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 GAME_CTRL_ID_TOUCH_STOP 11
1020 #define GAME_CTRL_ID_TOUCH_PAUSE 12
1021 #define SOUND_CTRL_ID_MUSIC 13
1022 #define SOUND_CTRL_ID_LOOPS 14
1023 #define SOUND_CTRL_ID_SIMPLE 15
1024 #define SOUND_CTRL_ID_PANEL_MUSIC 16
1025 #define SOUND_CTRL_ID_PANEL_LOOPS 17
1026 #define SOUND_CTRL_ID_PANEL_SIMPLE 18
1028 #define NUM_GAME_BUTTONS 19
1031 // forward declaration for internal use
1033 static void CreateField(int, int, int);
1035 static void ResetGfxAnimation(int, int);
1037 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1038 static void AdvanceFrameAndPlayerCounters(int);
1040 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1041 static boolean MovePlayer(struct PlayerInfo *, int, int);
1042 static void ScrollPlayer(struct PlayerInfo *, int);
1043 static void ScrollScreen(struct PlayerInfo *, int);
1045 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1046 static boolean DigFieldByCE(int, int, int);
1047 static boolean SnapField(struct PlayerInfo *, int, int);
1048 static boolean DropElement(struct PlayerInfo *);
1050 static void InitBeltMovement(void);
1051 static void CloseAllOpenTimegates(void);
1052 static void CheckGravityMovement(struct PlayerInfo *);
1053 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1054 static void KillPlayerUnlessEnemyProtected(int, int);
1055 static void KillPlayerUnlessExplosionProtected(int, int);
1057 static void TestIfPlayerTouchesCustomElement(int, int);
1058 static void TestIfElementTouchesCustomElement(int, int);
1059 static void TestIfElementHitsCustomElement(int, int, int);
1061 static void HandleElementChange(int, int, int);
1062 static void ExecuteCustomElementAction(int, int, int, int);
1063 static boolean ChangeElement(int, int, int, int);
1065 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1066 #define CheckTriggeredElementChange(x, y, e, ev) \
1067 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1068 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1070 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1071 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1072 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1073 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1075 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1076 #define CheckElementChange(x, y, e, te, ev) \
1077 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1078 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1079 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1080 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1081 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1083 static void PlayLevelSound(int, int, int);
1084 static void PlayLevelSoundNearest(int, int, int);
1085 static void PlayLevelSoundAction(int, int, int);
1086 static void PlayLevelSoundElementAction(int, int, int, int);
1087 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1088 static void PlayLevelSoundActionIfLoop(int, int, int);
1089 static void StopLevelSoundActionIfLoop(int, int, int);
1090 static void PlayLevelMusic(void);
1091 static void FadeLevelSoundsAndMusic(void);
1093 static void HandleGameButtons(struct GadgetInfo *);
1095 int AmoebeNachbarNr(int, int);
1096 void AmoebeUmwandeln(int, int);
1097 void ContinueMoving(int, int);
1098 void Bang(int, int);
1099 void InitMovDir(int, int);
1100 void InitAmoebaNr(int, int);
1101 int NewHiScore(int);
1103 void TestIfGoodThingHitsBadThing(int, int, int);
1104 void TestIfBadThingHitsGoodThing(int, int, int);
1105 void TestIfPlayerTouchesBadThing(int, int);
1106 void TestIfPlayerRunsIntoBadThing(int, int, int);
1107 void TestIfBadThingTouchesPlayer(int, int);
1108 void TestIfBadThingRunsIntoPlayer(int, int, int);
1109 void TestIfFriendTouchesBadThing(int, int);
1110 void TestIfBadThingTouchesFriend(int, int);
1111 void TestIfBadThingTouchesOtherBadThing(int, int);
1112 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1114 void KillPlayer(struct PlayerInfo *);
1115 void BuryPlayer(struct PlayerInfo *);
1116 void RemovePlayer(struct PlayerInfo *);
1117 void ExitPlayer(struct PlayerInfo *);
1119 static int getInvisibleActiveFromInvisibleElement(int);
1120 static int getInvisibleFromInvisibleActiveElement(int);
1122 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1124 // for detection of endless loops, caused by custom element programming
1125 // (using maximal playfield width x 10 is just a rough approximation)
1126 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1128 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1130 if (recursion_loop_detected) \
1133 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1135 recursion_loop_detected = TRUE; \
1136 recursion_loop_element = (e); \
1139 recursion_loop_depth++; \
1142 #define RECURSION_LOOP_DETECTION_END() \
1144 recursion_loop_depth--; \
1147 static int recursion_loop_depth;
1148 static boolean recursion_loop_detected;
1149 static boolean recursion_loop_element;
1151 static int map_player_action[MAX_PLAYERS];
1154 // ----------------------------------------------------------------------------
1155 // definition of elements that automatically change to other elements after
1156 // a specified time, eventually calling a function when changing
1157 // ----------------------------------------------------------------------------
1159 // forward declaration for changer functions
1160 static void InitBuggyBase(int, int);
1161 static void WarnBuggyBase(int, int);
1163 static void InitTrap(int, int);
1164 static void ActivateTrap(int, int);
1165 static void ChangeActiveTrap(int, int);
1167 static void InitRobotWheel(int, int);
1168 static void RunRobotWheel(int, int);
1169 static void StopRobotWheel(int, int);
1171 static void InitTimegateWheel(int, int);
1172 static void RunTimegateWheel(int, int);
1174 static void InitMagicBallDelay(int, int);
1175 static void ActivateMagicBall(int, int);
1177 struct ChangingElementInfo
1182 void (*pre_change_function)(int x, int y);
1183 void (*change_function)(int x, int y);
1184 void (*post_change_function)(int x, int y);
1187 static struct ChangingElementInfo change_delay_list[] =
1222 EL_STEEL_EXIT_OPENING,
1230 EL_STEEL_EXIT_CLOSING,
1231 EL_STEEL_EXIT_CLOSED,
1254 EL_EM_STEEL_EXIT_OPENING,
1255 EL_EM_STEEL_EXIT_OPEN,
1262 EL_EM_STEEL_EXIT_CLOSING,
1286 EL_SWITCHGATE_OPENING,
1294 EL_SWITCHGATE_CLOSING,
1295 EL_SWITCHGATE_CLOSED,
1302 EL_TIMEGATE_OPENING,
1310 EL_TIMEGATE_CLOSING,
1319 EL_ACID_SPLASH_LEFT,
1327 EL_ACID_SPLASH_RIGHT,
1336 EL_SP_BUGGY_BASE_ACTIVATING,
1343 EL_SP_BUGGY_BASE_ACTIVATING,
1344 EL_SP_BUGGY_BASE_ACTIVE,
1351 EL_SP_BUGGY_BASE_ACTIVE,
1375 EL_ROBOT_WHEEL_ACTIVE,
1383 EL_TIMEGATE_SWITCH_ACTIVE,
1391 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1392 EL_DC_TIMEGATE_SWITCH,
1399 EL_EMC_MAGIC_BALL_ACTIVE,
1400 EL_EMC_MAGIC_BALL_ACTIVE,
1407 EL_EMC_SPRING_BUMPER_ACTIVE,
1408 EL_EMC_SPRING_BUMPER,
1415 EL_DIAGONAL_SHRINKING,
1423 EL_DIAGONAL_GROWING,
1444 int push_delay_fixed, push_delay_random;
1448 { EL_SPRING, 0, 0 },
1449 { EL_BALLOON, 0, 0 },
1451 { EL_SOKOBAN_OBJECT, 2, 0 },
1452 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1453 { EL_SATELLITE, 2, 0 },
1454 { EL_SP_DISK_YELLOW, 2, 0 },
1456 { EL_UNDEFINED, 0, 0 },
1464 move_stepsize_list[] =
1466 { EL_AMOEBA_DROP, 2 },
1467 { EL_AMOEBA_DROPPING, 2 },
1468 { EL_QUICKSAND_FILLING, 1 },
1469 { EL_QUICKSAND_EMPTYING, 1 },
1470 { EL_QUICKSAND_FAST_FILLING, 2 },
1471 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1472 { EL_MAGIC_WALL_FILLING, 2 },
1473 { EL_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_BD_MAGIC_WALL_FILLING, 2 },
1475 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1476 { EL_DC_MAGIC_WALL_FILLING, 2 },
1477 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1479 { EL_UNDEFINED, 0 },
1487 collect_count_list[] =
1490 { EL_BD_DIAMOND, 1 },
1491 { EL_EMERALD_YELLOW, 1 },
1492 { EL_EMERALD_RED, 1 },
1493 { EL_EMERALD_PURPLE, 1 },
1495 { EL_SP_INFOTRON, 1 },
1499 { EL_UNDEFINED, 0 },
1507 access_direction_list[] =
1509 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1510 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1511 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1512 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1513 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1514 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1515 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1516 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1517 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1518 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1519 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1521 { EL_SP_PORT_LEFT, MV_RIGHT },
1522 { EL_SP_PORT_RIGHT, MV_LEFT },
1523 { EL_SP_PORT_UP, MV_DOWN },
1524 { EL_SP_PORT_DOWN, MV_UP },
1525 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1526 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1527 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1528 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1529 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1530 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1531 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1532 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1533 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1534 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1535 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1536 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1537 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1538 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1539 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1541 { EL_UNDEFINED, MV_NONE }
1544 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1546 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1547 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1548 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1549 IS_JUST_CHANGING(x, y))
1551 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1553 // static variables for playfield scan mode (scanning forward or backward)
1554 static int playfield_scan_start_x = 0;
1555 static int playfield_scan_start_y = 0;
1556 static int playfield_scan_delta_x = 1;
1557 static int playfield_scan_delta_y = 1;
1559 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1560 (y) >= 0 && (y) <= lev_fieldy - 1; \
1561 (y) += playfield_scan_delta_y) \
1562 for ((x) = playfield_scan_start_x; \
1563 (x) >= 0 && (x) <= lev_fieldx - 1; \
1564 (x) += playfield_scan_delta_x)
1567 void DEBUG_SetMaximumDynamite(void)
1571 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1572 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1573 local_player->inventory_element[local_player->inventory_size++] =
1578 static void InitPlayfieldScanModeVars(void)
1580 if (game.use_reverse_scan_direction)
1582 playfield_scan_start_x = lev_fieldx - 1;
1583 playfield_scan_start_y = lev_fieldy - 1;
1585 playfield_scan_delta_x = -1;
1586 playfield_scan_delta_y = -1;
1590 playfield_scan_start_x = 0;
1591 playfield_scan_start_y = 0;
1593 playfield_scan_delta_x = 1;
1594 playfield_scan_delta_y = 1;
1598 static void InitPlayfieldScanMode(int mode)
1600 game.use_reverse_scan_direction =
1601 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1603 InitPlayfieldScanModeVars();
1606 static int get_move_delay_from_stepsize(int move_stepsize)
1609 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1611 // make sure that stepsize value is always a power of 2
1612 move_stepsize = (1 << log_2(move_stepsize));
1614 return TILEX / move_stepsize;
1617 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1620 int player_nr = player->index_nr;
1621 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1622 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1624 // do no immediately change move delay -- the player might just be moving
1625 player->move_delay_value_next = move_delay;
1627 // information if player can move must be set separately
1628 player->cannot_move = cannot_move;
1632 player->move_delay = game.initial_move_delay[player_nr];
1633 player->move_delay_value = game.initial_move_delay_value[player_nr];
1635 player->move_delay_value_next = -1;
1637 player->move_delay_reset_counter = 0;
1641 void GetPlayerConfig(void)
1643 GameFrameDelay = setup.game_frame_delay;
1645 if (!audio.sound_available)
1646 setup.sound_simple = FALSE;
1648 if (!audio.loops_available)
1649 setup.sound_loops = FALSE;
1651 if (!audio.music_available)
1652 setup.sound_music = FALSE;
1654 if (!video.fullscreen_available)
1655 setup.fullscreen = FALSE;
1657 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1659 SetAudioMode(setup.sound);
1662 int GetElementFromGroupElement(int element)
1664 if (IS_GROUP_ELEMENT(element))
1666 struct ElementGroupInfo *group = element_info[element].group;
1667 int last_anim_random_frame = gfx.anim_random_frame;
1670 if (group->choice_mode == ANIM_RANDOM)
1671 gfx.anim_random_frame = RND(group->num_elements_resolved);
1673 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1674 group->choice_mode, 0,
1677 if (group->choice_mode == ANIM_RANDOM)
1678 gfx.anim_random_frame = last_anim_random_frame;
1680 group->choice_pos++;
1682 element = group->element_resolved[element_pos];
1688 static void IncrementSokobanFieldsNeeded(void)
1690 if (level.sb_fields_needed)
1691 game.sokoban_fields_still_needed++;
1694 static void IncrementSokobanObjectsNeeded(void)
1696 if (level.sb_objects_needed)
1697 game.sokoban_objects_still_needed++;
1700 static void DecrementSokobanFieldsNeeded(void)
1702 if (game.sokoban_fields_still_needed > 0)
1703 game.sokoban_fields_still_needed--;
1706 static void DecrementSokobanObjectsNeeded(void)
1708 if (game.sokoban_objects_still_needed > 0)
1709 game.sokoban_objects_still_needed--;
1712 static void InitPlayerField(int x, int y, int element, boolean init_game)
1714 if (element == EL_SP_MURPHY)
1718 if (stored_player[0].present)
1720 Feld[x][y] = EL_SP_MURPHY_CLONE;
1726 stored_player[0].initial_element = element;
1727 stored_player[0].use_murphy = TRUE;
1729 if (!level.use_artwork_element[0])
1730 stored_player[0].artwork_element = EL_SP_MURPHY;
1733 Feld[x][y] = EL_PLAYER_1;
1739 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1740 int jx = player->jx, jy = player->jy;
1742 player->present = TRUE;
1744 player->block_last_field = (element == EL_SP_MURPHY ?
1745 level.sp_block_last_field :
1746 level.block_last_field);
1748 // ---------- initialize player's last field block delay ------------------
1750 // always start with reliable default value (no adjustment needed)
1751 player->block_delay_adjustment = 0;
1753 // special case 1: in Supaplex, Murphy blocks last field one more frame
1754 if (player->block_last_field && element == EL_SP_MURPHY)
1755 player->block_delay_adjustment = 1;
1757 // special case 2: in game engines before 3.1.1, blocking was different
1758 if (game.use_block_last_field_bug)
1759 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1761 if (!network.enabled || player->connected_network)
1763 player->active = TRUE;
1765 // remove potentially duplicate players
1766 if (StorePlayer[jx][jy] == Feld[x][y])
1767 StorePlayer[jx][jy] = 0;
1769 StorePlayer[x][y] = Feld[x][y];
1771 #if DEBUG_INIT_PLAYER
1774 printf("- player element %d activated", player->element_nr);
1775 printf(" (local player is %d and currently %s)\n",
1776 local_player->element_nr,
1777 local_player->active ? "active" : "not active");
1782 Feld[x][y] = EL_EMPTY;
1784 player->jx = player->last_jx = x;
1785 player->jy = player->last_jy = y;
1790 int player_nr = GET_PLAYER_NR(element);
1791 struct PlayerInfo *player = &stored_player[player_nr];
1793 if (player->active && player->killed)
1794 player->reanimated = TRUE; // if player was just killed, reanimate him
1798 static void InitField(int x, int y, boolean init_game)
1800 int element = Feld[x][y];
1809 InitPlayerField(x, y, element, init_game);
1812 case EL_SOKOBAN_FIELD_PLAYER:
1813 element = Feld[x][y] = EL_PLAYER_1;
1814 InitField(x, y, init_game);
1816 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1817 InitField(x, y, init_game);
1820 case EL_SOKOBAN_FIELD_EMPTY:
1821 IncrementSokobanFieldsNeeded();
1824 case EL_SOKOBAN_OBJECT:
1825 IncrementSokobanObjectsNeeded();
1829 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1831 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1832 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1837 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1838 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1847 case EL_SPACESHIP_RIGHT:
1848 case EL_SPACESHIP_UP:
1849 case EL_SPACESHIP_LEFT:
1850 case EL_SPACESHIP_DOWN:
1851 case EL_BD_BUTTERFLY:
1852 case EL_BD_BUTTERFLY_RIGHT:
1853 case EL_BD_BUTTERFLY_UP:
1854 case EL_BD_BUTTERFLY_LEFT:
1855 case EL_BD_BUTTERFLY_DOWN:
1857 case EL_BD_FIREFLY_RIGHT:
1858 case EL_BD_FIREFLY_UP:
1859 case EL_BD_FIREFLY_LEFT:
1860 case EL_BD_FIREFLY_DOWN:
1861 case EL_PACMAN_RIGHT:
1863 case EL_PACMAN_LEFT:
1864 case EL_PACMAN_DOWN:
1866 case EL_YAMYAM_LEFT:
1867 case EL_YAMYAM_RIGHT:
1869 case EL_YAMYAM_DOWN:
1870 case EL_DARK_YAMYAM:
1873 case EL_SP_SNIKSNAK:
1874 case EL_SP_ELECTRON:
1883 case EL_AMOEBA_FULL:
1888 case EL_AMOEBA_DROP:
1889 if (y == lev_fieldy - 1)
1891 Feld[x][y] = EL_AMOEBA_GROWING;
1892 Store[x][y] = EL_AMOEBA_WET;
1896 case EL_DYNAMITE_ACTIVE:
1897 case EL_SP_DISK_RED_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1900 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1901 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1902 MovDelay[x][y] = 96;
1905 case EL_EM_DYNAMITE_ACTIVE:
1906 MovDelay[x][y] = 32;
1910 game.lights_still_needed++;
1914 game.friends_still_needed++;
1919 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1922 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1923 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1924 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1925 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1926 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1927 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1928 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1929 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1930 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1931 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1932 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1933 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1936 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1937 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1938 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1940 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1942 game.belt_dir[belt_nr] = belt_dir;
1943 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1945 else // more than one switch -- set it like the first switch
1947 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1952 case EL_LIGHT_SWITCH_ACTIVE:
1954 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1957 case EL_INVISIBLE_STEELWALL:
1958 case EL_INVISIBLE_WALL:
1959 case EL_INVISIBLE_SAND:
1960 if (game.light_time_left > 0 ||
1961 game.lenses_time_left > 0)
1962 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1965 case EL_EMC_MAGIC_BALL:
1966 if (game.ball_active)
1967 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1970 case EL_EMC_MAGIC_BALL_SWITCH:
1971 if (game.ball_active)
1972 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1975 case EL_TRIGGER_PLAYER:
1976 case EL_TRIGGER_ELEMENT:
1977 case EL_TRIGGER_CE_VALUE:
1978 case EL_TRIGGER_CE_SCORE:
1980 case EL_ANY_ELEMENT:
1981 case EL_CURRENT_CE_VALUE:
1982 case EL_CURRENT_CE_SCORE:
1999 // reference elements should not be used on the playfield
2000 Feld[x][y] = EL_EMPTY;
2004 if (IS_CUSTOM_ELEMENT(element))
2006 if (CAN_MOVE(element))
2009 if (!element_info[element].use_last_ce_value || init_game)
2010 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2012 else if (IS_GROUP_ELEMENT(element))
2014 Feld[x][y] = GetElementFromGroupElement(element);
2016 InitField(x, y, init_game);
2023 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2026 static void InitField_WithBug1(int x, int y, boolean init_game)
2028 InitField(x, y, init_game);
2030 // not needed to call InitMovDir() -- already done by InitField()!
2031 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2032 CAN_MOVE(Feld[x][y]))
2036 static void InitField_WithBug2(int x, int y, boolean init_game)
2038 int old_element = Feld[x][y];
2040 InitField(x, y, init_game);
2042 // not needed to call InitMovDir() -- already done by InitField()!
2043 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2044 CAN_MOVE(old_element) &&
2045 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2048 /* this case is in fact a combination of not less than three bugs:
2049 first, it calls InitMovDir() for elements that can move, although this is
2050 already done by InitField(); then, it checks the element that was at this
2051 field _before_ the call to InitField() (which can change it); lastly, it
2052 was not called for "mole with direction" elements, which were treated as
2053 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2057 static int get_key_element_from_nr(int key_nr)
2059 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2060 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2061 EL_EM_KEY_1 : EL_KEY_1);
2063 return key_base_element + key_nr;
2066 static int get_next_dropped_element(struct PlayerInfo *player)
2068 return (player->inventory_size > 0 ?
2069 player->inventory_element[player->inventory_size - 1] :
2070 player->inventory_infinite_element != EL_UNDEFINED ?
2071 player->inventory_infinite_element :
2072 player->dynabombs_left > 0 ?
2073 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2077 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2079 // pos >= 0: get element from bottom of the stack;
2080 // pos < 0: get element from top of the stack
2084 int min_inventory_size = -pos;
2085 int inventory_pos = player->inventory_size - min_inventory_size;
2086 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2088 return (player->inventory_size >= min_inventory_size ?
2089 player->inventory_element[inventory_pos] :
2090 player->inventory_infinite_element != EL_UNDEFINED ?
2091 player->inventory_infinite_element :
2092 player->dynabombs_left >= min_dynabombs_left ?
2093 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2098 int min_dynabombs_left = pos + 1;
2099 int min_inventory_size = pos + 1 - player->dynabombs_left;
2100 int inventory_pos = pos - player->dynabombs_left;
2102 return (player->inventory_infinite_element != EL_UNDEFINED ?
2103 player->inventory_infinite_element :
2104 player->dynabombs_left >= min_dynabombs_left ?
2105 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2106 player->inventory_size >= min_inventory_size ?
2107 player->inventory_element[inventory_pos] :
2112 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2114 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2115 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2118 if (gpo1->sort_priority != gpo2->sort_priority)
2119 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2121 compare_result = gpo1->nr - gpo2->nr;
2123 return compare_result;
2126 int getPlayerInventorySize(int player_nr)
2128 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2129 return game_em.ply[player_nr]->dynamite;
2130 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2131 return game_sp.red_disk_count;
2133 return stored_player[player_nr].inventory_size;
2136 static void InitGameControlValues(void)
2140 for (i = 0; game_panel_controls[i].nr != -1; i++)
2142 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2143 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2144 struct TextPosInfo *pos = gpc->pos;
2146 int type = gpc->type;
2150 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2151 Error(ERR_EXIT, "this should not happen -- please debug");
2154 // force update of game controls after initialization
2155 gpc->value = gpc->last_value = -1;
2156 gpc->frame = gpc->last_frame = -1;
2157 gpc->gfx_frame = -1;
2159 // determine panel value width for later calculation of alignment
2160 if (type == TYPE_INTEGER || type == TYPE_STRING)
2162 pos->width = pos->size * getFontWidth(pos->font);
2163 pos->height = getFontHeight(pos->font);
2165 else if (type == TYPE_ELEMENT)
2167 pos->width = pos->size;
2168 pos->height = pos->size;
2171 // fill structure for game panel draw order
2173 gpo->sort_priority = pos->sort_priority;
2176 // sort game panel controls according to sort_priority and control number
2177 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2178 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2181 static void UpdatePlayfieldElementCount(void)
2183 boolean use_element_count = FALSE;
2186 // first check if it is needed at all to calculate playfield element count
2187 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2188 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2189 use_element_count = TRUE;
2191 if (!use_element_count)
2194 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2195 element_info[i].element_count = 0;
2197 SCAN_PLAYFIELD(x, y)
2199 element_info[Feld[x][y]].element_count++;
2202 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2203 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2204 if (IS_IN_GROUP(j, i))
2205 element_info[EL_GROUP_START + i].element_count +=
2206 element_info[j].element_count;
2209 static void UpdateGameControlValues(void)
2212 int time = (game.LevelSolved ?
2213 game.LevelSolved_CountingTime :
2214 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2216 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2217 game_sp.time_played :
2218 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2219 game_mm.energy_left :
2220 game.no_time_limit ? TimePlayed : TimeLeft);
2221 int score = (game.LevelSolved ?
2222 game.LevelSolved_CountingScore :
2223 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2224 game_em.lev->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2227 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2230 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2231 game_em.lev->gems_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2233 game_sp.infotrons_still_needed :
2234 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2235 game_mm.kettles_still_needed :
2236 game.gems_still_needed);
2237 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2238 game_em.lev->gems_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2240 game_sp.infotrons_still_needed > 0 :
2241 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2242 game_mm.kettles_still_needed > 0 ||
2243 game_mm.lights_still_needed > 0 :
2244 game.gems_still_needed > 0 ||
2245 game.sokoban_fields_still_needed > 0 ||
2246 game.sokoban_objects_still_needed > 0 ||
2247 game.lights_still_needed > 0);
2248 int health = (game.LevelSolved ?
2249 game.LevelSolved_CountingHealth :
2250 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2251 MM_HEALTH(game_mm.laser_overload_value) :
2254 UpdatePlayfieldElementCount();
2256 // update game panel control values
2258 // used instead of "level_nr" (for network games)
2259 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2260 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2262 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2263 for (i = 0; i < MAX_NUM_KEYS; i++)
2264 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2265 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2266 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2268 if (game.centered_player_nr == -1)
2270 for (i = 0; i < MAX_PLAYERS; i++)
2272 // only one player in Supaplex game engine
2273 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2276 for (k = 0; k < MAX_NUM_KEYS; k++)
2278 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2280 if (game_em.ply[i]->keys & (1 << k))
2281 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2282 get_key_element_from_nr(k);
2284 else if (stored_player[i].key[k])
2285 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2286 get_key_element_from_nr(k);
2289 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2290 getPlayerInventorySize(i);
2292 if (stored_player[i].num_white_keys > 0)
2293 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2296 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2297 stored_player[i].num_white_keys;
2302 int player_nr = game.centered_player_nr;
2304 for (k = 0; k < MAX_NUM_KEYS; k++)
2306 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2308 if (game_em.ply[player_nr]->keys & (1 << k))
2309 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2310 get_key_element_from_nr(k);
2312 else if (stored_player[player_nr].key[k])
2313 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2314 get_key_element_from_nr(k);
2317 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2318 getPlayerInventorySize(player_nr);
2320 if (stored_player[player_nr].num_white_keys > 0)
2321 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2323 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2324 stored_player[player_nr].num_white_keys;
2327 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2329 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, i);
2331 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2332 get_inventory_element_from_pos(local_player, -i - 1);
2335 game_panel_controls[GAME_PANEL_SCORE].value = score;
2336 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2338 game_panel_controls[GAME_PANEL_TIME].value = time;
2340 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2341 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2342 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2344 if (level.time == 0)
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2347 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2349 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2350 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2352 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2354 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2355 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2357 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2358 local_player->shield_normal_time_left;
2359 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2360 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2362 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2363 local_player->shield_deadly_time_left;
2365 game_panel_controls[GAME_PANEL_EXIT].value =
2366 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2369 (game.ball_active ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2370 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2371 (game.ball_active ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2372 EL_EMC_MAGIC_BALL_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2375 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2376 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2377 game.light_time_left;
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2380 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2381 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2382 game.timegate_time_left;
2384 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2385 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2387 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2388 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2389 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2390 game.lenses_time_left;
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2393 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2394 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2395 game.magnify_time_left;
2397 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2398 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2399 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2400 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2401 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2402 EL_BALLOON_SWITCH_NONE);
2404 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2405 local_player->dynabomb_count;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2407 local_player->dynabomb_size;
2408 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2409 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2411 game_panel_controls[GAME_PANEL_PENGUINS].value =
2412 game.friends_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2415 game.sokoban_objects_still_needed;
2416 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2417 game.sokoban_fields_still_needed;
2419 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2420 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2422 for (i = 0; i < NUM_BELTS; i++)
2424 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2425 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2426 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2427 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2428 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2432 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2433 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2434 game.magic_wall_time_left;
2436 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2437 local_player->gravity;
2439 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2440 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2442 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2443 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2444 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2445 game.panel.element[i].id : EL_UNDEFINED);
2447 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2448 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2449 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2450 element_info[game.panel.element_count[i].id].element_count : 0);
2452 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2453 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2454 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2455 element_info[game.panel.ce_score[i].id].collect_score : 0);
2457 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2458 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2459 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2460 element_info[game.panel.ce_score_element[i].id].collect_score :
2463 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2464 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2465 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2467 // update game panel control frames
2469 for (i = 0; game_panel_controls[i].nr != -1; i++)
2471 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2473 if (gpc->type == TYPE_ELEMENT)
2475 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2477 int last_anim_random_frame = gfx.anim_random_frame;
2478 int element = gpc->value;
2479 int graphic = el2panelimg(element);
2481 if (gpc->value != gpc->last_value)
2484 gpc->gfx_random = INIT_GFX_RANDOM();
2490 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2491 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2492 gpc->gfx_random = INIT_GFX_RANDOM();
2495 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2496 gfx.anim_random_frame = gpc->gfx_random;
2498 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2499 gpc->gfx_frame = element_info[element].collect_score;
2501 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2504 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2505 gfx.anim_random_frame = last_anim_random_frame;
2508 else if (gpc->type == TYPE_GRAPHIC)
2510 if (gpc->graphic != IMG_UNDEFINED)
2512 int last_anim_random_frame = gfx.anim_random_frame;
2513 int graphic = gpc->graphic;
2515 if (gpc->value != gpc->last_value)
2518 gpc->gfx_random = INIT_GFX_RANDOM();
2524 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2525 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2526 gpc->gfx_random = INIT_GFX_RANDOM();
2529 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2530 gfx.anim_random_frame = gpc->gfx_random;
2532 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2534 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2535 gfx.anim_random_frame = last_anim_random_frame;
2541 static void DisplayGameControlValues(void)
2543 boolean redraw_panel = FALSE;
2546 for (i = 0; game_panel_controls[i].nr != -1; i++)
2548 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2550 if (PANEL_DEACTIVATED(gpc->pos))
2553 if (gpc->value == gpc->last_value &&
2554 gpc->frame == gpc->last_frame)
2557 redraw_panel = TRUE;
2563 // copy default game door content to main double buffer
2565 // !!! CHECK AGAIN !!!
