i;
3366 player->present = FALSE;
3367 player->active = FALSE;
3368 player->mapped = FALSE;
3370 player->killed = FALSE;
3371 player->reanimated = FALSE;
3374 player->effective_action = 0;
3375 player->programmed_action = 0;
3377 player->mouse_action.lx = 0;
3378 player->mouse_action.ly = 0;
3379 player->mouse_action.button = 0;
3380 player->mouse_action.button_hint = 0;
3382 player->effective_mouse_action.lx = 0;
3383 player->effective_mouse_action.ly = 0;
3384 player->effective_mouse_action.button = 0;
3385 player->effective_mouse_action.button_hint = 0;
3388 player->score_final = 0;
3390 player->health = MAX_HEALTH;
3391 player->health_final = MAX_HEALTH;
3393 player->gems_still_needed = level.gems_needed;
3394 player->sokobanfields_still_needed = 0;
3395 player->lights_still_needed = 0;
3396 player->players_still_needed = 0;
3397 player->friends_still_needed = 0;
3399 for (j = 0; j < MAX_NUM_KEYS; j++)
3400 player->key[j] = FALSE;
3402 player->num_white_keys = 0;
3404 player->dynabomb_count = 0;
3405 player->dynabomb_size = 1;
3406 player->dynabombs_left = 0;
3407 player->dynabomb_xl = FALSE;
3409 player->MovDir = initial_move_dir;
3412 player->GfxDir = initial_move_dir;
3413 player->GfxAction = ACTION_DEFAULT;
3415 player->StepFrame = 0;
3417 player->initial_element = player->element_nr;
3418 player->artwork_element =
3419 (level.use_artwork_element[i] ? level.artwork_element[i] :
3420 player->element_nr);
3421 player->use_murphy = FALSE;
3423 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3424 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3426 player->gravity = level.initial_player_gravity[i];
3428 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3430 player->actual_frame_counter = 0;
3432 player->step_counter = 0;
3434 player->last_move_dir = initial_move_dir;
3436 player->is_active = FALSE;
3438 player->is_waiting = FALSE;
3439 player->is_moving = FALSE;
3440 player->is_auto_moving = FALSE;
3441 player->is_digging = FALSE;
3442 player->is_snapping = FALSE;
3443 player->is_collecting = FALSE;
3444 player->is_pushing = FALSE;
3445 player->is_switching = FALSE;
3446 player->is_dropping = FALSE;
3447 player->is_dropping_pressed = FALSE;
3449 player->is_bored = FALSE;
3450 player->is_sleeping = FALSE;
3452 player->was_waiting = TRUE;
3453 player->was_moving = FALSE;
3454 player->was_snapping = FALSE;
3455 player->was_dropping = FALSE;
3457 player->force_dropping = FALSE;
3459 player->frame_counter_bored = -1;
3460 player->frame_counter_sleeping = -1;
3462 player->anim_delay_counter = 0;
3463 player->post_delay_counter = 0;
3465 player->dir_waiting = initial_move_dir;
3466 player->action_waiting = ACTION_DEFAULT;
3467 player->last_action_waiting = ACTION_DEFAULT;
3468 player->special_action_bored = ACTION_DEFAULT;
3469 player->special_action_sleeping = ACTION_DEFAULT;
3471 player->switch_x = -1;
3472 player->switch_y = -1;
3474 player->drop_x = -1;
3475 player->drop_y = -1;
3477 player->show_envelope = 0;
3479 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3481 player->push_delay = -1; /* initialized when pushing starts */
3482 player->push_delay_value = game.initial_push_delay_value;
3484 player->drop_delay = 0;
3485 player->drop_pressed_delay = 0;
3487 player->last_jx = -1;
3488 player->last_jy = -1;
3492 player->shield_normal_time_left = 0;
3493 player->shield_deadly_time_left = 0;
3495 player->inventory_infinite_element = EL_UNDEFINED;
3496 player->inventory_size = 0;
3498 if (level.use_initial_inventory[i])
3500 for (j = 0; j < level.initial_inventory_size[i]; j++)
3502 int element = level.initial_inventory_content[i][j];
3503 int collect_count = element_info[element].collect_count_initial;
3506 if (!IS_CUSTOM_ELEMENT(element))
3509 if (collect_count == 0)
3510 player->inventory_infinite_element = element;
3512 for (k = 0; k < collect_count; k++)
3513 if (player->inventory_size < MAX_INVENTORY_SIZE)
3514 player->inventory_element[player->inventory_size++] = element;
3518 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3519 SnapField(player, 0, 0);
3521 player->LevelSolved = FALSE;
3522 player->GameOver = FALSE;
3524 player->LevelSolved_GameWon = FALSE;
3525 player->LevelSolved_GameEnd = FALSE;
3526 player->LevelSolved_PanelOff = FALSE;
3527 player->LevelSolved_SaveTape = FALSE;
3528 player->LevelSolved_SaveScore = FALSE;
3530 player->LevelSolved_CountingTime = 0;
3531 player->LevelSolved_CountingScore = 0;
3532 player->LevelSolved_CountingHealth = 0;
3534 map_player_action[i] = i;
3537 network_player_action_received = FALSE;
3539 /* initial null action */
3540 if (network_playing)
3541 SendToServer_MovePlayer(MV_NONE);
3549 TimeLeft = level.time;
3552 ScreenMovDir = MV_NONE;
3556 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3558 AllPlayersGone = FALSE;
3560 game.no_time_limit = (level.time == 0);
3562 game.yamyam_content_nr = 0;
3563 game.robot_wheel_active = FALSE;
3564 game.magic_wall_active = FALSE;
3565 game.magic_wall_time_left = 0;
3566 game.light_time_left = 0;
3567 game.timegate_time_left = 0;
3568 game.switchgate_pos = 0;
3569 game.wind_direction = level.wind_direction_initial;
3571 game.lenses_time_left = 0;
3572 game.magnify_time_left = 0;
3574 game.ball_state = level.ball_state_initial;
3575 game.ball_content_nr = 0;
3577 game.envelope_active = FALSE;
3579 for (i = 0; i < NUM_BELTS; i++)
3581 game.belt_dir[i] = MV_NONE;
3582 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3585 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3586 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3588 #if DEBUG_INIT_PLAYER
3589 DebugPrintPlayerStatus("Player status at level initialization");
3592 SCAN_PLAYFIELD(x, y)
3594 Feld[x][y] = level.field[x][y];
3595 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3596 ChangeDelay[x][y] = 0;
3597 ChangePage[x][y] = -1;
3598 CustomValue[x][y] = 0; /* initialized in InitField() */
3599 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3601 WasJustMoving[x][y] = 0;
3602 WasJustFalling[x][y] = 0;
3603 CheckCollision[x][y] = 0;
3604 CheckImpact[x][y] = 0;
3606 Pushed[x][y] = FALSE;
3608 ChangeCount[x][y] = 0;
3609 ChangeEvent[x][y] = -1;
3611 ExplodePhase[x][y] = 0;
3612 ExplodeDelay[x][y] = 0;
3613 ExplodeField[x][y] = EX_TYPE_NONE;
3615 RunnerVisit[x][y] = 0;
3616 PlayerVisit[x][y] = 0;
3619 GfxRandom[x][y] = INIT_GFX_RANDOM();
3620 GfxElement[x][y] = EL_UNDEFINED;
3621 GfxAction[x][y] = ACTION_DEFAULT;
3622 GfxDir[x][y] = MV_NONE;
3623 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3626 SCAN_PLAYFIELD(x, y)
3628 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3630 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3632 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3635 InitField(x, y, TRUE);
3637 ResetGfxAnimation(x, y);
3642 for (i = 0; i < MAX_PLAYERS; i++)
3644 struct PlayerInfo *player = &stored_player[i];
3646 /* set number of special actions for bored and sleeping animation */
3647 player->num_special_action_bored =
3648 get_num_special_action(player->artwork_element,
3649 ACTION_BORING_1, ACTION_BORING_LAST);
3650 player->num_special_action_sleeping =
3651 get_num_special_action(player->artwork_element,
3652 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3655 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3656 emulate_sb ? EMU_SOKOBAN :
3657 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3659 /* initialize type of slippery elements */
3660 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3662 if (!IS_CUSTOM_ELEMENT(i))
3664 /* default: elements slip down either to the left or right randomly */
3665 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3667 /* SP style elements prefer to slip down on the left side */
3668 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3669 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3671 /* BD style elements prefer to slip down on the left side */
3672 if (game.emulation == EMU_BOULDERDASH)
3673 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3677 /* initialize explosion and ignition delay */
3678 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3680 if (!IS_CUSTOM_ELEMENT(i))
3683 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3684 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3685 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3686 int last_phase = (num_phase + 1) * delay;
3687 int half_phase = (num_phase / 2) * delay;
3689 element_info[i].explosion_delay = last_phase - 1;
3690 element_info[i].ignition_delay = half_phase;
3692 if (i == EL_BLACK_ORB)
3693 element_info[i].ignition_delay = 1;
3697 /* correct non-moving belts to start moving left */
3698 for (i = 0; i < NUM_BELTS; i++)
3699 if (game.belt_dir[i] == MV_NONE)
3700 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3702 #if USE_NEW_PLAYER_ASSIGNMENTS
3703 for (i = 0; i < MAX_PLAYERS; i++)
3705 stored_player[i].connected = FALSE;
3707 /* in network game mode, the local player might not be the first player */
3708 if (stored_player[i].connected_locally)
3709 local_player = &stored_player[i];
3712 if (!network.enabled)
3713 local_player->connected = TRUE;
3717 for (i = 0; i < MAX_PLAYERS; i++)
3718 stored_player[i].connected = tape.player_participates[i];
3720 else if (network.enabled)
3722 /* add team mode players connected over the network (needed for correct
3723 assignment of player figures from level to locally playing players) */
3725 for (i = 0; i < MAX_PLAYERS; i++)
3726 if (stored_player[i].connected_network)
3727 stored_player[i].connected = TRUE;
3729 else if (game.team_mode)
3731 /* try to guess locally connected team mode players (needed for correct
3732 assignment of player figures from level to locally playing players) */
3734 for (i = 0; i < MAX_PLAYERS; i++)
3735 if (setup.input[i].use_joystick ||
3736 setup.input[i].key.left != KSYM_UNDEFINED)
3737 stored_player[i].connected = TRUE;
3740 #if DEBUG_INIT_PLAYER
3741 DebugPrintPlayerStatus("Player status after level initialization");
3744 #if DEBUG_INIT_PLAYER
3746 printf("Reassigning players ...\n");
3749 /* check if any connected player was not found in playfield */
3750 for (i = 0; i < MAX_PLAYERS; i++)
3752 struct PlayerInfo *player = &stored_player[i];
3754 if (player->connected && !player->present)
3756 struct PlayerInfo *field_player = NULL;
3758 #if DEBUG_INIT_PLAYER
3760 printf("- looking for field player for player %d ...\n", i + 1);
3763 /* assign first free player found that is present in the playfield */
3765 /* first try: look for unmapped playfield player that is not connected */
3766 for (j = 0; j < MAX_PLAYERS; j++)
3767 if (field_player == NULL &&
3768 stored_player[j].present &&
3769 !stored_player[j].mapped &&
3770 !stored_player[j].connected)
3771 field_player = &stored_player[j];
3773 /* second try: look for *any* unmapped playfield player */
3774 for (j = 0; j < MAX_PLAYERS; j++)
3775 if (field_player == NULL &&
3776 stored_player[j].present &&
3777 !stored_player[j].mapped)
3778 field_player = &stored_player[j];
3780 if (field_player != NULL)
3782 int jx = field_player->jx, jy = field_player->jy;
3784 #if DEBUG_INIT_PLAYER
3786 printf("- found player %d\n", field_player->index_nr + 1);
3789 player->present = FALSE;
3790 player->active = FALSE;
3792 field_player->present = TRUE;
3793 field_player->active = TRUE;
3796 player->initial_element = field_player->initial_element;
3797 player->artwork_element = field_player->artwork_element;
3799 player->block_last_field = field_player->block_last_field;
3800 player->block_delay_adjustment = field_player->block_delay_adjustment;
3803 StorePlayer[jx][jy] = field_player->element_nr;
3805 field_player->jx = field_player->last_jx = jx;
3806 field_player->jy = field_player->last_jy = jy;
3808 if (local_player == player)
3809 local_player = field_player;
3811 map_player_action[field_player->index_nr] = i;
3813 field_player->mapped = TRUE;
3815 #if DEBUG_INIT_PLAYER
3817 printf("- map_player_action[%d] == %d\n",
3818 field_player->index_nr + 1, i + 1);
3823 if (player->connected && player->present)
3824 player->mapped = TRUE;
3827 #if DEBUG_INIT_PLAYER
3828 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3833 /* check if any connected player was not found in playfield */
3834 for (i = 0; i < MAX_PLAYERS; i++)
3836 struct PlayerInfo *player = &stored_player[i];
3838 if (player->connected && !player->present)
3840 for (j = 0; j < MAX_PLAYERS; j++)
3842 struct PlayerInfo *field_player = &stored_player[j];
3843 int jx = field_player->jx, jy = field_player->jy;
3845 /* assign first free player found that is present in the playfield */
3846 if (field_player->present && !field_player->connected)
3848 player->present = TRUE;
3849 player->active = TRUE;
3851 field_player->present = FALSE;
3852 field_player->active = FALSE;
3854 player->initial_element = field_player->initial_element;
3855 player->artwork_element = field_player->artwork_element;
3857 player->block_last_field = field_player->block_last_field;
3858 player->block_delay_adjustment = field_player->block_delay_adjustment;
3860 StorePlayer[jx][jy] = player->element_nr;
3862 player->jx = player->last_jx = jx;
3863 player->jy = player->last_jy = jy;
3873 printf("::: local_player->present == %d\n", local_player->present);
3876 /* set focus to local player for network games, else to all players */
3877 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3878 game.centered_player_nr_next = game.centered_player_nr;
3879 game.set_centered_player = FALSE;
3881 if (network_playing && tape.recording)
3883 /* store client dependent player focus when recording network games */
3884 tape.centered_player_nr_next = game.centered_player_nr_next;
3885 tape.set_centered_player = TRUE;
3890 /* when playing a tape, eliminate all players who do not participate */
3892 #if USE_NEW_PLAYER_ASSIGNMENTS
3894 if (!game.team_mode)
3896 for (i = 0; i < MAX_PLAYERS; i++)
3898 if (stored_player[i].active &&
3899 !tape.player_participates[map_player_action[i]])
3901 struct PlayerInfo *player = &stored_player[i];
3902 int jx = player->jx, jy = player->jy;
3904 #if DEBUG_INIT_PLAYER
3906 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3909 player->active = FALSE;
3910 StorePlayer[jx][jy] = 0;
3911 Feld[jx][jy] = EL_EMPTY;
3918 for (i = 0; i < MAX_PLAYERS; i++)
3920 if (stored_player[i].active &&
3921 !tape.player_participates[i])
3923 struct PlayerInfo *player = &stored_player[i];
3924 int jx = player->jx, jy = player->jy;
3926 player->active = FALSE;
3927 StorePlayer[jx][jy] = 0;
3928 Feld[jx][jy] = EL_EMPTY;
3933 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3935 /* when in single player mode, eliminate all but the local player */
3937 for (i = 0; i < MAX_PLAYERS; i++)
3939 struct PlayerInfo *player = &stored_player[i];
3941 if (player->active && player != local_player)
3943 int jx = player->jx, jy = player->jy;
3945 player->active = FALSE;
3946 player->present = FALSE;
3948 StorePlayer[jx][jy] = 0;
3949 Feld[jx][jy] = EL_EMPTY;
3954 for (i = 0; i < MAX_PLAYERS; i++)
3955 if (stored_player[i].active)
3956 local_player->players_still_needed++;
3958 /* when recording the game, store which players take part in the game */
3961 #if USE_NEW_PLAYER_ASSIGNMENTS
3962 for (i = 0; i < MAX_PLAYERS; i++)
3963 if (stored_player[i].connected)
3964 tape.player_participates[i] = TRUE;
3966 for (i = 0; i < MAX_PLAYERS; i++)
3967 if (stored_player[i].active)
3968 tape.player_participates[i] = TRUE;
3972 #if DEBUG_INIT_PLAYER
3973 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3976 if (BorderElement == EL_EMPTY)
3979 SBX_Right = lev_fieldx - SCR_FIELDX;
3981 SBY_Lower = lev_fieldy - SCR_FIELDY;
3986 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3988 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3991 if (full_lev_fieldx <= SCR_FIELDX)
3992 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3993 if (full_lev_fieldy <= SCR_FIELDY)
3994 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3996 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3998 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4001 /* if local player not found, look for custom element that might create
4002 the player (make some assumptions about the right custom element) */
4003 if (!local_player->present)
4005 int start_x = 0, start_y = 0;
4006 int found_rating = 0;
4007 int found_element = EL_UNDEFINED;
4008 int player_nr = local_player->index_nr;
4010 SCAN_PLAYFIELD(x, y)
4012 int element = Feld[x][y];
4017 if (level.use_start_element[player_nr] &&
4018 level.start_element[player_nr] == element &&
4025 found_element = element;
4028 if (!IS_CUSTOM_ELEMENT(element))
4031 if (CAN_CHANGE(element))
4033 for (i = 0; i < element_info[element].num_change_pages; i++)
4035 /* check for player created from custom element as single target */
4036 content = element_info[element].change_page[i].target_element;
4037 is_player = ELEM_IS_PLAYER(content);
4039 if (is_player && (found_rating < 3 ||
4040 (found_rating == 3 && element < found_element)))
4046 found_element = element;
4051 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4053 /* check for player created from custom element as explosion content */
4054 content = element_info[element].content.e[xx][yy];
4055 is_player = ELEM_IS_PLAYER(content);
4057 if (is_player && (found_rating < 2 ||
4058 (found_rating == 2 && element < found_element)))
4060 start_x = x + xx - 1;
4061 start_y = y + yy - 1;
4064 found_element = element;
4067 if (!CAN_CHANGE(element))
4070 for (i = 0; i < element_info[element].num_change_pages; i++)
4072 /* check for player created from custom element as extended target */
4074 element_info[element].change_page[i].target_content.e[xx][yy];
4076 is_player = ELEM_IS_PLAYER(content);
4078 if (is_player && (found_rating < 1 ||
4079 (found_rating == 1 && element < found_element)))
4081 start_x = x + xx - 1;
4082 start_y = y + yy - 1;
4085 found_element = element;
4091 scroll_x = SCROLL_POSITION_X(start_x);
4092 scroll_y = SCROLL_POSITION_Y(start_y);
4096 scroll_x = SCROLL_POSITION_X(local_player->jx);
4097 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4100 /* !!! FIX THIS (START) !!! */
4101 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4103 InitGameEngine_EM();
4105 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4107 InitGameEngine_SP();
4109 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4111 InitGameEngine_MM();
4115 DrawLevel(REDRAW_FIELD);
4118 /* after drawing the level, correct some elements */
4119 if (game.timegate_time_left == 0)
4120 CloseAllOpenTimegates();
4123 /* blit playfield from scroll buffer to normal back buffer for fading in */
4124 BlitScreenToBitmap(backbuffer);
4125 /* !!! FIX THIS (END) !!! */
4127 DrawMaskedBorder(fade_mask);
4132 // full screen redraw is required at this point in the following cases:
4133 // - special editor door undrawn when game was started from level editor
4134 // - drawing area (playfield) was changed and has to be removed completely
4135 redraw_mask = REDRAW_ALL;
4139 if (!game.restart_level)
4141 /* copy default game door content to main double buffer */
4143 /* !!! CHECK AGAIN !!! */
4144 SetPanelBackground();
4145 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4146 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4149 SetPanelBackground();
4150 SetDrawBackgroundMask(REDRAW_DOOR_1);
4152 UpdateAndDisplayGameControlValues();
4154 if (!game.restart_level)
4160 CreateGameButtons();
4165 /* copy actual game door content to door double buffer for OpenDoor() */
4166 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4168 OpenDoor(DOOR_OPEN_ALL);
4170 KeyboardAutoRepeatOffUnlessAutoplay();
4172 #if DEBUG_INIT_PLAYER
4173 DebugPrintPlayerStatus("Player status (final)");
4182 if (!game.restart_level && !tape.playing)
4184 LevelStats_incPlayed(level_nr);
4186 SaveLevelSetup_SeriesInfo();
4189 game.restart_level = FALSE;
4190 game.restart_game_message = NULL;
4192 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4193 InitGameActions_MM();
4195 SaveEngineSnapshotToListInitial();
4197 if (!game.restart_level)
4199 PlaySound(SND_GAME_STARTING);
4201 if (setup.sound_music)
4206 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4207 int actual_player_x, int actual_player_y)
4209 /* this is used for non-R'n'D game engines to update certain engine values */
4211 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4213 actual_player_x = correctLevelPosX_EM(actual_player_x);
4214 actual_player_y = correctLevelPosY_EM(actual_player_y);
4217 /* needed to determine if sounds are played within the visible screen area */
4218 scroll_x = actual_scroll_x;
4219 scroll_y = actual_scroll_y;
4221 /* needed to get player position for "follow finger" playing input method */
4222 local_player->jx = actual_player_x;
4223 local_player->jy = actual_player_y;
4226 void InitMovDir(int x, int y)
4228 int i, element = Feld[x][y];
4229 static int xy[4][2] =
4236 static int direction[3][4] =
4238 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4239 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4240 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4249 Feld[x][y] = EL_BUG;
4250 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4253 case EL_SPACESHIP_RIGHT:
4254 case EL_SPACESHIP_UP:
4255 case EL_SPACESHIP_LEFT:
4256 case EL_SPACESHIP_DOWN:
4257 Feld[x][y] = EL_SPACESHIP;
4258 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4261 case EL_BD_BUTTERFLY_RIGHT:
4262 case EL_BD_BUTTERFLY_UP:
4263 case EL_BD_BUTTERFLY_LEFT:
4264 case EL_BD_BUTTERFLY_DOWN:
4265 Feld[x][y] = EL_BD_BUTTERFLY;
4266 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4269 case EL_BD_FIREFLY_RIGHT:
4270 case EL_BD_FIREFLY_UP:
4271 case EL_BD_FIREFLY_LEFT:
4272 case EL_BD_FIREFLY_DOWN:
4273 Feld[x][y] = EL_BD_FIREFLY;
4274 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4277 case EL_PACMAN_RIGHT:
4279 case EL_PACMAN_LEFT:
4280 case EL_PACMAN_DOWN:
4281 Feld[x][y] = EL_PACMAN;
4282 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4285 case EL_YAMYAM_LEFT:
4286 case EL_YAMYAM_RIGHT:
4288 case EL_YAMYAM_DOWN:
4289 Feld[x][y] = EL_YAMYAM;
4290 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4293 case EL_SP_SNIKSNAK:
4294 MovDir[x][y] = MV_UP;
4297 case EL_SP_ELECTRON:
4298 MovDir[x][y] = MV_LEFT;
4305 Feld[x][y] = EL_MOLE;
4306 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4310 if (IS_CUSTOM_ELEMENT(element))
4312 struct ElementInfo *ei = &element_info[element];
4313 int move_direction_initial = ei->move_direction_initial;
4314 int move_pattern = ei->move_pattern;
4316 if (move_direction_initial == MV_START_PREVIOUS)
4318 if (MovDir[x][y] != MV_NONE)
4321 move_direction_initial = MV_START_AUTOMATIC;
4324 if (move_direction_initial == MV_START_RANDOM)
4325 MovDir[x][y] = 1 << RND(4);
4326 else if (move_direction_initial & MV_ANY_DIRECTION)
4327 MovDir[x][y] = move_direction_initial;
4328 else if (move_pattern == MV_ALL_DIRECTIONS ||
4329 move_pattern == MV_TURNING_LEFT ||
4330 move_pattern == MV_TURNING_RIGHT ||
4331 move_pattern == MV_TURNING_LEFT_RIGHT ||
4332 move_pattern == MV_TURNING_RIGHT_LEFT ||
4333 move_pattern == MV_TURNING_RANDOM)
4334 MovDir[x][y] = 1 << RND(4);
4335 else if (move_pattern == MV_HORIZONTAL)
4336 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4337 else if (move_pattern == MV_VERTICAL)
4338 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4339 else if (move_pattern & MV_ANY_DIRECTION)
4340 MovDir[x][y] = element_info[element].move_pattern;
4341 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4342 move_pattern == MV_ALONG_RIGHT_SIDE)
4344 /* use random direction as default start direction */
4345 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4346 MovDir[x][y] = 1 << RND(4);
4348 for (i = 0; i < NUM_DIRECTIONS; i++)
4350 int x1 = x + xy[i][0];
4351 int y1 = y + xy[i][1];
4353 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4355 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4356 MovDir[x][y] = direction[0][i];
4358 MovDir[x][y] = direction[1][i];
4367 MovDir[x][y] = 1 << RND(4);
4369 if (element != EL_BUG &&
4370 element != EL_SPACESHIP &&
4371 element != EL_BD_BUTTERFLY &&
4372 element != EL_BD_FIREFLY)
4375 for (i = 0; i < NUM_DIRECTIONS; i++)
4377 int x1 = x + xy[i][0];
4378 int y1 = y + xy[i][1];
4380 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4382 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4384 MovDir[x][y] = direction[0][i];
4387 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4388 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4390 MovDir[x][y] = direction[1][i];
4399 GfxDir[x][y] = MovDir[x][y];
4402 void InitAmoebaNr(int x, int y)
4405 int group_nr = AmoebeNachbarNr(x, y);
4409 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4411 if (AmoebaCnt[i] == 0)
4419 AmoebaNr[x][y] = group_nr;
4420 AmoebaCnt[group_nr]++;
4421 AmoebaCnt2[group_nr]++;
4424 static void PlayerWins(struct PlayerInfo *player)
4426 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4427 local_player->players_still_needed > 0)
4430 player->LevelSolved = TRUE;
4431 player->GameOver = TRUE;
4433 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4434 level.native_em_level->lev->score :
4435 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4438 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4439 MM_HEALTH(game_mm.laser_overload_value) :
4442 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4444 player->LevelSolved_CountingScore = player->score_final;
4445 player->LevelSolved_CountingHealth = player->health_final;
4450 static int time_count_steps;
4451 static int time, time_final;
4452 static int score, score_final;
4453 static int health, health_final;
4454 static int game_over_delay_1 = 0;
4455 static int game_over_delay_2 = 0;
4456 static int game_over_delay_3 = 0;
4457 int game_over_delay_value_1 = 50;
4458 int game_over_delay_value_2 = 25;
4459 int game_over_delay_value_3 = 50;
4461 if (!local_player->LevelSolved_GameWon)
4465 /* do not start end game actions before the player stops moving (to exit) */
4466 if (local_player->MovPos)
4469 local_player->LevelSolved_GameWon = TRUE;
4470 local_player->LevelSolved_SaveTape = tape.recording;
4471 local_player->LevelSolved_SaveScore = !tape.playing;
4475 LevelStats_incSolved(level_nr);
4477 SaveLevelSetup_SeriesInfo();
4480 if (tape.auto_play) /* tape might already be stopped here */
4481 tape.auto_play_level_solved = TRUE;
4485 game_over_delay_1 = 0;
4486 game_over_delay_2 = 0;
4487 game_over_delay_3 = game_over_delay_value_3;
4489 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4490 score = score_final = local_player->score_final;
4491 health = health_final = local_player->health_final;
4493 if (level.score[SC_TIME_BONUS] > 0)
4498 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4500 else if (game.no_time_limit && TimePlayed < 999)
4503 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4506 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4508 game_over_delay_1 = game_over_delay_value_1;
4510 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4513 score_final += health * level.score[SC_TIME_BONUS];
4515 game_over_delay_2 = game_over_delay_value_2;
4518 local_player->score_final = score_final;
4519 local_player->health_final = health_final;
4522 if (level_editor_test_game)
4525 score = score_final;
4527 local_player->LevelSolved_CountingTime = time;
4528 local_player->LevelSolved_CountingScore = score;
4530 game_panel_controls[GAME_PANEL_TIME].value = time;
4531 game_panel_controls[GAME_PANEL_SCORE].value = score;
4533 DisplayGameControlValues();
4536 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4538 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4540 /* close exit door after last player */
4541 if ((AllPlayersGone &&
4542 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4543 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4544 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4545 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4546 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4548 int element = Feld[ExitX][ExitY];
4550 Feld[ExitX][ExitY] =
4551 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4552 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4553 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4554 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4555 EL_EM_STEEL_EXIT_CLOSING);
4557 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4560 /* player disappears */
4561 DrawLevelField(ExitX, ExitY);
4564 for (i = 0; i < MAX_PLAYERS; i++)
4566 struct PlayerInfo *player = &stored_player[i];
4568 if (player->present)
4570 RemovePlayer(player);
4572 /* player disappears */
4573 DrawLevelField(player->jx, player->jy);
4578 PlaySound(SND_GAME_WINNING);
4581 if (game_over_delay_1 > 0)
4583 game_over_delay_1--;
4588 if (time != time_final)
4590 int time_to_go = ABS(time_final - time);
4591 int time_count_dir = (time < time_final ? +1 : -1);
4593 if (time_to_go < time_count_steps)
4594 time_count_steps = 1;
4596 time += time_count_steps * time_count_dir;
4597 score += time_count_steps * level.score[SC_TIME_BONUS];
4599 local_player->LevelSolved_CountingTime = time;
4600 local_player->LevelSolved_CountingScore = score;
4602 game_panel_controls[GAME_PANEL_TIME].value = time;
4603 game_panel_controls[GAME_PANEL_SCORE].value = score;
4605 DisplayGameControlValues();
4607 if (time == time_final)
4608 StopSound(SND_GAME_LEVELTIME_BONUS);
4609 else if (setup.sound_loops)
4610 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4612 PlaySound(SND_GAME_LEVELTIME_BONUS);
4617 if (game_over_delay_2 > 0)
4619 game_over_delay_2--;
4624 if (health != health_final)
4626 int health_count_dir = (health < health_final ? +1 : -1);
4628 health += health_count_dir;
4629 score += level.score[SC_TIME_BONUS];
4631 local_player->LevelSolved_CountingHealth = health;
4632 local_player->LevelSolved_CountingScore = score;
4634 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4635 game_panel_controls[GAME_PANEL_SCORE].value = score;
4637 DisplayGameControlValues();
4639 if (health == health_final)
4640 StopSound(SND_GAME_LEVELTIME_BONUS);
4641 else if (setup.sound_loops)
4642 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4644 PlaySound(SND_GAME_LEVELTIME_BONUS);
4649 local_player->LevelSolved_PanelOff = TRUE;
4651 if (game_over_delay_3 > 0)
4653 game_over_delay_3--;
4664 int last_level_nr = level_nr;
4666 local_player->LevelSolved_GameEnd = TRUE;
4668 if (local_player->LevelSolved_SaveTape)
4670 /* make sure that request dialog to save tape does not open door again */
4671 if (!global.use_envelope_request)
4672 CloseDoor(DOOR_CLOSE_1);
4674 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4677 /* if no tape is to be saved, close both doors simultaneously */
4678 CloseDoor(DOOR_CLOSE_ALL);
4680 if (level_editor_test_game)
4682 SetGameStatus(GAME_MODE_MAIN);
4689 if (!local_player->LevelSolved_SaveScore)
4691 SetGameStatus(GAME_MODE_MAIN);
4698 if (level_nr == leveldir_current->handicap_level)
4700 leveldir_current->handicap_level++;
4702 SaveLevelSetup_SeriesInfo();
4705 if (setup.increment_levels &&
4706 level_nr < leveldir_current->last_level &&
4709 level_nr++; /* advance to next level */
4710 TapeErase(); /* start with empty tape */
4712 if (setup.auto_play_next_level)
4714 LoadLevel(level_nr);
4716 SaveLevelSetup_SeriesInfo();
4720 hi_pos = NewHiScore(last_level_nr);
4722 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4724 SetGameStatus(GAME_MODE_SCORES);
4726 DrawHallOfFame(last_level_nr, hi_pos);
4728 else if (setup.auto_play_next_level && setup.increment_levels &&
4731 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4735 SetGameStatus(GAME_MODE_MAIN);
4741 int NewHiScore(int level_nr)
4745 boolean one_score_entry_per_name = !program.many_scores_per_name;
4747 LoadScore(level_nr);
4749 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4750 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4753 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4755 if (local_player->score_final > highscore[k].Score)
4757 /* player has made it to the hall of fame */
4759 if (k < MAX_SCORE_ENTRIES - 1)
4761 int m = MAX_SCORE_ENTRIES - 1;
4763 if (one_score_entry_per_name)
4765 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4766 if (strEqual(setup.player_name, highscore[l].Name))
4769 if (m == k) /* player's new highscore overwrites his old one */
4773 for (l = m; l > k; l--)
4775 strcpy(highscore[l].Name, highscore[l - 1].Name);
4776 highscore[l].Score = highscore[l - 1].Score;
4782 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4783 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4784 highscore[k].Score = local_player->score_final;
4789 else if (one_score_entry_per_name &&
4790 !strncmp(setup.player_name, highscore[k].Name,
4791 MAX_PLAYER_NAME_LEN))
4792 break; /* player already there with a higher score */
4796 SaveScore(level_nr);
4801 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4803 int element = Feld[x][y];
4804 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4805 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4806 int horiz_move = (dx != 0);
4807 int sign = (horiz_move ? dx : dy);
4808 int step = sign * element_info[element].move_stepsize;
4810 /* special values for move stepsize for spring and things on conveyor belt */
4813 if (CAN_FALL(element) &&
4814 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4815 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4816 else if (element == EL_SPRING)
4817 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4823 inline static int getElementMoveStepsize(int x, int y)
4825 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4828 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4830 if (player->GfxAction != action || player->GfxDir != dir)
4832 player->GfxAction = action;
4833 player->GfxDir = dir;
4835 player->StepFrame = 0;
4839 static void ResetGfxFrame(int x, int y)
4841 // profiling showed that "autotest" spends 10~20% of its time in this function
4842 if (DrawingDeactivatedField())
4845 int element = Feld[x][y];
4846 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4848 if (graphic_info[graphic].anim_global_sync)
4849 GfxFrame[x][y] = FrameCounter;
4850 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4851 GfxFrame[x][y] = CustomValue[x][y];
4852 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4853 GfxFrame[x][y] = element_info[element].collect_score;
4854 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4855 GfxFrame[x][y] = ChangeDelay[x][y];
4858 static void ResetGfxAnimation(int x, int y)
4860 GfxAction[x][y] = ACTION_DEFAULT;
4861 GfxDir[x][y] = MovDir[x][y];
4864 ResetGfxFrame(x, y);
4867 static void ResetRandomAnimationValue(int x, int y)
4869 GfxRandom[x][y] = INIT_GFX_RANDOM();
4872 void InitMovingField(int x, int y, int direction)
4874 int element = Feld[x][y];
4875 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4876 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4879 boolean is_moving_before, is_moving_after;
4881 /* check if element was/is moving or being moved before/after mode change */
4882 is_moving_before = (WasJustMoving[x][y] != 0);
4883 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4885 /* reset animation only for moving elements which change direction of moving
4886 or which just started or stopped moving
4887 (else CEs with property "can move" / "not moving" are reset each frame) */
4888 if (is_moving_before != is_moving_after ||
4889 direction != MovDir[x][y])
4890 ResetGfxAnimation(x, y);
4892 MovDir[x][y] = direction;
4893 GfxDir[x][y] = direction;
4895 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4896 direction == MV_DOWN && CAN_FALL(element) ?
