1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
30 #define USE_NEW_AMOEBA_CODE FALSE
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 // forward declaration for internal use
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 // for detection of endless loops, caused by custom element programming
1123 // (using maximal playfield width x 10 is just a rough approximation)
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 // ----------------------------------------------------------------------------
1153 // definition of elements that automatically change to other elements after
1154 // a specified time, eventually calling a function when changing
1155 // ----------------------------------------------------------------------------
1157 // forward declaration for changer functions
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 // static variables for playfield scan mode (scanning forward or backward)
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 // make sure that stepsize value is always a power of 2
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 // do no immediately change move delay -- the player might just be moving
1623 player->move_delay_value_next = move_delay;
1625 // information if player can move must be set separately
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void IncrementSokobanFieldsNeeded(void)
1688 if (level.sb_fields_needed)
1689 game.sokoban_fields_still_needed++;
1692 static void IncrementSokobanObjectsNeeded(void)
1694 if (level.sb_objects_needed)
1695 game.sokoban_objects_still_needed++;
1698 static void DecrementSokobanFieldsNeeded(void)
1700 if (game.sokoban_fields_still_needed > 0)
1701 game.sokoban_fields_still_needed--;
1704 static void DecrementSokobanObjectsNeeded(void)
1706 if (game.sokoban_objects_still_needed > 0)
1707 game.sokoban_objects_still_needed--;
1710 static void InitPlayerField(int x, int y, int element, boolean init_game)
1712 if (element == EL_SP_MURPHY)
1716 if (stored_player[0].present)
1718 Feld[x][y] = EL_SP_MURPHY_CLONE;
1724 stored_player[0].initial_element = element;
1725 stored_player[0].use_murphy = TRUE;
1727 if (!level.use_artwork_element[0])
1728 stored_player[0].artwork_element = EL_SP_MURPHY;
1731 Feld[x][y] = EL_PLAYER_1;
1737 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1738 int jx = player->jx, jy = player->jy;
1740 player->present = TRUE;
1742 player->block_last_field = (element == EL_SP_MURPHY ?
1743 level.sp_block_last_field :
1744 level.block_last_field);
1746 // ---------- initialize player's last field block delay ------------------
1748 // always start with reliable default value (no adjustment needed)
1749 player->block_delay_adjustment = 0;
1751 // special case 1: in Supaplex, Murphy blocks last field one more frame
1752 if (player->block_last_field && element == EL_SP_MURPHY)
1753 player->block_delay_adjustment = 1;
1755 // special case 2: in game engines before 3.1.1, blocking was different
1756 if (game.use_block_last_field_bug)
1757 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1759 if (!network.enabled || player->connected_network)
1761 player->active = TRUE;
1763 // remove potentially duplicate players
1764 if (StorePlayer[jx][jy] == Feld[x][y])
1765 StorePlayer[jx][jy] = 0;
1767 StorePlayer[x][y] = Feld[x][y];
1769 #if DEBUG_INIT_PLAYER
1772 printf("- player element %d activated", player->element_nr);
1773 printf(" (local player is %d and currently %s)\n",
1774 local_player->element_nr,
1775 local_player->active ? "active" : "not active");
1780 Feld[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Feld[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Feld[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementSokobanFieldsNeeded();
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementSokobanObjectsNeeded();
1827 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1828 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1881 case EL_AMOEBA_FULL:
1886 case EL_AMOEBA_DROP:
1887 if (y == lev_fieldy - 1)
1889 Feld[x][y] = EL_AMOEBA_GROWING;
1890 Store[x][y] = EL_AMOEBA_WET;
1894 case EL_DYNAMITE_ACTIVE:
1895 case EL_SP_DISK_RED_ACTIVE:
1896 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1897 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1900 MovDelay[x][y] = 96;
1903 case EL_EM_DYNAMITE_ACTIVE:
1904 MovDelay[x][y] = 32;
1908 game.lights_still_needed++;
1912 game.friends_still_needed++;
1917 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1920 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1921 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1922 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1923 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1924 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1925 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1926 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1927 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1928 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1929 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1930 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1931 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1934 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1935 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1936 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1938 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1940 game.belt_dir[belt_nr] = belt_dir;
1941 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1943 else // more than one switch -- set it like the first switch
1945 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1950 case EL_LIGHT_SWITCH_ACTIVE:
1952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1955 case EL_INVISIBLE_STEELWALL:
1956 case EL_INVISIBLE_WALL:
1957 case EL_INVISIBLE_SAND:
1958 if (game.light_time_left > 0 ||
1959 game.lenses_time_left > 0)
1960 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1963 case EL_EMC_MAGIC_BALL:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1968 case EL_EMC_MAGIC_BALL_SWITCH:
1969 if (game.ball_state)
1970 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1973 case EL_TRIGGER_PLAYER:
1974 case EL_TRIGGER_ELEMENT:
1975 case EL_TRIGGER_CE_VALUE:
1976 case EL_TRIGGER_CE_SCORE:
1978 case EL_ANY_ELEMENT:
1979 case EL_CURRENT_CE_VALUE:
1980 case EL_CURRENT_CE_SCORE:
1997 // reference elements should not be used on the playfield
1998 Feld[x][y] = EL_EMPTY;
2002 if (IS_CUSTOM_ELEMENT(element))
2004 if (CAN_MOVE(element))
2007 if (!element_info[element].use_last_ce_value || init_game)
2008 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2010 else if (IS_GROUP_ELEMENT(element))
2012 Feld[x][y] = GetElementFromGroupElement(element);
2014 InitField(x, y, init_game);
2021 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 static void InitField_WithBug1(int x, int y, boolean init_game)
2026 InitField(x, y, init_game);
2028 // not needed to call InitMovDir() -- already done by InitField()!
2029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030 CAN_MOVE(Feld[x][y]))
2034 static void InitField_WithBug2(int x, int y, boolean init_game)
2036 int old_element = Feld[x][y];
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(old_element) &&
2043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046 /* this case is in fact a combination of not less than three bugs:
2047 first, it calls InitMovDir() for elements that can move, although this is
2048 already done by InitField(); then, it checks the element that was at this
2049 field _before_ the call to InitField() (which can change it); lastly, it
2050 was not called for "mole with direction" elements, which were treated as
2051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2055 static int get_key_element_from_nr(int key_nr)
2057 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2058 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2059 EL_EM_KEY_1 : EL_KEY_1);
2061 return key_base_element + key_nr;
2064 static int get_next_dropped_element(struct PlayerInfo *player)
2066 return (player->inventory_size > 0 ?
2067 player->inventory_element[player->inventory_size - 1] :
2068 player->inventory_infinite_element != EL_UNDEFINED ?
2069 player->inventory_infinite_element :
2070 player->dynabombs_left > 0 ?
2071 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2075 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2077 // pos >= 0: get element from bottom of the stack;
2078 // pos < 0: get element from top of the stack
2082 int min_inventory_size = -pos;
2083 int inventory_pos = player->inventory_size - min_inventory_size;
2084 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2086 return (player->inventory_size >= min_inventory_size ?
2087 player->inventory_element[inventory_pos] :
2088 player->inventory_infinite_element != EL_UNDEFINED ?
2089 player->inventory_infinite_element :
2090 player->dynabombs_left >= min_dynabombs_left ?
2091 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2096 int min_dynabombs_left = pos + 1;
2097 int min_inventory_size = pos + 1 - player->dynabombs_left;
2098 int inventory_pos = pos - player->dynabombs_left;
2100 return (player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2104 player->inventory_size >= min_inventory_size ?
2105 player->inventory_element[inventory_pos] :
2110 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2112 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2113 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2116 if (gpo1->sort_priority != gpo2->sort_priority)
2117 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2119 compare_result = gpo1->nr - gpo2->nr;
2121 return compare_result;
2124 int getPlayerInventorySize(int player_nr)
2126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2127 return level.native_em_level->ply[player_nr]->dynamite;
2128 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2129 return level.native_sp_level->game_sp->red_disk_count;
2131 return stored_player[player_nr].inventory_size;
2134 static void InitGameControlValues(void)
2138 for (i = 0; game_panel_controls[i].nr != -1; i++)
2140 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2141 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2142 struct TextPosInfo *pos = gpc->pos;
2144 int type = gpc->type;
2148 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2149 Error(ERR_EXIT, "this should not happen -- please debug");
2152 // force update of game controls after initialization
2153 gpc->value = gpc->last_value = -1;
2154 gpc->frame = gpc->last_frame = -1;
2155 gpc->gfx_frame = -1;
2157 // determine panel value width for later calculation of alignment
2158 if (type == TYPE_INTEGER || type == TYPE_STRING)
2160 pos->width = pos->size * getFontWidth(pos->font);
2161 pos->height = getFontHeight(pos->font);
2163 else if (type == TYPE_ELEMENT)
2165 pos->width = pos->size;
2166 pos->height = pos->size;
2169 // fill structure for game panel draw order
2171 gpo->sort_priority = pos->sort_priority;
2174 // sort game panel controls according to sort_priority and control number
2175 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2176 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2179 static void UpdatePlayfieldElementCount(void)
2181 boolean use_element_count = FALSE;
2184 // first check if it is needed at all to calculate playfield element count
2185 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2186 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2187 use_element_count = TRUE;
2189 if (!use_element_count)
2192 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2193 element_info[i].element_count = 0;
2195 SCAN_PLAYFIELD(x, y)
2197 element_info[Feld[x][y]].element_count++;
2200 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2201 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2202 if (IS_IN_GROUP(j, i))
2203 element_info[EL_GROUP_START + i].element_count +=
2204 element_info[j].element_count;
2207 static void UpdateGameControlValues(void)
2210 int time = (game.LevelSolved ?
2211 game.LevelSolved_CountingTime :
2212 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->time :
2214 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2215 level.native_sp_level->game_sp->time_played :
2216 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2217 game_mm.energy_left :
2218 game.no_time_limit ? TimePlayed : TimeLeft);
2219 int score = (game.LevelSolved ?
2220 game.LevelSolved_CountingScore :
2221 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2222 level.native_em_level->lev->score :
2223 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2224 level.native_sp_level->game_sp->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2228 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->required :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->infotrons_still_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233 game_mm.kettles_still_needed :
2234 game.gems_still_needed);
2235 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->required > 0 :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2240 game_mm.kettles_still_needed > 0 ||
2241 game_mm.lights_still_needed > 0 :
2242 game.gems_still_needed > 0 ||
2243 game.sokoban_fields_still_needed > 0 ||
2244 game.sokoban_objects_still_needed > 0 ||
2245 game.lights_still_needed > 0);
2246 int health = (game.LevelSolved ?
2247 game.LevelSolved_CountingHealth :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 MM_HEALTH(game_mm.laser_overload_value) :
2252 UpdatePlayfieldElementCount();
2254 // update game panel control values
2256 // used instead of "level_nr" (for network games)
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 // only one player in Supaplex game engine
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288 getPlayerInventorySize(i);
2290 if (stored_player[i].num_white_keys > 0)
2291 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2294 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2295 stored_player[i].num_white_keys;
2300 int player_nr = game.centered_player_nr;
2302 for (k = 0; k < MAX_NUM_KEYS; k++)
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2306 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2307 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2308 get_key_element_from_nr(k);
2310 else if (stored_player[player_nr].key[k])
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2315 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2316 getPlayerInventorySize(player_nr);
2318 if (stored_player[player_nr].num_white_keys > 0)
2319 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2321 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2322 stored_player[player_nr].num_white_keys;
2325 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2327 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2328 get_inventory_element_from_pos(local_player, i);
2329 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, -i - 1);
2333 game_panel_controls[GAME_PANEL_SCORE].value = score;
2334 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2336 game_panel_controls[GAME_PANEL_TIME].value = time;
2338 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2339 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2340 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2342 if (level.time == 0)
2343 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2347 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2348 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2350 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2352 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2353 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2355 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2356 local_player->shield_normal_time_left;
2357 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2358 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2360 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2361 local_player->shield_deadly_time_left;
2363 game_panel_controls[GAME_PANEL_EXIT].value =
2364 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2366 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2367 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2369 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2370 EL_EMC_MAGIC_BALL_SWITCH);
2372 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2373 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2375 game.light_time_left;
2377 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2378 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2380 game.timegate_time_left;
2382 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2383 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2385 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2386 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2387 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2388 game.lenses_time_left;
2390 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2391 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2393 game.magnify_time_left;
2395 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2396 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2397 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2398 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2399 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2400 EL_BALLOON_SWITCH_NONE);
2402 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2403 local_player->dynabomb_count;
2404 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2405 local_player->dynabomb_size;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2407 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2409 game_panel_controls[GAME_PANEL_PENGUINS].value =
2410 game.friends_still_needed;
2412 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413 game.sokoban_objects_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415 game.sokoban_fields_still_needed;
2417 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2420 for (i = 0; i < NUM_BELTS; i++)
2422 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432 game.magic_wall_time_left;
2434 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435 local_player->gravity;
2437 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2440 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443 game.panel.element[i].id : EL_UNDEFINED);
2445 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448 element_info[game.panel.element_count[i].id].element_count : 0);
2450 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453 element_info[game.panel.ce_score[i].id].collect_score : 0);
2455 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458 element_info[game.panel.ce_score_element[i].id].collect_score :
2461 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2465 // update game panel control frames
2467 for (i = 0; game_panel_controls[i].nr != -1; i++)
2469 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2471 if (gpc->type == TYPE_ELEMENT)
2473 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2475 int last_anim_random_frame = gfx.anim_random_frame;
2476 int element = gpc->value;
2477 int graphic = el2panelimg(element);
2479 if (gpc->value != gpc->last_value)
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2488 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494 gfx.anim_random_frame = gpc->gfx_random;
2496 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497 gpc->gfx_frame = element_info[element].collect_score;
2499 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2506 else if (gpc->type == TYPE_GRAPHIC)
2508 if (gpc->graphic != IMG_UNDEFINED)
2510 int last_anim_random_frame = gfx.anim_random_frame;
2511 int graphic = gpc->graphic;
2513 if (gpc->value != gpc->last_value)
2516 gpc->gfx_random = INIT_GFX_RANDOM();
2522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524 gpc->gfx_random = INIT_GFX_RANDOM();
2527 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528 gfx.anim_random_frame = gpc->gfx_random;
2530 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2532 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533 gfx.anim_random_frame = last_anim_random_frame;
2539 static void DisplayGameControlValues(void)
2541 boolean redraw_panel = FALSE;
2544 for (i = 0; game_panel_controls[i].nr != -1; i++)
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2548 if (PANEL_DEACTIVATED(gpc->pos))
2551 if (gpc->value == gpc->last_value &&
2552 gpc->frame == gpc->last_frame)
2555 redraw_panel = TRUE;
2561 // copy default game door content to main double buffer
2563 // !!! CHECK AGAIN !!!
2564 SetPanelBackground();
2565 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2568 // redraw game control buttons
2569 RedrawGameButtons();
2571 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2573 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2575 int nr = game_panel_order[i].nr;
2576 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577 struct TextPosInfo *pos = gpc->pos;
2578 int type = gpc->type;
2579 int value = gpc->value;
2580 int frame = gpc->frame;
2581 int size = pos->size;
2582 int font = pos->font;
2583 boolean draw_masked = pos->draw_masked;
2584 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2586 if (PANEL_DEACTIVATED(pos))
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2592 if (type == TYPE_INTEGER)
2594 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595 nr == GAME_PANEL_TIME)
2597 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2599 if (use_dynamic_size) // use dynamic number of digits
2601 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603 int size2 = size1 + 1;
2604 int font1 = pos->font;
2605 int font2 = pos->font_alt;
2607 size = (value < value_change ? size1 : size2);
2608 font = (value < value_change ? font1 : font2);
2612 // correct text size if "digits" is zero or less
2614 size = strlen(int2str(value, size));
2616 // dynamically correct text alignment
2617 pos->width = size * getFontWidth(font);
2619 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620 int2str(value, size), font, mask_mode);
2622 else if (type == TYPE_ELEMENT)
2624 int element, graphic;
2628 int dst_x = PANEL_XPOS(pos);
2629 int dst_y = PANEL_YPOS(pos);
2631 if (value != EL_UNDEFINED && value != EL_EMPTY)
2634 graphic = el2panelimg(value);
2636 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2638 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644 width = graphic_info[graphic].width * size / TILESIZE;
2645 height = graphic_info[graphic].height * size / TILESIZE;
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2655 else if (type == TYPE_GRAPHIC)
2657 int graphic = gpc->graphic;
2658 int graphic_active = gpc->graphic_active;
2662 int dst_x = PANEL_XPOS(pos);
2663 int dst_y = PANEL_YPOS(pos);
2664 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2667 if (graphic != IMG_UNDEFINED && !skip)
2669 if (pos->style == STYLE_REVERSE)
2670 value = 100 - value;
2672 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2674 if (pos->direction & MV_HORIZONTAL)
2676 width = graphic_info[graphic_active].width * value / 100;
2677 height = graphic_info[graphic_active].height;
2679 if (pos->direction == MV_LEFT)
2681 src_x += graphic_info[graphic_active].width - width;
2682 dst_x += graphic_info[graphic_active].width - width;
2687 width = graphic_info[graphic_active].width;
2688 height = graphic_info[graphic_active].height * value / 100;
2690 if (pos->direction == MV_UP)
2692 src_y += graphic_info[graphic_active].height - height;
2693 dst_y += graphic_info[graphic_active].height - height;
2698 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2706 if (pos->direction & MV_HORIZONTAL)
2708 if (pos->direction == MV_RIGHT)
2715 dst_x = PANEL_XPOS(pos);
2718 width = graphic_info[graphic].width - width;
2722 if (pos->direction == MV_DOWN)
2729 dst_y = PANEL_YPOS(pos);
2732 height = graphic_info[graphic].height - height;
2736 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2743 else if (type == TYPE_STRING)
2745 boolean active = (value != 0);
2746 char *state_normal = "off";
2747 char *state_active = "on";
2748 char *state = (active ? state_active : state_normal);
2749 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2751 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2752 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2754 if (nr == GAME_PANEL_GRAVITY_STATE)
2756 int font1 = pos->font; // (used for normal state)
2757 int font2 = pos->font_alt; // (used for active state)
2759 font = (active ? font2 : font1);
2768 // don't truncate output if "chars" is zero or less
2771 // dynamically correct text alignment
2772 pos->width = size * getFontWidth(font);
2775 s_cut = getStringCopyN(s, size);
2777 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778 s_cut, font, mask_mode);
2784 redraw_mask |= REDRAW_DOOR_1;
2787 SetGameStatus(GAME_MODE_PLAYING);
2790 void UpdateAndDisplayGameControlValues(void)
2792 if (tape.deactivate_display)
2795 UpdateGameControlValues();
2796 DisplayGameControlValues();
2800 static void UpdateGameDoorValues(void)
2802 UpdateGameControlValues();
2806 void DrawGameDoorValues(void)
2808 DisplayGameControlValues();
2812 // ============================================================================
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2818 static void InitGameEngine(void)
2820 int i, j, k, l, x, y;
2822 // set game engine from tape file when re-playing, else from level file
2823 game.engine_version = (tape.playing ? tape.engine_version :
2824 level.game_version);
2826 // set single or multi-player game mode (needed for re-playing tapes)
2827 game.team_mode = setup.team_mode;
2831 int num_players = 0;
2833 for (i = 0; i < MAX_PLAYERS; i++)
2834 if (tape.player_participates[i])
2837 // multi-player tapes contain input data for more than one player
2838 game.team_mode = (num_players > 1);
2841 // --------------------------------------------------------------------------
2842 // set flags for bugs and changes according to active game engine version
2843 // --------------------------------------------------------------------------
2846 Summary of bugfix/change:
2847 Fixed handling for custom elements that change when pushed by the player.
2849 Fixed/changed in version:
2853 Before 3.1.0, custom elements that "change when pushing" changed directly
2854 after the player started pushing them (until then handled in "DigField()").
2855 Since 3.1.0, these custom elements are not changed until the "pushing"
2856 move of the element is finished (now handled in "ContinueMoving()").
2858 Affected levels/tapes:
2859 The first condition is generally needed for all levels/tapes before version
2860 3.1.0, which might use the old behaviour before it was changed; known tapes
2861 that are affected are some tapes from the level set "Walpurgis Gardens" by
2863 The second condition is an exception from the above case and is needed for
2864 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865 above (including some development versions of 3.1.0), but before it was
2866 known that this change would break tapes like the above and was fixed in
2867 3.1.1, so that the changed behaviour was active although the engine version
2868 while recording maybe was before 3.1.0. There is at least one tape that is
2869 affected by this exception, which is the tape for the one-level set "Bug
2870 Machine" by Juergen Bonhagen.
2873 game.use_change_when_pushing_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2876 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877 tape.game_version < VERSION_IDENT(3,1,1,0)));
2880 Summary of bugfix/change:
2881 Fixed handling for blocking the field the player leaves when moving.
2883 Fixed/changed in version:
2887 Before 3.1.1, when "block last field when moving" was enabled, the field
2888 the player is leaving when moving was blocked for the time of the move,
2889 and was directly unblocked afterwards. This resulted in the last field
2890 being blocked for exactly one less than the number of frames of one player
2891 move. Additionally, even when blocking was disabled, the last field was
2892 blocked for exactly one frame.
2893 Since 3.1.1, due to changes in player movement handling, the last field
2894 is not blocked at all when blocking is disabled. When blocking is enabled,
2895 the last field is blocked for exactly the number of frames of one player
2896 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897 last field is blocked for exactly one more than the number of frames of
2900 Affected levels/tapes:
2901 (!!! yet to be determined -- probably many !!!)
2904 game.use_block_last_field_bug =
2905 (game.engine_version < VERSION_IDENT(3,1,1,0));
2907 game_em.use_single_button =
2908 (game.engine_version > VERSION_IDENT(4,0,0,2));
2910 game_em.use_snap_key_bug =
2911 (game.engine_version < VERSION_IDENT(4,0,1,0));
2913 // --------------------------------------------------------------------------
2915 // set maximal allowed number of custom element changes per game frame
2916 game.max_num_changes_per_frame = 1;
2918 // default scan direction: scan playfield from top/left to bottom/right
2919 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2921 // dynamically adjust element properties according to game engine version
2922 InitElementPropertiesEngine(game.engine_version);
2925 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926 printf(" tape version == %06d [%s] [file: %06d]\n",
2927 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2929 printf(" => game.engine_version == %06d\n", game.engine_version);
2932 // ---------- initialize player's initial move delay ------------------------
2934 // dynamically adjust player properties according to level information
2935 for (i = 0; i < MAX_PLAYERS; i++)
2936 game.initial_move_delay_value[i] =
2937 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2939 // dynamically adjust player properties according to game engine version
2940 for (i = 0; i < MAX_PLAYERS; i++)
2941 game.initial_move_delay[i] =
2942 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943 game.initial_move_delay_value[i] : 0);
2945 // ---------- initialize player's initial push delay ------------------------
2947 // dynamically adjust player properties according to game engine version
2948 game.initial_push_delay_value =
2949 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2951 // ---------- initialize changing elements ----------------------------------
2953 // initialize changing elements information
2954 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2956 struct ElementInfo *ei = &element_info[i];
2958 // this pointer might have been changed in the level editor
2959 ei->change = &ei->change_page[0];
2961 if (!IS_CUSTOM_ELEMENT(i))
2963 ei->change->target_element = EL_EMPTY_SPACE;
2964 ei->change->delay_fixed = 0;
2965 ei->change->delay_random = 0;
2966 ei->change->delay_frames = 1;
2969 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2971 ei->has_change_event[j] = FALSE;
2973 ei->event_page_nr[j] = 0;
2974 ei->event_page[j] = &ei->change_page[0];
2978 // add changing elements from pre-defined list
2979 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2981 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982 struct ElementInfo *ei = &element_info[ch_delay->element];
2984 ei->change->target_element = ch_delay->target_element;
2985 ei->change->delay_fixed = ch_delay->change_delay;
2987 ei->change->pre_change_function = ch_delay->pre_change_function;
2988 ei->change->change_function = ch_delay->change_function;
2989 ei->change->post_change_function = ch_delay->post_change_function;
2991 ei->change->can_change = TRUE;
2992 ei->change->can_change_or_has_action = TRUE;
2994 ei->has_change_event[CE_DELAY] = TRUE;
2996 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3000 // ---------- initialize internal run-time variables ------------------------
3002 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3004 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3006 for (j = 0; j < ei->num_change_pages; j++)
3008 ei->change_page[j].can_change_or_has_action =
3009 (ei->change_page[j].can_change |
3010 ei->change_page[j].has_action);
3014 // add change events from custom element configuration
3015 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3017 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3019 for (j = 0; j < ei->num_change_pages; j++)
3021 if (!ei->change_page[j].can_change_or_has_action)
3024 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3026 // only add event page for the first page found with this event
3027 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3029 ei->has_change_event[k] = TRUE;
3031 ei->event_page_nr[k] = j;
3032 ei->event_page[k] = &ei->change_page[j];
3038 // ---------- initialize reference elements in change conditions ------------
3040 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3042 int element = EL_CUSTOM_START + i;
3043 struct ElementInfo *ei = &element_info[element];
3045 for (j = 0; j < ei->num_change_pages; j++)
3047 int trigger_element = ei->change_page[j].initial_trigger_element;
3049 if (trigger_element >= EL_PREV_CE_8 &&
3050 trigger_element <= EL_NEXT_CE_8)
3051 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3053 ei->change_page[j].trigger_element = trigger_element;
3057 // ---------- initialize run-time trigger player and element ----------------
3059 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3061 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3063 for (j = 0; j < ei->num_change_pages; j++)
3065 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069 ei->change_page[j].actual_trigger_ce_value = 0;
3070 ei->change_page[j].actual_trigger_ce_score = 0;
3074 // ---------- initialize trigger events -------------------------------------
3076 // initialize trigger events information
3077 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079 trigger_events[i][j] = FALSE;
3081 // add trigger events from element change event properties
3082 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3084 struct ElementInfo *ei = &element_info[i];
3086 for (j = 0; j < ei->num_change_pages; j++)
3088 if (!ei->change_page[j].can_change_or_has_action)
3091 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3093 int trigger_element = ei->change_page[j].trigger_element;
3095 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3097 if (ei->change_page[j].has_event[k])
3099 if (IS_GROUP_ELEMENT(trigger_element))
3101 struct ElementGroupInfo *group =
3102 element_info[trigger_element].group;
3104 for (l = 0; l < group->num_elements_resolved; l++)
3105 trigger_events[group->element_resolved[l]][k] = TRUE;
3107 else if (trigger_element == EL_ANY_ELEMENT)
3108 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109 trigger_events[l][k] = TRUE;
3111 trigger_events[trigger_element][k] = TRUE;
3118 // ---------- initialize push delay -----------------------------------------
3120 // initialize push delay values to default
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (!IS_CUSTOM_ELEMENT(i))
3125 // set default push delay values (corrected since version 3.0.7-1)
3126 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3128 element_info[i].push_delay_fixed = 2;
3129 element_info[i].push_delay_random = 8;
3133 element_info[i].push_delay_fixed = 8;
3134 element_info[i].push_delay_random = 8;
3139 // set push delay value for certain elements from pre-defined list
3140 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3142 int e = push_delay_list[i].element;
3144 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3145 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3148 // set push delay value for Supaplex elements for newer engine versions
3149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_SP_ELEMENT(i))
3155 // set SP push delay to just enough to push under a falling zonk
3156 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3158 element_info[i].push_delay_fixed = delay;
3159 element_info[i].push_delay_random = 0;
3164 // ---------- initialize move stepsize --------------------------------------
3166 // initialize move stepsize values to default
3167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 if (!IS_CUSTOM_ELEMENT(i))
3169 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3171 // set move stepsize value for certain elements from pre-defined list
3172 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3174 int e = move_stepsize_list[i].element;
3176 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3179 // ---------- initialize collect score --------------------------------------
3181 // initialize collect score values for custom elements from initial value
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3184 element_info[i].collect_score = element_info[i].collect_score_initial;
3186 // ---------- initialize collect count --------------------------------------
3188 // initialize collect count values for non-custom elements
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (!IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_count_initial = 0;
3193 // add collect count values for all elements from pre-defined list
3194 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195 element_info[collect_count_list[i].element].collect_count_initial =
3196 collect_count_list[i].count;
3198 // ---------- initialize access direction -----------------------------------
3200 // initialize access direction values to default (access from every side)
3201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 if (!IS_CUSTOM_ELEMENT(i))
3203 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3205 // set access direction value for certain elements from pre-defined list
3206 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207 element_info[access_direction_list[i].element].access_direction =
3208 access_direction_list[i].direction;
3210 // ---------- initialize explosion content ----------------------------------
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 if (IS_CUSTOM_ELEMENT(i))
3216 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3218 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3220 element_info[i].content.e[x][y] =
3221 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223 i == EL_PLAYER_3 ? EL_EMERALD :
3224 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225 i == EL_MOLE ? EL_EMERALD_RED :
3226 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231 i == EL_WALL_EMERALD ? EL_EMERALD :
3232 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237 i == EL_WALL_PEARL ? EL_PEARL :
3238 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3243 // ---------- initialize recursion detection --------------------------------
3244 recursion_loop_depth = 0;
3245 recursion_loop_detected = FALSE;
3246 recursion_loop_element = EL_UNDEFINED;
3248 // ---------- initialize graphics engine ------------------------------------
3249 game.scroll_delay_value =
3250 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251 setup.scroll_delay ? setup.scroll_delay_value : 0);
3252 game.scroll_delay_value =
3253 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3255 // ---------- initialize game engine snapshots ------------------------------
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.snapshot.last_action[i] = 0;
3258 game.snapshot.changed_action = FALSE;
3259 game.snapshot.collected_item = FALSE;
3260 game.snapshot.mode =
3261 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262 SNAPSHOT_MODE_EVERY_STEP :
3263 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264 SNAPSHOT_MODE_EVERY_MOVE :
3265 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267 game.snapshot.save_snapshot = FALSE;
3269 // ---------- initialize level time for Supaplex engine ---------------------
3270 // Supaplex levels with time limit currently unsupported -- should be added
3271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3275 static int get_num_special_action(int element, int action_first,
3278 int num_special_action = 0;
3281 for (i = action_first; i <= action_last; i++)
3283 boolean found = FALSE;
3285 for (j = 0; j < NUM_DIRECTIONS; j++)
3286 if (el_act_dir2img(element, i, j) !=
3287 el_act_dir2img(element, ACTION_DEFAULT, j))
3291 num_special_action++;
3296 return num_special_action;
3300 // ============================================================================
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3314 printf("%s:\n", message);
3316 for (i = 0; i < MAX_PLAYERS; i++)
3318 struct PlayerInfo *player = &stored_player[i];
3320 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3324 player->connected_locally,
3325 player->connected_network,
3328 if (local_player == player)
3329 printf(" (local player)");
3338 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340 int fade_mask = REDRAW_FIELD;
3342 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3343 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3344 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3345 int initial_move_dir = MV_DOWN;
3348 // required here to update video display before fading (FIX THIS)
3349 DrawMaskedBorder(REDRAW_DOOR_2);
3351 if (!game.restart_level)
3352 CloseDoor(DOOR_CLOSE_1);
3354 SetGameStatus(GAME_MODE_PLAYING);
3356 if (level_editor_test_game)
3357 FadeSkipNextFadeIn();
3359 FadeSetEnterScreen();
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3368 if (!level_editor_test_game)
3371 // needed if different viewport properties defined for playing
3372 ChangeViewportPropertiesIfNeeded();
3376 DrawCompleteVideoDisplay();
3378 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3381 InitGameControlValues();
3383 // don't play tapes over network
3384 network_playing = (network.enabled && !tape.playing);
3386 for (i = 0; i < MAX_PLAYERS; i++)
3388 struct PlayerInfo *player = &stored_player[i];
3390 player->index_nr = i;
3391 player->index_bit = (1 << i);
3392 player->element_nr = EL_PLAYER_1 + i;
3394 player->present = FALSE;
3395 player->active = FALSE;
3396 player->mapped = FALSE;
3398 player->killed = FALSE;
3399 player->reanimated = FALSE;
3400 player->buried = FALSE;
3403 player->effective_action = 0;
3404 player->programmed_action = 0;
3405 player->snap_action = 0;
3407 player->mouse_action.lx = 0;
3408 player->mouse_action.ly = 0;
3409 player->mouse_action.button = 0;
3410 player->mouse_action.button_hint = 0;
3412 player->effective_mouse_action.lx = 0;
3413 player->effective_mouse_action.ly = 0;
3414 player->effective_mouse_action.button = 0;
3415 player->effective_mouse_action.button_hint = 0;
3417 for (j = 0; j < MAX_NUM_KEYS; j++)
3418 player->key[j] = FALSE;
3420 player->num_white_keys = 0;
3422 player->dynabomb_count = 0;
3423 player->dynabomb_size = 1;
3424 player->dynabombs_left = 0;
3425 player->dynabomb_xl = FALSE;
3427 player->MovDir = initial_move_dir;
3430 player->GfxDir = initial_move_dir;
3431 player->GfxAction = ACTION_DEFAULT;
3433 player->StepFrame = 0;
3435 player->initial_element = player->element_nr;
3436 player->artwork_element =
3437 (level.use_artwork_element[i] ? level.artwork_element[i] :
3438 player->element_nr);
3439 player->use_murphy = FALSE;
3441 player->block_last_field = FALSE; // initialized in InitPlayerField()
3442 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3444 player->gravity = level.initial_player_gravity[i];
3446 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3448 player->actual_frame_counter = 0;
3450 player->step_counter = 0;
3452 player->last_move_dir = initial_move_dir;
3454 player->is_active = FALSE;
3456 player->is_waiting = FALSE;
3457 player->is_moving = FALSE;
3458 player->is_auto_moving = FALSE;
3459 player->is_digging = FALSE;
3460 player->is_snapping = FALSE;
3461 player->is_collecting = FALSE;
3462 player->is_pushing = FALSE;
3463 player->is_switching = FALSE;
3464 player->is_dropping = FALSE;
3465 player->is_dropping_pressed = FALSE;
3467 player->is_bored = FALSE;
3468 player->is_sleeping = FALSE;
3470 player->was_waiting = TRUE;
3471 player->was_moving = FALSE;
3472 player->was_snapping = FALSE;
3473 player->was_dropping = FALSE;
3475 player->force_dropping = FALSE;
3477 player->frame_counter_bored = -1;
3478 player->frame_counter_sleeping = -1;
3480 player->anim_delay_counter = 0;
3481 player->post_delay_counter = 0;
3483 player->dir_waiting = initial_move_dir;
3484 player->action_waiting = ACTION_DEFAULT;
3485 player->last_action_waiting = ACTION_DEFAULT;