2566 SetPanelBackground();
2567 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2568 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2570 // redraw game control buttons
2571 RedrawGameButtons();
2573 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2575 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2577 int nr = game_panel_order[i].nr;
2578 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2579 struct TextPosInfo *pos = gpc->pos;
2580 int type = gpc->type;
2581 int value = gpc->value;
2582 int frame = gpc->frame;
2583 int size = pos->size;
2584 int font = pos->font;
2585 boolean draw_masked = pos->draw_masked;
2586 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2588 if (PANEL_DEACTIVATED(pos))
2591 gpc->last_value = value;
2592 gpc->last_frame = frame;
2594 if (type == TYPE_INTEGER)
2596 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2597 nr == GAME_PANEL_TIME)
2599 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2601 if (use_dynamic_size) // use dynamic number of digits
2603 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2604 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2605 int size2 = size1 + 1;
2606 int font1 = pos->font;
2607 int font2 = pos->font_alt;
2609 size = (value < value_change ? size1 : size2);
2610 font = (value < value_change ? font1 : font2);
2614 // correct text size if "digits" is zero or less
2616 size = strlen(int2str(value, size));
2618 // dynamically correct text alignment
2619 pos->width = size * getFontWidth(font);
2621 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2622 int2str(value, size), font, mask_mode);
2624 else if (type == TYPE_ELEMENT)
2626 int element, graphic;
2630 int dst_x = PANEL_XPOS(pos);
2631 int dst_y = PANEL_YPOS(pos);
2633 if (value != EL_UNDEFINED && value != EL_EMPTY)
2636 graphic = el2panelimg(value);
2638 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2640 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2643 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2646 width = graphic_info[graphic].width * size / TILESIZE;
2647 height = graphic_info[graphic].height * size / TILESIZE;
2650 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2653 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2657 else if (type == TYPE_GRAPHIC)
2659 int graphic = gpc->graphic;
2660 int graphic_active = gpc->graphic_active;
2664 int dst_x = PANEL_XPOS(pos);
2665 int dst_y = PANEL_YPOS(pos);
2666 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2667 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2669 if (graphic != IMG_UNDEFINED && !skip)
2671 if (pos->style == STYLE_REVERSE)
2672 value = 100 - value;
2674 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2676 if (pos->direction & MV_HORIZONTAL)
2678 width = graphic_info[graphic_active].width * value / 100;
2679 height = graphic_info[graphic_active].height;
2681 if (pos->direction == MV_LEFT)
2683 src_x += graphic_info[graphic_active].width - width;
2684 dst_x += graphic_info[graphic_active].width - width;
2689 width = graphic_info[graphic_active].width;
2690 height = graphic_info[graphic_active].height * value / 100;
2692 if (pos->direction == MV_UP)
2694 src_y += graphic_info[graphic_active].height - height;
2695 dst_y += graphic_info[graphic_active].height - height;
2700 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2703 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2706 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2708 if (pos->direction & MV_HORIZONTAL)
2710 if (pos->direction == MV_RIGHT)
2717 dst_x = PANEL_XPOS(pos);
2720 width = graphic_info[graphic].width - width;
2724 if (pos->direction == MV_DOWN)
2731 dst_y = PANEL_YPOS(pos);
2734 height = graphic_info[graphic].height - height;
2738 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2741 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2745 else if (type == TYPE_STRING)
2747 boolean active = (value != 0);
2748 char *state_normal = "off";
2749 char *state_active = "on";
2750 char *state = (active ? state_active : state_normal);
2751 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2752 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2753 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2754 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2756 if (nr == GAME_PANEL_GRAVITY_STATE)
2758 int font1 = pos->font; // (used for normal state)
2759 int font2 = pos->font_alt; // (used for active state)
2761 font = (active ? font2 : font1);
2770 // don't truncate output if "chars" is zero or less
2773 // dynamically correct text alignment
2774 pos->width = size * getFontWidth(font);
2777 s_cut = getStringCopyN(s, size);
2779 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2780 s_cut, font, mask_mode);
2786 redraw_mask |= REDRAW_DOOR_1;
2789 SetGameStatus(GAME_MODE_PLAYING);
2792 void UpdateAndDisplayGameControlValues(void)
2794 if (tape.deactivate_display)
2797 UpdateGameControlValues();
2798 DisplayGameControlValues();
2802 static void UpdateGameDoorValues(void)
2804 UpdateGameControlValues();
2808 void DrawGameDoorValues(void)
2810 DisplayGameControlValues();
2814 // ============================================================================
2816 // ----------------------------------------------------------------------------
2817 // initialize game engine due to level / tape version number
2818 // ============================================================================
2820 static void InitGameEngine(void)
2822 int i, j, k, l, x, y;
2824 // set game engine from tape file when re-playing, else from level file
2825 game.engine_version = (tape.playing ? tape.engine_version :
2826 level.game_version);
2828 // set single or multi-player game mode (needed for re-playing tapes)
2829 game.team_mode = setup.team_mode;
2833 int num_players = 0;
2835 for (i = 0; i < MAX_PLAYERS; i++)
2836 if (tape.player_participates[i])
2839 // multi-player tapes contain input data for more than one player
2840 game.team_mode = (num_players > 1);
2843 // --------------------------------------------------------------------------
2844 // set flags for bugs and changes according to active game engine version
2845 // --------------------------------------------------------------------------
2848 Summary of bugfix/change:
2849 Fixed handling for custom elements that change when pushed by the player.
2851 Fixed/changed in version:
2855 Before 3.1.0, custom elements that "change when pushing" changed directly
2856 after the player started pushing them (until then handled in "DigField()").
2857 Since 3.1.0, these custom elements are not changed until the "pushing"
2858 move of the element is finished (now handled in "ContinueMoving()").
2860 Affected levels/tapes:
2861 The first condition is generally needed for all levels/tapes before version
2862 3.1.0, which might use the old behaviour before it was changed; known tapes
2863 that are affected are some tapes from the level set "Walpurgis Gardens" by
2865 The second condition is an exception from the above case and is needed for
2866 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2867 above (including some development versions of 3.1.0), but before it was
2868 known that this change would break tapes like the above and was fixed in
2869 3.1.1, so that the changed behaviour was active although the engine version
2870 while recording maybe was before 3.1.0. There is at least one tape that is
2871 affected by this exception, which is the tape for the one-level set "Bug
2872 Machine" by Juergen Bonhagen.
2875 game.use_change_when_pushing_bug =
2876 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2878 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2879 tape.game_version < VERSION_IDENT(3,1,1,0)));
2882 Summary of bugfix/change:
2883 Fixed handling for blocking the field the player leaves when moving.
2885 Fixed/changed in version:
2889 Before 3.1.1, when "block last field when moving" was enabled, the field
2890 the player is leaving when moving was blocked for the time of the move,
2891 and was directly unblocked afterwards. This resulted in the last field
2892 being blocked for exactly one less than the number of frames of one player
2893 move. Additionally, even when blocking was disabled, the last field was
2894 blocked for exactly one frame.
2895 Since 3.1.1, due to changes in player movement handling, the last field
2896 is not blocked at all when blocking is disabled. When blocking is enabled,
2897 the last field is blocked for exactly the number of frames of one player
2898 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2899 last field is blocked for exactly one more than the number of frames of
2902 Affected levels/tapes:
2903 (!!! yet to be determined -- probably many !!!)
2906 game.use_block_last_field_bug =
2907 (game.engine_version < VERSION_IDENT(3,1,1,0));
2909 /* various special flags and settings for native Emerald Mine game engine */
2911 game_em.use_single_button =
2912 (game.engine_version > VERSION_IDENT(4,0,0,2));
2914 game_em.use_snap_key_bug =
2915 (game.engine_version < VERSION_IDENT(4,0,1,0));
2917 game_em.use_old_explosions =
2918 (game.engine_version < VERSION_IDENT(4,1,4,2));
2920 // --------------------------------------------------------------------------
2922 // set maximal allowed number of custom element changes per game frame
2923 game.max_num_changes_per_frame = 1;
2925 // default scan direction: scan playfield from top/left to bottom/right
2926 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2928 // dynamically adjust element properties according to game engine version
2929 InitElementPropertiesEngine(game.engine_version);
2932 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2933 printf(" tape version == %06d [%s] [file: %06d]\n",
2934 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2936 printf(" => game.engine_version == %06d\n", game.engine_version);
2939 // ---------- initialize player's initial move delay ------------------------
2941 // dynamically adjust player properties according to level information
2942 for (i = 0; i < MAX_PLAYERS; i++)
2943 game.initial_move_delay_value[i] =
2944 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2946 // dynamically adjust player properties according to game engine version
2947 for (i = 0; i < MAX_PLAYERS; i++)
2948 game.initial_move_delay[i] =
2949 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2950 game.initial_move_delay_value[i] : 0);
2952 // ---------- initialize player's initial push delay ------------------------
2954 // dynamically adjust player properties according to game engine version
2955 game.initial_push_delay_value =
2956 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2958 // ---------- initialize changing elements ----------------------------------
2960 // initialize changing elements information
2961 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2963 struct ElementInfo *ei = &element_info[i];
2965 // this pointer might have been changed in the level editor
2966 ei->change = &ei->change_page[0];
2968 if (!IS_CUSTOM_ELEMENT(i))
2970 ei->change->target_element = EL_EMPTY_SPACE;
2971 ei->change->delay_fixed = 0;
2972 ei->change->delay_random = 0;
2973 ei->change->delay_frames = 1;
2976 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2978 ei->has_change_event[j] = FALSE;
2980 ei->event_page_nr[j] = 0;
2981 ei->event_page[j] = &ei->change_page[0];
2985 // add changing elements from pre-defined list
2986 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2988 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2989 struct ElementInfo *ei = &element_info[ch_delay->element];
2991 ei->change->target_element = ch_delay->target_element;
2992 ei->change->delay_fixed = ch_delay->change_delay;
2994 ei->change->pre_change_function = ch_delay->pre_change_function;
2995 ei->change->change_function = ch_delay->change_function;
2996 ei->change->post_change_function = ch_delay->post_change_function;
2998 ei->change->can_change = TRUE;
2999 ei->change->can_change_or_has_action = TRUE;
3001 ei->has_change_event[CE_DELAY] = TRUE;
3003 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
3004 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3007 // ---------- initialize internal run-time variables ------------------------
3009 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3011 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3013 for (j = 0; j < ei->num_change_pages; j++)
3015 ei->change_page[j].can_change_or_has_action =
3016 (ei->change_page[j].can_change |
3017 ei->change_page[j].has_action);
3021 // add change events from custom element configuration
3022 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3024 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3026 for (j = 0; j < ei->num_change_pages; j++)
3028 if (!ei->change_page[j].can_change_or_has_action)
3031 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3033 // only add event page for the first page found with this event
3034 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3036 ei->has_change_event[k] = TRUE;
3038 ei->event_page_nr[k] = j;
3039 ei->event_page[k] = &ei->change_page[j];
3045 // ---------- initialize reference elements in change conditions ------------
3047 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3049 int element = EL_CUSTOM_START + i;
3050 struct ElementInfo *ei = &element_info[element];
3052 for (j = 0; j < ei->num_change_pages; j++)
3054 int trigger_element = ei->change_page[j].initial_trigger_element;
3056 if (trigger_element >= EL_PREV_CE_8 &&
3057 trigger_element <= EL_NEXT_CE_8)
3058 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3060 ei->change_page[j].trigger_element = trigger_element;
3064 // ---------- initialize run-time trigger player and element ----------------
3066 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3068 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3070 for (j = 0; j < ei->num_change_pages; j++)
3072 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3073 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3074 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3075 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3076 ei->change_page[j].actual_trigger_ce_value = 0;
3077 ei->change_page[j].actual_trigger_ce_score = 0;
3081 // ---------- initialize trigger events -------------------------------------
3083 // initialize trigger events information
3084 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3085 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3086 trigger_events[i][j] = FALSE;
3088 // add trigger events from element change event properties
3089 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3091 struct ElementInfo *ei = &element_info[i];
3093 for (j = 0; j < ei->num_change_pages; j++)
3095 if (!ei->change_page[j].can_change_or_has_action)
3098 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3100 int trigger_element = ei->change_page[j].trigger_element;
3102 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3104 if (ei->change_page[j].has_event[k])
3106 if (IS_GROUP_ELEMENT(trigger_element))
3108 struct ElementGroupInfo *group =
3109 element_info[trigger_element].group;
3111 for (l = 0; l < group->num_elements_resolved; l++)
3112 trigger_events[group->element_resolved[l]][k] = TRUE;
3114 else if (trigger_element == EL_ANY_ELEMENT)
3115 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3116 trigger_events[l][k] = TRUE;
3118 trigger_events[trigger_element][k] = TRUE;
3125 // ---------- initialize push delay -----------------------------------------
3127 // initialize push delay values to default
3128 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3130 if (!IS_CUSTOM_ELEMENT(i))
3132 // set default push delay values (corrected since version 3.0.7-1)
3133 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3135 element_info[i].push_delay_fixed = 2;
3136 element_info[i].push_delay_random = 8;
3140 element_info[i].push_delay_fixed = 8;
3141 element_info[i].push_delay_random = 8;
3146 // set push delay value for certain elements from pre-defined list
3147 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3149 int e = push_delay_list[i].element;
3151 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3152 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3155 // set push delay value for Supaplex elements for newer engine versions
3156 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3158 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3160 if (IS_SP_ELEMENT(i))
3162 // set SP push delay to just enough to push under a falling zonk
3163 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3165 element_info[i].push_delay_fixed = delay;
3166 element_info[i].push_delay_random = 0;
3171 // ---------- initialize move stepsize --------------------------------------
3173 // initialize move stepsize values to default
3174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175 if (!IS_CUSTOM_ELEMENT(i))
3176 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3178 // set move stepsize value for certain elements from pre-defined list
3179 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3181 int e = move_stepsize_list[i].element;
3183 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3186 // ---------- initialize collect score --------------------------------------
3188 // initialize collect score values for custom elements from initial value
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_score = element_info[i].collect_score_initial;
3193 // ---------- initialize collect count --------------------------------------
3195 // initialize collect count values for non-custom elements
3196 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3197 if (!IS_CUSTOM_ELEMENT(i))
3198 element_info[i].collect_count_initial = 0;
3200 // add collect count values for all elements from pre-defined list
3201 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3202 element_info[collect_count_list[i].element].collect_count_initial =
3203 collect_count_list[i].count;
3205 // ---------- initialize access direction -----------------------------------
3207 // initialize access direction values to default (access from every side)
3208 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3209 if (!IS_CUSTOM_ELEMENT(i))
3210 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3212 // set access direction value for certain elements from pre-defined list
3213 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3214 element_info[access_direction_list[i].element].access_direction =
3215 access_direction_list[i].direction;
3217 // ---------- initialize explosion content ----------------------------------
3218 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3220 if (IS_CUSTOM_ELEMENT(i))
3223 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3225 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3227 element_info[i].content.e[x][y] =
3228 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3229 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3230 i == EL_PLAYER_3 ? EL_EMERALD :
3231 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3232 i == EL_MOLE ? EL_EMERALD_RED :
3233 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3234 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3235 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3236 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3237 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3238 i == EL_WALL_EMERALD ? EL_EMERALD :
3239 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3240 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3241 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3242 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3243 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3244 i == EL_WALL_PEARL ? EL_PEARL :
3245 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3250 // ---------- initialize recursion detection --------------------------------
3251 recursion_loop_depth = 0;
3252 recursion_loop_detected = FALSE;
3253 recursion_loop_element = EL_UNDEFINED;
3255 // ---------- initialize graphics engine ------------------------------------
3256 game.scroll_delay_value =
3257 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3258 level.game_engine_type == GAME_ENGINE_TYPE_EM &&
3259 !setup.forced_scroll_delay ? 0 :
3260 setup.scroll_delay ? setup.scroll_delay_value : 0);
3261 game.scroll_delay_value =
3262 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3264 // ---------- initialize game engine snapshots ------------------------------
3265 for (i = 0; i < MAX_PLAYERS; i++)
3266 game.snapshot.last_action[i] = 0;
3267 game.snapshot.changed_action = FALSE;
3268 game.snapshot.collected_item = FALSE;
3269 game.snapshot.mode =
3270 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3271 SNAPSHOT_MODE_EVERY_STEP :
3272 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3273 SNAPSHOT_MODE_EVERY_MOVE :
3274 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3275 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3276 game.snapshot.save_snapshot = FALSE;
3278 // ---------- initialize level time for Supaplex engine ---------------------
3279 // Supaplex levels with time limit currently unsupported -- should be added
3280 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3284 static int get_num_special_action(int element, int action_first,
3287 int num_special_action = 0;
3290 for (i = action_first; i <= action_last; i++)
3292 boolean found = FALSE;
3294 for (j = 0; j < NUM_DIRECTIONS; j++)
3295 if (el_act_dir2img(element, i, j) !=
3296 el_act_dir2img(element, ACTION_DEFAULT, j))
3300 num_special_action++;
3305 return num_special_action;
3309 // ============================================================================
3311 // ----------------------------------------------------------------------------
3312 // initialize and start new game
3313 // ============================================================================
3315 #if DEBUG_INIT_PLAYER
3316 static void DebugPrintPlayerStatus(char *message)
3323 printf("%s:\n", message);
3325 for (i = 0; i < MAX_PLAYERS; i++)
3327 struct PlayerInfo *player = &stored_player[i];
3329 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3333 player->connected_locally,
3334 player->connected_network,
3337 if (local_player == player)
3338 printf(" (local player)");
3347 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3348 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3349 int fade_mask = REDRAW_FIELD;
3351 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3352 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3353 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3354 int initial_move_dir = MV_DOWN;
3357 // required here to update video display before fading (FIX THIS)
3358 DrawMaskedBorder(REDRAW_DOOR_2);
3360 if (!game.restart_level)
3361 CloseDoor(DOOR_CLOSE_1);
3363 SetGameStatus(GAME_MODE_PLAYING);
3365 if (level_editor_test_game)
3366 FadeSkipNextFadeOut();
3368 FadeSetEnterScreen();
3371 fade_mask = REDRAW_ALL;
3373 FadeLevelSoundsAndMusic();
3375 ExpireSoundLoops(TRUE);
3379 if (level_editor_test_game)
3380 FadeSkipNextFadeIn();
3382 // needed if different viewport properties defined for playing
3383 ChangeViewportPropertiesIfNeeded();
3387 DrawCompleteVideoDisplay();
3389 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3392 InitGameControlValues();
3394 // don't play tapes over network
3395 network_playing = (network.enabled && !tape.playing);
3397 for (i = 0; i < MAX_PLAYERS; i++)
3399 struct PlayerInfo *player = &stored_player[i];
3401 player->index_nr = i;
3402 player->index_bit = (1 << i);
3403 player->element_nr = EL_PLAYER_1 + i;
3405 player->present = FALSE;
3406 player->active = FALSE;
3407 player->mapped = FALSE;
3409 player->killed = FALSE;
3410 player->reanimated = FALSE;
3411 player->buried = FALSE;
3414 player->effective_action = 0;
3415 player->programmed_action = 0;
3416 player->snap_action = 0;
3418 player->mouse_action.lx = 0;
3419 player->mouse_action.ly = 0;
3420 player->mouse_action.button = 0;
3421 player->mouse_action.button_hint = 0;
3423 player->effective_mouse_action.lx = 0;
3424 player->effective_mouse_action.ly = 0;
3425 player->effective_mouse_action.button = 0;
3426 player->effective_mouse_action.button_hint = 0;
3428 for (j = 0; j < MAX_NUM_KEYS; j++)
3429 player->key[j] = FALSE;
3431 player->num_white_keys = 0;
3433 player->dynabomb_count = 0;
3434 player->dynabomb_size = 1;
3435 player->dynabombs_left = 0;
3436 player->dynabomb_xl = FALSE;
3438 player->MovDir = initial_move_dir;
3441 player->GfxDir = initial_move_dir;
3442 player->GfxAction = ACTION_DEFAULT;
3444 player->StepFrame = 0;
3446 player->initial_element = player->element_nr;
3447 player->artwork_element =
3448 (level.use_artwork_element[i] ? level.artwork_element[i] :
3449 player->element_nr);
3450 player->use_murphy = FALSE;
3452 player->block_last_field = FALSE; // initialized in InitPlayerField()
3453 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3455 player->gravity = level.initial_player_gravity[i];
3457 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3459 player->actual_frame_counter = 0;
3461 player->step_counter = 0;
3463 player->last_move_dir = initial_move_dir;
3465 player->is_active = FALSE;
3467 player->is_waiting = FALSE;
3468 player->is_moving = FALSE;
3469 player->is_auto_moving = FALSE;
3470 player->is_digging = FALSE;
3471 player->is_snapping = FALSE;
3472 player->is_collecting = FALSE;
3473 player->is_pushing = FALSE;
3474 player->is_switching = FALSE;
3475 player->is_dropping = FALSE;
3476 player->is_dropping_pressed = FALSE;
3478 player->is_bored = FALSE;
3479 player->is_sleeping = FALSE;
3481 player->was_waiting = TRUE;
3482 player->was_moving = FALSE;
3483 player->was_snapping = FALSE;
3484 player->was_dropping = FALSE;
3486 player->force_dropping = FALSE;
3488 player->frame_counter_bored = -1;
3489 player->frame_counter_sleeping = -1;
3491 player->anim_delay_counter = 0;
3492 player->post_delay_counter = 0;
3494 player->dir_waiting = initial_move_dir;
3495 player->action_waiting = ACTION_DEFAULT;
3496 player->last_action_waiting = ACTION_DEFAULT;
3497 player->special_action_bored = ACTION_DEFAULT;
3498 player->special_action_sleeping = ACTION_DEFAULT;
3500 player->switch_x = -1;
3501 player->switch_y = -1;
3503 player->drop_x = -1;
3504 player->drop_y = -1;
3506 player->show_envelope = 0;
3508 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3510 player->push_delay = -1; // initialized when pushing starts
3511 player->push_delay_value = game.initial_push_delay_value;
3513 player->drop_delay = 0;
3514 player->drop_pressed_delay = 0;
3516 player->last_jx = -1;
3517 player->last_jy = -1;
3521 player->shield_normal_time_left = 0;
3522 player->shield_deadly_time_left = 0;
3524 player->inventory_infinite_element = EL_UNDEFINED;
3525 player->inventory_size = 0;
3527 if (level.use_initial_inventory[i])
3529 for (j = 0; j < level.initial_inventory_size[i]; j++)
3531 int element = level.initial_inventory_content[i][j];
3532 int collect_count = element_info[element].collect_count_initial;
3535 if (!IS_CUSTOM_ELEMENT(element))
3538 if (collect_count == 0)
3539 player->inventory_infinite_element = element;
3541 for (k = 0; k < collect_count; k++)
3542 if (player->inventory_size < MAX_INVENTORY_SIZE)
3543 player->inventory_element[player->inventory_size++] = element;
3547 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3548 SnapField(player, 0, 0);
3550 map_player_action[i] = i;
3553 network_player_action_received = FALSE;
3555 // initial null action
3556 if (network_playing)
3557 SendToServer_MovePlayer(MV_NONE);
3562 TimeLeft = level.time;
3565 ScreenMovDir = MV_NONE;
3569 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3571 game.robot_wheel_x = -1;
3572 game.robot_wheel_y = -1;
3577 game.all_players_gone = FALSE;
3579 game.LevelSolved = FALSE;
3580 game.GameOver = FALSE;
3582 game.GamePlayed = !tape.playing;
3584 game.LevelSolved_GameWon = FALSE;
3585 game.LevelSolved_GameEnd = FALSE;
3586 game.LevelSolved_SaveTape = FALSE;
3587 game.LevelSolved_SaveScore = FALSE;
3589 game.LevelSolved_CountingTime = 0;
3590 game.LevelSolved_CountingScore = 0;
3591 game.LevelSolved_CountingHealth = 0;
3593 game.panel.active = TRUE;
3595 game.no_time_limit = (level.time == 0);
3597 game.yamyam_content_nr = 0;
3598 game.robot_wheel_active = FALSE;
3599 game.magic_wall_active = FALSE;
3600 game.magic_wall_time_left = 0;
3601 game.light_time_left = 0;
3602 game.timegate_time_left = 0;
3603 game.switchgate_pos = 0;
3604 game.wind_direction = level.wind_direction_initial;
3607 game.score_final = 0;
3609 game.health = MAX_HEALTH;
3610 game.health_final = MAX_HEALTH;
3612 game.gems_still_needed = level.gems_needed;
3613 game.sokoban_fields_still_needed = 0;
3614 game.sokoban_objects_still_needed = 0;
3615 game.lights_still_needed = 0;
3616 game.players_still_needed = 0;
3617 game.friends_still_needed = 0;
3619 game.lenses_time_left = 0;
3620 game.magnify_time_left = 0;
3622 game.ball_active = level.ball_active_initial;
3623 game.ball_content_nr = 0;
3625 game.explosions_delayed = TRUE;
3627 game.envelope_active = FALSE;
3629 for (i = 0; i < NUM_BELTS; i++)
3631 game.belt_dir[i] = MV_NONE;
3632 game.belt_dir_nr[i] = 3; // not moving, next moving left
3635 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3636 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3638 #if DEBUG_INIT_PLAYER
3639 DebugPrintPlayerStatus("Player status at level initialization");
3642 SCAN_PLAYFIELD(x, y)
3644 Feld[x][y] = Last[x][y] = level.field[x][y];
3645 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3646 ChangeDelay[x][y] = 0;
3647 ChangePage[x][y] = -1;
3648 CustomValue[x][y] = 0; // initialized in InitField()
3649 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3651 WasJustMoving[x][y] = 0;
3652 WasJustFalling[x][y] = 0;
3653 CheckCollision[x][y] = 0;
3654 CheckImpact[x][y] = 0;
3656 Pushed[x][y] = FALSE;
3658 ChangeCount[x][y] = 0;
3659 ChangeEvent[x][y] = -1;
3661 ExplodePhase[x][y] = 0;
3662 ExplodeDelay[x][y] = 0;
3663 ExplodeField[x][y] = EX_TYPE_NONE;
3665 RunnerVisit[x][y] = 0;
3666 PlayerVisit[x][y] = 0;
3669 GfxRandom[x][y] = INIT_GFX_RANDOM();
3670 GfxElement[x][y] = EL_UNDEFINED;
3671 GfxAction[x][y] = ACTION_DEFAULT;
3672 GfxDir[x][y] = MV_NONE;
3673 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3676 SCAN_PLAYFIELD(x, y)
3678 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3680 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3682 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3685 InitField(x, y, TRUE);
3687 ResetGfxAnimation(x, y);
3692 for (i = 0; i < MAX_PLAYERS; i++)
3694 struct PlayerInfo *player = &stored_player[i];
3696 // set number of special actions for bored and sleeping animation
3697 player->num_special_action_bored =
3698 get_num_special_action(player->artwork_element,
3699 ACTION_BORING_1, ACTION_BORING_LAST);
3700 player->num_special_action_sleeping =
3701 get_num_special_action(player->artwork_element,
3702 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3705 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3706 emulate_sb ? EMU_SOKOBAN :
3707 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3709 // initialize type of slippery elements
3710 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3712 if (!IS_CUSTOM_ELEMENT(i))
3714 // default: elements slip down either to the left or right randomly
3715 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3717 // SP style elements prefer to slip down on the left side
3718 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3719 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3721 // BD style elements prefer to slip down on the left side
3722 if (game.emulation == EMU_BOULDERDASH)
3723 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3727 // initialize explosion and ignition delay
3728 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3730 if (!IS_CUSTOM_ELEMENT(i))
3733 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3734 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3735 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3736 int last_phase = (num_phase + 1) * delay;
3737 int half_phase = (num_phase / 2) * delay;
3739 element_info[i].explosion_delay = last_phase - 1;
3740 element_info[i].ignition_delay = half_phase;
3742 if (i == EL_BLACK_ORB)
3743 element_info[i].ignition_delay = 1;
3747 // correct non-moving belts to start moving left
3748 for (i = 0; i < NUM_BELTS; i++)
3749 if (game.belt_dir[i] == MV_NONE)
3750 game.belt_dir_nr[i] = 3; // not moving, next moving left
3752 #if USE_NEW_PLAYER_ASSIGNMENTS
3753 // use preferred player also in local single-player mode
3754 if (!network.enabled && !game.team_mode)
3756 int new_index_nr = setup.network_player_nr;
3758 if (new_index_nr >= 0 && new_index_nr < MAX_PLAYERS)
3760 for (i = 0; i < MAX_PLAYERS; i++)
3761 stored_player[i].connected_locally = FALSE;
3763 stored_player[new_index_nr].connected_locally = TRUE;
3767 for (i = 0; i < MAX_PLAYERS; i++)
3769 stored_player[i].connected = FALSE;
3771 // in network game mode, the local player might not be the first player
3772 if (stored_player[i].connected_locally)
3773 local_player = &stored_player[i];
3776 if (!network.enabled)
3777 local_player->connected = TRUE;
3781 for (i = 0; i < MAX_PLAYERS; i++)
3782 stored_player[i].connected = tape.player_participates[i];
3784 else if (network.enabled)
3786 // add team mode players connected over the network (needed for correct
3787 // assignment of player figures from level to locally playing players)
3789 for (i = 0; i < MAX_PLAYERS; i++)
3790 if (stored_player[i].connected_network)
3791 stored_player[i].connected = TRUE;
3793 else if (game.team_mode)
3795 // try to guess locally connected team mode players (needed for correct
3796 // assignment of player figures from level to locally playing players)
3798 for (i = 0; i < MAX_PLAYERS; i++)
3799 if (setup.input[i].use_joystick ||
3800 setup.input[i].key.left != KSYM_UNDEFINED)
3801 stored_player[i].connected = TRUE;
3804 #if DEBUG_INIT_PLAYER
3805 DebugPrintPlayerStatus("Player status after level initialization");
3808 #if DEBUG_INIT_PLAYER
3810 printf("Reassigning players ...\n");
3813 // check if any connected player was not found in playfield
3814 for (i = 0; i < MAX_PLAYERS; i++)
3816 struct PlayerInfo *player = &stored_player[i];
3818 if (player->connected && !player->present)
3820 struct PlayerInfo *field_player = NULL;
3822 #if DEBUG_INIT_PLAYER
3824 printf("- looking for field player for player %d ...\n", i + 1);
3827 // assign first free player found that is present in the playfield
3829 // first try: look for unmapped playfield player that is not connected
3830 for (j = 0; j < MAX_PLAYERS; j++)
3831 if (field_player == NULL &&
3832 stored_player[j].present &&
3833 !stored_player[j].mapped &&
3834 !stored_player[j].connected)
3835 field_player = &stored_player[j];
3837 // second try: look for *any* unmapped playfield player
3838 for (j = 0; j < MAX_PLAYERS; j++)
3839 if (field_player == NULL &&
3840 stored_player[j].present &&
3841 !stored_player[j].mapped)
3842 field_player = &stored_player[j];
3844 if (field_player != NULL)
3846 int jx = field_player->jx, jy = field_player->jy;
3848 #if DEBUG_INIT_PLAYER
3850 printf("- found player %d\n", field_player->index_nr + 1);
3853 player->present = FALSE;
3854 player->active = FALSE;
3856 field_player->present = TRUE;
3857 field_player->active = TRUE;
3860 player->initial_element = field_player->initial_element;
3861 player->artwork_element = field_player->artwork_element;
3863 player->block_last_field = field_player->block_last_field;
3864 player->block_delay_adjustment = field_player->block_delay_adjustment;
3867 StorePlayer[jx][jy] = field_player->element_nr;
3869 field_player->jx = field_player->last_jx = jx;
3870 field_player->jy = field_player->last_jy = jy;
3872 if (local_player == player)
3873 local_player = field_player;
3875 map_player_action[field_player->index_nr] = i;
3877 field_player->mapped = TRUE;
3879 #if DEBUG_INIT_PLAYER
3881 printf("- map_player_action[%d] == %d\n",
3882 field_player->index_nr + 1, i + 1);
3887 if (player->connected && player->present)
3888 player->mapped = TRUE;
3891 #if DEBUG_INIT_PLAYER
3892 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3897 // check if any connected player was not found in playfield
3898 for (i = 0; i < MAX_PLAYERS; i++)
3900 struct PlayerInfo *player = &stored_player[i];
3902 if (player->connected && !player->present)
3904 for (j = 0; j < MAX_PLAYERS; j++)
3906 struct PlayerInfo *field_player = &stored_player[j];
3907 int jx = field_player->jx, jy = field_player->jy;
3909 // assign first free player found that is present in the playfield
3910 if (field_player->present && !field_player->connected)
3912 player->present = TRUE;
3913 player->active = TRUE;
3915 field_player->present = FALSE;
3916 field_player->active = FALSE;
3918 player->initial_element = field_player->initial_element;
3919 player->artwork_element = field_player->artwork_element;
3921 player->block_last_field = field_player->block_last_field;
3922 player->block_delay_adjustment = field_player->block_delay_adjustment;
3924 StorePlayer[jx][jy] = player->element_nr;
3926 player->jx = player->last_jx = jx;
3927 player->jy = player->last_jy = jy;
3937 printf("::: local_player->present == %d\n", local_player->present);
3940 // set focus to local player for network games, else to all players
3941 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3942 game.centered_player_nr_next = game.centered_player_nr;
3943 game.set_centered_player = FALSE;
3944 game.set_centered_player_wrap = FALSE;
3946 if (network_playing && tape.recording)
3948 // store client dependent player focus when recording network games
3949 tape.centered_player_nr_next = game.centered_player_nr_next;
3950 tape.set_centered_player = TRUE;
3955 // when playing a tape, eliminate all players who do not participate
3957 #if USE_NEW_PLAYER_ASSIGNMENTS
3959 if (!game.team_mode)
3961 for (i = 0; i < MAX_PLAYERS; i++)
3963 if (stored_player[i].active &&
3964 !tape.player_participates[map_player_action[i]])
3966 struct PlayerInfo *player = &stored_player[i];
3967 int jx = player->jx, jy = player->jy;
3969 #if DEBUG_INIT_PLAYER
3971 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3974 player->active = FALSE;
3975 StorePlayer[jx][jy] = 0;
3976 Feld[jx][jy] = EL_EMPTY;
3983 for (i = 0; i < MAX_PLAYERS; i++)
3985 if (stored_player[i].active &&
3986 !tape.player_participates[i])
3988 struct PlayerInfo *player = &stored_player[i];
3989 int jx = player->jx, jy = player->jy;
3991 player->active = FALSE;
3992 StorePlayer[jx][jy] = 0;
3993 Feld[jx][jy] = EL_EMPTY;
3998 else if (!network.enabled && !game.team_mode) // && !tape.playing
4000 // when in single player mode, eliminate all but the local player
4002 for (i = 0; i < MAX_PLAYERS; i++)
4004 struct PlayerInfo *player = &stored_player[i];
4006 if (player->active && player != local_player)
4008 int jx = player->jx, jy = player->jy;
4010 player->active = FALSE;
4011 player->present = FALSE;
4013 StorePlayer[jx][jy] = 0;
4014 Feld[jx][jy] = EL_EMPTY;
4019 for (i = 0; i < MAX_PLAYERS; i++)
4020 if (stored_player[i].active)
4021 game.players_still_needed++;
4023 if (level.solved_by_one_player)
4024 game.players_still_needed = 1;
4026 // when recording the game, store which players take part in the game
4029 #if USE_NEW_PLAYER_ASSIGNMENTS
4030 for (i = 0; i < MAX_PLAYERS; i++)
4031 if (stored_player[i].connected)
4032 tape.player_participates[i] = TRUE;
4034 for (i = 0; i < MAX_PLAYERS; i++)
4035 if (stored_player[i].active)
4036 tape.player_participates[i] = TRUE;
4040 #if DEBUG_INIT_PLAYER
4041 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4044 if (BorderElement == EL_EMPTY)
4047 SBX_Right = lev_fieldx - SCR_FIELDX;
4049 SBY_Lower = lev_fieldy - SCR_FIELDY;
4054 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4056 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4059 if (full_lev_fieldx <= SCR_FIELDX)
4060 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4061 if (full_lev_fieldy <= SCR_FIELDY)
4062 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4064 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4066 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4069 // if local player not found, look for custom element that might create
4070 // the player (make some assumptions about the right custom element)
4071 if (!local_player->present)
4073 int start_x = 0, start_y = 0;
4074 int found_rating = 0;
4075 int found_element = EL_UNDEFINED;
4076 int player_nr = local_player->index_nr;
4078 SCAN_PLAYFIELD(x, y)
4080 int element = Feld[x][y];
4085 if (level.use_start_element[player_nr] &&
4086 level.start_element[player_nr] == element &&
4093 found_element = element;
4096 if (!IS_CUSTOM_ELEMENT(element))
4099 if (CAN_CHANGE(element))
4101 for (i = 0; i < element_info[element].num_change_pages; i++)
4103 // check for player created from custom element as single target
4104 content = element_info[element].change_page[i].target_element;
4105 is_player = ELEM_IS_PLAYER(content);
4107 if (is_player && (found_rating < 3 ||
4108 (found_rating == 3 && element < found_element)))
4114 found_element = element;
4119 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4121 // check for player created from custom element as explosion content
4122 content = element_info[element].content.e[xx][yy];
4123 is_player = ELEM_IS_PLAYER(content);
4125 if (is_player && (found_rating < 2 ||
4126 (found_rating == 2 && element < found_element)))
4128 start_x = x + xx - 1;
4129 start_y = y + yy - 1;
4132 found_element = element;
4135 if (!CAN_CHANGE(element))
4138 for (i = 0; i < element_info[element].num_change_pages; i++)
4140 // check for player created from custom element as extended target
4142 element_info[element].change_page[i].target_content.e[xx][yy];
4144 is_player = ELEM_IS_PLAYER(content);
4146 if (is_player && (found_rating < 1 ||
4147 (found_rating == 1 && element < found_element)))
4149 start_x = x + xx - 1;
4150 start_y = y + yy - 1;
4153 found_element = element;
4159 scroll_x = SCROLL_POSITION_X(start_x);
4160 scroll_y = SCROLL_POSITION_Y(start_y);
4164 scroll_x = SCROLL_POSITION_X(local_player->jx);
4165 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4168 // !!! FIX THIS (START) !!!