4897 ACTION_FALLING : ACTION_MOVING);
4899 /* this is needed for CEs with property "can move" / "not moving" */
4901 if (is_moving_after)
4903 if (Feld[newx][newy] == EL_EMPTY)
4904 Feld[newx][newy] = EL_BLOCKED;
4906 MovDir[newx][newy] = MovDir[x][y];
4908 CustomValue[newx][newy] = CustomValue[x][y];
4910 GfxFrame[newx][newy] = GfxFrame[x][y];
4911 GfxRandom[newx][newy] = GfxRandom[x][y];
4912 GfxAction[newx][newy] = GfxAction[x][y];
4913 GfxDir[newx][newy] = GfxDir[x][y];
4917 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4919 int direction = MovDir[x][y];
4920 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4921 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4927 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4929 int oldx = x, oldy = y;
4930 int direction = MovDir[x][y];
4932 if (direction == MV_LEFT)
4934 else if (direction == MV_RIGHT)
4936 else if (direction == MV_UP)
4938 else if (direction == MV_DOWN)
4941 *comes_from_x = oldx;
4942 *comes_from_y = oldy;
4945 int MovingOrBlocked2Element(int x, int y)
4947 int element = Feld[x][y];
4949 if (element == EL_BLOCKED)
4953 Blocked2Moving(x, y, &oldx, &oldy);
4954 return Feld[oldx][oldy];
4960 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4962 /* like MovingOrBlocked2Element(), but if element is moving
4963 and (x,y) is the field the moving element is just leaving,
4964 return EL_BLOCKED instead of the element value */
4965 int element = Feld[x][y];
4967 if (IS_MOVING(x, y))
4969 if (element == EL_BLOCKED)
4973 Blocked2Moving(x, y, &oldx, &oldy);
4974 return Feld[oldx][oldy];
4983 static void RemoveField(int x, int y)
4985 Feld[x][y] = EL_EMPTY;
4991 CustomValue[x][y] = 0;
4994 ChangeDelay[x][y] = 0;
4995 ChangePage[x][y] = -1;
4996 Pushed[x][y] = FALSE;
4998 GfxElement[x][y] = EL_UNDEFINED;
4999 GfxAction[x][y] = ACTION_DEFAULT;
5000 GfxDir[x][y] = MV_NONE;
5003 void RemoveMovingField(int x, int y)
5005 int oldx = x, oldy = y, newx = x, newy = y;
5006 int element = Feld[x][y];
5007 int next_element = EL_UNDEFINED;
5009 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5012 if (IS_MOVING(x, y))
5014 Moving2Blocked(x, y, &newx, &newy);
5016 if (Feld[newx][newy] != EL_BLOCKED)
5018 /* element is moving, but target field is not free (blocked), but
5019 already occupied by something different (example: acid pool);
5020 in this case, only remove the moving field, but not the target */
5022 RemoveField(oldx, oldy);
5024 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5026 TEST_DrawLevelField(oldx, oldy);
5031 else if (element == EL_BLOCKED)
5033 Blocked2Moving(x, y, &oldx, &oldy);
5034 if (!IS_MOVING(oldx, oldy))
5038 if (element == EL_BLOCKED &&
5039 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5040 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5041 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5042 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5043 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5044 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5045 next_element = get_next_element(Feld[oldx][oldy]);
5047 RemoveField(oldx, oldy);
5048 RemoveField(newx, newy);
5050 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5052 if (next_element != EL_UNDEFINED)
5053 Feld[oldx][oldy] = next_element;
5055 TEST_DrawLevelField(oldx, oldy);
5056 TEST_DrawLevelField(newx, newy);
5059 void DrawDynamite(int x, int y)
5061 int sx = SCREENX(x), sy = SCREENY(y);
5062 int graphic = el2img(Feld[x][y]);
5065 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5068 if (IS_WALKABLE_INSIDE(Back[x][y]))
5072 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5073 else if (Store[x][y])
5074 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5076 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5078 if (Back[x][y] || Store[x][y])
5079 DrawGraphicThruMask(sx, sy, graphic, frame);
5081 DrawGraphic(sx, sy, graphic, frame);
5084 void CheckDynamite(int x, int y)
5086 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5090 if (MovDelay[x][y] != 0)
5093 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5099 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5104 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5106 boolean num_checked_players = 0;
5109 for (i = 0; i < MAX_PLAYERS; i++)
5111 if (stored_player[i].active)
5113 int sx = stored_player[i].jx;
5114 int sy = stored_player[i].jy;
5116 if (num_checked_players == 0)
5123 *sx1 = MIN(*sx1, sx);
5124 *sy1 = MIN(*sy1, sy);
5125 *sx2 = MAX(*sx2, sx);
5126 *sy2 = MAX(*sy2, sy);
5129 num_checked_players++;
5134 static boolean checkIfAllPlayersFitToScreen_RND()
5136 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5138 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5140 return (sx2 - sx1 < SCR_FIELDX &&
5141 sy2 - sy1 < SCR_FIELDY);
5144 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5146 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5148 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5150 *sx = (sx1 + sx2) / 2;
5151 *sy = (sy1 + sy2) / 2;
5154 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5155 boolean center_screen, boolean quick_relocation)
5157 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5158 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5159 boolean no_delay = (tape.warp_forward);
5160 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5161 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5162 int new_scroll_x, new_scroll_y;
5164 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5166 /* case 1: quick relocation inside visible screen (without scrolling) */
5173 if (!level.shifted_relocation || center_screen)
5175 /* relocation _with_ centering of screen */
5177 new_scroll_x = SCROLL_POSITION_X(x);
5178 new_scroll_y = SCROLL_POSITION_Y(y);
5182 /* relocation _without_ centering of screen */
5184 int center_scroll_x = SCROLL_POSITION_X(old_x);
5185 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5186 int offset_x = x + (scroll_x - center_scroll_x);
5187 int offset_y = y + (scroll_y - center_scroll_y);
5189 /* for new screen position, apply previous offset to center position */
5190 new_scroll_x = SCROLL_POSITION_X(offset_x);
5191 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5194 if (quick_relocation)
5196 /* case 2: quick relocation (redraw without visible scrolling) */
5198 scroll_x = new_scroll_x;
5199 scroll_y = new_scroll_y;
5206 /* case 3: visible relocation (with scrolling to new position) */
5208 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5210 SetVideoFrameDelay(wait_delay_value);
5212 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5215 int fx = FX, fy = FY;
5217 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5218 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5220 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5226 fx += dx * TILEX / 2;
5227 fy += dy * TILEY / 2;
5229 ScrollLevel(dx, dy);
5232 /* scroll in two steps of half tile size to make things smoother */
5233 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5235 /* scroll second step to align at full tile size */
5236 BlitScreenToBitmap(window);
5242 SetVideoFrameDelay(frame_delay_value_old);
5245 void RelocatePlayer(int jx, int jy, int el_player_raw)
5247 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5248 int player_nr = GET_PLAYER_NR(el_player);
5249 struct PlayerInfo *player = &stored_player[player_nr];
5250 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5251 boolean no_delay = (tape.warp_forward);
5252 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5253 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5254 int old_jx = player->jx;
5255 int old_jy = player->jy;
5256 int old_element = Feld[old_jx][old_jy];
5257 int element = Feld[jx][jy];
5258 boolean player_relocated = (old_jx != jx || old_jy != jy);
5260 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5261 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5262 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5263 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5264 int leave_side_horiz = move_dir_horiz;
5265 int leave_side_vert = move_dir_vert;
5266 int enter_side = enter_side_horiz | enter_side_vert;
5267 int leave_side = leave_side_horiz | leave_side_vert;
5269 if (player->GameOver) /* do not reanimate dead player */
5272 if (!player_relocated) /* no need to relocate the player */
5275 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5277 RemoveField(jx, jy); /* temporarily remove newly placed player */
5278 DrawLevelField(jx, jy);
5281 if (player->present)
5283 while (player->MovPos)
5285 ScrollPlayer(player, SCROLL_GO_ON);
5286 ScrollScreen(NULL, SCROLL_GO_ON);
5288 AdvanceFrameAndPlayerCounters(player->index_nr);
5292 BackToFront_WithFrameDelay(wait_delay_value);
5295 DrawPlayer(player); /* needed here only to cleanup last field */
5296 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5298 player->is_moving = FALSE;
5301 if (IS_CUSTOM_ELEMENT(old_element))
5302 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5304 player->index_bit, leave_side);
5306 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5308 player->index_bit, leave_side);
5310 Feld[jx][jy] = el_player;
5311 InitPlayerField(jx, jy, el_player, TRUE);
5313 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5314 possible that the relocation target field did not contain a player element,
5315 but a walkable element, to which the new player was relocated -- in this
5316 case, restore that (already initialized!) element on the player field */
5317 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5319 Feld[jx][jy] = element; /* restore previously existing element */
5322 /* only visually relocate centered player */
5323 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5324 FALSE, level.instant_relocation);
5326 TestIfPlayerTouchesBadThing(jx, jy);
5327 TestIfPlayerTouchesCustomElement(jx, jy);
5329 if (IS_CUSTOM_ELEMENT(element))
5330 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5331 player->index_bit, enter_side);
5333 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5334 player->index_bit, enter_side);
5336 if (player->is_switching)
5338 /* ensure that relocation while still switching an element does not cause
5339 a new element to be treated as also switched directly after relocation
5340 (this is important for teleporter switches that teleport the player to
5341 a place where another teleporter switch is in the same direction, which
5342 would then incorrectly be treated as immediately switched before the
5343 direction key that caused the switch was released) */
5345 player->switch_x += jx - old_jx;
5346 player->switch_y += jy - old_jy;
5350 void Explode(int ex, int ey, int phase, int mode)
5356 /* !!! eliminate this variable !!! */
5357 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5359 if (game.explosions_delayed)
5361 ExplodeField[ex][ey] = mode;
5365 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5367 int center_element = Feld[ex][ey];
5368 int artwork_element, explosion_element; /* set these values later */
5370 /* remove things displayed in background while burning dynamite */
5371 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5374 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5376 /* put moving element to center field (and let it explode there) */
5377 center_element = MovingOrBlocked2Element(ex, ey);
5378 RemoveMovingField(ex, ey);
5379 Feld[ex][ey] = center_element;
5382 /* now "center_element" is finally determined -- set related values now */
5383 artwork_element = center_element; /* for custom player artwork */
5384 explosion_element = center_element; /* for custom player artwork */
5386 if (IS_PLAYER(ex, ey))
5388 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5390 artwork_element = stored_player[player_nr].artwork_element;
5392 if (level.use_explosion_element[player_nr])
5394 explosion_element = level.explosion_element[player_nr];
5395 artwork_element = explosion_element;
5399 if (mode == EX_TYPE_NORMAL ||
5400 mode == EX_TYPE_CENTER ||
5401 mode == EX_TYPE_CROSS)
5402 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5404 last_phase = element_info[explosion_element].explosion_delay + 1;
5406 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5408 int xx = x - ex + 1;
5409 int yy = y - ey + 1;
5412 if (!IN_LEV_FIELD(x, y) ||
5413 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5414 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5417 element = Feld[x][y];
5419 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5421 element = MovingOrBlocked2Element(x, y);
5423 if (!IS_EXPLOSION_PROOF(element))
5424 RemoveMovingField(x, y);
5427 /* indestructible elements can only explode in center (but not flames) */
5428 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5429 mode == EX_TYPE_BORDER)) ||
5430 element == EL_FLAMES)
5433 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5434 behaviour, for example when touching a yamyam that explodes to rocks
5435 with active deadly shield, a rock is created under the player !!! */
5436 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5438 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5439 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5440 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5442 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5445 if (IS_ACTIVE_BOMB(element))
5447 /* re-activate things under the bomb like gate or penguin */
5448 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5455 /* save walkable background elements while explosion on same tile */
5456 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5457 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5458 Back[x][y] = element;
5460 /* ignite explodable elements reached by other explosion */
5461 if (element == EL_EXPLOSION)
5462 element = Store2[x][y];
5464 if (AmoebaNr[x][y] &&
5465 (element == EL_AMOEBA_FULL ||
5466 element == EL_BD_AMOEBA ||
5467 element == EL_AMOEBA_GROWING))
5469 AmoebaCnt[AmoebaNr[x][y]]--;
5470 AmoebaCnt2[AmoebaNr[x][y]]--;
5475 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5477 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5479 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5481 if (PLAYERINFO(ex, ey)->use_murphy)
5482 Store[x][y] = EL_EMPTY;
5485 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5486 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5487 else if (ELEM_IS_PLAYER(center_element))
5488 Store[x][y] = EL_EMPTY;
5489 else if (center_element == EL_YAMYAM)
5490 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5491 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5492 Store[x][y] = element_info[center_element].content.e[xx][yy];
5494 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5495 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5496 otherwise) -- FIX THIS !!! */
5497 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5498 Store[x][y] = element_info[element].content.e[1][1];
5500 else if (!CAN_EXPLODE(element))
5501 Store[x][y] = element_info[element].content.e[1][1];
5504 Store[x][y] = EL_EMPTY;
5506 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5507 center_element == EL_AMOEBA_TO_DIAMOND)
5508 Store2[x][y] = element;
5510 Feld[x][y] = EL_EXPLOSION;
5511 GfxElement[x][y] = artwork_element;
5513 ExplodePhase[x][y] = 1;
5514 ExplodeDelay[x][y] = last_phase;
5519 if (center_element == EL_YAMYAM)
5520 game.yamyam_content_nr =
5521 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5533 GfxFrame[x][y] = 0; /* restart explosion animation */
5535 last_phase = ExplodeDelay[x][y];
5537 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5539 /* this can happen if the player leaves an explosion just in time */
5540 if (GfxElement[x][y] == EL_UNDEFINED)
5541 GfxElement[x][y] = EL_EMPTY;
5543 border_element = Store2[x][y];
5544 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5545 border_element = StorePlayer[x][y];
5547 if (phase == element_info[border_element].ignition_delay ||
5548 phase == last_phase)
5550 boolean border_explosion = FALSE;
5552 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5553 !PLAYER_EXPLOSION_PROTECTED(x, y))
5555 KillPlayerUnlessExplosionProtected(x, y);
5556 border_explosion = TRUE;
5558 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5560 Feld[x][y] = Store2[x][y];
5563 border_explosion = TRUE;
5565 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5567 AmoebeUmwandeln(x, y);
5569 border_explosion = TRUE;
5572 /* if an element just explodes due to another explosion (chain-reaction),
5573 do not immediately end the new explosion when it was the last frame of
5574 the explosion (as it would be done in the following "if"-statement!) */
5575 if (border_explosion && phase == last_phase)
5579 if (phase == last_phase)
5583 element = Feld[x][y] = Store[x][y];
5584 Store[x][y] = Store2[x][y] = 0;
5585 GfxElement[x][y] = EL_UNDEFINED;
5587 /* player can escape from explosions and might therefore be still alive */
5588 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5589 element <= EL_PLAYER_IS_EXPLODING_4)
5591 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5592 int explosion_element = EL_PLAYER_1 + player_nr;
5593 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5594 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5596 if (level.use_explosion_element[player_nr])
5597 explosion_element = level.explosion_element[player_nr];
5599 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5600 element_info[explosion_element].content.e[xx][yy]);
5603 /* restore probably existing indestructible background element */
5604 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5605 element = Feld[x][y] = Back[x][y];
5608 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5609 GfxDir[x][y] = MV_NONE;
5610 ChangeDelay[x][y] = 0;
5611 ChangePage[x][y] = -1;
5613 CustomValue[x][y] = 0;
5615 InitField_WithBug2(x, y, FALSE);
5617 TEST_DrawLevelField(x, y);
5619 TestIfElementTouchesCustomElement(x, y);
5621 if (GFX_CRUMBLED(element))
5622 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5624 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5625 StorePlayer[x][y] = 0;
5627 if (ELEM_IS_PLAYER(element))
5628 RelocatePlayer(x, y, element);
5630 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5632 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5633 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5636 TEST_DrawLevelFieldCrumbled(x, y);
5638 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5640 DrawLevelElement(x, y, Back[x][y]);
5641 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5643 else if (IS_WALKABLE_UNDER(Back[x][y]))
5645 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5646 DrawLevelElementThruMask(x, y, Back[x][y]);
5648 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5649 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5653 void DynaExplode(int ex, int ey)
5656 int dynabomb_element = Feld[ex][ey];
5657 int dynabomb_size = 1;
5658 boolean dynabomb_xl = FALSE;
5659 struct PlayerInfo *player;
5660 static int xy[4][2] =
5668 if (IS_ACTIVE_BOMB(dynabomb_element))
5670 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5671 dynabomb_size = player->dynabomb_size;
5672 dynabomb_xl = player->dynabomb_xl;
5673 player->dynabombs_left++;
5676 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5678 for (i = 0; i < NUM_DIRECTIONS; i++)
5680 for (j = 1; j <= dynabomb_size; j++)
5682 int x = ex + j * xy[i][0];
5683 int y = ey + j * xy[i][1];
5686 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5689 element = Feld[x][y];
5691 /* do not restart explosions of fields with active bombs */
5692 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5695 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5697 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5698 !IS_DIGGABLE(element) && !dynabomb_xl)
5704 void Bang(int x, int y)
5706 int element = MovingOrBlocked2Element(x, y);
5707 int explosion_type = EX_TYPE_NORMAL;
5709 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5711 struct PlayerInfo *player = PLAYERINFO(x, y);
5713 element = Feld[x][y] = player->initial_element;
5715 if (level.use_explosion_element[player->index_nr])
5717 int explosion_element = level.explosion_element[player->index_nr];
5719 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5720 explosion_type = EX_TYPE_CROSS;
5721 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5722 explosion_type = EX_TYPE_CENTER;
5730 case EL_BD_BUTTERFLY:
5733 case EL_DARK_YAMYAM:
5737 RaiseScoreElement(element);
5740 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5741 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5742 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5743 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5744 case EL_DYNABOMB_INCREASE_NUMBER:
5745 case EL_DYNABOMB_INCREASE_SIZE:
5746 case EL_DYNABOMB_INCREASE_POWER:
5747 explosion_type = EX_TYPE_DYNA;
5750 case EL_DC_LANDMINE:
5751 explosion_type = EX_TYPE_CENTER;
5756 case EL_LAMP_ACTIVE:
5757 case EL_AMOEBA_TO_DIAMOND:
5758 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5759 explosion_type = EX_TYPE_CENTER;
5763 if (element_info[element].explosion_type == EXPLODES_CROSS)
5764 explosion_type = EX_TYPE_CROSS;
5765 else if (element_info[element].explosion_type == EXPLODES_1X1)
5766 explosion_type = EX_TYPE_CENTER;
5770 if (explosion_type == EX_TYPE_DYNA)
5773 Explode(x, y, EX_PHASE_START, explosion_type);
5775 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5778 void SplashAcid(int x, int y)
5780 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5781 (!IN_LEV_FIELD(x - 1, y - 2) ||
5782 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5783 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5785 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5786 (!IN_LEV_FIELD(x + 1, y - 2) ||
5787 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5788 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5790 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5793 static void InitBeltMovement()
5795 static int belt_base_element[4] =
5797 EL_CONVEYOR_BELT_1_LEFT,
5798 EL_CONVEYOR_BELT_2_LEFT,
5799 EL_CONVEYOR_BELT_3_LEFT,
5800 EL_CONVEYOR_BELT_4_LEFT
5802 static int belt_base_active_element[4] =
5804 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5805 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5806 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5807 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5812 /* set frame order for belt animation graphic according to belt direction */
5813 for (i = 0; i < NUM_BELTS; i++)
5817 for (j = 0; j < NUM_BELT_PARTS; j++)
5819 int element = belt_base_active_element[belt_nr] + j;
5820 int graphic_1 = el2img(element);
5821 int graphic_2 = el2panelimg(element);
5823 if (game.belt_dir[i] == MV_LEFT)
5825 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5826 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5830 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5831 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5836 SCAN_PLAYFIELD(x, y)
5838 int element = Feld[x][y];
5840 for (i = 0; i < NUM_BELTS; i++)
5842 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5844 int e_belt_nr = getBeltNrFromBeltElement(element);
5847 if (e_belt_nr == belt_nr)
5849 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5851 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5858 static void ToggleBeltSwitch(int x, int y)
5860 static int belt_base_element[4] =
5862 EL_CONVEYOR_BELT_1_LEFT,
5863 EL_CONVEYOR_BELT_2_LEFT,
5864 EL_CONVEYOR_BELT_3_LEFT,
5865 EL_CONVEYOR_BELT_4_LEFT
5867 static int belt_base_active_element[4] =
5869 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5870 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5871 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5872 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5874 static int belt_base_switch_element[4] =
5876 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5877 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5878 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5879 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5881 static int belt_move_dir[4] =
5889 int element = Feld[x][y];
5890 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5891 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5892 int belt_dir = belt_move_dir[belt_dir_nr];
5895 if (!IS_BELT_SWITCH(element))
5898 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5899 game.belt_dir[belt_nr] = belt_dir;
5901 if (belt_dir_nr == 3)
5904 /* set frame order for belt animation graphic according to belt direction */
5905 for (i = 0; i < NUM_BELT_PARTS; i++)
5907 int element = belt_base_active_element[belt_nr] + i;
5908 int graphic_1 = el2img(element);
5909 int graphic_2 = el2panelimg(element);
5911 if (belt_dir == MV_LEFT)
5913 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5914 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5918 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5919 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5923 SCAN_PLAYFIELD(xx, yy)
5925 int element = Feld[xx][yy];
5927 if (IS_BELT_SWITCH(element))
5929 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5931 if (e_belt_nr == belt_nr)
5933 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5934 TEST_DrawLevelField(xx, yy);
5937 else if (IS_BELT(element) && belt_dir != MV_NONE)
5939 int e_belt_nr = getBeltNrFromBeltElement(element);
5941 if (e_belt_nr == belt_nr)
5943 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5945 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5946 TEST_DrawLevelField(xx, yy);
5949 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5951 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5953 if (e_belt_nr == belt_nr)
5955 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5957 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5958 TEST_DrawLevelField(xx, yy);
5964 static void ToggleSwitchgateSwitch(int x, int y)
5968 game.switchgate_pos = !game.switchgate_pos;
5970 SCAN_PLAYFIELD(xx, yy)
5972 int element = Feld[xx][yy];
5974 if (element == EL_SWITCHGATE_SWITCH_UP)
5976 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5977 TEST_DrawLevelField(xx, yy);
5979 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5981 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5982 TEST_DrawLevelField(xx, yy);
5984 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5986 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5987 TEST_DrawLevelField(xx, yy);
5989 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5991 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5992 TEST_DrawLevelField(xx, yy);
5994 else if (element == EL_SWITCHGATE_OPEN ||
5995 element == EL_SWITCHGATE_OPENING)
5997 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
5999 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6001 else if (element == EL_SWITCHGATE_CLOSED ||
6002 element == EL_SWITCHGATE_CLOSING)
6004 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6006 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6011 static int getInvisibleActiveFromInvisibleElement(int element)
6013 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6014 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6015 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6019 static int getInvisibleFromInvisibleActiveElement(int element)
6021 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6022 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6023 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6027 static void RedrawAllLightSwitchesAndInvisibleElements()
6031 SCAN_PLAYFIELD(x, y)
6033 int element = Feld[x][y];
6035 if (element == EL_LIGHT_SWITCH &&
6036 game.light_time_left > 0)
6038 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6039 TEST_DrawLevelField(x, y);
6041 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6042 game.light_time_left == 0)
6044 Feld[x][y] = EL_LIGHT_SWITCH;
6045 TEST_DrawLevelField(x, y);
6047 else if (element == EL_EMC_DRIPPER &&
6048 game.light_time_left > 0)
6050 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6051 TEST_DrawLevelField(x, y);
6053 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6054 game.light_time_left == 0)
6056 Feld[x][y] = EL_EMC_DRIPPER;
6057 TEST_DrawLevelField(x, y);
6059 else if (element == EL_INVISIBLE_STEELWALL ||
6060 element == EL_INVISIBLE_WALL ||
6061 element == EL_INVISIBLE_SAND)
6063 if (game.light_time_left > 0)
6064 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6066 TEST_DrawLevelField(x, y);
6068 /* uncrumble neighbour fields, if needed */
6069 if (element == EL_INVISIBLE_SAND)
6070 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6072 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6073 element == EL_INVISIBLE_WALL_ACTIVE ||
6074 element == EL_INVISIBLE_SAND_ACTIVE)
6076 if (game.light_time_left == 0)
6077 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6079 TEST_DrawLevelField(x, y);
6081 /* re-crumble neighbour fields, if needed */
6082 if (element == EL_INVISIBLE_SAND)
6083 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6088 static void RedrawAllInvisibleElementsForLenses()
6092 SCAN_PLAYFIELD(x, y)
6094 int element = Feld[x][y];
6096 if (element == EL_EMC_DRIPPER &&
6097 game.lenses_time_left > 0)
6099 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6100 TEST_DrawLevelField(x, y);
6102 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6103 game.lenses_time_left == 0)
6105 Feld[x][y] = EL_EMC_DRIPPER;
6106 TEST_DrawLevelField(x, y);
6108 else if (element == EL_INVISIBLE_STEELWALL ||
6109 element == EL_INVISIBLE_WALL ||
6110 element == EL_INVISIBLE_SAND)
6112 if (game.lenses_time_left > 0)
6113 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6115 TEST_DrawLevelField(x, y);
6117 /* uncrumble neighbour fields, if needed */
6118 if (element == EL_INVISIBLE_SAND)
6119 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6121 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6122 element == EL_INVISIBLE_WALL_ACTIVE ||
6123 element == EL_INVISIBLE_SAND_ACTIVE)
6125 if (game.lenses_time_left == 0)
6126 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6128 TEST_DrawLevelField(x, y);
6130 /* re-crumble neighbour fields, if needed */
6131 if (element == EL_INVISIBLE_SAND)
6132 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6137 static void RedrawAllInvisibleElementsForMagnifier()
6141 SCAN_PLAYFIELD(x, y)
6143 int element = Feld[x][y];
6145 if (element == EL_EMC_FAKE_GRASS &&
6146 game.magnify_time_left > 0)
6148 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6149 TEST_DrawLevelField(x, y);
6151 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6152 game.magnify_time_left == 0)
6154 Feld[x][y] = EL_EMC_FAKE_GRASS;
6155 TEST_DrawLevelField(x, y);
6157 else if (IS_GATE_GRAY(element) &&
6158 game.magnify_time_left > 0)
6160 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6161 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6162 IS_EM_GATE_GRAY(element) ?
6163 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6164 IS_EMC_GATE_GRAY(element) ?
6165 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6166 IS_DC_GATE_GRAY(element) ?
6167 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6169 TEST_DrawLevelField(x, y);
6171 else if (IS_GATE_GRAY_ACTIVE(element) &&
6172 game.magnify_time_left == 0)
6174 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6175 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6176 IS_EM_GATE_GRAY_ACTIVE(element) ?
6177 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6178 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6179 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6180 IS_DC_GATE_GRAY_ACTIVE(element) ?
6181 EL_DC_GATE_WHITE_GRAY :
6183 TEST_DrawLevelField(x, y);
6188 static void ToggleLightSwitch(int x, int y)
6190 int element = Feld[x][y];
6192 game.light_time_left =
6193 (element == EL_LIGHT_SWITCH ?
6194 level.time_light * FRAMES_PER_SECOND : 0);
6196 RedrawAllLightSwitchesAndInvisibleElements();
6199 static void ActivateTimegateSwitch(int x, int y)
6203 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6205 SCAN_PLAYFIELD(xx, yy)
6207 int element = Feld[xx][yy];
6209 if (element == EL_TIMEGATE_CLOSED ||
6210 element == EL_TIMEGATE_CLOSING)
6212 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6213 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6217 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6219 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6220 TEST_DrawLevelField(xx, yy);
6226 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6227 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6230 void Impact(int x, int y)
6232 boolean last_line = (y == lev_fieldy - 1);
6233 boolean object_hit = FALSE;
6234 boolean impact = (last_line || object_hit);
6235 int element = Feld[x][y];
6236 int smashed = EL_STEELWALL;
6238 if (!last_line) /* check if element below was hit */
6240 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6243 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6244 MovDir[x][y + 1] != MV_DOWN ||
6245 MovPos[x][y + 1] <= TILEY / 2));
6247 /* do not smash moving elements that left the smashed field in time */
6248 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6249 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6252 #if USE_QUICKSAND_IMPACT_BUGFIX
6253 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6255 RemoveMovingField(x, y + 1);
6256 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6257 Feld[x][y + 2] = EL_ROCK;
6258 TEST_DrawLevelField(x, y + 2);
6263 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6265 RemoveMovingField(x, y + 1);
6266 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6267 Feld[x][y + 2] = EL_ROCK;
6268 TEST_DrawLevelField(x, y + 2);
6275 smashed = MovingOrBlocked2Element(x, y + 1);
6277 impact = (last_line || object_hit);
6280 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6282 SplashAcid(x, y + 1);
6286 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6287 /* only reset graphic animation if graphic really changes after impact */
6289 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6291 ResetGfxAnimation(x, y);
6292 TEST_DrawLevelField(x, y);
6295 if (impact && CAN_EXPLODE_IMPACT(element))
6300 else if (impact && element == EL_PEARL &&
6301 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6303 ResetGfxAnimation(x, y);
6305 Feld[x][y] = EL_PEARL_BREAKING;
6306 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6309 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6311 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6316 if (impact && element == EL_AMOEBA_DROP)
6318 if (object_hit && IS_PLAYER(x, y + 1))
6319 KillPlayerUnlessEnemyProtected(x, y + 1);
6320 else if (object_hit && smashed == EL_PENGUIN)
6324 Feld[x][y] = EL_AMOEBA_GROWING;
6325 Store[x][y] = EL_AMOEBA_WET;
6327 ResetRandomAnimationValue(x, y);
6332 if (object_hit) /* check which object was hit */
6334 if ((CAN_PASS_MAGIC_WALL(element) &&
6335 (smashed == EL_MAGIC_WALL ||
6336 smashed == EL_BD_MAGIC_WALL)) ||
6337 (CAN_PASS_DC_MAGIC_WALL(element) &&
6338 smashed == EL_DC_MAGIC_WALL))
6341 int activated_magic_wall =
6342 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6343 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6344 EL_DC_MAGIC_WALL_ACTIVE);
6346 /* activate magic wall / mill */
6347 SCAN_PLAYFIELD(xx, yy)
6349 if (Feld[xx][yy] == smashed)
6350 Feld[xx][yy] = activated_magic_wall;
6353 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6354 game.magic_wall_active = TRUE;
6356 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6357 SND_MAGIC_WALL_ACTIVATING :
6358 smashed == EL_BD_MAGIC_WALL ?