3486 player->special_action_bored = ACTION_DEFAULT;
3487 player->special_action_sleeping = ACTION_DEFAULT;
3489 player->switch_x = -1;
3490 player->switch_y = -1;
3492 player->drop_x = -1;
3493 player->drop_y = -1;
3495 player->show_envelope = 0;
3497 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3499 player->push_delay = -1; // initialized when pushing starts
3500 player->push_delay_value = game.initial_push_delay_value;
3502 player->drop_delay = 0;
3503 player->drop_pressed_delay = 0;
3505 player->last_jx = -1;
3506 player->last_jy = -1;
3510 player->shield_normal_time_left = 0;
3511 player->shield_deadly_time_left = 0;
3513 player->inventory_infinite_element = EL_UNDEFINED;
3514 player->inventory_size = 0;
3516 if (level.use_initial_inventory[i])
3518 for (j = 0; j < level.initial_inventory_size[i]; j++)
3520 int element = level.initial_inventory_content[i][j];
3521 int collect_count = element_info[element].collect_count_initial;
3524 if (!IS_CUSTOM_ELEMENT(element))
3527 if (collect_count == 0)
3528 player->inventory_infinite_element = element;
3530 for (k = 0; k < collect_count; k++)
3531 if (player->inventory_size < MAX_INVENTORY_SIZE)
3532 player->inventory_element[player->inventory_size++] = element;
3536 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3537 SnapField(player, 0, 0);
3539 map_player_action[i] = i;
3542 network_player_action_received = FALSE;
3544 // initial null action
3545 if (network_playing)
3546 SendToServer_MovePlayer(MV_NONE);
3551 TimeLeft = level.time;
3554 ScreenMovDir = MV_NONE;
3558 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3560 game.robot_wheel_x = -1;
3561 game.robot_wheel_y = -1;
3566 game.all_players_gone = FALSE;
3568 game.LevelSolved = FALSE;
3569 game.GameOver = FALSE;
3571 game.GamePlayed = !tape.playing;
3573 game.LevelSolved_GameWon = FALSE;
3574 game.LevelSolved_GameEnd = FALSE;
3575 game.LevelSolved_SaveTape = FALSE;
3576 game.LevelSolved_SaveScore = FALSE;
3578 game.LevelSolved_CountingTime = 0;
3579 game.LevelSolved_CountingScore = 0;
3580 game.LevelSolved_CountingHealth = 0;
3582 game.panel.active = TRUE;
3584 game.no_time_limit = (level.time == 0);
3586 game.yamyam_content_nr = 0;
3587 game.robot_wheel_active = FALSE;
3588 game.magic_wall_active = FALSE;
3589 game.magic_wall_time_left = 0;
3590 game.light_time_left = 0;
3591 game.timegate_time_left = 0;
3592 game.switchgate_pos = 0;
3593 game.wind_direction = level.wind_direction_initial;
3596 game.score_final = 0;
3598 game.health = MAX_HEALTH;
3599 game.health_final = MAX_HEALTH;
3601 game.gems_still_needed = level.gems_needed;
3602 game.sokoban_fields_still_needed = 0;
3603 game.sokoban_objects_still_needed = 0;
3604 game.lights_still_needed = 0;
3605 game.players_still_needed = 0;
3606 game.friends_still_needed = 0;
3608 game.lenses_time_left = 0;
3609 game.magnify_time_left = 0;
3611 game.ball_state = level.ball_state_initial;
3612 game.ball_content_nr = 0;
3614 game.explosions_delayed = TRUE;
3616 game.envelope_active = FALSE;
3618 for (i = 0; i < NUM_BELTS; i++)
3620 game.belt_dir[i] = MV_NONE;
3621 game.belt_dir_nr[i] = 3; // not moving, next moving left
3624 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3625 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3627 #if DEBUG_INIT_PLAYER
3628 DebugPrintPlayerStatus("Player status at level initialization");
3631 SCAN_PLAYFIELD(x, y)
3633 Feld[x][y] = Last[x][y] = level.field[x][y];
3634 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3635 ChangeDelay[x][y] = 0;
3636 ChangePage[x][y] = -1;
3637 CustomValue[x][y] = 0; // initialized in InitField()
3638 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3640 WasJustMoving[x][y] = 0;
3641 WasJustFalling[x][y] = 0;
3642 CheckCollision[x][y] = 0;
3643 CheckImpact[x][y] = 0;
3645 Pushed[x][y] = FALSE;
3647 ChangeCount[x][y] = 0;
3648 ChangeEvent[x][y] = -1;
3650 ExplodePhase[x][y] = 0;
3651 ExplodeDelay[x][y] = 0;
3652 ExplodeField[x][y] = EX_TYPE_NONE;
3654 RunnerVisit[x][y] = 0;
3655 PlayerVisit[x][y] = 0;
3658 GfxRandom[x][y] = INIT_GFX_RANDOM();
3659 GfxElement[x][y] = EL_UNDEFINED;
3660 GfxAction[x][y] = ACTION_DEFAULT;
3661 GfxDir[x][y] = MV_NONE;
3662 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3665 SCAN_PLAYFIELD(x, y)
3667 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3669 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3671 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3674 InitField(x, y, TRUE);
3676 ResetGfxAnimation(x, y);
3681 for (i = 0; i < MAX_PLAYERS; i++)
3683 struct PlayerInfo *player = &stored_player[i];
3685 // set number of special actions for bored and sleeping animation
3686 player->num_special_action_bored =
3687 get_num_special_action(player->artwork_element,
3688 ACTION_BORING_1, ACTION_BORING_LAST);
3689 player->num_special_action_sleeping =
3690 get_num_special_action(player->artwork_element,
3691 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3694 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3695 emulate_sb ? EMU_SOKOBAN :
3696 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3698 // initialize type of slippery elements
3699 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3701 if (!IS_CUSTOM_ELEMENT(i))
3703 // default: elements slip down either to the left or right randomly
3704 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3706 // SP style elements prefer to slip down on the left side
3707 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3708 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3710 // BD style elements prefer to slip down on the left side
3711 if (game.emulation == EMU_BOULDERDASH)
3712 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3716 // initialize explosion and ignition delay
3717 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3719 if (!IS_CUSTOM_ELEMENT(i))
3722 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3723 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3724 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3725 int last_phase = (num_phase + 1) * delay;
3726 int half_phase = (num_phase / 2) * delay;
3728 element_info[i].explosion_delay = last_phase - 1;
3729 element_info[i].ignition_delay = half_phase;
3731 if (i == EL_BLACK_ORB)
3732 element_info[i].ignition_delay = 1;
3736 // correct non-moving belts to start moving left
3737 for (i = 0; i < NUM_BELTS; i++)
3738 if (game.belt_dir[i] == MV_NONE)
3739 game.belt_dir_nr[i] = 3; // not moving, next moving left
3741 #if USE_NEW_PLAYER_ASSIGNMENTS
3742 // use preferred player also in local single-player mode
3743 if (!network.enabled && !game.team_mode)
3745 int old_index_nr = local_player->index_nr;
3746 int new_index_nr = setup.network_player_nr;
3748 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3750 stored_player[old_index_nr].connected_locally = FALSE;
3751 stored_player[new_index_nr].connected_locally = TRUE;
3755 for (i = 0; i < MAX_PLAYERS; i++)
3757 stored_player[i].connected = FALSE;
3759 // in network game mode, the local player might not be the first player
3760 if (stored_player[i].connected_locally)
3761 local_player = &stored_player[i];
3764 if (!network.enabled)
3765 local_player->connected = TRUE;
3769 for (i = 0; i < MAX_PLAYERS; i++)
3770 stored_player[i].connected = tape.player_participates[i];
3772 else if (network.enabled)
3774 // add team mode players connected over the network (needed for correct
3775 // assignment of player figures from level to locally playing players)
3777 for (i = 0; i < MAX_PLAYERS; i++)
3778 if (stored_player[i].connected_network)
3779 stored_player[i].connected = TRUE;
3781 else if (game.team_mode)
3783 // try to guess locally connected team mode players (needed for correct
3784 // assignment of player figures from level to locally playing players)
3786 for (i = 0; i < MAX_PLAYERS; i++)
3787 if (setup.input[i].use_joystick ||
3788 setup.input[i].key.left != KSYM_UNDEFINED)
3789 stored_player[i].connected = TRUE;
3792 #if DEBUG_INIT_PLAYER
3793 DebugPrintPlayerStatus("Player status after level initialization");
3796 #if DEBUG_INIT_PLAYER
3798 printf("Reassigning players ...\n");
3801 // check if any connected player was not found in playfield
3802 for (i = 0; i < MAX_PLAYERS; i++)
3804 struct PlayerInfo *player = &stored_player[i];
3806 if (player->connected && !player->present)
3808 struct PlayerInfo *field_player = NULL;
3810 #if DEBUG_INIT_PLAYER
3812 printf("- looking for field player for player %d ...\n", i + 1);
3815 // assign first free player found that is present in the playfield
3817 // first try: look for unmapped playfield player that is not connected
3818 for (j = 0; j < MAX_PLAYERS; j++)
3819 if (field_player == NULL &&
3820 stored_player[j].present &&
3821 !stored_player[j].mapped &&
3822 !stored_player[j].connected)
3823 field_player = &stored_player[j];
3825 // second try: look for *any* unmapped playfield player
3826 for (j = 0; j < MAX_PLAYERS; j++)
3827 if (field_player == NULL &&
3828 stored_player[j].present &&
3829 !stored_player[j].mapped)
3830 field_player = &stored_player[j];
3832 if (field_player != NULL)
3834 int jx = field_player->jx, jy = field_player->jy;
3836 #if DEBUG_INIT_PLAYER
3838 printf("- found player %d\n", field_player->index_nr + 1);
3841 player->present = FALSE;
3842 player->active = FALSE;
3844 field_player->present = TRUE;
3845 field_player->active = TRUE;
3848 player->initial_element = field_player->initial_element;
3849 player->artwork_element = field_player->artwork_element;
3851 player->block_last_field = field_player->block_last_field;
3852 player->block_delay_adjustment = field_player->block_delay_adjustment;
3855 StorePlayer[jx][jy] = field_player->element_nr;
3857 field_player->jx = field_player->last_jx = jx;
3858 field_player->jy = field_player->last_jy = jy;
3860 if (local_player == player)
3861 local_player = field_player;
3863 map_player_action[field_player->index_nr] = i;
3865 field_player->mapped = TRUE;
3867 #if DEBUG_INIT_PLAYER
3869 printf("- map_player_action[%d] == %d\n",
3870 field_player->index_nr + 1, i + 1);
3875 if (player->connected && player->present)
3876 player->mapped = TRUE;
3879 #if DEBUG_INIT_PLAYER
3880 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3885 // check if any connected player was not found in playfield
3886 for (i = 0; i < MAX_PLAYERS; i++)
3888 struct PlayerInfo *player = &stored_player[i];
3890 if (player->connected && !player->present)
3892 for (j = 0; j < MAX_PLAYERS; j++)
3894 struct PlayerInfo *field_player = &stored_player[j];
3895 int jx = field_player->jx, jy = field_player->jy;
3897 // assign first free player found that is present in the playfield
3898 if (field_player->present && !field_player->connected)
3900 player->present = TRUE;
3901 player->active = TRUE;
3903 field_player->present = FALSE;
3904 field_player->active = FALSE;
3906 player->initial_element = field_player->initial_element;
3907 player->artwork_element = field_player->artwork_element;
3909 player->block_last_field = field_player->block_last_field;
3910 player->block_delay_adjustment = field_player->block_delay_adjustment;
3912 StorePlayer[jx][jy] = player->element_nr;
3914 player->jx = player->last_jx = jx;
3915 player->jy = player->last_jy = jy;
3925 printf("::: local_player->present == %d\n", local_player->present);
3928 // set focus to local player for network games, else to all players
3929 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3930 game.centered_player_nr_next = game.centered_player_nr;
3931 game.set_centered_player = FALSE;
3933 if (network_playing && tape.recording)
3935 // store client dependent player focus when recording network games
3936 tape.centered_player_nr_next = game.centered_player_nr_next;
3937 tape.set_centered_player = TRUE;
3942 // when playing a tape, eliminate all players who do not participate
3944 #if USE_NEW_PLAYER_ASSIGNMENTS
3946 if (!game.team_mode)
3948 for (i = 0; i < MAX_PLAYERS; i++)
3950 if (stored_player[i].active &&
3951 !tape.player_participates[map_player_action[i]])
3953 struct PlayerInfo *player = &stored_player[i];
3954 int jx = player->jx, jy = player->jy;
3956 #if DEBUG_INIT_PLAYER
3958 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3961 player->active = FALSE;
3962 StorePlayer[jx][jy] = 0;
3963 Feld[jx][jy] = EL_EMPTY;
3970 for (i = 0; i < MAX_PLAYERS; i++)
3972 if (stored_player[i].active &&
3973 !tape.player_participates[i])
3975 struct PlayerInfo *player = &stored_player[i];
3976 int jx = player->jx, jy = player->jy;
3978 player->active = FALSE;
3979 StorePlayer[jx][jy] = 0;
3980 Feld[jx][jy] = EL_EMPTY;
3985 else if (!network.enabled && !game.team_mode) // && !tape.playing
3987 // when in single player mode, eliminate all but the local player
3989 for (i = 0; i < MAX_PLAYERS; i++)
3991 struct PlayerInfo *player = &stored_player[i];
3993 if (player->active && player != local_player)
3995 int jx = player->jx, jy = player->jy;
3997 player->active = FALSE;
3998 player->present = FALSE;
4000 StorePlayer[jx][jy] = 0;
4001 Feld[jx][jy] = EL_EMPTY;
4006 for (i = 0; i < MAX_PLAYERS; i++)
4007 if (stored_player[i].active)
4008 game.players_still_needed++;
4010 if (level.solved_by_one_player)
4011 game.players_still_needed = 1;
4013 // when recording the game, store which players take part in the game
4016 #if USE_NEW_PLAYER_ASSIGNMENTS
4017 for (i = 0; i < MAX_PLAYERS; i++)
4018 if (stored_player[i].connected)
4019 tape.player_participates[i] = TRUE;
4021 for (i = 0; i < MAX_PLAYERS; i++)
4022 if (stored_player[i].active)
4023 tape.player_participates[i] = TRUE;
4027 #if DEBUG_INIT_PLAYER
4028 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4031 if (BorderElement == EL_EMPTY)
4034 SBX_Right = lev_fieldx - SCR_FIELDX;
4036 SBY_Lower = lev_fieldy - SCR_FIELDY;
4041 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4043 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4046 if (full_lev_fieldx <= SCR_FIELDX)
4047 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4048 if (full_lev_fieldy <= SCR_FIELDY)
4049 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4051 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4053 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4056 // if local player not found, look for custom element that might create
4057 // the player (make some assumptions about the right custom element)
4058 if (!local_player->present)
4060 int start_x = 0, start_y = 0;
4061 int found_rating = 0;
4062 int found_element = EL_UNDEFINED;
4063 int player_nr = local_player->index_nr;
4065 SCAN_PLAYFIELD(x, y)
4067 int element = Feld[x][y];
4072 if (level.use_start_element[player_nr] &&
4073 level.start_element[player_nr] == element &&
4080 found_element = element;
4083 if (!IS_CUSTOM_ELEMENT(element))
4086 if (CAN_CHANGE(element))
4088 for (i = 0; i < element_info[element].num_change_pages; i++)
4090 // check for player created from custom element as single target
4091 content = element_info[element].change_page[i].target_element;
4092 is_player = ELEM_IS_PLAYER(content);
4094 if (is_player && (found_rating < 3 ||
4095 (found_rating == 3 && element < found_element)))
4101 found_element = element;
4106 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4108 // check for player created from custom element as explosion content
4109 content = element_info[element].content.e[xx][yy];
4110 is_player = ELEM_IS_PLAYER(content);
4112 if (is_player && (found_rating < 2 ||
4113 (found_rating == 2 && element < found_element)))
4115 start_x = x + xx - 1;
4116 start_y = y + yy - 1;
4119 found_element = element;
4122 if (!CAN_CHANGE(element))
4125 for (i = 0; i < element_info[element].num_change_pages; i++)
4127 // check for player created from custom element as extended target
4129 element_info[element].change_page[i].target_content.e[xx][yy];
4131 is_player = ELEM_IS_PLAYER(content);
4133 if (is_player && (found_rating < 1 ||
4134 (found_rating == 1 && element < found_element)))
4136 start_x = x + xx - 1;
4137 start_y = y + yy - 1;
4140 found_element = element;
4146 scroll_x = SCROLL_POSITION_X(start_x);
4147 scroll_y = SCROLL_POSITION_Y(start_y);
4151 scroll_x = SCROLL_POSITION_X(local_player->jx);
4152 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4155 // !!! FIX THIS (START) !!!
4156 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4158 InitGameEngine_EM();
4160 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4162 InitGameEngine_SP();
4164 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4166 InitGameEngine_MM();
4170 DrawLevel(REDRAW_FIELD);
4173 // after drawing the level, correct some elements
4174 if (game.timegate_time_left == 0)
4175 CloseAllOpenTimegates();
4178 // blit playfield from scroll buffer to normal back buffer for fading in
4179 BlitScreenToBitmap(backbuffer);
4180 // !!! FIX THIS (END) !!!
4182 DrawMaskedBorder(fade_mask);
4187 // full screen redraw is required at this point in the following cases:
4188 // - special editor door undrawn when game was started from level editor
4189 // - drawing area (playfield) was changed and has to be removed completely
4190 redraw_mask = REDRAW_ALL;
4194 if (!game.restart_level)
4196 // copy default game door content to main double buffer
4198 // !!! CHECK AGAIN !!!
4199 SetPanelBackground();
4200 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4201 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4204 SetPanelBackground();
4205 SetDrawBackgroundMask(REDRAW_DOOR_1);
4207 UpdateAndDisplayGameControlValues();
4209 if (!game.restart_level)
4215 CreateGameButtons();
4220 // copy actual game door content to door double buffer for OpenDoor()
4221 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4223 OpenDoor(DOOR_OPEN_ALL);
4225 KeyboardAutoRepeatOffUnlessAutoplay();
4227 #if DEBUG_INIT_PLAYER
4228 DebugPrintPlayerStatus("Player status (final)");
4237 if (!game.restart_level && !tape.playing)
4239 LevelStats_incPlayed(level_nr);
4241 SaveLevelSetup_SeriesInfo();
4244 game.restart_level = FALSE;
4245 game.restart_game_message = NULL;
4246 game.request_active = FALSE;
4248 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4249 InitGameActions_MM();
4251 SaveEngineSnapshotToListInitial();
4253 if (!game.restart_level)
4255 PlaySound(SND_GAME_STARTING);
4257 if (setup.sound_music)
4262 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4263 int actual_player_x, int actual_player_y)
4265 // this is used for non-R'n'D game engines to update certain engine values
4267 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4269 actual_player_x = correctLevelPosX_EM(actual_player_x);
4270 actual_player_y = correctLevelPosY_EM(actual_player_y);
4273 // needed to determine if sounds are played within the visible screen area
4274 scroll_x = actual_scroll_x;
4275 scroll_y = actual_scroll_y;
4277 // needed to get player position for "follow finger" playing input method
4278 local_player->jx = actual_player_x;
4279 local_player->jy = actual_player_y;
4282 void InitMovDir(int x, int y)
4284 int i, element = Feld[x][y];
4285 static int xy[4][2] =
4292 static int direction[3][4] =
4294 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4295 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4296 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4305 Feld[x][y] = EL_BUG;
4306 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4309 case EL_SPACESHIP_RIGHT:
4310 case EL_SPACESHIP_UP:
4311 case EL_SPACESHIP_LEFT:
4312 case EL_SPACESHIP_DOWN:
4313 Feld[x][y] = EL_SPACESHIP;
4314 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4317 case EL_BD_BUTTERFLY_RIGHT:
4318 case EL_BD_BUTTERFLY_UP:
4319 case EL_BD_BUTTERFLY_LEFT:
4320 case EL_BD_BUTTERFLY_DOWN:
4321 Feld[x][y] = EL_BD_BUTTERFLY;
4322 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4325 case EL_BD_FIREFLY_RIGHT:
4326 case EL_BD_FIREFLY_UP:
4327 case EL_BD_FIREFLY_LEFT:
4328 case EL_BD_FIREFLY_DOWN:
4329 Feld[x][y] = EL_BD_FIREFLY;
4330 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4333 case EL_PACMAN_RIGHT:
4335 case EL_PACMAN_LEFT:
4336 case EL_PACMAN_DOWN:
4337 Feld[x][y] = EL_PACMAN;
4338 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4341 case EL_YAMYAM_LEFT:
4342 case EL_YAMYAM_RIGHT:
4344 case EL_YAMYAM_DOWN:
4345 Feld[x][y] = EL_YAMYAM;
4346 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4349 case EL_SP_SNIKSNAK:
4350 MovDir[x][y] = MV_UP;
4353 case EL_SP_ELECTRON:
4354 MovDir[x][y] = MV_LEFT;
4361 Feld[x][y] = EL_MOLE;
4362 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4366 if (IS_CUSTOM_ELEMENT(element))
4368 struct ElementInfo *ei = &element_info[element];
4369 int move_direction_initial = ei->move_direction_initial;
4370 int move_pattern = ei->move_pattern;
4372 if (move_direction_initial == MV_START_PREVIOUS)
4374 if (MovDir[x][y] != MV_NONE)
4377 move_direction_initial = MV_START_AUTOMATIC;
4380 if (move_direction_initial == MV_START_RANDOM)
4381 MovDir[x][y] = 1 << RND(4);
4382 else if (move_direction_initial & MV_ANY_DIRECTION)
4383 MovDir[x][y] = move_direction_initial;
4384 else if (move_pattern == MV_ALL_DIRECTIONS ||
4385 move_pattern == MV_TURNING_LEFT ||
4386 move_pattern == MV_TURNING_RIGHT ||
4387 move_pattern == MV_TURNING_LEFT_RIGHT ||
4388 move_pattern == MV_TURNING_RIGHT_LEFT ||
4389 move_pattern == MV_TURNING_RANDOM)
4390 MovDir[x][y] = 1 << RND(4);
4391 else if (move_pattern == MV_HORIZONTAL)
4392 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4393 else if (move_pattern == MV_VERTICAL)
4394 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4395 else if (move_pattern & MV_ANY_DIRECTION)
4396 MovDir[x][y] = element_info[element].move_pattern;
4397 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4398 move_pattern == MV_ALONG_RIGHT_SIDE)
4400 // use random direction as default start direction
4401 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4402 MovDir[x][y] = 1 << RND(4);
4404 for (i = 0; i < NUM_DIRECTIONS; i++)
4406 int x1 = x + xy[i][0];
4407 int y1 = y + xy[i][1];
4409 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4411 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4412 MovDir[x][y] = direction[0][i];
4414 MovDir[x][y] = direction[1][i];
4423 MovDir[x][y] = 1 << RND(4);
4425 if (element != EL_BUG &&
4426 element != EL_SPACESHIP &&
4427 element != EL_BD_BUTTERFLY &&
4428 element != EL_BD_FIREFLY)
4431 for (i = 0; i < NUM_DIRECTIONS; i++)
4433 int x1 = x + xy[i][0];
4434 int y1 = y + xy[i][1];
4436 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4438 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4440 MovDir[x][y] = direction[0][i];
4443 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4444 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4446 MovDir[x][y] = direction[1][i];
4455 GfxDir[x][y] = MovDir[x][y];
4458 void InitAmoebaNr(int x, int y)
4461 int group_nr = AmoebeNachbarNr(x, y);
4465 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4467 if (AmoebaCnt[i] == 0)
4475 AmoebaNr[x][y] = group_nr;
4476 AmoebaCnt[group_nr]++;
4477 AmoebaCnt2[group_nr]++;
4480 static void LevelSolved(void)
4482 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4483 game.players_still_needed > 0)
4486 game.LevelSolved = TRUE;
4487 game.GameOver = TRUE;
4489 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4490 level.native_em_level->lev->score :
4491 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4494 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4495 MM_HEALTH(game_mm.laser_overload_value) :
4498 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4499 game.LevelSolved_CountingScore = game.score_final;
4500 game.LevelSolved_CountingHealth = game.health_final;
4505 static int time_count_steps;
4506 static int time, time_final;
4507 static int score, score_final;
4508 static int health, health_final;
4509 static int game_over_delay_1 = 0;
4510 static int game_over_delay_2 = 0;
4511 static int game_over_delay_3 = 0;
4512 int game_over_delay_value_1 = 50;
4513 int game_over_delay_value_2 = 25;
4514 int game_over_delay_value_3 = 50;
4516 if (!game.LevelSolved_GameWon)
4520 // do not start end game actions before the player stops moving (to exit)
4521 if (local_player->active && local_player->MovPos)
4524 game.LevelSolved_GameWon = TRUE;
4525 game.LevelSolved_SaveTape = tape.recording;
4526 game.LevelSolved_SaveScore = !tape.playing;
4530 LevelStats_incSolved(level_nr);
4532 SaveLevelSetup_SeriesInfo();
4535 if (tape.auto_play) // tape might already be stopped here
4536 tape.auto_play_level_solved = TRUE;
4540 game_over_delay_1 = 0;
4541 game_over_delay_2 = 0;
4542 game_over_delay_3 = game_over_delay_value_3;
4544 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4545 score = score_final = game.score_final;
4546 health = health_final = game.health_final;
4548 if (level.score[SC_TIME_BONUS] > 0)
4553 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4555 else if (game.no_time_limit && TimePlayed < 999)
4558 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4561 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4563 game_over_delay_1 = game_over_delay_value_1;
4565 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4568 score_final += health * level.score[SC_TIME_BONUS];
4570 game_over_delay_2 = game_over_delay_value_2;
4573 game.score_final = score_final;
4574 game.health_final = health_final;
4577 if (level_editor_test_game)
4580 score = score_final;
4582 game.LevelSolved_CountingTime = time;
4583 game.LevelSolved_CountingScore = score;
4585 game_panel_controls[GAME_PANEL_TIME].value = time;
4586 game_panel_controls[GAME_PANEL_SCORE].value = score;
4588 DisplayGameControlValues();
4591 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4593 // check if last player has left the level
4594 if (game.exit_x >= 0 &&
4597 int x = game.exit_x;
4598 int y = game.exit_y;
4599 int element = Feld[x][y];
4601 // close exit door after last player
4602 if ((game.all_players_gone &&
4603 (element == EL_EXIT_OPEN ||
4604 element == EL_SP_EXIT_OPEN ||
4605 element == EL_STEEL_EXIT_OPEN)) ||
4606 element == EL_EM_EXIT_OPEN ||
4607 element == EL_EM_STEEL_EXIT_OPEN)
4611 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4612 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4613 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4614 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4615 EL_EM_STEEL_EXIT_CLOSING);
4617 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4620 // player disappears
4621 DrawLevelField(x, y);
4624 for (i = 0; i < MAX_PLAYERS; i++)
4626 struct PlayerInfo *player = &stored_player[i];
4628 if (player->present)
4630 RemovePlayer(player);
4632 // player disappears
4633 DrawLevelField(player->jx, player->jy);
4638 PlaySound(SND_GAME_WINNING);
4641 if (game_over_delay_1 > 0)
4643 game_over_delay_1--;
4648 if (time != time_final)
4650 int time_to_go = ABS(time_final - time);
4651 int time_count_dir = (time < time_final ? +1 : -1);
4653 if (time_to_go < time_count_steps)
4654 time_count_steps = 1;
4656 time += time_count_steps * time_count_dir;
4657 score += time_count_steps * level.score[SC_TIME_BONUS];
4659 game.LevelSolved_CountingTime = time;
4660 game.LevelSolved_CountingScore = score;
4662 game_panel_controls[GAME_PANEL_TIME].value = time;
4663 game_panel_controls[GAME_PANEL_SCORE].value = score;
4665 DisplayGameControlValues();
4667 if (time == time_final)
4668 StopSound(SND_GAME_LEVELTIME_BONUS);
4669 else if (setup.sound_loops)
4670 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4672 PlaySound(SND_GAME_LEVELTIME_BONUS);
4677 if (game_over_delay_2 > 0)
4679 game_over_delay_2--;
4684 if (health != health_final)
4686 int health_count_dir = (health < health_final ? +1 : -1);
4688 health += health_count_dir;
4689 score += level.score[SC_TIME_BONUS];
4691 game.LevelSolved_CountingHealth = health;
4692 game.LevelSolved_CountingScore = score;
4694 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4695 game_panel_controls[GAME_PANEL_SCORE].value = score;
4697 DisplayGameControlValues();
4699 if (health == health_final)
4700 StopSound(SND_GAME_LEVELTIME_BONUS);
4701 else if (setup.sound_loops)
4702 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4704 PlaySound(SND_GAME_LEVELTIME_BONUS);
4709 game.panel.active = FALSE;
4711 if (game_over_delay_3 > 0)
4713 game_over_delay_3--;
4723 // used instead of "level_nr" (needed for network games)
4724 int last_level_nr = levelset.level_nr;
4727 game.LevelSolved_GameEnd = TRUE;
4729 if (game.LevelSolved_SaveTape)
4731 // make sure that request dialog to save tape does not open door again
4732 if (!global.use_envelope_request)
4733 CloseDoor(DOOR_CLOSE_1);
4735 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4738 // if no tape is to be saved, close both doors simultaneously
4739 CloseDoor(DOOR_CLOSE_ALL);
4741 if (level_editor_test_game)
4743 SetGameStatus(GAME_MODE_MAIN);
4750 if (!game.LevelSolved_SaveScore)
4752 SetGameStatus(GAME_MODE_MAIN);
4759 if (level_nr == leveldir_current->handicap_level)
4761 leveldir_current->handicap_level++;
4763 SaveLevelSetup_SeriesInfo();
4766 if (setup.increment_levels &&
4767 level_nr < leveldir_current->last_level &&
4770 level_nr++; // advance to next level
4771 TapeErase(); // start with empty tape
4773 if (setup.auto_play_next_level)
4775 LoadLevel(level_nr);
4777 SaveLevelSetup_SeriesInfo();
4781 hi_pos = NewHiScore(last_level_nr);
4783 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4785 SetGameStatus(GAME_MODE_SCORES);
4787 DrawHallOfFame(last_level_nr, hi_pos);
4789 else if (setup.auto_play_next_level && setup.increment_levels &&
4790 last_level_nr < leveldir_current->last_level &&
4793 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4797 SetGameStatus(GAME_MODE_MAIN);
4803 int NewHiScore(int level_nr)
4807 boolean one_score_entry_per_name = !program.many_scores_per_name;
4809 LoadScore(level_nr);
4811 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4812 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4815 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4817 if (game.score_final > highscore[k].Score)
4819 // player has made it to the hall of fame
4821 if (k < MAX_SCORE_ENTRIES - 1)
4823 int m = MAX_SCORE_ENTRIES - 1;
4825 if (one_score_entry_per_name)
4827 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4828 if (strEqual(setup.player_name, highscore[l].Name))
4831 if (m == k) // player's new highscore overwrites his old one
4835 for (l = m; l > k; l--)
4837 strcpy(highscore[l].Name, highscore[l - 1].Name);
4838 highscore[l].Score = highscore[l - 1].Score;
4844 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4845 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4846 highscore[k].Score = game.score_final;
4851 else if (one_score_entry_per_name &&
4852 !strncmp(setup.player_name, highscore[k].Name,
4853 MAX_PLAYER_NAME_LEN))
4854 break; // player already there with a higher score
4858 SaveScore(level_nr);
4863 static int getElementMoveStepsizeExt(int x, int y, int direction)
4865 int element = Feld[x][y];
4866 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4867 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4868 int horiz_move = (dx != 0);
4869 int sign = (horiz_move ? dx : dy);
4870 int step = sign * element_info[element].move_stepsize;
4872 // special values for move stepsize for spring and things on conveyor belt
4875 if (CAN_FALL(element) &&
4876 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4877 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4878 else if (element == EL_SPRING)
4879 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4885 static int getElementMoveStepsize(int x, int y)
4887 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4890 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4892 if (player->GfxAction != action || player->GfxDir != dir)
4894 player->GfxAction = action;
4895 player->GfxDir = dir;
4897 player->StepFrame = 0;
4901 static void ResetGfxFrame(int x, int y)
4903 // profiling showed that "autotest" spends 10~20% of its time in this function
4904 if (DrawingDeactivatedField())
4907 int element = Feld[x][y];
4908 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4910 if (graphic_info[graphic].anim_global_sync)
4911 GfxFrame[x][y] = FrameCounter;
4912 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4913 GfxFrame[x][y] = CustomValue[x][y];
4914 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4915 GfxFrame[x][y] = element_info[element].collect_score;
4916 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4917 GfxFrame[x][y] = ChangeDelay[x][y];
4920 static void ResetGfxAnimation(int x, int y)
4922 GfxAction[x][y] = ACTION_DEFAULT;
4923 GfxDir[x][y] = MovDir[x][y];
4926 ResetGfxFrame(x, y);
4929 static void ResetRandomAnimationValue(int x, int y)
4931 GfxRandom[x][y] = INIT_GFX_RANDOM();
4934 static void InitMovingField(int x, int y, int direction)
4936 int element = Feld[x][y];
4937 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4938 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4941 boolean is_moving_before, is_moving_after;
4943 // check if element was/is moving or being moved before/after mode change
4944 is_moving_before = (WasJustMoving[x][y] != 0);
4945 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4947 // reset animation only for moving elements which change direction of moving
4948 // or which just started or stopped moving
4949 // (else CEs with property "can move" / "not moving" are reset each frame)
4950 if (is_moving_before != is_moving_after ||
4951 direction != MovDir[x][y])
4952 ResetGfxAnimation(x, y);
4954 MovDir[x][y] = direction;
4955 GfxDir[x][y] = direction;
4957 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4958 direction == MV_DOWN && CAN_FALL(element) ?
4959 ACTION_FALLING : ACTION_MOVING);
4961 // this is needed for CEs with property "can move" / "not moving"
4963 if (is_moving_after)
4965 if (Feld[newx][newy] == EL_EMPTY)
4966 Feld[newx][newy] = EL_BLOCKED;
4968 MovDir[newx][newy] = MovDir[x][y];
4970 CustomValue[newx][newy] = CustomValue[x][y];
4972 GfxFrame[newx][newy] = GfxFrame[x][y];
4973 GfxRandom[newx][newy] = GfxRandom[x][y];
4974 GfxAction[newx][newy] = GfxAction[x][y];
4975 GfxDir[newx][newy] = GfxDir[x][y];
4979 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4981 int direction = MovDir[x][y];
4982 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4983 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4989 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4991 int oldx = x, oldy = y;
4992 int direction = MovDir[x][y];
4994 if (direction == MV_LEFT)
4996 else if (direction == MV_RIGHT)
4998 else if (direction == MV_UP)
5000 else if (direction == MV_DOWN)
5003 *comes_from_x = oldx;
5004 *comes_from_y = oldy;
5007 static int MovingOrBlocked2Element(int x, int y)
5009 int element = Feld[x][y];
5011 if (element == EL_BLOCKED)
5015 Blocked2Moving(x, y, &oldx, &oldy);
5016 return Feld[oldx][oldy];
5022 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5024 // like MovingOrBlocked2Element(), but if element is moving
5025 // and (x,y) is the field the moving element is just leaving,
5026 // return EL_BLOCKED instead of the element value
5027 int element = Feld[x][y];
5029 if (IS_MOVING(x, y))
5031 if (element == EL_BLOCKED)
5035 Blocked2Moving(x, y, &oldx, &oldy);
5036 return Feld[oldx][oldy];
5045 static void RemoveField(int x, int y)
5047 Feld[x][y] = EL_EMPTY;
5053 CustomValue[x][y] = 0;
5056 ChangeDelay[x][y] = 0;
5057 ChangePage[x][y] = -1;
5058 Pushed[x][y] = FALSE;
5060 GfxElement[x][y] = EL_UNDEFINED;
5061 GfxAction[x][y] = ACTION_DEFAULT;
5062 GfxDir[x][y] = MV_NONE;
5065 static void RemoveMovingField(int x, int y)
5067 int oldx = x, oldy = y, newx = x, newy = y;
5068 int element = Feld[x][y];
5069 int next_element = EL_UNDEFINED;
5071 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5074 if (IS_MOVING(x, y))
5076 Moving2Blocked(x, y, &newx, &newy);
5078 if (Feld[newx][newy] != EL_BLOCKED)
5080 // element is moving, but target field is not free (blocked), but
5081 // already occupied by something different (example: acid pool);
5082 // in this case, only remove the moving field, but not the target
5084 RemoveField(oldx, oldy);
5086 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5088 TEST_DrawLevelField(oldx, oldy);
5093 else if (element == EL_BLOCKED)
5095 Blocked2Moving(x, y, &oldx, &oldy);
5096 if (!IS_MOVING(oldx, oldy))
5100 if (element == EL_BLOCKED &&
5101 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5102 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5103 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5104 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5105 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5106 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5107 next_element = get_next_element(Feld[oldx][oldy]);
5109 RemoveField(oldx, oldy);
5110 RemoveField(newx, newy);
5112 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5114 if (next_element != EL_UNDEFINED)
5115 Feld[oldx][oldy] = next_element;
5117 TEST_DrawLevelField(oldx, oldy);
5118 TEST_DrawLevelField(newx, newy);
5121 void DrawDynamite(int x, int y)
5123 int sx = SCREENX(x), sy = SCREENY(y);
5124 int graphic = el2img(Feld[x][y]);
5127 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5130 if (IS_WALKABLE_INSIDE(Back[x][y]))
5134 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5135 else if (Store[x][y])
5136 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5138 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5140 if (Back[x][y] || Store[x][y])
5141 DrawGraphicThruMask(sx, sy, graphic, frame);
5143 DrawGraphic(sx, sy, graphic, frame);
5146 static void CheckDynamite(int x, int y)
5148 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5152 if (MovDelay[x][y] != 0)
5155 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5161 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5166 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5168 boolean num_checked_players = 0;
5171 for (i = 0; i < MAX_PLAYERS; i++)
5173 if (stored_player[i].active)
5175 int sx = stored_player[i].jx;
5176 int sy = stored_player[i].jy;
5178 if (num_checked_players == 0)
5185 *sx1 = MIN(*sx1, sx);
5186 *sy1 = MIN(*sy1, sy);
5187 *sx2 = MAX(*sx2, sx);
5188 *sy2 = MAX(*sy2, sy);
5191 num_checked_players++;
5196 static boolean checkIfAllPlayersFitToScreen_RND(void)
5198 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5200 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5202 return (sx2 - sx1 < SCR_FIELDX &&
5203 sy2 - sy1 < SCR_FIELDY);
5206 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5208 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5210 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5212 *sx = (sx1 + sx2) / 2;
5213 *sy = (sy1 + sy2) / 2;
5216 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5217 boolean center_screen, boolean quick_relocation)
5219 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5220 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5221 boolean no_delay = (tape.warp_forward);
5222 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5223 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5224 int new_scroll_x, new_scroll_y;
5226 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5228 // case 1: quick relocation inside visible screen (without scrolling)
5235 if (!level.shifted_relocation || center_screen)
5237 // relocation _with_ centering of screen
5239 new_scroll_x = SCROLL_POSITION_X(x);
5240 new_scroll_y = SCROLL_POSITION_Y(y);
5244 // relocation _without_ centering of screen
5246 int center_scroll_x = SCROLL_POSITION_X(old_x);
5247 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5248 int offset_x = x + (scroll_x - center_scroll_x);
5249 int offset_y = y + (scroll_y - center_scroll_y);
5251 // for new screen position, apply previous offset to center position
5252 new_scroll_x = SCROLL_POSITION_X(offset_x);
5253 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5256 if (quick_relocation)
5258 // case 2: quick relocation (redraw without visible scrolling)
5260 scroll_x = new_scroll_x;
5261 scroll_y = new_scroll_y;
5268 // case 3: visible relocation (with scrolling to new position)
5270 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5272 SetVideoFrameDelay(wait_delay_value);
5274 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5277 int fx = FX, fy = FY;
5279 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5280 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5282 if (dx == 0 && dy == 0) // no scrolling needed at all
5288 fx += dx * TILEX / 2;
5289 fy += dy * TILEY / 2;
5291 ScrollLevel(dx, dy);
5294 // scroll in two steps of half tile size to make things smoother
5295 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5297 // scroll second step to align at full tile size
5298 BlitScreenToBitmap(window);
5304 SetVideoFrameDelay(frame_delay_value_old);
5307 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5309 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5310 int player_nr = GET_PLAYER_NR(el_player);
5311 struct PlayerInfo *player = &stored_player[player_nr];
5312 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5313 boolean no_delay = (tape.warp_forward);
5314 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5315 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5316 int old_jx = player->jx;
5317 int old_jy = player->jy;
5318 int old_element = Feld[old_jx][old_jy];
5319 int element = Feld[jx][jy];
5320 boolean player_relocated = (old_jx != jx || old_jy != jy);
5322 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5323 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5324 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5325 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5326 int leave_side_horiz = move_dir_horiz;
5327 int leave_side_vert = move_dir_vert;
5328 int enter_side = enter_side_horiz | enter_side_vert;
5329 int leave_side = leave_side_horiz | leave_side_vert;
5331 if (player->buried) // do not reanimate dead player
5334 if (!player_relocated) // no need to relocate the player
5337 if (IS_PLAYER(jx, jy)) // player already placed at new position
5339 RemoveField(jx, jy); // temporarily remove newly placed player
5340 DrawLevelField(jx, jy);
5343 if (player->present)
5345 while (player->MovPos)
5347 ScrollPlayer(player, SCROLL_GO_ON);
5348 ScrollScreen(NULL, SCROLL_GO_ON);
5350 AdvanceFrameAndPlayerCounters(player->index_nr);
5354 BackToFront_WithFrameDelay(wait_delay_value);
5357 DrawPlayer(player); // needed here only to cleanup last field
5358 DrawLevelField(player->jx, player->jy); // remove player graphic
5360 player->is_moving = FALSE;
5363 if (IS_CUSTOM_ELEMENT(old_element))
5364 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5366 player->index_bit, leave_side);
5368 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5370 player->index_bit, leave_side);
5372 Feld[jx][jy] = el_player;
5373 InitPlayerField(jx, jy, el_player, TRUE);
5375 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5376 possible that the relocation target field did not contain a player element,
5377 but a walkable element, to which the new player was relocated -- in this
5378 case, restore that (already initialized!) element on the player field */
5379 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5381 Feld[jx][jy] = element; // restore previously existing element
5384 // only visually relocate centered player
5385 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5386 FALSE, level.instant_relocation);
5388 TestIfPlayerTouchesBadThing(jx, jy);
5389 TestIfPlayerTouchesCustomElement(jx, jy);
5391 if (IS_CUSTOM_ELEMENT(element))
5392 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5393 player->index_bit, enter_side);
5395 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5396 player->index_bit, enter_side);
5398 if (player->is_switching)
5400 /* ensure that relocation while still switching an element does not cause
5401 a new element to be treated as also switched directly after relocation
5402 (this is important for teleporter switches that teleport the player to
5403 a place where another teleporter switch is in the same direction, which
5404 would then incorrectly be treated as immediately switched before the
5405 direction key that caused the switch was released) */
5407 player->switch_x += jx - old_jx;
5408 player->switch_y += jy - old_jy;
5412 static void Explode(int ex, int ey, int phase, int mode)
5418 // !!! eliminate this variable !!!