4169 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4171 InitGameEngine_EM();
4173 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4175 InitGameEngine_SP();
4177 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4179 InitGameEngine_MM();
4183 DrawLevel(REDRAW_FIELD);
4186 // after drawing the level, correct some elements
4187 if (game.timegate_time_left == 0)
4188 CloseAllOpenTimegates();
4191 // blit playfield from scroll buffer to normal back buffer for fading in
4192 BlitScreenToBitmap(backbuffer);
4193 // !!! FIX THIS (END) !!!
4195 DrawMaskedBorder(fade_mask);
4200 // full screen redraw is required at this point in the following cases:
4201 // - special editor door undrawn when game was started from level editor
4202 // - drawing area (playfield) was changed and has to be removed completely
4203 redraw_mask = REDRAW_ALL;
4207 if (!game.restart_level)
4209 // copy default game door content to main double buffer
4211 // !!! CHECK AGAIN !!!
4212 SetPanelBackground();
4213 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4214 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4217 SetPanelBackground();
4218 SetDrawBackgroundMask(REDRAW_DOOR_1);
4220 UpdateAndDisplayGameControlValues();
4222 if (!game.restart_level)
4228 CreateGameButtons();
4233 // copy actual game door content to door double buffer for OpenDoor()
4234 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4236 OpenDoor(DOOR_OPEN_ALL);
4238 KeyboardAutoRepeatOffUnlessAutoplay();
4240 #if DEBUG_INIT_PLAYER
4241 DebugPrintPlayerStatus("Player status (final)");
4250 if (!game.restart_level && !tape.playing)
4252 LevelStats_incPlayed(level_nr);
4254 SaveLevelSetup_SeriesInfo();
4257 game.restart_level = FALSE;
4258 game.restart_game_message = NULL;
4259 game.request_active = FALSE;
4261 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4262 InitGameActions_MM();
4264 SaveEngineSnapshotToListInitial();
4266 if (!game.restart_level)
4268 PlaySound(SND_GAME_STARTING);
4270 if (setup.sound_music)
4275 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4276 int actual_player_x, int actual_player_y)
4278 // this is used for non-R'n'D game engines to update certain engine values
4280 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4282 actual_player_x = correctLevelPosX_EM(actual_player_x);
4283 actual_player_y = correctLevelPosY_EM(actual_player_y);
4286 // needed to determine if sounds are played within the visible screen area
4287 scroll_x = actual_scroll_x;
4288 scroll_y = actual_scroll_y;
4290 // needed to get player position for "follow finger" playing input method
4291 local_player->jx = actual_player_x;
4292 local_player->jy = actual_player_y;
4295 void InitMovDir(int x, int y)
4297 int i, element = Feld[x][y];
4298 static int xy[4][2] =
4305 static int direction[3][4] =
4307 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4308 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4309 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4318 Feld[x][y] = EL_BUG;
4319 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4322 case EL_SPACESHIP_RIGHT:
4323 case EL_SPACESHIP_UP:
4324 case EL_SPACESHIP_LEFT:
4325 case EL_SPACESHIP_DOWN:
4326 Feld[x][y] = EL_SPACESHIP;
4327 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4330 case EL_BD_BUTTERFLY_RIGHT:
4331 case EL_BD_BUTTERFLY_UP:
4332 case EL_BD_BUTTERFLY_LEFT:
4333 case EL_BD_BUTTERFLY_DOWN:
4334 Feld[x][y] = EL_BD_BUTTERFLY;
4335 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4338 case EL_BD_FIREFLY_RIGHT:
4339 case EL_BD_FIREFLY_UP:
4340 case EL_BD_FIREFLY_LEFT:
4341 case EL_BD_FIREFLY_DOWN:
4342 Feld[x][y] = EL_BD_FIREFLY;
4343 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4346 case EL_PACMAN_RIGHT:
4348 case EL_PACMAN_LEFT:
4349 case EL_PACMAN_DOWN:
4350 Feld[x][y] = EL_PACMAN;
4351 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4354 case EL_YAMYAM_LEFT:
4355 case EL_YAMYAM_RIGHT:
4357 case EL_YAMYAM_DOWN:
4358 Feld[x][y] = EL_YAMYAM;
4359 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4362 case EL_SP_SNIKSNAK:
4363 MovDir[x][y] = MV_UP;
4366 case EL_SP_ELECTRON:
4367 MovDir[x][y] = MV_LEFT;
4374 Feld[x][y] = EL_MOLE;
4375 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4379 if (IS_CUSTOM_ELEMENT(element))
4381 struct ElementInfo *ei = &element_info[element];
4382 int move_direction_initial = ei->move_direction_initial;
4383 int move_pattern = ei->move_pattern;
4385 if (move_direction_initial == MV_START_PREVIOUS)
4387 if (MovDir[x][y] != MV_NONE)
4390 move_direction_initial = MV_START_AUTOMATIC;
4393 if (move_direction_initial == MV_START_RANDOM)
4394 MovDir[x][y] = 1 << RND(4);
4395 else if (move_direction_initial & MV_ANY_DIRECTION)
4396 MovDir[x][y] = move_direction_initial;
4397 else if (move_pattern == MV_ALL_DIRECTIONS ||
4398 move_pattern == MV_TURNING_LEFT ||
4399 move_pattern == MV_TURNING_RIGHT ||
4400 move_pattern == MV_TURNING_LEFT_RIGHT ||
4401 move_pattern == MV_TURNING_RIGHT_LEFT ||
4402 move_pattern == MV_TURNING_RANDOM)
4403 MovDir[x][y] = 1 << RND(4);
4404 else if (move_pattern == MV_HORIZONTAL)
4405 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4406 else if (move_pattern == MV_VERTICAL)
4407 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4408 else if (move_pattern & MV_ANY_DIRECTION)
4409 MovDir[x][y] = element_info[element].move_pattern;
4410 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4411 move_pattern == MV_ALONG_RIGHT_SIDE)
4413 // use random direction as default start direction
4414 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4415 MovDir[x][y] = 1 << RND(4);
4417 for (i = 0; i < NUM_DIRECTIONS; i++)
4419 int x1 = x + xy[i][0];
4420 int y1 = y + xy[i][1];
4422 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4424 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4425 MovDir[x][y] = direction[0][i];
4427 MovDir[x][y] = direction[1][i];
4436 MovDir[x][y] = 1 << RND(4);
4438 if (element != EL_BUG &&
4439 element != EL_SPACESHIP &&
4440 element != EL_BD_BUTTERFLY &&
4441 element != EL_BD_FIREFLY)
4444 for (i = 0; i < NUM_DIRECTIONS; i++)
4446 int x1 = x + xy[i][0];
4447 int y1 = y + xy[i][1];
4449 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4451 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4453 MovDir[x][y] = direction[0][i];
4456 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4457 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4459 MovDir[x][y] = direction[1][i];
4468 GfxDir[x][y] = MovDir[x][y];
4471 void InitAmoebaNr(int x, int y)
4474 int group_nr = AmoebeNachbarNr(x, y);
4478 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4480 if (AmoebaCnt[i] == 0)
4488 AmoebaNr[x][y] = group_nr;
4489 AmoebaCnt[group_nr]++;
4490 AmoebaCnt2[group_nr]++;
4493 static void LevelSolved(void)
4495 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4496 game.players_still_needed > 0)
4499 game.LevelSolved = TRUE;
4500 game.GameOver = TRUE;
4502 game.score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4503 game_em.lev->score :
4504 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4507 game.health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4508 MM_HEALTH(game_mm.laser_overload_value) :
4511 game.LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed : TimeLeft);
4512 game.LevelSolved_CountingScore = game.score_final;
4513 game.LevelSolved_CountingHealth = game.health_final;
4518 static int time_count_steps;
4519 static int time, time_final;
4520 static int score, score_final;
4521 static int health, health_final;
4522 static int game_over_delay_1 = 0;
4523 static int game_over_delay_2 = 0;
4524 static int game_over_delay_3 = 0;
4525 int game_over_delay_value_1 = 50;
4526 int game_over_delay_value_2 = 25;
4527 int game_over_delay_value_3 = 50;
4529 if (!game.LevelSolved_GameWon)
4533 // do not start end game actions before the player stops moving (to exit)
4534 if (local_player->active && local_player->MovPos)
4537 game.LevelSolved_GameWon = TRUE;
4538 game.LevelSolved_SaveTape = tape.recording;
4539 game.LevelSolved_SaveScore = !tape.playing;
4543 LevelStats_incSolved(level_nr);
4545 SaveLevelSetup_SeriesInfo();
4548 if (tape.auto_play) // tape might already be stopped here
4549 tape.auto_play_level_solved = TRUE;
4553 game_over_delay_1 = 0;
4554 game_over_delay_2 = 0;
4555 game_over_delay_3 = game_over_delay_value_3;
4557 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4558 score = score_final = game.score_final;
4559 health = health_final = game.health_final;
4561 if (level.score[SC_TIME_BONUS] > 0)
4566 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4568 else if (game.no_time_limit && TimePlayed < 999)
4571 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4574 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4576 game_over_delay_1 = game_over_delay_value_1;
4578 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4581 score_final += health * level.score[SC_TIME_BONUS];
4583 game_over_delay_2 = game_over_delay_value_2;
4586 game.score_final = score_final;
4587 game.health_final = health_final;
4590 if (level_editor_test_game)
4593 score = score_final;
4595 game.LevelSolved_CountingTime = time;
4596 game.LevelSolved_CountingScore = score;
4598 game_panel_controls[GAME_PANEL_TIME].value = time;
4599 game_panel_controls[GAME_PANEL_SCORE].value = score;
4601 DisplayGameControlValues();
4604 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4606 // check if last player has left the level
4607 if (game.exit_x >= 0 &&
4610 int x = game.exit_x;
4611 int y = game.exit_y;
4612 int element = Feld[x][y];
4614 // close exit door after last player
4615 if ((game.all_players_gone &&
4616 (element == EL_EXIT_OPEN ||
4617 element == EL_SP_EXIT_OPEN ||
4618 element == EL_STEEL_EXIT_OPEN)) ||
4619 element == EL_EM_EXIT_OPEN ||
4620 element == EL_EM_STEEL_EXIT_OPEN)
4624 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4625 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4626 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4627 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4628 EL_EM_STEEL_EXIT_CLOSING);
4630 PlayLevelSoundElementAction(x, y, element, ACTION_CLOSING);
4633 // player disappears
4634 DrawLevelField(x, y);
4637 for (i = 0; i < MAX_PLAYERS; i++)
4639 struct PlayerInfo *player = &stored_player[i];
4641 if (player->present)
4643 RemovePlayer(player);
4645 // player disappears
4646 DrawLevelField(player->jx, player->jy);
4651 PlaySound(SND_GAME_WINNING);
4654 if (game_over_delay_1 > 0)
4656 game_over_delay_1--;
4661 if (time != time_final)
4663 int time_to_go = ABS(time_final - time);
4664 int time_count_dir = (time < time_final ? +1 : -1);
4666 if (time_to_go < time_count_steps)
4667 time_count_steps = 1;
4669 time += time_count_steps * time_count_dir;
4670 score += time_count_steps * level.score[SC_TIME_BONUS];
4672 game.LevelSolved_CountingTime = time;
4673 game.LevelSolved_CountingScore = score;
4675 game_panel_controls[GAME_PANEL_TIME].value = time;
4676 game_panel_controls[GAME_PANEL_SCORE].value = score;
4678 DisplayGameControlValues();
4680 if (time == time_final)
4681 StopSound(SND_GAME_LEVELTIME_BONUS);
4682 else if (setup.sound_loops)
4683 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4685 PlaySound(SND_GAME_LEVELTIME_BONUS);
4690 if (game_over_delay_2 > 0)
4692 game_over_delay_2--;
4697 if (health != health_final)
4699 int health_count_dir = (health < health_final ? +1 : -1);
4701 health += health_count_dir;
4702 score += level.score[SC_TIME_BONUS];
4704 game.LevelSolved_CountingHealth = health;
4705 game.LevelSolved_CountingScore = score;
4707 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4708 game_panel_controls[GAME_PANEL_SCORE].value = score;
4710 DisplayGameControlValues();
4712 if (health == health_final)
4713 StopSound(SND_GAME_LEVELTIME_BONUS);
4714 else if (setup.sound_loops)
4715 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4717 PlaySound(SND_GAME_LEVELTIME_BONUS);
4722 game.panel.active = FALSE;
4724 if (game_over_delay_3 > 0)
4726 game_over_delay_3--;
4736 // used instead of "level_nr" (needed for network games)
4737 int last_level_nr = levelset.level_nr;
4740 game.LevelSolved_GameEnd = TRUE;
4742 if (game.LevelSolved_SaveTape)
4744 // make sure that request dialog to save tape does not open door again
4745 if (!global.use_envelope_request)
4746 CloseDoor(DOOR_CLOSE_1);
4748 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4751 // if no tape is to be saved, close both doors simultaneously
4752 CloseDoor(DOOR_CLOSE_ALL);
4754 if (level_editor_test_game)
4756 SetGameStatus(GAME_MODE_MAIN);
4763 if (!game.LevelSolved_SaveScore)
4765 SetGameStatus(GAME_MODE_MAIN);
4772 if (level_nr == leveldir_current->handicap_level)
4774 leveldir_current->handicap_level++;
4776 SaveLevelSetup_SeriesInfo();
4779 if (setup.increment_levels &&
4780 level_nr < leveldir_current->last_level &&
4783 level_nr++; // advance to next level
4784 TapeErase(); // start with empty tape
4786 if (setup.auto_play_next_level)
4788 LoadLevel(level_nr);
4790 SaveLevelSetup_SeriesInfo();
4794 hi_pos = NewHiScore(last_level_nr);
4796 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4798 SetGameStatus(GAME_MODE_SCORES);
4800 DrawHallOfFame(last_level_nr, hi_pos);
4802 else if (setup.auto_play_next_level && setup.increment_levels &&
4803 last_level_nr < leveldir_current->last_level &&
4806 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4810 SetGameStatus(GAME_MODE_MAIN);
4816 int NewHiScore(int level_nr)
4820 boolean one_score_entry_per_name = !program.many_scores_per_name;
4822 LoadScore(level_nr);
4824 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4825 game.score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4828 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4830 if (game.score_final > highscore[k].Score)
4832 // player has made it to the hall of fame
4834 if (k < MAX_SCORE_ENTRIES - 1)
4836 int m = MAX_SCORE_ENTRIES - 1;
4838 if (one_score_entry_per_name)
4840 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4841 if (strEqual(setup.player_name, highscore[l].Name))
4844 if (m == k) // player's new highscore overwrites his old one
4848 for (l = m; l > k; l--)
4850 strcpy(highscore[l].Name, highscore[l - 1].Name);
4851 highscore[l].Score = highscore[l - 1].Score;
4857 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4858 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4859 highscore[k].Score = game.score_final;
4864 else if (one_score_entry_per_name &&
4865 !strncmp(setup.player_name, highscore[k].Name,
4866 MAX_PLAYER_NAME_LEN))
4867 break; // player already there with a higher score
4871 SaveScore(level_nr);
4876 static int getElementMoveStepsizeExt(int x, int y, int direction)
4878 int element = Feld[x][y];
4879 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4880 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4881 int horiz_move = (dx != 0);
4882 int sign = (horiz_move ? dx : dy);
4883 int step = sign * element_info[element].move_stepsize;
4885 // special values for move stepsize for spring and things on conveyor belt
4888 if (CAN_FALL(element) &&
4889 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4890 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4891 else if (element == EL_SPRING)
4892 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4898 static int getElementMoveStepsize(int x, int y)
4900 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4903 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4905 if (player->GfxAction != action || player->GfxDir != dir)
4907 player->GfxAction = action;
4908 player->GfxDir = dir;
4910 player->StepFrame = 0;
4914 static void ResetGfxFrame(int x, int y)
4916 // profiling showed that "autotest" spends 10~20% of its time in this function
4917 if (DrawingDeactivatedField())
4920 int element = Feld[x][y];
4921 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4923 if (graphic_info[graphic].anim_global_sync)
4924 GfxFrame[x][y] = FrameCounter;
4925 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4926 GfxFrame[x][y] = CustomValue[x][y];
4927 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4928 GfxFrame[x][y] = element_info[element].collect_score;
4929 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4930 GfxFrame[x][y] = ChangeDelay[x][y];
4933 static void ResetGfxAnimation(int x, int y)
4935 GfxAction[x][y] = ACTION_DEFAULT;
4936 GfxDir[x][y] = MovDir[x][y];
4939 ResetGfxFrame(x, y);
4942 static void ResetRandomAnimationValue(int x, int y)
4944 GfxRandom[x][y] = INIT_GFX_RANDOM();
4947 static void InitMovingField(int x, int y, int direction)
4949 int element = Feld[x][y];
4950 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4951 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4954 boolean is_moving_before, is_moving_after;
4956 // check if element was/is moving or being moved before/after mode change
4957 is_moving_before = (WasJustMoving[x][y] != 0);
4958 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4960 // reset animation only for moving elements which change direction of moving
4961 // or which just started or stopped moving
4962 // (else CEs with property "can move" / "not moving" are reset each frame)
4963 if (is_moving_before != is_moving_after ||
4964 direction != MovDir[x][y])
4965 ResetGfxAnimation(x, y);
4967 MovDir[x][y] = direction;
4968 GfxDir[x][y] = direction;
4970 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4971 direction == MV_DOWN && CAN_FALL(element) ?
4972 ACTION_FALLING : ACTION_MOVING);
4974 // this is needed for CEs with property "can move" / "not moving"
4976 if (is_moving_after)
4978 if (Feld[newx][newy] == EL_EMPTY)
4979 Feld[newx][newy] = EL_BLOCKED;
4981 MovDir[newx][newy] = MovDir[x][y];
4983 CustomValue[newx][newy] = CustomValue[x][y];
4985 GfxFrame[newx][newy] = GfxFrame[x][y];
4986 GfxRandom[newx][newy] = GfxRandom[x][y];
4987 GfxAction[newx][newy] = GfxAction[x][y];
4988 GfxDir[newx][newy] = GfxDir[x][y];
4992 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4994 int direction = MovDir[x][y];
4995 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4996 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
5002 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
5004 int oldx = x, oldy = y;
5005 int direction = MovDir[x][y];
5007 if (direction == MV_LEFT)
5009 else if (direction == MV_RIGHT)
5011 else if (direction == MV_UP)
5013 else if (direction == MV_DOWN)
5016 *comes_from_x = oldx;
5017 *comes_from_y = oldy;
5020 static int MovingOrBlocked2Element(int x, int y)
5022 int element = Feld[x][y];
5024 if (element == EL_BLOCKED)
5028 Blocked2Moving(x, y, &oldx, &oldy);
5029 return Feld[oldx][oldy];
5035 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
5037 // like MovingOrBlocked2Element(), but if element is moving
5038 // and (x,y) is the field the moving element is just leaving,
5039 // return EL_BLOCKED instead of the element value
5040 int element = Feld[x][y];
5042 if (IS_MOVING(x, y))
5044 if (element == EL_BLOCKED)
5048 Blocked2Moving(x, y, &oldx, &oldy);
5049 return Feld[oldx][oldy];
5058 static void RemoveField(int x, int y)
5060 Feld[x][y] = EL_EMPTY;
5066 CustomValue[x][y] = 0;
5069 ChangeDelay[x][y] = 0;
5070 ChangePage[x][y] = -1;
5071 Pushed[x][y] = FALSE;
5073 GfxElement[x][y] = EL_UNDEFINED;
5074 GfxAction[x][y] = ACTION_DEFAULT;
5075 GfxDir[x][y] = MV_NONE;
5078 static void RemoveMovingField(int x, int y)
5080 int oldx = x, oldy = y, newx = x, newy = y;
5081 int element = Feld[x][y];
5082 int next_element = EL_UNDEFINED;
5084 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5087 if (IS_MOVING(x, y))
5089 Moving2Blocked(x, y, &newx, &newy);
5091 if (Feld[newx][newy] != EL_BLOCKED)
5093 // element is moving, but target field is not free (blocked), but
5094 // already occupied by something different (example: acid pool);
5095 // in this case, only remove the moving field, but not the target
5097 RemoveField(oldx, oldy);
5099 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5101 TEST_DrawLevelField(oldx, oldy);
5106 else if (element == EL_BLOCKED)
5108 Blocked2Moving(x, y, &oldx, &oldy);
5109 if (!IS_MOVING(oldx, oldy))
5113 if (element == EL_BLOCKED &&
5114 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5115 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5116 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5117 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5118 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5119 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5120 next_element = get_next_element(Feld[oldx][oldy]);
5122 RemoveField(oldx, oldy);
5123 RemoveField(newx, newy);
5125 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5127 if (next_element != EL_UNDEFINED)
5128 Feld[oldx][oldy] = next_element;
5130 TEST_DrawLevelField(oldx, oldy);
5131 TEST_DrawLevelField(newx, newy);
5134 void DrawDynamite(int x, int y)
5136 int sx = SCREENX(x), sy = SCREENY(y);
5137 int graphic = el2img(Feld[x][y]);
5140 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5143 if (IS_WALKABLE_INSIDE(Back[x][y]))
5147 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5148 else if (Store[x][y])
5149 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5151 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5153 if (Back[x][y] || Store[x][y])
5154 DrawGraphicThruMask(sx, sy, graphic, frame);
5156 DrawGraphic(sx, sy, graphic, frame);
5159 static void CheckDynamite(int x, int y)
5161 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5165 if (MovDelay[x][y] != 0)
5168 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5174 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5179 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5181 boolean num_checked_players = 0;
5184 for (i = 0; i < MAX_PLAYERS; i++)
5186 if (stored_player[i].active)
5188 int sx = stored_player[i].jx;
5189 int sy = stored_player[i].jy;
5191 if (num_checked_players == 0)
5198 *sx1 = MIN(*sx1, sx);
5199 *sy1 = MIN(*sy1, sy);
5200 *sx2 = MAX(*sx2, sx);
5201 *sy2 = MAX(*sy2, sy);
5204 num_checked_players++;
5209 static boolean checkIfAllPlayersFitToScreen_RND(void)
5211 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5213 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5215 return (sx2 - sx1 < SCR_FIELDX &&
5216 sy2 - sy1 < SCR_FIELDY);
5219 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5221 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5223 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5225 *sx = (sx1 + sx2) / 2;
5226 *sy = (sy1 + sy2) / 2;
5229 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5230 boolean center_screen, boolean quick_relocation)
5232 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5233 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5234 boolean no_delay = (tape.warp_forward);
5235 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5236 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5237 int new_scroll_x, new_scroll_y;
5239 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5241 // case 1: quick relocation inside visible screen (without scrolling)
5248 if (!level.shifted_relocation || center_screen)
5250 // relocation _with_ centering of screen
5252 new_scroll_x = SCROLL_POSITION_X(x);
5253 new_scroll_y = SCROLL_POSITION_Y(y);
5257 // relocation _without_ centering of screen
5259 int center_scroll_x = SCROLL_POSITION_X(old_x);
5260 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5261 int offset_x = x + (scroll_x - center_scroll_x);
5262 int offset_y = y + (scroll_y - center_scroll_y);
5264 // for new screen position, apply previous offset to center position
5265 new_scroll_x = SCROLL_POSITION_X(offset_x);
5266 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5269 if (quick_relocation)
5271 // case 2: quick relocation (redraw without visible scrolling)
5273 scroll_x = new_scroll_x;
5274 scroll_y = new_scroll_y;
5281 // case 3: visible relocation (with scrolling to new position)
5283 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5285 SetVideoFrameDelay(wait_delay_value);
5287 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5289 int dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5290 int dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5292 if (dx == 0 && dy == 0) // no scrolling needed at all
5298 // set values for horizontal/vertical screen scrolling (half tile size)
5299 int dir_x = (dx != 0 ? MV_HORIZONTAL : 0);
5300 int dir_y = (dy != 0 ? MV_VERTICAL : 0);
5301 int pos_x = dx * TILEX / 2;
5302 int pos_y = dy * TILEY / 2;
5303 int fx = getFieldbufferOffsetX_RND(dir_x, pos_x);
5304 int fy = getFieldbufferOffsetY_RND(dir_y, pos_y);
5306 ScrollLevel(dx, dy);
5309 // scroll in two steps of half tile size to make things smoother
5310 BlitScreenToBitmapExt_RND(window, fx, fy);
5312 // scroll second step to align at full tile size
5313 BlitScreenToBitmap(window);
5319 SetVideoFrameDelay(frame_delay_value_old);
5322 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5324 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5325 int player_nr = GET_PLAYER_NR(el_player);
5326 struct PlayerInfo *player = &stored_player[player_nr];
5327 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5328 boolean no_delay = (tape.warp_forward);
5329 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5330 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5331 int old_jx = player->jx;
5332 int old_jy = player->jy;
5333 int old_element = Feld[old_jx][old_jy];
5334 int element = Feld[jx][jy];
5335 boolean player_relocated = (old_jx != jx || old_jy != jy);
5337 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5338 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5339 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5340 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5341 int leave_side_horiz = move_dir_horiz;
5342 int leave_side_vert = move_dir_vert;
5343 int enter_side = enter_side_horiz | enter_side_vert;
5344 int leave_side = leave_side_horiz | leave_side_vert;
5346 if (player->buried) // do not reanimate dead player
5349 if (!player_relocated) // no need to relocate the player
5352 if (IS_PLAYER(jx, jy)) // player already placed at new position
5354 RemoveField(jx, jy); // temporarily remove newly placed player
5355 DrawLevelField(jx, jy);
5358 if (player->present)
5360 while (player->MovPos)
5362 ScrollPlayer(player, SCROLL_GO_ON);
5363 ScrollScreen(NULL, SCROLL_GO_ON);
5365 AdvanceFrameAndPlayerCounters(player->index_nr);
5369 BackToFront_WithFrameDelay(wait_delay_value);
5372 DrawPlayer(player); // needed here only to cleanup last field
5373 DrawLevelField(player->jx, player->jy); // remove player graphic
5375 player->is_moving = FALSE;
5378 if (IS_CUSTOM_ELEMENT(old_element))
5379 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5381 player->index_bit, leave_side);
5383 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5385 player->index_bit, leave_side);
5387 Feld[jx][jy] = el_player;
5388 InitPlayerField(jx, jy, el_player, TRUE);
5390 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5391 possible that the relocation target field did not contain a player element,
5392 but a walkable element, to which the new player was relocated -- in this
5393 case, restore that (already initialized!) element on the player field */
5394 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5396 Feld[jx][jy] = element; // restore previously existing element
5399 // only visually relocate centered player
5400 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5401 FALSE, level.instant_relocation);
5403 TestIfPlayerTouchesBadThing(jx, jy);
5404 TestIfPlayerTouchesCustomElement(jx, jy);
5406 if (IS_CUSTOM_ELEMENT(element))
5407 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5408 player->index_bit, enter_side);
5410 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5411 player->index_bit, enter_side);
5413 if (player->is_switching)
5415 /* ensure that relocation while still switching an element does not cause
5416 a new element to be treated as also switched directly after relocation
5417 (this is important for teleporter switches that teleport the player to
5418 a place where another teleporter switch is in the same direction, which
5419 would then incorrectly be treated as immediately switched before the
5420 direction key that caused the switch was released) */
5422 player->switch_x += jx - old_jx;
5423 player->switch_y += jy - old_jy;
5427 static void Explode(int ex, int ey, int phase, int mode)
5433 // !!! eliminate this variable !!!