6359 SND_BD_MAGIC_WALL_ACTIVATING :
6360 SND_DC_MAGIC_WALL_ACTIVATING));
6363 if (IS_PLAYER(x, y + 1))
6365 if (CAN_SMASH_PLAYER(element))
6367 KillPlayerUnlessEnemyProtected(x, y + 1);
6371 else if (smashed == EL_PENGUIN)
6373 if (CAN_SMASH_PLAYER(element))
6379 else if (element == EL_BD_DIAMOND)
6381 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6387 else if (((element == EL_SP_INFOTRON ||
6388 element == EL_SP_ZONK) &&
6389 (smashed == EL_SP_SNIKSNAK ||
6390 smashed == EL_SP_ELECTRON ||
6391 smashed == EL_SP_DISK_ORANGE)) ||
6392 (element == EL_SP_INFOTRON &&
6393 smashed == EL_SP_DISK_YELLOW))
6398 else if (CAN_SMASH_EVERYTHING(element))
6400 if (IS_CLASSIC_ENEMY(smashed) ||
6401 CAN_EXPLODE_SMASHED(smashed))
6406 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6408 if (smashed == EL_LAMP ||
6409 smashed == EL_LAMP_ACTIVE)
6414 else if (smashed == EL_NUT)
6416 Feld[x][y + 1] = EL_NUT_BREAKING;
6417 PlayLevelSound(x, y, SND_NUT_BREAKING);
6418 RaiseScoreElement(EL_NUT);
6421 else if (smashed == EL_PEARL)
6423 ResetGfxAnimation(x, y);
6425 Feld[x][y + 1] = EL_PEARL_BREAKING;
6426 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6429 else if (smashed == EL_DIAMOND)
6431 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6432 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6435 else if (IS_BELT_SWITCH(smashed))
6437 ToggleBeltSwitch(x, y + 1);
6439 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6440 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6441 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6442 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6444 ToggleSwitchgateSwitch(x, y + 1);
6446 else if (smashed == EL_LIGHT_SWITCH ||
6447 smashed == EL_LIGHT_SWITCH_ACTIVE)
6449 ToggleLightSwitch(x, y + 1);
6453 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6455 CheckElementChangeBySide(x, y + 1, smashed, element,
6456 CE_SWITCHED, CH_SIDE_TOP);
6457 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6463 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6468 /* play sound of magic wall / mill */
6470 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6471 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6472 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6474 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6475 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6476 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6477 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6478 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6479 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6484 /* play sound of object that hits the ground */
6485 if (last_line || object_hit)
6486 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6489 inline static void TurnRoundExt(int x, int y)
6501 { 0, 0 }, { 0, 0 }, { 0, 0 },
6506 int left, right, back;
6510 { MV_DOWN, MV_UP, MV_RIGHT },
6511 { MV_UP, MV_DOWN, MV_LEFT },
6513 { MV_LEFT, MV_RIGHT, MV_DOWN },
6517 { MV_RIGHT, MV_LEFT, MV_UP }
6520 int element = Feld[x][y];
6521 int move_pattern = element_info[element].move_pattern;
6523 int old_move_dir = MovDir[x][y];
6524 int left_dir = turn[old_move_dir].left;
6525 int right_dir = turn[old_move_dir].right;
6526 int back_dir = turn[old_move_dir].back;
6528 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6529 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6530 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6531 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6533 int left_x = x + left_dx, left_y = y + left_dy;
6534 int right_x = x + right_dx, right_y = y + right_dy;
6535 int move_x = x + move_dx, move_y = y + move_dy;
6539 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6541 TestIfBadThingTouchesOtherBadThing(x, y);
6543 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6544 MovDir[x][y] = right_dir;
6545 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6546 MovDir[x][y] = left_dir;
6548 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6550 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6553 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6555 TestIfBadThingTouchesOtherBadThing(x, y);
6557 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6558 MovDir[x][y] = left_dir;
6559 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6560 MovDir[x][y] = right_dir;
6562 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6564 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6567 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6569 TestIfBadThingTouchesOtherBadThing(x, y);
6571 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6572 MovDir[x][y] = left_dir;
6573 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6574 MovDir[x][y] = right_dir;
6576 if (MovDir[x][y] != old_move_dir)
6579 else if (element == EL_YAMYAM)
6581 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6582 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6584 if (can_turn_left && can_turn_right)
6585 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6586 else if (can_turn_left)
6587 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6588 else if (can_turn_right)
6589 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6591 MovDir[x][y] = back_dir;
6593 MovDelay[x][y] = 16 + 16 * RND(3);
6595 else if (element == EL_DARK_YAMYAM)
6597 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6599 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6602 if (can_turn_left && can_turn_right)
6603 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6604 else if (can_turn_left)
6605 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6606 else if (can_turn_right)
6607 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6609 MovDir[x][y] = back_dir;
6611 MovDelay[x][y] = 16 + 16 * RND(3);
6613 else if (element == EL_PACMAN)
6615 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6616 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6618 if (can_turn_left && can_turn_right)
6619 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6620 else if (can_turn_left)
6621 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6622 else if (can_turn_right)
6623 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6625 MovDir[x][y] = back_dir;
6627 MovDelay[x][y] = 6 + RND(40);
6629 else if (element == EL_PIG)
6631 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6632 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6633 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6634 boolean should_turn_left, should_turn_right, should_move_on;
6636 int rnd = RND(rnd_value);
6638 should_turn_left = (can_turn_left &&
6640 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6641 y + back_dy + left_dy)));
6642 should_turn_right = (can_turn_right &&
6644 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6645 y + back_dy + right_dy)));
6646 should_move_on = (can_move_on &&
6649 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6650 y + move_dy + left_dy) ||
6651 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6652 y + move_dy + right_dy)));
6654 if (should_turn_left || should_turn_right || should_move_on)
6656 if (should_turn_left && should_turn_right && should_move_on)
6657 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6658 rnd < 2 * rnd_value / 3 ? right_dir :
6660 else if (should_turn_left && should_turn_right)
6661 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6662 else if (should_turn_left && should_move_on)
6663 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6664 else if (should_turn_right && should_move_on)
6665 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6666 else if (should_turn_left)
6667 MovDir[x][y] = left_dir;
6668 else if (should_turn_right)
6669 MovDir[x][y] = right_dir;
6670 else if (should_move_on)
6671 MovDir[x][y] = old_move_dir;
6673 else if (can_move_on && rnd > rnd_value / 8)
6674 MovDir[x][y] = old_move_dir;
6675 else if (can_turn_left && can_turn_right)
6676 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6677 else if (can_turn_left && rnd > rnd_value / 8)
6678 MovDir[x][y] = left_dir;
6679 else if (can_turn_right && rnd > rnd_value/8)
6680 MovDir[x][y] = right_dir;
6682 MovDir[x][y] = back_dir;
6684 xx = x + move_xy[MovDir[x][y]].dx;
6685 yy = y + move_xy[MovDir[x][y]].dy;
6687 if (!IN_LEV_FIELD(xx, yy) ||
6688 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6689 MovDir[x][y] = old_move_dir;
6693 else if (element == EL_DRAGON)
6695 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6696 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6697 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6699 int rnd = RND(rnd_value);
6701 if (can_move_on && rnd > rnd_value / 8)
6702 MovDir[x][y] = old_move_dir;
6703 else if (can_turn_left && can_turn_right)
6704 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6705 else if (can_turn_left && rnd > rnd_value / 8)
6706 MovDir[x][y] = left_dir;
6707 else if (can_turn_right && rnd > rnd_value / 8)
6708 MovDir[x][y] = right_dir;
6710 MovDir[x][y] = back_dir;
6712 xx = x + move_xy[MovDir[x][y]].dx;
6713 yy = y + move_xy[MovDir[x][y]].dy;
6715 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6716 MovDir[x][y] = old_move_dir;
6720 else if (element == EL_MOLE)
6722 boolean can_move_on =
6723 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6724 IS_AMOEBOID(Feld[move_x][move_y]) ||
6725 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6728 boolean can_turn_left =
6729 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6730 IS_AMOEBOID(Feld[left_x][left_y])));
6732 boolean can_turn_right =
6733 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6734 IS_AMOEBOID(Feld[right_x][right_y])));
6736 if (can_turn_left && can_turn_right)
6737 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6738 else if (can_turn_left)
6739 MovDir[x][y] = left_dir;
6741 MovDir[x][y] = right_dir;
6744 if (MovDir[x][y] != old_move_dir)
6747 else if (element == EL_BALLOON)
6749 MovDir[x][y] = game.wind_direction;
6752 else if (element == EL_SPRING)
6754 if (MovDir[x][y] & MV_HORIZONTAL)
6756 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6757 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6759 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6760 ResetGfxAnimation(move_x, move_y);
6761 TEST_DrawLevelField(move_x, move_y);
6763 MovDir[x][y] = back_dir;
6765 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6766 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6767 MovDir[x][y] = MV_NONE;
6772 else if (element == EL_ROBOT ||
6773 element == EL_SATELLITE ||
6774 element == EL_PENGUIN ||
6775 element == EL_EMC_ANDROID)
6777 int attr_x = -1, attr_y = -1;
6788 for (i = 0; i < MAX_PLAYERS; i++)
6790 struct PlayerInfo *player = &stored_player[i];
6791 int jx = player->jx, jy = player->jy;
6793 if (!player->active)
6797 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6805 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6806 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6807 game.engine_version < VERSION_IDENT(3,1,0,0)))
6813 if (element == EL_PENGUIN)
6816 static int xy[4][2] =
6824 for (i = 0; i < NUM_DIRECTIONS; i++)
6826 int ex = x + xy[i][0];
6827 int ey = y + xy[i][1];
6829 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6830 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6831 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6832 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6841 MovDir[x][y] = MV_NONE;
6843 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6844 else if (attr_x > x)
6845 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6847 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6848 else if (attr_y > y)
6849 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6851 if (element == EL_ROBOT)
6855 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6856 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6857 Moving2Blocked(x, y, &newx, &newy);
6859 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6860 MovDelay[x][y] = 8 + 8 * !RND(3);
6862 MovDelay[x][y] = 16;
6864 else if (element == EL_PENGUIN)
6870 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6872 boolean first_horiz = RND(2);
6873 int new_move_dir = MovDir[x][y];
6876 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6877 Moving2Blocked(x, y, &newx, &newy);
6879 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6883 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6884 Moving2Blocked(x, y, &newx, &newy);
6886 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6889 MovDir[x][y] = old_move_dir;
6893 else if (element == EL_SATELLITE)
6899 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6901 boolean first_horiz = RND(2);
6902 int new_move_dir = MovDir[x][y];
6905 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6906 Moving2Blocked(x, y, &newx, &newy);
6908 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6912 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6913 Moving2Blocked(x, y, &newx, &newy);
6915 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6918 MovDir[x][y] = old_move_dir;
6922 else if (element == EL_EMC_ANDROID)
6924 static int check_pos[16] =
6926 -1, /* 0 => (invalid) */
6927 7, /* 1 => MV_LEFT */
6928 3, /* 2 => MV_RIGHT */
6929 -1, /* 3 => (invalid) */
6931 0, /* 5 => MV_LEFT | MV_UP */
6932 2, /* 6 => MV_RIGHT | MV_UP */
6933 -1, /* 7 => (invalid) */
6934 5, /* 8 => MV_DOWN */
6935 6, /* 9 => MV_LEFT | MV_DOWN */
6936 4, /* 10 => MV_RIGHT | MV_DOWN */
6937 -1, /* 11 => (invalid) */
6938 -1, /* 12 => (invalid) */
6939 -1, /* 13 => (invalid) */
6940 -1, /* 14 => (invalid) */
6941 -1, /* 15 => (invalid) */
6949 { -1, -1, MV_LEFT | MV_UP },
6951 { +1, -1, MV_RIGHT | MV_UP },
6952 { +1, 0, MV_RIGHT },
6953 { +1, +1, MV_RIGHT | MV_DOWN },
6955 { -1, +1, MV_LEFT | MV_DOWN },
6958 int start_pos, check_order;
6959 boolean can_clone = FALSE;
6962 /* check if there is any free field around current position */
6963 for (i = 0; i < 8; i++)
6965 int newx = x + check_xy[i].dx;
6966 int newy = y + check_xy[i].dy;
6968 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6976 if (can_clone) /* randomly find an element to clone */
6980 start_pos = check_pos[RND(8)];
6981 check_order = (RND(2) ? -1 : +1);
6983 for (i = 0; i < 8; i++)
6985 int pos_raw = start_pos + i * check_order;
6986 int pos = (pos_raw + 8) % 8;
6987 int newx = x + check_xy[pos].dx;
6988 int newy = y + check_xy[pos].dy;
6990 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6992 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6993 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6995 Store[x][y] = Feld[newx][newy];
7004 if (can_clone) /* randomly find a direction to move */
7008 start_pos = check_pos[RND(8)];
7009 check_order = (RND(2) ? -1 : +1);
7011 for (i = 0; i < 8; i++)
7013 int pos_raw = start_pos + i * check_order;
7014 int pos = (pos_raw + 8) % 8;
7015 int newx = x + check_xy[pos].dx;
7016 int newy = y + check_xy[pos].dy;
7017 int new_move_dir = check_xy[pos].dir;
7019 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7021 MovDir[x][y] = new_move_dir;
7022 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7031 if (can_clone) /* cloning and moving successful */
7034 /* cannot clone -- try to move towards player */
7036 start_pos = check_pos[MovDir[x][y] & 0x0f];
7037 check_order = (RND(2) ? -1 : +1);
7039 for (i = 0; i < 3; i++)
7041 /* first check start_pos, then previous/next or (next/previous) pos */
7042 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7043 int pos = (pos_raw + 8) % 8;
7044 int newx = x + check_xy[pos].dx;
7045 int newy = y + check_xy[pos].dy;
7046 int new_move_dir = check_xy[pos].dir;
7048 if (IS_PLAYER(newx, newy))
7051 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7053 MovDir[x][y] = new_move_dir;
7054 MovDelay[x][y] = level.android_move_time * 8 + 1;
7061 else if (move_pattern == MV_TURNING_LEFT ||
7062 move_pattern == MV_TURNING_RIGHT ||
7063 move_pattern == MV_TURNING_LEFT_RIGHT ||
7064 move_pattern == MV_TURNING_RIGHT_LEFT ||
7065 move_pattern == MV_TURNING_RANDOM ||
7066 move_pattern == MV_ALL_DIRECTIONS)
7068 boolean can_turn_left =
7069 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7070 boolean can_turn_right =
7071 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7073 if (element_info[element].move_stepsize == 0) /* "not moving" */
7076 if (move_pattern == MV_TURNING_LEFT)
7077 MovDir[x][y] = left_dir;
7078 else if (move_pattern == MV_TURNING_RIGHT)
7079 MovDir[x][y] = right_dir;
7080 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7081 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7082 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7083 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7084 else if (move_pattern == MV_TURNING_RANDOM)
7085 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7086 can_turn_right && !can_turn_left ? right_dir :
7087 RND(2) ? left_dir : right_dir);
7088 else if (can_turn_left && can_turn_right)
7089 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7090 else if (can_turn_left)
7091 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7092 else if (can_turn_right)
7093 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7095 MovDir[x][y] = back_dir;
7097 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7099 else if (move_pattern == MV_HORIZONTAL ||
7100 move_pattern == MV_VERTICAL)
7102 if (move_pattern & old_move_dir)
7103 MovDir[x][y] = back_dir;
7104 else if (move_pattern == MV_HORIZONTAL)
7105 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7106 else if (move_pattern == MV_VERTICAL)
7107 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7109 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7111 else if (move_pattern & MV_ANY_DIRECTION)
7113 MovDir[x][y] = move_pattern;
7114 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7116 else if (move_pattern & MV_WIND_DIRECTION)
7118 MovDir[x][y] = game.wind_direction;
7119 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7121 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7123 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7124 MovDir[x][y] = left_dir;
7125 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7126 MovDir[x][y] = right_dir;
7128 if (MovDir[x][y] != old_move_dir)
7129 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7131 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7133 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7134 MovDir[x][y] = right_dir;
7135 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7136 MovDir[x][y] = left_dir;
7138 if (MovDir[x][y] != old_move_dir)
7139 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7141 else if (move_pattern == MV_TOWARDS_PLAYER ||
7142 move_pattern == MV_AWAY_FROM_PLAYER)
7144 int attr_x = -1, attr_y = -1;
7146 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7157 for (i = 0; i < MAX_PLAYERS; i++)
7159 struct PlayerInfo *player = &stored_player[i];
7160 int jx = player->jx, jy = player->jy;
7162 if (!player->active)
7166 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7174 MovDir[x][y] = MV_NONE;
7176 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7177 else if (attr_x > x)
7178 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7180 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7181 else if (attr_y > y)
7182 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7184 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7186 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7188 boolean first_horiz = RND(2);
7189 int new_move_dir = MovDir[x][y];
7191 if (element_info[element].move_stepsize == 0) /* "not moving" */
7193 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7194 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7200 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7201 Moving2Blocked(x, y, &newx, &newy);
7203 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7207 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7208 Moving2Blocked(x, y, &newx, &newy);
7210 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7213 MovDir[x][y] = old_move_dir;
7216 else if (move_pattern == MV_WHEN_PUSHED ||
7217 move_pattern == MV_WHEN_DROPPED)
7219 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7220 MovDir[x][y] = MV_NONE;
7224 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7226 static int test_xy[7][2] =
7236 static int test_dir[7] =
7246 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7247 int move_preference = -1000000; /* start with very low preference */
7248 int new_move_dir = MV_NONE;
7249 int start_test = RND(4);
7252 for (i = 0; i < NUM_DIRECTIONS; i++)
7254 int move_dir = test_dir[start_test + i];
7255 int move_dir_preference;
7257 xx = x + test_xy[start_test + i][0];
7258 yy = y + test_xy[start_test + i][1];
7260 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7261 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7263 new_move_dir = move_dir;
7268 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7271 move_dir_preference = -1 * RunnerVisit[xx][yy];
7272 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7273 move_dir_preference = PlayerVisit[xx][yy];
7275 if (move_dir_preference > move_preference)
7277 /* prefer field that has not been visited for the longest time */
7278 move_preference = move_dir_preference;
7279 new_move_dir = move_dir;
7281 else if (move_dir_preference == move_preference &&
7282 move_dir == old_move_dir)
7284 /* prefer last direction when all directions are preferred equally */
7285 move_preference = move_dir_preference;
7286 new_move_dir = move_dir;
7290 MovDir[x][y] = new_move_dir;
7291 if (old_move_dir != new_move_dir)
7292 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7296 static void TurnRound(int x, int y)
7298 int direction = MovDir[x][y];
7302 GfxDir[x][y] = MovDir[x][y];
7304 if (direction != MovDir[x][y])
7308 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7310 ResetGfxFrame(x, y);
7313 static boolean JustBeingPushed(int x, int y)
7317 for (i = 0; i < MAX_PLAYERS; i++)
7319 struct PlayerInfo *player = &stored_player[i];
7321 if (player->active && player->is_pushing && player->MovPos)
7323 int next_jx = player->jx + (player->jx - player->last_jx);
7324 int next_jy = player->jy + (player->jy - player->last_jy);
7326 if (x == next_jx && y == next_jy)
7334 void StartMoving(int x, int y)
7336 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7337 int element = Feld[x][y];
7342 if (MovDelay[x][y] == 0)
7343 GfxAction[x][y] = ACTION_DEFAULT;
7345 if (CAN_FALL(element) && y < lev_fieldy - 1)
7347 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7348 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7349 if (JustBeingPushed(x, y))
7352 if (element == EL_QUICKSAND_FULL)
7354 if (IS_FREE(x, y + 1))
7356 InitMovingField(x, y, MV_DOWN);
7357 started_moving = TRUE;
7359 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7360 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7361 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7362 Store[x][y] = EL_ROCK;
7364 Store[x][y] = EL_ROCK;
7367 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7369 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7371 if (!MovDelay[x][y])
7373 MovDelay[x][y] = TILEY + 1;
7375 ResetGfxAnimation(x, y);
7376 ResetGfxAnimation(x, y + 1);
7381 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7382 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7389 Feld[x][y] = EL_QUICKSAND_EMPTY;
7390 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7391 Store[x][y + 1] = Store[x][y];
7394 PlayLevelSoundAction(x, y, ACTION_FILLING);
7396 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7398 if (!MovDelay[x][y])
7400 MovDelay[x][y] = TILEY + 1;
7402 ResetGfxAnimation(x, y);
7403 ResetGfxAnimation(x, y + 1);
7408 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7409 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7416 Feld[x][y] = EL_QUICKSAND_EMPTY;
7417 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7418 Store[x][y + 1] = Store[x][y];
7421 PlayLevelSoundAction(x, y, ACTION_FILLING);
7424 else if (element == EL_QUICKSAND_FAST_FULL)
7426 if (IS_FREE(x, y + 1))
7428 InitMovingField(x, y, MV_DOWN);
7429 started_moving = TRUE;
7431 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7432 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7433 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7434 Store[x][y] = EL_ROCK;
7436 Store[x][y] = EL_ROCK;
7439 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7441 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7443 if (!MovDelay[x][y])
7445 MovDelay[x][y] = TILEY + 1;
7447 ResetGfxAnimation(x, y);
7448 ResetGfxAnimation(x, y + 1);
7453 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7454 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7461 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7462 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7463 Store[x][y + 1] = Store[x][y];
7466 PlayLevelSoundAction(x, y, ACTION_FILLING);
7468 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7470 if (!MovDelay[x][y])
7472 MovDelay[x][y] = TILEY + 1;
7474 ResetGfxAnimation(x, y);
7475 ResetGfxAnimation(x, y + 1);
7480 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7481 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7488 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7489 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7490 Store[x][y + 1] = Store[x][y];
7493 PlayLevelSoundAction(x, y, ACTION_FILLING);
7496 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7497 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7499 InitMovingField(x, y, MV_DOWN);
7500 started_moving = TRUE;
7502 Feld[x][y] = EL_QUICKSAND_FILLING;
7503 Store[x][y] = element;
7505 PlayLevelSoundAction(x, y, ACTION_FILLING);
7507 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7508 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7510 InitMovingField(x, y, MV_DOWN);
7511 started_moving = TRUE;
7513 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7514 Store[x][y] = element;
7516 PlayLevelSoundAction(x, y, ACTION_FILLING);
7518 else if (element == EL_MAGIC_WALL_FULL)
7520 if (IS_FREE(x, y + 1))
7522 InitMovingField(x, y, MV_DOWN);
7523 started_moving = TRUE;
7525 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7526 Store[x][y] = EL_CHANGED(Store[x][y]);
7528 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7530 if (!MovDelay[x][y])
7531 MovDelay[x][y] = TILEY / 4 + 1;
7540 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7541 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7542 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7546 else if (element == EL_BD_MAGIC_WALL_FULL)
7548 if (IS_FREE(x, y + 1))
7550 InitMovingField(x, y, MV_DOWN);
7551 started_moving = TRUE;
7553 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7554 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7556 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7558 if (!MovDelay[x][y])
7559 MovDelay[x][y] = TILEY / 4 + 1;
7568 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7569 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7570 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7574 else if (element == EL_DC_MAGIC_WALL_FULL)
7576 if (IS_FREE(x, y + 1))
7578 InitMovingField(x, y, MV_DOWN);
7579 started_moving = TRUE;
7581 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7582 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7584 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7586 if (!MovDelay[x][y])
7587 MovDelay[x][y] = TILEY / 4 + 1;
7596 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7597 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7598 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7602 else if ((CAN_PASS_MAGIC_WALL(element) &&
7603 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7604 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7605 (CAN_PASS_DC_MAGIC_WALL(element) &&
7606 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7609 InitMovingField(x, y, MV_DOWN);
7610 started_moving = TRUE;
7613 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7614 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7615 EL_DC_MAGIC_WALL_FILLING);
7616 Store[x][y] = element;
7618 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7620 SplashAcid(x, y + 1);
7622 InitMovingField(x, y, MV_DOWN);
7623 started_moving = TRUE;
7625 Store[x][y] = EL_ACID;
7628 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7629 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7630 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7631 CAN_FALL(element) && WasJustFalling[x][y] &&
7632 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7634 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7635 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7636 (Feld[x][y + 1] == EL_BLOCKED)))
7638 /* this is needed for a special case not covered by calling "Impact()"
7639 from "ContinueMoving()": if an element moves to a tile directly below
7640 another element which was just falling on that tile (which was empty
7641 in the previous frame), the falling element above would just stop
7642 instead of smashing the element below (in previous version, the above
7643 element was just checked for "moving" instead of "falling", resulting
7644 in incorrect smashes caused by horizontal movement of the above
7645 element; also, the case of the player being the element to smash was
7646 simply not covered here... :-/ ) */
7648 CheckCollision[x][y] = 0;
7649 CheckImpact[x][y] = 0;
7653 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7655 if (MovDir[x][y] == MV_NONE)
7657 InitMovingField(x, y, MV_DOWN);
7658 started_moving = TRUE;
7661 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7663 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7664 MovDir[x][y] = MV_DOWN;
7666 InitMovingField(x, y, MV_DOWN);
7667 started_moving = TRUE;
7669 else if (element == EL_AMOEBA_DROP)
7671 Feld[x][y] = EL_AMOEBA_GROWING;
7672 Store[x][y] = EL_AMOEBA_WET;
7674 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7675 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7676 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7677 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7679 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7680 (IS_FREE(x - 1, y + 1) ||
7681 Feld[x - 1][y + 1] == EL_ACID));
7682 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7683 (IS_FREE(x + 1, y + 1) ||
7684 Feld[x + 1][y + 1] == EL_ACID));
7685 boolean can_fall_any = (can_fall_left || can_fall_right);
7686 boolean can_fall_both = (can_fall_left && can_fall_right);
7687 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7689 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7691 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7692 can_fall_right = FALSE;
7693 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7694 can_fall_left = FALSE;
7695 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7696 can_fall_right = FALSE;
7697 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7698 can_fall_left = FALSE;
7700 can_fall_any = (can_fall_left || can_fall_right);
7701 can_fall_both = FALSE;
7706 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7707 can_fall_right = FALSE; /* slip down on left side */
7709 can_fall_left = !(can_fall_right = RND(2));
7711 can_fall_both = FALSE;
7716 /* if not determined otherwise, prefer left side for slipping down */
7717 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7718 started_moving = TRUE;
7721 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7723 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7724 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7725 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7726 int belt_dir = game.belt_dir[belt_nr];
7728 if ((belt_dir == MV_LEFT && left_is_free) ||
7729 (belt_dir == MV_RIGHT && right_is_free))
7731 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7733 InitMovingField(x, y, belt_dir);
7734 started_moving = TRUE;
7736 Pushed[x][y] = TRUE;
7737 Pushed[nextx][y] = TRUE;
7739 GfxAction[x][y] = ACTION_DEFAULT;
7743 MovDir[x][y] = 0; /* if element was moving, stop it */
7748 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7749 if (CAN_MOVE(element) && !started_moving)
7751 int move_pattern = element_info[element].move_pattern;
7754 Moving2Blocked(x, y, &newx, &newy);
7756 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7759 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7760 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7762 WasJustMoving[x][y] = 0;
7763 CheckCollision[x][y] = 0;
7765 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7767 if (Feld[x][y] != element) /* element has changed */
7771 if (!MovDelay[x][y]) /* start new movement phase */
7773 /* all objects that can change their move direction after each step
7774 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7776 if (element != EL_YAMYAM &&
7777 element != EL_DARK_YAMYAM &&
7778 element != EL_PACMAN &&
7779 !(move_pattern & MV_ANY_DIRECTION) &&
7780 move_pattern != MV_TURNING_LEFT &&
7781 move_pattern != MV_TURNING_RIGHT &&
7782 move_pattern != MV_TURNING_LEFT_RIGHT &&
7783 move_pattern != MV_TURNING_RIGHT_LEFT &&
7784 move_pattern != MV_TURNING_RANDOM)
7788 if (MovDelay[x][y] && (element == EL_BUG ||
7789 element == EL_SPACESHIP ||
7790 element == EL_SP_SNIKSNAK ||
7791 element == EL_SP_ELECTRON ||
7792 element == EL_MOLE))
7793 TEST_DrawLevelField(x, y);
7797 if (MovDelay[x][y]) /* wait some time before next movement */
7801 if (element == EL_ROBOT ||
7802 element == EL_YAMYAM ||
7803 element == EL_DARK_YAMYAM)
7805 DrawLevelElementAnimationIfNeeded(x, y, element);
7806 PlayLevelSoundAction(x, y, ACTION_WAITING);
7808 else if (element == EL_SP_ELECTRON)
7809 DrawLevelElementAnimationIfNeeded(x, y, element);
7810 else if (element == EL_DRAGON)
7813 int dir = MovDir[x][y];
7814 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7815 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7816 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7817 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7818 dir == MV_UP ? IMG_FLAMES_1_UP :
7819 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7820 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7822 GfxAction[x][y] = ACTION_ATTACKING;
7824 if (IS_PLAYER(x, y))
7825 DrawPlayerField(x, y);
7827 TEST_DrawLevelField(x, y);
7829 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7831 for (i = 1; i <= 3; i++)
7833 int xx = x + i * dx;
7834 int yy = y + i * dy;
7835 int sx = SCREENX(xx);
7836 int sy = SCREENY(yy);
7837 int flame_graphic = graphic + (i - 1);
7839 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7844 int flamed = MovingOrBlocked2Element(xx, yy);
7846 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7849 RemoveMovingField(xx, yy);
7851 ChangeDelay[xx][yy] = 0;
7853 Feld[xx][yy] = EL_FLAMES;
7855 if (IN_SCR_FIELD(sx, sy))
7857 TEST_DrawLevelFieldCrumbled(xx, yy);
7858 DrawGraphic(sx, sy, flame_graphic, frame);
7863 if (Feld[xx][yy] == EL_FLAMES)
7864 Feld[xx][yy] = EL_EMPTY;
7865 TEST_DrawLevelField(xx, yy);
7870 if (MovDelay[x][y]) /* element still has to wait some time */
7872 PlayLevelSoundAction(x, y, ACTION_WAITING);
7878 /* now make next step */
7880 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7882 if (DONT_COLLIDE_WITH(element) &&
7883 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7884 !PLAYER_ENEMY_PROTECTED(newx, newy))
7886 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7891 else if (CAN_MOVE_INTO_ACID(element) &&
7892 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7893 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7894 (MovDir[x][y] == MV_DOWN ||
7895 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7897 SplashAcid(newx, newy);
7898 Store[x][y] = EL_ACID;
7900 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7902 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7903 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7904 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7905 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7908 TEST_DrawLevelField(x, y);
7910 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7911 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7912 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7914 local_player->friends_still_needed--;