5419 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5421 if (game.explosions_delayed)
5423 ExplodeField[ex][ey] = mode;
5427 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5429 int center_element = Feld[ex][ey];
5430 int artwork_element, explosion_element; // set these values later
5432 // remove things displayed in background while burning dynamite
5433 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5436 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5438 // put moving element to center field (and let it explode there)
5439 center_element = MovingOrBlocked2Element(ex, ey);
5440 RemoveMovingField(ex, ey);
5441 Feld[ex][ey] = center_element;
5444 // now "center_element" is finally determined -- set related values now
5445 artwork_element = center_element; // for custom player artwork
5446 explosion_element = center_element; // for custom player artwork
5448 if (IS_PLAYER(ex, ey))
5450 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5452 artwork_element = stored_player[player_nr].artwork_element;
5454 if (level.use_explosion_element[player_nr])
5456 explosion_element = level.explosion_element[player_nr];
5457 artwork_element = explosion_element;
5461 if (mode == EX_TYPE_NORMAL ||
5462 mode == EX_TYPE_CENTER ||
5463 mode == EX_TYPE_CROSS)
5464 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5466 last_phase = element_info[explosion_element].explosion_delay + 1;
5468 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5470 int xx = x - ex + 1;
5471 int yy = y - ey + 1;
5474 if (!IN_LEV_FIELD(x, y) ||
5475 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5476 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5479 element = Feld[x][y];
5481 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5483 element = MovingOrBlocked2Element(x, y);
5485 if (!IS_EXPLOSION_PROOF(element))
5486 RemoveMovingField(x, y);
5489 // indestructible elements can only explode in center (but not flames)
5490 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5491 mode == EX_TYPE_BORDER)) ||
5492 element == EL_FLAMES)
5495 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5496 behaviour, for example when touching a yamyam that explodes to rocks
5497 with active deadly shield, a rock is created under the player !!! */
5498 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5500 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5501 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5502 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5504 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5507 if (IS_ACTIVE_BOMB(element))
5509 // re-activate things under the bomb like gate or penguin
5510 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5517 // save walkable background elements while explosion on same tile
5518 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5519 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5520 Back[x][y] = element;
5522 // ignite explodable elements reached by other explosion
5523 if (element == EL_EXPLOSION)
5524 element = Store2[x][y];
5526 if (AmoebaNr[x][y] &&
5527 (element == EL_AMOEBA_FULL ||
5528 element == EL_BD_AMOEBA ||
5529 element == EL_AMOEBA_GROWING))
5531 AmoebaCnt[AmoebaNr[x][y]]--;
5532 AmoebaCnt2[AmoebaNr[x][y]]--;
5537 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5539 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5541 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5543 if (PLAYERINFO(ex, ey)->use_murphy)
5544 Store[x][y] = EL_EMPTY;
5547 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5548 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5549 else if (ELEM_IS_PLAYER(center_element))
5550 Store[x][y] = EL_EMPTY;
5551 else if (center_element == EL_YAMYAM)
5552 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5553 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5554 Store[x][y] = element_info[center_element].content.e[xx][yy];
5556 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5557 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5558 // otherwise) -- FIX THIS !!!
5559 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5560 Store[x][y] = element_info[element].content.e[1][1];
5562 else if (!CAN_EXPLODE(element))
5563 Store[x][y] = element_info[element].content.e[1][1];
5566 Store[x][y] = EL_EMPTY;
5568 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5569 center_element == EL_AMOEBA_TO_DIAMOND)
5570 Store2[x][y] = element;
5572 Feld[x][y] = EL_EXPLOSION;
5573 GfxElement[x][y] = artwork_element;
5575 ExplodePhase[x][y] = 1;
5576 ExplodeDelay[x][y] = last_phase;
5581 if (center_element == EL_YAMYAM)
5582 game.yamyam_content_nr =
5583 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5595 GfxFrame[x][y] = 0; // restart explosion animation
5597 last_phase = ExplodeDelay[x][y];
5599 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5601 // this can happen if the player leaves an explosion just in time
5602 if (GfxElement[x][y] == EL_UNDEFINED)
5603 GfxElement[x][y] = EL_EMPTY;
5605 border_element = Store2[x][y];
5606 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5607 border_element = StorePlayer[x][y];
5609 if (phase == element_info[border_element].ignition_delay ||
5610 phase == last_phase)
5612 boolean border_explosion = FALSE;
5614 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5615 !PLAYER_EXPLOSION_PROTECTED(x, y))
5617 KillPlayerUnlessExplosionProtected(x, y);
5618 border_explosion = TRUE;
5620 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5622 Feld[x][y] = Store2[x][y];
5625 border_explosion = TRUE;
5627 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5629 AmoebeUmwandeln(x, y);
5631 border_explosion = TRUE;
5634 // if an element just explodes due to another explosion (chain-reaction),
5635 // do not immediately end the new explosion when it was the last frame of
5636 // the explosion (as it would be done in the following "if"-statement!)
5637 if (border_explosion && phase == last_phase)
5641 if (phase == last_phase)
5645 element = Feld[x][y] = Store[x][y];
5646 Store[x][y] = Store2[x][y] = 0;
5647 GfxElement[x][y] = EL_UNDEFINED;
5649 // player can escape from explosions and might therefore be still alive
5650 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5651 element <= EL_PLAYER_IS_EXPLODING_4)
5653 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5654 int explosion_element = EL_PLAYER_1 + player_nr;
5655 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5656 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5658 if (level.use_explosion_element[player_nr])
5659 explosion_element = level.explosion_element[player_nr];
5661 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5662 element_info[explosion_element].content.e[xx][yy]);
5665 // restore probably existing indestructible background element
5666 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5667 element = Feld[x][y] = Back[x][y];
5670 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5671 GfxDir[x][y] = MV_NONE;
5672 ChangeDelay[x][y] = 0;
5673 ChangePage[x][y] = -1;
5675 CustomValue[x][y] = 0;
5677 InitField_WithBug2(x, y, FALSE);
5679 TEST_DrawLevelField(x, y);
5681 TestIfElementTouchesCustomElement(x, y);
5683 if (GFX_CRUMBLED(element))
5684 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5686 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5687 StorePlayer[x][y] = 0;
5689 if (ELEM_IS_PLAYER(element))
5690 RelocatePlayer(x, y, element);
5692 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5694 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5695 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5698 TEST_DrawLevelFieldCrumbled(x, y);
5700 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5702 DrawLevelElement(x, y, Back[x][y]);
5703 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5705 else if (IS_WALKABLE_UNDER(Back[x][y]))
5707 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5708 DrawLevelElementThruMask(x, y, Back[x][y]);
5710 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5711 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5715 static void DynaExplode(int ex, int ey)
5718 int dynabomb_element = Feld[ex][ey];
5719 int dynabomb_size = 1;
5720 boolean dynabomb_xl = FALSE;
5721 struct PlayerInfo *player;
5722 static int xy[4][2] =
5730 if (IS_ACTIVE_BOMB(dynabomb_element))
5732 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5733 dynabomb_size = player->dynabomb_size;
5734 dynabomb_xl = player->dynabomb_xl;
5735 player->dynabombs_left++;
5738 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5740 for (i = 0; i < NUM_DIRECTIONS; i++)
5742 for (j = 1; j <= dynabomb_size; j++)
5744 int x = ex + j * xy[i][0];
5745 int y = ey + j * xy[i][1];
5748 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5751 element = Feld[x][y];
5753 // do not restart explosions of fields with active bombs
5754 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5757 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5759 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5760 !IS_DIGGABLE(element) && !dynabomb_xl)
5766 void Bang(int x, int y)
5768 int element = MovingOrBlocked2Element(x, y);
5769 int explosion_type = EX_TYPE_NORMAL;
5771 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5773 struct PlayerInfo *player = PLAYERINFO(x, y);
5775 element = Feld[x][y] = player->initial_element;
5777 if (level.use_explosion_element[player->index_nr])
5779 int explosion_element = level.explosion_element[player->index_nr];
5781 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5782 explosion_type = EX_TYPE_CROSS;
5783 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5784 explosion_type = EX_TYPE_CENTER;
5792 case EL_BD_BUTTERFLY:
5795 case EL_DARK_YAMYAM:
5799 RaiseScoreElement(element);
5802 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5803 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5804 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5805 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5806 case EL_DYNABOMB_INCREASE_NUMBER:
5807 case EL_DYNABOMB_INCREASE_SIZE:
5808 case EL_DYNABOMB_INCREASE_POWER:
5809 explosion_type = EX_TYPE_DYNA;
5812 case EL_DC_LANDMINE:
5813 explosion_type = EX_TYPE_CENTER;
5818 case EL_LAMP_ACTIVE:
5819 case EL_AMOEBA_TO_DIAMOND:
5820 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5821 explosion_type = EX_TYPE_CENTER;
5825 if (element_info[element].explosion_type == EXPLODES_CROSS)
5826 explosion_type = EX_TYPE_CROSS;
5827 else if (element_info[element].explosion_type == EXPLODES_1X1)
5828 explosion_type = EX_TYPE_CENTER;
5832 if (explosion_type == EX_TYPE_DYNA)
5835 Explode(x, y, EX_PHASE_START, explosion_type);
5837 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5840 static void SplashAcid(int x, int y)
5842 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5843 (!IN_LEV_FIELD(x - 1, y - 2) ||
5844 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5845 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5847 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5848 (!IN_LEV_FIELD(x + 1, y - 2) ||
5849 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5850 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5852 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5855 static void InitBeltMovement(void)
5857 static int belt_base_element[4] =
5859 EL_CONVEYOR_BELT_1_LEFT,
5860 EL_CONVEYOR_BELT_2_LEFT,
5861 EL_CONVEYOR_BELT_3_LEFT,
5862 EL_CONVEYOR_BELT_4_LEFT
5864 static int belt_base_active_element[4] =
5866 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5867 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5868 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5869 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5874 // set frame order for belt animation graphic according to belt direction
5875 for (i = 0; i < NUM_BELTS; i++)
5879 for (j = 0; j < NUM_BELT_PARTS; j++)
5881 int element = belt_base_active_element[belt_nr] + j;
5882 int graphic_1 = el2img(element);
5883 int graphic_2 = el2panelimg(element);
5885 if (game.belt_dir[i] == MV_LEFT)
5887 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5888 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5892 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5893 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5898 SCAN_PLAYFIELD(x, y)
5900 int element = Feld[x][y];
5902 for (i = 0; i < NUM_BELTS; i++)
5904 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5906 int e_belt_nr = getBeltNrFromBeltElement(element);
5909 if (e_belt_nr == belt_nr)
5911 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5913 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5920 static void ToggleBeltSwitch(int x, int y)
5922 static int belt_base_element[4] =
5924 EL_CONVEYOR_BELT_1_LEFT,
5925 EL_CONVEYOR_BELT_2_LEFT,
5926 EL_CONVEYOR_BELT_3_LEFT,
5927 EL_CONVEYOR_BELT_4_LEFT
5929 static int belt_base_active_element[4] =
5931 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5932 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5933 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5934 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5936 static int belt_base_switch_element[4] =
5938 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5939 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5940 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5941 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5943 static int belt_move_dir[4] =
5951 int element = Feld[x][y];
5952 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5953 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5954 int belt_dir = belt_move_dir[belt_dir_nr];
5957 if (!IS_BELT_SWITCH(element))
5960 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5961 game.belt_dir[belt_nr] = belt_dir;
5963 if (belt_dir_nr == 3)
5966 // set frame order for belt animation graphic according to belt direction
5967 for (i = 0; i < NUM_BELT_PARTS; i++)
5969 int element = belt_base_active_element[belt_nr] + i;
5970 int graphic_1 = el2img(element);
5971 int graphic_2 = el2panelimg(element);
5973 if (belt_dir == MV_LEFT)
5975 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5976 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5980 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5981 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5985 SCAN_PLAYFIELD(xx, yy)
5987 int element = Feld[xx][yy];
5989 if (IS_BELT_SWITCH(element))
5991 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5993 if (e_belt_nr == belt_nr)
5995 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5996 TEST_DrawLevelField(xx, yy);
5999 else if (IS_BELT(element) && belt_dir != MV_NONE)
6001 int e_belt_nr = getBeltNrFromBeltElement(element);
6003 if (e_belt_nr == belt_nr)
6005 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6007 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6008 TEST_DrawLevelField(xx, yy);
6011 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6013 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6015 if (e_belt_nr == belt_nr)
6017 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6019 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6020 TEST_DrawLevelField(xx, yy);
6026 static void ToggleSwitchgateSwitch(int x, int y)
6030 game.switchgate_pos = !game.switchgate_pos;
6032 SCAN_PLAYFIELD(xx, yy)
6034 int element = Feld[xx][yy];
6036 if (element == EL_SWITCHGATE_SWITCH_UP)
6038 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6039 TEST_DrawLevelField(xx, yy);
6041 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6043 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6044 TEST_DrawLevelField(xx, yy);
6046 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6048 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6049 TEST_DrawLevelField(xx, yy);
6051 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6053 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6054 TEST_DrawLevelField(xx, yy);
6056 else if (element == EL_SWITCHGATE_OPEN ||
6057 element == EL_SWITCHGATE_OPENING)
6059 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6061 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6063 else if (element == EL_SWITCHGATE_CLOSED ||
6064 element == EL_SWITCHGATE_CLOSING)
6066 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6068 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6073 static int getInvisibleActiveFromInvisibleElement(int element)
6075 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6076 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6077 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6081 static int getInvisibleFromInvisibleActiveElement(int element)
6083 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6084 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6085 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6089 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6093 SCAN_PLAYFIELD(x, y)
6095 int element = Feld[x][y];
6097 if (element == EL_LIGHT_SWITCH &&
6098 game.light_time_left > 0)
6100 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6101 TEST_DrawLevelField(x, y);
6103 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6104 game.light_time_left == 0)
6106 Feld[x][y] = EL_LIGHT_SWITCH;
6107 TEST_DrawLevelField(x, y);
6109 else if (element == EL_EMC_DRIPPER &&
6110 game.light_time_left > 0)
6112 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6113 TEST_DrawLevelField(x, y);
6115 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6116 game.light_time_left == 0)
6118 Feld[x][y] = EL_EMC_DRIPPER;
6119 TEST_DrawLevelField(x, y);
6121 else if (element == EL_INVISIBLE_STEELWALL ||
6122 element == EL_INVISIBLE_WALL ||
6123 element == EL_INVISIBLE_SAND)
6125 if (game.light_time_left > 0)
6126 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6128 TEST_DrawLevelField(x, y);
6130 // uncrumble neighbour fields, if needed
6131 if (element == EL_INVISIBLE_SAND)
6132 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6134 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6135 element == EL_INVISIBLE_WALL_ACTIVE ||
6136 element == EL_INVISIBLE_SAND_ACTIVE)
6138 if (game.light_time_left == 0)
6139 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6141 TEST_DrawLevelField(x, y);
6143 // re-crumble neighbour fields, if needed
6144 if (element == EL_INVISIBLE_SAND)
6145 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6150 static void RedrawAllInvisibleElementsForLenses(void)
6154 SCAN_PLAYFIELD(x, y)
6156 int element = Feld[x][y];
6158 if (element == EL_EMC_DRIPPER &&
6159 game.lenses_time_left > 0)
6161 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6162 TEST_DrawLevelField(x, y);
6164 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6165 game.lenses_time_left == 0)
6167 Feld[x][y] = EL_EMC_DRIPPER;
6168 TEST_DrawLevelField(x, y);
6170 else if (element == EL_INVISIBLE_STEELWALL ||
6171 element == EL_INVISIBLE_WALL ||
6172 element == EL_INVISIBLE_SAND)
6174 if (game.lenses_time_left > 0)
6175 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6177 TEST_DrawLevelField(x, y);
6179 // uncrumble neighbour fields, if needed
6180 if (element == EL_INVISIBLE_SAND)
6181 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6183 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6184 element == EL_INVISIBLE_WALL_ACTIVE ||
6185 element == EL_INVISIBLE_SAND_ACTIVE)
6187 if (game.lenses_time_left == 0)
6188 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6190 TEST_DrawLevelField(x, y);
6192 // re-crumble neighbour fields, if needed
6193 if (element == EL_INVISIBLE_SAND)
6194 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6199 static void RedrawAllInvisibleElementsForMagnifier(void)
6203 SCAN_PLAYFIELD(x, y)
6205 int element = Feld[x][y];
6207 if (element == EL_EMC_FAKE_GRASS &&
6208 game.magnify_time_left > 0)
6210 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6211 TEST_DrawLevelField(x, y);
6213 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6214 game.magnify_time_left == 0)
6216 Feld[x][y] = EL_EMC_FAKE_GRASS;
6217 TEST_DrawLevelField(x, y);
6219 else if (IS_GATE_GRAY(element) &&
6220 game.magnify_time_left > 0)
6222 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6223 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6224 IS_EM_GATE_GRAY(element) ?
6225 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6226 IS_EMC_GATE_GRAY(element) ?
6227 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6228 IS_DC_GATE_GRAY(element) ?
6229 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6231 TEST_DrawLevelField(x, y);
6233 else if (IS_GATE_GRAY_ACTIVE(element) &&
6234 game.magnify_time_left == 0)
6236 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6237 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6238 IS_EM_GATE_GRAY_ACTIVE(element) ?
6239 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6240 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6241 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6242 IS_DC_GATE_GRAY_ACTIVE(element) ?
6243 EL_DC_GATE_WHITE_GRAY :
6245 TEST_DrawLevelField(x, y);
6250 static void ToggleLightSwitch(int x, int y)
6252 int element = Feld[x][y];
6254 game.light_time_left =
6255 (element == EL_LIGHT_SWITCH ?
6256 level.time_light * FRAMES_PER_SECOND : 0);
6258 RedrawAllLightSwitchesAndInvisibleElements();
6261 static void ActivateTimegateSwitch(int x, int y)
6265 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6267 SCAN_PLAYFIELD(xx, yy)
6269 int element = Feld[xx][yy];
6271 if (element == EL_TIMEGATE_CLOSED ||
6272 element == EL_TIMEGATE_CLOSING)
6274 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6275 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6279 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6281 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6282 TEST_DrawLevelField(xx, yy);
6288 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6289 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6292 static void Impact(int x, int y)
6294 boolean last_line = (y == lev_fieldy - 1);
6295 boolean object_hit = FALSE;
6296 boolean impact = (last_line || object_hit);
6297 int element = Feld[x][y];
6298 int smashed = EL_STEELWALL;
6300 if (!last_line) // check if element below was hit
6302 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6305 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6306 MovDir[x][y + 1] != MV_DOWN ||
6307 MovPos[x][y + 1] <= TILEY / 2));
6309 // do not smash moving elements that left the smashed field in time
6310 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6311 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6314 #if USE_QUICKSAND_IMPACT_BUGFIX
6315 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6317 RemoveMovingField(x, y + 1);
6318 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6319 Feld[x][y + 2] = EL_ROCK;
6320 TEST_DrawLevelField(x, y + 2);
6325 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6327 RemoveMovingField(x, y + 1);
6328 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6329 Feld[x][y + 2] = EL_ROCK;
6330 TEST_DrawLevelField(x, y + 2);
6337 smashed = MovingOrBlocked2Element(x, y + 1);
6339 impact = (last_line || object_hit);
6342 if (!last_line && smashed == EL_ACID) // element falls into acid
6344 SplashAcid(x, y + 1);
6348 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6349 // only reset graphic animation if graphic really changes after impact
6351 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6353 ResetGfxAnimation(x, y);
6354 TEST_DrawLevelField(x, y);
6357 if (impact && CAN_EXPLODE_IMPACT(element))
6362 else if (impact && element == EL_PEARL &&
6363 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6365 ResetGfxAnimation(x, y);
6367 Feld[x][y] = EL_PEARL_BREAKING;
6368 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6371 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6373 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6378 if (impact && element == EL_AMOEBA_DROP)
6380 if (object_hit && IS_PLAYER(x, y + 1))
6381 KillPlayerUnlessEnemyProtected(x, y + 1);
6382 else if (object_hit && smashed == EL_PENGUIN)
6386 Feld[x][y] = EL_AMOEBA_GROWING;
6387 Store[x][y] = EL_AMOEBA_WET;
6389 ResetRandomAnimationValue(x, y);
6394 if (object_hit) // check which object was hit
6396 if ((CAN_PASS_MAGIC_WALL(element) &&
6397 (smashed == EL_MAGIC_WALL ||
6398 smashed == EL_BD_MAGIC_WALL)) ||
6399 (CAN_PASS_DC_MAGIC_WALL(element) &&
6400 smashed == EL_DC_MAGIC_WALL))
6403 int activated_magic_wall =
6404 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6405 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6406 EL_DC_MAGIC_WALL_ACTIVE);
6408 // activate magic wall / mill
6409 SCAN_PLAYFIELD(xx, yy)
6411 if (Feld[xx][yy] == smashed)
6412 Feld[xx][yy] = activated_magic_wall;
6415 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6416 game.magic_wall_active = TRUE;
6418 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6419 SND_MAGIC_WALL_ACTIVATING :
6420 smashed == EL_BD_MAGIC_WALL ?
6421 SND_BD_MAGIC_WALL_ACTIVATING :
6422 SND_DC_MAGIC_WALL_ACTIVATING));
6425 if (IS_PLAYER(x, y + 1))
6427 if (CAN_SMASH_PLAYER(element))
6429 KillPlayerUnlessEnemyProtected(x, y + 1);
6433 else if (smashed == EL_PENGUIN)
6435 if (CAN_SMASH_PLAYER(element))
6441 else if (element == EL_BD_DIAMOND)
6443 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6449 else if (((element == EL_SP_INFOTRON ||
6450 element == EL_SP_ZONK) &&
6451 (smashed == EL_SP_SNIKSNAK ||
6452 smashed == EL_SP_ELECTRON ||
6453 smashed == EL_SP_DISK_ORANGE)) ||
6454 (element == EL_SP_INFOTRON &&
6455 smashed == EL_SP_DISK_YELLOW))
6460 else if (CAN_SMASH_EVERYTHING(element))
6462 if (IS_CLASSIC_ENEMY(smashed) ||
6463 CAN_EXPLODE_SMASHED(smashed))
6468 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6470 if (smashed == EL_LAMP ||
6471 smashed == EL_LAMP_ACTIVE)
6476 else if (smashed == EL_NUT)
6478 Feld[x][y + 1] = EL_NUT_BREAKING;
6479 PlayLevelSound(x, y, SND_NUT_BREAKING);
6480 RaiseScoreElement(EL_NUT);
6483 else if (smashed == EL_PEARL)
6485 ResetGfxAnimation(x, y);
6487 Feld[x][y + 1] = EL_PEARL_BREAKING;
6488 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6491 else if (smashed == EL_DIAMOND)
6493 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6494 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6497 else if (IS_BELT_SWITCH(smashed))
6499 ToggleBeltSwitch(x, y + 1);
6501 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6502 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6503 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6504 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6506 ToggleSwitchgateSwitch(x, y + 1);
6508 else if (smashed == EL_LIGHT_SWITCH ||
6509 smashed == EL_LIGHT_SWITCH_ACTIVE)
6511 ToggleLightSwitch(x, y + 1);
6515 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6517 CheckElementChangeBySide(x, y + 1, smashed, element,
6518 CE_SWITCHED, CH_SIDE_TOP);
6519 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6525 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6530 // play sound of magic wall / mill
6532 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6533 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6534 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6536 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6537 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6538 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6539 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6540 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6541 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6546 // play sound of object that hits the ground
6547 if (last_line || object_hit)
6548 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6551 static void TurnRoundExt(int x, int y)
6563 { 0, 0 }, { 0, 0 }, { 0, 0 },
6568 int left, right, back;
6572 { MV_DOWN, MV_UP, MV_RIGHT },
6573 { MV_UP, MV_DOWN, MV_LEFT },
6575 { MV_LEFT, MV_RIGHT, MV_DOWN },
6579 { MV_RIGHT, MV_LEFT, MV_UP }
6582 int element = Feld[x][y];
6583 int move_pattern = element_info[element].move_pattern;
6585 int old_move_dir = MovDir[x][y];
6586 int left_dir = turn[old_move_dir].left;
6587 int right_dir = turn[old_move_dir].right;
6588 int back_dir = turn[old_move_dir].back;
6590 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6591 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6592 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6593 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6595 int left_x = x + left_dx, left_y = y + left_dy;
6596 int right_x = x + right_dx, right_y = y + right_dy;
6597 int move_x = x + move_dx, move_y = y + move_dy;
6601 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6603 TestIfBadThingTouchesOtherBadThing(x, y);
6605 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6606 MovDir[x][y] = right_dir;
6607 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6608 MovDir[x][y] = left_dir;
6610 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6612 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6615 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6617 TestIfBadThingTouchesOtherBadThing(x, y);
6619 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6620 MovDir[x][y] = left_dir;
6621 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6622 MovDir[x][y] = right_dir;
6624 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6626 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6629 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6631 TestIfBadThingTouchesOtherBadThing(x, y);
6633 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6634 MovDir[x][y] = left_dir;
6635 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6636 MovDir[x][y] = right_dir;
6638 if (MovDir[x][y] != old_move_dir)
6641 else if (element == EL_YAMYAM)
6643 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6644 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6646 if (can_turn_left && can_turn_right)
6647 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6648 else if (can_turn_left)
6649 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6650 else if (can_turn_right)
6651 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6653 MovDir[x][y] = back_dir;
6655 MovDelay[x][y] = 16 + 16 * RND(3);
6657 else if (element == EL_DARK_YAMYAM)
6659 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6661 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6664 if (can_turn_left && can_turn_right)
6665 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6666 else if (can_turn_left)
6667 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6668 else if (can_turn_right)
6669 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6671 MovDir[x][y] = back_dir;
6673 MovDelay[x][y] = 16 + 16 * RND(3);
6675 else if (element == EL_PACMAN)
6677 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6678 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6680 if (can_turn_left && can_turn_right)
6681 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6682 else if (can_turn_left)
6683 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6684 else if (can_turn_right)
6685 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6687 MovDir[x][y] = back_dir;
6689 MovDelay[x][y] = 6 + RND(40);
6691 else if (element == EL_PIG)
6693 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6694 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6695 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6696 boolean should_turn_left, should_turn_right, should_move_on;
6698 int rnd = RND(rnd_value);
6700 should_turn_left = (can_turn_left &&
6702 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6703 y + back_dy + left_dy)));
6704 should_turn_right = (can_turn_right &&
6706 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6707 y + back_dy + right_dy)));
6708 should_move_on = (can_move_on &&
6711 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6712 y + move_dy + left_dy) ||
6713 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6714 y + move_dy + right_dy)));
6716 if (should_turn_left || should_turn_right || should_move_on)
6718 if (should_turn_left && should_turn_right && should_move_on)
6719 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6720 rnd < 2 * rnd_value / 3 ? right_dir :
6722 else if (should_turn_left && should_turn_right)
6723 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6724 else if (should_turn_left && should_move_on)
6725 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6726 else if (should_turn_right && should_move_on)
6727 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6728 else if (should_turn_left)
6729 MovDir[x][y] = left_dir;
6730 else if (should_turn_right)
6731 MovDir[x][y] = right_dir;
6732 else if (should_move_on)
6733 MovDir[x][y] = old_move_dir;
6735 else if (can_move_on && rnd > rnd_value / 8)
6736 MovDir[x][y] = old_move_dir;
6737 else if (can_turn_left && can_turn_right)
6738 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6739 else if (can_turn_left && rnd > rnd_value / 8)
6740 MovDir[x][y] = left_dir;
6741 else if (can_turn_right && rnd > rnd_value/8)
6742 MovDir[x][y] = right_dir;
6744 MovDir[x][y] = back_dir;
6746 xx = x + move_xy[MovDir[x][y]].dx;
6747 yy = y + move_xy[MovDir[x][y]].dy;
6749 if (!IN_LEV_FIELD(xx, yy) ||
6750 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6751 MovDir[x][y] = old_move_dir;
6755 else if (element == EL_DRAGON)
6757 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6758 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6759 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6761 int rnd = RND(rnd_value);
6763 if (can_move_on && rnd > rnd_value / 8)
6764 MovDir[x][y] = old_move_dir;
6765 else if (can_turn_left && can_turn_right)
6766 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6767 else if (can_turn_left && rnd > rnd_value / 8)
6768 MovDir[x][y] = left_dir;
6769 else if (can_turn_right && rnd > rnd_value / 8)
6770 MovDir[x][y] = right_dir;
6772 MovDir[x][y] = back_dir;
6774 xx = x + move_xy[MovDir[x][y]].dx;
6775 yy = y + move_xy[MovDir[x][y]].dy;
6777 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6778 MovDir[x][y] = old_move_dir;
6782 else if (element == EL_MOLE)
6784 boolean can_move_on =
6785 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6786 IS_AMOEBOID(Feld[move_x][move_y]) ||
6787 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6790 boolean can_turn_left =
6791 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6792 IS_AMOEBOID(Feld[left_x][left_y])));
6794 boolean can_turn_right =
6795 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6796 IS_AMOEBOID(Feld[right_x][right_y])));
6798 if (can_turn_left && can_turn_right)
6799 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6800 else if (can_turn_left)
6801 MovDir[x][y] = left_dir;
6803 MovDir[x][y] = right_dir;
6806 if (MovDir[x][y] != old_move_dir)
6809 else if (element == EL_BALLOON)
6811 MovDir[x][y] = game.wind_direction;
6814 else if (element == EL_SPRING)
6816 if (MovDir[x][y] & MV_HORIZONTAL)
6818 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6819 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6821 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6822 ResetGfxAnimation(move_x, move_y);
6823 TEST_DrawLevelField(move_x, move_y);
6825 MovDir[x][y] = back_dir;
6827 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6828 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6829 MovDir[x][y] = MV_NONE;
6834 else if (element == EL_ROBOT ||
6835 element == EL_SATELLITE ||
6836 element == EL_PENGUIN ||
6837 element == EL_EMC_ANDROID)
6839 int attr_x = -1, attr_y = -1;
6841 if (game.all_players_gone)
6843 attr_x = game.exit_x;
6844 attr_y = game.exit_y;
6850 for (i = 0; i < MAX_PLAYERS; i++)
6852 struct PlayerInfo *player = &stored_player[i];
6853 int jx = player->jx, jy = player->jy;
6855 if (!player->active)
6859 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6867 if (element == EL_ROBOT &&
6868 game.robot_wheel_x >= 0 &&
6869 game.robot_wheel_y >= 0 &&
6870 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6871 game.engine_version < VERSION_IDENT(3,1,0,0)))
6873 attr_x = game.robot_wheel_x;
6874 attr_y = game.robot_wheel_y;
6877 if (element == EL_PENGUIN)
6880 static int xy[4][2] =
6888 for (i = 0; i < NUM_DIRECTIONS; i++)
6890 int ex = x + xy[i][0];
6891 int ey = y + xy[i][1];
6893 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6894 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6895 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6896 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6905 MovDir[x][y] = MV_NONE;
6907 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6908 else if (attr_x > x)
6909 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6911 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6912 else if (attr_y > y)
6913 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6915 if (element == EL_ROBOT)
6919 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6920 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6921 Moving2Blocked(x, y, &newx, &newy);
6923 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6924 MovDelay[x][y] = 8 + 8 * !RND(3);
6926 MovDelay[x][y] = 16;
6928 else if (element == EL_PENGUIN)
6934 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6936 boolean first_horiz = RND(2);
6937 int new_move_dir = MovDir[x][y];
6940 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6941 Moving2Blocked(x, y, &newx, &newy);
6943 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6947 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6948 Moving2Blocked(x, y, &newx, &newy);
6950 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6953 MovDir[x][y] = old_move_dir;
6957 else if (element == EL_SATELLITE)
6963 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6965 boolean first_horiz = RND(2);
6966 int new_move_dir = MovDir[x][y];
6969 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6970 Moving2Blocked(x, y, &newx, &newy);
6972 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6976 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6977 Moving2Blocked(x, y, &newx, &newy);
6979 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6982 MovDir[x][y] = old_move_dir;
6986 else if (element == EL_EMC_ANDROID)
6988 static int check_pos[16] =
6990 -1, // 0 => (invalid)
6993 -1, // 3 => (invalid)
6995 0, // 5 => MV_LEFT | MV_UP
6996 2, // 6 => MV_RIGHT | MV_UP
6997 -1, // 7 => (invalid)
6999 6, // 9 => MV_LEFT | MV_DOWN
7000 4, // 10 => MV_RIGHT | MV_DOWN
7001 -1, // 11 => (invalid)
7002 -1, // 12 => (invalid)
7003 -1, // 13 => (invalid)
7004 -1, // 14 => (invalid)
7005 -1, // 15 => (invalid)
7013 { -1, -1, MV_LEFT | MV_UP },
7015 { +1, -1, MV_RIGHT | MV_UP },
7016 { +1, 0, MV_RIGHT },
7017 { +1, +1, MV_RIGHT | MV_DOWN },
7019 { -1, +1, MV_LEFT | MV_DOWN },
7022 int start_pos, check_order;
7023 boolean can_clone = FALSE;
7026 // check if there is any free field around current position
7027 for (i = 0; i < 8; i++)
7029 int newx = x + check_xy[i].dx;
7030 int newy = y + check_xy[i].dy;
7032 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7040 if (can_clone) // randomly find an element to clone
7044 start_pos = check_pos[RND(8)];
7045 check_order = (RND(2) ? -1 : +1);
7047 for (i = 0; i < 8; i++)
7049 int pos_raw = start_pos + i * check_order;
7050 int pos = (pos_raw + 8) % 8;
7051 int newx = x + check_xy[pos].dx;
7052 int newy = y + check_xy[pos].dy;
7054 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7056 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7057 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7059 Store[x][y] = Feld[newx][newy];
7068 if (can_clone) // randomly find a direction to move
7072 start_pos = check_pos[RND(8)];
7073 check_order = (RND(2) ? -1 : +1);
7075 for (i = 0; i < 8; i++)
7077 int pos_raw = start_pos + i * check_order;
7078 int pos = (pos_raw + 8) % 8;
7079 int newx = x + check_xy[pos].dx;
7080 int newy = y + check_xy[pos].dy;
7081 int new_move_dir = check_xy[pos].dir;
7083 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7085 MovDir[x][y] = new_move_dir;
7086 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7095 if (can_clone) // cloning and moving successful
7098 // cannot clone -- try to move towards player
7100 start_pos = check_pos[MovDir[x][y] & 0x0f];
7101 check_order = (RND(2) ? -1 : +1);
7103 for (i = 0; i < 3; i++)
7105 // first check start_pos, then previous/next or (next/previous) pos
7106 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7107 int pos = (pos_raw + 8) % 8;
7108 int newx = x + check_xy[pos].dx;
7109 int newy = y + check_xy[pos].dy;
7110 int new_move_dir = check_xy[pos].dir;
7112 if (IS_PLAYER(newx, newy))
7115 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7117 MovDir[x][y] = new_move_dir;
7118 MovDelay[x][y] = level.android_move_time * 8 + 1;
7125 else if (move_pattern == MV_TURNING_LEFT ||
7126 move_pattern == MV_TURNING_RIGHT ||
7127 move_pattern == MV_TURNING_LEFT_RIGHT ||
7128 move_pattern == MV_TURNING_RIGHT_LEFT ||
7129 move_pattern == MV_TURNING_RANDOM ||
7130 move_pattern == MV_ALL_DIRECTIONS)
7132 boolean can_turn_left =
7133 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7134 boolean can_turn_right =
7135 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7137 if (element_info[element].move_stepsize == 0) // "not moving"
7140 if (move_pattern == MV_TURNING_LEFT)
7141 MovDir[x][y] = left_dir;
7142 else if (move_pattern == MV_TURNING_RIGHT)
7143 MovDir[x][y] = right_dir;