5434 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5436 if (game.explosions_delayed)
5438 ExplodeField[ex][ey] = mode;
5442 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5444 int center_element = Feld[ex][ey];
5445 int artwork_element, explosion_element; // set these values later
5447 // remove things displayed in background while burning dynamite
5448 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5451 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5453 // put moving element to center field (and let it explode there)
5454 center_element = MovingOrBlocked2Element(ex, ey);
5455 RemoveMovingField(ex, ey);
5456 Feld[ex][ey] = center_element;
5459 // now "center_element" is finally determined -- set related values now
5460 artwork_element = center_element; // for custom player artwork
5461 explosion_element = center_element; // for custom player artwork
5463 if (IS_PLAYER(ex, ey))
5465 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5467 artwork_element = stored_player[player_nr].artwork_element;
5469 if (level.use_explosion_element[player_nr])
5471 explosion_element = level.explosion_element[player_nr];
5472 artwork_element = explosion_element;
5476 if (mode == EX_TYPE_NORMAL ||
5477 mode == EX_TYPE_CENTER ||
5478 mode == EX_TYPE_CROSS)
5479 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5481 last_phase = element_info[explosion_element].explosion_delay + 1;
5483 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5485 int xx = x - ex + 1;
5486 int yy = y - ey + 1;
5489 if (!IN_LEV_FIELD(x, y) ||
5490 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5491 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5494 element = Feld[x][y];
5496 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5498 element = MovingOrBlocked2Element(x, y);
5500 if (!IS_EXPLOSION_PROOF(element))
5501 RemoveMovingField(x, y);
5504 // indestructible elements can only explode in center (but not flames)
5505 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5506 mode == EX_TYPE_BORDER)) ||
5507 element == EL_FLAMES)
5510 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5511 behaviour, for example when touching a yamyam that explodes to rocks
5512 with active deadly shield, a rock is created under the player !!! */
5513 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5515 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5516 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5517 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5519 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5522 if (IS_ACTIVE_BOMB(element))
5524 // re-activate things under the bomb like gate or penguin
5525 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5532 // save walkable background elements while explosion on same tile
5533 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5534 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5535 Back[x][y] = element;
5537 // ignite explodable elements reached by other explosion
5538 if (element == EL_EXPLOSION)
5539 element = Store2[x][y];
5541 if (AmoebaNr[x][y] &&
5542 (element == EL_AMOEBA_FULL ||
5543 element == EL_BD_AMOEBA ||
5544 element == EL_AMOEBA_GROWING))
5546 AmoebaCnt[AmoebaNr[x][y]]--;
5547 AmoebaCnt2[AmoebaNr[x][y]]--;
5552 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5554 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5556 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5558 if (PLAYERINFO(ex, ey)->use_murphy)
5559 Store[x][y] = EL_EMPTY;
5562 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5563 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5564 else if (ELEM_IS_PLAYER(center_element))
5565 Store[x][y] = EL_EMPTY;
5566 else if (center_element == EL_YAMYAM)
5567 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5568 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5569 Store[x][y] = element_info[center_element].content.e[xx][yy];
5571 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5572 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5573 // otherwise) -- FIX THIS !!!
5574 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5575 Store[x][y] = element_info[element].content.e[1][1];
5577 else if (!CAN_EXPLODE(element))
5578 Store[x][y] = element_info[element].content.e[1][1];
5581 Store[x][y] = EL_EMPTY;
5583 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5584 center_element == EL_AMOEBA_TO_DIAMOND)
5585 Store2[x][y] = element;
5587 Feld[x][y] = EL_EXPLOSION;
5588 GfxElement[x][y] = artwork_element;
5590 ExplodePhase[x][y] = 1;
5591 ExplodeDelay[x][y] = last_phase;
5596 if (center_element == EL_YAMYAM)
5597 game.yamyam_content_nr =
5598 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5610 GfxFrame[x][y] = 0; // restart explosion animation
5612 last_phase = ExplodeDelay[x][y];
5614 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5616 // this can happen if the player leaves an explosion just in time
5617 if (GfxElement[x][y] == EL_UNDEFINED)
5618 GfxElement[x][y] = EL_EMPTY;
5620 border_element = Store2[x][y];
5621 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5622 border_element = StorePlayer[x][y];
5624 if (phase == element_info[border_element].ignition_delay ||
5625 phase == last_phase)
5627 boolean border_explosion = FALSE;
5629 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5630 !PLAYER_EXPLOSION_PROTECTED(x, y))
5632 KillPlayerUnlessExplosionProtected(x, y);
5633 border_explosion = TRUE;
5635 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5637 Feld[x][y] = Store2[x][y];
5640 border_explosion = TRUE;
5642 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5644 AmoebeUmwandeln(x, y);
5646 border_explosion = TRUE;
5649 // if an element just explodes due to another explosion (chain-reaction),
5650 // do not immediately end the new explosion when it was the last frame of
5651 // the explosion (as it would be done in the following "if"-statement!)
5652 if (border_explosion && phase == last_phase)
5656 if (phase == last_phase)
5660 element = Feld[x][y] = Store[x][y];
5661 Store[x][y] = Store2[x][y] = 0;
5662 GfxElement[x][y] = EL_UNDEFINED;
5664 // player can escape from explosions and might therefore be still alive
5665 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5666 element <= EL_PLAYER_IS_EXPLODING_4)
5668 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5669 int explosion_element = EL_PLAYER_1 + player_nr;
5670 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5671 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5673 if (level.use_explosion_element[player_nr])
5674 explosion_element = level.explosion_element[player_nr];
5676 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5677 element_info[explosion_element].content.e[xx][yy]);
5680 // restore probably existing indestructible background element
5681 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5682 element = Feld[x][y] = Back[x][y];
5685 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5686 GfxDir[x][y] = MV_NONE;
5687 ChangeDelay[x][y] = 0;
5688 ChangePage[x][y] = -1;
5690 CustomValue[x][y] = 0;
5692 InitField_WithBug2(x, y, FALSE);
5694 TEST_DrawLevelField(x, y);
5696 TestIfElementTouchesCustomElement(x, y);
5698 if (GFX_CRUMBLED(element))
5699 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5701 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5702 StorePlayer[x][y] = 0;
5704 if (ELEM_IS_PLAYER(element))
5705 RelocatePlayer(x, y, element);
5707 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5709 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5710 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5713 TEST_DrawLevelFieldCrumbled(x, y);
5715 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5717 DrawLevelElement(x, y, Back[x][y]);
5718 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5720 else if (IS_WALKABLE_UNDER(Back[x][y]))
5722 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5723 DrawLevelElementThruMask(x, y, Back[x][y]);
5725 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5726 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5730 static void DynaExplode(int ex, int ey)
5733 int dynabomb_element = Feld[ex][ey];
5734 int dynabomb_size = 1;
5735 boolean dynabomb_xl = FALSE;
5736 struct PlayerInfo *player;
5737 static int xy[4][2] =
5745 if (IS_ACTIVE_BOMB(dynabomb_element))
5747 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5748 dynabomb_size = player->dynabomb_size;
5749 dynabomb_xl = player->dynabomb_xl;
5750 player->dynabombs_left++;
5753 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5755 for (i = 0; i < NUM_DIRECTIONS; i++)
5757 for (j = 1; j <= dynabomb_size; j++)
5759 int x = ex + j * xy[i][0];
5760 int y = ey + j * xy[i][1];
5763 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5766 element = Feld[x][y];
5768 // do not restart explosions of fields with active bombs
5769 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5772 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5774 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5775 !IS_DIGGABLE(element) && !dynabomb_xl)
5781 void Bang(int x, int y)
5783 int element = MovingOrBlocked2Element(x, y);
5784 int explosion_type = EX_TYPE_NORMAL;
5786 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5788 struct PlayerInfo *player = PLAYERINFO(x, y);
5790 element = Feld[x][y] = player->initial_element;
5792 if (level.use_explosion_element[player->index_nr])
5794 int explosion_element = level.explosion_element[player->index_nr];
5796 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5797 explosion_type = EX_TYPE_CROSS;
5798 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5799 explosion_type = EX_TYPE_CENTER;
5807 case EL_BD_BUTTERFLY:
5810 case EL_DARK_YAMYAM:
5814 RaiseScoreElement(element);
5817 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5818 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5819 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5820 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5821 case EL_DYNABOMB_INCREASE_NUMBER:
5822 case EL_DYNABOMB_INCREASE_SIZE:
5823 case EL_DYNABOMB_INCREASE_POWER:
5824 explosion_type = EX_TYPE_DYNA;
5827 case EL_DC_LANDMINE:
5828 explosion_type = EX_TYPE_CENTER;
5833 case EL_LAMP_ACTIVE:
5834 case EL_AMOEBA_TO_DIAMOND:
5835 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5836 explosion_type = EX_TYPE_CENTER;
5840 if (element_info[element].explosion_type == EXPLODES_CROSS)
5841 explosion_type = EX_TYPE_CROSS;
5842 else if (element_info[element].explosion_type == EXPLODES_1X1)
5843 explosion_type = EX_TYPE_CENTER;
5847 if (explosion_type == EX_TYPE_DYNA)
5850 Explode(x, y, EX_PHASE_START, explosion_type);
5852 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5855 static void SplashAcid(int x, int y)
5857 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5858 (!IN_LEV_FIELD(x - 1, y - 2) ||
5859 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5860 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5862 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5863 (!IN_LEV_FIELD(x + 1, y - 2) ||
5864 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5865 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5867 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5870 static void InitBeltMovement(void)
5872 static int belt_base_element[4] =
5874 EL_CONVEYOR_BELT_1_LEFT,
5875 EL_CONVEYOR_BELT_2_LEFT,
5876 EL_CONVEYOR_BELT_3_LEFT,
5877 EL_CONVEYOR_BELT_4_LEFT
5879 static int belt_base_active_element[4] =
5881 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5882 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5883 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5884 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5889 // set frame order for belt animation graphic according to belt direction
5890 for (i = 0; i < NUM_BELTS; i++)
5894 for (j = 0; j < NUM_BELT_PARTS; j++)
5896 int element = belt_base_active_element[belt_nr] + j;
5897 int graphic_1 = el2img(element);
5898 int graphic_2 = el2panelimg(element);
5900 if (game.belt_dir[i] == MV_LEFT)
5902 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5903 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5907 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5908 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5913 SCAN_PLAYFIELD(x, y)
5915 int element = Feld[x][y];
5917 for (i = 0; i < NUM_BELTS; i++)
5919 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5921 int e_belt_nr = getBeltNrFromBeltElement(element);
5924 if (e_belt_nr == belt_nr)
5926 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5928 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5935 static void ToggleBeltSwitch(int x, int y)
5937 static int belt_base_element[4] =
5939 EL_CONVEYOR_BELT_1_LEFT,
5940 EL_CONVEYOR_BELT_2_LEFT,
5941 EL_CONVEYOR_BELT_3_LEFT,
5942 EL_CONVEYOR_BELT_4_LEFT
5944 static int belt_base_active_element[4] =
5946 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5947 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5948 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5949 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5951 static int belt_base_switch_element[4] =
5953 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5954 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5955 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5956 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5958 static int belt_move_dir[4] =
5966 int element = Feld[x][y];
5967 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5968 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5969 int belt_dir = belt_move_dir[belt_dir_nr];
5972 if (!IS_BELT_SWITCH(element))
5975 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5976 game.belt_dir[belt_nr] = belt_dir;
5978 if (belt_dir_nr == 3)
5981 // set frame order for belt animation graphic according to belt direction
5982 for (i = 0; i < NUM_BELT_PARTS; i++)
5984 int element = belt_base_active_element[belt_nr] + i;
5985 int graphic_1 = el2img(element);
5986 int graphic_2 = el2panelimg(element);
5988 if (belt_dir == MV_LEFT)
5990 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5991 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5995 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5996 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
6000 SCAN_PLAYFIELD(xx, yy)
6002 int element = Feld[xx][yy];
6004 if (IS_BELT_SWITCH(element))
6006 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
6008 if (e_belt_nr == belt_nr)
6010 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
6011 TEST_DrawLevelField(xx, yy);
6014 else if (IS_BELT(element) && belt_dir != MV_NONE)
6016 int e_belt_nr = getBeltNrFromBeltElement(element);
6018 if (e_belt_nr == belt_nr)
6020 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
6022 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
6023 TEST_DrawLevelField(xx, yy);
6026 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
6028 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
6030 if (e_belt_nr == belt_nr)
6032 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
6034 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
6035 TEST_DrawLevelField(xx, yy);
6041 static void ToggleSwitchgateSwitch(int x, int y)
6045 game.switchgate_pos = !game.switchgate_pos;
6047 SCAN_PLAYFIELD(xx, yy)
6049 int element = Feld[xx][yy];
6051 if (element == EL_SWITCHGATE_SWITCH_UP)
6053 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6054 TEST_DrawLevelField(xx, yy);
6056 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6058 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6059 TEST_DrawLevelField(xx, yy);
6061 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6063 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6064 TEST_DrawLevelField(xx, yy);
6066 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6068 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6069 TEST_DrawLevelField(xx, yy);
6071 else if (element == EL_SWITCHGATE_OPEN ||
6072 element == EL_SWITCHGATE_OPENING)
6074 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6076 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6078 else if (element == EL_SWITCHGATE_CLOSED ||
6079 element == EL_SWITCHGATE_CLOSING)
6081 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6083 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6088 static int getInvisibleActiveFromInvisibleElement(int element)
6090 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6091 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6092 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6096 static int getInvisibleFromInvisibleActiveElement(int element)
6098 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6099 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6100 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6104 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6108 SCAN_PLAYFIELD(x, y)
6110 int element = Feld[x][y];
6112 if (element == EL_LIGHT_SWITCH &&
6113 game.light_time_left > 0)
6115 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6116 TEST_DrawLevelField(x, y);
6118 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6119 game.light_time_left == 0)
6121 Feld[x][y] = EL_LIGHT_SWITCH;
6122 TEST_DrawLevelField(x, y);
6124 else if (element == EL_EMC_DRIPPER &&
6125 game.light_time_left > 0)
6127 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6128 TEST_DrawLevelField(x, y);
6130 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6131 game.light_time_left == 0)
6133 Feld[x][y] = EL_EMC_DRIPPER;
6134 TEST_DrawLevelField(x, y);
6136 else if (element == EL_INVISIBLE_STEELWALL ||
6137 element == EL_INVISIBLE_WALL ||
6138 element == EL_INVISIBLE_SAND)
6140 if (game.light_time_left > 0)
6141 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6143 TEST_DrawLevelField(x, y);
6145 // uncrumble neighbour fields, if needed
6146 if (element == EL_INVISIBLE_SAND)
6147 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6149 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6150 element == EL_INVISIBLE_WALL_ACTIVE ||
6151 element == EL_INVISIBLE_SAND_ACTIVE)
6153 if (game.light_time_left == 0)
6154 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6156 TEST_DrawLevelField(x, y);
6158 // re-crumble neighbour fields, if needed
6159 if (element == EL_INVISIBLE_SAND)
6160 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6165 static void RedrawAllInvisibleElementsForLenses(void)
6169 SCAN_PLAYFIELD(x, y)
6171 int element = Feld[x][y];
6173 if (element == EL_EMC_DRIPPER &&
6174 game.lenses_time_left > 0)
6176 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6177 TEST_DrawLevelField(x, y);
6179 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6180 game.lenses_time_left == 0)
6182 Feld[x][y] = EL_EMC_DRIPPER;
6183 TEST_DrawLevelField(x, y);
6185 else if (element == EL_INVISIBLE_STEELWALL ||
6186 element == EL_INVISIBLE_WALL ||
6187 element == EL_INVISIBLE_SAND)
6189 if (game.lenses_time_left > 0)
6190 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6192 TEST_DrawLevelField(x, y);
6194 // uncrumble neighbour fields, if needed
6195 if (element == EL_INVISIBLE_SAND)
6196 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6198 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6199 element == EL_INVISIBLE_WALL_ACTIVE ||
6200 element == EL_INVISIBLE_SAND_ACTIVE)
6202 if (game.lenses_time_left == 0)
6203 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6205 TEST_DrawLevelField(x, y);
6207 // re-crumble neighbour fields, if needed
6208 if (element == EL_INVISIBLE_SAND)
6209 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6214 static void RedrawAllInvisibleElementsForMagnifier(void)
6218 SCAN_PLAYFIELD(x, y)
6220 int element = Feld[x][y];
6222 if (element == EL_EMC_FAKE_GRASS &&
6223 game.magnify_time_left > 0)
6225 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6226 TEST_DrawLevelField(x, y);
6228 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6229 game.magnify_time_left == 0)
6231 Feld[x][y] = EL_EMC_FAKE_GRASS;
6232 TEST_DrawLevelField(x, y);
6234 else if (IS_GATE_GRAY(element) &&
6235 game.magnify_time_left > 0)
6237 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6238 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6239 IS_EM_GATE_GRAY(element) ?
6240 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6241 IS_EMC_GATE_GRAY(element) ?
6242 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6243 IS_DC_GATE_GRAY(element) ?
6244 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6246 TEST_DrawLevelField(x, y);
6248 else if (IS_GATE_GRAY_ACTIVE(element) &&
6249 game.magnify_time_left == 0)
6251 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6252 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6253 IS_EM_GATE_GRAY_ACTIVE(element) ?
6254 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6255 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6256 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6257 IS_DC_GATE_GRAY_ACTIVE(element) ?
6258 EL_DC_GATE_WHITE_GRAY :
6260 TEST_DrawLevelField(x, y);
6265 static void ToggleLightSwitch(int x, int y)
6267 int element = Feld[x][y];
6269 game.light_time_left =
6270 (element == EL_LIGHT_SWITCH ?
6271 level.time_light * FRAMES_PER_SECOND : 0);
6273 RedrawAllLightSwitchesAndInvisibleElements();
6276 static void ActivateTimegateSwitch(int x, int y)
6280 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6282 SCAN_PLAYFIELD(xx, yy)
6284 int element = Feld[xx][yy];
6286 if (element == EL_TIMEGATE_CLOSED ||
6287 element == EL_TIMEGATE_CLOSING)
6289 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6290 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6294 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6296 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6297 TEST_DrawLevelField(xx, yy);
6303 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6304 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6307 static void Impact(int x, int y)
6309 boolean last_line = (y == lev_fieldy - 1);
6310 boolean object_hit = FALSE;
6311 boolean impact = (last_line || object_hit);
6312 int element = Feld[x][y];
6313 int smashed = EL_STEELWALL;
6315 if (!last_line) // check if element below was hit
6317 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6320 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6321 MovDir[x][y + 1] != MV_DOWN ||
6322 MovPos[x][y + 1] <= TILEY / 2));
6324 // do not smash moving elements that left the smashed field in time
6325 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6326 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6329 #if USE_QUICKSAND_IMPACT_BUGFIX
6330 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6332 RemoveMovingField(x, y + 1);
6333 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6334 Feld[x][y + 2] = EL_ROCK;
6335 TEST_DrawLevelField(x, y + 2);
6340 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6342 RemoveMovingField(x, y + 1);
6343 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6344 Feld[x][y + 2] = EL_ROCK;
6345 TEST_DrawLevelField(x, y + 2);
6352 smashed = MovingOrBlocked2Element(x, y + 1);
6354 impact = (last_line || object_hit);
6357 if (!last_line && smashed == EL_ACID) // element falls into acid
6359 SplashAcid(x, y + 1);
6363 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6364 // only reset graphic animation if graphic really changes after impact
6366 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6368 ResetGfxAnimation(x, y);
6369 TEST_DrawLevelField(x, y);
6372 if (impact && CAN_EXPLODE_IMPACT(element))
6377 else if (impact && element == EL_PEARL &&
6378 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6380 ResetGfxAnimation(x, y);
6382 Feld[x][y] = EL_PEARL_BREAKING;
6383 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6386 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6388 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6393 if (impact && element == EL_AMOEBA_DROP)
6395 if (object_hit && IS_PLAYER(x, y + 1))
6396 KillPlayerUnlessEnemyProtected(x, y + 1);
6397 else if (object_hit && smashed == EL_PENGUIN)
6401 Feld[x][y] = EL_AMOEBA_GROWING;
6402 Store[x][y] = EL_AMOEBA_WET;
6404 ResetRandomAnimationValue(x, y);
6409 if (object_hit) // check which object was hit
6411 if ((CAN_PASS_MAGIC_WALL(element) &&
6412 (smashed == EL_MAGIC_WALL ||
6413 smashed == EL_BD_MAGIC_WALL)) ||
6414 (CAN_PASS_DC_MAGIC_WALL(element) &&
6415 smashed == EL_DC_MAGIC_WALL))
6418 int activated_magic_wall =
6419 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6420 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6421 EL_DC_MAGIC_WALL_ACTIVE);
6423 // activate magic wall / mill
6424 SCAN_PLAYFIELD(xx, yy)
6426 if (Feld[xx][yy] == smashed)
6427 Feld[xx][yy] = activated_magic_wall;
6430 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6431 game.magic_wall_active = TRUE;
6433 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6434 SND_MAGIC_WALL_ACTIVATING :
6435 smashed == EL_BD_MAGIC_WALL ?