7915 if (!local_player->friends_still_needed &&
7916 !local_player->GameOver && AllPlayersGone)
7917 PlayerWins(local_player);
7921 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7923 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7924 TEST_DrawLevelField(newx, newy);
7926 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7928 else if (!IS_FREE(newx, newy))
7930 GfxAction[x][y] = ACTION_WAITING;
7932 if (IS_PLAYER(x, y))
7933 DrawPlayerField(x, y);
7935 TEST_DrawLevelField(x, y);
7940 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7942 if (IS_FOOD_PIG(Feld[newx][newy]))
7944 if (IS_MOVING(newx, newy))
7945 RemoveMovingField(newx, newy);
7948 Feld[newx][newy] = EL_EMPTY;
7949 TEST_DrawLevelField(newx, newy);
7952 PlayLevelSound(x, y, SND_PIG_DIGGING);
7954 else if (!IS_FREE(newx, newy))
7956 if (IS_PLAYER(x, y))
7957 DrawPlayerField(x, y);
7959 TEST_DrawLevelField(x, y);
7964 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7966 if (Store[x][y] != EL_EMPTY)
7968 boolean can_clone = FALSE;
7971 /* check if element to clone is still there */
7972 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7974 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7982 /* cannot clone or target field not free anymore -- do not clone */
7983 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7984 Store[x][y] = EL_EMPTY;
7987 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7989 if (IS_MV_DIAGONAL(MovDir[x][y]))
7991 int diagonal_move_dir = MovDir[x][y];
7992 int stored = Store[x][y];
7993 int change_delay = 8;
7996 /* android is moving diagonally */
7998 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8000 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8001 GfxElement[x][y] = EL_EMC_ANDROID;
8002 GfxAction[x][y] = ACTION_SHRINKING;
8003 GfxDir[x][y] = diagonal_move_dir;
8004 ChangeDelay[x][y] = change_delay;
8006 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8009 DrawLevelGraphicAnimation(x, y, graphic);
8010 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8012 if (Feld[newx][newy] == EL_ACID)
8014 SplashAcid(newx, newy);
8019 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8021 Store[newx][newy] = EL_EMC_ANDROID;
8022 GfxElement[newx][newy] = EL_EMC_ANDROID;
8023 GfxAction[newx][newy] = ACTION_GROWING;
8024 GfxDir[newx][newy] = diagonal_move_dir;
8025 ChangeDelay[newx][newy] = change_delay;
8027 graphic = el_act_dir2img(GfxElement[newx][newy],
8028 GfxAction[newx][newy], GfxDir[newx][newy]);
8030 DrawLevelGraphicAnimation(newx, newy, graphic);
8031 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8037 Feld[newx][newy] = EL_EMPTY;
8038 TEST_DrawLevelField(newx, newy);
8040 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8043 else if (!IS_FREE(newx, newy))
8048 else if (IS_CUSTOM_ELEMENT(element) &&
8049 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8051 if (!DigFieldByCE(newx, newy, element))
8054 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8056 RunnerVisit[x][y] = FrameCounter;
8057 PlayerVisit[x][y] /= 8; /* expire player visit path */
8060 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8062 if (!IS_FREE(newx, newy))
8064 if (IS_PLAYER(x, y))
8065 DrawPlayerField(x, y);
8067 TEST_DrawLevelField(x, y);
8073 boolean wanna_flame = !RND(10);
8074 int dx = newx - x, dy = newy - y;
8075 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8076 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8077 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8078 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8079 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8080 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8083 IS_CLASSIC_ENEMY(element1) ||
8084 IS_CLASSIC_ENEMY(element2)) &&
8085 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8086 element1 != EL_FLAMES && element2 != EL_FLAMES)
8088 ResetGfxAnimation(x, y);
8089 GfxAction[x][y] = ACTION_ATTACKING;
8091 if (IS_PLAYER(x, y))
8092 DrawPlayerField(x, y);
8094 TEST_DrawLevelField(x, y);
8096 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8098 MovDelay[x][y] = 50;
8100 Feld[newx][newy] = EL_FLAMES;
8101 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8102 Feld[newx1][newy1] = EL_FLAMES;
8103 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8104 Feld[newx2][newy2] = EL_FLAMES;
8110 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8111 Feld[newx][newy] == EL_DIAMOND)
8113 if (IS_MOVING(newx, newy))
8114 RemoveMovingField(newx, newy);
8117 Feld[newx][newy] = EL_EMPTY;
8118 TEST_DrawLevelField(newx, newy);
8121 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8123 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8124 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8126 if (AmoebaNr[newx][newy])
8128 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8129 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8130 Feld[newx][newy] == EL_BD_AMOEBA)
8131 AmoebaCnt[AmoebaNr[newx][newy]]--;
8134 if (IS_MOVING(newx, newy))
8136 RemoveMovingField(newx, newy);
8140 Feld[newx][newy] = EL_EMPTY;
8141 TEST_DrawLevelField(newx, newy);
8144 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8146 else if ((element == EL_PACMAN || element == EL_MOLE)
8147 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8149 if (AmoebaNr[newx][newy])
8151 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8152 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8153 Feld[newx][newy] == EL_BD_AMOEBA)
8154 AmoebaCnt[AmoebaNr[newx][newy]]--;
8157 if (element == EL_MOLE)
8159 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8160 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8162 ResetGfxAnimation(x, y);
8163 GfxAction[x][y] = ACTION_DIGGING;
8164 TEST_DrawLevelField(x, y);
8166 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8168 return; /* wait for shrinking amoeba */
8170 else /* element == EL_PACMAN */
8172 Feld[newx][newy] = EL_EMPTY;
8173 TEST_DrawLevelField(newx, newy);
8174 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8177 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8178 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8179 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8181 /* wait for shrinking amoeba to completely disappear */
8184 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8186 /* object was running against a wall */
8190 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8191 DrawLevelElementAnimation(x, y, element);
8193 if (DONT_TOUCH(element))
8194 TestIfBadThingTouchesPlayer(x, y);
8199 InitMovingField(x, y, MovDir[x][y]);
8201 PlayLevelSoundAction(x, y, ACTION_MOVING);
8205 ContinueMoving(x, y);
8208 void ContinueMoving(int x, int y)
8210 int element = Feld[x][y];
8211 struct ElementInfo *ei = &element_info[element];
8212 int direction = MovDir[x][y];
8213 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8214 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8215 int newx = x + dx, newy = y + dy;
8216 int stored = Store[x][y];
8217 int stored_new = Store[newx][newy];
8218 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8219 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8220 boolean last_line = (newy == lev_fieldy - 1);
8222 MovPos[x][y] += getElementMoveStepsize(x, y);
8224 if (pushed_by_player) /* special case: moving object pushed by player */
8225 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8227 if (ABS(MovPos[x][y]) < TILEX)
8229 TEST_DrawLevelField(x, y);
8231 return; /* element is still moving */
8234 /* element reached destination field */
8236 Feld[x][y] = EL_EMPTY;
8237 Feld[newx][newy] = element;
8238 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8240 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8242 element = Feld[newx][newy] = EL_ACID;
8244 else if (element == EL_MOLE)
8246 Feld[x][y] = EL_SAND;
8248 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8250 else if (element == EL_QUICKSAND_FILLING)
8252 element = Feld[newx][newy] = get_next_element(element);
8253 Store[newx][newy] = Store[x][y];
8255 else if (element == EL_QUICKSAND_EMPTYING)
8257 Feld[x][y] = get_next_element(element);
8258 element = Feld[newx][newy] = Store[x][y];
8260 else if (element == EL_QUICKSAND_FAST_FILLING)
8262 element = Feld[newx][newy] = get_next_element(element);
8263 Store[newx][newy] = Store[x][y];
8265 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8267 Feld[x][y] = get_next_element(element);
8268 element = Feld[newx][newy] = Store[x][y];
8270 else if (element == EL_MAGIC_WALL_FILLING)
8272 element = Feld[newx][newy] = get_next_element(element);
8273 if (!game.magic_wall_active)
8274 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8275 Store[newx][newy] = Store[x][y];
8277 else if (element == EL_MAGIC_WALL_EMPTYING)
8279 Feld[x][y] = get_next_element(element);
8280 if (!game.magic_wall_active)
8281 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8282 element = Feld[newx][newy] = Store[x][y];
8284 InitField(newx, newy, FALSE);
8286 else if (element == EL_BD_MAGIC_WALL_FILLING)
8288 element = Feld[newx][newy] = get_next_element(element);
8289 if (!game.magic_wall_active)
8290 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8291 Store[newx][newy] = Store[x][y];
8293 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8295 Feld[x][y] = get_next_element(element);
8296 if (!game.magic_wall_active)
8297 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8298 element = Feld[newx][newy] = Store[x][y];
8300 InitField(newx, newy, FALSE);
8302 else if (element == EL_DC_MAGIC_WALL_FILLING)
8304 element = Feld[newx][newy] = get_next_element(element);
8305 if (!game.magic_wall_active)
8306 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8307 Store[newx][newy] = Store[x][y];
8309 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8311 Feld[x][y] = get_next_element(element);
8312 if (!game.magic_wall_active)
8313 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8314 element = Feld[newx][newy] = Store[x][y];
8316 InitField(newx, newy, FALSE);
8318 else if (element == EL_AMOEBA_DROPPING)
8320 Feld[x][y] = get_next_element(element);
8321 element = Feld[newx][newy] = Store[x][y];
8323 else if (element == EL_SOKOBAN_OBJECT)
8326 Feld[x][y] = Back[x][y];
8328 if (Back[newx][newy])
8329 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8331 Back[x][y] = Back[newx][newy] = 0;
8334 Store[x][y] = EL_EMPTY;
8339 MovDelay[newx][newy] = 0;
8341 if (CAN_CHANGE_OR_HAS_ACTION(element))
8343 /* copy element change control values to new field */
8344 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8345 ChangePage[newx][newy] = ChangePage[x][y];
8346 ChangeCount[newx][newy] = ChangeCount[x][y];
8347 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8350 CustomValue[newx][newy] = CustomValue[x][y];
8352 ChangeDelay[x][y] = 0;
8353 ChangePage[x][y] = -1;
8354 ChangeCount[x][y] = 0;
8355 ChangeEvent[x][y] = -1;
8357 CustomValue[x][y] = 0;
8359 /* copy animation control values to new field */
8360 GfxFrame[newx][newy] = GfxFrame[x][y];
8361 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8362 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8363 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8365 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8367 /* some elements can leave other elements behind after moving */
8368 if (ei->move_leave_element != EL_EMPTY &&
8369 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8370 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8372 int move_leave_element = ei->move_leave_element;
8374 /* this makes it possible to leave the removed element again */
8375 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8376 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8378 Feld[x][y] = move_leave_element;
8380 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8381 MovDir[x][y] = direction;
8383 InitField(x, y, FALSE);
8385 if (GFX_CRUMBLED(Feld[x][y]))
8386 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8388 if (ELEM_IS_PLAYER(move_leave_element))
8389 RelocatePlayer(x, y, move_leave_element);
8392 /* do this after checking for left-behind element */
8393 ResetGfxAnimation(x, y); /* reset animation values for old field */
8395 if (!CAN_MOVE(element) ||
8396 (CAN_FALL(element) && direction == MV_DOWN &&
8397 (element == EL_SPRING ||
8398 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8399 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8400 GfxDir[x][y] = MovDir[newx][newy] = 0;
8402 TEST_DrawLevelField(x, y);
8403 TEST_DrawLevelField(newx, newy);
8405 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8407 /* prevent pushed element from moving on in pushed direction */
8408 if (pushed_by_player && CAN_MOVE(element) &&
8409 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8410 !(element_info[element].move_pattern & direction))
8411 TurnRound(newx, newy);
8413 /* prevent elements on conveyor belt from moving on in last direction */
8414 if (pushed_by_conveyor && CAN_FALL(element) &&
8415 direction & MV_HORIZONTAL)
8416 MovDir[newx][newy] = 0;
8418 if (!pushed_by_player)
8420 int nextx = newx + dx, nexty = newy + dy;
8421 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8423 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8425 if (CAN_FALL(element) && direction == MV_DOWN)
8426 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8428 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8429 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8431 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8432 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8435 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8437 TestIfBadThingTouchesPlayer(newx, newy);
8438 TestIfBadThingTouchesFriend(newx, newy);
8440 if (!IS_CUSTOM_ELEMENT(element))
8441 TestIfBadThingTouchesOtherBadThing(newx, newy);
8443 else if (element == EL_PENGUIN)
8444 TestIfFriendTouchesBadThing(newx, newy);
8446 if (DONT_GET_HIT_BY(element))
8448 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8451 /* give the player one last chance (one more frame) to move away */
8452 if (CAN_FALL(element) && direction == MV_DOWN &&
8453 (last_line || (!IS_FREE(x, newy + 1) &&
8454 (!IS_PLAYER(x, newy + 1) ||
8455 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8458 if (pushed_by_player && !game.use_change_when_pushing_bug)
8460 int push_side = MV_DIR_OPPOSITE(direction);
8461 struct PlayerInfo *player = PLAYERINFO(x, y);
8463 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8464 player->index_bit, push_side);
8465 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8466 player->index_bit, push_side);
8469 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8470 MovDelay[newx][newy] = 1;
8472 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8474 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8475 TestIfElementHitsCustomElement(newx, newy, direction);
8476 TestIfPlayerTouchesCustomElement(newx, newy);
8477 TestIfElementTouchesCustomElement(newx, newy);
8479 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8480 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8481 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8482 MV_DIR_OPPOSITE(direction));
8485 int AmoebeNachbarNr(int ax, int ay)
8488 int element = Feld[ax][ay];
8490 static int xy[4][2] =
8498 for (i = 0; i < NUM_DIRECTIONS; i++)
8500 int x = ax + xy[i][0];
8501 int y = ay + xy[i][1];
8503 if (!IN_LEV_FIELD(x, y))
8506 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8507 group_nr = AmoebaNr[x][y];
8513 void AmoebenVereinigen(int ax, int ay)
8515 int i, x, y, xx, yy;
8516 int new_group_nr = AmoebaNr[ax][ay];
8517 static int xy[4][2] =
8525 if (new_group_nr == 0)
8528 for (i = 0; i < NUM_DIRECTIONS; i++)
8533 if (!IN_LEV_FIELD(x, y))
8536 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8537 Feld[x][y] == EL_BD_AMOEBA ||
8538 Feld[x][y] == EL_AMOEBA_DEAD) &&
8539 AmoebaNr[x][y] != new_group_nr)
8541 int old_group_nr = AmoebaNr[x][y];
8543 if (old_group_nr == 0)
8546 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8547 AmoebaCnt[old_group_nr] = 0;
8548 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8549 AmoebaCnt2[old_group_nr] = 0;
8551 SCAN_PLAYFIELD(xx, yy)
8553 if (AmoebaNr[xx][yy] == old_group_nr)
8554 AmoebaNr[xx][yy] = new_group_nr;
8560 void AmoebeUmwandeln(int ax, int ay)
8564 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8566 int group_nr = AmoebaNr[ax][ay];
8571 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8572 printf("AmoebeUmwandeln(): This should never happen!\n");
8577 SCAN_PLAYFIELD(x, y)
8579 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8582 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8586 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8587 SND_AMOEBA_TURNING_TO_GEM :
8588 SND_AMOEBA_TURNING_TO_ROCK));
8593 static int xy[4][2] =
8601 for (i = 0; i < NUM_DIRECTIONS; i++)
8606 if (!IN_LEV_FIELD(x, y))
8609 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8611 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8612 SND_AMOEBA_TURNING_TO_GEM :
8613 SND_AMOEBA_TURNING_TO_ROCK));
8620 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8623 int group_nr = AmoebaNr[ax][ay];
8624 boolean done = FALSE;
8629 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8630 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8635 SCAN_PLAYFIELD(x, y)
8637 if (AmoebaNr[x][y] == group_nr &&
8638 (Feld[x][y] == EL_AMOEBA_DEAD ||
8639 Feld[x][y] == EL_BD_AMOEBA ||
8640 Feld[x][y] == EL_AMOEBA_GROWING))
8643 Feld[x][y] = new_element;
8644 InitField(x, y, FALSE);
8645 TEST_DrawLevelField(x, y);
8651 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8652 SND_BD_AMOEBA_TURNING_TO_ROCK :
8653 SND_BD_AMOEBA_TURNING_TO_GEM));
8656 void AmoebeWaechst(int x, int y)
8658 static unsigned int sound_delay = 0;
8659 static unsigned int sound_delay_value = 0;
8661 if (!MovDelay[x][y]) /* start new growing cycle */
8665 if (DelayReached(&sound_delay, sound_delay_value))
8667 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8668 sound_delay_value = 30;
8672 if (MovDelay[x][y]) /* wait some time before growing bigger */
8675 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8677 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8678 6 - MovDelay[x][y]);
8680 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8683 if (!MovDelay[x][y])
8685 Feld[x][y] = Store[x][y];
8687 TEST_DrawLevelField(x, y);
8692 void AmoebaDisappearing(int x, int y)
8694 static unsigned int sound_delay = 0;
8695 static unsigned int sound_delay_value = 0;
8697 if (!MovDelay[x][y]) /* start new shrinking cycle */
8701 if (DelayReached(&sound_delay, sound_delay_value))
8702 sound_delay_value = 30;
8705 if (MovDelay[x][y]) /* wait some time before shrinking */
8708 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8710 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8711 6 - MovDelay[x][y]);
8713 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8716 if (!MovDelay[x][y])
8718 Feld[x][y] = EL_EMPTY;
8719 TEST_DrawLevelField(x, y);
8721 /* don't let mole enter this field in this cycle;
8722 (give priority to objects falling to this field from above) */
8728 void AmoebeAbleger(int ax, int ay)
8731 int element = Feld[ax][ay];
8732 int graphic = el2img(element);
8733 int newax = ax, neway = ay;
8734 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8735 static int xy[4][2] =
8743 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8745 Feld[ax][ay] = EL_AMOEBA_DEAD;
8746 TEST_DrawLevelField(ax, ay);
8750 if (IS_ANIMATED(graphic))
8751 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8753 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8754 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8756 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8759 if (MovDelay[ax][ay])
8763 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8766 int x = ax + xy[start][0];
8767 int y = ay + xy[start][1];
8769 if (!IN_LEV_FIELD(x, y))
8772 if (IS_FREE(x, y) ||
8773 CAN_GROW_INTO(Feld[x][y]) ||
8774 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8775 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8781 if (newax == ax && neway == ay)
8784 else /* normal or "filled" (BD style) amoeba */
8787 boolean waiting_for_player = FALSE;
8789 for (i = 0; i < NUM_DIRECTIONS; i++)
8791 int j = (start + i) % 4;
8792 int x = ax + xy[j][0];
8793 int y = ay + xy[j][1];
8795 if (!IN_LEV_FIELD(x, y))
8798 if (IS_FREE(x, y) ||
8799 CAN_GROW_INTO(Feld[x][y]) ||
8800 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8801 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8807 else if (IS_PLAYER(x, y))
8808 waiting_for_player = TRUE;
8811 if (newax == ax && neway == ay) /* amoeba cannot grow */
8813 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8815 Feld[ax][ay] = EL_AMOEBA_DEAD;
8816 TEST_DrawLevelField(ax, ay);
8817 AmoebaCnt[AmoebaNr[ax][ay]]--;
8819 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8821 if (element == EL_AMOEBA_FULL)
8822 AmoebeUmwandeln(ax, ay);
8823 else if (element == EL_BD_AMOEBA)
8824 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8829 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8831 /* amoeba gets larger by growing in some direction */
8833 int new_group_nr = AmoebaNr[ax][ay];
8836 if (new_group_nr == 0)
8838 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8839 printf("AmoebeAbleger(): This should never happen!\n");
8844 AmoebaNr[newax][neway] = new_group_nr;
8845 AmoebaCnt[new_group_nr]++;
8846 AmoebaCnt2[new_group_nr]++;
8848 /* if amoeba touches other amoeba(s) after growing, unify them */
8849 AmoebenVereinigen(newax, neway);
8851 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8853 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8859 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8860 (neway == lev_fieldy - 1 && newax != ax))
8862 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8863 Store[newax][neway] = element;
8865 else if (neway == ay || element == EL_EMC_DRIPPER)
8867 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8869 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8873 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8874 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8875 Store[ax][ay] = EL_AMOEBA_DROP;
8876 ContinueMoving(ax, ay);
8880 TEST_DrawLevelField(newax, neway);
8883 void Life(int ax, int ay)
8887 int element = Feld[ax][ay];
8888 int graphic = el2img(element);
8889 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8891 boolean changed = FALSE;
8893 if (IS_ANIMATED(graphic))
8894 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8899 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8900 MovDelay[ax][ay] = life_time;
8902 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8905 if (MovDelay[ax][ay])
8909 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8911 int xx = ax+x1, yy = ay+y1;
8914 if (!IN_LEV_FIELD(xx, yy))
8917 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8919 int x = xx+x2, y = yy+y2;
8921 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8924 if (((Feld[x][y] == element ||
8925 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8927 (IS_FREE(x, y) && Stop[x][y]))
8931 if (xx == ax && yy == ay) /* field in the middle */
8933 if (nachbarn < life_parameter[0] ||
8934 nachbarn > life_parameter[1])
8936 Feld[xx][yy] = EL_EMPTY;
8938 TEST_DrawLevelField(xx, yy);
8939 Stop[xx][yy] = TRUE;
8943 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8944 { /* free border field */
8945 if (nachbarn >= life_parameter[2] &&
8946 nachbarn <= life_parameter[3])
8948 Feld[xx][yy] = element;
8949 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8951 TEST_DrawLevelField(xx, yy);
8952 Stop[xx][yy] = TRUE;
8959 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8960 SND_GAME_OF_LIFE_GROWING);
8963 static void InitRobotWheel(int x, int y)
8965 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8968 static void RunRobotWheel(int x, int y)
8970 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8973 static void StopRobotWheel(int x, int y)
8975 if (ZX == x && ZY == y)
8979 game.robot_wheel_active = FALSE;
8983 static void InitTimegateWheel(int x, int y)
8985 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8988 static void RunTimegateWheel(int x, int y)
8990 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8993 static void InitMagicBallDelay(int x, int y)
8995 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8998 static void ActivateMagicBall(int bx, int by)
9002 if (level.ball_random)
9004 int pos_border = RND(8); /* select one of the eight border elements */
9005 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9006 int xx = pos_content % 3;
9007 int yy = pos_content / 3;
9012 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9013 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9017 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9019 int xx = x - bx + 1;
9020 int yy = y - by + 1;
9022 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9023 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9027 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9030 void CheckExit(int x, int y)
9032 if (local_player->gems_still_needed > 0 ||
9033 local_player->sokobanfields_still_needed > 0 ||
9034 local_player->lights_still_needed > 0)
9036 int element = Feld[x][y];
9037 int graphic = el2img(element);
9039 if (IS_ANIMATED(graphic))
9040 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9045 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9048 Feld[x][y] = EL_EXIT_OPENING;
9050 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9053 void CheckExitEM(int x, int y)
9055 if (local_player->gems_still_needed > 0 ||
9056 local_player->sokobanfields_still_needed > 0 ||
9057 local_player->lights_still_needed > 0)
9059 int element = Feld[x][y];
9060 int graphic = el2img(element);
9062 if (IS_ANIMATED(graphic))
9063 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9068 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9071 Feld[x][y] = EL_EM_EXIT_OPENING;
9073 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9076 void CheckExitSteel(int x, int y)
9078 if (local_player->gems_still_needed > 0 ||
9079 local_player->sokobanfields_still_needed > 0 ||
9080 local_player->lights_still_needed > 0)
9082 int element = Feld[x][y];
9083 int graphic = el2img(element);
9085 if (IS_ANIMATED(graphic))
9086 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9091 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9094 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9096 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9099 void CheckExitSteelEM(int x, int y)
9101 if (local_player->gems_still_needed > 0 ||
9102 local_player->sokobanfields_still_needed > 0 ||
9103 local_player->lights_still_needed > 0)
9105 int element = Feld[x][y];
9106 int graphic = el2img(element);
9108 if (IS_ANIMATED(graphic))
9109 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9114 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9117 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9119 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9122 void CheckExitSP(int x, int y)
9124 if (local_player->gems_still_needed > 0)
9126 int element = Feld[x][y];
9127 int graphic = el2img(element);
9129 if (IS_ANIMATED(graphic))
9130 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9135 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9138 Feld[x][y] = EL_SP_EXIT_OPENING;
9140 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9143 static void CloseAllOpenTimegates()
9147 SCAN_PLAYFIELD(x, y)
9149 int element = Feld[x][y];
9151 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9153 Feld[x][y] = EL_TIMEGATE_CLOSING;
9155 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9160 void DrawTwinkleOnField(int x, int y)
9162 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9165 if (Feld[x][y] == EL_BD_DIAMOND)
9168 if (MovDelay[x][y] == 0) /* next animation frame */
9169 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9171 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9175 DrawLevelElementAnimation(x, y, Feld[x][y]);
9177 if (MovDelay[x][y] != 0)
9179 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9180 10 - MovDelay[x][y]);
9182 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9187 void MauerWaechst(int x, int y)
9191 if (!MovDelay[x][y]) /* next animation frame */
9192 MovDelay[x][y] = 3 * delay;
9194 if (MovDelay[x][y]) /* wait some time before next frame */
9198 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9200 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9201 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9203 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9206 if (!MovDelay[x][y])
9208 if (MovDir[x][y] == MV_LEFT)
9210 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9211 TEST_DrawLevelField(x - 1, y);
9213 else if (MovDir[x][y] == MV_RIGHT)
9215 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9216 TEST_DrawLevelField(x + 1, y);
9218 else if (MovDir[x][y] == MV_UP)
9220 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9221 TEST_DrawLevelField(x, y - 1);
9225 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9226 TEST_DrawLevelField(x, y + 1);
9229 Feld[x][y] = Store[x][y];
9231 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9232 TEST_DrawLevelField(x, y);
9237 void MauerAbleger(int ax, int ay)
9239 int element = Feld[ax][ay];
9240 int graphic = el2img(element);
9241 boolean oben_frei = FALSE, unten_frei = FALSE;
9242 boolean links_frei = FALSE, rechts_frei = FALSE;
9243 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9244 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9245 boolean new_wall = FALSE;
9247 if (IS_ANIMATED(graphic))
9248 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9250 if (!MovDelay[ax][ay]) /* start building new wall */
9251 MovDelay[ax][ay] = 6;
9253 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9256 if (MovDelay[ax][ay])
9260 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9262 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9264 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9266 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9269 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9270 element == EL_EXPANDABLE_WALL_ANY)
9274 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9275 Store[ax][ay-1] = element;
9276 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9277 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9278 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9279 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9284 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9285 Store[ax][ay+1] = element;
9286 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9287 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9288 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9289 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9294 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9295 element == EL_EXPANDABLE_WALL_ANY ||
9296 element == EL_EXPANDABLE_WALL ||
9297 element == EL_BD_EXPANDABLE_WALL)
9301 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9302 Store[ax-1][ay] = element;
9303 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9304 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9305 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9306 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9312 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9313 Store[ax+1][ay] = element;
9314 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9315 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9316 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9317 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9322 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9323 TEST_DrawLevelField(ax, ay);
9325 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9327 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9328 unten_massiv = TRUE;
9329 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9330 links_massiv = TRUE;
9331 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9332 rechts_massiv = TRUE;
9334 if (((oben_massiv && unten_massiv) ||
9335 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9336 element == EL_EXPANDABLE_WALL) &&
9337 ((links_massiv && rechts_massiv) ||
9338 element == EL_EXPANDABLE_WALL_VERTICAL))
9339 Feld[ax][ay] = EL_WALL;
9342 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9345 void MauerAblegerStahl(int ax, int ay)
9347 int element = Feld[ax][ay];
9348 int graphic = el2img(element);
9349 boolean oben_frei = FALSE, unten_frei = FALSE;
9350 boolean links_frei = FALSE, rechts_frei = FALSE;
9351 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9352 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9353 boolean new_wall = FALSE;
9355 if (IS_ANIMATED(graphic))
9356 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9358 if (!MovDelay[ax][ay]) /* start building new wall */
9359 MovDelay[ax][ay] = 6;
9361 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9364 if (MovDelay[ax][ay])
9368 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9370 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9372 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9374 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9377 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9378 element == EL_EXPANDABLE_STEELWALL_ANY)
9382 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9383 Store[ax][ay-1] = element;
9384 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9385 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9386 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9387 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9392 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9393 Store[ax][ay+1] = element;
9394 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9395 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9396 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9397 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9402 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9403 element == EL_EXPANDABLE_STEELWALL_ANY)
9407 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9408 Store[ax-1][ay] = element;
9409 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9410 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9411 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9412 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9418 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9419 Store[ax+1][ay] = element;
9420 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9421 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9422 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9423 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9428 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9430 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9431 unten_massiv = TRUE;
9432 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9433 links_massiv = TRUE;
9434 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9435 rechts_massiv = TRUE;
9437 if (((oben_massiv && unten_massiv) ||
9438 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9439 ((links_massiv && rechts_massiv) ||
9440 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9441 Feld[ax][ay] = EL_STEELWALL;
9444 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9447 void CheckForDragon(int x, int y)
9450 boolean dragon_found = FALSE;
9451 static int xy[4][2] =
9459 for (i = 0; i < NUM_DIRECTIONS; i++)
9461 for (j = 0; j < 4; j++)
9463 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9465 if (IN_LEV_FIELD(xx, yy) &&
9466 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9468 if (Feld[xx][yy] == EL_DRAGON)
9469 dragon_found = TRUE;
9478 for (i = 0; i < NUM_DIRECTIONS; i++)
9480 for (j = 0; j < 3; j++)
9482 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9484 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9486 Feld[xx][yy] = EL_EMPTY;
9487 TEST_DrawLevelField(xx, yy);
9496 static void InitBuggyBase(int x, int y)
9498 int element = Feld[x][y];
9499 int activating_delay = FRAMES_PER_SECOND / 4;
9502 (element == EL_SP_BUGGY_BASE ?
9503 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9504 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9506 element == EL_SP_BUGGY_BASE_ACTIVE ?