7144 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7145 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7146 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7147 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7148 else if (move_pattern == MV_TURNING_RANDOM)
7149 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7150 can_turn_right && !can_turn_left ? right_dir :
7151 RND(2) ? left_dir : right_dir);
7152 else if (can_turn_left && can_turn_right)
7153 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7154 else if (can_turn_left)
7155 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7156 else if (can_turn_right)
7157 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7159 MovDir[x][y] = back_dir;
7161 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7163 else if (move_pattern == MV_HORIZONTAL ||
7164 move_pattern == MV_VERTICAL)
7166 if (move_pattern & old_move_dir)
7167 MovDir[x][y] = back_dir;
7168 else if (move_pattern == MV_HORIZONTAL)
7169 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7170 else if (move_pattern == MV_VERTICAL)
7171 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7173 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7175 else if (move_pattern & MV_ANY_DIRECTION)
7177 MovDir[x][y] = move_pattern;
7178 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7180 else if (move_pattern & MV_WIND_DIRECTION)
7182 MovDir[x][y] = game.wind_direction;
7183 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7185 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7187 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7188 MovDir[x][y] = left_dir;
7189 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7190 MovDir[x][y] = right_dir;
7192 if (MovDir[x][y] != old_move_dir)
7193 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7195 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7197 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7198 MovDir[x][y] = right_dir;
7199 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7200 MovDir[x][y] = left_dir;
7202 if (MovDir[x][y] != old_move_dir)
7203 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7205 else if (move_pattern == MV_TOWARDS_PLAYER ||
7206 move_pattern == MV_AWAY_FROM_PLAYER)
7208 int attr_x = -1, attr_y = -1;
7210 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7212 if (game.all_players_gone)
7214 attr_x = game.exit_x;
7215 attr_y = game.exit_y;
7221 for (i = 0; i < MAX_PLAYERS; i++)
7223 struct PlayerInfo *player = &stored_player[i];
7224 int jx = player->jx, jy = player->jy;
7226 if (!player->active)
7230 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7238 MovDir[x][y] = MV_NONE;
7240 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7241 else if (attr_x > x)
7242 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7244 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7245 else if (attr_y > y)
7246 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7248 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7250 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7252 boolean first_horiz = RND(2);
7253 int new_move_dir = MovDir[x][y];
7255 if (element_info[element].move_stepsize == 0) // "not moving"
7257 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7258 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7264 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7265 Moving2Blocked(x, y, &newx, &newy);
7267 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7271 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7272 Moving2Blocked(x, y, &newx, &newy);
7274 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7277 MovDir[x][y] = old_move_dir;
7280 else if (move_pattern == MV_WHEN_PUSHED ||
7281 move_pattern == MV_WHEN_DROPPED)
7283 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7284 MovDir[x][y] = MV_NONE;
7288 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7290 static int test_xy[7][2] =
7300 static int test_dir[7] =
7310 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7311 int move_preference = -1000000; // start with very low preference
7312 int new_move_dir = MV_NONE;
7313 int start_test = RND(4);
7316 for (i = 0; i < NUM_DIRECTIONS; i++)
7318 int move_dir = test_dir[start_test + i];
7319 int move_dir_preference;
7321 xx = x + test_xy[start_test + i][0];
7322 yy = y + test_xy[start_test + i][1];
7324 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7325 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7327 new_move_dir = move_dir;
7332 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7335 move_dir_preference = -1 * RunnerVisit[xx][yy];
7336 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7337 move_dir_preference = PlayerVisit[xx][yy];
7339 if (move_dir_preference > move_preference)
7341 // prefer field that has not been visited for the longest time
7342 move_preference = move_dir_preference;
7343 new_move_dir = move_dir;
7345 else if (move_dir_preference == move_preference &&
7346 move_dir == old_move_dir)
7348 // prefer last direction when all directions are preferred equally
7349 move_preference = move_dir_preference;
7350 new_move_dir = move_dir;
7354 MovDir[x][y] = new_move_dir;
7355 if (old_move_dir != new_move_dir)
7356 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7360 static void TurnRound(int x, int y)
7362 int direction = MovDir[x][y];
7366 GfxDir[x][y] = MovDir[x][y];
7368 if (direction != MovDir[x][y])
7372 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7374 ResetGfxFrame(x, y);
7377 static boolean JustBeingPushed(int x, int y)
7381 for (i = 0; i < MAX_PLAYERS; i++)
7383 struct PlayerInfo *player = &stored_player[i];
7385 if (player->active && player->is_pushing && player->MovPos)
7387 int next_jx = player->jx + (player->jx - player->last_jx);
7388 int next_jy = player->jy + (player->jy - player->last_jy);
7390 if (x == next_jx && y == next_jy)
7398 static void StartMoving(int x, int y)
7400 boolean started_moving = FALSE; // some elements can fall _and_ move
7401 int element = Feld[x][y];
7406 if (MovDelay[x][y] == 0)
7407 GfxAction[x][y] = ACTION_DEFAULT;
7409 if (CAN_FALL(element) && y < lev_fieldy - 1)
7411 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7412 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7413 if (JustBeingPushed(x, y))
7416 if (element == EL_QUICKSAND_FULL)
7418 if (IS_FREE(x, y + 1))
7420 InitMovingField(x, y, MV_DOWN);
7421 started_moving = TRUE;
7423 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7424 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7425 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7426 Store[x][y] = EL_ROCK;
7428 Store[x][y] = EL_ROCK;
7431 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7433 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7435 if (!MovDelay[x][y])
7437 MovDelay[x][y] = TILEY + 1;
7439 ResetGfxAnimation(x, y);
7440 ResetGfxAnimation(x, y + 1);
7445 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7446 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7453 Feld[x][y] = EL_QUICKSAND_EMPTY;
7454 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7455 Store[x][y + 1] = Store[x][y];
7458 PlayLevelSoundAction(x, y, ACTION_FILLING);
7460 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7462 if (!MovDelay[x][y])
7464 MovDelay[x][y] = TILEY + 1;
7466 ResetGfxAnimation(x, y);
7467 ResetGfxAnimation(x, y + 1);
7472 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7473 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7480 Feld[x][y] = EL_QUICKSAND_EMPTY;
7481 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7482 Store[x][y + 1] = Store[x][y];
7485 PlayLevelSoundAction(x, y, ACTION_FILLING);
7488 else if (element == EL_QUICKSAND_FAST_FULL)
7490 if (IS_FREE(x, y + 1))
7492 InitMovingField(x, y, MV_DOWN);
7493 started_moving = TRUE;
7495 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7496 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7497 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7498 Store[x][y] = EL_ROCK;
7500 Store[x][y] = EL_ROCK;
7503 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7505 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7507 if (!MovDelay[x][y])
7509 MovDelay[x][y] = TILEY + 1;
7511 ResetGfxAnimation(x, y);
7512 ResetGfxAnimation(x, y + 1);
7517 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7518 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7525 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7526 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7527 Store[x][y + 1] = Store[x][y];
7530 PlayLevelSoundAction(x, y, ACTION_FILLING);
7532 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7534 if (!MovDelay[x][y])
7536 MovDelay[x][y] = TILEY + 1;
7538 ResetGfxAnimation(x, y);
7539 ResetGfxAnimation(x, y + 1);
7544 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7545 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7552 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7553 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7554 Store[x][y + 1] = Store[x][y];
7557 PlayLevelSoundAction(x, y, ACTION_FILLING);
7560 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7561 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7563 InitMovingField(x, y, MV_DOWN);
7564 started_moving = TRUE;
7566 Feld[x][y] = EL_QUICKSAND_FILLING;
7567 Store[x][y] = element;
7569 PlayLevelSoundAction(x, y, ACTION_FILLING);
7571 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7572 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7574 InitMovingField(x, y, MV_DOWN);
7575 started_moving = TRUE;
7577 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7578 Store[x][y] = element;
7580 PlayLevelSoundAction(x, y, ACTION_FILLING);
7582 else if (element == EL_MAGIC_WALL_FULL)
7584 if (IS_FREE(x, y + 1))
7586 InitMovingField(x, y, MV_DOWN);
7587 started_moving = TRUE;
7589 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7590 Store[x][y] = EL_CHANGED(Store[x][y]);
7592 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7594 if (!MovDelay[x][y])
7595 MovDelay[x][y] = TILEY / 4 + 1;
7604 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7605 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7606 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7610 else if (element == EL_BD_MAGIC_WALL_FULL)
7612 if (IS_FREE(x, y + 1))
7614 InitMovingField(x, y, MV_DOWN);
7615 started_moving = TRUE;
7617 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7618 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7620 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7622 if (!MovDelay[x][y])
7623 MovDelay[x][y] = TILEY / 4 + 1;
7632 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7633 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7634 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7638 else if (element == EL_DC_MAGIC_WALL_FULL)
7640 if (IS_FREE(x, y + 1))
7642 InitMovingField(x, y, MV_DOWN);
7643 started_moving = TRUE;
7645 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7646 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7648 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7650 if (!MovDelay[x][y])
7651 MovDelay[x][y] = TILEY / 4 + 1;
7660 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7661 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7662 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7666 else if ((CAN_PASS_MAGIC_WALL(element) &&
7667 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7668 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7669 (CAN_PASS_DC_MAGIC_WALL(element) &&
7670 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7673 InitMovingField(x, y, MV_DOWN);
7674 started_moving = TRUE;
7677 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7678 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7679 EL_DC_MAGIC_WALL_FILLING);
7680 Store[x][y] = element;
7682 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7684 SplashAcid(x, y + 1);
7686 InitMovingField(x, y, MV_DOWN);
7687 started_moving = TRUE;
7689 Store[x][y] = EL_ACID;
7692 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7693 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7694 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7695 CAN_FALL(element) && WasJustFalling[x][y] &&
7696 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7698 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7699 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7700 (Feld[x][y + 1] == EL_BLOCKED)))
7702 /* this is needed for a special case not covered by calling "Impact()"
7703 from "ContinueMoving()": if an element moves to a tile directly below
7704 another element which was just falling on that tile (which was empty
7705 in the previous frame), the falling element above would just stop
7706 instead of smashing the element below (in previous version, the above
7707 element was just checked for "moving" instead of "falling", resulting
7708 in incorrect smashes caused by horizontal movement of the above
7709 element; also, the case of the player being the element to smash was
7710 simply not covered here... :-/ ) */
7712 CheckCollision[x][y] = 0;
7713 CheckImpact[x][y] = 0;
7717 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7719 if (MovDir[x][y] == MV_NONE)
7721 InitMovingField(x, y, MV_DOWN);
7722 started_moving = TRUE;
7725 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7727 if (WasJustFalling[x][y]) // prevent animation from being restarted
7728 MovDir[x][y] = MV_DOWN;
7730 InitMovingField(x, y, MV_DOWN);
7731 started_moving = TRUE;
7733 else if (element == EL_AMOEBA_DROP)
7735 Feld[x][y] = EL_AMOEBA_GROWING;
7736 Store[x][y] = EL_AMOEBA_WET;
7738 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7739 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7740 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7741 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7743 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7744 (IS_FREE(x - 1, y + 1) ||
7745 Feld[x - 1][y + 1] == EL_ACID));
7746 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7747 (IS_FREE(x + 1, y + 1) ||
7748 Feld[x + 1][y + 1] == EL_ACID));
7749 boolean can_fall_any = (can_fall_left || can_fall_right);
7750 boolean can_fall_both = (can_fall_left && can_fall_right);
7751 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7753 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7755 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7756 can_fall_right = FALSE;
7757 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7758 can_fall_left = FALSE;
7759 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7760 can_fall_right = FALSE;
7761 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7762 can_fall_left = FALSE;
7764 can_fall_any = (can_fall_left || can_fall_right);
7765 can_fall_both = FALSE;
7770 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7771 can_fall_right = FALSE; // slip down on left side
7773 can_fall_left = !(can_fall_right = RND(2));
7775 can_fall_both = FALSE;
7780 // if not determined otherwise, prefer left side for slipping down
7781 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7782 started_moving = TRUE;
7785 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7787 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7788 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7789 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7790 int belt_dir = game.belt_dir[belt_nr];
7792 if ((belt_dir == MV_LEFT && left_is_free) ||
7793 (belt_dir == MV_RIGHT && right_is_free))
7795 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7797 InitMovingField(x, y, belt_dir);
7798 started_moving = TRUE;
7800 Pushed[x][y] = TRUE;
7801 Pushed[nextx][y] = TRUE;
7803 GfxAction[x][y] = ACTION_DEFAULT;
7807 MovDir[x][y] = 0; // if element was moving, stop it
7812 // not "else if" because of elements that can fall and move (EL_SPRING)
7813 if (CAN_MOVE(element) && !started_moving)
7815 int move_pattern = element_info[element].move_pattern;
7818 Moving2Blocked(x, y, &newx, &newy);
7820 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7823 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7824 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7826 WasJustMoving[x][y] = 0;
7827 CheckCollision[x][y] = 0;
7829 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7831 if (Feld[x][y] != element) // element has changed
7835 if (!MovDelay[x][y]) // start new movement phase
7837 // all objects that can change their move direction after each step
7838 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7840 if (element != EL_YAMYAM &&
7841 element != EL_DARK_YAMYAM &&
7842 element != EL_PACMAN &&
7843 !(move_pattern & MV_ANY_DIRECTION) &&
7844 move_pattern != MV_TURNING_LEFT &&
7845 move_pattern != MV_TURNING_RIGHT &&
7846 move_pattern != MV_TURNING_LEFT_RIGHT &&
7847 move_pattern != MV_TURNING_RIGHT_LEFT &&
7848 move_pattern != MV_TURNING_RANDOM)
7852 if (MovDelay[x][y] && (element == EL_BUG ||
7853 element == EL_SPACESHIP ||
7854 element == EL_SP_SNIKSNAK ||
7855 element == EL_SP_ELECTRON ||
7856 element == EL_MOLE))
7857 TEST_DrawLevelField(x, y);
7861 if (MovDelay[x][y]) // wait some time before next movement
7865 if (element == EL_ROBOT ||
7866 element == EL_YAMYAM ||
7867 element == EL_DARK_YAMYAM)
7869 DrawLevelElementAnimationIfNeeded(x, y, element);
7870 PlayLevelSoundAction(x, y, ACTION_WAITING);
7872 else if (element == EL_SP_ELECTRON)
7873 DrawLevelElementAnimationIfNeeded(x, y, element);
7874 else if (element == EL_DRAGON)
7877 int dir = MovDir[x][y];
7878 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7879 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7880 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7881 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7882 dir == MV_UP ? IMG_FLAMES_1_UP :
7883 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7884 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7886 GfxAction[x][y] = ACTION_ATTACKING;
7888 if (IS_PLAYER(x, y))
7889 DrawPlayerField(x, y);
7891 TEST_DrawLevelField(x, y);
7893 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7895 for (i = 1; i <= 3; i++)
7897 int xx = x + i * dx;
7898 int yy = y + i * dy;
7899 int sx = SCREENX(xx);
7900 int sy = SCREENY(yy);
7901 int flame_graphic = graphic + (i - 1);
7903 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7908 int flamed = MovingOrBlocked2Element(xx, yy);
7910 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7913 RemoveMovingField(xx, yy);
7915 ChangeDelay[xx][yy] = 0;
7917 Feld[xx][yy] = EL_FLAMES;
7919 if (IN_SCR_FIELD(sx, sy))
7921 TEST_DrawLevelFieldCrumbled(xx, yy);
7922 DrawGraphic(sx, sy, flame_graphic, frame);
7927 if (Feld[xx][yy] == EL_FLAMES)
7928 Feld[xx][yy] = EL_EMPTY;
7929 TEST_DrawLevelField(xx, yy);
7934 if (MovDelay[x][y]) // element still has to wait some time
7936 PlayLevelSoundAction(x, y, ACTION_WAITING);
7942 // now make next step
7944 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7946 if (DONT_COLLIDE_WITH(element) &&
7947 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7948 !PLAYER_ENEMY_PROTECTED(newx, newy))
7950 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7955 else if (CAN_MOVE_INTO_ACID(element) &&
7956 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7957 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7958 (MovDir[x][y] == MV_DOWN ||
7959 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7961 SplashAcid(newx, newy);
7962 Store[x][y] = EL_ACID;
7964 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7966 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7967 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7968 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7969 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7972 TEST_DrawLevelField(x, y);
7974 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7975 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7976 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7978 game.friends_still_needed--;
7979 if (!game.friends_still_needed &&
7981 game.all_players_gone)
7986 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7988 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7989 TEST_DrawLevelField(newx, newy);
7991 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7993 else if (!IS_FREE(newx, newy))
7995 GfxAction[x][y] = ACTION_WAITING;
7997 if (IS_PLAYER(x, y))
7998 DrawPlayerField(x, y);
8000 TEST_DrawLevelField(x, y);
8005 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8007 if (IS_FOOD_PIG(Feld[newx][newy]))
8009 if (IS_MOVING(newx, newy))
8010 RemoveMovingField(newx, newy);
8013 Feld[newx][newy] = EL_EMPTY;
8014 TEST_DrawLevelField(newx, newy);
8017 PlayLevelSound(x, y, SND_PIG_DIGGING);
8019 else if (!IS_FREE(newx, newy))
8021 if (IS_PLAYER(x, y))
8022 DrawPlayerField(x, y);
8024 TEST_DrawLevelField(x, y);
8029 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8031 if (Store[x][y] != EL_EMPTY)
8033 boolean can_clone = FALSE;
8036 // check if element to clone is still there
8037 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8039 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8047 // cannot clone or target field not free anymore -- do not clone
8048 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8049 Store[x][y] = EL_EMPTY;
8052 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8054 if (IS_MV_DIAGONAL(MovDir[x][y]))
8056 int diagonal_move_dir = MovDir[x][y];
8057 int stored = Store[x][y];
8058 int change_delay = 8;
8061 // android is moving diagonally
8063 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8065 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8066 GfxElement[x][y] = EL_EMC_ANDROID;
8067 GfxAction[x][y] = ACTION_SHRINKING;
8068 GfxDir[x][y] = diagonal_move_dir;
8069 ChangeDelay[x][y] = change_delay;
8071 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8074 DrawLevelGraphicAnimation(x, y, graphic);
8075 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8077 if (Feld[newx][newy] == EL_ACID)
8079 SplashAcid(newx, newy);
8084 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8086 Store[newx][newy] = EL_EMC_ANDROID;
8087 GfxElement[newx][newy] = EL_EMC_ANDROID;
8088 GfxAction[newx][newy] = ACTION_GROWING;
8089 GfxDir[newx][newy] = diagonal_move_dir;
8090 ChangeDelay[newx][newy] = change_delay;
8092 graphic = el_act_dir2img(GfxElement[newx][newy],
8093 GfxAction[newx][newy], GfxDir[newx][newy]);
8095 DrawLevelGraphicAnimation(newx, newy, graphic);
8096 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8102 Feld[newx][newy] = EL_EMPTY;
8103 TEST_DrawLevelField(newx, newy);
8105 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8108 else if (!IS_FREE(newx, newy))
8113 else if (IS_CUSTOM_ELEMENT(element) &&
8114 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8116 if (!DigFieldByCE(newx, newy, element))
8119 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8121 RunnerVisit[x][y] = FrameCounter;
8122 PlayerVisit[x][y] /= 8; // expire player visit path
8125 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8127 if (!IS_FREE(newx, newy))
8129 if (IS_PLAYER(x, y))
8130 DrawPlayerField(x, y);
8132 TEST_DrawLevelField(x, y);
8138 boolean wanna_flame = !RND(10);
8139 int dx = newx - x, dy = newy - y;
8140 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8141 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8142 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8143 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8144 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8145 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8148 IS_CLASSIC_ENEMY(element1) ||
8149 IS_CLASSIC_ENEMY(element2)) &&
8150 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8151 element1 != EL_FLAMES && element2 != EL_FLAMES)
8153 ResetGfxAnimation(x, y);
8154 GfxAction[x][y] = ACTION_ATTACKING;
8156 if (IS_PLAYER(x, y))
8157 DrawPlayerField(x, y);
8159 TEST_DrawLevelField(x, y);
8161 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8163 MovDelay[x][y] = 50;
8165 Feld[newx][newy] = EL_FLAMES;
8166 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8167 Feld[newx1][newy1] = EL_FLAMES;
8168 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8169 Feld[newx2][newy2] = EL_FLAMES;
8175 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8176 Feld[newx][newy] == EL_DIAMOND)
8178 if (IS_MOVING(newx, newy))
8179 RemoveMovingField(newx, newy);
8182 Feld[newx][newy] = EL_EMPTY;
8183 TEST_DrawLevelField(newx, newy);
8186 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8188 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8189 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8191 if (AmoebaNr[newx][newy])
8193 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8194 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8195 Feld[newx][newy] == EL_BD_AMOEBA)
8196 AmoebaCnt[AmoebaNr[newx][newy]]--;
8199 if (IS_MOVING(newx, newy))
8201 RemoveMovingField(newx, newy);
8205 Feld[newx][newy] = EL_EMPTY;
8206 TEST_DrawLevelField(newx, newy);
8209 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8211 else if ((element == EL_PACMAN || element == EL_MOLE)
8212 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8214 if (AmoebaNr[newx][newy])
8216 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8217 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8218 Feld[newx][newy] == EL_BD_AMOEBA)
8219 AmoebaCnt[AmoebaNr[newx][newy]]--;
8222 if (element == EL_MOLE)
8224 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8225 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8227 ResetGfxAnimation(x, y);
8228 GfxAction[x][y] = ACTION_DIGGING;
8229 TEST_DrawLevelField(x, y);
8231 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8233 return; // wait for shrinking amoeba
8235 else // element == EL_PACMAN
8237 Feld[newx][newy] = EL_EMPTY;
8238 TEST_DrawLevelField(newx, newy);
8239 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8242 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8243 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8244 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8246 // wait for shrinking amoeba to completely disappear
8249 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8251 // object was running against a wall
8255 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8256 DrawLevelElementAnimation(x, y, element);
8258 if (DONT_TOUCH(element))
8259 TestIfBadThingTouchesPlayer(x, y);
8264 InitMovingField(x, y, MovDir[x][y]);
8266 PlayLevelSoundAction(x, y, ACTION_MOVING);
8270 ContinueMoving(x, y);
8273 void ContinueMoving(int x, int y)
8275 int element = Feld[x][y];
8276 struct ElementInfo *ei = &element_info[element];
8277 int direction = MovDir[x][y];
8278 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8279 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8280 int newx = x + dx, newy = y + dy;
8281 int stored = Store[x][y];
8282 int stored_new = Store[newx][newy];
8283 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8284 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8285 boolean last_line = (newy == lev_fieldy - 1);
8287 MovPos[x][y] += getElementMoveStepsize(x, y);
8289 if (pushed_by_player) // special case: moving object pushed by player
8290 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8292 if (ABS(MovPos[x][y]) < TILEX)
8294 TEST_DrawLevelField(x, y);
8296 return; // element is still moving
8299 // element reached destination field
8301 Feld[x][y] = EL_EMPTY;
8302 Feld[newx][newy] = element;
8303 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8305 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8307 element = Feld[newx][newy] = EL_ACID;
8309 else if (element == EL_MOLE)
8311 Feld[x][y] = EL_SAND;
8313 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8315 else if (element == EL_QUICKSAND_FILLING)
8317 element = Feld[newx][newy] = get_next_element(element);
8318 Store[newx][newy] = Store[x][y];
8320 else if (element == EL_QUICKSAND_EMPTYING)
8322 Feld[x][y] = get_next_element(element);
8323 element = Feld[newx][newy] = Store[x][y];
8325 else if (element == EL_QUICKSAND_FAST_FILLING)
8327 element = Feld[newx][newy] = get_next_element(element);
8328 Store[newx][newy] = Store[x][y];
8330 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8332 Feld[x][y] = get_next_element(element);
8333 element = Feld[newx][newy] = Store[x][y];
8335 else if (element == EL_MAGIC_WALL_FILLING)
8337 element = Feld[newx][newy] = get_next_element(element);
8338 if (!game.magic_wall_active)
8339 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8340 Store[newx][newy] = Store[x][y];
8342 else if (element == EL_MAGIC_WALL_EMPTYING)
8344 Feld[x][y] = get_next_element(element);
8345 if (!game.magic_wall_active)
8346 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8347 element = Feld[newx][newy] = Store[x][y];
8349 InitField(newx, newy, FALSE);
8351 else if (element == EL_BD_MAGIC_WALL_FILLING)
8353 element = Feld[newx][newy] = get_next_element(element);
8354 if (!game.magic_wall_active)
8355 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8356 Store[newx][newy] = Store[x][y];
8358 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8360 Feld[x][y] = get_next_element(element);
8361 if (!game.magic_wall_active)
8362 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8363 element = Feld[newx][newy] = Store[x][y];
8365 InitField(newx, newy, FALSE);
8367 else if (element == EL_DC_MAGIC_WALL_FILLING)
8369 element = Feld[newx][newy] = get_next_element(element);
8370 if (!game.magic_wall_active)
8371 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8372 Store[newx][newy] = Store[x][y];
8374 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8376 Feld[x][y] = get_next_element(element);
8377 if (!game.magic_wall_active)
8378 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8379 element = Feld[newx][newy] = Store[x][y];
8381 InitField(newx, newy, FALSE);
8383 else if (element == EL_AMOEBA_DROPPING)
8385 Feld[x][y] = get_next_element(element);
8386 element = Feld[newx][newy] = Store[x][y];
8388 else if (element == EL_SOKOBAN_OBJECT)
8391 Feld[x][y] = Back[x][y];
8393 if (Back[newx][newy])
8394 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8396 Back[x][y] = Back[newx][newy] = 0;
8399 Store[x][y] = EL_EMPTY;
8404 MovDelay[newx][newy] = 0;
8406 if (CAN_CHANGE_OR_HAS_ACTION(element))
8408 // copy element change control values to new field
8409 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8410 ChangePage[newx][newy] = ChangePage[x][y];
8411 ChangeCount[newx][newy] = ChangeCount[x][y];
8412 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8415 CustomValue[newx][newy] = CustomValue[x][y];
8417 ChangeDelay[x][y] = 0;
8418 ChangePage[x][y] = -1;
8419 ChangeCount[x][y] = 0;
8420 ChangeEvent[x][y] = -1;
8422 CustomValue[x][y] = 0;
8424 // copy animation control values to new field
8425 GfxFrame[newx][newy] = GfxFrame[x][y];
8426 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8427 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8428 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8430 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8432 // some elements can leave other elements behind after moving
8433 if (ei->move_leave_element != EL_EMPTY &&
8434 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8435 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8437 int move_leave_element = ei->move_leave_element;
8439 // this makes it possible to leave the removed element again
8440 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8441 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8443 Feld[x][y] = move_leave_element;
8445 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8446 MovDir[x][y] = direction;
8448 InitField(x, y, FALSE);
8450 if (GFX_CRUMBLED(Feld[x][y]))
8451 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8453 if (ELEM_IS_PLAYER(move_leave_element))
8454 RelocatePlayer(x, y, move_leave_element);
8457 // do this after checking for left-behind element
8458 ResetGfxAnimation(x, y); // reset animation values for old field
8460 if (!CAN_MOVE(element) ||
8461 (CAN_FALL(element) && direction == MV_DOWN &&
8462 (element == EL_SPRING ||
8463 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8464 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8465 GfxDir[x][y] = MovDir[newx][newy] = 0;
8467 TEST_DrawLevelField(x, y);
8468 TEST_DrawLevelField(newx, newy);
8470 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8472 // prevent pushed element from moving on in pushed direction
8473 if (pushed_by_player && CAN_MOVE(element) &&
8474 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8475 !(element_info[element].move_pattern & direction))
8476 TurnRound(newx, newy);
8478 // prevent elements on conveyor belt from moving on in last direction
8479 if (pushed_by_conveyor && CAN_FALL(element) &&
8480 direction & MV_HORIZONTAL)
8481 MovDir[newx][newy] = 0;
8483 if (!pushed_by_player)
8485 int nextx = newx + dx, nexty = newy + dy;
8486 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8488 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8490 if (CAN_FALL(element) && direction == MV_DOWN)
8491 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8493 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8494 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8496 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8497 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8500 if (DONT_TOUCH(element)) // object may be nasty to player or others
8502 TestIfBadThingTouchesPlayer(newx, newy);
8503 TestIfBadThingTouchesFriend(newx, newy);
8505 if (!IS_CUSTOM_ELEMENT(element))
8506 TestIfBadThingTouchesOtherBadThing(newx, newy);
8508 else if (element == EL_PENGUIN)
8509 TestIfFriendTouchesBadThing(newx, newy);
8511 if (DONT_GET_HIT_BY(element))
8513 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8516 // give the player one last chance (one more frame) to move away
8517 if (CAN_FALL(element) && direction == MV_DOWN &&
8518 (last_line || (!IS_FREE(x, newy + 1) &&
8519 (!IS_PLAYER(x, newy + 1) ||
8520 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8523 if (pushed_by_player && !game.use_change_when_pushing_bug)
8525 int push_side = MV_DIR_OPPOSITE(direction);
8526 struct PlayerInfo *player = PLAYERINFO(x, y);
8528 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8529 player->index_bit, push_side);
8530 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8531 player->index_bit, push_side);
8534 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8535 MovDelay[newx][newy] = 1;
8537 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8539 TestIfElementTouchesCustomElement(x, y); // empty or new element
8540 TestIfElementHitsCustomElement(newx, newy, direction);
8541 TestIfPlayerTouchesCustomElement(newx, newy);
8542 TestIfElementTouchesCustomElement(newx, newy);
8544 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8545 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8546 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8547 MV_DIR_OPPOSITE(direction));
8550 int AmoebeNachbarNr(int ax, int ay)
8553 int element = Feld[ax][ay];
8555 static int xy[4][2] =
8563 for (i = 0; i < NUM_DIRECTIONS; i++)
8565 int x = ax + xy[i][0];
8566 int y = ay + xy[i][1];
8568 if (!IN_LEV_FIELD(x, y))
8571 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8572 group_nr = AmoebaNr[x][y];
8578 static void AmoebenVereinigen(int ax, int ay)
8580 int i, x, y, xx, yy;
8581 int new_group_nr = AmoebaNr[ax][ay];
8582 static int xy[4][2] =
8590 if (new_group_nr == 0)
8593 for (i = 0; i < NUM_DIRECTIONS; i++)
8598 if (!IN_LEV_FIELD(x, y))
8601 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8602 Feld[x][y] == EL_BD_AMOEBA ||
8603 Feld[x][y] == EL_AMOEBA_DEAD) &&
8604 AmoebaNr[x][y] != new_group_nr)
8606 int old_group_nr = AmoebaNr[x][y];
8608 if (old_group_nr == 0)
8611 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8612 AmoebaCnt[old_group_nr] = 0;
8613 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8614 AmoebaCnt2[old_group_nr] = 0;
8616 SCAN_PLAYFIELD(xx, yy)
8618 if (AmoebaNr[xx][yy] == old_group_nr)
8619 AmoebaNr[xx][yy] = new_group_nr;
8625 void AmoebeUmwandeln(int ax, int ay)
8629 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8631 int group_nr = AmoebaNr[ax][ay];
8636 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8637 printf("AmoebeUmwandeln(): This should never happen!\n");
8642 SCAN_PLAYFIELD(x, y)
8644 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8647 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8651 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8652 SND_AMOEBA_TURNING_TO_GEM :
8653 SND_AMOEBA_TURNING_TO_ROCK));
8658 static int xy[4][2] =
8666 for (i = 0; i < NUM_DIRECTIONS; i++)
8671 if (!IN_LEV_FIELD(x, y))
8674 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8676 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8677 SND_AMOEBA_TURNING_TO_GEM :
8678 SND_AMOEBA_TURNING_TO_ROCK));
8685 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8688 int group_nr = AmoebaNr[ax][ay];
8689 boolean done = FALSE;
8694 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8695 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8700 SCAN_PLAYFIELD(x, y)
8702 if (AmoebaNr[x][y] == group_nr &&
8703 (Feld[x][y] == EL_AMOEBA_DEAD ||
8704 Feld[x][y] == EL_BD_AMOEBA ||
8705 Feld[x][y] == EL_AMOEBA_GROWING))
8708 Feld[x][y] = new_element;
8709 InitField(x, y, FALSE);
8710 TEST_DrawLevelField(x, y);
8716 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8717 SND_BD_AMOEBA_TURNING_TO_ROCK :
8718 SND_BD_AMOEBA_TURNING_TO_GEM));
8721 static void AmoebeWaechst(int x, int y)
8723 static unsigned int sound_delay = 0;
8724 static unsigned int sound_delay_value = 0;
8726 if (!MovDelay[x][y]) // start new growing cycle
8730 if (DelayReached(&sound_delay, sound_delay_value))
8732 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8733 sound_delay_value = 30;
8737 if (MovDelay[x][y]) // wait some time before growing bigger
8740 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8742 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8743 6 - MovDelay[x][y]);
8745 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8748 if (!MovDelay[x][y])
8750 Feld[x][y] = Store[x][y];
8752 TEST_DrawLevelField(x, y);
8757 static void AmoebaDisappearing(int x, int y)
8759 static unsigned int sound_delay = 0;
8760 static unsigned int sound_delay_value = 0;
8762 if (!MovDelay[x][y]) // start new shrinking cycle
8766 if (DelayReached(&sound_delay, sound_delay_value))
8767 sound_delay_value = 30;
8770 if (MovDelay[x][y]) // wait some time before shrinking
8773 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8775 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8776 6 - MovDelay[x][y]);
8778 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8781 if (!MovDelay[x][y])
8783 Feld[x][y] = EL_EMPTY;
8784 TEST_DrawLevelField(x, y);
8786 // don't let mole enter this field in this cycle;
8787 // (give priority to objects falling to this field from above)
8793 static void AmoebeAbleger(int ax, int ay)
8796 int element = Feld[ax][ay];
8797 int graphic = el2img(element);
8798 int newax = ax, neway = ay;
8799 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8800 static int xy[4][2] =
8808 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8810 Feld[ax][ay] = EL_AMOEBA_DEAD;
8811 TEST_DrawLevelField(ax, ay);
8815 if (IS_ANIMATED(graphic))
8816 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8818 if (!MovDelay[ax][ay]) // start making new amoeba field
8819 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8821 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8824 if (MovDelay[ax][ay])
8828 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8831 int x = ax + xy[start][0];
8832 int y = ay + xy[start][1];
8834 if (!IN_LEV_FIELD(x, y))
8837 if (IS_FREE(x, y) ||
8838 CAN_GROW_INTO(Feld[x][y]) ||
8839 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8840 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8846 if (newax == ax && neway == ay)
8849 else // normal or "filled" (BD style) amoeba
8852 boolean waiting_for_player = FALSE;
8854 for (i = 0; i < NUM_DIRECTIONS; i++)
8856 int j = (start + i) % 4;
8857 int x = ax + xy[j][0];
8858 int y = ay + xy[j][1];
8860 if (!IN_LEV_FIELD(x, y))
8863 if (IS_FREE(x, y) ||
8864 CAN_GROW_INTO(Feld[x][y]) ||
8865 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8866 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8872 else if (IS_PLAYER(x, y))
8873 waiting_for_player = TRUE;
8876 if (newax == ax && neway == ay) // amoeba cannot grow
8878 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8880 Feld[ax][ay] = EL_AMOEBA_DEAD;
8881 TEST_DrawLevelField(ax, ay);
8882 AmoebaCnt[AmoebaNr[ax][ay]]--;
8884 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8886 if (element == EL_AMOEBA_FULL)
8887 AmoebeUmwandeln(ax, ay);
8888 else if (element == EL_BD_AMOEBA)
8889 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8894 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8896 // amoeba gets larger by growing in some direction
8898 int new_group_nr = AmoebaNr[ax][ay];
8901 if (new_group_nr == 0)
8903 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8904 printf("AmoebeAbleger(): This should never happen!\n");
8909 AmoebaNr[newax][neway] = new_group_nr;
8910 AmoebaCnt[new_group_nr]++;
8911 AmoebaCnt2[new_group_nr]++;
8913 // if amoeba touches other amoeba(s) after growing, unify them
8914 AmoebenVereinigen(newax, neway);
8916 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8918 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8924 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8925 (neway == lev_fieldy - 1 && newax != ax))