6436 SND_BD_MAGIC_WALL_ACTIVATING :
6437 SND_DC_MAGIC_WALL_ACTIVATING));
6440 if (IS_PLAYER(x, y + 1))
6442 if (CAN_SMASH_PLAYER(element))
6444 KillPlayerUnlessEnemyProtected(x, y + 1);
6448 else if (smashed == EL_PENGUIN)
6450 if (CAN_SMASH_PLAYER(element))
6456 else if (element == EL_BD_DIAMOND)
6458 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6464 else if (((element == EL_SP_INFOTRON ||
6465 element == EL_SP_ZONK) &&
6466 (smashed == EL_SP_SNIKSNAK ||
6467 smashed == EL_SP_ELECTRON ||
6468 smashed == EL_SP_DISK_ORANGE)) ||
6469 (element == EL_SP_INFOTRON &&
6470 smashed == EL_SP_DISK_YELLOW))
6475 else if (CAN_SMASH_EVERYTHING(element))
6477 if (IS_CLASSIC_ENEMY(smashed) ||
6478 CAN_EXPLODE_SMASHED(smashed))
6483 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6485 if (smashed == EL_LAMP ||
6486 smashed == EL_LAMP_ACTIVE)
6491 else if (smashed == EL_NUT)
6493 Feld[x][y + 1] = EL_NUT_BREAKING;
6494 PlayLevelSound(x, y, SND_NUT_BREAKING);
6495 RaiseScoreElement(EL_NUT);
6498 else if (smashed == EL_PEARL)
6500 ResetGfxAnimation(x, y);
6502 Feld[x][y + 1] = EL_PEARL_BREAKING;
6503 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6506 else if (smashed == EL_DIAMOND)
6508 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6509 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6512 else if (IS_BELT_SWITCH(smashed))
6514 ToggleBeltSwitch(x, y + 1);
6516 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6517 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6518 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6519 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6521 ToggleSwitchgateSwitch(x, y + 1);
6523 else if (smashed == EL_LIGHT_SWITCH ||
6524 smashed == EL_LIGHT_SWITCH_ACTIVE)
6526 ToggleLightSwitch(x, y + 1);
6530 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6532 CheckElementChangeBySide(x, y + 1, smashed, element,
6533 CE_SWITCHED, CH_SIDE_TOP);
6534 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6540 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6545 // play sound of magic wall / mill
6547 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6548 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6549 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6551 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6552 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6553 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6554 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6555 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6556 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6561 // play sound of object that hits the ground
6562 if (last_line || object_hit)
6563 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6566 static void TurnRoundExt(int x, int y)
6578 { 0, 0 }, { 0, 0 }, { 0, 0 },
6583 int left, right, back;
6587 { MV_DOWN, MV_UP, MV_RIGHT },
6588 { MV_UP, MV_DOWN, MV_LEFT },
6590 { MV_LEFT, MV_RIGHT, MV_DOWN },
6594 { MV_RIGHT, MV_LEFT, MV_UP }
6597 int element = Feld[x][y];
6598 int move_pattern = element_info[element].move_pattern;
6600 int old_move_dir = MovDir[x][y];
6601 int left_dir = turn[old_move_dir].left;
6602 int right_dir = turn[old_move_dir].right;
6603 int back_dir = turn[old_move_dir].back;
6605 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6606 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6607 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6608 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6610 int left_x = x + left_dx, left_y = y + left_dy;
6611 int right_x = x + right_dx, right_y = y + right_dy;
6612 int move_x = x + move_dx, move_y = y + move_dy;
6616 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6618 TestIfBadThingTouchesOtherBadThing(x, y);
6620 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6621 MovDir[x][y] = right_dir;
6622 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6623 MovDir[x][y] = left_dir;
6625 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6627 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6630 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6632 TestIfBadThingTouchesOtherBadThing(x, y);
6634 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6635 MovDir[x][y] = left_dir;
6636 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6637 MovDir[x][y] = right_dir;
6639 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6641 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6644 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6646 TestIfBadThingTouchesOtherBadThing(x, y);
6648 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6649 MovDir[x][y] = left_dir;
6650 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6651 MovDir[x][y] = right_dir;
6653 if (MovDir[x][y] != old_move_dir)
6656 else if (element == EL_YAMYAM)
6658 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6659 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6661 if (can_turn_left && can_turn_right)
6662 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6663 else if (can_turn_left)
6664 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6665 else if (can_turn_right)
6666 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6668 MovDir[x][y] = back_dir;
6670 MovDelay[x][y] = 16 + 16 * RND(3);
6672 else if (element == EL_DARK_YAMYAM)
6674 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6676 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6679 if (can_turn_left && can_turn_right)
6680 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6681 else if (can_turn_left)
6682 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6683 else if (can_turn_right)
6684 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6686 MovDir[x][y] = back_dir;
6688 MovDelay[x][y] = 16 + 16 * RND(3);
6690 else if (element == EL_PACMAN)
6692 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6693 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6695 if (can_turn_left && can_turn_right)
6696 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6697 else if (can_turn_left)
6698 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6699 else if (can_turn_right)
6700 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6702 MovDir[x][y] = back_dir;
6704 MovDelay[x][y] = 6 + RND(40);
6706 else if (element == EL_PIG)
6708 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6709 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6710 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6711 boolean should_turn_left, should_turn_right, should_move_on;
6713 int rnd = RND(rnd_value);
6715 should_turn_left = (can_turn_left &&
6717 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6718 y + back_dy + left_dy)));
6719 should_turn_right = (can_turn_right &&
6721 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6722 y + back_dy + right_dy)));
6723 should_move_on = (can_move_on &&
6726 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6727 y + move_dy + left_dy) ||
6728 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6729 y + move_dy + right_dy)));
6731 if (should_turn_left || should_turn_right || should_move_on)
6733 if (should_turn_left && should_turn_right && should_move_on)
6734 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6735 rnd < 2 * rnd_value / 3 ? right_dir :
6737 else if (should_turn_left && should_turn_right)
6738 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6739 else if (should_turn_left && should_move_on)
6740 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6741 else if (should_turn_right && should_move_on)
6742 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6743 else if (should_turn_left)
6744 MovDir[x][y] = left_dir;
6745 else if (should_turn_right)
6746 MovDir[x][y] = right_dir;
6747 else if (should_move_on)
6748 MovDir[x][y] = old_move_dir;
6750 else if (can_move_on && rnd > rnd_value / 8)
6751 MovDir[x][y] = old_move_dir;
6752 else if (can_turn_left && can_turn_right)
6753 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6754 else if (can_turn_left && rnd > rnd_value / 8)
6755 MovDir[x][y] = left_dir;
6756 else if (can_turn_right && rnd > rnd_value/8)
6757 MovDir[x][y] = right_dir;
6759 MovDir[x][y] = back_dir;
6761 xx = x + move_xy[MovDir[x][y]].dx;
6762 yy = y + move_xy[MovDir[x][y]].dy;
6764 if (!IN_LEV_FIELD(xx, yy) ||
6765 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6766 MovDir[x][y] = old_move_dir;
6770 else if (element == EL_DRAGON)
6772 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6773 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6774 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6776 int rnd = RND(rnd_value);
6778 if (can_move_on && rnd > rnd_value / 8)
6779 MovDir[x][y] = old_move_dir;
6780 else if (can_turn_left && can_turn_right)
6781 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6782 else if (can_turn_left && rnd > rnd_value / 8)
6783 MovDir[x][y] = left_dir;
6784 else if (can_turn_right && rnd > rnd_value / 8)
6785 MovDir[x][y] = right_dir;
6787 MovDir[x][y] = back_dir;
6789 xx = x + move_xy[MovDir[x][y]].dx;
6790 yy = y + move_xy[MovDir[x][y]].dy;
6792 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6793 MovDir[x][y] = old_move_dir;
6797 else if (element == EL_MOLE)
6799 boolean can_move_on =
6800 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6801 IS_AMOEBOID(Feld[move_x][move_y]) ||
6802 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6805 boolean can_turn_left =
6806 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6807 IS_AMOEBOID(Feld[left_x][left_y])));
6809 boolean can_turn_right =
6810 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6811 IS_AMOEBOID(Feld[right_x][right_y])));
6813 if (can_turn_left && can_turn_right)
6814 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6815 else if (can_turn_left)
6816 MovDir[x][y] = left_dir;
6818 MovDir[x][y] = right_dir;
6821 if (MovDir[x][y] != old_move_dir)
6824 else if (element == EL_BALLOON)
6826 MovDir[x][y] = game.wind_direction;
6829 else if (element == EL_SPRING)
6831 if (MovDir[x][y] & MV_HORIZONTAL)
6833 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6834 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6836 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6837 ResetGfxAnimation(move_x, move_y);
6838 TEST_DrawLevelField(move_x, move_y);
6840 MovDir[x][y] = back_dir;
6842 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6843 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6844 MovDir[x][y] = MV_NONE;
6849 else if (element == EL_ROBOT ||
6850 element == EL_SATELLITE ||
6851 element == EL_PENGUIN ||
6852 element == EL_EMC_ANDROID)
6854 int attr_x = -1, attr_y = -1;
6856 if (game.all_players_gone)
6858 attr_x = game.exit_x;
6859 attr_y = game.exit_y;
6865 for (i = 0; i < MAX_PLAYERS; i++)
6867 struct PlayerInfo *player = &stored_player[i];
6868 int jx = player->jx, jy = player->jy;
6870 if (!player->active)
6874 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6882 if (element == EL_ROBOT &&
6883 game.robot_wheel_x >= 0 &&
6884 game.robot_wheel_y >= 0 &&
6885 (Feld[game.robot_wheel_x][game.robot_wheel_y] == EL_ROBOT_WHEEL_ACTIVE ||
6886 game.engine_version < VERSION_IDENT(3,1,0,0)))
6888 attr_x = game.robot_wheel_x;
6889 attr_y = game.robot_wheel_y;
6892 if (element == EL_PENGUIN)
6895 static int xy[4][2] =
6903 for (i = 0; i < NUM_DIRECTIONS; i++)
6905 int ex = x + xy[i][0];
6906 int ey = y + xy[i][1];
6908 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6909 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6910 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6911 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6920 MovDir[x][y] = MV_NONE;
6922 MovDir[x][y] |= (game.all_players_gone ? MV_RIGHT : MV_LEFT);
6923 else if (attr_x > x)
6924 MovDir[x][y] |= (game.all_players_gone ? MV_LEFT : MV_RIGHT);
6926 MovDir[x][y] |= (game.all_players_gone ? MV_DOWN : MV_UP);
6927 else if (attr_y > y)
6928 MovDir[x][y] |= (game.all_players_gone ? MV_UP : MV_DOWN);
6930 if (element == EL_ROBOT)
6934 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6935 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6936 Moving2Blocked(x, y, &newx, &newy);
6938 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6939 MovDelay[x][y] = 8 + 8 * !RND(3);
6941 MovDelay[x][y] = 16;
6943 else if (element == EL_PENGUIN)
6949 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6951 boolean first_horiz = RND(2);
6952 int new_move_dir = MovDir[x][y];
6955 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6956 Moving2Blocked(x, y, &newx, &newy);
6958 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6962 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6963 Moving2Blocked(x, y, &newx, &newy);
6965 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6968 MovDir[x][y] = old_move_dir;
6972 else if (element == EL_SATELLITE)
6978 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6980 boolean first_horiz = RND(2);
6981 int new_move_dir = MovDir[x][y];
6984 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6985 Moving2Blocked(x, y, &newx, &newy);
6987 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6991 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6992 Moving2Blocked(x, y, &newx, &newy);
6994 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6997 MovDir[x][y] = old_move_dir;
7001 else if (element == EL_EMC_ANDROID)
7003 static int check_pos[16] =
7005 -1, // 0 => (invalid)
7008 -1, // 3 => (invalid)
7010 0, // 5 => MV_LEFT | MV_UP
7011 2, // 6 => MV_RIGHT | MV_UP
7012 -1, // 7 => (invalid)
7014 6, // 9 => MV_LEFT | MV_DOWN
7015 4, // 10 => MV_RIGHT | MV_DOWN
7016 -1, // 11 => (invalid)
7017 -1, // 12 => (invalid)
7018 -1, // 13 => (invalid)
7019 -1, // 14 => (invalid)
7020 -1, // 15 => (invalid)
7028 { -1, -1, MV_LEFT | MV_UP },
7030 { +1, -1, MV_RIGHT | MV_UP },
7031 { +1, 0, MV_RIGHT },
7032 { +1, +1, MV_RIGHT | MV_DOWN },
7034 { -1, +1, MV_LEFT | MV_DOWN },
7037 int start_pos, check_order;
7038 boolean can_clone = FALSE;
7041 // check if there is any free field around current position
7042 for (i = 0; i < 8; i++)
7044 int newx = x + check_xy[i].dx;
7045 int newy = y + check_xy[i].dy;
7047 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7055 if (can_clone) // randomly find an element to clone
7059 start_pos = check_pos[RND(8)];
7060 check_order = (RND(2) ? -1 : +1);
7062 for (i = 0; i < 8; i++)
7064 int pos_raw = start_pos + i * check_order;
7065 int pos = (pos_raw + 8) % 8;
7066 int newx = x + check_xy[pos].dx;
7067 int newy = y + check_xy[pos].dy;
7069 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7071 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7072 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7074 Store[x][y] = Feld[newx][newy];
7083 if (can_clone) // randomly find a direction to move
7087 start_pos = check_pos[RND(8)];
7088 check_order = (RND(2) ? -1 : +1);
7090 for (i = 0; i < 8; i++)
7092 int pos_raw = start_pos + i * check_order;
7093 int pos = (pos_raw + 8) % 8;
7094 int newx = x + check_xy[pos].dx;
7095 int newy = y + check_xy[pos].dy;
7096 int new_move_dir = check_xy[pos].dir;
7098 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7100 MovDir[x][y] = new_move_dir;
7101 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7110 if (can_clone) // cloning and moving successful
7113 // cannot clone -- try to move towards player
7115 start_pos = check_pos[MovDir[x][y] & 0x0f];
7116 check_order = (RND(2) ? -1 : +1);
7118 for (i = 0; i < 3; i++)
7120 // first check start_pos, then previous/next or (next/previous) pos
7121 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7122 int pos = (pos_raw + 8) % 8;
7123 int newx = x + check_xy[pos].dx;
7124 int newy = y + check_xy[pos].dy;
7125 int new_move_dir = check_xy[pos].dir;
7127 if (IS_PLAYER(newx, newy))
7130 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7132 MovDir[x][y] = new_move_dir;
7133 MovDelay[x][y] = level.android_move_time * 8 + 1;
7140 else if (move_pattern == MV_TURNING_LEFT ||
7141 move_pattern == MV_TURNING_RIGHT ||
7142 move_pattern == MV_TURNING_LEFT_RIGHT ||
7143 move_pattern == MV_TURNING_RIGHT_LEFT ||
7144 move_pattern == MV_TURNING_RANDOM ||
7145 move_pattern == MV_ALL_DIRECTIONS)
7147 boolean can_turn_left =
7148 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7149 boolean can_turn_right =
7150 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7152 if (element_info[element].move_stepsize == 0) // "not moving"
7155 if (move_pattern == MV_TURNING_LEFT)
7156 MovDir[x][y] = left_dir;
7157 else if (move_pattern == MV_TURNING_RIGHT)
7158 MovDir[x][y] = right_dir;
7159 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7160 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7161 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7162 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7163 else if (move_pattern == MV_TURNING_RANDOM)
7164 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7165 can_turn_right && !can_turn_left ? right_dir :
7166 RND(2) ? left_dir : right_dir);
7167 else if (can_turn_left && can_turn_right)
7168 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7169 else if (can_turn_left)
7170 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7171 else if (can_turn_right)
7172 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7174 MovDir[x][y] = back_dir;
7176 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7178 else if (move_pattern == MV_HORIZONTAL ||
7179 move_pattern == MV_VERTICAL)
7181 if (move_pattern & old_move_dir)
7182 MovDir[x][y] = back_dir;
7183 else if (move_pattern == MV_HORIZONTAL)
7184 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7185 else if (move_pattern == MV_VERTICAL)
7186 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7188 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7190 else if (move_pattern & MV_ANY_DIRECTION)
7192 MovDir[x][y] = move_pattern;
7193 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7195 else if (move_pattern & MV_WIND_DIRECTION)
7197 MovDir[x][y] = game.wind_direction;
7198 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7200 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7202 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7203 MovDir[x][y] = left_dir;
7204 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7205 MovDir[x][y] = right_dir;
7207 if (MovDir[x][y] != old_move_dir)
7208 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7210 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7212 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7213 MovDir[x][y] = right_dir;
7214 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7215 MovDir[x][y] = left_dir;
7217 if (MovDir[x][y] != old_move_dir)
7218 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7220 else if (move_pattern == MV_TOWARDS_PLAYER ||
7221 move_pattern == MV_AWAY_FROM_PLAYER)
7223 int attr_x = -1, attr_y = -1;
7225 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7227 if (game.all_players_gone)
7229 attr_x = game.exit_x;
7230 attr_y = game.exit_y;
7236 for (i = 0; i < MAX_PLAYERS; i++)
7238 struct PlayerInfo *player = &stored_player[i];
7239 int jx = player->jx, jy = player->jy;
7241 if (!player->active)
7245 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7253 MovDir[x][y] = MV_NONE;
7255 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7256 else if (attr_x > x)
7257 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7259 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7260 else if (attr_y > y)
7261 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7263 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7265 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7267 boolean first_horiz = RND(2);
7268 int new_move_dir = MovDir[x][y];
7270 if (element_info[element].move_stepsize == 0) // "not moving"
7272 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7273 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7279 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7280 Moving2Blocked(x, y, &newx, &newy);
7282 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7286 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7287 Moving2Blocked(x, y, &newx, &newy);
7289 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7292 MovDir[x][y] = old_move_dir;
7295 else if (move_pattern == MV_WHEN_PUSHED ||
7296 move_pattern == MV_WHEN_DROPPED)
7298 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7299 MovDir[x][y] = MV_NONE;
7303 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7305 static int test_xy[7][2] =
7315 static int test_dir[7] =
7325 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7326 int move_preference = -1000000; // start with very low preference
7327 int new_move_dir = MV_NONE;
7328 int start_test = RND(4);
7331 for (i = 0; i < NUM_DIRECTIONS; i++)
7333 int move_dir = test_dir[start_test + i];
7334 int move_dir_preference;
7336 xx = x + test_xy[start_test + i][0];
7337 yy = y + test_xy[start_test + i][1];
7339 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7340 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7342 new_move_dir = move_dir;
7347 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7350 move_dir_preference = -1 * RunnerVisit[xx][yy];
7351 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7352 move_dir_preference = PlayerVisit[xx][yy];
7354 if (move_dir_preference > move_preference)
7356 // prefer field that has not been visited for the longest time
7357 move_preference = move_dir_preference;
7358 new_move_dir = move_dir;
7360 else if (move_dir_preference == move_preference &&
7361 move_dir == old_move_dir)
7363 // prefer last direction when all directions are preferred equally
7364 move_preference = move_dir_preference;
7365 new_move_dir = move_dir;
7369 MovDir[x][y] = new_move_dir;
7370 if (old_move_dir != new_move_dir)
7371 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7375 static void TurnRound(int x, int y)
7377 int direction = MovDir[x][y];
7381 GfxDir[x][y] = MovDir[x][y];
7383 if (direction != MovDir[x][y])
7387 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7389 ResetGfxFrame(x, y);
7392 static boolean JustBeingPushed(int x, int y)
7396 for (i = 0; i < MAX_PLAYERS; i++)
7398 struct PlayerInfo *player = &stored_player[i];
7400 if (player->active && player->is_pushing && player->MovPos)
7402 int next_jx = player->jx + (player->jx - player->last_jx);
7403 int next_jy = player->jy + (player->jy - player->last_jy);
7405 if (x == next_jx && y == next_jy)
7413 static void StartMoving(int x, int y)
7415 boolean started_moving = FALSE; // some elements can fall _and_ move
7416 int element = Feld[x][y];
7421 if (MovDelay[x][y] == 0)
7422 GfxAction[x][y] = ACTION_DEFAULT;
7424 if (CAN_FALL(element) && y < lev_fieldy - 1)
7426 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7427 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7428 if (JustBeingPushed(x, y))
7431 if (element == EL_QUICKSAND_FULL)
7433 if (IS_FREE(x, y + 1))
7435 InitMovingField(x, y, MV_DOWN);
7436 started_moving = TRUE;
7438 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7439 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7440 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7441 Store[x][y] = EL_ROCK;
7443 Store[x][y] = EL_ROCK;
7446 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7448 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7450 if (!MovDelay[x][y])
7452 MovDelay[x][y] = TILEY + 1;
7454 ResetGfxAnimation(x, y);
7455 ResetGfxAnimation(x, y + 1);
7460 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7461 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7468 Feld[x][y] = EL_QUICKSAND_EMPTY;
7469 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7470 Store[x][y + 1] = Store[x][y];
7473 PlayLevelSoundAction(x, y, ACTION_FILLING);
7475 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7477 if (!MovDelay[x][y])
7479 MovDelay[x][y] = TILEY + 1;
7481 ResetGfxAnimation(x, y);
7482 ResetGfxAnimation(x, y + 1);
7487 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7488 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7495 Feld[x][y] = EL_QUICKSAND_EMPTY;
7496 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7497 Store[x][y + 1] = Store[x][y];
7500 PlayLevelSoundAction(x, y, ACTION_FILLING);
7503 else if (element == EL_QUICKSAND_FAST_FULL)
7505 if (IS_FREE(x, y + 1))
7507 InitMovingField(x, y, MV_DOWN);
7508 started_moving = TRUE;
7510 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7511 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7512 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7513 Store[x][y] = EL_ROCK;
7515 Store[x][y] = EL_ROCK;
7518 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7520 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7522 if (!MovDelay[x][y])
7524 MovDelay[x][y] = TILEY + 1;
7526 ResetGfxAnimation(x, y);
7527 ResetGfxAnimation(x, y + 1);
7532 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7533 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7540 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7541 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7542 Store[x][y + 1] = Store[x][y];
7545 PlayLevelSoundAction(x, y, ACTION_FILLING);
7547 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7549 if (!MovDelay[x][y])
7551 MovDelay[x][y] = TILEY + 1;
7553 ResetGfxAnimation(x, y);
7554 ResetGfxAnimation(x, y + 1);
7559 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7560 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7567 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7568 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7569 Store[x][y + 1] = Store[x][y];
7572 PlayLevelSoundAction(x, y, ACTION_FILLING);
7575 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7576 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7578 InitMovingField(x, y, MV_DOWN);
7579 started_moving = TRUE;
7581 Feld[x][y] = EL_QUICKSAND_FILLING;
7582 Store[x][y] = element;
7584 PlayLevelSoundAction(x, y, ACTION_FILLING);
7586 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7587 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7589 InitMovingField(x, y, MV_DOWN);
7590 started_moving = TRUE;
7592 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7593 Store[x][y] = element;
7595 PlayLevelSoundAction(x, y, ACTION_FILLING);
7597 else if (element == EL_MAGIC_WALL_FULL)
7599 if (IS_FREE(x, y + 1))
7601 InitMovingField(x, y, MV_DOWN);
7602 started_moving = TRUE;
7604 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7605 Store[x][y] = EL_CHANGED(Store[x][y]);
7607 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7609 if (!MovDelay[x][y])
7610 MovDelay[x][y] = TILEY / 4 + 1;
7619 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7620 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7621 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7625 else if (element == EL_BD_MAGIC_WALL_FULL)
7627 if (IS_FREE(x, y + 1))
7629 InitMovingField(x, y, MV_DOWN);
7630 started_moving = TRUE;
7632 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7633 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7635 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7637 if (!MovDelay[x][y])
7638 MovDelay[x][y] = TILEY / 4 + 1;
7647 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7648 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7649 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7653 else if (element == EL_DC_MAGIC_WALL_FULL)
7655 if (IS_FREE(x, y + 1))
7657 InitMovingField(x, y, MV_DOWN);
7658 started_moving = TRUE;
7660 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7661 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7663 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7665 if (!MovDelay[x][y])
7666 MovDelay[x][y] = TILEY / 4 + 1;
7675 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7676 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7677 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7681 else if ((CAN_PASS_MAGIC_WALL(element) &&
7682 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7683 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7684 (CAN_PASS_DC_MAGIC_WALL(element) &&
7685 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7688 InitMovingField(x, y, MV_DOWN);
7689 started_moving = TRUE;
7692 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7693 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7694 EL_DC_MAGIC_WALL_FILLING);
7695 Store[x][y] = element;
7697 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7699 SplashAcid(x, y + 1);
7701 InitMovingField(x, y, MV_DOWN);
7702 started_moving = TRUE;
7704 Store[x][y] = EL_ACID;
7707 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7708 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7709 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7710 CAN_FALL(element) && WasJustFalling[x][y] &&
7711 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7713 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7714 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7715 (Feld[x][y + 1] == EL_BLOCKED)))
7717 /* this is needed for a special case not covered by calling "Impact()"
7718 from "ContinueMoving()": if an element moves to a tile directly below
7719 another element which was just falling on that tile (which was empty
7720 in the previous frame), the falling element above would just stop
7721 instead of smashing the element below (in previous version, the above
7722 element was just checked for "moving" instead of "falling", resulting
7723 in incorrect smashes caused by horizontal movement of the above
7724 element; also, the case of the player being the element to smash was
7725 simply not covered here... :-/ ) */
7727 CheckCollision[x][y] = 0;
7728 CheckImpact[x][y] = 0;
7732 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7734 if (MovDir[x][y] == MV_NONE)
7736 InitMovingField(x, y, MV_DOWN);
7737 started_moving = TRUE;
7740 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7742 if (WasJustFalling[x][y]) // prevent animation from being restarted
7743 MovDir[x][y] = MV_DOWN;
7745 InitMovingField(x, y, MV_DOWN);
7746 started_moving = TRUE;
7748 else if (element == EL_AMOEBA_DROP)
7750 Feld[x][y] = EL_AMOEBA_GROWING;
7751 Store[x][y] = EL_AMOEBA_WET;
7753 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7754 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7755 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7756 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7758 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7759 (IS_FREE(x - 1, y + 1) ||
7760 Feld[x - 1][y + 1] == EL_ACID));
7761 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7762 (IS_FREE(x + 1, y + 1) ||
7763 Feld[x + 1][y + 1] == EL_ACID));
7764 boolean can_fall_any = (can_fall_left || can_fall_right);
7765 boolean can_fall_both = (can_fall_left && can_fall_right);
7766 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7768 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7770 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7771 can_fall_right = FALSE;
7772 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7773 can_fall_left = FALSE;
7774 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7775 can_fall_right = FALSE;
7776 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7777 can_fall_left = FALSE;
7779 can_fall_any = (can_fall_left || can_fall_right);
7780 can_fall_both = FALSE;
7785 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7786 can_fall_right = FALSE; // slip down on left side
7788 can_fall_left = !(can_fall_right = RND(2));
7790 can_fall_both = FALSE;
7795 // if not determined otherwise, prefer left side for slipping down
7796 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7797 started_moving = TRUE;
7800 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7802 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7803 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7804 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7805 int belt_dir = game.belt_dir[belt_nr];
7807 if ((belt_dir == MV_LEFT && left_is_free) ||
7808 (belt_dir == MV_RIGHT && right_is_free))
7810 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7812 InitMovingField(x, y, belt_dir);
7813 started_moving = TRUE;
7815 Pushed[x][y] = TRUE;
7816 Pushed[nextx][y] = TRUE;
7818 GfxAction[x][y] = ACTION_DEFAULT;
7822 MovDir[x][y] = 0; // if element was moving, stop it
7827 // not "else if" because of elements that can fall and move (EL_SPRING)
7828 if (CAN_MOVE(element) && !started_moving)
7830 int move_pattern = element_info[element].move_pattern;
7833 Moving2Blocked(x, y, &newx, &newy);
7835 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7838 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7839 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7841 WasJustMoving[x][y] = 0;
7842 CheckCollision[x][y] = 0;
7844 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7846 if (Feld[x][y] != element) // element has changed
7850 if (!MovDelay[x][y]) // start new movement phase
7852 // all objects that can change their move direction after each step
7853 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7855 if (element != EL_YAMYAM &&
7856 element != EL_DARK_YAMYAM &&
7857 element != EL_PACMAN &&
7858 !(move_pattern & MV_ANY_DIRECTION) &&
7859 move_pattern != MV_TURNING_LEFT &&
7860 move_pattern != MV_TURNING_RIGHT &&
7861 move_pattern != MV_TURNING_LEFT_RIGHT &&
7862 move_pattern != MV_TURNING_RIGHT_LEFT &&
7863 move_pattern != MV_TURNING_RANDOM)
7867 if (MovDelay[x][y] && (element == EL_BUG ||
7868 element == EL_SPACESHIP ||
7869 element == EL_SP_SNIKSNAK ||
7870 element == EL_SP_ELECTRON ||
7871 element == EL_MOLE))
7872 TEST_DrawLevelField(x, y);
7876 if (MovDelay[x][y]) // wait some time before next movement
7880 if (element == EL_ROBOT ||
7881 element == EL_YAMYAM ||
7882 element == EL_DARK_YAMYAM)
7884 DrawLevelElementAnimationIfNeeded(x, y, element);
7885 PlayLevelSoundAction(x, y, ACTION_WAITING);
7887 else if (element == EL_SP_ELECTRON)
7888 DrawLevelElementAnimationIfNeeded(x, y, element);
7889 else if (element == EL_DRAGON)
7892 int dir = MovDir[x][y];
7893 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7894 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7895 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7896 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7897 dir == MV_UP ? IMG_FLAMES_1_UP :
7898 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7899 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7901 GfxAction[x][y] = ACTION_ATTACKING;
7903 if (IS_PLAYER(x, y))
7904 DrawPlayerField(x, y);
7906 TEST_DrawLevelField(x, y);
7908 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7910 for (i = 1; i <= 3; i++)
7912 int xx = x + i * dx;
7913 int yy = y + i * dy;
7914 int sx = SCREENX(xx);
7915 int sy = SCREENY(yy);
7916 int flame_graphic = graphic + (i - 1);
7918 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7923 int flamed = MovingOrBlocked2Element(xx, yy);
7925 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7928 RemoveMovingField(xx, yy);
7930 ChangeDelay[xx][yy] = 0;
7932 Feld[xx][yy] = EL_FLAMES;
7934 if (IN_SCR_FIELD(sx, sy))
7936 TEST_DrawLevelFieldCrumbled(xx, yy);
7937 DrawGraphic(sx, sy, flame_graphic, frame);
7942 if (Feld[xx][yy] == EL_FLAMES)
7943 Feld[xx][yy] = EL_EMPTY;
7944 TEST_DrawLevelField(xx, yy);
7949 if (MovDelay[x][y]) // element still has to wait some time
7951 PlayLevelSoundAction(x, y, ACTION_WAITING);
7957 // now make next step
7959 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7961 if (DONT_COLLIDE_WITH(element) &&
7962 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7963 !PLAYER_ENEMY_PROTECTED(newx, newy))
7965 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7970 else if (CAN_MOVE_INTO_ACID(element) &&
7971 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7972 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7973 (MovDir[x][y] == MV_DOWN ||
7974 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7976 SplashAcid(newx, newy);
7977 Store[x][y] = EL_ACID;
7979 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7981 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7982 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7983 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7984 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7987 TEST_DrawLevelField(x, y);
7989 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7990 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7991 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7993 game.friends_still_needed--;
7994 if (!game.friends_still_needed &&
7996 game.all_players_gone)
8001 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
8003 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
8004 TEST_DrawLevelField(newx, newy);
8006 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
8008 else if (!IS_FREE(newx, newy))
8010 GfxAction[x][y] = ACTION_WAITING;
8012 if (IS_PLAYER(x, y))
8013 DrawPlayerField(x, y);
8015 TEST_DrawLevelField(x, y);
8020 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
8022 if (IS_FOOD_PIG(Feld[newx][newy]))
8024 if (IS_MOVING(newx, newy))
8025 RemoveMovingField(newx, newy);
8028 Feld[newx][newy] = EL_EMPTY;
8029 TEST_DrawLevelField(newx, newy);
8032 PlayLevelSound(x, y, SND_PIG_DIGGING);
8034 else if (!IS_FREE(newx, newy))
8036 if (IS_PLAYER(x, y))
8037 DrawPlayerField(x, y);
8039 TEST_DrawLevelField(x, y);
8044 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8046 if (Store[x][y] != EL_EMPTY)
8048 boolean can_clone = FALSE;
8051 // check if element to clone is still there
8052 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8054 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8062 // cannot clone or target field not free anymore -- do not clone
8063 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8064 Store[x][y] = EL_EMPTY;
8067 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8069 if (IS_MV_DIAGONAL(MovDir[x][y]))
8071 int diagonal_move_dir = MovDir[x][y];
8072 int stored = Store[x][y];
8073 int change_delay = 8;
8076 // android is moving diagonally
8078 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8080 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8081 GfxElement[x][y] = EL_EMC_ANDROID;
8082 GfxAction[x][y] = ACTION_SHRINKING;
8083 GfxDir[x][y] = diagonal_move_dir;
8084 ChangeDelay[x][y] = change_delay;
8086 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8089 DrawLevelGraphicAnimation(x, y, graphic);
8090 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8092 if (Feld[newx][newy] == EL_ACID)
8094 SplashAcid(newx, newy);
8099 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8101 Store[newx][newy] = EL_EMC_ANDROID;
8102 GfxElement[newx][newy] = EL_EMC_ANDROID;
8103 GfxAction[newx][newy] = ACTION_GROWING;
8104 GfxDir[newx][newy] = diagonal_move_dir;
8105 ChangeDelay[newx][newy] = change_delay;
8107 graphic = el_act_dir2img(GfxElement[newx][newy],
8108 GfxAction[newx][newy], GfxDir[newx][newy]);
8110 DrawLevelGraphicAnimation(newx, newy, graphic);
8111 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8117 Feld[newx][newy] = EL_EMPTY;
8118 TEST_DrawLevelField(newx, newy);
8120 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8123 else if (!IS_FREE(newx, newy))
8128 else if (IS_CUSTOM_ELEMENT(element) &&
8129 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8131 if (!DigFieldByCE(newx, newy, element))
8134 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8136 RunnerVisit[x][y] = FrameCounter;
8137 PlayerVisit[x][y] /= 8; // expire player visit path
8140 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8142 if (!IS_FREE(newx, newy))
8144 if (IS_PLAYER(x, y))
8145 DrawPlayerField(x, y);
8147 TEST_DrawLevelField(x, y);
8153 boolean wanna_flame = !RND(10);
8154 int dx = newx - x, dy = newy - y;
8155 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8156 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8157 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8158 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8159 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8160 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8163 IS_CLASSIC_ENEMY(element1) ||
8164 IS_CLASSIC_ENEMY(element2)) &&
8165 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8166 element1 != EL_FLAMES && element2 != EL_FLAMES)
8168 ResetGfxAnimation(x, y);
8169 GfxAction[x][y] = ACTION_ATTACKING;
8171 if (IS_PLAYER(x, y))
8172 DrawPlayerField(x, y);
8174 TEST_DrawLevelField(x, y);
8176 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8178 MovDelay[x][y] = 50;
8180 Feld[newx][newy] = EL_FLAMES;
8181 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8182 Feld[newx1][newy1] = EL_FLAMES;
8183 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8184 Feld[newx2][newy2] = EL_FLAMES;
8190 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8191 Feld[newx][newy] == EL_DIAMOND)
8193 if (IS_MOVING(newx, newy))
8194 RemoveMovingField(newx, newy);
8197 Feld[newx][newy] = EL_EMPTY;
8198 TEST_DrawLevelField(newx, newy);
8201 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8203 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8204 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8206 if (AmoebaNr[newx][newy])
8208 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8209 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8210 Feld[newx][newy] == EL_BD_AMOEBA)
8211 AmoebaCnt[AmoebaNr[newx][newy]]--;
8214 if (IS_MOVING(newx, newy))
8216 RemoveMovingField(newx, newy);
8220 Feld[newx][newy] = EL_EMPTY;
8221 TEST_DrawLevelField(newx, newy);
8224 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8226 else if ((element == EL_PACMAN || element == EL_MOLE)
8227 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8229 if (AmoebaNr[newx][newy])
8231 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8232 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8233 Feld[newx][newy] == EL_BD_AMOEBA)
8234 AmoebaCnt[AmoebaNr[newx][newy]]--;
8237 if (element == EL_MOLE)
8239 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8240 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8242 ResetGfxAnimation(x, y);
8243 GfxAction[x][y] = ACTION_DIGGING;
8244 TEST_DrawLevelField(x, y);
8246 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8248 return; // wait for shrinking amoeba
8250 else // element == EL_PACMAN
8252 Feld[newx][newy] = EL_EMPTY;
8253 TEST_DrawLevelField(newx, newy);
8254 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8257 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8258 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8259 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8261 // wait for shrinking amoeba to completely disappear
8264 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8266 // object was running against a wall
8270 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8271 DrawLevelElementAnimation(x, y, element);
8273 if (DONT_TOUCH(element))
8274 TestIfBadThingTouchesPlayer(x, y);
8279 InitMovingField(x, y, MovDir[x][y]);
8281 PlayLevelSoundAction(x, y, ACTION_MOVING);
8285 ContinueMoving(x, y);
8288 void ContinueMoving(int x, int y)
8290 int element = Feld[x][y];
8291 struct ElementInfo *ei = &element_info[element];
8292 int direction = MovDir[x][y];
8293 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8294 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8295 int newx = x + dx, newy = y + dy;
8296 int stored = Store[x][y];
8297 int stored_new = Store[newx][newy];
8298 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8299 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8300 boolean last_line = (newy == lev_fieldy - 1);
8302 MovPos[x][y] += getElementMoveStepsize(x, y);
8304 if (pushed_by_player) // special case: moving object pushed by player
8305 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8307 if (ABS(MovPos[x][y]) < TILEX)
8309 TEST_DrawLevelField(x, y);
8311 return; // element is still moving
8314 // element reached destination field
8316 Feld[x][y] = EL_EMPTY;
8317 Feld[newx][newy] = element;
8318 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8320 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8322 element = Feld[newx][newy] = EL_ACID;
8324 else if (element == EL_MOLE)
8326 Feld[x][y] = EL_SAND;
8328 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8330 else if (element == EL_QUICKSAND_FILLING)
8332 element = Feld[newx][newy] = get_next_element(element);