9507 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9510 static void WarnBuggyBase(int x, int y)
9513 static int xy[4][2] =
9521 for (i = 0; i < NUM_DIRECTIONS; i++)
9523 int xx = x + xy[i][0];
9524 int yy = y + xy[i][1];
9526 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9528 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9535 static void InitTrap(int x, int y)
9537 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9540 static void ActivateTrap(int x, int y)
9542 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9545 static void ChangeActiveTrap(int x, int y)
9547 int graphic = IMG_TRAP_ACTIVE;
9549 /* if new animation frame was drawn, correct crumbled sand border */
9550 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9551 TEST_DrawLevelFieldCrumbled(x, y);
9554 static int getSpecialActionElement(int element, int number, int base_element)
9556 return (element != EL_EMPTY ? element :
9557 number != -1 ? base_element + number - 1 :
9561 static int getModifiedActionNumber(int value_old, int operator, int operand,
9562 int value_min, int value_max)
9564 int value_new = (operator == CA_MODE_SET ? operand :
9565 operator == CA_MODE_ADD ? value_old + operand :
9566 operator == CA_MODE_SUBTRACT ? value_old - operand :
9567 operator == CA_MODE_MULTIPLY ? value_old * operand :
9568 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9569 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9572 return (value_new < value_min ? value_min :
9573 value_new > value_max ? value_max :
9577 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9579 struct ElementInfo *ei = &element_info[element];
9580 struct ElementChangeInfo *change = &ei->change_page[page];
9581 int target_element = change->target_element;
9582 int action_type = change->action_type;
9583 int action_mode = change->action_mode;
9584 int action_arg = change->action_arg;
9585 int action_element = change->action_element;
9588 if (!change->has_action)
9591 /* ---------- determine action paramater values -------------------------- */
9593 int level_time_value =
9594 (level.time > 0 ? TimeLeft :
9597 int action_arg_element_raw =
9598 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9599 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9600 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9601 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9602 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9603 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9604 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9606 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9608 int action_arg_direction =
9609 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9610 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9611 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9612 change->actual_trigger_side :
9613 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9614 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9617 int action_arg_number_min =
9618 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9621 int action_arg_number_max =
9622 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9623 action_type == CA_SET_LEVEL_GEMS ? 999 :
9624 action_type == CA_SET_LEVEL_TIME ? 9999 :
9625 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9626 action_type == CA_SET_CE_VALUE ? 9999 :
9627 action_type == CA_SET_CE_SCORE ? 9999 :
9630 int action_arg_number_reset =
9631 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9632 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9633 action_type == CA_SET_LEVEL_TIME ? level.time :
9634 action_type == CA_SET_LEVEL_SCORE ? 0 :
9635 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9636 action_type == CA_SET_CE_SCORE ? 0 :
9639 int action_arg_number =
9640 (action_arg <= CA_ARG_MAX ? action_arg :
9641 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9642 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9643 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9644 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9645 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9646 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9647 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9648 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9649 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9650 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9651 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9652 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9653 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9654 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9655 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9656 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9657 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9658 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9659 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9660 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9661 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9664 int action_arg_number_old =
9665 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9666 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9667 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9668 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9669 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9672 int action_arg_number_new =
9673 getModifiedActionNumber(action_arg_number_old,
9674 action_mode, action_arg_number,
9675 action_arg_number_min, action_arg_number_max);
9677 int trigger_player_bits =
9678 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9679 change->actual_trigger_player_bits : change->trigger_player);
9681 int action_arg_player_bits =
9682 (action_arg >= CA_ARG_PLAYER_1 &&
9683 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9684 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9685 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9688 /* ---------- execute action -------------------------------------------- */
9690 switch (action_type)
9697 /* ---------- level actions ------------------------------------------- */
9699 case CA_RESTART_LEVEL:
9701 game.restart_level = TRUE;
9706 case CA_SHOW_ENVELOPE:
9708 int element = getSpecialActionElement(action_arg_element,
9709 action_arg_number, EL_ENVELOPE_1);
9711 if (IS_ENVELOPE(element))
9712 local_player->show_envelope = element;
9717 case CA_SET_LEVEL_TIME:
9719 if (level.time > 0) /* only modify limited time value */
9721 TimeLeft = action_arg_number_new;
9723 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9725 DisplayGameControlValues();
9727 if (!TimeLeft && setup.time_limit)
9728 for (i = 0; i < MAX_PLAYERS; i++)
9729 KillPlayer(&stored_player[i]);
9735 case CA_SET_LEVEL_SCORE:
9737 local_player->score = action_arg_number_new;
9739 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9741 DisplayGameControlValues();
9746 case CA_SET_LEVEL_GEMS:
9748 local_player->gems_still_needed = action_arg_number_new;
9750 game.snapshot.collected_item = TRUE;
9752 game_panel_controls[GAME_PANEL_GEMS].value =
9753 local_player->gems_still_needed;
9755 DisplayGameControlValues();
9760 case CA_SET_LEVEL_WIND:
9762 game.wind_direction = action_arg_direction;
9767 case CA_SET_LEVEL_RANDOM_SEED:
9769 /* ensure that setting a new random seed while playing is predictable */
9770 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9775 /* ---------- player actions ------------------------------------------ */
9777 case CA_MOVE_PLAYER:
9779 /* automatically move to the next field in specified direction */
9780 for (i = 0; i < MAX_PLAYERS; i++)
9781 if (trigger_player_bits & (1 << i))
9782 stored_player[i].programmed_action = action_arg_direction;
9787 case CA_EXIT_PLAYER:
9789 for (i = 0; i < MAX_PLAYERS; i++)
9790 if (action_arg_player_bits & (1 << i))
9791 ExitPlayer(&stored_player[i]);
9794 PlayerWins(local_player);
9799 case CA_KILL_PLAYER:
9801 for (i = 0; i < MAX_PLAYERS; i++)
9802 if (action_arg_player_bits & (1 << i))
9803 KillPlayer(&stored_player[i]);
9808 case CA_SET_PLAYER_KEYS:
9810 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9811 int element = getSpecialActionElement(action_arg_element,
9812 action_arg_number, EL_KEY_1);
9814 if (IS_KEY(element))
9816 for (i = 0; i < MAX_PLAYERS; i++)
9818 if (trigger_player_bits & (1 << i))
9820 stored_player[i].key[KEY_NR(element)] = key_state;
9822 DrawGameDoorValues();
9830 case CA_SET_PLAYER_SPEED:
9832 for (i = 0; i < MAX_PLAYERS; i++)
9834 if (trigger_player_bits & (1 << i))
9836 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9838 if (action_arg == CA_ARG_SPEED_FASTER &&
9839 stored_player[i].cannot_move)
9841 action_arg_number = STEPSIZE_VERY_SLOW;
9843 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9844 action_arg == CA_ARG_SPEED_FASTER)
9846 action_arg_number = 2;
9847 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9850 else if (action_arg == CA_ARG_NUMBER_RESET)
9852 action_arg_number = level.initial_player_stepsize[i];
9856 getModifiedActionNumber(move_stepsize,
9859 action_arg_number_min,
9860 action_arg_number_max);
9862 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9869 case CA_SET_PLAYER_SHIELD:
9871 for (i = 0; i < MAX_PLAYERS; i++)
9873 if (trigger_player_bits & (1 << i))
9875 if (action_arg == CA_ARG_SHIELD_OFF)
9877 stored_player[i].shield_normal_time_left = 0;
9878 stored_player[i].shield_deadly_time_left = 0;
9880 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9882 stored_player[i].shield_normal_time_left = 999999;
9884 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9886 stored_player[i].shield_normal_time_left = 999999;
9887 stored_player[i].shield_deadly_time_left = 999999;
9895 case CA_SET_PLAYER_GRAVITY:
9897 for (i = 0; i < MAX_PLAYERS; i++)
9899 if (trigger_player_bits & (1 << i))
9901 stored_player[i].gravity =
9902 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9903 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9904 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9905 stored_player[i].gravity);
9912 case CA_SET_PLAYER_ARTWORK:
9914 for (i = 0; i < MAX_PLAYERS; i++)
9916 if (trigger_player_bits & (1 << i))
9918 int artwork_element = action_arg_element;
9920 if (action_arg == CA_ARG_ELEMENT_RESET)
9922 (level.use_artwork_element[i] ? level.artwork_element[i] :
9923 stored_player[i].element_nr);
9925 if (stored_player[i].artwork_element != artwork_element)
9926 stored_player[i].Frame = 0;
9928 stored_player[i].artwork_element = artwork_element;
9930 SetPlayerWaiting(&stored_player[i], FALSE);
9932 /* set number of special actions for bored and sleeping animation */
9933 stored_player[i].num_special_action_bored =
9934 get_num_special_action(artwork_element,
9935 ACTION_BORING_1, ACTION_BORING_LAST);
9936 stored_player[i].num_special_action_sleeping =
9937 get_num_special_action(artwork_element,
9938 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9945 case CA_SET_PLAYER_INVENTORY:
9947 for (i = 0; i < MAX_PLAYERS; i++)
9949 struct PlayerInfo *player = &stored_player[i];
9952 if (trigger_player_bits & (1 << i))
9954 int inventory_element = action_arg_element;
9956 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9957 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9958 action_arg == CA_ARG_ELEMENT_ACTION)
9960 int element = inventory_element;
9961 int collect_count = element_info[element].collect_count_initial;
9963 if (!IS_CUSTOM_ELEMENT(element))
9966 if (collect_count == 0)
9967 player->inventory_infinite_element = element;
9969 for (k = 0; k < collect_count; k++)
9970 if (player->inventory_size < MAX_INVENTORY_SIZE)
9971 player->inventory_element[player->inventory_size++] =
9974 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9975 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9976 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9978 if (player->inventory_infinite_element != EL_UNDEFINED &&
9979 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9980 action_arg_element_raw))
9981 player->inventory_infinite_element = EL_UNDEFINED;
9983 for (k = 0, j = 0; j < player->inventory_size; j++)
9985 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9986 action_arg_element_raw))
9987 player->inventory_element[k++] = player->inventory_element[j];
9990 player->inventory_size = k;
9992 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9994 if (player->inventory_size > 0)
9996 for (j = 0; j < player->inventory_size - 1; j++)
9997 player->inventory_element[j] = player->inventory_element[j + 1];
9999 player->inventory_size--;
10002 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10004 if (player->inventory_size > 0)
10005 player->inventory_size--;
10007 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10009 player->inventory_infinite_element = EL_UNDEFINED;
10010 player->inventory_size = 0;
10012 else if (action_arg == CA_ARG_INVENTORY_RESET)
10014 player->inventory_infinite_element = EL_UNDEFINED;
10015 player->inventory_size = 0;
10017 if (level.use_initial_inventory[i])
10019 for (j = 0; j < level.initial_inventory_size[i]; j++)
10021 int element = level.initial_inventory_content[i][j];
10022 int collect_count = element_info[element].collect_count_initial;
10024 if (!IS_CUSTOM_ELEMENT(element))
10027 if (collect_count == 0)
10028 player->inventory_infinite_element = element;
10030 for (k = 0; k < collect_count; k++)
10031 if (player->inventory_size < MAX_INVENTORY_SIZE)
10032 player->inventory_element[player->inventory_size++] =
10043 /* ---------- CE actions ---------------------------------------------- */
10045 case CA_SET_CE_VALUE:
10047 int last_ce_value = CustomValue[x][y];
10049 CustomValue[x][y] = action_arg_number_new;
10051 if (CustomValue[x][y] != last_ce_value)
10053 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10054 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10056 if (CustomValue[x][y] == 0)
10058 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10059 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10066 case CA_SET_CE_SCORE:
10068 int last_ce_score = ei->collect_score;
10070 ei->collect_score = action_arg_number_new;
10072 if (ei->collect_score != last_ce_score)
10074 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10075 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10077 if (ei->collect_score == 0)
10081 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10082 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10085 This is a very special case that seems to be a mixture between
10086 CheckElementChange() and CheckTriggeredElementChange(): while
10087 the first one only affects single elements that are triggered
10088 directly, the second one affects multiple elements in the playfield
10089 that are triggered indirectly by another element. This is a third
10090 case: Changing the CE score always affects multiple identical CEs,
10091 so every affected CE must be checked, not only the single CE for
10092 which the CE score was changed in the first place (as every instance
10093 of that CE shares the same CE score, and therefore also can change)!
10095 SCAN_PLAYFIELD(xx, yy)
10097 if (Feld[xx][yy] == element)
10098 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10099 CE_SCORE_GETS_ZERO);
10107 case CA_SET_CE_ARTWORK:
10109 int artwork_element = action_arg_element;
10110 boolean reset_frame = FALSE;
10113 if (action_arg == CA_ARG_ELEMENT_RESET)
10114 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10117 if (ei->gfx_element != artwork_element)
10118 reset_frame = TRUE;
10120 ei->gfx_element = artwork_element;
10122 SCAN_PLAYFIELD(xx, yy)
10124 if (Feld[xx][yy] == element)
10128 ResetGfxAnimation(xx, yy);
10129 ResetRandomAnimationValue(xx, yy);
10132 TEST_DrawLevelField(xx, yy);
10139 /* ---------- engine actions ------------------------------------------ */
10141 case CA_SET_ENGINE_SCAN_MODE:
10143 InitPlayfieldScanMode(action_arg);
10153 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10155 int old_element = Feld[x][y];
10156 int new_element = GetElementFromGroupElement(element);
10157 int previous_move_direction = MovDir[x][y];
10158 int last_ce_value = CustomValue[x][y];
10159 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10160 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10161 boolean add_player_onto_element = (new_element_is_player &&
10162 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10163 IS_WALKABLE(old_element));
10165 if (!add_player_onto_element)
10167 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10168 RemoveMovingField(x, y);
10172 Feld[x][y] = new_element;
10174 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10175 MovDir[x][y] = previous_move_direction;
10177 if (element_info[new_element].use_last_ce_value)
10178 CustomValue[x][y] = last_ce_value;
10180 InitField_WithBug1(x, y, FALSE);
10182 new_element = Feld[x][y]; /* element may have changed */
10184 ResetGfxAnimation(x, y);
10185 ResetRandomAnimationValue(x, y);
10187 TEST_DrawLevelField(x, y);
10189 if (GFX_CRUMBLED(new_element))
10190 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10193 /* check if element under the player changes from accessible to unaccessible
10194 (needed for special case of dropping element which then changes) */
10195 /* (must be checked after creating new element for walkable group elements) */
10196 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10197 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10204 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10205 if (new_element_is_player)
10206 RelocatePlayer(x, y, new_element);
10209 ChangeCount[x][y]++; /* count number of changes in the same frame */
10211 TestIfBadThingTouchesPlayer(x, y);
10212 TestIfPlayerTouchesCustomElement(x, y);
10213 TestIfElementTouchesCustomElement(x, y);
10216 static void CreateField(int x, int y, int element)
10218 CreateFieldExt(x, y, element, FALSE);
10221 static void CreateElementFromChange(int x, int y, int element)
10223 element = GET_VALID_RUNTIME_ELEMENT(element);
10225 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10227 int old_element = Feld[x][y];
10229 /* prevent changed element from moving in same engine frame
10230 unless both old and new element can either fall or move */
10231 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10232 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10236 CreateFieldExt(x, y, element, TRUE);
10239 static boolean ChangeElement(int x, int y, int element, int page)
10241 struct ElementInfo *ei = &element_info[element];
10242 struct ElementChangeInfo *change = &ei->change_page[page];
10243 int ce_value = CustomValue[x][y];
10244 int ce_score = ei->collect_score;
10245 int target_element;
10246 int old_element = Feld[x][y];
10248 /* always use default change event to prevent running into a loop */
10249 if (ChangeEvent[x][y] == -1)
10250 ChangeEvent[x][y] = CE_DELAY;
10252 if (ChangeEvent[x][y] == CE_DELAY)
10254 /* reset actual trigger element, trigger player and action element */
10255 change->actual_trigger_element = EL_EMPTY;
10256 change->actual_trigger_player = EL_EMPTY;
10257 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10258 change->actual_trigger_side = CH_SIDE_NONE;
10259 change->actual_trigger_ce_value = 0;
10260 change->actual_trigger_ce_score = 0;
10263 /* do not change elements more than a specified maximum number of changes */
10264 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10267 ChangeCount[x][y]++; /* count number of changes in the same frame */
10269 if (change->explode)
10276 if (change->use_target_content)
10278 boolean complete_replace = TRUE;
10279 boolean can_replace[3][3];
10282 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10285 boolean is_walkable;
10286 boolean is_diggable;
10287 boolean is_collectible;
10288 boolean is_removable;
10289 boolean is_destructible;
10290 int ex = x + xx - 1;
10291 int ey = y + yy - 1;
10292 int content_element = change->target_content.e[xx][yy];
10295 can_replace[xx][yy] = TRUE;
10297 if (ex == x && ey == y) /* do not check changing element itself */
10300 if (content_element == EL_EMPTY_SPACE)
10302 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10307 if (!IN_LEV_FIELD(ex, ey))
10309 can_replace[xx][yy] = FALSE;
10310 complete_replace = FALSE;
10317 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10318 e = MovingOrBlocked2Element(ex, ey);
10320 is_empty = (IS_FREE(ex, ey) ||
10321 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10323 is_walkable = (is_empty || IS_WALKABLE(e));
10324 is_diggable = (is_empty || IS_DIGGABLE(e));
10325 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10326 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10327 is_removable = (is_diggable || is_collectible);
10329 can_replace[xx][yy] =
10330 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10331 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10332 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10333 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10334 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10335 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10336 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10338 if (!can_replace[xx][yy])
10339 complete_replace = FALSE;
10342 if (!change->only_if_complete || complete_replace)
10344 boolean something_has_changed = FALSE;
10346 if (change->only_if_complete && change->use_random_replace &&
10347 RND(100) < change->random_percentage)
10350 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10352 int ex = x + xx - 1;
10353 int ey = y + yy - 1;
10354 int content_element;
10356 if (can_replace[xx][yy] && (!change->use_random_replace ||
10357 RND(100) < change->random_percentage))
10359 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10360 RemoveMovingField(ex, ey);
10362 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10364 content_element = change->target_content.e[xx][yy];
10365 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10366 ce_value, ce_score);
10368 CreateElementFromChange(ex, ey, target_element);
10370 something_has_changed = TRUE;
10372 /* for symmetry reasons, freeze newly created border elements */
10373 if (ex != x || ey != y)
10374 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10378 if (something_has_changed)
10380 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10381 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10387 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10388 ce_value, ce_score);
10390 if (element == EL_DIAGONAL_GROWING ||
10391 element == EL_DIAGONAL_SHRINKING)
10393 target_element = Store[x][y];
10395 Store[x][y] = EL_EMPTY;
10398 CreateElementFromChange(x, y, target_element);
10400 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10401 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10404 /* this uses direct change before indirect change */
10405 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10410 static void HandleElementChange(int x, int y, int page)
10412 int element = MovingOrBlocked2Element(x, y);
10413 struct ElementInfo *ei = &element_info[element];
10414 struct ElementChangeInfo *change = &ei->change_page[page];
10415 boolean handle_action_before_change = FALSE;
10418 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10419 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10422 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10423 x, y, element, element_info[element].token_name);
10424 printf("HandleElementChange(): This should never happen!\n");
10429 /* this can happen with classic bombs on walkable, changing elements */
10430 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10435 if (ChangeDelay[x][y] == 0) /* initialize element change */
10437 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10439 if (change->can_change)
10441 /* !!! not clear why graphic animation should be reset at all here !!! */
10442 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10443 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10446 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10448 When using an animation frame delay of 1 (this only happens with
10449 "sp_zonk.moving.left/right" in the classic graphics), the default
10450 (non-moving) animation shows wrong animation frames (while the
10451 moving animation, like "sp_zonk.moving.left/right", is correct,
10452 so this graphical bug never shows up with the classic graphics).
10453 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10454 be drawn instead of the correct frames 0,1,2,3. This is caused by
10455 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10456 an element change: First when the change delay ("ChangeDelay[][]")
10457 counter has reached zero after decrementing, then a second time in
10458 the next frame (after "GfxFrame[][]" was already incremented) when
10459 "ChangeDelay[][]" is reset to the initial delay value again.
10461 This causes frame 0 to be drawn twice, while the last frame won't
10462 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10464 As some animations may already be cleverly designed around this bug
10465 (at least the "Snake Bite" snake tail animation does this), it cannot
10466 simply be fixed here without breaking such existing animations.
10467 Unfortunately, it cannot easily be detected if a graphics set was
10468 designed "before" or "after" the bug was fixed. As a workaround,
10469 a new graphics set option "game.graphics_engine_version" was added
10470 to be able to specify the game's major release version for which the
10471 graphics set was designed, which can then be used to decide if the
10472 bugfix should be used (version 4 and above) or not (version 3 or
10473 below, or if no version was specified at all, as with old sets).
10475 (The wrong/fixed animation frames can be tested with the test level set
10476 "test_gfxframe" and level "000", which contains a specially prepared
10477 custom element at level position (x/y) == (11/9) which uses the zonk
10478 animation mentioned above. Using "game.graphics_engine_version: 4"
10479 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10480 This can also be seen from the debug output for this test element.)
10483 /* when a custom element is about to change (for example by change delay),
10484 do not reset graphic animation when the custom element is moving */
10485 if (game.graphics_engine_version < 4 &&
10488 ResetGfxAnimation(x, y);
10489 ResetRandomAnimationValue(x, y);
10492 if (change->pre_change_function)
10493 change->pre_change_function(x, y);
10497 ChangeDelay[x][y]--;
10499 if (ChangeDelay[x][y] != 0) /* continue element change */
10501 if (change->can_change)
10503 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10505 if (IS_ANIMATED(graphic))
10506 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10508 if (change->change_function)
10509 change->change_function(x, y);
10512 else /* finish element change */
10514 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10516 page = ChangePage[x][y];
10517 ChangePage[x][y] = -1;
10519 change = &ei->change_page[page];
10522 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10524 ChangeDelay[x][y] = 1; /* try change after next move step */
10525 ChangePage[x][y] = page; /* remember page to use for change */
10530 /* special case: set new level random seed before changing element */
10531 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10532 handle_action_before_change = TRUE;
10534 if (change->has_action && handle_action_before_change)
10535 ExecuteCustomElementAction(x, y, element, page);
10537 if (change->can_change)
10539 if (ChangeElement(x, y, element, page))
10541 if (change->post_change_function)
10542 change->post_change_function(x, y);
10546 if (change->has_action && !handle_action_before_change)
10547 ExecuteCustomElementAction(x, y, element, page);
10551 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10552 int trigger_element,
10554 int trigger_player,
10558 boolean change_done_any = FALSE;
10559 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10562 if (!(trigger_events[trigger_element][trigger_event]))
10565 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10567 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10569 int element = EL_CUSTOM_START + i;
10570 boolean change_done = FALSE;
10573 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10574 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10577 for (p = 0; p < element_info[element].num_change_pages; p++)
10579 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10581 if (change->can_change_or_has_action &&
10582 change->has_event[trigger_event] &&
10583 change->trigger_side & trigger_side &&
10584 change->trigger_player & trigger_player &&
10585 change->trigger_page & trigger_page_bits &&
10586 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10588 change->actual_trigger_element = trigger_element;
10589 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10590 change->actual_trigger_player_bits = trigger_player;
10591 change->actual_trigger_side = trigger_side;
10592 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10593 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10595 if ((change->can_change && !change_done) || change->has_action)
10599 SCAN_PLAYFIELD(x, y)
10601 if (Feld[x][y] == element)
10603 if (change->can_change && !change_done)
10605 /* if element already changed in this frame, not only prevent
10606 another element change (checked in ChangeElement()), but
10607 also prevent additional element actions for this element */
10609 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10610 !level.use_action_after_change_bug)
10613 ChangeDelay[x][y] = 1;
10614 ChangeEvent[x][y] = trigger_event;
10616 HandleElementChange(x, y, p);
10618 else if (change->has_action)
10620 /* if element already changed in this frame, not only prevent
10621 another element change (checked in ChangeElement()), but
10622 also prevent additional element actions for this element */
10624 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10625 !level.use_action_after_change_bug)
10628 ExecuteCustomElementAction(x, y, element, p);
10629 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10634 if (change->can_change)
10636 change_done = TRUE;
10637 change_done_any = TRUE;
10644 RECURSION_LOOP_DETECTION_END();
10646 return change_done_any;
10649 static boolean CheckElementChangeExt(int x, int y,
10651 int trigger_element,
10653 int trigger_player,
10656 boolean change_done = FALSE;
10659 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10660 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10663 if (Feld[x][y] == EL_BLOCKED)
10665 Blocked2Moving(x, y, &x, &y);
10666 element = Feld[x][y];
10669 /* check if element has already changed or is about to change after moving */
10670 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10671 Feld[x][y] != element) ||
10673 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10674 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10675 ChangePage[x][y] != -1)))
10678 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10680 for (p = 0; p < element_info[element].num_change_pages; p++)
10682 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10684 /* check trigger element for all events where the element that is checked
10685 for changing interacts with a directly adjacent element -- this is
10686 different to element changes that affect other elements to change on the
10687 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10688 boolean check_trigger_element =
10689 (trigger_event == CE_TOUCHING_X ||
10690 trigger_event == CE_HITTING_X ||
10691 trigger_event == CE_HIT_BY_X ||
10692 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10694 if (change->can_change_or_has_action &&
10695 change->has_event[trigger_event] &&
10696 change->trigger_side & trigger_side &&
10697 change->trigger_player & trigger_player &&
10698 (!check_trigger_element ||
10699 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10701 change->actual_trigger_element = trigger_element;
10702 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10703 change->actual_trigger_player_bits = trigger_player;
10704 change->actual_trigger_side = trigger_side;
10705 change->actual_trigger_ce_value = CustomValue[x][y];
10706 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10708 /* special case: trigger element not at (x,y) position for some events */
10709 if (check_trigger_element)
10721 { 0, 0 }, { 0, 0 }, { 0, 0 },
10725 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10726 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10728 change->actual_trigger_ce_value = CustomValue[xx][yy];
10729 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10732 if (change->can_change && !change_done)
10734 ChangeDelay[x][y] = 1;
10735 ChangeEvent[x][y] = trigger_event;
10737 HandleElementChange(x, y, p);
10739 change_done = TRUE;
10741 else if (change->has_action)
10743 ExecuteCustomElementAction(x, y, element, p);
10744 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10749 RECURSION_LOOP_DETECTION_END();
10751 return change_done;
10754 static void PlayPlayerSound(struct PlayerInfo *player)
10756 int jx = player->jx, jy = player->jy;
10757 int sound_element = player->artwork_element;
10758 int last_action = player->last_action_waiting;
10759 int action = player->action_waiting;
10761 if (player->is_waiting)
10763 if (action != last_action)
10764 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10766 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10770 if (action != last_action)
10771 StopSound(element_info[sound_element].sound[last_action]);
10773 if (last_action == ACTION_SLEEPING)
10774 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10778 static void PlayAllPlayersSound()
10782 for (i = 0; i < MAX_PLAYERS; i++)
10783 if (stored_player[i].active)
10784 PlayPlayerSound(&stored_player[i]);
10787 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10789 boolean last_waiting = player->is_waiting;
10790 int move_dir = player->MovDir;
10792 player->dir_waiting = move_dir;
10793 player->last_action_waiting = player->action_waiting;
10797 if (!last_waiting) /* not waiting -> waiting */
10799 player->is_waiting = TRUE;
10801 player->frame_counter_bored =
10803 game.player_boring_delay_fixed +
10804 GetSimpleRandom(game.player_boring_delay_random);
10805 player->frame_counter_sleeping =
10807 game.player_sleeping_delay_fixed +
10808 GetSimpleRandom(game.player_sleeping_delay_random);
10810 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10813 if (game.player_sleeping_delay_fixed +
10814 game.player_sleeping_delay_random > 0 &&
10815 player->anim_delay_counter == 0 &&
10816 player->post_delay_counter == 0 &&
10817 FrameCounter >= player->frame_counter_sleeping)
10818 player->is_sleeping = TRUE;
10819 else if (game.player_boring_delay_fixed +
10820 game.player_boring_delay_random > 0 &&
10821 FrameCounter >= player->frame_counter_bored)
10822 player->is_bored = TRUE;
10824 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10825 player->is_bored ? ACTION_BORING :
10828 if (player->is_sleeping && player->use_murphy)
10830 /* special case for sleeping Murphy when leaning against non-free tile */
10832 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10833 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10834 !IS_MOVING(player->jx - 1, player->jy)))
10835 move_dir = MV_LEFT;
10836 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10837 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10838 !IS_MOVING(player->jx + 1, player->jy)))
10839 move_dir = MV_RIGHT;
10841 player->is_sleeping = FALSE;
10843 player->dir_waiting = move_dir;
10846 if (player->is_sleeping)
10848 if (player->num_special_action_sleeping > 0)
10850 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10852 int last_special_action = player->special_action_sleeping;
10853 int num_special_action = player->num_special_action_sleeping;
10854 int special_action =
10855 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10856 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10857 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10858 last_special_action + 1 : ACTION_SLEEPING);
10859 int special_graphic =
10860 el_act_dir2img(player->artwork_element, special_action, move_dir);
10862 player->anim_delay_counter =
10863 graphic_info[special_graphic].anim_delay_fixed +
10864 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10865 player->post_delay_counter =
10866 graphic_info[special_graphic].post_delay_fixed +
10867 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10869 player->special_action_sleeping = special_action;
10872 if (player->anim_delay_counter > 0)
10874 player->action_waiting = player->special_action_sleeping;
10875 player->anim_delay_counter--;
10877 else if (player->post_delay_counter > 0)
10879 player->post_delay_counter--;
10883 else if (player->is_bored)
10885 if (player->num_special_action_bored > 0)
10887 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10889 int special_action =
10890 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10891 int special_graphic =
10892 el_act_dir2img(player->artwork_element, special_action, move_dir);
10894 player->anim_delay_counter =
10895 graphic_info[special_graphic].anim_delay_fixed +
10896 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10897 player->post_delay_counter =
10898 graphic_info[special_graphic].post_delay_fixed +
10899 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10901 player->special_action_bored = special_action;
10904 if (player->anim_delay_counter > 0)
10906 player->action_waiting = player->special_action_bored;
10907 player->anim_delay_counter--;
10909 else if (player->post_delay_counter > 0)
10911 player->post_delay_counter--;
10916 else if (last_waiting) /* waiting -> not waiting */
10918 player->is_waiting = FALSE;
10919 player->is_bored = FALSE;
10920 player->is_sleeping = FALSE;
10922 player->frame_counter_bored = -1;
10923 player->frame_counter_sleeping = -1;
10925 player->anim_delay_counter = 0;
10926 player->post_delay_counter = 0;
10928 player->dir_waiting = player->MovDir;
10929 player->action_waiting = ACTION_DEFAULT;
10931 player->special_action_bored = ACTION_DEFAULT;
10932 player->special_action_sleeping = ACTION_DEFAULT;
10936 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10938 if ((!player->is_moving && player->was_moving) ||
10939 (player->MovPos == 0 && player->was_moving) ||
10940 (player->is_snapping && !player->was_snapping) ||
10941 (player->is_dropping && !player->was_dropping))
10943 if (!CheckSaveEngineSnapshotToList())
10946 player->was_moving = FALSE;
10947 player->was_snapping = TRUE;
10948 player->was_dropping = TRUE;
10952 if (player->is_moving)
10953 player->was_moving = TRUE;
10955 if (!player->is_snapping)
10956 player->was_snapping = FALSE;
10958 if (!player->is_dropping)
10959 player->was_dropping = FALSE;
10963 static void CheckSingleStepMode(struct PlayerInfo *player)
10965 if (tape.single_step && tape.recording && !tape.pausing)
10967 /* as it is called "single step mode", just return to pause mode when the
10968 player stopped moving after one tile (or never starts moving at all) */
10969 if (!player->is_moving &&
10970 !player->is_pushing &&
10971 !player->is_dropping_pressed)
10973 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10974 SnapField(player, 0, 0); /* stop snapping */
10978 CheckSaveEngineSnapshot(player);
10981 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10983 int left = player_action & JOY_LEFT;
10984 int right = player_action & JOY_RIGHT;
10985 int up = player_action & JOY_UP;
10986 int down = player_action & JOY_DOWN;
10987 int button1 = player_action & JOY_BUTTON_1;
10988 int button2 = player_action & JOY_BUTTON_2;
10989 int dx = (left ? -1 : right ? 1 : 0);
10990 int dy = (up ? -1 : down ? 1 : 0);
10992 if (!player->active || tape.pausing)
10998 SnapField(player, dx, dy);
11002 DropElement(player);
11004 MovePlayer(player, dx, dy);
11007 CheckSingleStepMode(player);
11009 SetPlayerWaiting(player, FALSE);
11011 return player_action;
11015 /* no actions for this player (no input at player's configured device) */
11017 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11018 SnapField(player, 0, 0);
11019 CheckGravityMovementWhenNotMoving(player);
11021 if (player->MovPos == 0)
11022 SetPlayerWaiting(player, TRUE);
11024 if (player->MovPos == 0) /* needed for tape.playing */
11025 player->is_moving = FALSE;
11027 player->is_dropping = FALSE;
11028 player->is_dropping_pressed = FALSE;
11029 player->drop_pressed_delay = 0;
11031 CheckSingleStepMode(player);
11037 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11040 if (!tape.use_mouse)
11043 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11044 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11045 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11048 static void SetTapeActionFromMouseAction(byte *tape_action,
11049 struct MouseActionInfo *mouse_action)
11051 if (!tape.use_mouse)
11054 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11055 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11056 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11059 static void CheckLevelTime()
11063 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11064 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11066 if (level.native_em_level->lev->home == 0) /* all players at home */
11068 PlayerWins(local_player);
11070 AllPlayersGone = TRUE;
11072 level.native_em_level->lev->home = -1;
11075 if (level.native_em_level->ply[0]->alive == 0 &&
11076 level.native_em_level->ply[1]->alive == 0 &&
11077 level.native_em_level->ply[2]->alive == 0 &&
11078 level.native_em_level->ply[3]->alive == 0) /* all dead */
11079 AllPlayersGone = TRUE;
11081 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11083 if (game_sp.LevelSolved &&
11084 !game_sp.GameOver) /* game won */
11086 PlayerWins(local_player);
11088 game_sp.GameOver = TRUE;
11090 AllPlayersGone = TRUE;
11093 if (game_sp.GameOver) /* game lost */
11094 AllPlayersGone = TRUE;
11096 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11098 if (game_mm.level_solved &&
11099 !game_mm.game_over) /* game won */
11101 PlayerWins(local_player);
11103 game_mm.game_over = TRUE;
11105 AllPlayersGone = TRUE;
11108 if (game_mm.game_over) /* game lost */
11109 AllPlayersGone = TRUE;
11112 if (TimeFrames >= FRAMES_PER_SECOND)
11117 for (i = 0; i < MAX_PLAYERS; i++)
11119 struct PlayerInfo *player = &stored_player[i];
11121 if (SHIELD_ON(player))
11123 player->shield_normal_time_left--;
11125 if (player->shield_deadly_time_left > 0)
11126 player->shield_deadly_time_left--;
11130 if (!local_player->LevelSolved && !level.use_step_counter)
11138 if (TimeLeft <= 10 && setup.time_limit)
11139 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11141 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11142 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11144 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11146 if (!TimeLeft && setup.time_limit)
11148 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11149 level.native_em_level->lev->killed_out_of_time = TRUE;
11151 for (i = 0; i < MAX_PLAYERS; i++)
11152 KillPlayer(&stored_player[i]);
11155 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11157 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11160 level.native_em_level->lev->time =
11161 (game.no_time_limit ? TimePlayed : TimeLeft);
11164 if (tape.recording || tape.playing)
11165 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11168 if (tape.recording || tape.playing)
11169 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11171 UpdateAndDisplayGameControlValues();
11174 void AdvanceFrameAndPlayerCounters(int player_nr)
11178 /* advance frame counters (global frame counter and time frame counter) */
11182 /* advance player counters (counters for move delay, move animation etc.) */
11183 for (i = 0; i < MAX_PLAYERS; i++)
11185 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11186 int move_delay_value = stored_player[i].move_delay_value;
11187 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11189 if (!advance_player_counters) /* not all players may be affected */
11192 if (move_frames == 0) /* less than one move per game frame */
11194 int stepsize = TILEX / move_delay_value;
11195 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11196 int count = (stored_player[i].is_moving ?