8927 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8928 Store[newax][neway] = element;
8930 else if (neway == ay || element == EL_EMC_DRIPPER)
8932 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8934 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8938 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8939 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8940 Store[ax][ay] = EL_AMOEBA_DROP;
8941 ContinueMoving(ax, ay);
8945 TEST_DrawLevelField(newax, neway);
8948 static void Life(int ax, int ay)
8952 int element = Feld[ax][ay];
8953 int graphic = el2img(element);
8954 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8956 boolean changed = FALSE;
8958 if (IS_ANIMATED(graphic))
8959 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8964 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8965 MovDelay[ax][ay] = life_time;
8967 if (MovDelay[ax][ay]) // wait some time before next cycle
8970 if (MovDelay[ax][ay])
8974 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8976 int xx = ax+x1, yy = ay+y1;
8977 int old_element = Feld[xx][yy];
8978 int num_neighbours = 0;
8980 if (!IN_LEV_FIELD(xx, yy))
8983 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8985 int x = xx+x2, y = yy+y2;
8987 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8990 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8991 boolean is_neighbour = FALSE;
8993 if (level.use_life_bugs)
8995 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8996 (IS_FREE(x, y) && Stop[x][y]));
8999 (Last[x][y] == element || is_player_cell);
9005 boolean is_free = FALSE;
9007 if (level.use_life_bugs)
9008 is_free = (IS_FREE(xx, yy));
9010 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9012 if (xx == ax && yy == ay) // field in the middle
9014 if (num_neighbours < life_parameter[0] ||
9015 num_neighbours > life_parameter[1])
9017 Feld[xx][yy] = EL_EMPTY;
9018 if (Feld[xx][yy] != old_element)
9019 TEST_DrawLevelField(xx, yy);
9020 Stop[xx][yy] = TRUE;
9024 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9025 { // free border field
9026 if (num_neighbours >= life_parameter[2] &&
9027 num_neighbours <= life_parameter[3])
9029 Feld[xx][yy] = element;
9030 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9031 if (Feld[xx][yy] != old_element)
9032 TEST_DrawLevelField(xx, yy);
9033 Stop[xx][yy] = TRUE;
9040 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9041 SND_GAME_OF_LIFE_GROWING);
9044 static void InitRobotWheel(int x, int y)
9046 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9049 static void RunRobotWheel(int x, int y)
9051 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9054 static void StopRobotWheel(int x, int y)
9056 if (game.robot_wheel_x == x &&
9057 game.robot_wheel_y == y)
9059 game.robot_wheel_x = -1;
9060 game.robot_wheel_y = -1;
9061 game.robot_wheel_active = FALSE;
9065 static void InitTimegateWheel(int x, int y)
9067 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9070 static void RunTimegateWheel(int x, int y)
9072 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9075 static void InitMagicBallDelay(int x, int y)
9077 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9080 static void ActivateMagicBall(int bx, int by)
9084 if (level.ball_random)
9086 int pos_border = RND(8); // select one of the eight border elements
9087 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9088 int xx = pos_content % 3;
9089 int yy = pos_content / 3;
9094 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9095 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9099 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9101 int xx = x - bx + 1;
9102 int yy = y - by + 1;
9104 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9105 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9109 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9112 static void CheckExit(int x, int y)
9114 if (game.gems_still_needed > 0 ||
9115 game.sokoban_fields_still_needed > 0 ||
9116 game.sokoban_objects_still_needed > 0 ||
9117 game.lights_still_needed > 0)
9119 int element = Feld[x][y];
9120 int graphic = el2img(element);
9122 if (IS_ANIMATED(graphic))
9123 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9128 // do not re-open exit door closed after last player
9129 if (game.all_players_gone)
9132 Feld[x][y] = EL_EXIT_OPENING;
9134 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9137 static void CheckExitEM(int x, int y)
9139 if (game.gems_still_needed > 0 ||
9140 game.sokoban_fields_still_needed > 0 ||
9141 game.sokoban_objects_still_needed > 0 ||
9142 game.lights_still_needed > 0)
9144 int element = Feld[x][y];
9145 int graphic = el2img(element);
9147 if (IS_ANIMATED(graphic))
9148 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9153 // do not re-open exit door closed after last player
9154 if (game.all_players_gone)
9157 Feld[x][y] = EL_EM_EXIT_OPENING;
9159 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9162 static void CheckExitSteel(int x, int y)
9164 if (game.gems_still_needed > 0 ||
9165 game.sokoban_fields_still_needed > 0 ||
9166 game.sokoban_objects_still_needed > 0 ||
9167 game.lights_still_needed > 0)
9169 int element = Feld[x][y];
9170 int graphic = el2img(element);
9172 if (IS_ANIMATED(graphic))
9173 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9178 // do not re-open exit door closed after last player
9179 if (game.all_players_gone)
9182 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9184 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9187 static void CheckExitSteelEM(int x, int y)
9189 if (game.gems_still_needed > 0 ||
9190 game.sokoban_fields_still_needed > 0 ||
9191 game.sokoban_objects_still_needed > 0 ||
9192 game.lights_still_needed > 0)
9194 int element = Feld[x][y];
9195 int graphic = el2img(element);
9197 if (IS_ANIMATED(graphic))
9198 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9203 // do not re-open exit door closed after last player
9204 if (game.all_players_gone)
9207 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9209 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9212 static void CheckExitSP(int x, int y)
9214 if (game.gems_still_needed > 0)
9216 int element = Feld[x][y];
9217 int graphic = el2img(element);
9219 if (IS_ANIMATED(graphic))
9220 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9225 // do not re-open exit door closed after last player
9226 if (game.all_players_gone)
9229 Feld[x][y] = EL_SP_EXIT_OPENING;
9231 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9234 static void CloseAllOpenTimegates(void)
9238 SCAN_PLAYFIELD(x, y)
9240 int element = Feld[x][y];
9242 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9244 Feld[x][y] = EL_TIMEGATE_CLOSING;
9246 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9251 static void DrawTwinkleOnField(int x, int y)
9253 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9256 if (Feld[x][y] == EL_BD_DIAMOND)
9259 if (MovDelay[x][y] == 0) // next animation frame
9260 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9262 if (MovDelay[x][y] != 0) // wait some time before next frame
9266 DrawLevelElementAnimation(x, y, Feld[x][y]);
9268 if (MovDelay[x][y] != 0)
9270 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9271 10 - MovDelay[x][y]);
9273 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9278 static void MauerWaechst(int x, int y)
9282 if (!MovDelay[x][y]) // next animation frame
9283 MovDelay[x][y] = 3 * delay;
9285 if (MovDelay[x][y]) // wait some time before next frame
9289 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9291 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9292 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9294 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9297 if (!MovDelay[x][y])
9299 if (MovDir[x][y] == MV_LEFT)
9301 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9302 TEST_DrawLevelField(x - 1, y);
9304 else if (MovDir[x][y] == MV_RIGHT)
9306 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9307 TEST_DrawLevelField(x + 1, y);
9309 else if (MovDir[x][y] == MV_UP)
9311 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9312 TEST_DrawLevelField(x, y - 1);
9316 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9317 TEST_DrawLevelField(x, y + 1);
9320 Feld[x][y] = Store[x][y];
9322 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9323 TEST_DrawLevelField(x, y);
9328 static void MauerAbleger(int ax, int ay)
9330 int element = Feld[ax][ay];
9331 int graphic = el2img(element);
9332 boolean oben_frei = FALSE, unten_frei = FALSE;
9333 boolean links_frei = FALSE, rechts_frei = FALSE;
9334 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9335 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9336 boolean new_wall = FALSE;
9338 if (IS_ANIMATED(graphic))
9339 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9341 if (!MovDelay[ax][ay]) // start building new wall
9342 MovDelay[ax][ay] = 6;
9344 if (MovDelay[ax][ay]) // wait some time before building new wall
9347 if (MovDelay[ax][ay])
9351 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9353 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9355 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9357 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9360 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9361 element == EL_EXPANDABLE_WALL_ANY)
9365 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9366 Store[ax][ay-1] = element;
9367 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9368 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9369 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9370 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9375 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9376 Store[ax][ay+1] = element;
9377 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9378 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9379 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9380 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9385 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9386 element == EL_EXPANDABLE_WALL_ANY ||
9387 element == EL_EXPANDABLE_WALL ||
9388 element == EL_BD_EXPANDABLE_WALL)
9392 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9393 Store[ax-1][ay] = element;
9394 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9395 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9396 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9397 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9403 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9404 Store[ax+1][ay] = element;
9405 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9406 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9407 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9408 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9413 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9414 TEST_DrawLevelField(ax, ay);
9416 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9418 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9419 unten_massiv = TRUE;
9420 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9421 links_massiv = TRUE;
9422 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9423 rechts_massiv = TRUE;
9425 if (((oben_massiv && unten_massiv) ||
9426 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9427 element == EL_EXPANDABLE_WALL) &&
9428 ((links_massiv && rechts_massiv) ||
9429 element == EL_EXPANDABLE_WALL_VERTICAL))
9430 Feld[ax][ay] = EL_WALL;
9433 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9436 static void MauerAblegerStahl(int ax, int ay)
9438 int element = Feld[ax][ay];
9439 int graphic = el2img(element);
9440 boolean oben_frei = FALSE, unten_frei = FALSE;
9441 boolean links_frei = FALSE, rechts_frei = FALSE;
9442 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9443 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9444 boolean new_wall = FALSE;
9446 if (IS_ANIMATED(graphic))
9447 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9449 if (!MovDelay[ax][ay]) // start building new wall
9450 MovDelay[ax][ay] = 6;
9452 if (MovDelay[ax][ay]) // wait some time before building new wall
9455 if (MovDelay[ax][ay])
9459 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9461 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9463 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9465 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9468 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9469 element == EL_EXPANDABLE_STEELWALL_ANY)
9473 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9474 Store[ax][ay-1] = element;
9475 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9476 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9477 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9478 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9483 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9484 Store[ax][ay+1] = element;
9485 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9486 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9487 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9488 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9493 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9494 element == EL_EXPANDABLE_STEELWALL_ANY)
9498 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9499 Store[ax-1][ay] = element;
9500 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9501 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9502 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9503 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9509 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9510 Store[ax+1][ay] = element;
9511 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9512 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9513 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9514 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9519 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9521 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9522 unten_massiv = TRUE;
9523 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9524 links_massiv = TRUE;
9525 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9526 rechts_massiv = TRUE;
9528 if (((oben_massiv && unten_massiv) ||
9529 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9530 ((links_massiv && rechts_massiv) ||
9531 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9532 Feld[ax][ay] = EL_STEELWALL;
9535 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9538 static void CheckForDragon(int x, int y)
9541 boolean dragon_found = FALSE;
9542 static int xy[4][2] =
9550 for (i = 0; i < NUM_DIRECTIONS; i++)
9552 for (j = 0; j < 4; j++)
9554 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9556 if (IN_LEV_FIELD(xx, yy) &&
9557 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9559 if (Feld[xx][yy] == EL_DRAGON)
9560 dragon_found = TRUE;
9569 for (i = 0; i < NUM_DIRECTIONS; i++)
9571 for (j = 0; j < 3; j++)
9573 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9575 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9577 Feld[xx][yy] = EL_EMPTY;
9578 TEST_DrawLevelField(xx, yy);
9587 static void InitBuggyBase(int x, int y)
9589 int element = Feld[x][y];
9590 int activating_delay = FRAMES_PER_SECOND / 4;
9593 (element == EL_SP_BUGGY_BASE ?
9594 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9595 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9597 element == EL_SP_BUGGY_BASE_ACTIVE ?
9598 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9601 static void WarnBuggyBase(int x, int y)
9604 static int xy[4][2] =
9612 for (i = 0; i < NUM_DIRECTIONS; i++)
9614 int xx = x + xy[i][0];
9615 int yy = y + xy[i][1];
9617 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9619 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9626 static void InitTrap(int x, int y)
9628 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9631 static void ActivateTrap(int x, int y)
9633 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9636 static void ChangeActiveTrap(int x, int y)
9638 int graphic = IMG_TRAP_ACTIVE;
9640 // if new animation frame was drawn, correct crumbled sand border
9641 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9642 TEST_DrawLevelFieldCrumbled(x, y);
9645 static int getSpecialActionElement(int element, int number, int base_element)
9647 return (element != EL_EMPTY ? element :
9648 number != -1 ? base_element + number - 1 :
9652 static int getModifiedActionNumber(int value_old, int operator, int operand,
9653 int value_min, int value_max)
9655 int value_new = (operator == CA_MODE_SET ? operand :
9656 operator == CA_MODE_ADD ? value_old + operand :
9657 operator == CA_MODE_SUBTRACT ? value_old - operand :
9658 operator == CA_MODE_MULTIPLY ? value_old * operand :
9659 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9660 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9663 return (value_new < value_min ? value_min :
9664 value_new > value_max ? value_max :
9668 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9670 struct ElementInfo *ei = &element_info[element];
9671 struct ElementChangeInfo *change = &ei->change_page[page];
9672 int target_element = change->target_element;
9673 int action_type = change->action_type;
9674 int action_mode = change->action_mode;
9675 int action_arg = change->action_arg;
9676 int action_element = change->action_element;
9679 if (!change->has_action)
9682 // ---------- determine action paramater values -----------------------------
9684 int level_time_value =
9685 (level.time > 0 ? TimeLeft :
9688 int action_arg_element_raw =
9689 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9690 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9691 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9692 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9693 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9694 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9695 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9697 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9699 int action_arg_direction =
9700 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9701 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9702 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9703 change->actual_trigger_side :
9704 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9705 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9708 int action_arg_number_min =
9709 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9712 int action_arg_number_max =
9713 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9714 action_type == CA_SET_LEVEL_GEMS ? 999 :
9715 action_type == CA_SET_LEVEL_TIME ? 9999 :
9716 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9717 action_type == CA_SET_CE_VALUE ? 9999 :
9718 action_type == CA_SET_CE_SCORE ? 9999 :
9721 int action_arg_number_reset =
9722 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9723 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9724 action_type == CA_SET_LEVEL_TIME ? level.time :
9725 action_type == CA_SET_LEVEL_SCORE ? 0 :
9726 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9727 action_type == CA_SET_CE_SCORE ? 0 :
9730 int action_arg_number =
9731 (action_arg <= CA_ARG_MAX ? action_arg :
9732 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9733 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9734 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9735 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9736 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9737 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9738 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9739 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9740 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9741 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9742 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9743 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9744 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9745 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9746 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9747 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9748 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9749 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9750 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9751 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9752 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9755 int action_arg_number_old =
9756 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9757 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9758 action_type == CA_SET_LEVEL_SCORE ? game.score :
9759 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9760 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9763 int action_arg_number_new =
9764 getModifiedActionNumber(action_arg_number_old,
9765 action_mode, action_arg_number,
9766 action_arg_number_min, action_arg_number_max);
9768 int trigger_player_bits =
9769 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9770 change->actual_trigger_player_bits : change->trigger_player);
9772 int action_arg_player_bits =
9773 (action_arg >= CA_ARG_PLAYER_1 &&
9774 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9775 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9776 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9779 // ---------- execute action -----------------------------------------------
9781 switch (action_type)
9788 // ---------- level actions ----------------------------------------------
9790 case CA_RESTART_LEVEL:
9792 game.restart_level = TRUE;
9797 case CA_SHOW_ENVELOPE:
9799 int element = getSpecialActionElement(action_arg_element,
9800 action_arg_number, EL_ENVELOPE_1);
9802 if (IS_ENVELOPE(element))
9803 local_player->show_envelope = element;
9808 case CA_SET_LEVEL_TIME:
9810 if (level.time > 0) // only modify limited time value
9812 TimeLeft = action_arg_number_new;
9814 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9816 DisplayGameControlValues();
9818 if (!TimeLeft && setup.time_limit)
9819 for (i = 0; i < MAX_PLAYERS; i++)
9820 KillPlayer(&stored_player[i]);
9826 case CA_SET_LEVEL_SCORE:
9828 game.score = action_arg_number_new;
9830 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9832 DisplayGameControlValues();
9837 case CA_SET_LEVEL_GEMS:
9839 game.gems_still_needed = action_arg_number_new;
9841 game.snapshot.collected_item = TRUE;
9843 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9845 DisplayGameControlValues();
9850 case CA_SET_LEVEL_WIND:
9852 game.wind_direction = action_arg_direction;
9857 case CA_SET_LEVEL_RANDOM_SEED:
9859 // ensure that setting a new random seed while playing is predictable
9860 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9865 // ---------- player actions ---------------------------------------------
9867 case CA_MOVE_PLAYER:
9869 // automatically move to the next field in specified direction
9870 for (i = 0; i < MAX_PLAYERS; i++)
9871 if (trigger_player_bits & (1 << i))
9872 stored_player[i].programmed_action = action_arg_direction;
9877 case CA_EXIT_PLAYER:
9879 for (i = 0; i < MAX_PLAYERS; i++)
9880 if (action_arg_player_bits & (1 << i))
9881 ExitPlayer(&stored_player[i]);
9883 if (game.players_still_needed == 0)
9889 case CA_KILL_PLAYER:
9891 for (i = 0; i < MAX_PLAYERS; i++)
9892 if (action_arg_player_bits & (1 << i))
9893 KillPlayer(&stored_player[i]);
9898 case CA_SET_PLAYER_KEYS:
9900 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9901 int element = getSpecialActionElement(action_arg_element,
9902 action_arg_number, EL_KEY_1);
9904 if (IS_KEY(element))
9906 for (i = 0; i < MAX_PLAYERS; i++)
9908 if (trigger_player_bits & (1 << i))
9910 stored_player[i].key[KEY_NR(element)] = key_state;
9912 DrawGameDoorValues();
9920 case CA_SET_PLAYER_SPEED:
9922 for (i = 0; i < MAX_PLAYERS; i++)
9924 if (trigger_player_bits & (1 << i))
9926 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9928 if (action_arg == CA_ARG_SPEED_FASTER &&
9929 stored_player[i].cannot_move)
9931 action_arg_number = STEPSIZE_VERY_SLOW;
9933 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9934 action_arg == CA_ARG_SPEED_FASTER)
9936 action_arg_number = 2;
9937 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9940 else if (action_arg == CA_ARG_NUMBER_RESET)
9942 action_arg_number = level.initial_player_stepsize[i];
9946 getModifiedActionNumber(move_stepsize,
9949 action_arg_number_min,
9950 action_arg_number_max);
9952 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9959 case CA_SET_PLAYER_SHIELD:
9961 for (i = 0; i < MAX_PLAYERS; i++)
9963 if (trigger_player_bits & (1 << i))
9965 if (action_arg == CA_ARG_SHIELD_OFF)
9967 stored_player[i].shield_normal_time_left = 0;
9968 stored_player[i].shield_deadly_time_left = 0;
9970 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9972 stored_player[i].shield_normal_time_left = 999999;
9974 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9976 stored_player[i].shield_normal_time_left = 999999;
9977 stored_player[i].shield_deadly_time_left = 999999;
9985 case CA_SET_PLAYER_GRAVITY:
9987 for (i = 0; i < MAX_PLAYERS; i++)
9989 if (trigger_player_bits & (1 << i))
9991 stored_player[i].gravity =
9992 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9993 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9994 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9995 stored_player[i].gravity);
10002 case CA_SET_PLAYER_ARTWORK:
10004 for (i = 0; i < MAX_PLAYERS; i++)
10006 if (trigger_player_bits & (1 << i))
10008 int artwork_element = action_arg_element;
10010 if (action_arg == CA_ARG_ELEMENT_RESET)
10012 (level.use_artwork_element[i] ? level.artwork_element[i] :
10013 stored_player[i].element_nr);
10015 if (stored_player[i].artwork_element != artwork_element)
10016 stored_player[i].Frame = 0;
10018 stored_player[i].artwork_element = artwork_element;
10020 SetPlayerWaiting(&stored_player[i], FALSE);
10022 // set number of special actions for bored and sleeping animation
10023 stored_player[i].num_special_action_bored =
10024 get_num_special_action(artwork_element,
10025 ACTION_BORING_1, ACTION_BORING_LAST);
10026 stored_player[i].num_special_action_sleeping =
10027 get_num_special_action(artwork_element,
10028 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10035 case CA_SET_PLAYER_INVENTORY:
10037 for (i = 0; i < MAX_PLAYERS; i++)
10039 struct PlayerInfo *player = &stored_player[i];
10042 if (trigger_player_bits & (1 << i))
10044 int inventory_element = action_arg_element;
10046 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10047 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10048 action_arg == CA_ARG_ELEMENT_ACTION)
10050 int element = inventory_element;
10051 int collect_count = element_info[element].collect_count_initial;
10053 if (!IS_CUSTOM_ELEMENT(element))
10056 if (collect_count == 0)
10057 player->inventory_infinite_element = element;
10059 for (k = 0; k < collect_count; k++)
10060 if (player->inventory_size < MAX_INVENTORY_SIZE)
10061 player->inventory_element[player->inventory_size++] =
10064 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10065 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10066 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10068 if (player->inventory_infinite_element != EL_UNDEFINED &&
10069 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10070 action_arg_element_raw))
10071 player->inventory_infinite_element = EL_UNDEFINED;
10073 for (k = 0, j = 0; j < player->inventory_size; j++)
10075 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10076 action_arg_element_raw))
10077 player->inventory_element[k++] = player->inventory_element[j];
10080 player->inventory_size = k;
10082 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10084 if (player->inventory_size > 0)
10086 for (j = 0; j < player->inventory_size - 1; j++)
10087 player->inventory_element[j] = player->inventory_element[j + 1];
10089 player->inventory_size--;
10092 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10094 if (player->inventory_size > 0)
10095 player->inventory_size--;
10097 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10099 player->inventory_infinite_element = EL_UNDEFINED;
10100 player->inventory_size = 0;
10102 else if (action_arg == CA_ARG_INVENTORY_RESET)
10104 player->inventory_infinite_element = EL_UNDEFINED;
10105 player->inventory_size = 0;
10107 if (level.use_initial_inventory[i])
10109 for (j = 0; j < level.initial_inventory_size[i]; j++)
10111 int element = level.initial_inventory_content[i][j];
10112 int collect_count = element_info[element].collect_count_initial;
10114 if (!IS_CUSTOM_ELEMENT(element))
10117 if (collect_count == 0)
10118 player->inventory_infinite_element = element;
10120 for (k = 0; k < collect_count; k++)
10121 if (player->inventory_size < MAX_INVENTORY_SIZE)
10122 player->inventory_element[player->inventory_size++] =
10133 // ---------- CE actions -------------------------------------------------
10135 case CA_SET_CE_VALUE:
10137 int last_ce_value = CustomValue[x][y];
10139 CustomValue[x][y] = action_arg_number_new;
10141 if (CustomValue[x][y] != last_ce_value)
10143 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10144 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10146 if (CustomValue[x][y] == 0)
10148 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10149 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10156 case CA_SET_CE_SCORE:
10158 int last_ce_score = ei->collect_score;
10160 ei->collect_score = action_arg_number_new;
10162 if (ei->collect_score != last_ce_score)
10164 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10165 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10167 if (ei->collect_score == 0)
10171 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10172 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10175 This is a very special case that seems to be a mixture between
10176 CheckElementChange() and CheckTriggeredElementChange(): while
10177 the first one only affects single elements that are triggered
10178 directly, the second one affects multiple elements in the playfield
10179 that are triggered indirectly by another element. This is a third
10180 case: Changing the CE score always affects multiple identical CEs,
10181 so every affected CE must be checked, not only the single CE for
10182 which the CE score was changed in the first place (as every instance
10183 of that CE shares the same CE score, and therefore also can change)!
10185 SCAN_PLAYFIELD(xx, yy)
10187 if (Feld[xx][yy] == element)
10188 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10189 CE_SCORE_GETS_ZERO);
10197 case CA_SET_CE_ARTWORK:
10199 int artwork_element = action_arg_element;
10200 boolean reset_frame = FALSE;
10203 if (action_arg == CA_ARG_ELEMENT_RESET)
10204 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10207 if (ei->gfx_element != artwork_element)
10208 reset_frame = TRUE;
10210 ei->gfx_element = artwork_element;
10212 SCAN_PLAYFIELD(xx, yy)
10214 if (Feld[xx][yy] == element)
10218 ResetGfxAnimation(xx, yy);
10219 ResetRandomAnimationValue(xx, yy);
10222 TEST_DrawLevelField(xx, yy);
10229 // ---------- engine actions ---------------------------------------------
10231 case CA_SET_ENGINE_SCAN_MODE:
10233 InitPlayfieldScanMode(action_arg);
10243 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10245 int old_element = Feld[x][y];
10246 int new_element = GetElementFromGroupElement(element);
10247 int previous_move_direction = MovDir[x][y];
10248 int last_ce_value = CustomValue[x][y];
10249 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10250 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10251 boolean add_player_onto_element = (new_element_is_player &&
10252 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10253 IS_WALKABLE(old_element));
10255 if (!add_player_onto_element)
10257 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10258 RemoveMovingField(x, y);
10262 Feld[x][y] = new_element;
10264 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10265 MovDir[x][y] = previous_move_direction;
10267 if (element_info[new_element].use_last_ce_value)
10268 CustomValue[x][y] = last_ce_value;
10270 InitField_WithBug1(x, y, FALSE);
10272 new_element = Feld[x][y]; // element may have changed
10274 ResetGfxAnimation(x, y);
10275 ResetRandomAnimationValue(x, y);
10277 TEST_DrawLevelField(x, y);
10279 if (GFX_CRUMBLED(new_element))
10280 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10283 // check if element under the player changes from accessible to unaccessible
10284 // (needed for special case of dropping element which then changes)
10285 // (must be checked after creating new element for walkable group elements)
10286 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10287 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10294 // "ChangeCount" not set yet to allow "entered by player" change one time
10295 if (new_element_is_player)
10296 RelocatePlayer(x, y, new_element);
10299 ChangeCount[x][y]++; // count number of changes in the same frame
10301 TestIfBadThingTouchesPlayer(x, y);
10302 TestIfPlayerTouchesCustomElement(x, y);
10303 TestIfElementTouchesCustomElement(x, y);
10306 static void CreateField(int x, int y, int element)
10308 CreateFieldExt(x, y, element, FALSE);
10311 static void CreateElementFromChange(int x, int y, int element)
10313 element = GET_VALID_RUNTIME_ELEMENT(element);
10315 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10317 int old_element = Feld[x][y];
10319 // prevent changed element from moving in same engine frame
10320 // unless both old and new element can either fall or move
10321 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10322 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10326 CreateFieldExt(x, y, element, TRUE);
10329 static boolean ChangeElement(int x, int y, int element, int page)
10331 struct ElementInfo *ei = &element_info[element];
10332 struct ElementChangeInfo *change = &ei->change_page[page];
10333 int ce_value = CustomValue[x][y];
10334 int ce_score = ei->collect_score;
10335 int target_element;
10336 int old_element = Feld[x][y];
10338 // always use default change event to prevent running into a loop
10339 if (ChangeEvent[x][y] == -1)
10340 ChangeEvent[x][y] = CE_DELAY;
10342 if (ChangeEvent[x][y] == CE_DELAY)
10344 // reset actual trigger element, trigger player and action element
10345 change->actual_trigger_element = EL_EMPTY;
10346 change->actual_trigger_player = EL_EMPTY;
10347 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10348 change->actual_trigger_side = CH_SIDE_NONE;
10349 change->actual_trigger_ce_value = 0;
10350 change->actual_trigger_ce_score = 0;
10353 // do not change elements more than a specified maximum number of changes
10354 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10357 ChangeCount[x][y]++; // count number of changes in the same frame
10359 if (change->explode)
10366 if (change->use_target_content)
10368 boolean complete_replace = TRUE;
10369 boolean can_replace[3][3];
10372 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10375 boolean is_walkable;
10376 boolean is_diggable;
10377 boolean is_collectible;
10378 boolean is_removable;
10379 boolean is_destructible;
10380 int ex = x + xx - 1;
10381 int ey = y + yy - 1;
10382 int content_element = change->target_content.e[xx][yy];
10385 can_replace[xx][yy] = TRUE;
10387 if (ex == x && ey == y) // do not check changing element itself
10390 if (content_element == EL_EMPTY_SPACE)
10392 can_replace[xx][yy] = FALSE; // do not replace border with space
10397 if (!IN_LEV_FIELD(ex, ey))
10399 can_replace[xx][yy] = FALSE;
10400 complete_replace = FALSE;
10407 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10408 e = MovingOrBlocked2Element(ex, ey);
10410 is_empty = (IS_FREE(ex, ey) ||
10411 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10413 is_walkable = (is_empty || IS_WALKABLE(e));
10414 is_diggable = (is_empty || IS_DIGGABLE(e));
10415 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10416 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10417 is_removable = (is_diggable || is_collectible);
10419 can_replace[xx][yy] =
10420 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10421 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10422 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10423 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10424 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10425 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10426 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10428 if (!can_replace[xx][yy])
10429 complete_replace = FALSE;
10432 if (!change->only_if_complete || complete_replace)
10434 boolean something_has_changed = FALSE;
10436 if (change->only_if_complete && change->use_random_replace &&
10437 RND(100) < change->random_percentage)
10440 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10442 int ex = x + xx - 1;
10443 int ey = y + yy - 1;
10444 int content_element;
10446 if (can_replace[xx][yy] && (!change->use_random_replace ||
10447 RND(100) < change->random_percentage))
10449 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10450 RemoveMovingField(ex, ey);
10452 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10454 content_element = change->target_content.e[xx][yy];
10455 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10456 ce_value, ce_score);
10458 CreateElementFromChange(ex, ey, target_element);
10460 something_has_changed = TRUE;
10462 // for symmetry reasons, freeze newly created border elements
10463 if (ex != x || ey != y)
10464 Stop[ex][ey] = TRUE; // no more moving in this frame
10468 if (something_has_changed)
10470 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10471 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10477 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10478 ce_value, ce_score);
10480 if (element == EL_DIAGONAL_GROWING ||
10481 element == EL_DIAGONAL_SHRINKING)
10483 target_element = Store[x][y];
10485 Store[x][y] = EL_EMPTY;
10488 CreateElementFromChange(x, y, target_element);
10490 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10491 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10494 // this uses direct change before indirect change
10495 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10500 static void HandleElementChange(int x, int y, int page)
10502 int element = MovingOrBlocked2Element(x, y);
10503 struct ElementInfo *ei = &element_info[element];
10504 struct ElementChangeInfo *change = &ei->change_page[page];
10505 boolean handle_action_before_change = FALSE;
10508 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10509 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10512 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10513 x, y, element, element_info[element].token_name);
10514 printf("HandleElementChange(): This should never happen!\n");
10519 // this can happen with classic bombs on walkable, changing elements
10520 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10525 if (ChangeDelay[x][y] == 0) // initialize element change
10527 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10529 if (change->can_change)
10531 // !!! not clear why graphic animation should be reset at all here !!!
10532 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10533 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10536 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10538 When using an animation frame delay of 1 (this only happens with
10539 "sp_zonk.moving.left/right" in the classic graphics), the default
10540 (non-moving) animation shows wrong animation frames (while the
10541 moving animation, like "sp_zonk.moving.left/right", is correct,
10542 so this graphical bug never shows up with the classic graphics).
10543 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10544 be drawn instead of the correct frames 0,1,2,3. This is caused by
10545 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10546 an element change: First when the change delay ("ChangeDelay[][]")
10547 counter has reached zero after decrementing, then a second time in
10548 the next frame (after "GfxFrame[][]" was already incremented) when
10549 "ChangeDelay[][]" is reset to the initial delay value again.
10551 This causes frame 0 to be drawn twice, while the last frame won't
10552 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10554 As some animations may already be cleverly designed around this bug
10555 (at least the "Snake Bite" snake tail animation does this), it cannot
10556 simply be fixed here without breaking such existing animations.
10557 Unfortunately, it cannot easily be detected if a graphics set was
10558 designed "before" or "after" the bug was fixed. As a workaround,
10559 a new graphics set option "game.graphics_engine_version" was added
10560 to be able to specify the game's major release version for which the
10561 graphics set was designed, which can then be used to decide if the
10562 bugfix should be used (version 4 and above) or not (version 3 or
10563 below, or if no version was specified at all, as with old sets).
10565 (The wrong/fixed animation frames can be tested with the test level set
10566 "test_gfxframe" and level "000", which contains a specially prepared
10567 custom element at level position (x/y) == (11/9) which uses the zonk
10568 animation mentioned above. Using "game.graphics_engine_version: 4"
10569 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10570 This can also be seen from the debug output for this test element.)