8333 Store[newx][newy] = Store[x][y];
8335 else if (element == EL_QUICKSAND_EMPTYING)
8337 Feld[x][y] = get_next_element(element);
8338 element = Feld[newx][newy] = Store[x][y];
8340 else if (element == EL_QUICKSAND_FAST_FILLING)
8342 element = Feld[newx][newy] = get_next_element(element);
8343 Store[newx][newy] = Store[x][y];
8345 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8347 Feld[x][y] = get_next_element(element);
8348 element = Feld[newx][newy] = Store[x][y];
8350 else if (element == EL_MAGIC_WALL_FILLING)
8352 element = Feld[newx][newy] = get_next_element(element);
8353 if (!game.magic_wall_active)
8354 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8355 Store[newx][newy] = Store[x][y];
8357 else if (element == EL_MAGIC_WALL_EMPTYING)
8359 Feld[x][y] = get_next_element(element);
8360 if (!game.magic_wall_active)
8361 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8362 element = Feld[newx][newy] = Store[x][y];
8364 InitField(newx, newy, FALSE);
8366 else if (element == EL_BD_MAGIC_WALL_FILLING)
8368 element = Feld[newx][newy] = get_next_element(element);
8369 if (!game.magic_wall_active)
8370 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8371 Store[newx][newy] = Store[x][y];
8373 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8375 Feld[x][y] = get_next_element(element);
8376 if (!game.magic_wall_active)
8377 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8378 element = Feld[newx][newy] = Store[x][y];
8380 InitField(newx, newy, FALSE);
8382 else if (element == EL_DC_MAGIC_WALL_FILLING)
8384 element = Feld[newx][newy] = get_next_element(element);
8385 if (!game.magic_wall_active)
8386 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8387 Store[newx][newy] = Store[x][y];
8389 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8391 Feld[x][y] = get_next_element(element);
8392 if (!game.magic_wall_active)
8393 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8394 element = Feld[newx][newy] = Store[x][y];
8396 InitField(newx, newy, FALSE);
8398 else if (element == EL_AMOEBA_DROPPING)
8400 Feld[x][y] = get_next_element(element);
8401 element = Feld[newx][newy] = Store[x][y];
8403 else if (element == EL_SOKOBAN_OBJECT)
8406 Feld[x][y] = Back[x][y];
8408 if (Back[newx][newy])
8409 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8411 Back[x][y] = Back[newx][newy] = 0;
8414 Store[x][y] = EL_EMPTY;
8419 MovDelay[newx][newy] = 0;
8421 if (CAN_CHANGE_OR_HAS_ACTION(element))
8423 // copy element change control values to new field
8424 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8425 ChangePage[newx][newy] = ChangePage[x][y];
8426 ChangeCount[newx][newy] = ChangeCount[x][y];
8427 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8430 CustomValue[newx][newy] = CustomValue[x][y];
8432 ChangeDelay[x][y] = 0;
8433 ChangePage[x][y] = -1;
8434 ChangeCount[x][y] = 0;
8435 ChangeEvent[x][y] = -1;
8437 CustomValue[x][y] = 0;
8439 // copy animation control values to new field
8440 GfxFrame[newx][newy] = GfxFrame[x][y];
8441 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8442 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8443 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8445 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8447 // some elements can leave other elements behind after moving
8448 if (ei->move_leave_element != EL_EMPTY &&
8449 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8450 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8452 int move_leave_element = ei->move_leave_element;
8454 // this makes it possible to leave the removed element again
8455 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8456 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8458 Feld[x][y] = move_leave_element;
8460 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8461 MovDir[x][y] = direction;
8463 InitField(x, y, FALSE);
8465 if (GFX_CRUMBLED(Feld[x][y]))
8466 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8468 if (ELEM_IS_PLAYER(move_leave_element))
8469 RelocatePlayer(x, y, move_leave_element);
8472 // do this after checking for left-behind element
8473 ResetGfxAnimation(x, y); // reset animation values for old field
8475 if (!CAN_MOVE(element) ||
8476 (CAN_FALL(element) && direction == MV_DOWN &&
8477 (element == EL_SPRING ||
8478 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8479 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8480 GfxDir[x][y] = MovDir[newx][newy] = 0;
8482 TEST_DrawLevelField(x, y);
8483 TEST_DrawLevelField(newx, newy);
8485 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8487 // prevent pushed element from moving on in pushed direction
8488 if (pushed_by_player && CAN_MOVE(element) &&
8489 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8490 !(element_info[element].move_pattern & direction))
8491 TurnRound(newx, newy);
8493 // prevent elements on conveyor belt from moving on in last direction
8494 if (pushed_by_conveyor && CAN_FALL(element) &&
8495 direction & MV_HORIZONTAL)
8496 MovDir[newx][newy] = 0;
8498 if (!pushed_by_player)
8500 int nextx = newx + dx, nexty = newy + dy;
8501 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8503 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8505 if (CAN_FALL(element) && direction == MV_DOWN)
8506 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8508 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8509 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8511 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8512 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8515 if (DONT_TOUCH(element)) // object may be nasty to player or others
8517 TestIfBadThingTouchesPlayer(newx, newy);
8518 TestIfBadThingTouchesFriend(newx, newy);
8520 if (!IS_CUSTOM_ELEMENT(element))
8521 TestIfBadThingTouchesOtherBadThing(newx, newy);
8523 else if (element == EL_PENGUIN)
8524 TestIfFriendTouchesBadThing(newx, newy);
8526 if (DONT_GET_HIT_BY(element))
8528 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8531 // give the player one last chance (one more frame) to move away
8532 if (CAN_FALL(element) && direction == MV_DOWN &&
8533 (last_line || (!IS_FREE(x, newy + 1) &&
8534 (!IS_PLAYER(x, newy + 1) ||
8535 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8538 if (pushed_by_player && !game.use_change_when_pushing_bug)
8540 int push_side = MV_DIR_OPPOSITE(direction);
8541 struct PlayerInfo *player = PLAYERINFO(x, y);
8543 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8544 player->index_bit, push_side);
8545 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8546 player->index_bit, push_side);
8549 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8550 MovDelay[newx][newy] = 1;
8552 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8554 TestIfElementTouchesCustomElement(x, y); // empty or new element
8555 TestIfElementHitsCustomElement(newx, newy, direction);
8556 TestIfPlayerTouchesCustomElement(newx, newy);
8557 TestIfElementTouchesCustomElement(newx, newy);
8559 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8560 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8561 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8562 MV_DIR_OPPOSITE(direction));
8565 int AmoebeNachbarNr(int ax, int ay)
8568 int element = Feld[ax][ay];
8570 static int xy[4][2] =
8578 for (i = 0; i < NUM_DIRECTIONS; i++)
8580 int x = ax + xy[i][0];
8581 int y = ay + xy[i][1];
8583 if (!IN_LEV_FIELD(x, y))
8586 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8587 group_nr = AmoebaNr[x][y];
8593 static void AmoebenVereinigen(int ax, int ay)
8595 int i, x, y, xx, yy;
8596 int new_group_nr = AmoebaNr[ax][ay];
8597 static int xy[4][2] =
8605 if (new_group_nr == 0)
8608 for (i = 0; i < NUM_DIRECTIONS; i++)
8613 if (!IN_LEV_FIELD(x, y))
8616 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8617 Feld[x][y] == EL_BD_AMOEBA ||
8618 Feld[x][y] == EL_AMOEBA_DEAD) &&
8619 AmoebaNr[x][y] != new_group_nr)
8621 int old_group_nr = AmoebaNr[x][y];
8623 if (old_group_nr == 0)
8626 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8627 AmoebaCnt[old_group_nr] = 0;
8628 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8629 AmoebaCnt2[old_group_nr] = 0;
8631 SCAN_PLAYFIELD(xx, yy)
8633 if (AmoebaNr[xx][yy] == old_group_nr)
8634 AmoebaNr[xx][yy] = new_group_nr;
8640 void AmoebeUmwandeln(int ax, int ay)
8644 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8646 int group_nr = AmoebaNr[ax][ay];
8651 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8652 printf("AmoebeUmwandeln(): This should never happen!\n");
8657 SCAN_PLAYFIELD(x, y)
8659 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8662 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8666 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8667 SND_AMOEBA_TURNING_TO_GEM :
8668 SND_AMOEBA_TURNING_TO_ROCK));
8673 static int xy[4][2] =
8681 for (i = 0; i < NUM_DIRECTIONS; i++)
8686 if (!IN_LEV_FIELD(x, y))
8689 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8691 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8692 SND_AMOEBA_TURNING_TO_GEM :
8693 SND_AMOEBA_TURNING_TO_ROCK));
8700 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8703 int group_nr = AmoebaNr[ax][ay];
8704 boolean done = FALSE;
8709 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8710 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8715 SCAN_PLAYFIELD(x, y)
8717 if (AmoebaNr[x][y] == group_nr &&
8718 (Feld[x][y] == EL_AMOEBA_DEAD ||
8719 Feld[x][y] == EL_BD_AMOEBA ||
8720 Feld[x][y] == EL_AMOEBA_GROWING))
8723 Feld[x][y] = new_element;
8724 InitField(x, y, FALSE);
8725 TEST_DrawLevelField(x, y);
8731 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8732 SND_BD_AMOEBA_TURNING_TO_ROCK :
8733 SND_BD_AMOEBA_TURNING_TO_GEM));
8736 static void AmoebeWaechst(int x, int y)
8738 static unsigned int sound_delay = 0;
8739 static unsigned int sound_delay_value = 0;
8741 if (!MovDelay[x][y]) // start new growing cycle
8745 if (DelayReached(&sound_delay, sound_delay_value))
8747 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8748 sound_delay_value = 30;
8752 if (MovDelay[x][y]) // wait some time before growing bigger
8755 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8757 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8758 6 - MovDelay[x][y]);
8760 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8763 if (!MovDelay[x][y])
8765 Feld[x][y] = Store[x][y];
8767 TEST_DrawLevelField(x, y);
8772 static void AmoebaDisappearing(int x, int y)
8774 static unsigned int sound_delay = 0;
8775 static unsigned int sound_delay_value = 0;
8777 if (!MovDelay[x][y]) // start new shrinking cycle
8781 if (DelayReached(&sound_delay, sound_delay_value))
8782 sound_delay_value = 30;
8785 if (MovDelay[x][y]) // wait some time before shrinking
8788 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8790 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8791 6 - MovDelay[x][y]);
8793 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8796 if (!MovDelay[x][y])
8798 Feld[x][y] = EL_EMPTY;
8799 TEST_DrawLevelField(x, y);
8801 // don't let mole enter this field in this cycle;
8802 // (give priority to objects falling to this field from above)
8808 static void AmoebeAbleger(int ax, int ay)
8811 int element = Feld[ax][ay];
8812 int graphic = el2img(element);
8813 int newax = ax, neway = ay;
8814 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8815 static int xy[4][2] =
8823 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8825 Feld[ax][ay] = EL_AMOEBA_DEAD;
8826 TEST_DrawLevelField(ax, ay);
8830 if (IS_ANIMATED(graphic))
8831 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8833 if (!MovDelay[ax][ay]) // start making new amoeba field
8834 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8836 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8839 if (MovDelay[ax][ay])
8843 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8846 int x = ax + xy[start][0];
8847 int y = ay + xy[start][1];
8849 if (!IN_LEV_FIELD(x, y))
8852 if (IS_FREE(x, y) ||
8853 CAN_GROW_INTO(Feld[x][y]) ||
8854 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8855 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8861 if (newax == ax && neway == ay)
8864 else // normal or "filled" (BD style) amoeba
8867 boolean waiting_for_player = FALSE;
8869 for (i = 0; i < NUM_DIRECTIONS; i++)
8871 int j = (start + i) % 4;
8872 int x = ax + xy[j][0];
8873 int y = ay + xy[j][1];
8875 if (!IN_LEV_FIELD(x, y))
8878 if (IS_FREE(x, y) ||
8879 CAN_GROW_INTO(Feld[x][y]) ||
8880 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8881 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8887 else if (IS_PLAYER(x, y))
8888 waiting_for_player = TRUE;
8891 if (newax == ax && neway == ay) // amoeba cannot grow
8893 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8895 Feld[ax][ay] = EL_AMOEBA_DEAD;
8896 TEST_DrawLevelField(ax, ay);
8897 AmoebaCnt[AmoebaNr[ax][ay]]--;
8899 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8901 if (element == EL_AMOEBA_FULL)
8902 AmoebeUmwandeln(ax, ay);
8903 else if (element == EL_BD_AMOEBA)
8904 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8909 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8911 // amoeba gets larger by growing in some direction
8913 int new_group_nr = AmoebaNr[ax][ay];
8916 if (new_group_nr == 0)
8918 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8919 printf("AmoebeAbleger(): This should never happen!\n");
8924 AmoebaNr[newax][neway] = new_group_nr;
8925 AmoebaCnt[new_group_nr]++;
8926 AmoebaCnt2[new_group_nr]++;
8928 // if amoeba touches other amoeba(s) after growing, unify them
8929 AmoebenVereinigen(newax, neway);
8931 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8933 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8939 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8940 (neway == lev_fieldy - 1 && newax != ax))
8942 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8943 Store[newax][neway] = element;
8945 else if (neway == ay || element == EL_EMC_DRIPPER)
8947 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8949 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8953 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8954 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8955 Store[ax][ay] = EL_AMOEBA_DROP;
8956 ContinueMoving(ax, ay);
8960 TEST_DrawLevelField(newax, neway);
8963 static void Life(int ax, int ay)
8967 int element = Feld[ax][ay];
8968 int graphic = el2img(element);
8969 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8971 boolean changed = FALSE;
8973 if (IS_ANIMATED(graphic))
8974 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8979 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8980 MovDelay[ax][ay] = life_time;
8982 if (MovDelay[ax][ay]) // wait some time before next cycle
8985 if (MovDelay[ax][ay])
8989 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8991 int xx = ax+x1, yy = ay+y1;
8992 int old_element = Feld[xx][yy];
8993 int num_neighbours = 0;
8995 if (!IN_LEV_FIELD(xx, yy))
8998 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
9000 int x = xx+x2, y = yy+y2;
9002 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
9005 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
9006 boolean is_neighbour = FALSE;
9008 if (level.use_life_bugs)
9010 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
9011 (IS_FREE(x, y) && Stop[x][y]));
9014 (Last[x][y] == element || is_player_cell);
9020 boolean is_free = FALSE;
9022 if (level.use_life_bugs)
9023 is_free = (IS_FREE(xx, yy));
9025 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
9027 if (xx == ax && yy == ay) // field in the middle
9029 if (num_neighbours < life_parameter[0] ||
9030 num_neighbours > life_parameter[1])
9032 Feld[xx][yy] = EL_EMPTY;
9033 if (Feld[xx][yy] != old_element)
9034 TEST_DrawLevelField(xx, yy);
9035 Stop[xx][yy] = TRUE;
9039 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
9040 { // free border field
9041 if (num_neighbours >= life_parameter[2] &&
9042 num_neighbours <= life_parameter[3])
9044 Feld[xx][yy] = element;
9045 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9046 if (Feld[xx][yy] != old_element)
9047 TEST_DrawLevelField(xx, yy);
9048 Stop[xx][yy] = TRUE;
9055 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9056 SND_GAME_OF_LIFE_GROWING);
9059 static void InitRobotWheel(int x, int y)
9061 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9064 static void RunRobotWheel(int x, int y)
9066 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9069 static void StopRobotWheel(int x, int y)
9071 if (game.robot_wheel_x == x &&
9072 game.robot_wheel_y == y)
9074 game.robot_wheel_x = -1;
9075 game.robot_wheel_y = -1;
9076 game.robot_wheel_active = FALSE;
9080 static void InitTimegateWheel(int x, int y)
9082 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9085 static void RunTimegateWheel(int x, int y)
9087 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9090 static void InitMagicBallDelay(int x, int y)
9092 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9095 static void ActivateMagicBall(int bx, int by)
9099 if (level.ball_random)
9101 int pos_border = RND(8); // select one of the eight border elements
9102 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9103 int xx = pos_content % 3;
9104 int yy = pos_content / 3;
9109 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9110 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9114 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9116 int xx = x - bx + 1;
9117 int yy = y - by + 1;
9119 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9120 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9124 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9127 static void CheckExit(int x, int y)
9129 if (game.gems_still_needed > 0 ||
9130 game.sokoban_fields_still_needed > 0 ||
9131 game.sokoban_objects_still_needed > 0 ||
9132 game.lights_still_needed > 0)
9134 int element = Feld[x][y];
9135 int graphic = el2img(element);
9137 if (IS_ANIMATED(graphic))
9138 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9143 // do not re-open exit door closed after last player
9144 if (game.all_players_gone)
9147 Feld[x][y] = EL_EXIT_OPENING;
9149 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9152 static void CheckExitEM(int x, int y)
9154 if (game.gems_still_needed > 0 ||
9155 game.sokoban_fields_still_needed > 0 ||
9156 game.sokoban_objects_still_needed > 0 ||
9157 game.lights_still_needed > 0)
9159 int element = Feld[x][y];
9160 int graphic = el2img(element);
9162 if (IS_ANIMATED(graphic))
9163 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9168 // do not re-open exit door closed after last player
9169 if (game.all_players_gone)
9172 Feld[x][y] = EL_EM_EXIT_OPENING;
9174 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9177 static void CheckExitSteel(int x, int y)
9179 if (game.gems_still_needed > 0 ||
9180 game.sokoban_fields_still_needed > 0 ||
9181 game.sokoban_objects_still_needed > 0 ||
9182 game.lights_still_needed > 0)
9184 int element = Feld[x][y];
9185 int graphic = el2img(element);
9187 if (IS_ANIMATED(graphic))
9188 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9193 // do not re-open exit door closed after last player
9194 if (game.all_players_gone)
9197 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9199 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9202 static void CheckExitSteelEM(int x, int y)
9204 if (game.gems_still_needed > 0 ||
9205 game.sokoban_fields_still_needed > 0 ||
9206 game.sokoban_objects_still_needed > 0 ||
9207 game.lights_still_needed > 0)
9209 int element = Feld[x][y];
9210 int graphic = el2img(element);
9212 if (IS_ANIMATED(graphic))
9213 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9218 // do not re-open exit door closed after last player
9219 if (game.all_players_gone)
9222 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9224 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9227 static void CheckExitSP(int x, int y)
9229 if (game.gems_still_needed > 0)
9231 int element = Feld[x][y];
9232 int graphic = el2img(element);
9234 if (IS_ANIMATED(graphic))
9235 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9240 // do not re-open exit door closed after last player
9241 if (game.all_players_gone)
9244 Feld[x][y] = EL_SP_EXIT_OPENING;
9246 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9249 static void CloseAllOpenTimegates(void)
9253 SCAN_PLAYFIELD(x, y)
9255 int element = Feld[x][y];
9257 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9259 Feld[x][y] = EL_TIMEGATE_CLOSING;
9261 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9266 static void DrawTwinkleOnField(int x, int y)
9268 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9271 if (Feld[x][y] == EL_BD_DIAMOND)
9274 if (MovDelay[x][y] == 0) // next animation frame
9275 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9277 if (MovDelay[x][y] != 0) // wait some time before next frame
9281 DrawLevelElementAnimation(x, y, Feld[x][y]);
9283 if (MovDelay[x][y] != 0)
9285 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9286 10 - MovDelay[x][y]);
9288 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9293 static void MauerWaechst(int x, int y)
9297 if (!MovDelay[x][y]) // next animation frame
9298 MovDelay[x][y] = 3 * delay;
9300 if (MovDelay[x][y]) // wait some time before next frame
9304 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9306 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9307 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9309 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9312 if (!MovDelay[x][y])
9314 if (MovDir[x][y] == MV_LEFT)
9316 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9317 TEST_DrawLevelField(x - 1, y);
9319 else if (MovDir[x][y] == MV_RIGHT)
9321 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9322 TEST_DrawLevelField(x + 1, y);
9324 else if (MovDir[x][y] == MV_UP)
9326 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9327 TEST_DrawLevelField(x, y - 1);
9331 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9332 TEST_DrawLevelField(x, y + 1);
9335 Feld[x][y] = Store[x][y];
9337 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9338 TEST_DrawLevelField(x, y);
9343 static void MauerAbleger(int ax, int ay)
9345 int element = Feld[ax][ay];
9346 int graphic = el2img(element);
9347 boolean oben_frei = FALSE, unten_frei = FALSE;
9348 boolean links_frei = FALSE, rechts_frei = FALSE;
9349 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9350 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9351 boolean new_wall = FALSE;
9353 if (IS_ANIMATED(graphic))
9354 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9356 if (!MovDelay[ax][ay]) // start building new wall
9357 MovDelay[ax][ay] = 6;
9359 if (MovDelay[ax][ay]) // wait some time before building new wall
9362 if (MovDelay[ax][ay])
9366 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9368 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9370 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9372 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9375 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9376 element == EL_EXPANDABLE_WALL_ANY)
9380 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9381 Store[ax][ay-1] = element;
9382 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9383 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9384 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9385 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9390 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9391 Store[ax][ay+1] = element;
9392 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9393 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9394 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9395 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9400 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9401 element == EL_EXPANDABLE_WALL_ANY ||
9402 element == EL_EXPANDABLE_WALL ||
9403 element == EL_BD_EXPANDABLE_WALL)
9407 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9408 Store[ax-1][ay] = element;
9409 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9410 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9411 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9412 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9418 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9419 Store[ax+1][ay] = element;
9420 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9421 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9422 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9423 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9428 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9429 TEST_DrawLevelField(ax, ay);
9431 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9433 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9434 unten_massiv = TRUE;
9435 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9436 links_massiv = TRUE;
9437 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9438 rechts_massiv = TRUE;
9440 if (((oben_massiv && unten_massiv) ||
9441 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9442 element == EL_EXPANDABLE_WALL) &&
9443 ((links_massiv && rechts_massiv) ||
9444 element == EL_EXPANDABLE_WALL_VERTICAL))
9445 Feld[ax][ay] = EL_WALL;
9448 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9451 static void MauerAblegerStahl(int ax, int ay)
9453 int element = Feld[ax][ay];
9454 int graphic = el2img(element);
9455 boolean oben_frei = FALSE, unten_frei = FALSE;
9456 boolean links_frei = FALSE, rechts_frei = FALSE;
9457 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9458 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9459 boolean new_wall = FALSE;
9461 if (IS_ANIMATED(graphic))
9462 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9464 if (!MovDelay[ax][ay]) // start building new wall
9465 MovDelay[ax][ay] = 6;
9467 if (MovDelay[ax][ay]) // wait some time before building new wall
9470 if (MovDelay[ax][ay])
9474 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9476 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9478 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9480 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9483 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9484 element == EL_EXPANDABLE_STEELWALL_ANY)
9488 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9489 Store[ax][ay-1] = element;
9490 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9491 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9492 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9493 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9498 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9499 Store[ax][ay+1] = element;
9500 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9501 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9502 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9503 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9508 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9509 element == EL_EXPANDABLE_STEELWALL_ANY)
9513 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9514 Store[ax-1][ay] = element;
9515 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9516 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9517 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9518 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9524 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9525 Store[ax+1][ay] = element;
9526 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9527 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9528 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9529 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9534 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9536 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9537 unten_massiv = TRUE;
9538 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9539 links_massiv = TRUE;
9540 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9541 rechts_massiv = TRUE;
9543 if (((oben_massiv && unten_massiv) ||
9544 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9545 ((links_massiv && rechts_massiv) ||
9546 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9547 Feld[ax][ay] = EL_STEELWALL;
9550 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9553 static void CheckForDragon(int x, int y)
9556 boolean dragon_found = FALSE;
9557 static int xy[4][2] =
9565 for (i = 0; i < NUM_DIRECTIONS; i++)
9567 for (j = 0; j < 4; j++)
9569 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9571 if (IN_LEV_FIELD(xx, yy) &&
9572 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9574 if (Feld[xx][yy] == EL_DRAGON)
9575 dragon_found = TRUE;
9584 for (i = 0; i < NUM_DIRECTIONS; i++)
9586 for (j = 0; j < 3; j++)
9588 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9590 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9592 Feld[xx][yy] = EL_EMPTY;
9593 TEST_DrawLevelField(xx, yy);
9602 static void InitBuggyBase(int x, int y)
9604 int element = Feld[x][y];
9605 int activating_delay = FRAMES_PER_SECOND / 4;
9608 (element == EL_SP_BUGGY_BASE ?
9609 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9610 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9612 element == EL_SP_BUGGY_BASE_ACTIVE ?
9613 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9616 static void WarnBuggyBase(int x, int y)
9619 static int xy[4][2] =
9627 for (i = 0; i < NUM_DIRECTIONS; i++)
9629 int xx = x + xy[i][0];
9630 int yy = y + xy[i][1];
9632 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9634 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9641 static void InitTrap(int x, int y)
9643 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9646 static void ActivateTrap(int x, int y)
9648 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9651 static void ChangeActiveTrap(int x, int y)
9653 int graphic = IMG_TRAP_ACTIVE;
9655 // if new animation frame was drawn, correct crumbled sand border
9656 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9657 TEST_DrawLevelFieldCrumbled(x, y);
9660 static int getSpecialActionElement(int element, int number, int base_element)
9662 return (element != EL_EMPTY ? element :
9663 number != -1 ? base_element + number - 1 :
9667 static int getModifiedActionNumber(int value_old, int operator, int operand,
9668 int value_min, int value_max)
9670 int value_new = (operator == CA_MODE_SET ? operand :
9671 operator == CA_MODE_ADD ? value_old + operand :
9672 operator == CA_MODE_SUBTRACT ? value_old - operand :
9673 operator == CA_MODE_MULTIPLY ? value_old * operand :
9674 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9675 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9678 return (value_new < value_min ? value_min :
9679 value_new > value_max ? value_max :
9683 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9685 struct ElementInfo *ei = &element_info[element];
9686 struct ElementChangeInfo *change = &ei->change_page[page];
9687 int target_element = change->target_element;
9688 int action_type = change->action_type;
9689 int action_mode = change->action_mode;
9690 int action_arg = change->action_arg;
9691 int action_element = change->action_element;
9694 if (!change->has_action)
9697 // ---------- determine action paramater values -----------------------------
9699 int level_time_value =
9700 (level.time > 0 ? TimeLeft :
9703 int action_arg_element_raw =
9704 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9705 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9706 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9707 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9708 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9709 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9710 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9712 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9714 int action_arg_direction =
9715 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9716 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9717 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9718 change->actual_trigger_side :
9719 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9720 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9723 int action_arg_number_min =
9724 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9727 int action_arg_number_max =
9728 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9729 action_type == CA_SET_LEVEL_GEMS ? 999 :
9730 action_type == CA_SET_LEVEL_TIME ? 9999 :
9731 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9732 action_type == CA_SET_CE_VALUE ? 9999 :
9733 action_type == CA_SET_CE_SCORE ? 9999 :
9736 int action_arg_number_reset =
9737 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9738 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9739 action_type == CA_SET_LEVEL_TIME ? level.time :
9740 action_type == CA_SET_LEVEL_SCORE ? 0 :
9741 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9742 action_type == CA_SET_CE_SCORE ? 0 :
9745 int action_arg_number =
9746 (action_arg <= CA_ARG_MAX ? action_arg :
9747 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9748 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9749 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9750 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9751 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9752 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9753 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9754 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9755 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9756 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9757 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? game.gems_still_needed :
9758 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? game.score :
9759 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9760 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9761 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9762 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9763 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9764 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9765 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9766 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9767 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9770 int action_arg_number_old =
9771 (action_type == CA_SET_LEVEL_GEMS ? game.gems_still_needed :
9772 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9773 action_type == CA_SET_LEVEL_SCORE ? game.score :
9774 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9775 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9778 int action_arg_number_new =
9779 getModifiedActionNumber(action_arg_number_old,
9780 action_mode, action_arg_number,
9781 action_arg_number_min, action_arg_number_max);
9783 int trigger_player_bits =
9784 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9785 change->actual_trigger_player_bits : change->trigger_player);
9787 int action_arg_player_bits =
9788 (action_arg >= CA_ARG_PLAYER_1 &&
9789 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9790 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9791 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9794 // ---------- execute action -----------------------------------------------
9796 switch (action_type)
9803 // ---------- level actions ----------------------------------------------
9805 case CA_RESTART_LEVEL:
9807 game.restart_level = TRUE;
9812 case CA_SHOW_ENVELOPE:
9814 int element = getSpecialActionElement(action_arg_element,
9815 action_arg_number, EL_ENVELOPE_1);
9817 if (IS_ENVELOPE(element))
9818 local_player->show_envelope = element;
9823 case CA_SET_LEVEL_TIME:
9825 if (level.time > 0) // only modify limited time value
9827 TimeLeft = action_arg_number_new;
9829 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9831 DisplayGameControlValues();
9833 if (!TimeLeft && setup.time_limit)
9834 for (i = 0; i < MAX_PLAYERS; i++)
9835 KillPlayer(&stored_player[i]);
9841 case CA_SET_LEVEL_SCORE:
9843 game.score = action_arg_number_new;
9845 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
9847 DisplayGameControlValues();
9852 case CA_SET_LEVEL_GEMS:
9854 game.gems_still_needed = action_arg_number_new;
9856 game.snapshot.collected_item = TRUE;
9858 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
9860 DisplayGameControlValues();
9865 case CA_SET_LEVEL_WIND:
9867 game.wind_direction = action_arg_direction;
9872 case CA_SET_LEVEL_RANDOM_SEED:
9874 // ensure that setting a new random seed while playing is predictable
9875 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9880 // ---------- player actions ---------------------------------------------
9882 case CA_MOVE_PLAYER:
9884 // automatically move to the next field in specified direction
9885 for (i = 0; i < MAX_PLAYERS; i++)
9886 if (trigger_player_bits & (1 << i))
9887 stored_player[i].programmed_action = action_arg_direction;
9892 case CA_EXIT_PLAYER:
9894 for (i = 0; i < MAX_PLAYERS; i++)
9895 if (action_arg_player_bits & (1 << i))
9896 ExitPlayer(&stored_player[i]);
9898 if (game.players_still_needed == 0)
9904 case CA_KILL_PLAYER:
9906 for (i = 0; i < MAX_PLAYERS; i++)
9907 if (action_arg_player_bits & (1 << i))
9908 KillPlayer(&stored_player[i]);
9913 case CA_SET_PLAYER_KEYS:
9915 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9916 int element = getSpecialActionElement(action_arg_element,
9917 action_arg_number, EL_KEY_1);
9919 if (IS_KEY(element))
9921 for (i = 0; i < MAX_PLAYERS; i++)
9923 if (trigger_player_bits & (1 << i))
9925 stored_player[i].key[KEY_NR(element)] = key_state;
9927 DrawGameDoorValues();
9935 case CA_SET_PLAYER_SPEED:
9937 for (i = 0; i < MAX_PLAYERS; i++)
9939 if (trigger_player_bits & (1 << i))
9941 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9943 if (action_arg == CA_ARG_SPEED_FASTER &&
9944 stored_player[i].cannot_move)
9946 action_arg_number = STEPSIZE_VERY_SLOW;
9948 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9949 action_arg == CA_ARG_SPEED_FASTER)
9951 action_arg_number = 2;
9952 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9955 else if (action_arg == CA_ARG_NUMBER_RESET)
9957 action_arg_number = level.initial_player_stepsize[i];
9961 getModifiedActionNumber(move_stepsize,
9964 action_arg_number_min,
9965 action_arg_number_max);
9967 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9974 case CA_SET_PLAYER_SHIELD:
9976 for (i = 0; i < MAX_PLAYERS; i++)
9978 if (trigger_player_bits & (1 << i))
9980 if (action_arg == CA_ARG_SHIELD_OFF)
9982 stored_player[i].shield_normal_time_left = 0;
9983 stored_player[i].shield_deadly_time_left = 0;
9985 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9987 stored_player[i].shield_normal_time_left = 999999;
9989 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9991 stored_player[i].shield_normal_time_left = 999999;
9992 stored_player[i].shield_deadly_time_left = 999999;
10000 case CA_SET_PLAYER_GRAVITY:
10002 for (i = 0; i < MAX_PLAYERS; i++)
10004 if (trigger_player_bits & (1 << i))
10006 stored_player[i].gravity =
10007 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
10008 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
10009 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
10010 stored_player[i].gravity);
10017 case CA_SET_PLAYER_ARTWORK:
10019 for (i = 0; i < MAX_PLAYERS; i++)
10021 if (trigger_player_bits & (1 << i))
10023 int artwork_element = action_arg_element;
10025 if (action_arg == CA_ARG_ELEMENT_RESET)
10027 (level.use_artwork_element[i] ? level.artwork_element[i] :
10028 stored_player[i].element_nr);
10030 if (stored_player[i].artwork_element != artwork_element)
10031 stored_player[i].Frame = 0;
10033 stored_player[i].artwork_element = artwork_element;
10035 SetPlayerWaiting(&stored_player[i], FALSE);
10037 // set number of special actions for bored and sleeping animation
10038 stored_player[i].num_special_action_bored =
10039 get_num_special_action(artwork_element,
10040 ACTION_BORING_1, ACTION_BORING_LAST);
10041 stored_player[i].num_special_action_sleeping =
10042 get_num_special_action(artwork_element,
10043 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10050 case CA_SET_PLAYER_INVENTORY:
10052 for (i = 0; i < MAX_PLAYERS; i++)
10054 struct PlayerInfo *player = &stored_player[i];
10057 if (trigger_player_bits & (1 << i))
10059 int inventory_element = action_arg_element;
10061 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10062 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10063 action_arg == CA_ARG_ELEMENT_ACTION)
10065 int element = inventory_element;
10066 int collect_count = element_info[element].collect_count_initial;
10068 if (!IS_CUSTOM_ELEMENT(element))
10071 if (collect_count == 0)
10072 player->inventory_infinite_element = element;
10074 for (k = 0; k < collect_count; k++)
10075 if (player->inventory_size < MAX_INVENTORY_SIZE)
10076 player->inventory_element[player->inventory_size++] =
10079 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10080 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10081 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10083 if (player->inventory_infinite_element != EL_UNDEFINED &&
10084 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10085 action_arg_element_raw))
10086 player->inventory_infinite_element = EL_UNDEFINED;
10088 for (k = 0, j = 0; j < player->inventory_size; j++)
10090 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10091 action_arg_element_raw))
10092 player->inventory_element[k++] = player->inventory_element[j];
10095 player->inventory_size = k;
10097 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10099 if (player->inventory_size > 0)
10101 for (j = 0; j < player->inventory_size - 1; j++)
10102 player->inventory_element[j] = player->inventory_element[j + 1];
10104 player->inventory_size--;
10107 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10109 if (player->inventory_size > 0)
10110 player->inventory_size--;
10112 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10114 player->inventory_infinite_element = EL_UNDEFINED;
10115 player->inventory_size = 0;
10117 else if (action_arg == CA_ARG_INVENTORY_RESET)
10119 player->inventory_infinite_element = EL_UNDEFINED;
10120 player->inventory_size = 0;
10122 if (level.use_initial_inventory[i])
10124 for (j = 0; j < level.initial_inventory_size[i]; j++)
10126 int element = level.initial_inventory_content[i][j];
10127 int collect_count = element_info[element].collect_count_initial;
10129 if (!IS_CUSTOM_ELEMENT(element))
10132 if (collect_count == 0)
10133 player->inventory_infinite_element = element;
10135 for (k = 0; k < collect_count; k++)
10136 if (player->inventory_size < MAX_INVENTORY_SIZE)
10137 player->inventory_element[player->inventory_size++] =
10148 // ---------- CE actions -------------------------------------------------
10150 case CA_SET_CE_VALUE:
10152 int last_ce_value = CustomValue[x][y];
10154 CustomValue[x][y] = action_arg_number_new;
10156 if (CustomValue[x][y] != last_ce_value)
10158 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10159 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10161 if (CustomValue[x][y] == 0)
10163 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10164 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10171 case CA_SET_CE_SCORE:
10173 int last_ce_score = ei->collect_score;
10175 ei->collect_score = action_arg_number_new;
10177 if (ei->collect_score != last_ce_score)
10179 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10180 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10182 if (ei->collect_score == 0)
10186 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10187 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10190 This is a very special case that seems to be a mixture between
10191 CheckElementChange() and CheckTriggeredElementChange(): while
10192 the first one only affects single elements that are triggered
10193 directly, the second one affects multiple elements in the playfield
10194 that are triggered indirectly by another element. This is a third
10195 case: Changing the CE score always affects multiple identical CEs,
10196 so every affected CE must be checked, not only the single CE for
10197 which the CE score was changed in the first place (as every instance
10198 of that CE shares the same CE score, and therefore also can change)!