11197 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11199 if (count % delay == 0)
11203 stored_player[i].Frame += move_frames;
11205 if (stored_player[i].MovPos != 0)
11206 stored_player[i].StepFrame += move_frames;
11208 if (stored_player[i].move_delay > 0)
11209 stored_player[i].move_delay--;
11211 /* due to bugs in previous versions, counter must count up, not down */
11212 if (stored_player[i].push_delay != -1)
11213 stored_player[i].push_delay++;
11215 if (stored_player[i].drop_delay > 0)
11216 stored_player[i].drop_delay--;
11218 if (stored_player[i].is_dropping_pressed)
11219 stored_player[i].drop_pressed_delay++;
11223 void StartGameActions(boolean init_network_game, boolean record_tape,
11226 unsigned int new_random_seed = InitRND(random_seed);
11229 TapeStartRecording(new_random_seed);
11231 if (init_network_game)
11233 SendToServer_LevelFile();
11234 SendToServer_StartPlaying();
11242 void GameActionsExt()
11245 static unsigned int game_frame_delay = 0;
11247 unsigned int game_frame_delay_value;
11248 byte *recorded_player_action;
11249 byte summarized_player_action = 0;
11250 byte tape_action[MAX_PLAYERS];
11253 /* detect endless loops, caused by custom element programming */
11254 if (recursion_loop_detected && recursion_loop_depth == 0)
11256 char *message = getStringCat3("Internal Error! Element ",
11257 EL_NAME(recursion_loop_element),
11258 " caused endless loop! Quit the game?");
11260 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11261 EL_NAME(recursion_loop_element));
11263 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11265 recursion_loop_detected = FALSE; /* if game should be continued */
11272 if (game.restart_level)
11273 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11275 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11278 if (level.native_em_level->lev->home == 0) /* all players at home */
11280 PlayerWins(local_player);
11282 AllPlayersGone = TRUE;
11284 level.native_em_level->lev->home = -1;
11287 if (level.native_em_level->ply[0]->alive == 0 &&
11288 level.native_em_level->ply[1]->alive == 0 &&
11289 level.native_em_level->ply[2]->alive == 0 &&
11290 level.native_em_level->ply[3]->alive == 0) /* all dead */
11291 AllPlayersGone = TRUE;
11293 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11295 if (game_sp.LevelSolved &&
11296 !game_sp.GameOver) /* game won */
11298 PlayerWins(local_player);
11300 game_sp.GameOver = TRUE;
11302 AllPlayersGone = TRUE;
11305 if (game_sp.GameOver) /* game lost */
11306 AllPlayersGone = TRUE;
11308 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11310 if (game_mm.level_solved &&
11311 !game_mm.game_over) /* game won */
11313 PlayerWins(local_player);
11315 game_mm.game_over = TRUE;
11317 AllPlayersGone = TRUE;
11320 if (game_mm.game_over) /* game lost */
11321 AllPlayersGone = TRUE;
11324 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11327 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11330 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11333 game_frame_delay_value =
11334 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11336 if (tape.playing && tape.warp_forward && !tape.pausing)
11337 game_frame_delay_value = 0;
11339 SetVideoFrameDelay(game_frame_delay_value);
11343 /* ---------- main game synchronization point ---------- */
11345 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11347 printf("::: skip == %d\n", skip);
11350 /* ---------- main game synchronization point ---------- */
11352 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11356 if (network_playing && !network_player_action_received)
11358 /* try to get network player actions in time */
11360 /* last chance to get network player actions without main loop delay */
11361 HandleNetworking();
11363 /* game was quit by network peer */
11364 if (game_status != GAME_MODE_PLAYING)
11367 if (!network_player_action_received)
11368 return; /* failed to get network player actions in time */
11370 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11376 /* at this point we know that we really continue executing the game */
11378 network_player_action_received = FALSE;
11380 /* when playing tape, read previously recorded player input from tape data */
11381 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11383 local_player->effective_mouse_action = local_player->mouse_action;
11385 if (recorded_player_action != NULL)
11386 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11387 recorded_player_action);
11389 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11393 if (tape.set_centered_player)
11395 game.centered_player_nr_next = tape.centered_player_nr_next;
11396 game.set_centered_player = TRUE;
11399 for (i = 0; i < MAX_PLAYERS; i++)
11401 summarized_player_action |= stored_player[i].action;
11403 if (!network_playing && (game.team_mode || tape.playing))
11404 stored_player[i].effective_action = stored_player[i].action;
11407 if (network_playing)
11408 SendToServer_MovePlayer(summarized_player_action);
11410 // summarize all actions at local players mapped input device position
11411 // (this allows using different input devices in single player mode)
11412 if (!network.enabled && !game.team_mode)
11413 stored_player[map_player_action[local_player->index_nr]].effective_action =
11414 summarized_player_action;
11416 if (tape.recording &&
11418 setup.input_on_focus &&
11419 game.centered_player_nr != -1)
11421 for (i = 0; i < MAX_PLAYERS; i++)
11422 stored_player[i].effective_action =
11423 (i == game.centered_player_nr ? summarized_player_action : 0);
11426 if (recorded_player_action != NULL)
11427 for (i = 0; i < MAX_PLAYERS; i++)
11428 stored_player[i].effective_action = recorded_player_action[i];
11430 for (i = 0; i < MAX_PLAYERS; i++)
11432 tape_action[i] = stored_player[i].effective_action;
11434 /* (this may happen in the RND game engine if a player was not present on
11435 the playfield on level start, but appeared later from a custom element */
11436 if (setup.team_mode &&
11439 !tape.player_participates[i])
11440 tape.player_participates[i] = TRUE;
11443 SetTapeActionFromMouseAction(tape_action,
11444 &local_player->effective_mouse_action);
11446 /* only record actions from input devices, but not programmed actions */
11447 if (tape.recording)
11448 TapeRecordAction(tape_action);
11450 #if USE_NEW_PLAYER_ASSIGNMENTS
11451 // !!! also map player actions in single player mode !!!
11452 // if (game.team_mode)
11455 byte mapped_action[MAX_PLAYERS];
11457 #if DEBUG_PLAYER_ACTIONS
11459 for (i = 0; i < MAX_PLAYERS; i++)
11460 printf(" %d, ", stored_player[i].effective_action);
11463 for (i = 0; i < MAX_PLAYERS; i++)
11464 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11466 for (i = 0; i < MAX_PLAYERS; i++)
11467 stored_player[i].effective_action = mapped_action[i];
11469 #if DEBUG_PLAYER_ACTIONS
11471 for (i = 0; i < MAX_PLAYERS; i++)
11472 printf(" %d, ", stored_player[i].effective_action);
11476 #if DEBUG_PLAYER_ACTIONS
11480 for (i = 0; i < MAX_PLAYERS; i++)
11481 printf(" %d, ", stored_player[i].effective_action);
11487 for (i = 0; i < MAX_PLAYERS; i++)
11489 // allow engine snapshot in case of changed movement attempt
11490 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11491 (stored_player[i].effective_action & KEY_MOTION))
11492 game.snapshot.changed_action = TRUE;
11494 // allow engine snapshot in case of snapping/dropping attempt
11495 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11496 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11497 game.snapshot.changed_action = TRUE;
11499 game.snapshot.last_action[i] = stored_player[i].effective_action;
11502 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11504 GameActions_EM_Main();
11506 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11508 GameActions_SP_Main();
11510 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11512 GameActions_MM_Main();
11516 GameActions_RND_Main();
11519 BlitScreenToBitmap(backbuffer);
11523 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11525 if (global.show_frames_per_second)
11527 static unsigned int fps_counter = 0;
11528 static int fps_frames = 0;
11529 unsigned int fps_delay_ms = Counter() - fps_counter;
11533 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11535 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11538 fps_counter = Counter();
11540 /* always draw FPS to screen after FPS value was updated */
11541 redraw_mask |= REDRAW_FPS;
11544 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11545 if (GetDrawDeactivationMask() == REDRAW_NONE)
11546 redraw_mask |= REDRAW_FPS;
11550 static void GameActions_CheckSaveEngineSnapshot()
11552 if (!game.snapshot.save_snapshot)
11555 // clear flag for saving snapshot _before_ saving snapshot
11556 game.snapshot.save_snapshot = FALSE;
11558 SaveEngineSnapshotToList();
11565 GameActions_CheckSaveEngineSnapshot();
11568 void GameActions_EM_Main()
11570 byte effective_action[MAX_PLAYERS];
11571 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11574 for (i = 0; i < MAX_PLAYERS; i++)
11575 effective_action[i] = stored_player[i].effective_action;
11577 GameActions_EM(effective_action, warp_mode);
11580 void GameActions_SP_Main()
11582 byte effective_action[MAX_PLAYERS];
11583 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11586 for (i = 0; i < MAX_PLAYERS; i++)
11587 effective_action[i] = stored_player[i].effective_action;
11589 GameActions_SP(effective_action, warp_mode);
11591 for (i = 0; i < MAX_PLAYERS; i++)
11593 if (stored_player[i].force_dropping)
11594 stored_player[i].action |= KEY_BUTTON_DROP;
11596 stored_player[i].force_dropping = FALSE;
11600 void GameActions_MM_Main()
11602 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11604 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11607 void GameActions_RND_Main()
11612 void GameActions_RND()
11614 int magic_wall_x = 0, magic_wall_y = 0;
11615 int i, x, y, element, graphic, last_gfx_frame;
11617 InitPlayfieldScanModeVars();
11619 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11621 SCAN_PLAYFIELD(x, y)
11623 ChangeCount[x][y] = 0;
11624 ChangeEvent[x][y] = -1;
11628 if (game.set_centered_player)
11630 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11632 /* switching to "all players" only possible if all players fit to screen */
11633 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11635 game.centered_player_nr_next = game.centered_player_nr;
11636 game.set_centered_player = FALSE;
11639 /* do not switch focus to non-existing (or non-active) player */
11640 if (game.centered_player_nr_next >= 0 &&
11641 !stored_player[game.centered_player_nr_next].active)
11643 game.centered_player_nr_next = game.centered_player_nr;
11644 game.set_centered_player = FALSE;
11648 if (game.set_centered_player &&
11649 ScreenMovPos == 0) /* screen currently aligned at tile position */
11653 if (game.centered_player_nr_next == -1)
11655 setScreenCenteredToAllPlayers(&sx, &sy);
11659 sx = stored_player[game.centered_player_nr_next].jx;
11660 sy = stored_player[game.centered_player_nr_next].jy;
11663 game.centered_player_nr = game.centered_player_nr_next;
11664 game.set_centered_player = FALSE;
11666 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11667 DrawGameDoorValues();
11670 for (i = 0; i < MAX_PLAYERS; i++)
11672 int actual_player_action = stored_player[i].effective_action;
11675 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11676 - rnd_equinox_tetrachloride 048
11677 - rnd_equinox_tetrachloride_ii 096
11678 - rnd_emanuel_schmieg 002
11679 - doctor_sloan_ww 001, 020
11681 if (stored_player[i].MovPos == 0)
11682 CheckGravityMovement(&stored_player[i]);
11685 /* overwrite programmed action with tape action */
11686 if (stored_player[i].programmed_action)
11687 actual_player_action = stored_player[i].programmed_action;
11689 PlayerActions(&stored_player[i], actual_player_action);
11691 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11694 ScrollScreen(NULL, SCROLL_GO_ON);
11696 /* for backwards compatibility, the following code emulates a fixed bug that
11697 occured when pushing elements (causing elements that just made their last
11698 pushing step to already (if possible) make their first falling step in the
11699 same game frame, which is bad); this code is also needed to use the famous
11700 "spring push bug" which is used in older levels and might be wanted to be
11701 used also in newer levels, but in this case the buggy pushing code is only
11702 affecting the "spring" element and no other elements */
11704 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11706 for (i = 0; i < MAX_PLAYERS; i++)
11708 struct PlayerInfo *player = &stored_player[i];
11709 int x = player->jx;
11710 int y = player->jy;
11712 if (player->active && player->is_pushing && player->is_moving &&
11714 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11715 Feld[x][y] == EL_SPRING))
11717 ContinueMoving(x, y);
11719 /* continue moving after pushing (this is actually a bug) */
11720 if (!IS_MOVING(x, y))
11721 Stop[x][y] = FALSE;
11726 SCAN_PLAYFIELD(x, y)
11728 ChangeCount[x][y] = 0;
11729 ChangeEvent[x][y] = -1;
11731 /* this must be handled before main playfield loop */
11732 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11735 if (MovDelay[x][y] <= 0)
11739 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11742 if (MovDelay[x][y] <= 0)
11745 TEST_DrawLevelField(x, y);
11747 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11752 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11754 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11755 printf("GameActions(): This should never happen!\n");
11757 ChangePage[x][y] = -1;
11761 Stop[x][y] = FALSE;
11762 if (WasJustMoving[x][y] > 0)
11763 WasJustMoving[x][y]--;
11764 if (WasJustFalling[x][y] > 0)
11765 WasJustFalling[x][y]--;
11766 if (CheckCollision[x][y] > 0)
11767 CheckCollision[x][y]--;
11768 if (CheckImpact[x][y] > 0)
11769 CheckImpact[x][y]--;
11773 /* reset finished pushing action (not done in ContinueMoving() to allow
11774 continuous pushing animation for elements with zero push delay) */
11775 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11777 ResetGfxAnimation(x, y);
11778 TEST_DrawLevelField(x, y);
11782 if (IS_BLOCKED(x, y))
11786 Blocked2Moving(x, y, &oldx, &oldy);
11787 if (!IS_MOVING(oldx, oldy))
11789 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11790 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11791 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11792 printf("GameActions(): This should never happen!\n");
11798 SCAN_PLAYFIELD(x, y)
11800 element = Feld[x][y];
11801 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11802 last_gfx_frame = GfxFrame[x][y];
11804 ResetGfxFrame(x, y);
11806 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11807 DrawLevelGraphicAnimation(x, y, graphic);
11809 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11810 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11811 ResetRandomAnimationValue(x, y);
11813 SetRandomAnimationValue(x, y);
11815 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11817 if (IS_INACTIVE(element))
11819 if (IS_ANIMATED(graphic))
11820 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11825 /* this may take place after moving, so 'element' may have changed */
11826 if (IS_CHANGING(x, y) &&
11827 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11829 int page = element_info[element].event_page_nr[CE_DELAY];
11831 HandleElementChange(x, y, page);
11833 element = Feld[x][y];
11834 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11837 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11841 element = Feld[x][y];
11842 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11844 if (IS_ANIMATED(graphic) &&
11845 !IS_MOVING(x, y) &&
11847 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11849 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11850 TEST_DrawTwinkleOnField(x, y);
11852 else if (element == EL_ACID)
11855 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11857 else if ((element == EL_EXIT_OPEN ||
11858 element == EL_EM_EXIT_OPEN ||
11859 element == EL_SP_EXIT_OPEN ||
11860 element == EL_STEEL_EXIT_OPEN ||
11861 element == EL_EM_STEEL_EXIT_OPEN ||
11862 element == EL_SP_TERMINAL ||
11863 element == EL_SP_TERMINAL_ACTIVE ||
11864 element == EL_EXTRA_TIME ||
11865 element == EL_SHIELD_NORMAL ||
11866 element == EL_SHIELD_DEADLY) &&
11867 IS_ANIMATED(graphic))
11868 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11869 else if (IS_MOVING(x, y))
11870 ContinueMoving(x, y);
11871 else if (IS_ACTIVE_BOMB(element))
11872 CheckDynamite(x, y);
11873 else if (element == EL_AMOEBA_GROWING)
11874 AmoebeWaechst(x, y);
11875 else if (element == EL_AMOEBA_SHRINKING)
11876 AmoebaDisappearing(x, y);
11878 #if !USE_NEW_AMOEBA_CODE
11879 else if (IS_AMOEBALIVE(element))
11880 AmoebeAbleger(x, y);
11883 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11885 else if (element == EL_EXIT_CLOSED)
11887 else if (element == EL_EM_EXIT_CLOSED)
11889 else if (element == EL_STEEL_EXIT_CLOSED)
11890 CheckExitSteel(x, y);
11891 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11892 CheckExitSteelEM(x, y);
11893 else if (element == EL_SP_EXIT_CLOSED)
11895 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11896 element == EL_EXPANDABLE_STEELWALL_GROWING)
11897 MauerWaechst(x, y);
11898 else if (element == EL_EXPANDABLE_WALL ||
11899 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11900 element == EL_EXPANDABLE_WALL_VERTICAL ||
11901 element == EL_EXPANDABLE_WALL_ANY ||
11902 element == EL_BD_EXPANDABLE_WALL)
11903 MauerAbleger(x, y);
11904 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11905 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11906 element == EL_EXPANDABLE_STEELWALL_ANY)
11907 MauerAblegerStahl(x, y);
11908 else if (element == EL_FLAMES)
11909 CheckForDragon(x, y);
11910 else if (element == EL_EXPLOSION)
11911 ; /* drawing of correct explosion animation is handled separately */
11912 else if (element == EL_ELEMENT_SNAPPING ||
11913 element == EL_DIAGONAL_SHRINKING ||
11914 element == EL_DIAGONAL_GROWING)
11916 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11918 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11920 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11921 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11923 if (IS_BELT_ACTIVE(element))
11924 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11926 if (game.magic_wall_active)
11928 int jx = local_player->jx, jy = local_player->jy;
11930 /* play the element sound at the position nearest to the player */
11931 if ((element == EL_MAGIC_WALL_FULL ||
11932 element == EL_MAGIC_WALL_ACTIVE ||
11933 element == EL_MAGIC_WALL_EMPTYING ||
11934 element == EL_BD_MAGIC_WALL_FULL ||
11935 element == EL_BD_MAGIC_WALL_ACTIVE ||
11936 element == EL_BD_MAGIC_WALL_EMPTYING ||
11937 element == EL_DC_MAGIC_WALL_FULL ||
11938 element == EL_DC_MAGIC_WALL_ACTIVE ||
11939 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11940 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11948 #if USE_NEW_AMOEBA_CODE
11949 /* new experimental amoeba growth stuff */
11950 if (!(FrameCounter % 8))
11952 static unsigned int random = 1684108901;
11954 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11956 x = RND(lev_fieldx);
11957 y = RND(lev_fieldy);
11958 element = Feld[x][y];
11960 if (!IS_PLAYER(x,y) &&
11961 (element == EL_EMPTY ||
11962 CAN_GROW_INTO(element) ||
11963 element == EL_QUICKSAND_EMPTY ||
11964 element == EL_QUICKSAND_FAST_EMPTY ||
11965 element == EL_ACID_SPLASH_LEFT ||
11966 element == EL_ACID_SPLASH_RIGHT))
11968 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11969 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11970 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11971 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11972 Feld[x][y] = EL_AMOEBA_DROP;
11975 random = random * 129 + 1;
11980 game.explosions_delayed = FALSE;
11982 SCAN_PLAYFIELD(x, y)
11984 element = Feld[x][y];
11986 if (ExplodeField[x][y])
11987 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11988 else if (element == EL_EXPLOSION)
11989 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11991 ExplodeField[x][y] = EX_TYPE_NONE;
11994 game.explosions_delayed = TRUE;
11996 if (game.magic_wall_active)
11998 if (!(game.magic_wall_time_left % 4))
12000 int element = Feld[magic_wall_x][magic_wall_y];
12002 if (element == EL_BD_MAGIC_WALL_FULL ||
12003 element == EL_BD_MAGIC_WALL_ACTIVE ||
12004 element == EL_BD_MAGIC_WALL_EMPTYING)
12005 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12006 else if (element == EL_DC_MAGIC_WALL_FULL ||
12007 element == EL_DC_MAGIC_WALL_ACTIVE ||
12008 element == EL_DC_MAGIC_WALL_EMPTYING)
12009 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12011 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12014 if (game.magic_wall_time_left > 0)
12016 game.magic_wall_time_left--;
12018 if (!game.magic_wall_time_left)
12020 SCAN_PLAYFIELD(x, y)
12022 element = Feld[x][y];
12024 if (element == EL_MAGIC_WALL_ACTIVE ||
12025 element == EL_MAGIC_WALL_FULL)
12027 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12028 TEST_DrawLevelField(x, y);
12030 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12031 element == EL_BD_MAGIC_WALL_FULL)
12033 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12034 TEST_DrawLevelField(x, y);
12036 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12037 element == EL_DC_MAGIC_WALL_FULL)
12039 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12040 TEST_DrawLevelField(x, y);
12044 game.magic_wall_active = FALSE;
12049 if (game.light_time_left > 0)
12051 game.light_time_left--;
12053 if (game.light_time_left == 0)
12054 RedrawAllLightSwitchesAndInvisibleElements();
12057 if (game.timegate_time_left > 0)
12059 game.timegate_time_left--;
12061 if (game.timegate_time_left == 0)
12062 CloseAllOpenTimegates();
12065 if (game.lenses_time_left > 0)
12067 game.lenses_time_left--;
12069 if (game.lenses_time_left == 0)
12070 RedrawAllInvisibleElementsForLenses();
12073 if (game.magnify_time_left > 0)
12075 game.magnify_time_left--;
12077 if (game.magnify_time_left == 0)
12078 RedrawAllInvisibleElementsForMagnifier();
12081 for (i = 0; i < MAX_PLAYERS; i++)
12083 struct PlayerInfo *player = &stored_player[i];
12085 if (SHIELD_ON(player))
12087 if (player->shield_deadly_time_left)
12088 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12089 else if (player->shield_normal_time_left)
12090 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12094 #if USE_DELAYED_GFX_REDRAW
12095 SCAN_PLAYFIELD(x, y)
12097 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12099 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12100 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12102 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12103 DrawLevelField(x, y);
12105 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12106 DrawLevelFieldCrumbled(x, y);
12108 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12109 DrawLevelFieldCrumbledNeighbours(x, y);
12111 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12112 DrawTwinkleOnField(x, y);
12115 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12120 PlayAllPlayersSound();
12122 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12124 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12126 local_player->show_envelope = 0;
12129 /* use random number generator in every frame to make it less predictable */
12130 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12134 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12136 int min_x = x, min_y = y, max_x = x, max_y = y;
12139 for (i = 0; i < MAX_PLAYERS; i++)
12141 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12143 if (!stored_player[i].active || &stored_player[i] == player)
12146 min_x = MIN(min_x, jx);
12147 min_y = MIN(min_y, jy);
12148 max_x = MAX(max_x, jx);
12149 max_y = MAX(max_y, jy);
12152 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12155 static boolean AllPlayersInVisibleScreen()
12159 for (i = 0; i < MAX_PLAYERS; i++)
12161 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12163 if (!stored_player[i].active)
12166 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12173 void ScrollLevel(int dx, int dy)
12175 int scroll_offset = 2 * TILEX_VAR;
12178 BlitBitmap(drawto_field, drawto_field,
12179 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12180 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12181 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12182 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12183 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12184 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12188 x = (dx == 1 ? BX1 : BX2);
12189 for (y = BY1; y <= BY2; y++)
12190 DrawScreenField(x, y);
12195 y = (dy == 1 ? BY1 : BY2);
12196 for (x = BX1; x <= BX2; x++)
12197 DrawScreenField(x, y);
12200 redraw_mask |= REDRAW_FIELD;
12203 static boolean canFallDown(struct PlayerInfo *player)
12205 int jx = player->jx, jy = player->jy;
12207 return (IN_LEV_FIELD(jx, jy + 1) &&
12208 (IS_FREE(jx, jy + 1) ||
12209 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12210 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12211 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12214 static boolean canPassField(int x, int y, int move_dir)
12216 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12217 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12218 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12219 int nextx = x + dx;
12220 int nexty = y + dy;
12221 int element = Feld[x][y];
12223 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12224 !CAN_MOVE(element) &&
12225 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12226 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12227 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12230 static boolean canMoveToValidFieldWithGravity(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);
12238 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12239 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12240 (IS_DIGGABLE(Feld[newx][newy]) ||
12241 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12242 canPassField(newx, newy, move_dir)));
12245 static void CheckGravityMovement(struct PlayerInfo *player)
12247 if (player->gravity && !player->programmed_action)
12249 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12250 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12251 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12252 int jx = player->jx, jy = player->jy;
12253 boolean player_is_moving_to_valid_field =
12254 (!player_is_snapping &&
12255 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12256 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12257 boolean player_can_fall_down = canFallDown(player);
12259 if (player_can_fall_down &&
12260 !player_is_moving_to_valid_field)
12261 player->programmed_action = MV_DOWN;
12265 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12267 return CheckGravityMovement(player);
12269 if (player->gravity && !player->programmed_action)
12271 int jx = player->jx, jy = player->jy;
12272 boolean field_under_player_is_free =
12273 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12274 boolean player_is_standing_on_valid_field =
12275 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12276 (IS_WALKABLE(Feld[jx][jy]) &&
12277 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12279 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12280 player->programmed_action = MV_DOWN;
12285 MovePlayerOneStep()
12286 -----------------------------------------------------------------------------
12287 dx, dy: direction (non-diagonal) to try to move the player to
12288 real_dx, real_dy: direction as read from input device (can be diagonal)
12291 boolean MovePlayerOneStep(struct PlayerInfo *player,
12292 int dx, int dy, int real_dx, int real_dy)
12294 int jx = player->jx, jy = player->jy;
12295 int new_jx = jx + dx, new_jy = jy + dy;
12297 boolean player_can_move = !player->cannot_move;
12299 if (!player->active || (!dx && !dy))
12300 return MP_NO_ACTION;
12302 player->MovDir = (dx < 0 ? MV_LEFT :
12303 dx > 0 ? MV_RIGHT :
12305 dy > 0 ? MV_DOWN : MV_NONE);
12307 if (!IN_LEV_FIELD(new_jx, new_jy))
12308 return MP_NO_ACTION;
12310 if (!player_can_move)
12312 if (player->MovPos == 0)
12314 player->is_moving = FALSE;
12315 player->is_digging = FALSE;
12316 player->is_collecting = FALSE;
12317 player->is_snapping = FALSE;
12318 player->is_pushing = FALSE;
12322 if (!network.enabled && game.centered_player_nr == -1 &&
12323 !AllPlayersInSight(player, new_jx, new_jy))
12324 return MP_NO_ACTION;
12326 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12327 if (can_move != MP_MOVING)
12330 /* check if DigField() has caused relocation of the player */
12331 if (player->jx != jx || player->jy != jy)
12332 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12334 StorePlayer[jx][jy] = 0;
12335 player->last_jx = jx;
12336 player->last_jy = jy;
12337 player->jx = new_jx;
12338 player->jy = new_jy;
12339 StorePlayer[new_jx][new_jy] = player->element_nr;
12341 if (player->move_delay_value_next != -1)
12343 player->move_delay_value = player->move_delay_value_next;
12344 player->move_delay_value_next = -1;
12348 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12350 player->step_counter++;
12352 PlayerVisit[jx][jy] = FrameCounter;
12354 player->is_moving = TRUE;
12357 /* should better be called in MovePlayer(), but this breaks some tapes */
12358 ScrollPlayer(player, SCROLL_INIT);
12364 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12366 int jx = player->jx, jy = player->jy;
12367 int old_jx = jx, old_jy = jy;
12368 int moved = MP_NO_ACTION;
12370 if (!player->active)
12375 if (player->MovPos == 0)
12377 player->is_moving = FALSE;
12378 player->is_digging = FALSE;
12379 player->is_collecting = FALSE;
12380 player->is_snapping = FALSE;
12381 player->is_pushing = FALSE;
12387 if (player->move_delay > 0)
12390 player->move_delay = -1; /* set to "uninitialized" value */
12392 /* store if player is automatically moved to next field */
12393 player->is_auto_moving = (player->programmed_action != MV_NONE);
12395 /* remove the last programmed player action */
12396 player->programmed_action = 0;
12398 if (player->MovPos)
12400 /* should only happen if pre-1.2 tape recordings are played */
12401 /* this is only for backward compatibility */
12403 int original_move_delay_value = player->move_delay_value;
12406 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12410 /* scroll remaining steps with finest movement resolution */
12411 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12413 while (player->MovPos)
12415 ScrollPlayer(player, SCROLL_GO_ON);
12416 ScrollScreen(NULL, SCROLL_GO_ON);
12418 AdvanceFrameAndPlayerCounters(player->index_nr);
12421 BackToFront_WithFrameDelay(0);
12424 player->move_delay_value = original_move_delay_value;
12427 player->is_active = FALSE;
12429 if (player->last_move_dir & MV_HORIZONTAL)
12431 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12432 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12436 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12437 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12440 if (!moved && !player->is_active)
12442 player->is_moving = FALSE;
12443 player->is_digging = FALSE;
12444 player->is_collecting = FALSE;
12445 player->is_snapping = FALSE;
12446 player->is_pushing = FALSE;
12452 if (moved & MP_MOVING && !ScreenMovPos &&
12453 (player->index_nr == game.centered_player_nr ||
12454 game.centered_player_nr == -1))
12456 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12457 int offset = game.scroll_delay_value;
12459 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12461 /* actual player has left the screen -- scroll in that direction */
12462 if (jx != old_jx) /* player has moved horizontally */
12463 scroll_x += (jx - old_jx);
12464 else /* player has moved vertically */
12465 scroll_y += (jy - old_jy);
12469 if (jx != old_jx) /* player has moved horizontally */
12471 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12472 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12473 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12475 /* don't scroll over playfield boundaries */
12476 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12477 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12479 /* don't scroll more than one field at a time */
12480 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12482 /* don't scroll against the player's moving direction */
12483 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12484 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12485 scroll_x = old_scroll_x;
12487 else /* player has moved vertically */
12489 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12490 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12491 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12493 /* don't scroll over playfield boundaries */
12494 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12495 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12497 /* don't scroll more than one field at a time */
12498 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12500 /* don't scroll against the player's moving direction */
12501 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12502 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12503 scroll_y = old_scroll_y;
12507 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12509 if (!network.enabled && game.centered_player_nr == -1 &&
12510 !AllPlayersInVisibleScreen())
12512 scroll_x = old_scroll_x;
12513 scroll_y = old_scroll_y;
12517 ScrollScreen(player, SCROLL_INIT);
12518 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12523 player->StepFrame = 0;
12525 if (moved & MP_MOVING)
12527 if (old_jx != jx && old_jy == jy)
12528 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12529 else if (old_jx == jx && old_jy != jy)
12530 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12532 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12534 player->last_move_dir = player->MovDir;
12535 player->is_moving = TRUE;
12536 player->is_snapping = FALSE;
12537 player->is_switching = FALSE;
12538 player->is_dropping = FALSE;
12539 player->is_dropping_pressed = FALSE;
12540 player->drop_pressed_delay = 0;
12543 /* should better be called here than above, but this breaks some tapes */
12544 ScrollPlayer(player, SCROLL_INIT);
12549 CheckGravityMovementWhenNotMoving(player);
12551 player->is_moving = FALSE;
12553 /* at this point, the player is allowed to move, but cannot move right now
12554 (e.g. because of something blocking the way) -- ensure that the player
12555 is also allowed to move in the next frame (in old versions before 3.1.1,
12556 the player was forced to wait again for eight frames before next try) */
12558 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12559 player->move_delay = 0; /* allow direct movement in the next frame */
12562 if (player->move_delay == -1) /* not yet initialized by DigField() */
12563 player->move_delay = player->move_delay_value;
12565 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12567 TestIfPlayerTouchesBadThing(jx, jy);
12568 TestIfPlayerTouchesCustomElement(jx, jy);
12571 if (!player->active)
12572 RemovePlayer(player);
12577 void ScrollPlayer(struct PlayerInfo *player, int mode)
12579 int jx = player->jx, jy = player->jy;
12580 int last_jx = player->last_jx, last_jy = player->last_jy;
12581 int move_stepsize = TILEX / player->move_delay_value;
12583 if (!player->active)
12586 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12589 if (mode == SCROLL_INIT)
12591 player->actual_frame_counter = FrameCounter;
12592 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12594 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12595 Feld[last_jx][last_jy] == EL_EMPTY)
12597 int last_field_block_delay = 0; /* start with no blocking at all */
12598 int block_delay_adjustment = player->block_delay_adjustment;
12600 /* if player blocks last field, add delay for exactly one move */
12601 if (player->block_last_field)
12603 last_field_block_delay += player->move_delay_value;
12605 /* when blocking enabled, prevent moving up despite gravity */
12606 if (player->gravity && player->MovDir == MV_UP)
12607 block_delay_adjustment = -1;
12610 /* add block delay adjustment (also possible when not blocking) */
12611 last_field_block_delay += block_delay_adjustment;
12613 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12614 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12617 if (player->MovPos != 0) /* player has not yet reached destination */
12620 else if (!FrameReached(&player->actual_frame_counter, 1))
12623 if (player->MovPos != 0)
12625 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12626 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12628 /* before DrawPlayer() to draw correct player graphic for this case */
12629 if (player->MovPos == 0)
12630 CheckGravityMovement(player);
12633 if (player->MovPos == 0) /* player reached destination field */
12635 if (player->move_delay_reset_counter > 0)
12637 player->move_delay_reset_counter--;
12639 if (player->move_delay_reset_counter == 0)
12641 /* continue with normal speed after quickly moving through gate */
12642 HALVE_PLAYER_SPEED(player);
12644 /* be able to make the next move without delay */
12645 player->move_delay = 0;
12649 player->last_jx = jx;
12650 player->last_jy = jy;
12652 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12653 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12654 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12655 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12656 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12657 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12658 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12659 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12661 ExitPlayer(player);
12663 if ((local_player->friends_still_needed == 0 ||
12664 IS_SP_ELEMENT(Feld[jx][jy])) &&
12666 PlayerWins(local_player);
12669 /* this breaks one level: "machine", level 000 */
12671 int move_direction = player->MovDir;