10573 // when a custom element is about to change (for example by change delay),
10574 // do not reset graphic animation when the custom element is moving
10575 if (game.graphics_engine_version < 4 &&
10578 ResetGfxAnimation(x, y);
10579 ResetRandomAnimationValue(x, y);
10582 if (change->pre_change_function)
10583 change->pre_change_function(x, y);
10587 ChangeDelay[x][y]--;
10589 if (ChangeDelay[x][y] != 0) // continue element change
10591 if (change->can_change)
10593 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10595 if (IS_ANIMATED(graphic))
10596 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10598 if (change->change_function)
10599 change->change_function(x, y);
10602 else // finish element change
10604 if (ChangePage[x][y] != -1) // remember page from delayed change
10606 page = ChangePage[x][y];
10607 ChangePage[x][y] = -1;
10609 change = &ei->change_page[page];
10612 if (IS_MOVING(x, y)) // never change a running system ;-)
10614 ChangeDelay[x][y] = 1; // try change after next move step
10615 ChangePage[x][y] = page; // remember page to use for change
10620 // special case: set new level random seed before changing element
10621 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10622 handle_action_before_change = TRUE;
10624 if (change->has_action && handle_action_before_change)
10625 ExecuteCustomElementAction(x, y, element, page);
10627 if (change->can_change)
10629 if (ChangeElement(x, y, element, page))
10631 if (change->post_change_function)
10632 change->post_change_function(x, y);
10636 if (change->has_action && !handle_action_before_change)
10637 ExecuteCustomElementAction(x, y, element, page);
10641 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10642 int trigger_element,
10644 int trigger_player,
10648 boolean change_done_any = FALSE;
10649 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10652 if (!(trigger_events[trigger_element][trigger_event]))
10655 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10657 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10659 int element = EL_CUSTOM_START + i;
10660 boolean change_done = FALSE;
10663 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10664 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10667 for (p = 0; p < element_info[element].num_change_pages; p++)
10669 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10671 if (change->can_change_or_has_action &&
10672 change->has_event[trigger_event] &&
10673 change->trigger_side & trigger_side &&
10674 change->trigger_player & trigger_player &&
10675 change->trigger_page & trigger_page_bits &&
10676 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10678 change->actual_trigger_element = trigger_element;
10679 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10680 change->actual_trigger_player_bits = trigger_player;
10681 change->actual_trigger_side = trigger_side;
10682 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10683 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10685 if ((change->can_change && !change_done) || change->has_action)
10689 SCAN_PLAYFIELD(x, y)
10691 if (Feld[x][y] == element)
10693 if (change->can_change && !change_done)
10695 // if element already changed in this frame, not only prevent
10696 // another element change (checked in ChangeElement()), but
10697 // also prevent additional element actions for this element
10699 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10700 !level.use_action_after_change_bug)
10703 ChangeDelay[x][y] = 1;
10704 ChangeEvent[x][y] = trigger_event;
10706 HandleElementChange(x, y, p);
10708 else if (change->has_action)
10710 // if element already changed in this frame, not only prevent
10711 // another element change (checked in ChangeElement()), but
10712 // also prevent additional element actions for this element
10714 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10715 !level.use_action_after_change_bug)
10718 ExecuteCustomElementAction(x, y, element, p);
10719 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10724 if (change->can_change)
10726 change_done = TRUE;
10727 change_done_any = TRUE;
10734 RECURSION_LOOP_DETECTION_END();
10736 return change_done_any;
10739 static boolean CheckElementChangeExt(int x, int y,
10741 int trigger_element,
10743 int trigger_player,
10746 boolean change_done = FALSE;
10749 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10750 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10753 if (Feld[x][y] == EL_BLOCKED)
10755 Blocked2Moving(x, y, &x, &y);
10756 element = Feld[x][y];
10759 // check if element has already changed or is about to change after moving
10760 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10761 Feld[x][y] != element) ||
10763 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10764 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10765 ChangePage[x][y] != -1)))
10768 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10770 for (p = 0; p < element_info[element].num_change_pages; p++)
10772 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10774 /* check trigger element for all events where the element that is checked
10775 for changing interacts with a directly adjacent element -- this is
10776 different to element changes that affect other elements to change on the
10777 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10778 boolean check_trigger_element =
10779 (trigger_event == CE_TOUCHING_X ||
10780 trigger_event == CE_HITTING_X ||
10781 trigger_event == CE_HIT_BY_X ||
10782 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10784 if (change->can_change_or_has_action &&
10785 change->has_event[trigger_event] &&
10786 change->trigger_side & trigger_side &&
10787 change->trigger_player & trigger_player &&
10788 (!check_trigger_element ||
10789 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10791 change->actual_trigger_element = trigger_element;
10792 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10793 change->actual_trigger_player_bits = trigger_player;
10794 change->actual_trigger_side = trigger_side;
10795 change->actual_trigger_ce_value = CustomValue[x][y];
10796 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10798 // special case: trigger element not at (x,y) position for some events
10799 if (check_trigger_element)
10811 { 0, 0 }, { 0, 0 }, { 0, 0 },
10815 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10816 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10818 change->actual_trigger_ce_value = CustomValue[xx][yy];
10819 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10822 if (change->can_change && !change_done)
10824 ChangeDelay[x][y] = 1;
10825 ChangeEvent[x][y] = trigger_event;
10827 HandleElementChange(x, y, p);
10829 change_done = TRUE;
10831 else if (change->has_action)
10833 ExecuteCustomElementAction(x, y, element, p);
10834 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10839 RECURSION_LOOP_DETECTION_END();
10841 return change_done;
10844 static void PlayPlayerSound(struct PlayerInfo *player)
10846 int jx = player->jx, jy = player->jy;
10847 int sound_element = player->artwork_element;
10848 int last_action = player->last_action_waiting;
10849 int action = player->action_waiting;
10851 if (player->is_waiting)
10853 if (action != last_action)
10854 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10856 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10860 if (action != last_action)
10861 StopSound(element_info[sound_element].sound[last_action]);
10863 if (last_action == ACTION_SLEEPING)
10864 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10868 static void PlayAllPlayersSound(void)
10872 for (i = 0; i < MAX_PLAYERS; i++)
10873 if (stored_player[i].active)
10874 PlayPlayerSound(&stored_player[i]);
10877 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10879 boolean last_waiting = player->is_waiting;
10880 int move_dir = player->MovDir;
10882 player->dir_waiting = move_dir;
10883 player->last_action_waiting = player->action_waiting;
10887 if (!last_waiting) // not waiting -> waiting
10889 player->is_waiting = TRUE;
10891 player->frame_counter_bored =
10893 game.player_boring_delay_fixed +
10894 GetSimpleRandom(game.player_boring_delay_random);
10895 player->frame_counter_sleeping =
10897 game.player_sleeping_delay_fixed +
10898 GetSimpleRandom(game.player_sleeping_delay_random);
10900 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10903 if (game.player_sleeping_delay_fixed +
10904 game.player_sleeping_delay_random > 0 &&
10905 player->anim_delay_counter == 0 &&
10906 player->post_delay_counter == 0 &&
10907 FrameCounter >= player->frame_counter_sleeping)
10908 player->is_sleeping = TRUE;
10909 else if (game.player_boring_delay_fixed +
10910 game.player_boring_delay_random > 0 &&
10911 FrameCounter >= player->frame_counter_bored)
10912 player->is_bored = TRUE;
10914 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10915 player->is_bored ? ACTION_BORING :
10918 if (player->is_sleeping && player->use_murphy)
10920 // special case for sleeping Murphy when leaning against non-free tile
10922 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10923 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10924 !IS_MOVING(player->jx - 1, player->jy)))
10925 move_dir = MV_LEFT;
10926 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10927 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10928 !IS_MOVING(player->jx + 1, player->jy)))
10929 move_dir = MV_RIGHT;
10931 player->is_sleeping = FALSE;
10933 player->dir_waiting = move_dir;
10936 if (player->is_sleeping)
10938 if (player->num_special_action_sleeping > 0)
10940 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10942 int last_special_action = player->special_action_sleeping;
10943 int num_special_action = player->num_special_action_sleeping;
10944 int special_action =
10945 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10946 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10947 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10948 last_special_action + 1 : ACTION_SLEEPING);
10949 int special_graphic =
10950 el_act_dir2img(player->artwork_element, special_action, move_dir);
10952 player->anim_delay_counter =
10953 graphic_info[special_graphic].anim_delay_fixed +
10954 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10955 player->post_delay_counter =
10956 graphic_info[special_graphic].post_delay_fixed +
10957 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10959 player->special_action_sleeping = special_action;
10962 if (player->anim_delay_counter > 0)
10964 player->action_waiting = player->special_action_sleeping;
10965 player->anim_delay_counter--;
10967 else if (player->post_delay_counter > 0)
10969 player->post_delay_counter--;
10973 else if (player->is_bored)
10975 if (player->num_special_action_bored > 0)
10977 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10979 int special_action =
10980 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10981 int special_graphic =
10982 el_act_dir2img(player->artwork_element, special_action, move_dir);
10984 player->anim_delay_counter =
10985 graphic_info[special_graphic].anim_delay_fixed +
10986 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10987 player->post_delay_counter =
10988 graphic_info[special_graphic].post_delay_fixed +
10989 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10991 player->special_action_bored = special_action;
10994 if (player->anim_delay_counter > 0)
10996 player->action_waiting = player->special_action_bored;
10997 player->anim_delay_counter--;
10999 else if (player->post_delay_counter > 0)
11001 player->post_delay_counter--;
11006 else if (last_waiting) // waiting -> not waiting
11008 player->is_waiting = FALSE;
11009 player->is_bored = FALSE;
11010 player->is_sleeping = FALSE;
11012 player->frame_counter_bored = -1;
11013 player->frame_counter_sleeping = -1;
11015 player->anim_delay_counter = 0;
11016 player->post_delay_counter = 0;
11018 player->dir_waiting = player->MovDir;
11019 player->action_waiting = ACTION_DEFAULT;
11021 player->special_action_bored = ACTION_DEFAULT;
11022 player->special_action_sleeping = ACTION_DEFAULT;
11026 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11028 if ((!player->is_moving && player->was_moving) ||
11029 (player->MovPos == 0 && player->was_moving) ||
11030 (player->is_snapping && !player->was_snapping) ||
11031 (player->is_dropping && !player->was_dropping))
11033 if (!CheckSaveEngineSnapshotToList())
11036 player->was_moving = FALSE;
11037 player->was_snapping = TRUE;
11038 player->was_dropping = TRUE;
11042 if (player->is_moving)
11043 player->was_moving = TRUE;
11045 if (!player->is_snapping)
11046 player->was_snapping = FALSE;
11048 if (!player->is_dropping)
11049 player->was_dropping = FALSE;
11053 static void CheckSingleStepMode(struct PlayerInfo *player)
11055 if (tape.single_step && tape.recording && !tape.pausing)
11057 /* as it is called "single step mode", just return to pause mode when the
11058 player stopped moving after one tile (or never starts moving at all) */
11059 if (!player->is_moving &&
11060 !player->is_pushing &&
11061 !player->is_dropping_pressed)
11062 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11065 CheckSaveEngineSnapshot(player);
11068 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11070 int left = player_action & JOY_LEFT;
11071 int right = player_action & JOY_RIGHT;
11072 int up = player_action & JOY_UP;
11073 int down = player_action & JOY_DOWN;
11074 int button1 = player_action & JOY_BUTTON_1;
11075 int button2 = player_action & JOY_BUTTON_2;
11076 int dx = (left ? -1 : right ? 1 : 0);
11077 int dy = (up ? -1 : down ? 1 : 0);
11079 if (!player->active || tape.pausing)
11085 SnapField(player, dx, dy);
11089 DropElement(player);
11091 MovePlayer(player, dx, dy);
11094 CheckSingleStepMode(player);
11096 SetPlayerWaiting(player, FALSE);
11098 return player_action;
11102 // no actions for this player (no input at player's configured device)
11104 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11105 SnapField(player, 0, 0);
11106 CheckGravityMovementWhenNotMoving(player);
11108 if (player->MovPos == 0)
11109 SetPlayerWaiting(player, TRUE);
11111 if (player->MovPos == 0) // needed for tape.playing
11112 player->is_moving = FALSE;
11114 player->is_dropping = FALSE;
11115 player->is_dropping_pressed = FALSE;
11116 player->drop_pressed_delay = 0;
11118 CheckSingleStepMode(player);
11124 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11127 if (!tape.use_mouse)
11130 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11131 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11132 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11135 static void SetTapeActionFromMouseAction(byte *tape_action,
11136 struct MouseActionInfo *mouse_action)
11138 if (!tape.use_mouse)
11141 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11142 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11143 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11146 static void CheckLevelSolved(void)
11148 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11150 if (game_em.level_solved &&
11151 !game_em.game_over) // game won
11155 game_em.game_over = TRUE;
11157 game.all_players_gone = TRUE;
11160 if (game_em.game_over) // game lost
11161 game.all_players_gone = TRUE;
11163 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11165 if (game_sp.level_solved &&
11166 !game_sp.game_over) // game won
11170 game_sp.game_over = TRUE;
11172 game.all_players_gone = TRUE;
11175 if (game_sp.game_over) // game lost
11176 game.all_players_gone = TRUE;
11178 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11180 if (game_mm.level_solved &&
11181 !game_mm.game_over) // game won
11185 game_mm.game_over = TRUE;
11187 game.all_players_gone = TRUE;
11190 if (game_mm.game_over) // game lost
11191 game.all_players_gone = TRUE;
11195 static void CheckLevelTime(void)
11199 if (TimeFrames >= FRAMES_PER_SECOND)
11204 for (i = 0; i < MAX_PLAYERS; i++)
11206 struct PlayerInfo *player = &stored_player[i];
11208 if (SHIELD_ON(player))
11210 player->shield_normal_time_left--;
11212 if (player->shield_deadly_time_left > 0)
11213 player->shield_deadly_time_left--;
11217 if (!game.LevelSolved && !level.use_step_counter)
11225 if (TimeLeft <= 10 && setup.time_limit)
11226 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11228 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11229 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11231 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11233 if (!TimeLeft && setup.time_limit)
11235 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11236 level.native_em_level->lev->killed_out_of_time = TRUE;
11238 for (i = 0; i < MAX_PLAYERS; i++)
11239 KillPlayer(&stored_player[i]);
11242 else if (game.no_time_limit && !game.all_players_gone)
11244 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11247 level.native_em_level->lev->time =
11248 (game.no_time_limit ? TimePlayed : TimeLeft);
11251 if (tape.recording || tape.playing)
11252 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11255 if (tape.recording || tape.playing)
11256 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11258 UpdateAndDisplayGameControlValues();
11261 void AdvanceFrameAndPlayerCounters(int player_nr)
11265 // advance frame counters (global frame counter and time frame counter)
11269 // advance player counters (counters for move delay, move animation etc.)
11270 for (i = 0; i < MAX_PLAYERS; i++)
11272 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11273 int move_delay_value = stored_player[i].move_delay_value;
11274 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11276 if (!advance_player_counters) // not all players may be affected
11279 if (move_frames == 0) // less than one move per game frame
11281 int stepsize = TILEX / move_delay_value;
11282 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11283 int count = (stored_player[i].is_moving ?
11284 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11286 if (count % delay == 0)
11290 stored_player[i].Frame += move_frames;
11292 if (stored_player[i].MovPos != 0)
11293 stored_player[i].StepFrame += move_frames;
11295 if (stored_player[i].move_delay > 0)
11296 stored_player[i].move_delay--;
11298 // due to bugs in previous versions, counter must count up, not down
11299 if (stored_player[i].push_delay != -1)
11300 stored_player[i].push_delay++;
11302 if (stored_player[i].drop_delay > 0)
11303 stored_player[i].drop_delay--;
11305 if (stored_player[i].is_dropping_pressed)
11306 stored_player[i].drop_pressed_delay++;
11310 void StartGameActions(boolean init_network_game, boolean record_tape,
11313 unsigned int new_random_seed = InitRND(random_seed);
11316 TapeStartRecording(new_random_seed);
11318 if (init_network_game)
11320 SendToServer_LevelFile();
11321 SendToServer_StartPlaying();
11329 static void GameActionsExt(void)
11332 static unsigned int game_frame_delay = 0;
11334 unsigned int game_frame_delay_value;
11335 byte *recorded_player_action;
11336 byte summarized_player_action = 0;
11337 byte tape_action[MAX_PLAYERS];
11340 // detect endless loops, caused by custom element programming
11341 if (recursion_loop_detected && recursion_loop_depth == 0)
11343 char *message = getStringCat3("Internal Error! Element ",
11344 EL_NAME(recursion_loop_element),
11345 " caused endless loop! Quit the game?");
11347 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11348 EL_NAME(recursion_loop_element));
11350 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11352 recursion_loop_detected = FALSE; // if game should be continued
11359 if (game.restart_level)
11360 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11362 CheckLevelSolved();
11364 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11367 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11370 if (game_status != GAME_MODE_PLAYING) // status might have changed
11373 game_frame_delay_value =
11374 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11376 if (tape.playing && tape.warp_forward && !tape.pausing)
11377 game_frame_delay_value = 0;
11379 SetVideoFrameDelay(game_frame_delay_value);
11381 // (de)activate virtual buttons depending on current game status
11382 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11384 if (game.all_players_gone) // if no players there to be controlled anymore
11385 SetOverlayActive(FALSE);
11386 else if (!tape.playing) // if game continues after tape stopped playing
11387 SetOverlayActive(TRUE);
11392 // ---------- main game synchronization point ----------
11394 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11396 printf("::: skip == %d\n", skip);
11399 // ---------- main game synchronization point ----------
11401 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11405 if (network_playing && !network_player_action_received)
11407 // try to get network player actions in time
11409 // last chance to get network player actions without main loop delay
11410 HandleNetworking();
11412 // game was quit by network peer
11413 if (game_status != GAME_MODE_PLAYING)
11416 // check if network player actions still missing and game still running
11417 if (!network_player_action_received && !checkGameEnded())
11418 return; // failed to get network player actions in time
11420 // do not yet reset "network_player_action_received" (for tape.pausing)
11426 // at this point we know that we really continue executing the game
11428 network_player_action_received = FALSE;
11430 // when playing tape, read previously recorded player input from tape data
11431 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11433 local_player->effective_mouse_action = local_player->mouse_action;
11435 if (recorded_player_action != NULL)
11436 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11437 recorded_player_action);
11439 // TapePlayAction() may return NULL when toggling to "pause before death"
11443 if (tape.set_centered_player)
11445 game.centered_player_nr_next = tape.centered_player_nr_next;
11446 game.set_centered_player = TRUE;
11449 for (i = 0; i < MAX_PLAYERS; i++)
11451 summarized_player_action |= stored_player[i].action;
11453 if (!network_playing && (game.team_mode || tape.playing))
11454 stored_player[i].effective_action = stored_player[i].action;
11457 if (network_playing && !checkGameEnded())
11458 SendToServer_MovePlayer(summarized_player_action);
11460 // summarize all actions at local players mapped input device position
11461 // (this allows using different input devices in single player mode)
11462 if (!network.enabled && !game.team_mode)
11463 stored_player[map_player_action[local_player->index_nr]].effective_action =
11464 summarized_player_action;
11466 if (tape.recording &&
11468 setup.input_on_focus &&
11469 game.centered_player_nr != -1)
11471 for (i = 0; i < MAX_PLAYERS; i++)
11472 stored_player[i].effective_action =
11473 (i == game.centered_player_nr ? summarized_player_action : 0);
11476 if (recorded_player_action != NULL)
11477 for (i = 0; i < MAX_PLAYERS; i++)
11478 stored_player[i].effective_action = recorded_player_action[i];
11480 for (i = 0; i < MAX_PLAYERS; i++)
11482 tape_action[i] = stored_player[i].effective_action;
11484 /* (this may happen in the RND game engine if a player was not present on
11485 the playfield on level start, but appeared later from a custom element */
11486 if (setup.team_mode &&
11489 !tape.player_participates[i])
11490 tape.player_participates[i] = TRUE;
11493 SetTapeActionFromMouseAction(tape_action,
11494 &local_player->effective_mouse_action);
11496 // only record actions from input devices, but not programmed actions
11497 if (tape.recording)
11498 TapeRecordAction(tape_action);
11500 // remember if game was played (especially after tape stopped playing)
11501 if (!tape.playing && summarized_player_action)
11502 game.GamePlayed = TRUE;
11504 #if USE_NEW_PLAYER_ASSIGNMENTS
11505 // !!! also map player actions in single player mode !!!
11506 // if (game.team_mode)
11509 byte mapped_action[MAX_PLAYERS];
11511 #if DEBUG_PLAYER_ACTIONS
11513 for (i = 0; i < MAX_PLAYERS; i++)
11514 printf(" %d, ", stored_player[i].effective_action);
11517 for (i = 0; i < MAX_PLAYERS; i++)
11518 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11520 for (i = 0; i < MAX_PLAYERS; i++)
11521 stored_player[i].effective_action = mapped_action[i];
11523 #if DEBUG_PLAYER_ACTIONS
11525 for (i = 0; i < MAX_PLAYERS; i++)
11526 printf(" %d, ", stored_player[i].effective_action);
11530 #if DEBUG_PLAYER_ACTIONS
11534 for (i = 0; i < MAX_PLAYERS; i++)
11535 printf(" %d, ", stored_player[i].effective_action);
11541 for (i = 0; i < MAX_PLAYERS; i++)
11543 // allow engine snapshot in case of changed movement attempt
11544 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11545 (stored_player[i].effective_action & KEY_MOTION))
11546 game.snapshot.changed_action = TRUE;
11548 // allow engine snapshot in case of snapping/dropping attempt
11549 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11550 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11551 game.snapshot.changed_action = TRUE;
11553 game.snapshot.last_action[i] = stored_player[i].effective_action;
11556 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11558 GameActions_EM_Main();
11560 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11562 GameActions_SP_Main();
11564 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11566 GameActions_MM_Main();
11570 GameActions_RND_Main();
11573 BlitScreenToBitmap(backbuffer);
11575 CheckLevelSolved();
11578 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11580 if (global.show_frames_per_second)
11582 static unsigned int fps_counter = 0;
11583 static int fps_frames = 0;
11584 unsigned int fps_delay_ms = Counter() - fps_counter;
11588 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11590 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11593 fps_counter = Counter();
11595 // always draw FPS to screen after FPS value was updated
11596 redraw_mask |= REDRAW_FPS;
11599 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11600 if (GetDrawDeactivationMask() == REDRAW_NONE)
11601 redraw_mask |= REDRAW_FPS;
11605 static void GameActions_CheckSaveEngineSnapshot(void)
11607 if (!game.snapshot.save_snapshot)
11610 // clear flag for saving snapshot _before_ saving snapshot
11611 game.snapshot.save_snapshot = FALSE;
11613 SaveEngineSnapshotToList();
11616 void GameActions(void)
11620 GameActions_CheckSaveEngineSnapshot();
11623 void GameActions_EM_Main(void)
11625 byte effective_action[MAX_PLAYERS];
11626 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11629 for (i = 0; i < MAX_PLAYERS; i++)
11630 effective_action[i] = stored_player[i].effective_action;
11632 GameActions_EM(effective_action, warp_mode);
11635 void GameActions_SP_Main(void)
11637 byte effective_action[MAX_PLAYERS];
11638 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11641 for (i = 0; i < MAX_PLAYERS; i++)
11642 effective_action[i] = stored_player[i].effective_action;
11644 GameActions_SP(effective_action, warp_mode);
11646 for (i = 0; i < MAX_PLAYERS; i++)
11648 if (stored_player[i].force_dropping)
11649 stored_player[i].action |= KEY_BUTTON_DROP;
11651 stored_player[i].force_dropping = FALSE;
11655 void GameActions_MM_Main(void)
11657 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11659 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11662 void GameActions_RND_Main(void)
11667 void GameActions_RND(void)
11669 int magic_wall_x = 0, magic_wall_y = 0;
11670 int i, x, y, element, graphic, last_gfx_frame;
11672 InitPlayfieldScanModeVars();
11674 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11676 SCAN_PLAYFIELD(x, y)
11678 ChangeCount[x][y] = 0;
11679 ChangeEvent[x][y] = -1;
11683 if (game.set_centered_player)
11685 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11687 // switching to "all players" only possible if all players fit to screen
11688 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11690 game.centered_player_nr_next = game.centered_player_nr;
11691 game.set_centered_player = FALSE;
11694 // do not switch focus to non-existing (or non-active) player
11695 if (game.centered_player_nr_next >= 0 &&
11696 !stored_player[game.centered_player_nr_next].active)
11698 game.centered_player_nr_next = game.centered_player_nr;
11699 game.set_centered_player = FALSE;
11703 if (game.set_centered_player &&
11704 ScreenMovPos == 0) // screen currently aligned at tile position
11708 if (game.centered_player_nr_next == -1)
11710 setScreenCenteredToAllPlayers(&sx, &sy);
11714 sx = stored_player[game.centered_player_nr_next].jx;
11715 sy = stored_player[game.centered_player_nr_next].jy;
11718 game.centered_player_nr = game.centered_player_nr_next;
11719 game.set_centered_player = FALSE;
11721 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11722 DrawGameDoorValues();
11725 for (i = 0; i < MAX_PLAYERS; i++)
11727 int actual_player_action = stored_player[i].effective_action;
11730 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11731 - rnd_equinox_tetrachloride 048
11732 - rnd_equinox_tetrachloride_ii 096
11733 - rnd_emanuel_schmieg 002
11734 - doctor_sloan_ww 001, 020
11736 if (stored_player[i].MovPos == 0)
11737 CheckGravityMovement(&stored_player[i]);
11740 // overwrite programmed action with tape action
11741 if (stored_player[i].programmed_action)
11742 actual_player_action = stored_player[i].programmed_action;
11744 PlayerActions(&stored_player[i], actual_player_action);
11746 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11749 ScrollScreen(NULL, SCROLL_GO_ON);
11751 /* for backwards compatibility, the following code emulates a fixed bug that
11752 occured when pushing elements (causing elements that just made their last
11753 pushing step to already (if possible) make their first falling step in the
11754 same game frame, which is bad); this code is also needed to use the famous
11755 "spring push bug" which is used in older levels and might be wanted to be
11756 used also in newer levels, but in this case the buggy pushing code is only
11757 affecting the "spring" element and no other elements */
11759 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11761 for (i = 0; i < MAX_PLAYERS; i++)
11763 struct PlayerInfo *player = &stored_player[i];
11764 int x = player->jx;
11765 int y = player->jy;
11767 if (player->active && player->is_pushing && player->is_moving &&
11769 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11770 Feld[x][y] == EL_SPRING))
11772 ContinueMoving(x, y);
11774 // continue moving after pushing (this is actually a bug)
11775 if (!IS_MOVING(x, y))
11776 Stop[x][y] = FALSE;
11781 SCAN_PLAYFIELD(x, y)
11783 Last[x][y] = Feld[x][y];
11785 ChangeCount[x][y] = 0;
11786 ChangeEvent[x][y] = -1;
11788 // this must be handled before main playfield loop
11789 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11792 if (MovDelay[x][y] <= 0)
11796 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11799 if (MovDelay[x][y] <= 0)
11802 TEST_DrawLevelField(x, y);
11804 TestIfElementTouchesCustomElement(x, y); // for empty space
11809 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11811 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11812 printf("GameActions(): This should never happen!\n");
11814 ChangePage[x][y] = -1;
11818 Stop[x][y] = FALSE;
11819 if (WasJustMoving[x][y] > 0)
11820 WasJustMoving[x][y]--;
11821 if (WasJustFalling[x][y] > 0)
11822 WasJustFalling[x][y]--;
11823 if (CheckCollision[x][y] > 0)
11824 CheckCollision[x][y]--;
11825 if (CheckImpact[x][y] > 0)
11826 CheckImpact[x][y]--;
11830 /* reset finished pushing action (not done in ContinueMoving() to allow
11831 continuous pushing animation for elements with zero push delay) */
11832 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11834 ResetGfxAnimation(x, y);
11835 TEST_DrawLevelField(x, y);
11839 if (IS_BLOCKED(x, y))
11843 Blocked2Moving(x, y, &oldx, &oldy);
11844 if (!IS_MOVING(oldx, oldy))
11846 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11847 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11848 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11849 printf("GameActions(): This should never happen!\n");
11855 SCAN_PLAYFIELD(x, y)
11857 element = Feld[x][y];
11858 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11859 last_gfx_frame = GfxFrame[x][y];
11861 ResetGfxFrame(x, y);
11863 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11864 DrawLevelGraphicAnimation(x, y, graphic);
11866 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11867 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11868 ResetRandomAnimationValue(x, y);
11870 SetRandomAnimationValue(x, y);
11872 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11874 if (IS_INACTIVE(element))
11876 if (IS_ANIMATED(graphic))
11877 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11882 // this may take place after moving, so 'element' may have changed
11883 if (IS_CHANGING(x, y) &&
11884 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11886 int page = element_info[element].event_page_nr[CE_DELAY];
11888 HandleElementChange(x, y, page);
11890 element = Feld[x][y];
11891 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11894 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11898 element = Feld[x][y];
11899 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11901 if (IS_ANIMATED(graphic) &&
11902 !IS_MOVING(x, y) &&
11904 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11906 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11907 TEST_DrawTwinkleOnField(x, y);
11909 else if (element == EL_ACID)
11912 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11914 else if ((element == EL_EXIT_OPEN ||
11915 element == EL_EM_EXIT_OPEN ||
11916 element == EL_SP_EXIT_OPEN ||
11917 element == EL_STEEL_EXIT_OPEN ||
11918 element == EL_EM_STEEL_EXIT_OPEN ||
11919 element == EL_SP_TERMINAL ||
11920 element == EL_SP_TERMINAL_ACTIVE ||
11921 element == EL_EXTRA_TIME ||
11922 element == EL_SHIELD_NORMAL ||
11923 element == EL_SHIELD_DEADLY) &&
11924 IS_ANIMATED(graphic))
11925 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11926 else if (IS_MOVING(x, y))
11927 ContinueMoving(x, y);
11928 else if (IS_ACTIVE_BOMB(element))
11929 CheckDynamite(x, y);
11930 else if (element == EL_AMOEBA_GROWING)
11931 AmoebeWaechst(x, y);
11932 else if (element == EL_AMOEBA_SHRINKING)
11933 AmoebaDisappearing(x, y);
11935 #if !USE_NEW_AMOEBA_CODE
11936 else if (IS_AMOEBALIVE(element))
11937 AmoebeAbleger(x, y);
11940 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11942 else if (element == EL_EXIT_CLOSED)
11944 else if (element == EL_EM_EXIT_CLOSED)
11946 else if (element == EL_STEEL_EXIT_CLOSED)
11947 CheckExitSteel(x, y);
11948 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11949 CheckExitSteelEM(x, y);
11950 else if (element == EL_SP_EXIT_CLOSED)
11952 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11953 element == EL_EXPANDABLE_STEELWALL_GROWING)
11954 MauerWaechst(x, y);
11955 else if (element == EL_EXPANDABLE_WALL ||
11956 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11957 element == EL_EXPANDABLE_WALL_VERTICAL ||
11958 element == EL_EXPANDABLE_WALL_ANY ||
11959 element == EL_BD_EXPANDABLE_WALL)
11960 MauerAbleger(x, y);
11961 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11962 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11963 element == EL_EXPANDABLE_STEELWALL_ANY)
11964 MauerAblegerStahl(x, y);
11965 else if (element == EL_FLAMES)
11966 CheckForDragon(x, y);
11967 else if (element == EL_EXPLOSION)
11968 ; // drawing of correct explosion animation is handled separately
11969 else if (element == EL_ELEMENT_SNAPPING ||
11970 element == EL_DIAGONAL_SHRINKING ||
11971 element == EL_DIAGONAL_GROWING)
11973 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11975 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11977 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11978 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11980 if (IS_BELT_ACTIVE(element))
11981 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11983 if (game.magic_wall_active)
11985 int jx = local_player->jx, jy = local_player->jy;
11987 // play the element sound at the position nearest to the player
11988 if ((element == EL_MAGIC_WALL_FULL ||
11989 element == EL_MAGIC_WALL_ACTIVE ||
11990 element == EL_MAGIC_WALL_EMPTYING ||
11991 element == EL_BD_MAGIC_WALL_FULL ||
11992 element == EL_BD_MAGIC_WALL_ACTIVE ||
11993 element == EL_BD_MAGIC_WALL_EMPTYING ||
11994 element == EL_DC_MAGIC_WALL_FULL ||
11995 element == EL_DC_MAGIC_WALL_ACTIVE ||
11996 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11997 ABS(x - jx) + ABS(y - jy) <
11998 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12006 #if USE_NEW_AMOEBA_CODE
12007 // new experimental amoeba growth stuff
12008 if (!(FrameCounter % 8))
12010 static unsigned int random = 1684108901;
12012 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12014 x = RND(lev_fieldx);
12015 y = RND(lev_fieldy);
12016 element = Feld[x][y];
12018 if (!IS_PLAYER(x,y) &&
12019 (element == EL_EMPTY ||
12020 CAN_GROW_INTO(element) ||
12021 element == EL_QUICKSAND_EMPTY ||
12022 element == EL_QUICKSAND_FAST_EMPTY ||
12023 element == EL_ACID_SPLASH_LEFT ||
12024 element == EL_ACID_SPLASH_RIGHT))
12026 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12027 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12028 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12029 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12030 Feld[x][y] = EL_AMOEBA_DROP;
12033 random = random * 129 + 1;
12038 game.explosions_delayed = FALSE;
12040 SCAN_PLAYFIELD(x, y)
12042 element = Feld[x][y];
12044 if (ExplodeField[x][y])
12045 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12046 else if (element == EL_EXPLOSION)
12047 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12049 ExplodeField[x][y] = EX_TYPE_NONE;
12052 game.explosions_delayed = TRUE;
12054 if (game.magic_wall_active)
12056 if (!(game.magic_wall_time_left % 4))
12058 int element = Feld[magic_wall_x][magic_wall_y];
12060 if (element == EL_BD_MAGIC_WALL_FULL ||
12061 element == EL_BD_MAGIC_WALL_ACTIVE ||
12062 element == EL_BD_MAGIC_WALL_EMPTYING)
12063 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12064 else if (element == EL_DC_MAGIC_WALL_FULL ||
12065 element == EL_DC_MAGIC_WALL_ACTIVE ||
12066 element == EL_DC_MAGIC_WALL_EMPTYING)
12067 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12069 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12072 if (game.magic_wall_time_left > 0)
12074 game.magic_wall_time_left--;
12076 if (!game.magic_wall_time_left)
12078 SCAN_PLAYFIELD(x, y)
12080 element = Feld[x][y];
12082 if (element == EL_MAGIC_WALL_ACTIVE ||
12083 element == EL_MAGIC_WALL_FULL)
12085 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12086 TEST_DrawLevelField(x, y);
12088 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12089 element == EL_BD_MAGIC_WALL_FULL)
12091 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12092 TEST_DrawLevelField(x, y);
12094 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12095 element == EL_DC_MAGIC_WALL_FULL)
12097 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12098 TEST_DrawLevelField(x, y);
12102 game.magic_wall_active = FALSE;
12107 if (game.light_time_left > 0)
12109 game.light_time_left--;
12111 if (game.light_time_left == 0)
12112 RedrawAllLightSwitchesAndInvisibleElements();
12115 if (game.timegate_time_left > 0)
12117 game.timegate_time_left--;
12119 if (game.timegate_time_left == 0)
12120 CloseAllOpenTimegates();
12123 if (game.lenses_time_left > 0)
12125 game.lenses_time_left--;
12127 if (game.lenses_time_left == 0)
12128 RedrawAllInvisibleElementsForLenses();
12131 if (game.magnify_time_left > 0)
12133 game.magnify_time_left--;
12135 if (game.magnify_time_left == 0)
12136 RedrawAllInvisibleElementsForMagnifier();
12139 for (i = 0; i < MAX_PLAYERS; i++)
12141 struct PlayerInfo *player = &stored_player[i];
12143 if (SHIELD_ON(player))
12145 if (player->shield_deadly_time_left)
12146 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12147 else if (player->shield_normal_time_left)
12148 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12152 #if USE_DELAYED_GFX_REDRAW
12153 SCAN_PLAYFIELD(x, y)
12155 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12157 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12158 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12160 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12161 DrawLevelField(x, y);
12163 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12164 DrawLevelFieldCrumbled(x, y);
12166 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12167 DrawLevelFieldCrumbledNeighbours(x, y);
12169 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12170 DrawTwinkleOnField(x, y);
12173 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12178 PlayAllPlayersSound();
12180 if (local_player->show_envelope != 0 && (!local_player->active ||
12181 local_player->MovPos == 0))
12183 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12185 local_player->show_envelope = 0;
12188 // use random number generator in every frame to make it less predictable
12189 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12193 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12195 int min_x = x, min_y = y, max_x = x, max_y = y;
12198 for (i = 0; i < MAX_PLAYERS; i++)
12200 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12202 if (!stored_player[i].active || &stored_player[i] == player)
12205 min_x = MIN(min_x, jx);
12206 min_y = MIN(min_y, jy);
12207 max_x = MAX(max_x, jx);
12208 max_y = MAX(max_y, jy);
12211 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12214 static boolean AllPlayersInVisibleScreen(void)
12218 for (i = 0; i < MAX_PLAYERS; i++)
12220 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12222 if (!stored_player[i].active)
12225 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12232 void ScrollLevel(int dx, int dy)
12234 int scroll_offset = 2 * TILEX_VAR;
12237 BlitBitmap(drawto_field, drawto_field,
12238 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12239 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12240 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12241 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12242 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12243 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12247 x = (dx == 1 ? BX1 : BX2);
12248 for (y = BY1; y <= BY2; y++)
12249 DrawScreenField(x, y);
12254 y = (dy == 1 ? BY1 : BY2);
12255 for (x = BX1; x <= BX2; x++)
12256 DrawScreenField(x, y);
12259 redraw_mask |= REDRAW_FIELD;