10200 SCAN_PLAYFIELD(xx, yy)
10202 if (Feld[xx][yy] == element)
10203 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10204 CE_SCORE_GETS_ZERO);
10212 case CA_SET_CE_ARTWORK:
10214 int artwork_element = action_arg_element;
10215 boolean reset_frame = FALSE;
10218 if (action_arg == CA_ARG_ELEMENT_RESET)
10219 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10222 if (ei->gfx_element != artwork_element)
10223 reset_frame = TRUE;
10225 ei->gfx_element = artwork_element;
10227 SCAN_PLAYFIELD(xx, yy)
10229 if (Feld[xx][yy] == element)
10233 ResetGfxAnimation(xx, yy);
10234 ResetRandomAnimationValue(xx, yy);
10237 TEST_DrawLevelField(xx, yy);
10244 // ---------- engine actions ---------------------------------------------
10246 case CA_SET_ENGINE_SCAN_MODE:
10248 InitPlayfieldScanMode(action_arg);
10258 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10260 int old_element = Feld[x][y];
10261 int new_element = GetElementFromGroupElement(element);
10262 int previous_move_direction = MovDir[x][y];
10263 int last_ce_value = CustomValue[x][y];
10264 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10265 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10266 boolean add_player_onto_element = (new_element_is_player &&
10267 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10268 IS_WALKABLE(old_element));
10270 if (!add_player_onto_element)
10272 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10273 RemoveMovingField(x, y);
10277 Feld[x][y] = new_element;
10279 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10280 MovDir[x][y] = previous_move_direction;
10282 if (element_info[new_element].use_last_ce_value)
10283 CustomValue[x][y] = last_ce_value;
10285 InitField_WithBug1(x, y, FALSE);
10287 new_element = Feld[x][y]; // element may have changed
10289 ResetGfxAnimation(x, y);
10290 ResetRandomAnimationValue(x, y);
10292 TEST_DrawLevelField(x, y);
10294 if (GFX_CRUMBLED(new_element))
10295 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10298 // check if element under the player changes from accessible to unaccessible
10299 // (needed for special case of dropping element which then changes)
10300 // (must be checked after creating new element for walkable group elements)
10301 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10302 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10309 // "ChangeCount" not set yet to allow "entered by player" change one time
10310 if (new_element_is_player)
10311 RelocatePlayer(x, y, new_element);
10314 ChangeCount[x][y]++; // count number of changes in the same frame
10316 TestIfBadThingTouchesPlayer(x, y);
10317 TestIfPlayerTouchesCustomElement(x, y);
10318 TestIfElementTouchesCustomElement(x, y);
10321 static void CreateField(int x, int y, int element)
10323 CreateFieldExt(x, y, element, FALSE);
10326 static void CreateElementFromChange(int x, int y, int element)
10328 element = GET_VALID_RUNTIME_ELEMENT(element);
10330 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10332 int old_element = Feld[x][y];
10334 // prevent changed element from moving in same engine frame
10335 // unless both old and new element can either fall or move
10336 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10337 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10341 CreateFieldExt(x, y, element, TRUE);
10344 static boolean ChangeElement(int x, int y, int element, int page)
10346 struct ElementInfo *ei = &element_info[element];
10347 struct ElementChangeInfo *change = &ei->change_page[page];
10348 int ce_value = CustomValue[x][y];
10349 int ce_score = ei->collect_score;
10350 int target_element;
10351 int old_element = Feld[x][y];
10353 // always use default change event to prevent running into a loop
10354 if (ChangeEvent[x][y] == -1)
10355 ChangeEvent[x][y] = CE_DELAY;
10357 if (ChangeEvent[x][y] == CE_DELAY)
10359 // reset actual trigger element, trigger player and action element
10360 change->actual_trigger_element = EL_EMPTY;
10361 change->actual_trigger_player = EL_EMPTY;
10362 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10363 change->actual_trigger_side = CH_SIDE_NONE;
10364 change->actual_trigger_ce_value = 0;
10365 change->actual_trigger_ce_score = 0;
10368 // do not change elements more than a specified maximum number of changes
10369 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10372 ChangeCount[x][y]++; // count number of changes in the same frame
10374 if (change->explode)
10381 if (change->use_target_content)
10383 boolean complete_replace = TRUE;
10384 boolean can_replace[3][3];
10387 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10390 boolean is_walkable;
10391 boolean is_diggable;
10392 boolean is_collectible;
10393 boolean is_removable;
10394 boolean is_destructible;
10395 int ex = x + xx - 1;
10396 int ey = y + yy - 1;
10397 int content_element = change->target_content.e[xx][yy];
10400 can_replace[xx][yy] = TRUE;
10402 if (ex == x && ey == y) // do not check changing element itself
10405 if (content_element == EL_EMPTY_SPACE)
10407 can_replace[xx][yy] = FALSE; // do not replace border with space
10412 if (!IN_LEV_FIELD(ex, ey))
10414 can_replace[xx][yy] = FALSE;
10415 complete_replace = FALSE;
10422 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10423 e = MovingOrBlocked2Element(ex, ey);
10425 is_empty = (IS_FREE(ex, ey) ||
10426 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10428 is_walkable = (is_empty || IS_WALKABLE(e));
10429 is_diggable = (is_empty || IS_DIGGABLE(e));
10430 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10431 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10432 is_removable = (is_diggable || is_collectible);
10434 can_replace[xx][yy] =
10435 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10436 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10437 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10438 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10439 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10440 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10441 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10443 if (!can_replace[xx][yy])
10444 complete_replace = FALSE;
10447 if (!change->only_if_complete || complete_replace)
10449 boolean something_has_changed = FALSE;
10451 if (change->only_if_complete && change->use_random_replace &&
10452 RND(100) < change->random_percentage)
10455 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10457 int ex = x + xx - 1;
10458 int ey = y + yy - 1;
10459 int content_element;
10461 if (can_replace[xx][yy] && (!change->use_random_replace ||
10462 RND(100) < change->random_percentage))
10464 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10465 RemoveMovingField(ex, ey);
10467 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10469 content_element = change->target_content.e[xx][yy];
10470 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10471 ce_value, ce_score);
10473 CreateElementFromChange(ex, ey, target_element);
10475 something_has_changed = TRUE;
10477 // for symmetry reasons, freeze newly created border elements
10478 if (ex != x || ey != y)
10479 Stop[ex][ey] = TRUE; // no more moving in this frame
10483 if (something_has_changed)
10485 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10486 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10492 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10493 ce_value, ce_score);
10495 if (element == EL_DIAGONAL_GROWING ||
10496 element == EL_DIAGONAL_SHRINKING)
10498 target_element = Store[x][y];
10500 Store[x][y] = EL_EMPTY;
10503 CreateElementFromChange(x, y, target_element);
10505 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10506 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10509 // this uses direct change before indirect change
10510 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10515 static void HandleElementChange(int x, int y, int page)
10517 int element = MovingOrBlocked2Element(x, y);
10518 struct ElementInfo *ei = &element_info[element];
10519 struct ElementChangeInfo *change = &ei->change_page[page];
10520 boolean handle_action_before_change = FALSE;
10523 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10524 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10527 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10528 x, y, element, element_info[element].token_name);
10529 printf("HandleElementChange(): This should never happen!\n");
10534 // this can happen with classic bombs on walkable, changing elements
10535 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10540 if (ChangeDelay[x][y] == 0) // initialize element change
10542 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10544 if (change->can_change)
10546 // !!! not clear why graphic animation should be reset at all here !!!
10547 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10548 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10551 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10553 When using an animation frame delay of 1 (this only happens with
10554 "sp_zonk.moving.left/right" in the classic graphics), the default
10555 (non-moving) animation shows wrong animation frames (while the
10556 moving animation, like "sp_zonk.moving.left/right", is correct,
10557 so this graphical bug never shows up with the classic graphics).
10558 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10559 be drawn instead of the correct frames 0,1,2,3. This is caused by
10560 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10561 an element change: First when the change delay ("ChangeDelay[][]")
10562 counter has reached zero after decrementing, then a second time in
10563 the next frame (after "GfxFrame[][]" was already incremented) when
10564 "ChangeDelay[][]" is reset to the initial delay value again.
10566 This causes frame 0 to be drawn twice, while the last frame won't
10567 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10569 As some animations may already be cleverly designed around this bug
10570 (at least the "Snake Bite" snake tail animation does this), it cannot
10571 simply be fixed here without breaking such existing animations.
10572 Unfortunately, it cannot easily be detected if a graphics set was
10573 designed "before" or "after" the bug was fixed. As a workaround,
10574 a new graphics set option "game.graphics_engine_version" was added
10575 to be able to specify the game's major release version for which the
10576 graphics set was designed, which can then be used to decide if the
10577 bugfix should be used (version 4 and above) or not (version 3 or
10578 below, or if no version was specified at all, as with old sets).
10580 (The wrong/fixed animation frames can be tested with the test level set
10581 "test_gfxframe" and level "000", which contains a specially prepared
10582 custom element at level position (x/y) == (11/9) which uses the zonk
10583 animation mentioned above. Using "game.graphics_engine_version: 4"
10584 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10585 This can also be seen from the debug output for this test element.)
10588 // when a custom element is about to change (for example by change delay),
10589 // do not reset graphic animation when the custom element is moving
10590 if (game.graphics_engine_version < 4 &&
10593 ResetGfxAnimation(x, y);
10594 ResetRandomAnimationValue(x, y);
10597 if (change->pre_change_function)
10598 change->pre_change_function(x, y);
10602 ChangeDelay[x][y]--;
10604 if (ChangeDelay[x][y] != 0) // continue element change
10606 if (change->can_change)
10608 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10610 if (IS_ANIMATED(graphic))
10611 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10613 if (change->change_function)
10614 change->change_function(x, y);
10617 else // finish element change
10619 if (ChangePage[x][y] != -1) // remember page from delayed change
10621 page = ChangePage[x][y];
10622 ChangePage[x][y] = -1;
10624 change = &ei->change_page[page];
10627 if (IS_MOVING(x, y)) // never change a running system ;-)
10629 ChangeDelay[x][y] = 1; // try change after next move step
10630 ChangePage[x][y] = page; // remember page to use for change
10635 // special case: set new level random seed before changing element
10636 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10637 handle_action_before_change = TRUE;
10639 if (change->has_action && handle_action_before_change)
10640 ExecuteCustomElementAction(x, y, element, page);
10642 if (change->can_change)
10644 if (ChangeElement(x, y, element, page))
10646 if (change->post_change_function)
10647 change->post_change_function(x, y);
10651 if (change->has_action && !handle_action_before_change)
10652 ExecuteCustomElementAction(x, y, element, page);
10656 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10657 int trigger_element,
10659 int trigger_player,
10663 boolean change_done_any = FALSE;
10664 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10667 if (!(trigger_events[trigger_element][trigger_event]))
10670 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10672 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10674 int element = EL_CUSTOM_START + i;
10675 boolean change_done = FALSE;
10678 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10679 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10682 for (p = 0; p < element_info[element].num_change_pages; p++)
10684 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10686 if (change->can_change_or_has_action &&
10687 change->has_event[trigger_event] &&
10688 change->trigger_side & trigger_side &&
10689 change->trigger_player & trigger_player &&
10690 change->trigger_page & trigger_page_bits &&
10691 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10693 change->actual_trigger_element = trigger_element;
10694 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10695 change->actual_trigger_player_bits = trigger_player;
10696 change->actual_trigger_side = trigger_side;
10697 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10698 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10700 if ((change->can_change && !change_done) || change->has_action)
10704 SCAN_PLAYFIELD(x, y)
10706 if (Feld[x][y] == element)
10708 if (change->can_change && !change_done)
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 ChangeDelay[x][y] = 1;
10719 ChangeEvent[x][y] = trigger_event;
10721 HandleElementChange(x, y, p);
10723 else if (change->has_action)
10725 // if element already changed in this frame, not only prevent
10726 // another element change (checked in ChangeElement()), but
10727 // also prevent additional element actions for this element
10729 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10730 !level.use_action_after_change_bug)
10733 ExecuteCustomElementAction(x, y, element, p);
10734 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10739 if (change->can_change)
10741 change_done = TRUE;
10742 change_done_any = TRUE;
10749 RECURSION_LOOP_DETECTION_END();
10751 return change_done_any;
10754 static boolean CheckElementChangeExt(int x, int y,
10756 int trigger_element,
10758 int trigger_player,
10761 boolean change_done = FALSE;
10764 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10765 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10768 if (Feld[x][y] == EL_BLOCKED)
10770 Blocked2Moving(x, y, &x, &y);
10771 element = Feld[x][y];
10774 // check if element has already changed or is about to change after moving
10775 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10776 Feld[x][y] != element) ||
10778 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10779 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10780 ChangePage[x][y] != -1)))
10783 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10785 for (p = 0; p < element_info[element].num_change_pages; p++)
10787 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10789 /* check trigger element for all events where the element that is checked
10790 for changing interacts with a directly adjacent element -- this is
10791 different to element changes that affect other elements to change on the
10792 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10793 boolean check_trigger_element =
10794 (trigger_event == CE_TOUCHING_X ||
10795 trigger_event == CE_HITTING_X ||
10796 trigger_event == CE_HIT_BY_X ||
10797 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10799 if (change->can_change_or_has_action &&
10800 change->has_event[trigger_event] &&
10801 change->trigger_side & trigger_side &&
10802 change->trigger_player & trigger_player &&
10803 (!check_trigger_element ||
10804 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10806 change->actual_trigger_element = trigger_element;
10807 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10808 change->actual_trigger_player_bits = trigger_player;
10809 change->actual_trigger_side = trigger_side;
10810 change->actual_trigger_ce_value = CustomValue[x][y];
10811 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10813 // special case: trigger element not at (x,y) position for some events
10814 if (check_trigger_element)
10826 { 0, 0 }, { 0, 0 }, { 0, 0 },
10830 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10831 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10833 change->actual_trigger_ce_value = CustomValue[xx][yy];
10834 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10837 if (change->can_change && !change_done)
10839 ChangeDelay[x][y] = 1;
10840 ChangeEvent[x][y] = trigger_event;
10842 HandleElementChange(x, y, p);
10844 change_done = TRUE;
10846 else if (change->has_action)
10848 ExecuteCustomElementAction(x, y, element, p);
10849 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10854 RECURSION_LOOP_DETECTION_END();
10856 return change_done;
10859 static void PlayPlayerSound(struct PlayerInfo *player)
10861 int jx = player->jx, jy = player->jy;
10862 int sound_element = player->artwork_element;
10863 int last_action = player->last_action_waiting;
10864 int action = player->action_waiting;
10866 if (player->is_waiting)
10868 if (action != last_action)
10869 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10871 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10875 if (action != last_action)
10876 StopSound(element_info[sound_element].sound[last_action]);
10878 if (last_action == ACTION_SLEEPING)
10879 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10883 static void PlayAllPlayersSound(void)
10887 for (i = 0; i < MAX_PLAYERS; i++)
10888 if (stored_player[i].active)
10889 PlayPlayerSound(&stored_player[i]);
10892 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10894 boolean last_waiting = player->is_waiting;
10895 int move_dir = player->MovDir;
10897 player->dir_waiting = move_dir;
10898 player->last_action_waiting = player->action_waiting;
10902 if (!last_waiting) // not waiting -> waiting
10904 player->is_waiting = TRUE;
10906 player->frame_counter_bored =
10908 game.player_boring_delay_fixed +
10909 GetSimpleRandom(game.player_boring_delay_random);
10910 player->frame_counter_sleeping =
10912 game.player_sleeping_delay_fixed +
10913 GetSimpleRandom(game.player_sleeping_delay_random);
10915 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10918 if (game.player_sleeping_delay_fixed +
10919 game.player_sleeping_delay_random > 0 &&
10920 player->anim_delay_counter == 0 &&
10921 player->post_delay_counter == 0 &&
10922 FrameCounter >= player->frame_counter_sleeping)
10923 player->is_sleeping = TRUE;
10924 else if (game.player_boring_delay_fixed +
10925 game.player_boring_delay_random > 0 &&
10926 FrameCounter >= player->frame_counter_bored)
10927 player->is_bored = TRUE;
10929 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10930 player->is_bored ? ACTION_BORING :
10933 if (player->is_sleeping && player->use_murphy)
10935 // special case for sleeping Murphy when leaning against non-free tile
10937 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10938 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10939 !IS_MOVING(player->jx - 1, player->jy)))
10940 move_dir = MV_LEFT;
10941 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10942 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10943 !IS_MOVING(player->jx + 1, player->jy)))
10944 move_dir = MV_RIGHT;
10946 player->is_sleeping = FALSE;
10948 player->dir_waiting = move_dir;
10951 if (player->is_sleeping)
10953 if (player->num_special_action_sleeping > 0)
10955 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10957 int last_special_action = player->special_action_sleeping;
10958 int num_special_action = player->num_special_action_sleeping;
10959 int special_action =
10960 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10961 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10962 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10963 last_special_action + 1 : ACTION_SLEEPING);
10964 int special_graphic =
10965 el_act_dir2img(player->artwork_element, special_action, move_dir);
10967 player->anim_delay_counter =
10968 graphic_info[special_graphic].anim_delay_fixed +
10969 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10970 player->post_delay_counter =
10971 graphic_info[special_graphic].post_delay_fixed +
10972 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10974 player->special_action_sleeping = special_action;
10977 if (player->anim_delay_counter > 0)
10979 player->action_waiting = player->special_action_sleeping;
10980 player->anim_delay_counter--;
10982 else if (player->post_delay_counter > 0)
10984 player->post_delay_counter--;
10988 else if (player->is_bored)
10990 if (player->num_special_action_bored > 0)
10992 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10994 int special_action =
10995 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10996 int special_graphic =
10997 el_act_dir2img(player->artwork_element, special_action, move_dir);
10999 player->anim_delay_counter =
11000 graphic_info[special_graphic].anim_delay_fixed +
11001 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
11002 player->post_delay_counter =
11003 graphic_info[special_graphic].post_delay_fixed +
11004 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
11006 player->special_action_bored = special_action;
11009 if (player->anim_delay_counter > 0)
11011 player->action_waiting = player->special_action_bored;
11012 player->anim_delay_counter--;
11014 else if (player->post_delay_counter > 0)
11016 player->post_delay_counter--;
11021 else if (last_waiting) // waiting -> not waiting
11023 player->is_waiting = FALSE;
11024 player->is_bored = FALSE;
11025 player->is_sleeping = FALSE;
11027 player->frame_counter_bored = -1;
11028 player->frame_counter_sleeping = -1;
11030 player->anim_delay_counter = 0;
11031 player->post_delay_counter = 0;
11033 player->dir_waiting = player->MovDir;
11034 player->action_waiting = ACTION_DEFAULT;
11036 player->special_action_bored = ACTION_DEFAULT;
11037 player->special_action_sleeping = ACTION_DEFAULT;
11041 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
11043 if ((!player->is_moving && player->was_moving) ||
11044 (player->MovPos == 0 && player->was_moving) ||
11045 (player->is_snapping && !player->was_snapping) ||
11046 (player->is_dropping && !player->was_dropping))
11048 if (!CheckSaveEngineSnapshotToList())
11051 player->was_moving = FALSE;
11052 player->was_snapping = TRUE;
11053 player->was_dropping = TRUE;
11057 if (player->is_moving)
11058 player->was_moving = TRUE;
11060 if (!player->is_snapping)
11061 player->was_snapping = FALSE;
11063 if (!player->is_dropping)
11064 player->was_dropping = FALSE;
11068 static void CheckSingleStepMode(struct PlayerInfo *player)
11070 if (tape.single_step && tape.recording && !tape.pausing)
11072 /* as it is called "single step mode", just return to pause mode when the
11073 player stopped moving after one tile (or never starts moving at all) */
11074 if (!player->is_moving &&
11075 !player->is_pushing &&
11076 !player->is_dropping_pressed)
11077 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11080 CheckSaveEngineSnapshot(player);
11083 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11085 int left = player_action & JOY_LEFT;
11086 int right = player_action & JOY_RIGHT;
11087 int up = player_action & JOY_UP;
11088 int down = player_action & JOY_DOWN;
11089 int button1 = player_action & JOY_BUTTON_1;
11090 int button2 = player_action & JOY_BUTTON_2;
11091 int dx = (left ? -1 : right ? 1 : 0);
11092 int dy = (up ? -1 : down ? 1 : 0);
11094 if (!player->active || tape.pausing)
11100 SnapField(player, dx, dy);
11104 DropElement(player);
11106 MovePlayer(player, dx, dy);
11109 CheckSingleStepMode(player);
11111 SetPlayerWaiting(player, FALSE);
11113 return player_action;
11117 // no actions for this player (no input at player's configured device)
11119 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11120 SnapField(player, 0, 0);
11121 CheckGravityMovementWhenNotMoving(player);
11123 if (player->MovPos == 0)
11124 SetPlayerWaiting(player, TRUE);
11126 if (player->MovPos == 0) // needed for tape.playing
11127 player->is_moving = FALSE;
11129 player->is_dropping = FALSE;
11130 player->is_dropping_pressed = FALSE;
11131 player->drop_pressed_delay = 0;
11133 CheckSingleStepMode(player);
11139 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11142 if (!tape.use_mouse)
11145 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11146 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11147 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11150 static void SetTapeActionFromMouseAction(byte *tape_action,
11151 struct MouseActionInfo *mouse_action)
11153 if (!tape.use_mouse)
11156 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11157 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11158 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11161 static void CheckLevelSolved(void)
11163 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11165 if (game_em.level_solved &&
11166 !game_em.game_over) // game won
11170 game_em.game_over = TRUE;
11172 game.all_players_gone = TRUE;
11175 if (game_em.game_over) // game lost
11176 game.all_players_gone = TRUE;
11178 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11180 if (game_sp.level_solved &&
11181 !game_sp.game_over) // game won
11185 game_sp.game_over = TRUE;
11187 game.all_players_gone = TRUE;
11190 if (game_sp.game_over) // game lost
11191 game.all_players_gone = TRUE;
11193 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11195 if (game_mm.level_solved &&
11196 !game_mm.game_over) // game won
11200 game_mm.game_over = TRUE;
11202 game.all_players_gone = TRUE;
11205 if (game_mm.game_over) // game lost
11206 game.all_players_gone = TRUE;
11210 static void CheckLevelTime(void)
11214 if (TimeFrames >= FRAMES_PER_SECOND)
11219 for (i = 0; i < MAX_PLAYERS; i++)
11221 struct PlayerInfo *player = &stored_player[i];
11223 if (SHIELD_ON(player))
11225 player->shield_normal_time_left--;
11227 if (player->shield_deadly_time_left > 0)
11228 player->shield_deadly_time_left--;
11232 if (!game.LevelSolved && !level.use_step_counter)
11240 if (TimeLeft <= 10 && setup.time_limit)
11241 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11243 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11244 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11246 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11248 if (!TimeLeft && setup.time_limit)
11250 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11251 game_em.lev->killed_out_of_time = TRUE;
11253 for (i = 0; i < MAX_PLAYERS; i++)
11254 KillPlayer(&stored_player[i]);
11257 else if (game.no_time_limit && !game.all_players_gone)
11259 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11262 game_em.lev->time = (game.no_time_limit ? TimePlayed : TimeLeft);
11265 if (tape.recording || tape.playing)
11266 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11269 if (tape.recording || tape.playing)
11270 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11272 UpdateAndDisplayGameControlValues();
11275 void AdvanceFrameAndPlayerCounters(int player_nr)
11279 // advance frame counters (global frame counter and time frame counter)
11283 // advance player counters (counters for move delay, move animation etc.)
11284 for (i = 0; i < MAX_PLAYERS; i++)
11286 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11287 int move_delay_value = stored_player[i].move_delay_value;
11288 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11290 if (!advance_player_counters) // not all players may be affected
11293 if (move_frames == 0) // less than one move per game frame
11295 int stepsize = TILEX / move_delay_value;
11296 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11297 int count = (stored_player[i].is_moving ?
11298 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11300 if (count % delay == 0)
11304 stored_player[i].Frame += move_frames;
11306 if (stored_player[i].MovPos != 0)
11307 stored_player[i].StepFrame += move_frames;
11309 if (stored_player[i].move_delay > 0)
11310 stored_player[i].move_delay--;
11312 // due to bugs in previous versions, counter must count up, not down
11313 if (stored_player[i].push_delay != -1)
11314 stored_player[i].push_delay++;
11316 if (stored_player[i].drop_delay > 0)
11317 stored_player[i].drop_delay--;
11319 if (stored_player[i].is_dropping_pressed)
11320 stored_player[i].drop_pressed_delay++;
11324 void StartGameActions(boolean init_network_game, boolean record_tape,
11327 unsigned int new_random_seed = InitRND(random_seed);
11330 TapeStartRecording(new_random_seed);
11332 if (init_network_game)
11334 SendToServer_LevelFile();
11335 SendToServer_StartPlaying();
11343 static void GameActionsExt(void)
11346 static unsigned int game_frame_delay = 0;
11348 unsigned int game_frame_delay_value;
11349 byte *recorded_player_action;
11350 byte summarized_player_action = 0;
11351 byte tape_action[MAX_PLAYERS];
11354 // detect endless loops, caused by custom element programming
11355 if (recursion_loop_detected && recursion_loop_depth == 0)
11357 char *message = getStringCat3("Internal Error! Element ",
11358 EL_NAME(recursion_loop_element),
11359 " caused endless loop! Quit the game?");
11361 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11362 EL_NAME(recursion_loop_element));
11364 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11366 recursion_loop_detected = FALSE; // if game should be continued
11373 if (game.restart_level)
11374 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11376 CheckLevelSolved();
11378 if (game.LevelSolved && !game.LevelSolved_GameEnd)
11381 if (game.all_players_gone && !TAPE_IS_STOPPED(tape))
11384 if (game_status != GAME_MODE_PLAYING) // status might have changed
11387 game_frame_delay_value =
11388 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11390 if (tape.playing && tape.warp_forward && !tape.pausing)
11391 game_frame_delay_value = 0;
11393 SetVideoFrameDelay(game_frame_delay_value);
11395 // (de)activate virtual buttons depending on current game status
11396 if (strEqual(setup.touch.control_type, TOUCH_CONTROL_VIRTUAL_BUTTONS))
11398 if (game.all_players_gone) // if no players there to be controlled anymore
11399 SetOverlayActive(FALSE);
11400 else if (!tape.playing) // if game continues after tape stopped playing
11401 SetOverlayActive(TRUE);
11406 // ---------- main game synchronization point ----------
11408 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11410 printf("::: skip == %d\n", skip);
11413 // ---------- main game synchronization point ----------
11415 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11419 if (network_playing && !network_player_action_received)
11421 // try to get network player actions in time
11423 // last chance to get network player actions without main loop delay
11424 HandleNetworking();
11426 // game was quit by network peer
11427 if (game_status != GAME_MODE_PLAYING)
11430 // check if network player actions still missing and game still running
11431 if (!network_player_action_received && !checkGameEnded())
11432 return; // failed to get network player actions in time
11434 // do not yet reset "network_player_action_received" (for tape.pausing)
11440 // at this point we know that we really continue executing the game
11442 network_player_action_received = FALSE;
11444 // when playing tape, read previously recorded player input from tape data
11445 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11447 local_player->effective_mouse_action = local_player->mouse_action;
11449 if (recorded_player_action != NULL)
11450 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11451 recorded_player_action);
11453 // TapePlayAction() may return NULL when toggling to "pause before death"
11457 if (tape.set_centered_player)
11459 game.centered_player_nr_next = tape.centered_player_nr_next;
11460 game.set_centered_player = TRUE;
11463 for (i = 0; i < MAX_PLAYERS; i++)
11465 summarized_player_action |= stored_player[i].action;
11467 if (!network_playing && (game.team_mode || tape.playing))
11468 stored_player[i].effective_action = stored_player[i].action;
11471 if (network_playing && !checkGameEnded())
11472 SendToServer_MovePlayer(summarized_player_action);
11474 // summarize all actions at local players mapped input device position
11475 // (this allows using different input devices in single player mode)
11476 if (!network.enabled && !game.team_mode)
11477 stored_player[map_player_action[local_player->index_nr]].effective_action =
11478 summarized_player_action;
11480 // summarize all actions at centered player in local team mode
11481 if (tape.recording &&
11482 setup.team_mode && !network.enabled &&
11483 setup.input_on_focus &&
11484 game.centered_player_nr != -1)
11486 for (i = 0; i < MAX_PLAYERS; i++)
11487 stored_player[map_player_action[i]].effective_action =
11488 (i == game.centered_player_nr ? summarized_player_action : 0);
11491 if (recorded_player_action != NULL)
11492 for (i = 0; i < MAX_PLAYERS; i++)
11493 stored_player[i].effective_action = recorded_player_action[i];
11495 for (i = 0; i < MAX_PLAYERS; i++)
11497 tape_action[i] = stored_player[i].effective_action;
11499 /* (this may happen in the RND game engine if a player was not present on
11500 the playfield on level start, but appeared later from a custom element */
11501 if (setup.team_mode &&
11504 !tape.player_participates[i])
11505 tape.player_participates[i] = TRUE;
11508 SetTapeActionFromMouseAction(tape_action,
11509 &local_player->effective_mouse_action);
11511 // only record actions from input devices, but not programmed actions
11512 if (tape.recording)
11513 TapeRecordAction(tape_action);
11515 // remember if game was played (especially after tape stopped playing)
11516 if (!tape.playing && summarized_player_action)
11517 game.GamePlayed = TRUE;
11519 #if USE_NEW_PLAYER_ASSIGNMENTS
11520 // !!! also map player actions in single player mode !!!