12672 int enter_side = MV_DIR_OPPOSITE(move_direction);
12673 int leave_side = move_direction;
12674 int old_jx = last_jx;
12675 int old_jy = last_jy;
12676 int old_element = Feld[old_jx][old_jy];
12677 int new_element = Feld[jx][jy];
12679 if (IS_CUSTOM_ELEMENT(old_element))
12680 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12682 player->index_bit, leave_side);
12684 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12685 CE_PLAYER_LEAVES_X,
12686 player->index_bit, leave_side);
12688 if (IS_CUSTOM_ELEMENT(new_element))
12689 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12690 player->index_bit, enter_side);
12692 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12693 CE_PLAYER_ENTERS_X,
12694 player->index_bit, enter_side);
12696 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12697 CE_MOVE_OF_X, move_direction);
12700 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12702 TestIfPlayerTouchesBadThing(jx, jy);
12703 TestIfPlayerTouchesCustomElement(jx, jy);
12705 /* needed because pushed element has not yet reached its destination,
12706 so it would trigger a change event at its previous field location */
12707 if (!player->is_pushing)
12708 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12710 if (!player->active)
12711 RemovePlayer(player);
12714 if (!local_player->LevelSolved && level.use_step_counter)
12724 if (TimeLeft <= 10 && setup.time_limit)
12725 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12727 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12729 DisplayGameControlValues();
12731 if (!TimeLeft && setup.time_limit)
12732 for (i = 0; i < MAX_PLAYERS; i++)
12733 KillPlayer(&stored_player[i]);
12735 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12737 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12739 DisplayGameControlValues();
12743 if (tape.single_step && tape.recording && !tape.pausing &&
12744 !player->programmed_action)
12745 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12747 if (!player->programmed_action)
12748 CheckSaveEngineSnapshot(player);
12752 void ScrollScreen(struct PlayerInfo *player, int mode)
12754 static unsigned int screen_frame_counter = 0;
12756 if (mode == SCROLL_INIT)
12758 /* set scrolling step size according to actual player's moving speed */
12759 ScrollStepSize = TILEX / player->move_delay_value;
12761 screen_frame_counter = FrameCounter;
12762 ScreenMovDir = player->MovDir;
12763 ScreenMovPos = player->MovPos;
12764 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12767 else if (!FrameReached(&screen_frame_counter, 1))
12772 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12773 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12774 redraw_mask |= REDRAW_FIELD;
12777 ScreenMovDir = MV_NONE;
12780 void TestIfPlayerTouchesCustomElement(int x, int y)
12782 static int xy[4][2] =
12789 static int trigger_sides[4][2] =
12791 /* center side border side */
12792 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12793 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12794 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12795 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12797 static int touch_dir[4] =
12799 MV_LEFT | MV_RIGHT,
12804 int center_element = Feld[x][y]; /* should always be non-moving! */
12807 for (i = 0; i < NUM_DIRECTIONS; i++)
12809 int xx = x + xy[i][0];
12810 int yy = y + xy[i][1];
12811 int center_side = trigger_sides[i][0];
12812 int border_side = trigger_sides[i][1];
12813 int border_element;
12815 if (!IN_LEV_FIELD(xx, yy))
12818 if (IS_PLAYER(x, y)) /* player found at center element */
12820 struct PlayerInfo *player = PLAYERINFO(x, y);
12822 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12823 border_element = Feld[xx][yy]; /* may be moving! */
12824 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12825 border_element = Feld[xx][yy];
12826 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12827 border_element = MovingOrBlocked2Element(xx, yy);
12829 continue; /* center and border element do not touch */
12831 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12832 player->index_bit, border_side);
12833 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12834 CE_PLAYER_TOUCHES_X,
12835 player->index_bit, border_side);
12838 /* use player element that is initially defined in the level playfield,
12839 not the player element that corresponds to the runtime player number
12840 (example: a level that contains EL_PLAYER_3 as the only player would
12841 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12842 int player_element = PLAYERINFO(x, y)->initial_element;
12844 CheckElementChangeBySide(xx, yy, border_element, player_element,
12845 CE_TOUCHING_X, border_side);
12848 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12850 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12852 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12854 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12855 continue; /* center and border element do not touch */
12858 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12859 player->index_bit, center_side);
12860 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12861 CE_PLAYER_TOUCHES_X,
12862 player->index_bit, center_side);
12865 /* use player element that is initially defined in the level playfield,
12866 not the player element that corresponds to the runtime player number
12867 (example: a level that contains EL_PLAYER_3 as the only player would
12868 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12869 int player_element = PLAYERINFO(xx, yy)->initial_element;
12871 CheckElementChangeBySide(x, y, center_element, player_element,
12872 CE_TOUCHING_X, center_side);
12880 void TestIfElementTouchesCustomElement(int x, int y)
12882 static int xy[4][2] =
12889 static int trigger_sides[4][2] =
12891 /* center side border side */
12892 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12893 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12894 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12895 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12897 static int touch_dir[4] =
12899 MV_LEFT | MV_RIGHT,
12904 boolean change_center_element = FALSE;
12905 int center_element = Feld[x][y]; /* should always be non-moving! */
12906 int border_element_old[NUM_DIRECTIONS];
12909 for (i = 0; i < NUM_DIRECTIONS; i++)
12911 int xx = x + xy[i][0];
12912 int yy = y + xy[i][1];
12913 int border_element;
12915 border_element_old[i] = -1;
12917 if (!IN_LEV_FIELD(xx, yy))
12920 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12921 border_element = Feld[xx][yy]; /* may be moving! */
12922 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12923 border_element = Feld[xx][yy];
12924 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12925 border_element = MovingOrBlocked2Element(xx, yy);
12927 continue; /* center and border element do not touch */
12929 border_element_old[i] = border_element;
12932 for (i = 0; i < NUM_DIRECTIONS; i++)
12934 int xx = x + xy[i][0];
12935 int yy = y + xy[i][1];
12936 int center_side = trigger_sides[i][0];
12937 int border_element = border_element_old[i];
12939 if (border_element == -1)
12942 /* check for change of border element */
12943 CheckElementChangeBySide(xx, yy, border_element, center_element,
12944 CE_TOUCHING_X, center_side);
12946 /* (center element cannot be player, so we dont have to check this here) */
12949 for (i = 0; i < NUM_DIRECTIONS; i++)
12951 int xx = x + xy[i][0];
12952 int yy = y + xy[i][1];
12953 int border_side = trigger_sides[i][1];
12954 int border_element = border_element_old[i];
12956 if (border_element == -1)
12959 /* check for change of center element (but change it only once) */
12960 if (!change_center_element)
12961 change_center_element =
12962 CheckElementChangeBySide(x, y, center_element, border_element,
12963 CE_TOUCHING_X, border_side);
12965 if (IS_PLAYER(xx, yy))
12967 /* use player element that is initially defined in the level playfield,
12968 not the player element that corresponds to the runtime player number
12969 (example: a level that contains EL_PLAYER_3 as the only player would
12970 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12971 int player_element = PLAYERINFO(xx, yy)->initial_element;
12973 CheckElementChangeBySide(x, y, center_element, player_element,
12974 CE_TOUCHING_X, border_side);
12979 void TestIfElementHitsCustomElement(int x, int y, int direction)
12981 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12982 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12983 int hitx = x + dx, hity = y + dy;
12984 int hitting_element = Feld[x][y];
12985 int touched_element;
12987 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12990 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12991 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12993 if (IN_LEV_FIELD(hitx, hity))
12995 int opposite_direction = MV_DIR_OPPOSITE(direction);
12996 int hitting_side = direction;
12997 int touched_side = opposite_direction;
12998 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12999 MovDir[hitx][hity] != direction ||
13000 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13006 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13007 CE_HITTING_X, touched_side);
13009 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13010 CE_HIT_BY_X, hitting_side);
13012 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13013 CE_HIT_BY_SOMETHING, opposite_direction);
13015 if (IS_PLAYER(hitx, hity))
13017 /* use player element that is initially defined in the level playfield,
13018 not the player element that corresponds to the runtime player number
13019 (example: a level that contains EL_PLAYER_3 as the only player would
13020 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13021 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13023 CheckElementChangeBySide(x, y, hitting_element, player_element,
13024 CE_HITTING_X, touched_side);
13029 /* "hitting something" is also true when hitting the playfield border */
13030 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13031 CE_HITTING_SOMETHING, direction);
13034 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13036 int i, kill_x = -1, kill_y = -1;
13038 int bad_element = -1;
13039 static int test_xy[4][2] =
13046 static int test_dir[4] =
13054 for (i = 0; i < NUM_DIRECTIONS; i++)
13056 int test_x, test_y, test_move_dir, test_element;
13058 test_x = good_x + test_xy[i][0];
13059 test_y = good_y + test_xy[i][1];
13061 if (!IN_LEV_FIELD(test_x, test_y))
13065 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13067 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13069 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13070 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13072 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13073 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13077 bad_element = test_element;
13083 if (kill_x != -1 || kill_y != -1)
13085 if (IS_PLAYER(good_x, good_y))
13087 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13089 if (player->shield_deadly_time_left > 0 &&
13090 !IS_INDESTRUCTIBLE(bad_element))
13091 Bang(kill_x, kill_y);
13092 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13093 KillPlayer(player);
13096 Bang(good_x, good_y);
13100 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13102 int i, kill_x = -1, kill_y = -1;
13103 int bad_element = Feld[bad_x][bad_y];
13104 static int test_xy[4][2] =
13111 static int touch_dir[4] =
13113 MV_LEFT | MV_RIGHT,
13118 static int test_dir[4] =
13126 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13129 for (i = 0; i < NUM_DIRECTIONS; i++)
13131 int test_x, test_y, test_move_dir, test_element;
13133 test_x = bad_x + test_xy[i][0];
13134 test_y = bad_y + test_xy[i][1];
13136 if (!IN_LEV_FIELD(test_x, test_y))
13140 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13142 test_element = Feld[test_x][test_y];
13144 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13145 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13147 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13148 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13150 /* good thing is player or penguin that does not move away */
13151 if (IS_PLAYER(test_x, test_y))
13153 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13155 if (bad_element == EL_ROBOT && player->is_moving)
13156 continue; /* robot does not kill player if he is moving */
13158 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13160 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13161 continue; /* center and border element do not touch */
13169 else if (test_element == EL_PENGUIN)
13179 if (kill_x != -1 || kill_y != -1)
13181 if (IS_PLAYER(kill_x, kill_y))
13183 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13185 if (player->shield_deadly_time_left > 0 &&
13186 !IS_INDESTRUCTIBLE(bad_element))
13187 Bang(bad_x, bad_y);
13188 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13189 KillPlayer(player);
13192 Bang(kill_x, kill_y);
13196 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13198 int bad_element = Feld[bad_x][bad_y];
13199 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13200 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13201 int test_x = bad_x + dx, test_y = bad_y + dy;
13202 int test_move_dir, test_element;
13203 int kill_x = -1, kill_y = -1;
13205 if (!IN_LEV_FIELD(test_x, test_y))
13209 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13211 test_element = Feld[test_x][test_y];
13213 if (test_move_dir != bad_move_dir)
13215 /* good thing can be player or penguin that does not move away */
13216 if (IS_PLAYER(test_x, test_y))
13218 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13220 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13221 player as being hit when he is moving towards the bad thing, because
13222 the "get hit by" condition would be lost after the player stops) */
13223 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13224 return; /* player moves away from bad thing */
13229 else if (test_element == EL_PENGUIN)
13236 if (kill_x != -1 || kill_y != -1)
13238 if (IS_PLAYER(kill_x, kill_y))
13240 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13242 if (player->shield_deadly_time_left > 0 &&
13243 !IS_INDESTRUCTIBLE(bad_element))
13244 Bang(bad_x, bad_y);
13245 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13246 KillPlayer(player);
13249 Bang(kill_x, kill_y);
13253 void TestIfPlayerTouchesBadThing(int x, int y)
13255 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13258 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13260 TestIfGoodThingHitsBadThing(x, y, move_dir);
13263 void TestIfBadThingTouchesPlayer(int x, int y)
13265 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13268 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13270 TestIfBadThingHitsGoodThing(x, y, move_dir);
13273 void TestIfFriendTouchesBadThing(int x, int y)
13275 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13278 void TestIfBadThingTouchesFriend(int x, int y)
13280 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13283 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13285 int i, kill_x = bad_x, kill_y = bad_y;
13286 static int xy[4][2] =
13294 for (i = 0; i < NUM_DIRECTIONS; i++)
13298 x = bad_x + xy[i][0];
13299 y = bad_y + xy[i][1];
13300 if (!IN_LEV_FIELD(x, y))
13303 element = Feld[x][y];
13304 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13305 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13313 if (kill_x != bad_x || kill_y != bad_y)
13314 Bang(bad_x, bad_y);
13317 void KillPlayer(struct PlayerInfo *player)
13319 int jx = player->jx, jy = player->jy;
13321 if (!player->active)
13325 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13326 player->killed, player->active, player->reanimated);
13329 /* the following code was introduced to prevent an infinite loop when calling
13331 -> CheckTriggeredElementChangeExt()
13332 -> ExecuteCustomElementAction()
13334 -> (infinitely repeating the above sequence of function calls)
13335 which occurs when killing the player while having a CE with the setting
13336 "kill player X when explosion of <player X>"; the solution using a new
13337 field "player->killed" was chosen for backwards compatibility, although
13338 clever use of the fields "player->active" etc. would probably also work */
13340 if (player->killed)
13344 player->killed = TRUE;
13346 /* remove accessible field at the player's position */
13347 Feld[jx][jy] = EL_EMPTY;
13349 /* deactivate shield (else Bang()/Explode() would not work right) */
13350 player->shield_normal_time_left = 0;
13351 player->shield_deadly_time_left = 0;
13354 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13355 player->killed, player->active, player->reanimated);
13361 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13362 player->killed, player->active, player->reanimated);
13365 if (player->reanimated) /* killed player may have been reanimated */
13366 player->killed = player->reanimated = FALSE;
13368 BuryPlayer(player);
13371 static void KillPlayerUnlessEnemyProtected(int x, int y)
13373 if (!PLAYER_ENEMY_PROTECTED(x, y))
13374 KillPlayer(PLAYERINFO(x, y));
13377 static void KillPlayerUnlessExplosionProtected(int x, int y)
13379 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13380 KillPlayer(PLAYERINFO(x, y));
13383 void BuryPlayer(struct PlayerInfo *player)
13385 int jx = player->jx, jy = player->jy;
13387 if (!player->active)
13390 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13391 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13393 player->GameOver = TRUE;
13394 RemovePlayer(player);
13397 void RemovePlayer(struct PlayerInfo *player)
13399 int jx = player->jx, jy = player->jy;
13400 int i, found = FALSE;
13402 player->present = FALSE;
13403 player->active = FALSE;
13405 if (!ExplodeField[jx][jy])
13406 StorePlayer[jx][jy] = 0;
13408 if (player->is_moving)
13409 TEST_DrawLevelField(player->last_jx, player->last_jy);
13411 for (i = 0; i < MAX_PLAYERS; i++)
13412 if (stored_player[i].active)
13416 AllPlayersGone = TRUE;
13422 void ExitPlayer(struct PlayerInfo *player)
13424 DrawPlayer(player); /* needed here only to cleanup last field */
13425 RemovePlayer(player);
13427 local_player->players_still_needed--;
13430 static void setFieldForSnapping(int x, int y, int element, int direction)
13432 struct ElementInfo *ei = &element_info[element];
13433 int direction_bit = MV_DIR_TO_BIT(direction);
13434 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13435 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13436 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13438 Feld[x][y] = EL_ELEMENT_SNAPPING;
13439 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13441 ResetGfxAnimation(x, y);
13443 GfxElement[x][y] = element;
13444 GfxAction[x][y] = action;
13445 GfxDir[x][y] = direction;
13446 GfxFrame[x][y] = -1;
13450 =============================================================================
13451 checkDiagonalPushing()
13452 -----------------------------------------------------------------------------
13453 check if diagonal input device direction results in pushing of object
13454 (by checking if the alternative direction is walkable, diggable, ...)
13455 =============================================================================
13458 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13459 int x, int y, int real_dx, int real_dy)
13461 int jx, jy, dx, dy, xx, yy;
13463 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13466 /* diagonal direction: check alternative direction */
13471 xx = jx + (dx == 0 ? real_dx : 0);
13472 yy = jy + (dy == 0 ? real_dy : 0);
13474 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13478 =============================================================================
13480 -----------------------------------------------------------------------------
13481 x, y: field next to player (non-diagonal) to try to dig to
13482 real_dx, real_dy: direction as read from input device (can be diagonal)
13483 =============================================================================
13486 static int DigField(struct PlayerInfo *player,
13487 int oldx, int oldy, int x, int y,
13488 int real_dx, int real_dy, int mode)
13490 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13491 boolean player_was_pushing = player->is_pushing;
13492 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13493 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13494 int jx = oldx, jy = oldy;
13495 int dx = x - jx, dy = y - jy;
13496 int nextx = x + dx, nexty = y + dy;
13497 int move_direction = (dx == -1 ? MV_LEFT :
13498 dx == +1 ? MV_RIGHT :
13500 dy == +1 ? MV_DOWN : MV_NONE);
13501 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13502 int dig_side = MV_DIR_OPPOSITE(move_direction);
13503 int old_element = Feld[jx][jy];
13504 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13507 if (is_player) /* function can also be called by EL_PENGUIN */
13509 if (player->MovPos == 0)
13511 player->is_digging = FALSE;
13512 player->is_collecting = FALSE;
13515 if (player->MovPos == 0) /* last pushing move finished */
13516 player->is_pushing = FALSE;
13518 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13520 player->is_switching = FALSE;
13521 player->push_delay = -1;
13523 return MP_NO_ACTION;
13527 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13528 old_element = Back[jx][jy];
13530 /* in case of element dropped at player position, check background */
13531 else if (Back[jx][jy] != EL_EMPTY &&
13532 game.engine_version >= VERSION_IDENT(2,2,0,0))
13533 old_element = Back[jx][jy];
13535 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13536 return MP_NO_ACTION; /* field has no opening in this direction */
13538 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13539 return MP_NO_ACTION; /* field has no opening in this direction */
13541 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13545 Feld[jx][jy] = player->artwork_element;
13546 InitMovingField(jx, jy, MV_DOWN);
13547 Store[jx][jy] = EL_ACID;
13548 ContinueMoving(jx, jy);
13549 BuryPlayer(player);
13551 return MP_DONT_RUN_INTO;
13554 if (player_can_move && DONT_RUN_INTO(element))
13556 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13558 return MP_DONT_RUN_INTO;
13561 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13562 return MP_NO_ACTION;
13564 collect_count = element_info[element].collect_count_initial;
13566 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13567 return MP_NO_ACTION;
13569 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13570 player_can_move = player_can_move_or_snap;
13572 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13573 game.engine_version >= VERSION_IDENT(2,2,0,0))
13575 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13576 player->index_bit, dig_side);
13577 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13578 player->index_bit, dig_side);
13580 if (element == EL_DC_LANDMINE)
13583 if (Feld[x][y] != element) /* field changed by snapping */
13586 return MP_NO_ACTION;
13589 if (player->gravity && is_player && !player->is_auto_moving &&
13590 canFallDown(player) && move_direction != MV_DOWN &&
13591 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13592 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13594 if (player_can_move &&
13595 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13597 int sound_element = SND_ELEMENT(element);
13598 int sound_action = ACTION_WALKING;
13600 if (IS_RND_GATE(element))
13602 if (!player->key[RND_GATE_NR(element)])
13603 return MP_NO_ACTION;
13605 else if (IS_RND_GATE_GRAY(element))
13607 if (!player->key[RND_GATE_GRAY_NR(element)])
13608 return MP_NO_ACTION;
13610 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13612 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13613 return MP_NO_ACTION;
13615 else if (element == EL_EXIT_OPEN ||
13616 element == EL_EM_EXIT_OPEN ||
13617 element == EL_EM_EXIT_OPENING ||
13618 element == EL_STEEL_EXIT_OPEN ||
13619 element == EL_EM_STEEL_EXIT_OPEN ||
13620 element == EL_EM_STEEL_EXIT_OPENING ||
13621 element == EL_SP_EXIT_OPEN ||
13622 element == EL_SP_EXIT_OPENING)
13624 sound_action = ACTION_PASSING; /* player is passing exit */
13626 else if (element == EL_EMPTY)
13628 sound_action = ACTION_MOVING; /* nothing to walk on */
13631 /* play sound from background or player, whatever is available */
13632 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13633 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13635 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13637 else if (player_can_move &&
13638 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13640 if (!ACCESS_FROM(element, opposite_direction))
13641 return MP_NO_ACTION; /* field not accessible from this direction */
13643 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13644 return MP_NO_ACTION;
13646 if (IS_EM_GATE(element))
13648 if (!player->key[EM_GATE_NR(element)])
13649 return MP_NO_ACTION;
13651 else if (IS_EM_GATE_GRAY(element))
13653 if (!player->key[EM_GATE_GRAY_NR(element)])
13654 return MP_NO_ACTION;
13656 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13658 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13659 return MP_NO_ACTION;
13661 else if (IS_EMC_GATE(element))
13663 if (!player->key[EMC_GATE_NR(element)])
13664 return MP_NO_ACTION;
13666 else if (IS_EMC_GATE_GRAY(element))
13668 if (!player->key[EMC_GATE_GRAY_NR(element)])
13669 return MP_NO_ACTION;
13671 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13673 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13674 return MP_NO_ACTION;
13676 else if (element == EL_DC_GATE_WHITE ||
13677 element == EL_DC_GATE_WHITE_GRAY ||
13678 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13680 if (player->num_white_keys == 0)
13681 return MP_NO_ACTION;
13683 player->num_white_keys--;
13685 else if (IS_SP_PORT(element))
13687 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13688 element == EL_SP_GRAVITY_PORT_RIGHT ||
13689 element == EL_SP_GRAVITY_PORT_UP ||
13690 element == EL_SP_GRAVITY_PORT_DOWN)
13691 player->gravity = !player->gravity;
13692 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13693 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13694 element == EL_SP_GRAVITY_ON_PORT_UP ||
13695 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13696 player->gravity = TRUE;
13697 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13698 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13699 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13700 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13701 player->gravity = FALSE;
13704 /* automatically move to the next field with double speed */
13705 player->programmed_action = move_direction;
13707 if (player->move_delay_reset_counter == 0)
13709 player->move_delay_reset_counter = 2; /* two double speed steps */
13711 DOUBLE_PLAYER_SPEED(player);
13714 PlayLevelSoundAction(x, y, ACTION_PASSING);
13716 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13720 if (mode != DF_SNAP)
13722 GfxElement[x][y] = GFX_ELEMENT(element);
13723 player->is_digging = TRUE;
13726 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13728 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13729 player->index_bit, dig_side);
13731 if (mode == DF_SNAP)
13733 if (level.block_snap_field)
13734 setFieldForSnapping(x, y, element, move_direction);
13736 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13738 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13739 player->index_bit, dig_side);
13742 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13746 if (is_player && mode != DF_SNAP)
13748 GfxElement[x][y] = element;
13749 player->is_collecting = TRUE;
13752 if (element == EL_SPEED_PILL)
13754 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13756 else if (element == EL_EXTRA_TIME && level.time > 0)
13758 TimeLeft += level.extra_time;
13760 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13762 DisplayGameControlValues();
13764 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13766 player->shield_normal_time_left += level.shield_normal_time;
13767 if (element == EL_SHIELD_DEADLY)
13768 player->shield_deadly_time_left += level.shield_deadly_time;
13770 else if (element == EL_DYNAMITE ||
13771 element == EL_EM_DYNAMITE ||
13772 element == EL_SP_DISK_RED)
13774 if (player->inventory_size < MAX_INVENTORY_SIZE)
13775 player->inventory_element[player->inventory_size++] = element;
13777 DrawGameDoorValues();
13779 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13781 player->dynabomb_count++;
13782 player->dynabombs_left++;
13784 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13786 player->dynabomb_size++;
13788 else if (element == EL_DYNABOMB_INCREASE_POWER)
13790 player->dynabomb_xl = TRUE;
13792 else if (IS_KEY(element))
13794 player->key[KEY_NR(element)] = TRUE;
13796 DrawGameDoorValues();
13798 else if (element == EL_DC_KEY_WHITE)
13800 player->num_white_keys++;
13802 /* display white keys? */
13803 /* DrawGameDoorValues(); */
13805 else if (IS_ENVELOPE(element))
13807 player->show_envelope = element;
13809 else if (element == EL_EMC_LENSES)
13811 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13813 RedrawAllInvisibleElementsForLenses();
13815 else if (element == EL_EMC_MAGNIFIER)
13817 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13819 RedrawAllInvisibleElementsForMagnifier();
13821 else if (IS_DROPPABLE(element) ||
13822 IS_THROWABLE(element)) /* can be collected and dropped */
13826 if (collect_count == 0)
13827 player->inventory_infinite_element = element;
13829 for (i = 0; i < collect_count; i++)
13830 if (player->inventory_size < MAX_INVENTORY_SIZE)
13831 player->inventory_element[player->inventory_size++] = element;
13833 DrawGameDoorValues();
13835 else if (collect_count > 0)
13837 local_player->gems_still_needed -= collect_count;
13838 if (local_player->gems_still_needed < 0)
13839 local_player->gems_still_needed = 0;
13841 game.snapshot.collected_item = TRUE;
13843 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13845 DisplayGameControlValues();
13848 RaiseScoreElement(element);
13849 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13852 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13853 player->index_bit, dig_side);
13855 if (mode == DF_SNAP)
13857 if (level.block_snap_field)
13858 setFieldForSnapping(x, y, element, move_direction);
13860 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13862 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13863 player->index_bit, dig_side);
13866 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13868 if (mode == DF_SNAP && element != EL_BD_ROCK)
13869 return MP_NO_ACTION;
13871 if (CAN_FALL(element) && dy)
13872 return MP_NO_ACTION;
13874 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13875 !(element == EL_SPRING && level.use_spring_bug))
13876 return MP_NO_ACTION;
13878 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13879 ((move_direction & MV_VERTICAL &&
13880 ((element_info[element].move_pattern & MV_LEFT &&
13881 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13882 (element_info[element].move_pattern & MV_RIGHT &&
13883 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13884 (move_direction & MV_HORIZONTAL &&
13885 ((element_info[element].move_pattern & MV_UP &&
13886 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13887 (element_info[element].move_pattern & MV_DOWN &&
13888 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13889 return MP_NO_ACTION;
13891 /* do not push elements already moving away faster than player */
13892 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13893 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13894 return MP_NO_ACTION;
13896 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13898 if (player->push_delay_value == -1 || !player_was_pushing)
13899 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13901 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13903 if (player->push_delay_value == -1)
13904 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13906 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13908 if (!player->is_pushing)
13909 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13912 player->is_pushing = TRUE;
13913 player->is_active = TRUE;
13915 if (!(IN_LEV_FIELD(nextx, nexty) &&
13916 (IS_FREE(nextx, nexty) ||
13917 (IS_SB_ELEMENT(element) &&
13918 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13919 (IS_CUSTOM_ELEMENT(element) &&
13920 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13921 return MP_NO_ACTION;
13923 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13924 return MP_NO_ACTION;
13926 if (player->push_delay == -1) /* new pushing; restart delay */
13927 player->push_delay = 0;
13929 if (player->push_delay < player->push_delay_value &&
13930 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13931 element != EL_SPRING && element != EL_BALLOON)
13933 /* make sure that there is no move delay before next try to push */
13934 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13935 player->move_delay = 0;
13937 return MP_NO_ACTION;
13940 if (IS_CUSTOM_ELEMENT(element) &&
13941 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13943 if (!DigFieldByCE(nextx, nexty, element))
13944 return MP_NO_ACTION;
13947 if (IS_SB_ELEMENT(element))
13949 if (element == EL_SOKOBAN_FIELD_FULL)
13951 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13952 local_player->sokobanfields_still_needed++;
13955 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13957 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13958 local_player->sokobanfields_still_needed--;
13961 Feld[x][y] = EL_SOKOBAN_OBJECT;
13963 if (Back[x][y] == Back[nextx][nexty])
13964 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13965 else if (Back[x][y] != 0)
13966 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13969 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13972 if (local_player->sokobanfields_still_needed == 0 &&
13973 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13975 local_player->players_still_needed = 0;
13977 PlayerWins(player);
13979 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13983 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13985 InitMovingField(x, y, move_direction);
13986 GfxAction[x][y] = ACTION_PUSHING;
13988 if (mode == DF_SNAP)
13989 ContinueMoving(x, y);
13991 MovPos[x][y] = (dx != 0 ? dx : dy);
13993 Pushed[x][y] = TRUE;
13994 Pushed[nextx][nexty] = TRUE;
13996 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13997 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13999 player->push_delay_value = -1; /* get new value later */
14001 /* check for element change _after_ element has been pushed */
14002 if (game.use_change_when_pushing_bug)
14004 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14005 player->index_bit, dig_side);
14006 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14007 player->index_bit, dig_side);
14010 else if (IS_SWITCHABLE(element))
14012 if (PLAYER_SWITCHING(player, x, y))
14014 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14015 player->index_bit, dig_side);
14020 player->is_switching = TRUE;
14021 player->switch_x = x;
14022 player->switch_y = y;
14024 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14026 if (element == EL_ROBOT_WHEEL)
14028 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14032 game.robot_wheel_active = TRUE;
14034 TEST_DrawLevelField(x, y);
14036 else if (element == EL_SP_TERMINAL)
14040 SCAN_PLAYFIELD(xx, yy)
14042 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14046 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14048 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14050 ResetGfxAnimation(xx, yy);
14051 TEST_DrawLevelField(xx, yy);
14055 else if (IS_BELT_SWITCH(element))
14057 ToggleBeltSwitch(x, y);
14059 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14060 element == EL_SWITCHGATE_SWITCH_DOWN ||
14061 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14062 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14064 ToggleSwitchgateSwitch(x, y);
14066 else if (element == EL_LIGHT_SWITCH ||
14067 element == EL_LIGHT_SWITCH_ACTIVE)
14069 ToggleLightSwitch(x, y);
14071 else if (element == EL_TIMEGATE_SWITCH ||
14072 element == EL_DC_TIMEGATE_SWITCH)
14074 ActivateTimegateSwitch(x, y);
14076 else if (element == EL_BALLOON_SWITCH_LEFT ||
14077 element == EL_BALLOON_SWITCH_RIGHT ||
14078 element == EL_BALLOON_SWITCH_UP ||
14079 element == EL_BALLOON_SWITCH_DOWN ||
14080 element == EL_BALLOON_SWITCH_NONE ||
14081 element == EL_BALLOON_SWITCH_ANY)
14083 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14084 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14085 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14086 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14087 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14090 else if (element == EL_LAMP)
14092 Feld[x][y] = EL_LAMP_ACTIVE;
14093 local_player->lights_still_needed--;
14095 ResetGfxAnimation(x, y);
14096 TEST_DrawLevelField(x, y);
14098 else if (element == EL_TIME_ORB_FULL)
14100 Feld[x][y] = EL_TIME_ORB_EMPTY;
14102 if (level.time > 0 || level.use_time_orb_bug)
14104 TimeLeft += level.time_orb_time;
14105 game.no_time_limit = FALSE;
14107 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14109 DisplayGameControlValues();
14112 ResetGfxAnimation(x, y);
14113 TEST_DrawLevelField(x, y);
14115 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14116 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14120 game.ball_state = !game.ball_state;
14122 SCAN_PLAYFIELD(xx, yy)
14124 int e = Feld[xx][yy];
14126 if (game.ball_state)
14128 if (e == EL_EMC_MAGIC_BALL)
14129 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14130 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14131 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14135 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14136 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14137 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14138 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14143 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14144 player->index_bit, dig_side);