12262 static boolean canFallDown(struct PlayerInfo *player)
12264 int jx = player->jx, jy = player->jy;
12266 return (IN_LEV_FIELD(jx, jy + 1) &&
12267 (IS_FREE(jx, jy + 1) ||
12268 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12269 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12270 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12273 static boolean canPassField(int x, int y, int move_dir)
12275 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12276 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12277 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12278 int nextx = x + dx;
12279 int nexty = y + dy;
12280 int element = Feld[x][y];
12282 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12283 !CAN_MOVE(element) &&
12284 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12285 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12286 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12289 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12291 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12292 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12293 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12297 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12298 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12299 (IS_DIGGABLE(Feld[newx][newy]) ||
12300 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12301 canPassField(newx, newy, move_dir)));
12304 static void CheckGravityMovement(struct PlayerInfo *player)
12306 if (player->gravity && !player->programmed_action)
12308 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12309 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12310 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12311 int jx = player->jx, jy = player->jy;
12312 boolean player_is_moving_to_valid_field =
12313 (!player_is_snapping &&
12314 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12315 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12316 boolean player_can_fall_down = canFallDown(player);
12318 if (player_can_fall_down &&
12319 !player_is_moving_to_valid_field)
12320 player->programmed_action = MV_DOWN;
12324 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12326 return CheckGravityMovement(player);
12328 if (player->gravity && !player->programmed_action)
12330 int jx = player->jx, jy = player->jy;
12331 boolean field_under_player_is_free =
12332 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12333 boolean player_is_standing_on_valid_field =
12334 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12335 (IS_WALKABLE(Feld[jx][jy]) &&
12336 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12338 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12339 player->programmed_action = MV_DOWN;
12344 MovePlayerOneStep()
12345 -----------------------------------------------------------------------------
12346 dx, dy: direction (non-diagonal) to try to move the player to
12347 real_dx, real_dy: direction as read from input device (can be diagonal)
12350 boolean MovePlayerOneStep(struct PlayerInfo *player,
12351 int dx, int dy, int real_dx, int real_dy)
12353 int jx = player->jx, jy = player->jy;
12354 int new_jx = jx + dx, new_jy = jy + dy;
12356 boolean player_can_move = !player->cannot_move;
12358 if (!player->active || (!dx && !dy))
12359 return MP_NO_ACTION;
12361 player->MovDir = (dx < 0 ? MV_LEFT :
12362 dx > 0 ? MV_RIGHT :
12364 dy > 0 ? MV_DOWN : MV_NONE);
12366 if (!IN_LEV_FIELD(new_jx, new_jy))
12367 return MP_NO_ACTION;
12369 if (!player_can_move)
12371 if (player->MovPos == 0)
12373 player->is_moving = FALSE;
12374 player->is_digging = FALSE;
12375 player->is_collecting = FALSE;
12376 player->is_snapping = FALSE;
12377 player->is_pushing = FALSE;
12381 if (!network.enabled && game.centered_player_nr == -1 &&
12382 !AllPlayersInSight(player, new_jx, new_jy))
12383 return MP_NO_ACTION;
12385 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12386 if (can_move != MP_MOVING)
12389 // check if DigField() has caused relocation of the player
12390 if (player->jx != jx || player->jy != jy)
12391 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12393 StorePlayer[jx][jy] = 0;
12394 player->last_jx = jx;
12395 player->last_jy = jy;
12396 player->jx = new_jx;
12397 player->jy = new_jy;
12398 StorePlayer[new_jx][new_jy] = player->element_nr;
12400 if (player->move_delay_value_next != -1)
12402 player->move_delay_value = player->move_delay_value_next;
12403 player->move_delay_value_next = -1;
12407 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12409 player->step_counter++;
12411 PlayerVisit[jx][jy] = FrameCounter;
12413 player->is_moving = TRUE;
12416 // should better be called in MovePlayer(), but this breaks some tapes
12417 ScrollPlayer(player, SCROLL_INIT);
12423 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12425 int jx = player->jx, jy = player->jy;
12426 int old_jx = jx, old_jy = jy;
12427 int moved = MP_NO_ACTION;
12429 if (!player->active)
12434 if (player->MovPos == 0)
12436 player->is_moving = FALSE;
12437 player->is_digging = FALSE;
12438 player->is_collecting = FALSE;
12439 player->is_snapping = FALSE;
12440 player->is_pushing = FALSE;
12446 if (player->move_delay > 0)
12449 player->move_delay = -1; // set to "uninitialized" value
12451 // store if player is automatically moved to next field
12452 player->is_auto_moving = (player->programmed_action != MV_NONE);
12454 // remove the last programmed player action
12455 player->programmed_action = 0;
12457 if (player->MovPos)
12459 // should only happen if pre-1.2 tape recordings are played
12460 // this is only for backward compatibility
12462 int original_move_delay_value = player->move_delay_value;
12465 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12469 // scroll remaining steps with finest movement resolution
12470 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12472 while (player->MovPos)
12474 ScrollPlayer(player, SCROLL_GO_ON);
12475 ScrollScreen(NULL, SCROLL_GO_ON);
12477 AdvanceFrameAndPlayerCounters(player->index_nr);
12480 BackToFront_WithFrameDelay(0);
12483 player->move_delay_value = original_move_delay_value;
12486 player->is_active = FALSE;
12488 if (player->last_move_dir & MV_HORIZONTAL)
12490 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12491 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12495 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12496 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12499 if (!moved && !player->is_active)
12501 player->is_moving = FALSE;
12502 player->is_digging = FALSE;
12503 player->is_collecting = FALSE;
12504 player->is_snapping = FALSE;
12505 player->is_pushing = FALSE;
12511 if (moved & MP_MOVING && !ScreenMovPos &&
12512 (player->index_nr == game.centered_player_nr ||
12513 game.centered_player_nr == -1))
12515 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12517 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12519 // actual player has left the screen -- scroll in that direction
12520 if (jx != old_jx) // player has moved horizontally
12521 scroll_x += (jx - old_jx);
12522 else // player has moved vertically
12523 scroll_y += (jy - old_jy);
12527 int offset = game.scroll_delay_value;
12529 if (jx != old_jx) // player has moved horizontally
12531 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12532 int new_scroll_x = jx - MIDPOSX + offset_x;
12534 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12535 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12536 scroll_x = new_scroll_x;
12538 // don't scroll over playfield boundaries
12539 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12541 // don't scroll more than one field at a time
12542 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12544 // don't scroll against the player's moving direction
12545 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12546 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12547 scroll_x = old_scroll_x;
12549 else // player has moved vertically
12551 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12552 int new_scroll_y = jy - MIDPOSY + offset_y;
12554 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12555 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12556 scroll_y = new_scroll_y;
12558 // don't scroll over playfield boundaries
12559 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12561 // don't scroll more than one field at a time
12562 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12564 // don't scroll against the player's moving direction
12565 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12566 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12567 scroll_y = old_scroll_y;
12571 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12573 if (!network.enabled && game.centered_player_nr == -1 &&
12574 !AllPlayersInVisibleScreen())
12576 scroll_x = old_scroll_x;
12577 scroll_y = old_scroll_y;
12581 ScrollScreen(player, SCROLL_INIT);
12582 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12587 player->StepFrame = 0;
12589 if (moved & MP_MOVING)
12591 if (old_jx != jx && old_jy == jy)
12592 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12593 else if (old_jx == jx && old_jy != jy)
12594 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12596 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12598 player->last_move_dir = player->MovDir;
12599 player->is_moving = TRUE;
12600 player->is_snapping = FALSE;
12601 player->is_switching = FALSE;
12602 player->is_dropping = FALSE;
12603 player->is_dropping_pressed = FALSE;
12604 player->drop_pressed_delay = 0;
12607 // should better be called here than above, but this breaks some tapes
12608 ScrollPlayer(player, SCROLL_INIT);
12613 CheckGravityMovementWhenNotMoving(player);
12615 player->is_moving = FALSE;
12617 /* at this point, the player is allowed to move, but cannot move right now
12618 (e.g. because of something blocking the way) -- ensure that the player
12619 is also allowed to move in the next frame (in old versions before 3.1.1,
12620 the player was forced to wait again for eight frames before next try) */
12622 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12623 player->move_delay = 0; // allow direct movement in the next frame
12626 if (player->move_delay == -1) // not yet initialized by DigField()
12627 player->move_delay = player->move_delay_value;
12629 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12631 TestIfPlayerTouchesBadThing(jx, jy);
12632 TestIfPlayerTouchesCustomElement(jx, jy);
12635 if (!player->active)
12636 RemovePlayer(player);
12641 void ScrollPlayer(struct PlayerInfo *player, int mode)
12643 int jx = player->jx, jy = player->jy;
12644 int last_jx = player->last_jx, last_jy = player->last_jy;
12645 int move_stepsize = TILEX / player->move_delay_value;
12647 if (!player->active)
12650 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12653 if (mode == SCROLL_INIT)
12655 player->actual_frame_counter = FrameCounter;
12656 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12658 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12659 Feld[last_jx][last_jy] == EL_EMPTY)
12661 int last_field_block_delay = 0; // start with no blocking at all
12662 int block_delay_adjustment = player->block_delay_adjustment;
12664 // if player blocks last field, add delay for exactly one move
12665 if (player->block_last_field)
12667 last_field_block_delay += player->move_delay_value;
12669 // when blocking enabled, prevent moving up despite gravity
12670 if (player->gravity && player->MovDir == MV_UP)
12671 block_delay_adjustment = -1;
12674 // add block delay adjustment (also possible when not blocking)
12675 last_field_block_delay += block_delay_adjustment;
12677 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12678 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12681 if (player->MovPos != 0) // player has not yet reached destination
12684 else if (!FrameReached(&player->actual_frame_counter, 1))
12687 if (player->MovPos != 0)
12689 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12690 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12692 // before DrawPlayer() to draw correct player graphic for this case
12693 if (player->MovPos == 0)
12694 CheckGravityMovement(player);
12697 if (player->MovPos == 0) // player reached destination field
12699 if (player->move_delay_reset_counter > 0)
12701 player->move_delay_reset_counter--;
12703 if (player->move_delay_reset_counter == 0)
12705 // continue with normal speed after quickly moving through gate
12706 HALVE_PLAYER_SPEED(player);
12708 // be able to make the next move without delay
12709 player->move_delay = 0;
12713 player->last_jx = jx;
12714 player->last_jy = jy;
12716 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12717 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12718 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12719 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12720 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12721 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12722 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12723 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12725 ExitPlayer(player);
12727 if (game.players_still_needed == 0 &&
12728 (game.friends_still_needed == 0 ||
12729 IS_SP_ELEMENT(Feld[jx][jy])))
12733 // this breaks one level: "machine", level 000
12735 int move_direction = player->MovDir;
12736 int enter_side = MV_DIR_OPPOSITE(move_direction);
12737 int leave_side = move_direction;
12738 int old_jx = last_jx;
12739 int old_jy = last_jy;
12740 int old_element = Feld[old_jx][old_jy];
12741 int new_element = Feld[jx][jy];
12743 if (IS_CUSTOM_ELEMENT(old_element))
12744 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12746 player->index_bit, leave_side);
12748 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12749 CE_PLAYER_LEAVES_X,
12750 player->index_bit, leave_side);
12752 if (IS_CUSTOM_ELEMENT(new_element))
12753 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12754 player->index_bit, enter_side);
12756 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12757 CE_PLAYER_ENTERS_X,
12758 player->index_bit, enter_side);
12760 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12761 CE_MOVE_OF_X, move_direction);
12764 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12766 TestIfPlayerTouchesBadThing(jx, jy);
12767 TestIfPlayerTouchesCustomElement(jx, jy);
12769 /* needed because pushed element has not yet reached its destination,
12770 so it would trigger a change event at its previous field location */
12771 if (!player->is_pushing)
12772 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12774 if (!player->active)
12775 RemovePlayer(player);
12778 if (!game.LevelSolved && level.use_step_counter)
12788 if (TimeLeft <= 10 && setup.time_limit)
12789 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12791 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12793 DisplayGameControlValues();
12795 if (!TimeLeft && setup.time_limit)
12796 for (i = 0; i < MAX_PLAYERS; i++)
12797 KillPlayer(&stored_player[i]);
12799 else if (game.no_time_limit && !game.all_players_gone)
12801 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12803 DisplayGameControlValues();
12807 if (tape.single_step && tape.recording && !tape.pausing &&
12808 !player->programmed_action)
12809 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12811 if (!player->programmed_action)
12812 CheckSaveEngineSnapshot(player);
12816 void ScrollScreen(struct PlayerInfo *player, int mode)
12818 static unsigned int screen_frame_counter = 0;
12820 if (mode == SCROLL_INIT)
12822 // set scrolling step size according to actual player's moving speed
12823 ScrollStepSize = TILEX / player->move_delay_value;
12825 screen_frame_counter = FrameCounter;
12826 ScreenMovDir = player->MovDir;
12827 ScreenMovPos = player->MovPos;
12828 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12831 else if (!FrameReached(&screen_frame_counter, 1))
12836 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12837 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12838 redraw_mask |= REDRAW_FIELD;
12841 ScreenMovDir = MV_NONE;
12844 void TestIfPlayerTouchesCustomElement(int x, int y)
12846 static int xy[4][2] =
12853 static int trigger_sides[4][2] =
12855 // center side border side
12856 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12857 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12858 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12859 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12861 static int touch_dir[4] =
12863 MV_LEFT | MV_RIGHT,
12868 int center_element = Feld[x][y]; // should always be non-moving!
12871 for (i = 0; i < NUM_DIRECTIONS; i++)
12873 int xx = x + xy[i][0];
12874 int yy = y + xy[i][1];
12875 int center_side = trigger_sides[i][0];
12876 int border_side = trigger_sides[i][1];
12877 int border_element;
12879 if (!IN_LEV_FIELD(xx, yy))
12882 if (IS_PLAYER(x, y)) // player found at center element
12884 struct PlayerInfo *player = PLAYERINFO(x, y);
12886 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12887 border_element = Feld[xx][yy]; // may be moving!
12888 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12889 border_element = Feld[xx][yy];
12890 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12891 border_element = MovingOrBlocked2Element(xx, yy);
12893 continue; // center and border element do not touch
12895 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12896 player->index_bit, border_side);
12897 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12898 CE_PLAYER_TOUCHES_X,
12899 player->index_bit, border_side);
12902 /* use player element that is initially defined in the level playfield,
12903 not the player element that corresponds to the runtime player number
12904 (example: a level that contains EL_PLAYER_3 as the only player would
12905 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12906 int player_element = PLAYERINFO(x, y)->initial_element;
12908 CheckElementChangeBySide(xx, yy, border_element, player_element,
12909 CE_TOUCHING_X, border_side);
12912 else if (IS_PLAYER(xx, yy)) // player found at border element
12914 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12916 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12918 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12919 continue; // center and border element do not touch
12922 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12923 player->index_bit, center_side);
12924 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12925 CE_PLAYER_TOUCHES_X,
12926 player->index_bit, center_side);
12929 /* use player element that is initially defined in the level playfield,
12930 not the player element that corresponds to the runtime player number
12931 (example: a level that contains EL_PLAYER_3 as the only player would
12932 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12933 int player_element = PLAYERINFO(xx, yy)->initial_element;
12935 CheckElementChangeBySide(x, y, center_element, player_element,
12936 CE_TOUCHING_X, center_side);
12944 void TestIfElementTouchesCustomElement(int x, int y)
12946 static int xy[4][2] =
12953 static int trigger_sides[4][2] =
12955 // center side border side
12956 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12957 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12958 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12959 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12961 static int touch_dir[4] =
12963 MV_LEFT | MV_RIGHT,
12968 boolean change_center_element = FALSE;
12969 int center_element = Feld[x][y]; // should always be non-moving!
12970 int border_element_old[NUM_DIRECTIONS];
12973 for (i = 0; i < NUM_DIRECTIONS; i++)
12975 int xx = x + xy[i][0];
12976 int yy = y + xy[i][1];
12977 int border_element;
12979 border_element_old[i] = -1;
12981 if (!IN_LEV_FIELD(xx, yy))
12984 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12985 border_element = Feld[xx][yy]; // may be moving!
12986 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12987 border_element = Feld[xx][yy];
12988 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12989 border_element = MovingOrBlocked2Element(xx, yy);
12991 continue; // center and border element do not touch
12993 border_element_old[i] = border_element;
12996 for (i = 0; i < NUM_DIRECTIONS; i++)
12998 int xx = x + xy[i][0];
12999 int yy = y + xy[i][1];
13000 int center_side = trigger_sides[i][0];
13001 int border_element = border_element_old[i];
13003 if (border_element == -1)
13006 // check for change of border element
13007 CheckElementChangeBySide(xx, yy, border_element, center_element,
13008 CE_TOUCHING_X, center_side);
13010 // (center element cannot be player, so we dont have to check this here)
13013 for (i = 0; i < NUM_DIRECTIONS; i++)
13015 int xx = x + xy[i][0];
13016 int yy = y + xy[i][1];
13017 int border_side = trigger_sides[i][1];
13018 int border_element = border_element_old[i];
13020 if (border_element == -1)
13023 // check for change of center element (but change it only once)
13024 if (!change_center_element)
13025 change_center_element =
13026 CheckElementChangeBySide(x, y, center_element, border_element,
13027 CE_TOUCHING_X, border_side);
13029 if (IS_PLAYER(xx, yy))
13031 /* use player element that is initially defined in the level playfield,
13032 not the player element that corresponds to the runtime player number
13033 (example: a level that contains EL_PLAYER_3 as the only player would
13034 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13035 int player_element = PLAYERINFO(xx, yy)->initial_element;
13037 CheckElementChangeBySide(x, y, center_element, player_element,
13038 CE_TOUCHING_X, border_side);
13043 void TestIfElementHitsCustomElement(int x, int y, int direction)
13045 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13046 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13047 int hitx = x + dx, hity = y + dy;
13048 int hitting_element = Feld[x][y];
13049 int touched_element;
13051 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13054 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13055 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13057 if (IN_LEV_FIELD(hitx, hity))
13059 int opposite_direction = MV_DIR_OPPOSITE(direction);
13060 int hitting_side = direction;
13061 int touched_side = opposite_direction;
13062 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13063 MovDir[hitx][hity] != direction ||
13064 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13070 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13071 CE_HITTING_X, touched_side);
13073 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13074 CE_HIT_BY_X, hitting_side);
13076 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13077 CE_HIT_BY_SOMETHING, opposite_direction);
13079 if (IS_PLAYER(hitx, hity))
13081 /* use player element that is initially defined in the level playfield,
13082 not the player element that corresponds to the runtime player number
13083 (example: a level that contains EL_PLAYER_3 as the only player would
13084 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13085 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13087 CheckElementChangeBySide(x, y, hitting_element, player_element,
13088 CE_HITTING_X, touched_side);
13093 // "hitting something" is also true when hitting the playfield border
13094 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13095 CE_HITTING_SOMETHING, direction);
13098 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13100 int i, kill_x = -1, kill_y = -1;
13102 int bad_element = -1;
13103 static int test_xy[4][2] =
13110 static int test_dir[4] =
13118 for (i = 0; i < NUM_DIRECTIONS; i++)
13120 int test_x, test_y, test_move_dir, test_element;
13122 test_x = good_x + test_xy[i][0];
13123 test_y = good_y + test_xy[i][1];
13125 if (!IN_LEV_FIELD(test_x, test_y))
13129 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13131 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13133 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13134 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13136 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13137 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13141 bad_element = test_element;
13147 if (kill_x != -1 || kill_y != -1)
13149 if (IS_PLAYER(good_x, good_y))
13151 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13153 if (player->shield_deadly_time_left > 0 &&
13154 !IS_INDESTRUCTIBLE(bad_element))
13155 Bang(kill_x, kill_y);
13156 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13157 KillPlayer(player);
13160 Bang(good_x, good_y);
13164 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13166 int i, kill_x = -1, kill_y = -1;
13167 int bad_element = Feld[bad_x][bad_y];
13168 static int test_xy[4][2] =
13175 static int touch_dir[4] =
13177 MV_LEFT | MV_RIGHT,
13182 static int test_dir[4] =
13190 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13193 for (i = 0; i < NUM_DIRECTIONS; i++)
13195 int test_x, test_y, test_move_dir, test_element;
13197 test_x = bad_x + test_xy[i][0];
13198 test_y = bad_y + test_xy[i][1];
13200 if (!IN_LEV_FIELD(test_x, test_y))
13204 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13206 test_element = Feld[test_x][test_y];
13208 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13209 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13211 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13212 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13214 // good thing is player or penguin that does not move away
13215 if (IS_PLAYER(test_x, test_y))
13217 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13219 if (bad_element == EL_ROBOT && player->is_moving)
13220 continue; // robot does not kill player if he is moving
13222 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13224 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13225 continue; // center and border element do not touch
13233 else if (test_element == EL_PENGUIN)
13243 if (kill_x != -1 || kill_y != -1)
13245 if (IS_PLAYER(kill_x, kill_y))
13247 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13249 if (player->shield_deadly_time_left > 0 &&
13250 !IS_INDESTRUCTIBLE(bad_element))
13251 Bang(bad_x, bad_y);
13252 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13253 KillPlayer(player);
13256 Bang(kill_x, kill_y);
13260 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13262 int bad_element = Feld[bad_x][bad_y];
13263 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13264 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13265 int test_x = bad_x + dx, test_y = bad_y + dy;
13266 int test_move_dir, test_element;
13267 int kill_x = -1, kill_y = -1;
13269 if (!IN_LEV_FIELD(test_x, test_y))
13273 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13275 test_element = Feld[test_x][test_y];
13277 if (test_move_dir != bad_move_dir)
13279 // good thing can be player or penguin that does not move away
13280 if (IS_PLAYER(test_x, test_y))
13282 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13284 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13285 player as being hit when he is moving towards the bad thing, because
13286 the "get hit by" condition would be lost after the player stops) */
13287 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13288 return; // player moves away from bad thing
13293 else if (test_element == EL_PENGUIN)
13300 if (kill_x != -1 || kill_y != -1)
13302 if (IS_PLAYER(kill_x, kill_y))
13304 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13306 if (player->shield_deadly_time_left > 0 &&
13307 !IS_INDESTRUCTIBLE(bad_element))
13308 Bang(bad_x, bad_y);
13309 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13310 KillPlayer(player);
13313 Bang(kill_x, kill_y);
13317 void TestIfPlayerTouchesBadThing(int x, int y)
13319 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13322 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13324 TestIfGoodThingHitsBadThing(x, y, move_dir);
13327 void TestIfBadThingTouchesPlayer(int x, int y)
13329 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13332 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13334 TestIfBadThingHitsGoodThing(x, y, move_dir);
13337 void TestIfFriendTouchesBadThing(int x, int y)
13339 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13342 void TestIfBadThingTouchesFriend(int x, int y)
13344 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13347 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13349 int i, kill_x = bad_x, kill_y = bad_y;
13350 static int xy[4][2] =
13358 for (i = 0; i < NUM_DIRECTIONS; i++)
13362 x = bad_x + xy[i][0];
13363 y = bad_y + xy[i][1];
13364 if (!IN_LEV_FIELD(x, y))
13367 element = Feld[x][y];
13368 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13369 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13377 if (kill_x != bad_x || kill_y != bad_y)
13378 Bang(bad_x, bad_y);
13381 void KillPlayer(struct PlayerInfo *player)
13383 int jx = player->jx, jy = player->jy;
13385 if (!player->active)
13389 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13390 player->killed, player->active, player->reanimated);
13393 /* the following code was introduced to prevent an infinite loop when calling
13395 -> CheckTriggeredElementChangeExt()
13396 -> ExecuteCustomElementAction()
13398 -> (infinitely repeating the above sequence of function calls)
13399 which occurs when killing the player while having a CE with the setting
13400 "kill player X when explosion of <player X>"; the solution using a new
13401 field "player->killed" was chosen for backwards compatibility, although
13402 clever use of the fields "player->active" etc. would probably also work */
13404 if (player->killed)
13408 player->killed = TRUE;
13410 // remove accessible field at the player's position
13411 Feld[jx][jy] = EL_EMPTY;
13413 // deactivate shield (else Bang()/Explode() would not work right)
13414 player->shield_normal_time_left = 0;
13415 player->shield_deadly_time_left = 0;
13418 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13419 player->killed, player->active, player->reanimated);
13425 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13426 player->killed, player->active, player->reanimated);
13429 if (player->reanimated) // killed player may have been reanimated
13430 player->killed = player->reanimated = FALSE;
13432 BuryPlayer(player);
13435 static void KillPlayerUnlessEnemyProtected(int x, int y)
13437 if (!PLAYER_ENEMY_PROTECTED(x, y))
13438 KillPlayer(PLAYERINFO(x, y));
13441 static void KillPlayerUnlessExplosionProtected(int x, int y)
13443 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13444 KillPlayer(PLAYERINFO(x, y));
13447 void BuryPlayer(struct PlayerInfo *player)
13449 int jx = player->jx, jy = player->jy;
13451 if (!player->active)
13454 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13455 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13457 RemovePlayer(player);
13459 player->buried = TRUE;
13461 if (game.all_players_gone)
13462 game.GameOver = TRUE;
13465 void RemovePlayer(struct PlayerInfo *player)
13467 int jx = player->jx, jy = player->jy;
13468 int i, found = FALSE;
13470 player->present = FALSE;
13471 player->active = FALSE;
13473 // required for some CE actions (even if the player is not active anymore)
13474 player->MovPos = 0;
13476 if (!ExplodeField[jx][jy])
13477 StorePlayer[jx][jy] = 0;
13479 if (player->is_moving)
13480 TEST_DrawLevelField(player->last_jx, player->last_jy);
13482 for (i = 0; i < MAX_PLAYERS; i++)
13483 if (stored_player[i].active)
13488 game.all_players_gone = TRUE;
13489 game.GameOver = TRUE;
13492 game.exit_x = game.robot_wheel_x = jx;
13493 game.exit_y = game.robot_wheel_y = jy;
13496 void ExitPlayer(struct PlayerInfo *player)
13498 DrawPlayer(player); // needed here only to cleanup last field
13499 RemovePlayer(player);
13501 if (game.players_still_needed > 0)
13502 game.players_still_needed--;
13505 static void setFieldForSnapping(int x, int y, int element, int direction)
13507 struct ElementInfo *ei = &element_info[element];
13508 int direction_bit = MV_DIR_TO_BIT(direction);
13509 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13510 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13511 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13513 Feld[x][y] = EL_ELEMENT_SNAPPING;
13514 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13516 ResetGfxAnimation(x, y);
13518 GfxElement[x][y] = element;
13519 GfxAction[x][y] = action;
13520 GfxDir[x][y] = direction;
13521 GfxFrame[x][y] = -1;
13525 =============================================================================
13526 checkDiagonalPushing()
13527 -----------------------------------------------------------------------------
13528 check if diagonal input device direction results in pushing of object
13529 (by checking if the alternative direction is walkable, diggable, ...)
13530 =============================================================================
13533 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13534 int x, int y, int real_dx, int real_dy)
13536 int jx, jy, dx, dy, xx, yy;
13538 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13541 // diagonal direction: check alternative direction
13546 xx = jx + (dx == 0 ? real_dx : 0);
13547 yy = jy + (dy == 0 ? real_dy : 0);
13549 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13553 =============================================================================
13555 -----------------------------------------------------------------------------
13556 x, y: field next to player (non-diagonal) to try to dig to
13557 real_dx, real_dy: direction as read from input device (can be diagonal)
13558 =============================================================================
13561 static int DigField(struct PlayerInfo *player,
13562 int oldx, int oldy, int x, int y,
13563 int real_dx, int real_dy, int mode)
13565 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13566 boolean player_was_pushing = player->is_pushing;
13567 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13568 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13569 int jx = oldx, jy = oldy;
13570 int dx = x - jx, dy = y - jy;
13571 int nextx = x + dx, nexty = y + dy;
13572 int move_direction = (dx == -1 ? MV_LEFT :
13573 dx == +1 ? MV_RIGHT :
13575 dy == +1 ? MV_DOWN : MV_NONE);
13576 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13577 int dig_side = MV_DIR_OPPOSITE(move_direction);
13578 int old_element = Feld[jx][jy];
13579 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13582 if (is_player) // function can also be called by EL_PENGUIN
13584 if (player->MovPos == 0)
13586 player->is_digging = FALSE;
13587 player->is_collecting = FALSE;
13590 if (player->MovPos == 0) // last pushing move finished
13591 player->is_pushing = FALSE;
13593 if (mode == DF_NO_PUSH) // player just stopped pushing
13595 player->is_switching = FALSE;
13596 player->push_delay = -1;
13598 return MP_NO_ACTION;
13602 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13603 old_element = Back[jx][jy];
13605 // in case of element dropped at player position, check background
13606 else if (Back[jx][jy] != EL_EMPTY &&
13607 game.engine_version >= VERSION_IDENT(2,2,0,0))
13608 old_element = Back[jx][jy];
13610 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13611 return MP_NO_ACTION; // field has no opening in this direction
13613 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13614 return MP_NO_ACTION; // field has no opening in this direction
13616 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13620 Feld[jx][jy] = player->artwork_element;
13621 InitMovingField(jx, jy, MV_DOWN);
13622 Store[jx][jy] = EL_ACID;
13623 ContinueMoving(jx, jy);
13624 BuryPlayer(player);
13626 return MP_DONT_RUN_INTO;
13629 if (player_can_move && DONT_RUN_INTO(element))
13631 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13633 return MP_DONT_RUN_INTO;
13636 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13637 return MP_NO_ACTION;
13639 collect_count = element_info[element].collect_count_initial;
13641 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13642 return MP_NO_ACTION;
13644 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13645 player_can_move = player_can_move_or_snap;
13647 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13648 game.engine_version >= VERSION_IDENT(2,2,0,0))
13650 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13651 player->index_bit, dig_side);
13652 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13653 player->index_bit, dig_side);
13655 if (element == EL_DC_LANDMINE)
13658 if (Feld[x][y] != element) // field changed by snapping
13661 return MP_NO_ACTION;
13664 if (player->gravity && is_player && !player->is_auto_moving &&
13665 canFallDown(player) && move_direction != MV_DOWN &&
13666 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13667 return MP_NO_ACTION; // player cannot walk here due to gravity
13669 if (player_can_move &&
13670 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13672 int sound_element = SND_ELEMENT(element);
13673 int sound_action = ACTION_WALKING;
13675 if (IS_RND_GATE(element))
13677 if (!player->key[RND_GATE_NR(element)])
13678 return MP_NO_ACTION;
13680 else if (IS_RND_GATE_GRAY(element))
13682 if (!player->key[RND_GATE_GRAY_NR(element)])
13683 return MP_NO_ACTION;
13685 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13687 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13688 return MP_NO_ACTION;
13690 else if (element == EL_EXIT_OPEN ||
13691 element == EL_EM_EXIT_OPEN ||
13692 element == EL_EM_EXIT_OPENING ||
13693 element == EL_STEEL_EXIT_OPEN ||
13694 element == EL_EM_STEEL_EXIT_OPEN ||
13695 element == EL_EM_STEEL_EXIT_OPENING ||
13696 element == EL_SP_EXIT_OPEN ||
13697 element == EL_SP_EXIT_OPENING)
13699 sound_action = ACTION_PASSING; // player is passing exit
13701 else if (element == EL_EMPTY)
13703 sound_action = ACTION_MOVING; // nothing to walk on
13706 // play sound from background or player, whatever is available
13707 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13708 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13710 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13712 else if (player_can_move &&
13713 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13715 if (!ACCESS_FROM(element, opposite_direction))
13716 return MP_NO_ACTION; // field not accessible from this direction
13718 if (CAN_MOVE(element)) // only fixed elements can be passed!
13719 return MP_NO_ACTION;
13721 if (IS_EM_GATE(element))
13723 if (!player->key[EM_GATE_NR(element)])
13724 return MP_NO_ACTION;
13726 else if (IS_EM_GATE_GRAY(element))
13728 if (!player->key[EM_GATE_GRAY_NR(element)])
13729 return MP_NO_ACTION;
13731 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13733 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13734 return MP_NO_ACTION;
13736 else if (IS_EMC_GATE(element))
13738 if (!player->key[EMC_GATE_NR(element)])
13739 return MP_NO_ACTION;
13741 else if (IS_EMC_GATE_GRAY(element))
13743 if (!player->key[EMC_GATE_GRAY_NR(element)])
13744 return MP_NO_ACTION;
13746 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13748 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13749 return MP_NO_ACTION;
13751 else if (element == EL_DC_GATE_WHITE ||
13752 element == EL_DC_GATE_WHITE_GRAY ||
13753 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13755 if (player->num_white_keys == 0)
13756 return MP_NO_ACTION;
13758 player->num_white_keys--;
13760 else if (IS_SP_PORT(element))
13762 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13763 element == EL_SP_GRAVITY_PORT_RIGHT ||
13764 element == EL_SP_GRAVITY_PORT_UP ||
13765 element == EL_SP_GRAVITY_PORT_DOWN)
13766 player->gravity = !player->gravity;
13767 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13768 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13769 element == EL_SP_GRAVITY_ON_PORT_UP ||
13770 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13771 player->gravity = TRUE;
13772 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13773 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13774 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13775 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13776 player->gravity = FALSE;
13779 // automatically move to the next field with double speed
13780 player->programmed_action = move_direction;
13782 if (player->move_delay_reset_counter == 0)
13784 player->move_delay_reset_counter = 2; // two double speed steps
13786 DOUBLE_PLAYER_SPEED(player);
13789 PlayLevelSoundAction(x, y, ACTION_PASSING);
13791 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13795 if (mode != DF_SNAP)
13797 GfxElement[x][y] = GFX_ELEMENT(element);
13798 player->is_digging = TRUE;
13801 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13803 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13804 player->index_bit, dig_side);
13806 if (mode == DF_SNAP)
13808 if (level.block_snap_field)
13809 setFieldForSnapping(x, y, element, move_direction);
13811 TestIfElementTouchesCustomElement(x, y); // for empty space
13813 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13814 player->index_bit, dig_side);
13817 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13821 if (is_player && mode != DF_SNAP)
13823 GfxElement[x][y] = element;
13824 player->is_collecting = TRUE;
13827 if (element == EL_SPEED_PILL)
13829 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13831 else if (element == EL_EXTRA_TIME && level.time > 0)
13833 TimeLeft += level.extra_time;
13835 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13837 DisplayGameControlValues();
13839 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13841 player->shield_normal_time_left += level.shield_normal_time;
13842 if (element == EL_SHIELD_DEADLY)
13843 player->shield_deadly_time_left += level.shield_deadly_time;
13845 else if (element == EL_DYNAMITE ||
13846 element == EL_EM_DYNAMITE ||
13847 element == EL_SP_DISK_RED)
13849 if (player->inventory_size < MAX_INVENTORY_SIZE)
13850 player->inventory_element[player->inventory_size++] = element;
13852 DrawGameDoorValues();
13854 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13856 player->dynabomb_count++;
13857 player->dynabombs_left++;
13859 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13861 player->dynabomb_size++;
13863 else if (element == EL_DYNABOMB_INCREASE_POWER)
13865 player->dynabomb_xl = TRUE;
13867 else if (IS_KEY(element))
13869 player->key[KEY_NR(element)] = TRUE;
13871 DrawGameDoorValues();
13873 else if (element == EL_DC_KEY_WHITE)
13875 player->num_white_keys++;
13877 // display white keys?