14146 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14147 player->index_bit, dig_side);
14149 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14150 player->index_bit, dig_side);
14156 if (!PLAYER_SWITCHING(player, x, y))
14158 player->is_switching = TRUE;
14159 player->switch_x = x;
14160 player->switch_y = y;
14162 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14163 player->index_bit, dig_side);
14164 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14165 player->index_bit, dig_side);
14167 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14168 player->index_bit, dig_side);
14169 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14170 player->index_bit, dig_side);
14173 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14174 player->index_bit, dig_side);
14175 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14176 player->index_bit, dig_side);
14178 return MP_NO_ACTION;
14181 player->push_delay = -1;
14183 if (is_player) /* function can also be called by EL_PENGUIN */
14185 if (Feld[x][y] != element) /* really digged/collected something */
14187 player->is_collecting = !player->is_digging;
14188 player->is_active = TRUE;
14195 static boolean DigFieldByCE(int x, int y, int digging_element)
14197 int element = Feld[x][y];
14199 if (!IS_FREE(x, y))
14201 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14202 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14205 /* no element can dig solid indestructible elements */
14206 if (IS_INDESTRUCTIBLE(element) &&
14207 !IS_DIGGABLE(element) &&
14208 !IS_COLLECTIBLE(element))
14211 if (AmoebaNr[x][y] &&
14212 (element == EL_AMOEBA_FULL ||
14213 element == EL_BD_AMOEBA ||
14214 element == EL_AMOEBA_GROWING))
14216 AmoebaCnt[AmoebaNr[x][y]]--;
14217 AmoebaCnt2[AmoebaNr[x][y]]--;
14220 if (IS_MOVING(x, y))
14221 RemoveMovingField(x, y);
14225 TEST_DrawLevelField(x, y);
14228 /* if digged element was about to explode, prevent the explosion */
14229 ExplodeField[x][y] = EX_TYPE_NONE;
14231 PlayLevelSoundAction(x, y, action);
14234 Store[x][y] = EL_EMPTY;
14236 /* this makes it possible to leave the removed element again */
14237 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14238 Store[x][y] = element;
14243 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14245 int jx = player->jx, jy = player->jy;
14246 int x = jx + dx, y = jy + dy;
14247 int snap_direction = (dx == -1 ? MV_LEFT :
14248 dx == +1 ? MV_RIGHT :
14250 dy == +1 ? MV_DOWN : MV_NONE);
14251 boolean can_continue_snapping = (level.continuous_snapping &&
14252 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14254 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14257 if (!player->active || !IN_LEV_FIELD(x, y))
14265 if (player->MovPos == 0)
14266 player->is_pushing = FALSE;
14268 player->is_snapping = FALSE;
14270 if (player->MovPos == 0)
14272 player->is_moving = FALSE;
14273 player->is_digging = FALSE;
14274 player->is_collecting = FALSE;
14280 /* prevent snapping with already pressed snap key when not allowed */
14281 if (player->is_snapping && !can_continue_snapping)
14284 player->MovDir = snap_direction;
14286 if (player->MovPos == 0)
14288 player->is_moving = FALSE;
14289 player->is_digging = FALSE;
14290 player->is_collecting = FALSE;
14293 player->is_dropping = FALSE;
14294 player->is_dropping_pressed = FALSE;
14295 player->drop_pressed_delay = 0;
14297 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14300 player->is_snapping = TRUE;
14301 player->is_active = TRUE;
14303 if (player->MovPos == 0)
14305 player->is_moving = FALSE;
14306 player->is_digging = FALSE;
14307 player->is_collecting = FALSE;
14310 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14311 TEST_DrawLevelField(player->last_jx, player->last_jy);
14313 TEST_DrawLevelField(x, y);
14318 static boolean DropElement(struct PlayerInfo *player)
14320 int old_element, new_element;
14321 int dropx = player->jx, dropy = player->jy;
14322 int drop_direction = player->MovDir;
14323 int drop_side = drop_direction;
14324 int drop_element = get_next_dropped_element(player);
14326 /* do not drop an element on top of another element; when holding drop key
14327 pressed without moving, dropped element must move away before the next
14328 element can be dropped (this is especially important if the next element
14329 is dynamite, which can be placed on background for historical reasons) */
14330 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14333 if (IS_THROWABLE(drop_element))
14335 dropx += GET_DX_FROM_DIR(drop_direction);
14336 dropy += GET_DY_FROM_DIR(drop_direction);
14338 if (!IN_LEV_FIELD(dropx, dropy))
14342 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14343 new_element = drop_element; /* default: no change when dropping */
14345 /* check if player is active, not moving and ready to drop */
14346 if (!player->active || player->MovPos || player->drop_delay > 0)
14349 /* check if player has anything that can be dropped */
14350 if (new_element == EL_UNDEFINED)
14353 /* only set if player has anything that can be dropped */
14354 player->is_dropping_pressed = TRUE;
14356 /* check if drop key was pressed long enough for EM style dynamite */
14357 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14360 /* check if anything can be dropped at the current position */
14361 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14364 /* collected custom elements can only be dropped on empty fields */
14365 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14368 if (old_element != EL_EMPTY)
14369 Back[dropx][dropy] = old_element; /* store old element on this field */
14371 ResetGfxAnimation(dropx, dropy);
14372 ResetRandomAnimationValue(dropx, dropy);
14374 if (player->inventory_size > 0 ||
14375 player->inventory_infinite_element != EL_UNDEFINED)
14377 if (player->inventory_size > 0)
14379 player->inventory_size--;
14381 DrawGameDoorValues();
14383 if (new_element == EL_DYNAMITE)
14384 new_element = EL_DYNAMITE_ACTIVE;
14385 else if (new_element == EL_EM_DYNAMITE)
14386 new_element = EL_EM_DYNAMITE_ACTIVE;
14387 else if (new_element == EL_SP_DISK_RED)
14388 new_element = EL_SP_DISK_RED_ACTIVE;
14391 Feld[dropx][dropy] = new_element;
14393 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14394 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14395 el2img(Feld[dropx][dropy]), 0);
14397 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14399 /* needed if previous element just changed to "empty" in the last frame */
14400 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14402 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14403 player->index_bit, drop_side);
14404 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14406 player->index_bit, drop_side);
14408 TestIfElementTouchesCustomElement(dropx, dropy);
14410 else /* player is dropping a dyna bomb */
14412 player->dynabombs_left--;
14414 Feld[dropx][dropy] = new_element;
14416 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14417 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14418 el2img(Feld[dropx][dropy]), 0);
14420 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14423 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14424 InitField_WithBug1(dropx, dropy, FALSE);
14426 new_element = Feld[dropx][dropy]; /* element might have changed */
14428 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14429 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14431 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14432 MovDir[dropx][dropy] = drop_direction;
14434 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14436 /* do not cause impact style collision by dropping elements that can fall */
14437 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14440 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14441 player->is_dropping = TRUE;
14443 player->drop_pressed_delay = 0;
14444 player->is_dropping_pressed = FALSE;
14446 player->drop_x = dropx;
14447 player->drop_y = dropy;
14452 /* ------------------------------------------------------------------------- */
14453 /* game sound playing functions */
14454 /* ------------------------------------------------------------------------- */
14456 static int *loop_sound_frame = NULL;
14457 static int *loop_sound_volume = NULL;
14459 void InitPlayLevelSound()
14461 int num_sounds = getSoundListSize();
14463 checked_free(loop_sound_frame);
14464 checked_free(loop_sound_volume);
14466 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14467 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14470 static void PlayLevelSound(int x, int y, int nr)
14472 int sx = SCREENX(x), sy = SCREENY(y);
14473 int volume, stereo_position;
14474 int max_distance = 8;
14475 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14477 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14478 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14481 if (!IN_LEV_FIELD(x, y) ||
14482 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14483 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14486 volume = SOUND_MAX_VOLUME;
14488 if (!IN_SCR_FIELD(sx, sy))
14490 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14491 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14493 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14496 stereo_position = (SOUND_MAX_LEFT +
14497 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14498 (SCR_FIELDX + 2 * max_distance));
14500 if (IS_LOOP_SOUND(nr))
14502 /* This assures that quieter loop sounds do not overwrite louder ones,
14503 while restarting sound volume comparison with each new game frame. */
14505 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14508 loop_sound_volume[nr] = volume;
14509 loop_sound_frame[nr] = FrameCounter;
14512 PlaySoundExt(nr, volume, stereo_position, type);
14515 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14517 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14518 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14519 y < LEVELY(BY1) ? LEVELY(BY1) :
14520 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14524 static void PlayLevelSoundAction(int x, int y, int action)
14526 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14529 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14531 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14533 if (sound_effect != SND_UNDEFINED)
14534 PlayLevelSound(x, y, sound_effect);
14537 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14540 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14542 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14543 PlayLevelSound(x, y, sound_effect);
14546 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14548 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14550 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14551 PlayLevelSound(x, y, sound_effect);
14554 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14556 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14558 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14559 StopSound(sound_effect);
14562 static int getLevelMusicNr()
14564 if (levelset.music[level_nr] != MUS_UNDEFINED)
14565 return levelset.music[level_nr]; /* from config file */
14567 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14570 static void FadeLevelSounds()
14575 static void FadeLevelMusic()
14577 int music_nr = getLevelMusicNr();
14578 char *curr_music = getCurrentlyPlayingMusicFilename();
14579 char *next_music = getMusicInfoEntryFilename(music_nr);
14581 if (!strEqual(curr_music, next_music))
14585 void FadeLevelSoundsAndMusic()
14591 static void PlayLevelMusic()
14593 int music_nr = getLevelMusicNr();
14594 char *curr_music = getCurrentlyPlayingMusicFilename();
14595 char *next_music = getMusicInfoEntryFilename(music_nr);
14597 if (!strEqual(curr_music, next_music))
14598 PlayMusic(music_nr);
14601 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14603 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14604 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14605 int x = xx - 1 - offset;
14606 int y = yy - 1 - offset;
14611 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14615 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14619 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14623 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14627 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14631 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14635 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14638 case SAMPLE_android_clone:
14639 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14642 case SAMPLE_android_move:
14643 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14646 case SAMPLE_spring:
14647 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14651 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14655 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14658 case SAMPLE_eater_eat:
14659 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14663 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14666 case SAMPLE_collect:
14667 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14670 case SAMPLE_diamond:
14671 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14674 case SAMPLE_squash:
14675 /* !!! CHECK THIS !!! */
14677 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14679 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14683 case SAMPLE_wonderfall:
14684 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14688 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14692 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14696 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14700 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14704 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14708 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14711 case SAMPLE_wonder:
14712 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14716 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14719 case SAMPLE_exit_open:
14720 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14723 case SAMPLE_exit_leave:
14724 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14727 case SAMPLE_dynamite:
14728 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14732 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14736 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14740 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14744 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14748 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14752 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14756 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14761 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14763 int element = map_element_SP_to_RND(element_sp);
14764 int action = map_action_SP_to_RND(action_sp);
14765 int offset = (setup.sp_show_border_elements ? 0 : 1);
14766 int x = xx - offset;
14767 int y = yy - offset;
14769 PlayLevelSoundElementAction(x, y, element, action);
14772 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14774 int element = map_element_MM_to_RND(element_mm);
14775 int action = map_action_MM_to_RND(action_mm);
14777 int x = xx - offset;
14778 int y = yy - offset;
14780 if (!IS_MM_ELEMENT(element))
14781 element = EL_MM_DEFAULT;
14783 PlayLevelSoundElementAction(x, y, element, action);
14786 void PlaySound_MM(int sound_mm)
14788 int sound = map_sound_MM_to_RND(sound_mm);
14790 if (sound == SND_UNDEFINED)
14796 void PlaySoundLoop_MM(int sound_mm)
14798 int sound = map_sound_MM_to_RND(sound_mm);
14800 if (sound == SND_UNDEFINED)
14803 PlaySoundLoop(sound);
14806 void StopSound_MM(int sound_mm)
14808 int sound = map_sound_MM_to_RND(sound_mm);
14810 if (sound == SND_UNDEFINED)
14816 void RaiseScore(int value)
14818 local_player->score += value;
14820 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14822 DisplayGameControlValues();
14825 void RaiseScoreElement(int element)
14830 case EL_BD_DIAMOND:
14831 case EL_EMERALD_YELLOW:
14832 case EL_EMERALD_RED:
14833 case EL_EMERALD_PURPLE:
14834 case EL_SP_INFOTRON:
14835 RaiseScore(level.score[SC_EMERALD]);
14838 RaiseScore(level.score[SC_DIAMOND]);
14841 RaiseScore(level.score[SC_CRYSTAL]);
14844 RaiseScore(level.score[SC_PEARL]);
14847 case EL_BD_BUTTERFLY:
14848 case EL_SP_ELECTRON:
14849 RaiseScore(level.score[SC_BUG]);
14852 case EL_BD_FIREFLY:
14853 case EL_SP_SNIKSNAK:
14854 RaiseScore(level.score[SC_SPACESHIP]);
14857 case EL_DARK_YAMYAM:
14858 RaiseScore(level.score[SC_YAMYAM]);
14861 RaiseScore(level.score[SC_ROBOT]);
14864 RaiseScore(level.score[SC_PACMAN]);
14867 RaiseScore(level.score[SC_NUT]);
14870 case EL_EM_DYNAMITE:
14871 case EL_SP_DISK_RED:
14872 case EL_DYNABOMB_INCREASE_NUMBER:
14873 case EL_DYNABOMB_INCREASE_SIZE:
14874 case EL_DYNABOMB_INCREASE_POWER:
14875 RaiseScore(level.score[SC_DYNAMITE]);
14877 case EL_SHIELD_NORMAL:
14878 case EL_SHIELD_DEADLY:
14879 RaiseScore(level.score[SC_SHIELD]);
14881 case EL_EXTRA_TIME:
14882 RaiseScore(level.extra_time_score);
14896 case EL_DC_KEY_WHITE:
14897 RaiseScore(level.score[SC_KEY]);
14900 RaiseScore(element_info[element].collect_score);
14905 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14907 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14909 /* closing door required in case of envelope style request dialogs */
14911 CloseDoor(DOOR_CLOSE_1);
14913 if (network.enabled)
14914 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14918 FadeSkipNextFadeIn();
14920 SetGameStatus(GAME_MODE_MAIN);
14925 else /* continue playing the game */
14927 if (tape.playing && tape.deactivate_display)
14928 TapeDeactivateDisplayOff(TRUE);
14930 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14932 if (tape.playing && tape.deactivate_display)
14933 TapeDeactivateDisplayOn();
14937 void RequestQuitGame(boolean ask_if_really_quit)
14939 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14940 boolean skip_request = AllPlayersGone || quick_quit;
14942 RequestQuitGameExt(skip_request, quick_quit,
14943 "Do you really want to quit the game?");
14946 void RequestRestartGame(char *message)
14948 game.restart_game_message = NULL;
14950 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14952 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14956 SetGameStatus(GAME_MODE_MAIN);
14963 /* ------------------------------------------------------------------------- */
14964 /* random generator functions */
14965 /* ------------------------------------------------------------------------- */
14967 unsigned int InitEngineRandom_RND(int seed)
14969 game.num_random_calls = 0;
14971 return InitEngineRandom(seed);
14974 unsigned int RND(int max)
14978 game.num_random_calls++;
14980 return GetEngineRandom(max);
14987 /* ------------------------------------------------------------------------- */
14988 /* game engine snapshot handling functions */
14989 /* ------------------------------------------------------------------------- */
14991 struct EngineSnapshotInfo
14993 /* runtime values for custom element collect score */
14994 int collect_score[NUM_CUSTOM_ELEMENTS];
14996 /* runtime values for group element choice position */
14997 int choice_pos[NUM_GROUP_ELEMENTS];
14999 /* runtime values for belt position animations */
15000 int belt_graphic[4][NUM_BELT_PARTS];
15001 int belt_anim_mode[4][NUM_BELT_PARTS];
15004 static struct EngineSnapshotInfo engine_snapshot_rnd;
15005 static char *snapshot_level_identifier = NULL;
15006 static int snapshot_level_nr = -1;
15008 static void SaveEngineSnapshotValues_RND()
15010 static int belt_base_active_element[4] =
15012 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15013 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15014 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15015 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15019 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15021 int element = EL_CUSTOM_START + i;
15023 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15026 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15028 int element = EL_GROUP_START + i;
15030 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15033 for (i = 0; i < 4; i++)
15035 for (j = 0; j < NUM_BELT_PARTS; j++)
15037 int element = belt_base_active_element[i] + j;
15038 int graphic = el2img(element);
15039 int anim_mode = graphic_info[graphic].anim_mode;
15041 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15042 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15047 static void LoadEngineSnapshotValues_RND()
15049 unsigned int num_random_calls = game.num_random_calls;
15052 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15054 int element = EL_CUSTOM_START + i;
15056 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15059 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15061 int element = EL_GROUP_START + i;
15063 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15066 for (i = 0; i < 4; i++)
15068 for (j = 0; j < NUM_BELT_PARTS; j++)
15070 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15071 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15073 graphic_info[graphic].anim_mode = anim_mode;
15077 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15079 InitRND(tape.random_seed);
15080 for (i = 0; i < num_random_calls; i++)
15084 if (game.num_random_calls != num_random_calls)
15086 Error(ERR_INFO, "number of random calls out of sync");
15087 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15088 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15089 Error(ERR_EXIT, "this should not happen -- please debug");
15093 void FreeEngineSnapshotSingle()
15095 FreeSnapshotSingle();
15097 setString(&snapshot_level_identifier, NULL);
15098 snapshot_level_nr = -1;
15101 void FreeEngineSnapshotList()
15103 FreeSnapshotList();
15106 ListNode *SaveEngineSnapshotBuffers()
15108 ListNode *buffers = NULL;
15110 /* copy some special values to a structure better suited for the snapshot */
15112 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15113 SaveEngineSnapshotValues_RND();
15114 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15115 SaveEngineSnapshotValues_EM();
15116 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15117 SaveEngineSnapshotValues_SP(&buffers);
15118 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15119 SaveEngineSnapshotValues_MM(&buffers);
15121 /* save values stored in special snapshot structure */
15123 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15124 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15125 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15126 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15127 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15128 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15129 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15130 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15132 /* save further RND engine values */
15134 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15135 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15136 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15138 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15139 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15140 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15141 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15143 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15144 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15145 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15146 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15147 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15149 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15151 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15153 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15163 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15199 ListNode *node = engine_snapshot_list_rnd;
15202 while (node != NULL)
15204 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15209 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15215 void SaveEngineSnapshotSingle()
15217 ListNode *buffers = SaveEngineSnapshotBuffers();
15219 /* finally save all snapshot buffers to single snapshot */
15220 SaveSnapshotSingle(buffers);
15222 /* save level identification information */
15223 setString(&snapshot_level_identifier, leveldir_current->identifier);
15224 snapshot_level_nr = level_nr;
15227 boolean CheckSaveEngineSnapshotToList()
15229 boolean save_snapshot =
15230 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15231 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15232 game.snapshot.changed_action) ||
15233 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15234 game.snapshot.collected_item));
15236 game.snapshot.changed_action = FALSE;
15237 game.snapshot.collected_item = FALSE;
15238 game.snapshot.save_snapshot = save_snapshot;
15240 return save_snapshot;
15243 void SaveEngineSnapshotToList()
15245 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15249 ListNode *buffers = SaveEngineSnapshotBuffers();
15251 /* finally save all snapshot buffers to snapshot list */
15252 SaveSnapshotToList(buffers);
15255 void SaveEngineSnapshotToListInitial()
15257 FreeEngineSnapshotList();
15259 SaveEngineSnapshotToList();
15262 void LoadEngineSnapshotValues()
15264 /* restore special values from snapshot structure */
15266 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15267 LoadEngineSnapshotValues_RND();
15268 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15269 LoadEngineSnapshotValues_EM();
15270 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15271 LoadEngineSnapshotValues_SP();
15272 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15273 LoadEngineSnapshotValues_MM();
15276 void LoadEngineSnapshotSingle()
15278 LoadSnapshotSingle();
15280 LoadEngineSnapshotValues();
15283 void LoadEngineSnapshot_Undo(int steps)
15285 LoadSnapshotFromList_Older(steps);
15287 LoadEngineSnapshotValues();
15290 void LoadEngineSnapshot_Redo(int steps)
15292 LoadSnapshotFromList_Newer(steps);
15294 LoadEngineSnapshotValues();
15297 boolean CheckEngineSnapshotSingle()
15299 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15300 snapshot_level_nr == level_nr);
15303 boolean CheckEngineSnapshotList()
15305 return CheckSnapshotList();
15309 /* ---------- new game button stuff ---------------------------------------- */
15316 boolean *setup_value;
15317 boolean allowed_on_tape;
15319 } gamebutton_info[NUM_GAME_BUTTONS] =
15322 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15323 GAME_CTRL_ID_STOP, NULL,
15327 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15328 GAME_CTRL_ID_PAUSE, NULL,
15332 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15333 GAME_CTRL_ID_PLAY, NULL,
15337 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15338 GAME_CTRL_ID_UNDO, NULL,
15342 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15343 GAME_CTRL_ID_REDO, NULL,
15347 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15348 GAME_CTRL_ID_SAVE, NULL,
15352 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15353 GAME_CTRL_ID_PAUSE2, NULL,
15357 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15358 GAME_CTRL_ID_LOAD, NULL,
15362 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15363 GAME_CTRL_ID_PANEL_STOP, NULL,
15367 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15368 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15369 FALSE, "pause game"
15372 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15373 GAME_CTRL_ID_PANEL_PLAY, NULL,
15377 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15378 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15379 TRUE, "background music on/off"
15382 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15383 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15384 TRUE, "sound loops on/off"
15387 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15388 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15389 TRUE, "normal sounds on/off"
15392 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15393 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15394 FALSE, "background music on/off"
15397 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15398 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15399 FALSE, "sound loops on/off"
15402 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15403 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15404 FALSE, "normal sounds on/off"
15408 void CreateGameButtons()
15412 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15414 int graphic = gamebutton_info[i].graphic;
15415 struct GraphicInfo *gfx = &graphic_info[graphic];
15416 struct XY *pos = gamebutton_info[i].pos;
15417 struct GadgetInfo *gi;
15420 unsigned int event_mask;
15421 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15422 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15423 int base_x = (on_tape ? VX : DX);
15424 int base_y = (on_tape ? VY : DY);
15425 int gd_x = gfx->src_x;
15426 int gd_y = gfx->src_y;
15427 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15428 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15429 int gd_xa = gfx->src_x + gfx->active_xoffset;
15430 int gd_ya = gfx->src_y + gfx->active_yoffset;
15431 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15432 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15435 if (gfx->bitmap == NULL)
15437 game_gadget[id] = NULL;
15442 if (id == GAME_CTRL_ID_STOP ||
15443 id == GAME_CTRL_ID_PANEL_STOP ||
15444 id == GAME_CTRL_ID_PLAY ||
15445 id == GAME_CTRL_ID_PANEL_PLAY ||
15446 id == GAME_CTRL_ID_SAVE ||
15447 id == GAME_CTRL_ID_LOAD)
15449 button_type = GD_TYPE_NORMAL_BUTTON;
15451 event_mask = GD_EVENT_RELEASED;
15453 else if (id == GAME_CTRL_ID_UNDO ||
15454 id == GAME_CTRL_ID_REDO)
15456 button_type = GD_TYPE_NORMAL_BUTTON;
15458 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15462 button_type = GD_TYPE_CHECK_BUTTON;
15463 checked = (gamebutton_info[i].setup_value != NULL ?
15464 *gamebutton_info[i].setup_value : FALSE);
15465 event_mask = GD_EVENT_PRESSED;
15468 gi = CreateGadget(GDI_CUSTOM_ID, id,
15469 GDI_IMAGE_ID, graphic,
15470 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15471 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15472 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15473 GDI_WIDTH, gfx->width,
15474 GDI_HEIGHT, gfx->height,
15475 GDI_TYPE, button_type,
15476 GDI_STATE, GD_BUTTON_UNPRESSED,
15477 GDI_CHECKED, checked,
15478 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15479 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15480 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15481 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15482 GDI_DIRECT_DRAW, FALSE,
15483 GDI_EVENT_MASK, event_mask,
15484 GDI_CALLBACK_ACTION, HandleGameButtons,
15488 Error(ERR_EXIT, "cannot create gadget");
15490 game_gadget[id] = gi;
15494 void FreeGameButtons()
15498 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15499 FreeGadget(game_gadget[i]);
15502 static void UnmapGameButtonsAtSamePosition(int id)
15506 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15508 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15509 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15510 UnmapGadget(game_gadget[i]);
15513 static void UnmapGameButtonsAtSamePosition_All()
15515 if (setup.show_snapshot_buttons)
15517 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15518 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15519 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15523 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15524 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15525 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15527 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15528 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15529 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15533 static void MapGameButtonsAtSamePosition(int id)
15537 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15539 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15540 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15541 MapGadget(game_gadget[i]);
15543 UnmapGameButtonsAtSamePosition_All();
15546 void MapUndoRedoButtons()
15548 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15549 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15551 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15552 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15554 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15557 void UnmapUndoRedoButtons()
15559 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15560 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15562 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15563 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15565 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15568 void MapGameButtonsExt(boolean on_tape)
15572 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15573 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15574 i != GAME_CTRL_ID_UNDO &&
15575 i != GAME_CTRL_ID_REDO)
15576 MapGadget(game_gadget[i]);
15578 UnmapGameButtonsAtSamePosition_All();
15580 RedrawGameButtons();
15583 void UnmapGameButtonsExt(boolean on_tape)
15587 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15588 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15589 UnmapGadget(game_gadget[i]);
15592 void RedrawGameButtonsExt(boolean on_tape)
15596 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15597 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15598 RedrawGadget(game_gadget[i]);
15600 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15601 redraw_mask &= ~REDRAW_ALL;
15604 void SetGadgetState(struct GadgetInfo *gi, boolean state)
15609 gi->checked = state;
15612 void RedrawSoundButtonGadget(int id)
15614 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15615 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15616 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15617 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15618 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15619 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15622 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15623 RedrawGadget(game_gadget[id2]);
15626 void MapGameButtons()
15628 MapGameButtonsExt(FALSE);
15631 void UnmapGameButtons()
15633 UnmapGameButtonsExt(FALSE);
15636 void RedrawGameButtons()
15638 RedrawGameButtonsExt(FALSE);
15641 void MapGameButtonsOnTape()
15643 MapGameButtonsExt(TRUE);
15646 void UnmapGameButtonsOnTape()
15648 UnmapGameButtonsExt(TRUE);
15651 void RedrawGameButtonsOnTape()
15653 RedrawGameButtonsExt(TRUE);
15656 void GameUndoRedoExt()
15658 ClearPlayerAction();
15660 tape.pausing = TRUE;
15663 UpdateAndDisplayGameControlValues();
15665 DrawCompleteVideoDisplay();
15666 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15667 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15668 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15673 void GameUndo(int steps)
15675 if (!CheckEngineSnapshotList())
15678 LoadEngineSnapshot_Undo(steps);
15683 void GameRedo(int steps)
15685 if (!CheckEngineSnapshotList())
15688 LoadEngineSnapshot_Redo(steps);
15693 static void HandleGameButtonsExt(int id, int button)
15695 static boolean game_undo_executed = FALSE;
15696 int steps = BUTTON_STEPSIZE(button);
15697 boolean handle_game_buttons =
15698 (game_status == GAME_MODE_PLAYING ||
15699 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15701 if (!handle_game_buttons)
15706 case GAME_CTRL_ID_STOP:
15707 case GAME_CTRL_ID_PANEL_STOP:
15708 if (game_status == GAME_MODE_MAIN)
15714 RequestQuitGame(TRUE);
15718 case GAME_CTRL_ID_PAUSE:
15719 case GAME_CTRL_ID_PAUSE2:
15720 case GAME_CTRL_ID_PANEL_PAUSE:
15721 if (network.enabled && game_status == GAME_MODE_PLAYING)
15724 SendToServer_ContinuePlaying();
15726 SendToServer_PausePlaying();
15729 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15731 game_undo_executed = FALSE;
15735 case GAME_CTRL_ID_PLAY:
15736 case GAME_CTRL_ID_PANEL_PLAY:
15737 if (game_status == GAME_MODE_MAIN)
15739 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15741 else if (tape.pausing)
15743 if (network.enabled)
15744 SendToServer_ContinuePlaying();
15746 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15750 case GAME_CTRL_ID_UNDO:
15751 // Important: When using "save snapshot when collecting an item" mode,
15752 // load last (current) snapshot for first "undo" after pressing "pause"
15753 // (else the last-but-one snapshot would be loaded, because the snapshot
15754 // pointer already points to the last snapshot when pressing "pause",
15755 // which is fine for "every step/move" mode, but not for "every collect")
15756 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15757 !game_undo_executed)
15760 game_undo_executed = TRUE;
15765 case GAME_CTRL_ID_REDO:
15769 case GAME_CTRL_ID_SAVE:
15773 case GAME_CTRL_ID_LOAD:
15777 case SOUND_CTRL_ID_MUSIC:
15778 case SOUND_CTRL_ID_PANEL_MUSIC:
15779 if (setup.sound_music)
15781 setup.sound_music = FALSE;
15785 else if (audio.music_available)
15787 setup.sound = setup.sound_music = TRUE;
15789 SetAudioMode(setup.sound);
15791 if (game_status == GAME_MODE_PLAYING)
15795 RedrawSoundButtonGadget(id);
15799 case SOUND_CTRL_ID_LOOPS:
15800 case SOUND_CTRL_ID_PANEL_LOOPS:
15801 if (setup.sound_loops)
15802 setup.sound_loops = FALSE;
15803 else if (audio.loops_available)
15805 setup.sound = setup.sound_loops = TRUE;
15807 SetAudioMode(setup.sound);
15810 RedrawSoundButtonGadget(id);
15814 case SOUND_CTRL_ID_SIMPLE:
15815 case SOUND_CTRL_ID_PANEL_SIMPLE:
15816 if (setup.sound_simple)
15817 setup.sound_simple = FALSE;
15818 else if (audio.sound_available)
15820 setup.sound = setup.sound_simple = TRUE;
15822 SetAudioMode(setup.sound);
15825 RedrawSoundButtonGadget(id);
15834 static void HandleGameButtons(struct GadgetInfo *gi)
15836 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15839 void HandleSoundButtonKeys(Key key)
15841 if (key == setup.shortcut.sound_simple)
15842 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15843 else if (key == setup.shortcut.sound_loops)
15844 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15845 else if (key == setup.shortcut.sound_music)
15846 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);