13878 // DrawGameDoorValues();
13880 else if (IS_ENVELOPE(element))
13882 player->show_envelope = element;
13884 else if (element == EL_EMC_LENSES)
13886 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13888 RedrawAllInvisibleElementsForLenses();
13890 else if (element == EL_EMC_MAGNIFIER)
13892 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13894 RedrawAllInvisibleElementsForMagnifier();
13896 else if (IS_DROPPABLE(element) ||
13897 IS_THROWABLE(element)) // can be collected and dropped
13901 if (collect_count == 0)
13902 player->inventory_infinite_element = element;
13904 for (i = 0; i < collect_count; i++)
13905 if (player->inventory_size < MAX_INVENTORY_SIZE)
13906 player->inventory_element[player->inventory_size++] = element;
13908 DrawGameDoorValues();
13910 else if (collect_count > 0)
13912 game.gems_still_needed -= collect_count;
13913 if (game.gems_still_needed < 0)
13914 game.gems_still_needed = 0;
13916 game.snapshot.collected_item = TRUE;
13918 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13920 DisplayGameControlValues();
13923 RaiseScoreElement(element);
13924 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13927 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13928 player->index_bit, dig_side);
13930 if (mode == DF_SNAP)
13932 if (level.block_snap_field)
13933 setFieldForSnapping(x, y, element, move_direction);
13935 TestIfElementTouchesCustomElement(x, y); // for empty space
13937 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13938 player->index_bit, dig_side);
13941 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13943 if (mode == DF_SNAP && element != EL_BD_ROCK)
13944 return MP_NO_ACTION;
13946 if (CAN_FALL(element) && dy)
13947 return MP_NO_ACTION;
13949 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13950 !(element == EL_SPRING && level.use_spring_bug))
13951 return MP_NO_ACTION;
13953 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13954 ((move_direction & MV_VERTICAL &&
13955 ((element_info[element].move_pattern & MV_LEFT &&
13956 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13957 (element_info[element].move_pattern & MV_RIGHT &&
13958 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13959 (move_direction & MV_HORIZONTAL &&
13960 ((element_info[element].move_pattern & MV_UP &&
13961 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13962 (element_info[element].move_pattern & MV_DOWN &&
13963 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13964 return MP_NO_ACTION;
13966 // do not push elements already moving away faster than player
13967 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13968 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13969 return MP_NO_ACTION;
13971 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13973 if (player->push_delay_value == -1 || !player_was_pushing)
13974 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13976 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13978 if (player->push_delay_value == -1)
13979 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13981 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13983 if (!player->is_pushing)
13984 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13987 player->is_pushing = TRUE;
13988 player->is_active = TRUE;
13990 if (!(IN_LEV_FIELD(nextx, nexty) &&
13991 (IS_FREE(nextx, nexty) ||
13992 (IS_SB_ELEMENT(element) &&
13993 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13994 (IS_CUSTOM_ELEMENT(element) &&
13995 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13996 return MP_NO_ACTION;
13998 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13999 return MP_NO_ACTION;
14001 if (player->push_delay == -1) // new pushing; restart delay
14002 player->push_delay = 0;
14004 if (player->push_delay < player->push_delay_value &&
14005 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14006 element != EL_SPRING && element != EL_BALLOON)
14008 // make sure that there is no move delay before next try to push
14009 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14010 player->move_delay = 0;
14012 return MP_NO_ACTION;
14015 if (IS_CUSTOM_ELEMENT(element) &&
14016 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14018 if (!DigFieldByCE(nextx, nexty, element))
14019 return MP_NO_ACTION;
14022 if (IS_SB_ELEMENT(element))
14024 boolean sokoban_task_solved = FALSE;
14026 if (element == EL_SOKOBAN_FIELD_FULL)
14028 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14030 IncrementSokobanFieldsNeeded();
14031 IncrementSokobanObjectsNeeded();
14034 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14036 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14038 DecrementSokobanFieldsNeeded();
14039 DecrementSokobanObjectsNeeded();
14041 // sokoban object was pushed from empty field to sokoban field
14042 if (Back[x][y] == EL_EMPTY)
14043 sokoban_task_solved = TRUE;
14046 Feld[x][y] = EL_SOKOBAN_OBJECT;
14048 if (Back[x][y] == Back[nextx][nexty])
14049 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14050 else if (Back[x][y] != 0)
14051 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14054 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14057 if (sokoban_task_solved &&
14058 game.sokoban_fields_still_needed == 0 &&
14059 game.sokoban_objects_still_needed == 0 &&
14060 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14062 game.players_still_needed = 0;
14066 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14070 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14072 InitMovingField(x, y, move_direction);
14073 GfxAction[x][y] = ACTION_PUSHING;
14075 if (mode == DF_SNAP)
14076 ContinueMoving(x, y);
14078 MovPos[x][y] = (dx != 0 ? dx : dy);
14080 Pushed[x][y] = TRUE;
14081 Pushed[nextx][nexty] = TRUE;
14083 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14084 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14086 player->push_delay_value = -1; // get new value later
14088 // check for element change _after_ element has been pushed
14089 if (game.use_change_when_pushing_bug)
14091 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14092 player->index_bit, dig_side);
14093 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14094 player->index_bit, dig_side);
14097 else if (IS_SWITCHABLE(element))
14099 if (PLAYER_SWITCHING(player, x, y))
14101 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14102 player->index_bit, dig_side);
14107 player->is_switching = TRUE;
14108 player->switch_x = x;
14109 player->switch_y = y;
14111 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14113 if (element == EL_ROBOT_WHEEL)
14115 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14117 game.robot_wheel_x = x;
14118 game.robot_wheel_y = y;
14119 game.robot_wheel_active = TRUE;
14121 TEST_DrawLevelField(x, y);
14123 else if (element == EL_SP_TERMINAL)
14127 SCAN_PLAYFIELD(xx, yy)
14129 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14133 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14135 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14137 ResetGfxAnimation(xx, yy);
14138 TEST_DrawLevelField(xx, yy);
14142 else if (IS_BELT_SWITCH(element))
14144 ToggleBeltSwitch(x, y);
14146 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14147 element == EL_SWITCHGATE_SWITCH_DOWN ||
14148 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14149 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14151 ToggleSwitchgateSwitch(x, y);
14153 else if (element == EL_LIGHT_SWITCH ||
14154 element == EL_LIGHT_SWITCH_ACTIVE)
14156 ToggleLightSwitch(x, y);
14158 else if (element == EL_TIMEGATE_SWITCH ||
14159 element == EL_DC_TIMEGATE_SWITCH)
14161 ActivateTimegateSwitch(x, y);
14163 else if (element == EL_BALLOON_SWITCH_LEFT ||
14164 element == EL_BALLOON_SWITCH_RIGHT ||
14165 element == EL_BALLOON_SWITCH_UP ||
14166 element == EL_BALLOON_SWITCH_DOWN ||
14167 element == EL_BALLOON_SWITCH_NONE ||
14168 element == EL_BALLOON_SWITCH_ANY)
14170 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14171 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14172 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14173 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14174 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14177 else if (element == EL_LAMP)
14179 Feld[x][y] = EL_LAMP_ACTIVE;
14180 game.lights_still_needed--;
14182 ResetGfxAnimation(x, y);
14183 TEST_DrawLevelField(x, y);
14185 else if (element == EL_TIME_ORB_FULL)
14187 Feld[x][y] = EL_TIME_ORB_EMPTY;
14189 if (level.time > 0 || level.use_time_orb_bug)
14191 TimeLeft += level.time_orb_time;
14192 game.no_time_limit = FALSE;
14194 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14196 DisplayGameControlValues();
14199 ResetGfxAnimation(x, y);
14200 TEST_DrawLevelField(x, y);
14202 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14203 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14207 game.ball_state = !game.ball_state;
14209 SCAN_PLAYFIELD(xx, yy)
14211 int e = Feld[xx][yy];
14213 if (game.ball_state)
14215 if (e == EL_EMC_MAGIC_BALL)
14216 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14217 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14218 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14222 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14223 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14224 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14225 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14230 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14231 player->index_bit, dig_side);
14233 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14234 player->index_bit, dig_side);
14236 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14237 player->index_bit, dig_side);
14243 if (!PLAYER_SWITCHING(player, x, y))
14245 player->is_switching = TRUE;
14246 player->switch_x = x;
14247 player->switch_y = y;
14249 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14250 player->index_bit, dig_side);
14251 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14252 player->index_bit, dig_side);
14254 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14255 player->index_bit, dig_side);
14256 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14257 player->index_bit, dig_side);
14260 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14261 player->index_bit, dig_side);
14262 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14263 player->index_bit, dig_side);
14265 return MP_NO_ACTION;
14268 player->push_delay = -1;
14270 if (is_player) // function can also be called by EL_PENGUIN
14272 if (Feld[x][y] != element) // really digged/collected something
14274 player->is_collecting = !player->is_digging;
14275 player->is_active = TRUE;
14282 static boolean DigFieldByCE(int x, int y, int digging_element)
14284 int element = Feld[x][y];
14286 if (!IS_FREE(x, y))
14288 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14289 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14292 // no element can dig solid indestructible elements
14293 if (IS_INDESTRUCTIBLE(element) &&
14294 !IS_DIGGABLE(element) &&
14295 !IS_COLLECTIBLE(element))
14298 if (AmoebaNr[x][y] &&
14299 (element == EL_AMOEBA_FULL ||
14300 element == EL_BD_AMOEBA ||
14301 element == EL_AMOEBA_GROWING))
14303 AmoebaCnt[AmoebaNr[x][y]]--;
14304 AmoebaCnt2[AmoebaNr[x][y]]--;
14307 if (IS_MOVING(x, y))
14308 RemoveMovingField(x, y);
14312 TEST_DrawLevelField(x, y);
14315 // if digged element was about to explode, prevent the explosion
14316 ExplodeField[x][y] = EX_TYPE_NONE;
14318 PlayLevelSoundAction(x, y, action);
14321 Store[x][y] = EL_EMPTY;
14323 // this makes it possible to leave the removed element again
14324 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14325 Store[x][y] = element;
14330 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14332 int jx = player->jx, jy = player->jy;
14333 int x = jx + dx, y = jy + dy;
14334 int snap_direction = (dx == -1 ? MV_LEFT :
14335 dx == +1 ? MV_RIGHT :
14337 dy == +1 ? MV_DOWN : MV_NONE);
14338 boolean can_continue_snapping = (level.continuous_snapping &&
14339 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14341 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14344 if (!player->active || !IN_LEV_FIELD(x, y))
14352 if (player->MovPos == 0)
14353 player->is_pushing = FALSE;
14355 player->is_snapping = FALSE;
14357 if (player->MovPos == 0)
14359 player->is_moving = FALSE;
14360 player->is_digging = FALSE;
14361 player->is_collecting = FALSE;
14367 // prevent snapping with already pressed snap key when not allowed
14368 if (player->is_snapping && !can_continue_snapping)
14371 player->MovDir = snap_direction;
14373 if (player->MovPos == 0)
14375 player->is_moving = FALSE;
14376 player->is_digging = FALSE;
14377 player->is_collecting = FALSE;
14380 player->is_dropping = FALSE;
14381 player->is_dropping_pressed = FALSE;
14382 player->drop_pressed_delay = 0;
14384 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14387 player->is_snapping = TRUE;
14388 player->is_active = TRUE;
14390 if (player->MovPos == 0)
14392 player->is_moving = FALSE;
14393 player->is_digging = FALSE;
14394 player->is_collecting = FALSE;
14397 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14398 TEST_DrawLevelField(player->last_jx, player->last_jy);
14400 TEST_DrawLevelField(x, y);
14405 static boolean DropElement(struct PlayerInfo *player)
14407 int old_element, new_element;
14408 int dropx = player->jx, dropy = player->jy;
14409 int drop_direction = player->MovDir;
14410 int drop_side = drop_direction;
14411 int drop_element = get_next_dropped_element(player);
14413 /* do not drop an element on top of another element; when holding drop key
14414 pressed without moving, dropped element must move away before the next
14415 element can be dropped (this is especially important if the next element
14416 is dynamite, which can be placed on background for historical reasons) */
14417 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14420 if (IS_THROWABLE(drop_element))
14422 dropx += GET_DX_FROM_DIR(drop_direction);
14423 dropy += GET_DY_FROM_DIR(drop_direction);
14425 if (!IN_LEV_FIELD(dropx, dropy))
14429 old_element = Feld[dropx][dropy]; // old element at dropping position
14430 new_element = drop_element; // default: no change when dropping
14432 // check if player is active, not moving and ready to drop
14433 if (!player->active || player->MovPos || player->drop_delay > 0)
14436 // check if player has anything that can be dropped
14437 if (new_element == EL_UNDEFINED)
14440 // only set if player has anything that can be dropped
14441 player->is_dropping_pressed = TRUE;
14443 // check if drop key was pressed long enough for EM style dynamite
14444 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14447 // check if anything can be dropped at the current position
14448 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14451 // collected custom elements can only be dropped on empty fields
14452 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14455 if (old_element != EL_EMPTY)
14456 Back[dropx][dropy] = old_element; // store old element on this field
14458 ResetGfxAnimation(dropx, dropy);
14459 ResetRandomAnimationValue(dropx, dropy);
14461 if (player->inventory_size > 0 ||
14462 player->inventory_infinite_element != EL_UNDEFINED)
14464 if (player->inventory_size > 0)
14466 player->inventory_size--;
14468 DrawGameDoorValues();
14470 if (new_element == EL_DYNAMITE)
14471 new_element = EL_DYNAMITE_ACTIVE;
14472 else if (new_element == EL_EM_DYNAMITE)
14473 new_element = EL_EM_DYNAMITE_ACTIVE;
14474 else if (new_element == EL_SP_DISK_RED)
14475 new_element = EL_SP_DISK_RED_ACTIVE;
14478 Feld[dropx][dropy] = new_element;
14480 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14481 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14482 el2img(Feld[dropx][dropy]), 0);
14484 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14486 // needed if previous element just changed to "empty" in the last frame
14487 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14489 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14490 player->index_bit, drop_side);
14491 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14493 player->index_bit, drop_side);
14495 TestIfElementTouchesCustomElement(dropx, dropy);
14497 else // player is dropping a dyna bomb
14499 player->dynabombs_left--;
14501 Feld[dropx][dropy] = new_element;
14503 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14504 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14505 el2img(Feld[dropx][dropy]), 0);
14507 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14510 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14511 InitField_WithBug1(dropx, dropy, FALSE);
14513 new_element = Feld[dropx][dropy]; // element might have changed
14515 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14516 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14518 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14519 MovDir[dropx][dropy] = drop_direction;
14521 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14523 // do not cause impact style collision by dropping elements that can fall
14524 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14527 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14528 player->is_dropping = TRUE;
14530 player->drop_pressed_delay = 0;
14531 player->is_dropping_pressed = FALSE;
14533 player->drop_x = dropx;
14534 player->drop_y = dropy;
14539 // ----------------------------------------------------------------------------
14540 // game sound playing functions
14541 // ----------------------------------------------------------------------------
14543 static int *loop_sound_frame = NULL;
14544 static int *loop_sound_volume = NULL;
14546 void InitPlayLevelSound(void)
14548 int num_sounds = getSoundListSize();
14550 checked_free(loop_sound_frame);
14551 checked_free(loop_sound_volume);
14553 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14554 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14557 static void PlayLevelSound(int x, int y, int nr)
14559 int sx = SCREENX(x), sy = SCREENY(y);
14560 int volume, stereo_position;
14561 int max_distance = 8;
14562 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14564 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14565 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14568 if (!IN_LEV_FIELD(x, y) ||
14569 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14570 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14573 volume = SOUND_MAX_VOLUME;
14575 if (!IN_SCR_FIELD(sx, sy))
14577 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14578 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14580 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14583 stereo_position = (SOUND_MAX_LEFT +
14584 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14585 (SCR_FIELDX + 2 * max_distance));
14587 if (IS_LOOP_SOUND(nr))
14589 /* This assures that quieter loop sounds do not overwrite louder ones,
14590 while restarting sound volume comparison with each new game frame. */
14592 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14595 loop_sound_volume[nr] = volume;
14596 loop_sound_frame[nr] = FrameCounter;
14599 PlaySoundExt(nr, volume, stereo_position, type);
14602 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14604 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14605 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14606 y < LEVELY(BY1) ? LEVELY(BY1) :
14607 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14611 static void PlayLevelSoundAction(int x, int y, int action)
14613 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14616 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14618 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14620 if (sound_effect != SND_UNDEFINED)
14621 PlayLevelSound(x, y, sound_effect);
14624 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14627 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14629 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14630 PlayLevelSound(x, y, sound_effect);
14633 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14635 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14637 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14638 PlayLevelSound(x, y, sound_effect);
14641 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14643 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14645 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14646 StopSound(sound_effect);
14649 static int getLevelMusicNr(void)
14651 if (levelset.music[level_nr] != MUS_UNDEFINED)
14652 return levelset.music[level_nr]; // from config file
14654 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14657 static void FadeLevelSounds(void)
14662 static void FadeLevelMusic(void)
14664 int music_nr = getLevelMusicNr();
14665 char *curr_music = getCurrentlyPlayingMusicFilename();
14666 char *next_music = getMusicInfoEntryFilename(music_nr);
14668 if (!strEqual(curr_music, next_music))
14672 void FadeLevelSoundsAndMusic(void)
14678 static void PlayLevelMusic(void)
14680 int music_nr = getLevelMusicNr();
14681 char *curr_music = getCurrentlyPlayingMusicFilename();
14682 char *next_music = getMusicInfoEntryFilename(music_nr);
14684 if (!strEqual(curr_music, next_music))
14685 PlayMusicLoop(music_nr);
14688 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14690 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14691 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14692 int x = xx - 1 - offset;
14693 int y = yy - 1 - offset;
14698 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14702 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14706 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14710 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14714 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14718 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14722 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14725 case SAMPLE_android_clone:
14726 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14729 case SAMPLE_android_move:
14730 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14733 case SAMPLE_spring:
14734 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14738 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14742 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14745 case SAMPLE_eater_eat:
14746 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14750 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14753 case SAMPLE_collect:
14754 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14757 case SAMPLE_diamond:
14758 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14761 case SAMPLE_squash:
14762 // !!! CHECK THIS !!!
14764 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14766 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14770 case SAMPLE_wonderfall:
14771 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14775 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14779 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14783 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14787 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14791 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14795 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14798 case SAMPLE_wonder:
14799 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14803 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14806 case SAMPLE_exit_open:
14807 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14810 case SAMPLE_exit_leave:
14811 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14814 case SAMPLE_dynamite:
14815 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14819 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14823 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14827 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14831 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14835 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14839 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14843 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14848 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14850 int element = map_element_SP_to_RND(element_sp);
14851 int action = map_action_SP_to_RND(action_sp);
14852 int offset = (setup.sp_show_border_elements ? 0 : 1);
14853 int x = xx - offset;
14854 int y = yy - offset;
14856 PlayLevelSoundElementAction(x, y, element, action);
14859 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14861 int element = map_element_MM_to_RND(element_mm);
14862 int action = map_action_MM_to_RND(action_mm);
14864 int x = xx - offset;
14865 int y = yy - offset;
14867 if (!IS_MM_ELEMENT(element))
14868 element = EL_MM_DEFAULT;
14870 PlayLevelSoundElementAction(x, y, element, action);
14873 void PlaySound_MM(int sound_mm)
14875 int sound = map_sound_MM_to_RND(sound_mm);
14877 if (sound == SND_UNDEFINED)
14883 void PlaySoundLoop_MM(int sound_mm)
14885 int sound = map_sound_MM_to_RND(sound_mm);
14887 if (sound == SND_UNDEFINED)
14890 PlaySoundLoop(sound);
14893 void StopSound_MM(int sound_mm)
14895 int sound = map_sound_MM_to_RND(sound_mm);
14897 if (sound == SND_UNDEFINED)
14903 void RaiseScore(int value)
14905 game.score += value;
14907 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14909 DisplayGameControlValues();
14912 void RaiseScoreElement(int element)
14917 case EL_BD_DIAMOND:
14918 case EL_EMERALD_YELLOW:
14919 case EL_EMERALD_RED:
14920 case EL_EMERALD_PURPLE:
14921 case EL_SP_INFOTRON:
14922 RaiseScore(level.score[SC_EMERALD]);
14925 RaiseScore(level.score[SC_DIAMOND]);
14928 RaiseScore(level.score[SC_CRYSTAL]);
14931 RaiseScore(level.score[SC_PEARL]);
14934 case EL_BD_BUTTERFLY:
14935 case EL_SP_ELECTRON:
14936 RaiseScore(level.score[SC_BUG]);
14939 case EL_BD_FIREFLY:
14940 case EL_SP_SNIKSNAK:
14941 RaiseScore(level.score[SC_SPACESHIP]);
14944 case EL_DARK_YAMYAM:
14945 RaiseScore(level.score[SC_YAMYAM]);
14948 RaiseScore(level.score[SC_ROBOT]);
14951 RaiseScore(level.score[SC_PACMAN]);
14954 RaiseScore(level.score[SC_NUT]);
14957 case EL_EM_DYNAMITE:
14958 case EL_SP_DISK_RED:
14959 case EL_DYNABOMB_INCREASE_NUMBER:
14960 case EL_DYNABOMB_INCREASE_SIZE:
14961 case EL_DYNABOMB_INCREASE_POWER:
14962 RaiseScore(level.score[SC_DYNAMITE]);
14964 case EL_SHIELD_NORMAL:
14965 case EL_SHIELD_DEADLY:
14966 RaiseScore(level.score[SC_SHIELD]);
14968 case EL_EXTRA_TIME:
14969 RaiseScore(level.extra_time_score);
14983 case EL_DC_KEY_WHITE:
14984 RaiseScore(level.score[SC_KEY]);
14987 RaiseScore(element_info[element].collect_score);
14992 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14994 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14996 // closing door required in case of envelope style request dialogs
14999 // prevent short reactivation of overlay buttons while closing door
15000 SetOverlayActive(FALSE);
15002 CloseDoor(DOOR_CLOSE_1);
15005 if (network.enabled)
15006 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15010 FadeSkipNextFadeIn();
15012 SetGameStatus(GAME_MODE_MAIN);
15017 else // continue playing the game
15019 if (tape.playing && tape.deactivate_display)
15020 TapeDeactivateDisplayOff(TRUE);
15022 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15024 if (tape.playing && tape.deactivate_display)
15025 TapeDeactivateDisplayOn();
15029 void RequestQuitGame(boolean ask_if_really_quit)
15031 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15032 boolean skip_request = game.all_players_gone || quick_quit;
15034 RequestQuitGameExt(skip_request, quick_quit,
15035 "Do you really want to quit the game?");
15038 void RequestRestartGame(char *message)
15040 game.restart_game_message = NULL;
15042 boolean has_started_game = hasStartedNetworkGame();
15043 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15045 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15047 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15051 SetGameStatus(GAME_MODE_MAIN);
15057 void CheckGameOver(void)
15059 static boolean last_game_over = FALSE;
15060 static int game_over_delay = 0;
15061 int game_over_delay_value = 50;
15062 boolean game_over = checkGameFailed();
15064 // do not handle game over if request dialog is already active
15065 if (game.request_active)
15068 // do not ask to play again if game was never actually played
15069 if (!game.GamePlayed)
15074 last_game_over = FALSE;
15075 game_over_delay = game_over_delay_value;
15080 if (game_over_delay > 0)
15087 if (last_game_over != game_over)
15088 game.restart_game_message = (hasStartedNetworkGame() ?
15089 "Game over! Play it again?" :
15092 last_game_over = game_over;
15095 boolean checkGameSolved(void)
15097 // set for all game engines if level was solved
15098 return game.LevelSolved_GameEnd;
15101 boolean checkGameFailed(void)
15103 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15104 return (game_em.game_over && !game_em.level_solved);
15105 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15106 return (game_sp.game_over && !game_sp.level_solved);
15107 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15108 return (game_mm.game_over && !game_mm.level_solved);
15109 else // GAME_ENGINE_TYPE_RND
15110 return (game.GameOver && !game.LevelSolved);
15113 boolean checkGameEnded(void)
15115 return (checkGameSolved() || checkGameFailed());
15119 // ----------------------------------------------------------------------------
15120 // random generator functions
15121 // ----------------------------------------------------------------------------
15123 unsigned int InitEngineRandom_RND(int seed)
15125 game.num_random_calls = 0;
15127 return InitEngineRandom(seed);
15130 unsigned int RND(int max)
15134 game.num_random_calls++;
15136 return GetEngineRandom(max);
15143 // ----------------------------------------------------------------------------
15144 // game engine snapshot handling functions
15145 // ----------------------------------------------------------------------------
15147 struct EngineSnapshotInfo
15149 // runtime values for custom element collect score
15150 int collect_score[NUM_CUSTOM_ELEMENTS];
15152 // runtime values for group element choice position
15153 int choice_pos[NUM_GROUP_ELEMENTS];
15155 // runtime values for belt position animations
15156 int belt_graphic[4][NUM_BELT_PARTS];
15157 int belt_anim_mode[4][NUM_BELT_PARTS];
15160 static struct EngineSnapshotInfo engine_snapshot_rnd;
15161 static char *snapshot_level_identifier = NULL;
15162 static int snapshot_level_nr = -1;
15164 static void SaveEngineSnapshotValues_RND(void)
15166 static int belt_base_active_element[4] =
15168 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15169 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15170 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15171 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15175 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15177 int element = EL_CUSTOM_START + i;
15179 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15182 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15184 int element = EL_GROUP_START + i;
15186 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15189 for (i = 0; i < 4; i++)
15191 for (j = 0; j < NUM_BELT_PARTS; j++)
15193 int element = belt_base_active_element[i] + j;
15194 int graphic = el2img(element);
15195 int anim_mode = graphic_info[graphic].anim_mode;
15197 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15198 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15203 static void LoadEngineSnapshotValues_RND(void)
15205 unsigned int num_random_calls = game.num_random_calls;
15208 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15210 int element = EL_CUSTOM_START + i;
15212 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15215 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15217 int element = EL_GROUP_START + i;
15219 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15222 for (i = 0; i < 4; i++)
15224 for (j = 0; j < NUM_BELT_PARTS; j++)
15226 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15227 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15229 graphic_info[graphic].anim_mode = anim_mode;
15233 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15235 InitRND(tape.random_seed);
15236 for (i = 0; i < num_random_calls; i++)
15240 if (game.num_random_calls != num_random_calls)
15242 Error(ERR_INFO, "number of random calls out of sync");
15243 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15244 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15245 Error(ERR_EXIT, "this should not happen -- please debug");
15249 void FreeEngineSnapshotSingle(void)
15251 FreeSnapshotSingle();
15253 setString(&snapshot_level_identifier, NULL);
15254 snapshot_level_nr = -1;
15257 void FreeEngineSnapshotList(void)
15259 FreeSnapshotList();
15262 static ListNode *SaveEngineSnapshotBuffers(void)
15264 ListNode *buffers = NULL;
15266 // copy some special values to a structure better suited for the snapshot
15268 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15269 SaveEngineSnapshotValues_RND();
15270 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15271 SaveEngineSnapshotValues_EM();
15272 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15273 SaveEngineSnapshotValues_SP(&buffers);
15274 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15275 SaveEngineSnapshotValues_MM(&buffers);
15277 // save values stored in special snapshot structure
15279 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15280 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15281 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15282 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15283 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15284 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15285 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15286 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15288 // save further RND engine values
15290 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15291 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15292 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15294 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15295 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15296 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15297 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15298 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15300 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15301 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15302 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15304 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15306 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15307 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15309 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15310 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15311 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15312 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15313 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15314 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15315 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15316 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15317 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15318 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15319 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15320 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15321 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15322 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15323 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15324 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15325 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15326 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15328 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15329 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15331 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15332 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15333 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15335 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15336 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15338 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15339 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15340 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15341 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15342 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15344 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15345 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15348 ListNode *node = engine_snapshot_list_rnd;
15351 while (node != NULL)
15353 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15358 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15364 void SaveEngineSnapshotSingle(void)
15366 ListNode *buffers = SaveEngineSnapshotBuffers();
15368 // finally save all snapshot buffers to single snapshot
15369 SaveSnapshotSingle(buffers);
15371 // save level identification information
15372 setString(&snapshot_level_identifier, leveldir_current->identifier);
15373 snapshot_level_nr = level_nr;
15376 boolean CheckSaveEngineSnapshotToList(void)
15378 boolean save_snapshot =
15379 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15380 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15381 game.snapshot.changed_action) ||
15382 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15383 game.snapshot.collected_item));
15385 game.snapshot.changed_action = FALSE;
15386 game.snapshot.collected_item = FALSE;
15387 game.snapshot.save_snapshot = save_snapshot;
15389 return save_snapshot;
15392 void SaveEngineSnapshotToList(void)
15394 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15398 ListNode *buffers = SaveEngineSnapshotBuffers();
15400 // finally save all snapshot buffers to snapshot list
15401 SaveSnapshotToList(buffers);
15404 void SaveEngineSnapshotToListInitial(void)
15406 FreeEngineSnapshotList();
15408 SaveEngineSnapshotToList();
15411 static void LoadEngineSnapshotValues(void)
15413 // restore special values from snapshot structure
15415 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15416 LoadEngineSnapshotValues_RND();
15417 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15418 LoadEngineSnapshotValues_EM();
15419 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15420 LoadEngineSnapshotValues_SP();
15421 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15422 LoadEngineSnapshotValues_MM();
15425 void LoadEngineSnapshotSingle(void)
15427 LoadSnapshotSingle();
15429 LoadEngineSnapshotValues();
15432 static void LoadEngineSnapshot_Undo(int steps)
15434 LoadSnapshotFromList_Older(steps);
15436 LoadEngineSnapshotValues();
15439 static void LoadEngineSnapshot_Redo(int steps)
15441 LoadSnapshotFromList_Newer(steps);
15443 LoadEngineSnapshotValues();
15446 boolean CheckEngineSnapshotSingle(void)
15448 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15449 snapshot_level_nr == level_nr);
15452 boolean CheckEngineSnapshotList(void)
15454 return CheckSnapshotList();
15458 // ---------- new game button stuff -------------------------------------------
15465 boolean *setup_value;
15466 boolean allowed_on_tape;
15468 } gamebutton_info[NUM_GAME_BUTTONS] =
15471 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15472 GAME_CTRL_ID_STOP, NULL,
15476 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15477 GAME_CTRL_ID_PAUSE, NULL,
15481 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15482 GAME_CTRL_ID_PLAY, NULL,
15486 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15487 GAME_CTRL_ID_UNDO, NULL,
15491 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15492 GAME_CTRL_ID_REDO, NULL,
15496 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15497 GAME_CTRL_ID_SAVE, NULL,
15501 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15502 GAME_CTRL_ID_PAUSE2, NULL,
15506 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15507 GAME_CTRL_ID_LOAD, NULL,
15511 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15512 GAME_CTRL_ID_PANEL_STOP, NULL,
15516 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15517 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15518 FALSE, "pause game"
15521 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15522 GAME_CTRL_ID_PANEL_PLAY, NULL,
15526 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15527 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15528 TRUE, "background music on/off"
15531 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15532 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15533 TRUE, "sound loops on/off"
15536 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15537 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15538 TRUE, "normal sounds on/off"
15541 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15542 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15543 FALSE, "background music on/off"
15546 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15547 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15548 FALSE, "sound loops on/off"
15551 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15552 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15553 FALSE, "normal sounds on/off"
15557 void CreateGameButtons(void)
15561 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15563 int graphic = gamebutton_info[i].graphic;
15564 struct GraphicInfo *gfx = &graphic_info[graphic];
15565 struct XY *pos = gamebutton_info[i].pos;
15566 struct GadgetInfo *gi;
15569 unsigned int event_mask;
15570 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15571 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15572 int base_x = (on_tape ? VX : DX);
15573 int base_y = (on_tape ? VY : DY);
15574 int gd_x = gfx->src_x;
15575 int gd_y = gfx->src_y;
15576 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15577 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15578 int gd_xa = gfx->src_x + gfx->active_xoffset;
15579 int gd_ya = gfx->src_y + gfx->active_yoffset;
15580 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15581 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15584 if (gfx->bitmap == NULL)
15586 game_gadget[id] = NULL;
15591 if (id == GAME_CTRL_ID_STOP ||
15592 id == GAME_CTRL_ID_PANEL_STOP ||
15593 id == GAME_CTRL_ID_PLAY ||
15594 id == GAME_CTRL_ID_PANEL_PLAY ||
15595 id == GAME_CTRL_ID_SAVE ||
15596 id == GAME_CTRL_ID_LOAD)
15598 button_type = GD_TYPE_NORMAL_BUTTON;
15600 event_mask = GD_EVENT_RELEASED;
15602 else if (id == GAME_CTRL_ID_UNDO ||
15603 id == GAME_CTRL_ID_REDO)
15605 button_type = GD_TYPE_NORMAL_BUTTON;
15607 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15611 button_type = GD_TYPE_CHECK_BUTTON;
15612 checked = (gamebutton_info[i].setup_value != NULL ?
15613 *gamebutton_info[i].setup_value : FALSE);
15614 event_mask = GD_EVENT_PRESSED;
15617 gi = CreateGadget(GDI_CUSTOM_ID, id,
15618 GDI_IMAGE_ID, graphic,
15619 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15620 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15621 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15622 GDI_WIDTH, gfx->width,
15623 GDI_HEIGHT, gfx->height,
15624 GDI_TYPE, button_type,
15625 GDI_STATE, GD_BUTTON_UNPRESSED,
15626 GDI_CHECKED, checked,
15627 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15628 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15629 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15630 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15631 GDI_DIRECT_DRAW, FALSE,
15632 GDI_EVENT_MASK, event_mask,
15633 GDI_CALLBACK_ACTION, HandleGameButtons,
15637 Error(ERR_EXIT, "cannot create gadget");
15639 game_gadget[id] = gi;
15643 void FreeGameButtons(void)
15647 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15648 FreeGadget(game_gadget[i]);
15651 static void UnmapGameButtonsAtSamePosition(int id)
15655 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15657 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15658 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15659 UnmapGadget(game_gadget[i]);
15662 static void UnmapGameButtonsAtSamePosition_All(void)
15664 if (setup.show_snapshot_buttons)
15666 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15667 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15668 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15672 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15673 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15674 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15676 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15677 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15678 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15682 static void MapGameButtonsAtSamePosition(int id)
15686 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15688 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15689 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15690 MapGadget(game_gadget[i]);
15692 UnmapGameButtonsAtSamePosition_All();
15695 void MapUndoRedoButtons(void)
15697 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15698 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15700 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15701 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15703 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15706 void UnmapUndoRedoButtons(void)
15708 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15709 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15711 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15712 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15714 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15717 static void MapGameButtonsExt(boolean on_tape)
15721 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15722 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15723 i != GAME_CTRL_ID_UNDO &&
15724 i != GAME_CTRL_ID_REDO)
15725 MapGadget(game_gadget[i]);
15727 UnmapGameButtonsAtSamePosition_All();
15729 RedrawGameButtons();
15732 static void UnmapGameButtonsExt(boolean on_tape)
15736 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15737 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15738 UnmapGadget(game_gadget[i]);
15741 static void RedrawGameButtonsExt(boolean on_tape)
15745 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15746 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15747 RedrawGadget(game_gadget[i]);
15749 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15750 redraw_mask &= ~REDRAW_ALL;
15753 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15758 gi->checked = state;
15761 static void RedrawSoundButtonGadget(int id)
15763 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15764 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15765 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15766 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15767 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15768 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15771 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15772 RedrawGadget(game_gadget[id2]);
15775 void MapGameButtons(void)
15777 MapGameButtonsExt(FALSE);
15780 void UnmapGameButtons(void)
15782 UnmapGameButtonsExt(FALSE);
15785 void RedrawGameButtons(void)
15787 RedrawGameButtonsExt(FALSE);
15790 void MapGameButtonsOnTape(void)
15792 MapGameButtonsExt(TRUE);
15795 void UnmapGameButtonsOnTape(void)
15797 UnmapGameButtonsExt(TRUE);
15800 void RedrawGameButtonsOnTape(void)
15802 RedrawGameButtonsExt(TRUE);
15805 static void GameUndoRedoExt(void)
15807 ClearPlayerAction();
15809 tape.pausing = TRUE;
15812 UpdateAndDisplayGameControlValues();
15814 DrawCompleteVideoDisplay();
15815 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15816 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15817 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15822 static void GameUndo(int steps)
15824 if (!CheckEngineSnapshotList())
15827 LoadEngineSnapshot_Undo(steps);
15832 static void GameRedo(int steps)
15834 if (!CheckEngineSnapshotList())
15837 LoadEngineSnapshot_Redo(steps);
15842 static void HandleGameButtonsExt(int id, int button)
15844 static boolean game_undo_executed = FALSE;
15845 int steps = BUTTON_STEPSIZE(button);
15846 boolean handle_game_buttons =
15847 (game_status == GAME_MODE_PLAYING ||
15848 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15850 if (!handle_game_buttons)
15855 case GAME_CTRL_ID_STOP:
15856 case GAME_CTRL_ID_PANEL_STOP:
15857 if (game_status == GAME_MODE_MAIN)
15863 RequestQuitGame(TRUE);
15867 case GAME_CTRL_ID_PAUSE:
15868 case GAME_CTRL_ID_PAUSE2:
15869 case GAME_CTRL_ID_PANEL_PAUSE:
15870 if (network.enabled && game_status == GAME_MODE_PLAYING)
15873 SendToServer_ContinuePlaying();
15875 SendToServer_PausePlaying();
15878 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15880 game_undo_executed = FALSE;
15884 case GAME_CTRL_ID_PLAY:
15885 case GAME_CTRL_ID_PANEL_PLAY:
15886 if (game_status == GAME_MODE_MAIN)
15888 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15890 else if (tape.pausing)
15892 if (network.enabled)
15893 SendToServer_ContinuePlaying();
15895 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15899 case GAME_CTRL_ID_UNDO:
15900 // Important: When using "save snapshot when collecting an item" mode,
15901 // load last (current) snapshot for first "undo" after pressing "pause"
15902 // (else the last-but-one snapshot would be loaded, because the snapshot
15903 // pointer already points to the last snapshot when pressing "pause",
15904 // which is fine for "every step/move" mode, but not for "every collect")
15905 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15906 !game_undo_executed)
15909 game_undo_executed = TRUE;
15914 case GAME_CTRL_ID_REDO:
15918 case GAME_CTRL_ID_SAVE:
15922 case GAME_CTRL_ID_LOAD:
15926 case SOUND_CTRL_ID_MUSIC:
15927 case SOUND_CTRL_ID_PANEL_MUSIC:
15928 if (setup.sound_music)
15930 setup.sound_music = FALSE;
15934 else if (audio.music_available)
15936 setup.sound = setup.sound_music = TRUE;
15938 SetAudioMode(setup.sound);
15940 if (game_status == GAME_MODE_PLAYING)
15944 RedrawSoundButtonGadget(id);
15948 case SOUND_CTRL_ID_LOOPS:
15949 case SOUND_CTRL_ID_PANEL_LOOPS:
15950 if (setup.sound_loops)
15951 setup.sound_loops = FALSE;
15952 else if (audio.loops_available)
15954 setup.sound = setup.sound_loops = TRUE;
15956 SetAudioMode(setup.sound);
15959 RedrawSoundButtonGadget(id);
15963 case SOUND_CTRL_ID_SIMPLE:
15964 case SOUND_CTRL_ID_PANEL_SIMPLE:
15965 if (setup.sound_simple)
15966 setup.sound_simple = FALSE;
15967 else if (audio.sound_available)
15969 setup.sound = setup.sound_simple = TRUE;
15971 SetAudioMode(setup.sound);
15974 RedrawSoundButtonGadget(id);
15983 static void HandleGameButtons(struct GadgetInfo *gi)
15985 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15988 void HandleSoundButtonKeys(Key key)
15990 if (key == setup.shortcut.sound_simple)
15991 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15992 else if (key == setup.shortcut.sound_loops)
15993 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15994 else if (key == setup.shortcut.sound_music)
15995 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);