11521 // if (game.team_mode)
11524 byte mapped_action[MAX_PLAYERS];
11526 #if DEBUG_PLAYER_ACTIONS
11528 for (i = 0; i < MAX_PLAYERS; i++)
11529 printf(" %d, ", stored_player[i].effective_action);
11532 for (i = 0; i < MAX_PLAYERS; i++)
11533 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11535 for (i = 0; i < MAX_PLAYERS; i++)
11536 stored_player[i].effective_action = mapped_action[i];
11538 #if DEBUG_PLAYER_ACTIONS
11540 for (i = 0; i < MAX_PLAYERS; i++)
11541 printf(" %d, ", stored_player[i].effective_action);
11545 #if DEBUG_PLAYER_ACTIONS
11549 for (i = 0; i < MAX_PLAYERS; i++)
11550 printf(" %d, ", stored_player[i].effective_action);
11556 for (i = 0; i < MAX_PLAYERS; i++)
11558 // allow engine snapshot in case of changed movement attempt
11559 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11560 (stored_player[i].effective_action & KEY_MOTION))
11561 game.snapshot.changed_action = TRUE;
11563 // allow engine snapshot in case of snapping/dropping attempt
11564 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11565 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11566 game.snapshot.changed_action = TRUE;
11568 game.snapshot.last_action[i] = stored_player[i].effective_action;
11571 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11573 GameActions_EM_Main();
11575 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11577 GameActions_SP_Main();
11579 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11581 GameActions_MM_Main();
11585 GameActions_RND_Main();
11588 BlitScreenToBitmap(backbuffer);
11590 CheckLevelSolved();
11593 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11595 if (global.show_frames_per_second)
11597 static unsigned int fps_counter = 0;
11598 static int fps_frames = 0;
11599 unsigned int fps_delay_ms = Counter() - fps_counter;
11603 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11605 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11608 fps_counter = Counter();
11610 // always draw FPS to screen after FPS value was updated
11611 redraw_mask |= REDRAW_FPS;
11614 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11615 if (GetDrawDeactivationMask() == REDRAW_NONE)
11616 redraw_mask |= REDRAW_FPS;
11620 static void GameActions_CheckSaveEngineSnapshot(void)
11622 if (!game.snapshot.save_snapshot)
11625 // clear flag for saving snapshot _before_ saving snapshot
11626 game.snapshot.save_snapshot = FALSE;
11628 SaveEngineSnapshotToList();
11631 void GameActions(void)
11635 GameActions_CheckSaveEngineSnapshot();
11638 void GameActions_EM_Main(void)
11640 byte effective_action[MAX_PLAYERS];
11641 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11644 for (i = 0; i < MAX_PLAYERS; i++)
11645 effective_action[i] = stored_player[i].effective_action;
11647 GameActions_EM(effective_action, warp_mode);
11650 void GameActions_SP_Main(void)
11652 byte effective_action[MAX_PLAYERS];
11653 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11656 for (i = 0; i < MAX_PLAYERS; i++)
11657 effective_action[i] = stored_player[i].effective_action;
11659 GameActions_SP(effective_action, warp_mode);
11661 for (i = 0; i < MAX_PLAYERS; i++)
11663 if (stored_player[i].force_dropping)
11664 stored_player[i].action |= KEY_BUTTON_DROP;
11666 stored_player[i].force_dropping = FALSE;
11670 void GameActions_MM_Main(void)
11672 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11674 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11677 void GameActions_RND_Main(void)
11682 void GameActions_RND(void)
11684 int magic_wall_x = 0, magic_wall_y = 0;
11685 int i, x, y, element, graphic, last_gfx_frame;
11687 InitPlayfieldScanModeVars();
11689 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11691 SCAN_PLAYFIELD(x, y)
11693 ChangeCount[x][y] = 0;
11694 ChangeEvent[x][y] = -1;
11698 if (game.set_centered_player)
11700 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11702 // switching to "all players" only possible if all players fit to screen
11703 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11705 game.centered_player_nr_next = game.centered_player_nr;
11706 game.set_centered_player = FALSE;
11709 // do not switch focus to non-existing (or non-active) player
11710 if (game.centered_player_nr_next >= 0 &&
11711 !stored_player[game.centered_player_nr_next].active)
11713 game.centered_player_nr_next = game.centered_player_nr;
11714 game.set_centered_player = FALSE;
11718 if (game.set_centered_player &&
11719 ScreenMovPos == 0) // screen currently aligned at tile position
11723 if (game.centered_player_nr_next == -1)
11725 setScreenCenteredToAllPlayers(&sx, &sy);
11729 sx = stored_player[game.centered_player_nr_next].jx;
11730 sy = stored_player[game.centered_player_nr_next].jy;
11733 game.centered_player_nr = game.centered_player_nr_next;
11734 game.set_centered_player = FALSE;
11736 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11737 DrawGameDoorValues();
11740 for (i = 0; i < MAX_PLAYERS; i++)
11742 int actual_player_action = stored_player[i].effective_action;
11745 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11746 - rnd_equinox_tetrachloride 048
11747 - rnd_equinox_tetrachloride_ii 096
11748 - rnd_emanuel_schmieg 002
11749 - doctor_sloan_ww 001, 020
11751 if (stored_player[i].MovPos == 0)
11752 CheckGravityMovement(&stored_player[i]);
11755 // overwrite programmed action with tape action
11756 if (stored_player[i].programmed_action)
11757 actual_player_action = stored_player[i].programmed_action;
11759 PlayerActions(&stored_player[i], actual_player_action);
11761 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11764 ScrollScreen(NULL, SCROLL_GO_ON);
11766 /* for backwards compatibility, the following code emulates a fixed bug that
11767 occured when pushing elements (causing elements that just made their last
11768 pushing step to already (if possible) make their first falling step in the
11769 same game frame, which is bad); this code is also needed to use the famous
11770 "spring push bug" which is used in older levels and might be wanted to be
11771 used also in newer levels, but in this case the buggy pushing code is only
11772 affecting the "spring" element and no other elements */
11774 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11776 for (i = 0; i < MAX_PLAYERS; i++)
11778 struct PlayerInfo *player = &stored_player[i];
11779 int x = player->jx;
11780 int y = player->jy;
11782 if (player->active && player->is_pushing && player->is_moving &&
11784 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11785 Feld[x][y] == EL_SPRING))
11787 ContinueMoving(x, y);
11789 // continue moving after pushing (this is actually a bug)
11790 if (!IS_MOVING(x, y))
11791 Stop[x][y] = FALSE;
11796 SCAN_PLAYFIELD(x, y)
11798 Last[x][y] = Feld[x][y];
11800 ChangeCount[x][y] = 0;
11801 ChangeEvent[x][y] = -1;
11803 // this must be handled before main playfield loop
11804 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11807 if (MovDelay[x][y] <= 0)
11811 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11814 if (MovDelay[x][y] <= 0)
11817 TEST_DrawLevelField(x, y);
11819 TestIfElementTouchesCustomElement(x, y); // for empty space
11824 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11826 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11827 printf("GameActions(): This should never happen!\n");
11829 ChangePage[x][y] = -1;
11833 Stop[x][y] = FALSE;
11834 if (WasJustMoving[x][y] > 0)
11835 WasJustMoving[x][y]--;
11836 if (WasJustFalling[x][y] > 0)
11837 WasJustFalling[x][y]--;
11838 if (CheckCollision[x][y] > 0)
11839 CheckCollision[x][y]--;
11840 if (CheckImpact[x][y] > 0)
11841 CheckImpact[x][y]--;
11845 /* reset finished pushing action (not done in ContinueMoving() to allow
11846 continuous pushing animation for elements with zero push delay) */
11847 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11849 ResetGfxAnimation(x, y);
11850 TEST_DrawLevelField(x, y);
11854 if (IS_BLOCKED(x, y))
11858 Blocked2Moving(x, y, &oldx, &oldy);
11859 if (!IS_MOVING(oldx, oldy))
11861 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11862 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11863 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11864 printf("GameActions(): This should never happen!\n");
11870 SCAN_PLAYFIELD(x, y)
11872 element = Feld[x][y];
11873 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11874 last_gfx_frame = GfxFrame[x][y];
11876 ResetGfxFrame(x, y);
11878 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11879 DrawLevelGraphicAnimation(x, y, graphic);
11881 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11882 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11883 ResetRandomAnimationValue(x, y);
11885 SetRandomAnimationValue(x, y);
11887 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11889 if (IS_INACTIVE(element))
11891 if (IS_ANIMATED(graphic))
11892 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11897 // this may take place after moving, so 'element' may have changed
11898 if (IS_CHANGING(x, y) &&
11899 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11901 int page = element_info[element].event_page_nr[CE_DELAY];
11903 HandleElementChange(x, y, page);
11905 element = Feld[x][y];
11906 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11909 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11913 element = Feld[x][y];
11914 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11916 if (IS_ANIMATED(graphic) &&
11917 !IS_MOVING(x, y) &&
11919 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11921 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11922 TEST_DrawTwinkleOnField(x, y);
11924 else if (element == EL_ACID)
11927 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11929 else if ((element == EL_EXIT_OPEN ||
11930 element == EL_EM_EXIT_OPEN ||
11931 element == EL_SP_EXIT_OPEN ||
11932 element == EL_STEEL_EXIT_OPEN ||
11933 element == EL_EM_STEEL_EXIT_OPEN ||
11934 element == EL_SP_TERMINAL ||
11935 element == EL_SP_TERMINAL_ACTIVE ||
11936 element == EL_EXTRA_TIME ||
11937 element == EL_SHIELD_NORMAL ||
11938 element == EL_SHIELD_DEADLY) &&
11939 IS_ANIMATED(graphic))
11940 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11941 else if (IS_MOVING(x, y))
11942 ContinueMoving(x, y);
11943 else if (IS_ACTIVE_BOMB(element))
11944 CheckDynamite(x, y);
11945 else if (element == EL_AMOEBA_GROWING)
11946 AmoebeWaechst(x, y);
11947 else if (element == EL_AMOEBA_SHRINKING)
11948 AmoebaDisappearing(x, y);
11950 #if !USE_NEW_AMOEBA_CODE
11951 else if (IS_AMOEBALIVE(element))
11952 AmoebeAbleger(x, y);
11955 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11957 else if (element == EL_EXIT_CLOSED)
11959 else if (element == EL_EM_EXIT_CLOSED)
11961 else if (element == EL_STEEL_EXIT_CLOSED)
11962 CheckExitSteel(x, y);
11963 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11964 CheckExitSteelEM(x, y);
11965 else if (element == EL_SP_EXIT_CLOSED)
11967 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11968 element == EL_EXPANDABLE_STEELWALL_GROWING)
11969 MauerWaechst(x, y);
11970 else if (element == EL_EXPANDABLE_WALL ||
11971 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11972 element == EL_EXPANDABLE_WALL_VERTICAL ||
11973 element == EL_EXPANDABLE_WALL_ANY ||
11974 element == EL_BD_EXPANDABLE_WALL)
11975 MauerAbleger(x, y);
11976 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11977 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11978 element == EL_EXPANDABLE_STEELWALL_ANY)
11979 MauerAblegerStahl(x, y);
11980 else if (element == EL_FLAMES)
11981 CheckForDragon(x, y);
11982 else if (element == EL_EXPLOSION)
11983 ; // drawing of correct explosion animation is handled separately
11984 else if (element == EL_ELEMENT_SNAPPING ||
11985 element == EL_DIAGONAL_SHRINKING ||
11986 element == EL_DIAGONAL_GROWING)
11988 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11990 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11992 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11993 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11995 if (IS_BELT_ACTIVE(element))
11996 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11998 if (game.magic_wall_active)
12000 int jx = local_player->jx, jy = local_player->jy;
12002 // play the element sound at the position nearest to the player
12003 if ((element == EL_MAGIC_WALL_FULL ||
12004 element == EL_MAGIC_WALL_ACTIVE ||
12005 element == EL_MAGIC_WALL_EMPTYING ||
12006 element == EL_BD_MAGIC_WALL_FULL ||
12007 element == EL_BD_MAGIC_WALL_ACTIVE ||
12008 element == EL_BD_MAGIC_WALL_EMPTYING ||
12009 element == EL_DC_MAGIC_WALL_FULL ||
12010 element == EL_DC_MAGIC_WALL_ACTIVE ||
12011 element == EL_DC_MAGIC_WALL_EMPTYING) &&
12012 ABS(x - jx) + ABS(y - jy) <
12013 ABS(magic_wall_x - jx) + ABS(magic_wall_y - jy))
12021 #if USE_NEW_AMOEBA_CODE
12022 // new experimental amoeba growth stuff
12023 if (!(FrameCounter % 8))
12025 static unsigned int random = 1684108901;
12027 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
12029 x = RND(lev_fieldx);
12030 y = RND(lev_fieldy);
12031 element = Feld[x][y];
12033 if (!IS_PLAYER(x,y) &&
12034 (element == EL_EMPTY ||
12035 CAN_GROW_INTO(element) ||
12036 element == EL_QUICKSAND_EMPTY ||
12037 element == EL_QUICKSAND_FAST_EMPTY ||
12038 element == EL_ACID_SPLASH_LEFT ||
12039 element == EL_ACID_SPLASH_RIGHT))
12041 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
12042 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
12043 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
12044 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
12045 Feld[x][y] = EL_AMOEBA_DROP;
12048 random = random * 129 + 1;
12053 game.explosions_delayed = FALSE;
12055 SCAN_PLAYFIELD(x, y)
12057 element = Feld[x][y];
12059 if (ExplodeField[x][y])
12060 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12061 else if (element == EL_EXPLOSION)
12062 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12064 ExplodeField[x][y] = EX_TYPE_NONE;
12067 game.explosions_delayed = TRUE;
12069 if (game.magic_wall_active)
12071 if (!(game.magic_wall_time_left % 4))
12073 int element = Feld[magic_wall_x][magic_wall_y];
12075 if (element == EL_BD_MAGIC_WALL_FULL ||
12076 element == EL_BD_MAGIC_WALL_ACTIVE ||
12077 element == EL_BD_MAGIC_WALL_EMPTYING)
12078 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12079 else if (element == EL_DC_MAGIC_WALL_FULL ||
12080 element == EL_DC_MAGIC_WALL_ACTIVE ||
12081 element == EL_DC_MAGIC_WALL_EMPTYING)
12082 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12084 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12087 if (game.magic_wall_time_left > 0)
12089 game.magic_wall_time_left--;
12091 if (!game.magic_wall_time_left)
12093 SCAN_PLAYFIELD(x, y)
12095 element = Feld[x][y];
12097 if (element == EL_MAGIC_WALL_ACTIVE ||
12098 element == EL_MAGIC_WALL_FULL)
12100 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12101 TEST_DrawLevelField(x, y);
12103 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12104 element == EL_BD_MAGIC_WALL_FULL)
12106 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12107 TEST_DrawLevelField(x, y);
12109 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12110 element == EL_DC_MAGIC_WALL_FULL)
12112 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12113 TEST_DrawLevelField(x, y);
12117 game.magic_wall_active = FALSE;
12122 if (game.light_time_left > 0)
12124 game.light_time_left--;
12126 if (game.light_time_left == 0)
12127 RedrawAllLightSwitchesAndInvisibleElements();
12130 if (game.timegate_time_left > 0)
12132 game.timegate_time_left--;
12134 if (game.timegate_time_left == 0)
12135 CloseAllOpenTimegates();
12138 if (game.lenses_time_left > 0)
12140 game.lenses_time_left--;
12142 if (game.lenses_time_left == 0)
12143 RedrawAllInvisibleElementsForLenses();
12146 if (game.magnify_time_left > 0)
12148 game.magnify_time_left--;
12150 if (game.magnify_time_left == 0)
12151 RedrawAllInvisibleElementsForMagnifier();
12154 for (i = 0; i < MAX_PLAYERS; i++)
12156 struct PlayerInfo *player = &stored_player[i];
12158 if (SHIELD_ON(player))
12160 if (player->shield_deadly_time_left)
12161 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12162 else if (player->shield_normal_time_left)
12163 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12167 #if USE_DELAYED_GFX_REDRAW
12168 SCAN_PLAYFIELD(x, y)
12170 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12172 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12173 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12175 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12176 DrawLevelField(x, y);
12178 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12179 DrawLevelFieldCrumbled(x, y);
12181 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12182 DrawLevelFieldCrumbledNeighbours(x, y);
12184 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12185 DrawTwinkleOnField(x, y);
12188 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12193 PlayAllPlayersSound();
12195 for (i = 0; i < MAX_PLAYERS; i++)
12197 struct PlayerInfo *player = &stored_player[i];
12199 if (player->show_envelope != 0 && (!player->active ||
12200 player->MovPos == 0))
12202 ShowEnvelope(player->show_envelope - EL_ENVELOPE_1);
12204 player->show_envelope = 0;
12208 // use random number generator in every frame to make it less predictable
12209 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12213 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12215 int min_x = x, min_y = y, max_x = x, max_y = y;
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 || &stored_player[i] == player)
12225 min_x = MIN(min_x, jx);
12226 min_y = MIN(min_y, jy);
12227 max_x = MAX(max_x, jx);
12228 max_y = MAX(max_y, jy);
12231 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12234 static boolean AllPlayersInVisibleScreen(void)
12238 for (i = 0; i < MAX_PLAYERS; i++)
12240 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12242 if (!stored_player[i].active)
12245 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12252 void ScrollLevel(int dx, int dy)
12254 int scroll_offset = 2 * TILEX_VAR;
12257 BlitBitmap(drawto_field, drawto_field,
12258 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12259 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12260 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12261 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12262 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12263 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12267 x = (dx == 1 ? BX1 : BX2);
12268 for (y = BY1; y <= BY2; y++)
12269 DrawScreenField(x, y);
12274 y = (dy == 1 ? BY1 : BY2);
12275 for (x = BX1; x <= BX2; x++)
12276 DrawScreenField(x, y);
12279 redraw_mask |= REDRAW_FIELD;
12282 static boolean canFallDown(struct PlayerInfo *player)
12284 int jx = player->jx, jy = player->jy;
12286 return (IN_LEV_FIELD(jx, jy + 1) &&
12287 (IS_FREE(jx, jy + 1) ||
12288 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12289 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12290 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12293 static boolean canPassField(int x, int y, int move_dir)
12295 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12296 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12297 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12298 int nextx = x + dx;
12299 int nexty = y + dy;
12300 int element = Feld[x][y];
12302 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12303 !CAN_MOVE(element) &&
12304 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12305 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12306 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12309 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12311 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12312 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12313 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12317 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12318 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12319 (IS_DIGGABLE(Feld[newx][newy]) ||
12320 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12321 canPassField(newx, newy, move_dir)));
12324 static void CheckGravityMovement(struct PlayerInfo *player)
12326 if (player->gravity && !player->programmed_action)
12328 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12329 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12330 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12331 int jx = player->jx, jy = player->jy;
12332 boolean player_is_moving_to_valid_field =
12333 (!player_is_snapping &&
12334 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12335 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12336 boolean player_can_fall_down = canFallDown(player);
12338 if (player_can_fall_down &&
12339 !player_is_moving_to_valid_field)
12340 player->programmed_action = MV_DOWN;
12344 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12346 return CheckGravityMovement(player);
12348 if (player->gravity && !player->programmed_action)
12350 int jx = player->jx, jy = player->jy;
12351 boolean field_under_player_is_free =
12352 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12353 boolean player_is_standing_on_valid_field =
12354 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12355 (IS_WALKABLE(Feld[jx][jy]) &&
12356 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12358 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12359 player->programmed_action = MV_DOWN;
12364 MovePlayerOneStep()
12365 -----------------------------------------------------------------------------
12366 dx, dy: direction (non-diagonal) to try to move the player to
12367 real_dx, real_dy: direction as read from input device (can be diagonal)
12370 boolean MovePlayerOneStep(struct PlayerInfo *player,
12371 int dx, int dy, int real_dx, int real_dy)
12373 int jx = player->jx, jy = player->jy;
12374 int new_jx = jx + dx, new_jy = jy + dy;
12376 boolean player_can_move = !player->cannot_move;
12378 if (!player->active || (!dx && !dy))
12379 return MP_NO_ACTION;
12381 player->MovDir = (dx < 0 ? MV_LEFT :
12382 dx > 0 ? MV_RIGHT :
12384 dy > 0 ? MV_DOWN : MV_NONE);
12386 if (!IN_LEV_FIELD(new_jx, new_jy))
12387 return MP_NO_ACTION;
12389 if (!player_can_move)
12391 if (player->MovPos == 0)
12393 player->is_moving = FALSE;
12394 player->is_digging = FALSE;
12395 player->is_collecting = FALSE;
12396 player->is_snapping = FALSE;
12397 player->is_pushing = FALSE;
12401 if (!network.enabled && game.centered_player_nr == -1 &&
12402 !AllPlayersInSight(player, new_jx, new_jy))
12403 return MP_NO_ACTION;
12405 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12406 if (can_move != MP_MOVING)
12409 // check if DigField() has caused relocation of the player
12410 if (player->jx != jx || player->jy != jy)
12411 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12413 StorePlayer[jx][jy] = 0;
12414 player->last_jx = jx;
12415 player->last_jy = jy;
12416 player->jx = new_jx;
12417 player->jy = new_jy;
12418 StorePlayer[new_jx][new_jy] = player->element_nr;
12420 if (player->move_delay_value_next != -1)
12422 player->move_delay_value = player->move_delay_value_next;
12423 player->move_delay_value_next = -1;
12427 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12429 player->step_counter++;
12431 PlayerVisit[jx][jy] = FrameCounter;
12433 player->is_moving = TRUE;
12436 // should better be called in MovePlayer(), but this breaks some tapes
12437 ScrollPlayer(player, SCROLL_INIT);
12443 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12445 int jx = player->jx, jy = player->jy;
12446 int old_jx = jx, old_jy = jy;
12447 int moved = MP_NO_ACTION;
12449 if (!player->active)
12454 if (player->MovPos == 0)
12456 player->is_moving = FALSE;
12457 player->is_digging = FALSE;
12458 player->is_collecting = FALSE;
12459 player->is_snapping = FALSE;
12460 player->is_pushing = FALSE;
12466 if (player->move_delay > 0)
12469 player->move_delay = -1; // set to "uninitialized" value
12471 // store if player is automatically moved to next field
12472 player->is_auto_moving = (player->programmed_action != MV_NONE);
12474 // remove the last programmed player action
12475 player->programmed_action = 0;
12477 if (player->MovPos)
12479 // should only happen if pre-1.2 tape recordings are played
12480 // this is only for backward compatibility
12482 int original_move_delay_value = player->move_delay_value;
12485 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12489 // scroll remaining steps with finest movement resolution
12490 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12492 while (player->MovPos)
12494 ScrollPlayer(player, SCROLL_GO_ON);
12495 ScrollScreen(NULL, SCROLL_GO_ON);
12497 AdvanceFrameAndPlayerCounters(player->index_nr);
12500 BackToFront_WithFrameDelay(0);
12503 player->move_delay_value = original_move_delay_value;
12506 player->is_active = FALSE;
12508 if (player->last_move_dir & MV_HORIZONTAL)
12510 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12511 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12515 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12516 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12519 if (!moved && !player->is_active)
12521 player->is_moving = FALSE;
12522 player->is_digging = FALSE;
12523 player->is_collecting = FALSE;
12524 player->is_snapping = FALSE;
12525 player->is_pushing = FALSE;
12531 if (moved & MP_MOVING && !ScreenMovPos &&
12532 (player->index_nr == game.centered_player_nr ||
12533 game.centered_player_nr == -1))
12535 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12537 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12539 // actual player has left the screen -- scroll in that direction
12540 if (jx != old_jx) // player has moved horizontally
12541 scroll_x += (jx - old_jx);
12542 else // player has moved vertically
12543 scroll_y += (jy - old_jy);
12547 int offset_raw = game.scroll_delay_value;
12549 if (jx != old_jx) // player has moved horizontally
12551 int offset = MIN(offset_raw, (SCR_FIELDX - 2) / 2);
12552 int offset_x = offset * (player->MovDir == MV_LEFT ? +1 : -1);
12553 int new_scroll_x = jx - MIDPOSX + offset_x;
12555 if ((player->MovDir == MV_LEFT && scroll_x > new_scroll_x) ||
12556 (player->MovDir == MV_RIGHT && scroll_x < new_scroll_x))
12557 scroll_x = new_scroll_x;
12559 // don't scroll over playfield boundaries
12560 scroll_x = MIN(MAX(SBX_Left, scroll_x), SBX_Right);
12562 // don't scroll more than one field at a time
12563 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12565 // don't scroll against the player's moving direction
12566 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12567 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12568 scroll_x = old_scroll_x;
12570 else // player has moved vertically
12572 int offset = MIN(offset_raw, (SCR_FIELDY - 2) / 2);
12573 int offset_y = offset * (player->MovDir == MV_UP ? +1 : -1);
12574 int new_scroll_y = jy - MIDPOSY + offset_y;
12576 if ((player->MovDir == MV_UP && scroll_y > new_scroll_y) ||
12577 (player->MovDir == MV_DOWN && scroll_y < new_scroll_y))
12578 scroll_y = new_scroll_y;
12580 // don't scroll over playfield boundaries
12581 scroll_y = MIN(MAX(SBY_Upper, scroll_y), SBY_Lower);
12583 // don't scroll more than one field at a time
12584 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12586 // don't scroll against the player's moving direction
12587 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12588 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12589 scroll_y = old_scroll_y;
12593 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12595 if (!network.enabled && game.centered_player_nr == -1 &&
12596 !AllPlayersInVisibleScreen())
12598 scroll_x = old_scroll_x;
12599 scroll_y = old_scroll_y;
12603 ScrollScreen(player, SCROLL_INIT);
12604 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12609 player->StepFrame = 0;
12611 if (moved & MP_MOVING)
12613 if (old_jx != jx && old_jy == jy)
12614 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12615 else if (old_jx == jx && old_jy != jy)
12616 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12618 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12620 player->last_move_dir = player->MovDir;
12621 player->is_moving = TRUE;
12622 player->is_snapping = FALSE;
12623 player->is_switching = FALSE;
12624 player->is_dropping = FALSE;
12625 player->is_dropping_pressed = FALSE;
12626 player->drop_pressed_delay = 0;
12629 // should better be called here than above, but this breaks some tapes
12630 ScrollPlayer(player, SCROLL_INIT);
12635 CheckGravityMovementWhenNotMoving(player);
12637 player->is_moving = FALSE;
12639 /* at this point, the player is allowed to move, but cannot move right now
12640 (e.g. because of something blocking the way) -- ensure that the player
12641 is also allowed to move in the next frame (in old versions before 3.1.1,
12642 the player was forced to wait again for eight frames before next try) */
12644 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12645 player->move_delay = 0; // allow direct movement in the next frame
12648 if (player->move_delay == -1) // not yet initialized by DigField()
12649 player->move_delay = player->move_delay_value;
12651 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12653 TestIfPlayerTouchesBadThing(jx, jy);
12654 TestIfPlayerTouchesCustomElement(jx, jy);
12657 if (!player->active)
12658 RemovePlayer(player);
12663 void ScrollPlayer(struct PlayerInfo *player, int mode)
12665 int jx = player->jx, jy = player->jy;
12666 int last_jx = player->last_jx, last_jy = player->last_jy;
12667 int move_stepsize = TILEX / player->move_delay_value;
12669 if (!player->active)
12672 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12675 if (mode == SCROLL_INIT)
12677 player->actual_frame_counter = FrameCounter;
12678 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12680 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12681 Feld[last_jx][last_jy] == EL_EMPTY)
12683 int last_field_block_delay = 0; // start with no blocking at all
12684 int block_delay_adjustment = player->block_delay_adjustment;
12686 // if player blocks last field, add delay for exactly one move
12687 if (player->block_last_field)
12689 last_field_block_delay += player->move_delay_value;
12691 // when blocking enabled, prevent moving up despite gravity
12692 if (player->gravity && player->MovDir == MV_UP)
12693 block_delay_adjustment = -1;
12696 // add block delay adjustment (also possible when not blocking)
12697 last_field_block_delay += block_delay_adjustment;
12699 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12700 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12703 if (player->MovPos != 0) // player has not yet reached destination
12706 else if (!FrameReached(&player->actual_frame_counter, 1))
12709 if (player->MovPos != 0)
12711 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12712 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12714 // before DrawPlayer() to draw correct player graphic for this case
12715 if (player->MovPos == 0)
12716 CheckGravityMovement(player);
12719 if (player->MovPos == 0) // player reached destination field
12721 if (player->move_delay_reset_counter > 0)
12723 player->move_delay_reset_counter--;
12725 if (player->move_delay_reset_counter == 0)
12727 // continue with normal speed after quickly moving through gate
12728 HALVE_PLAYER_SPEED(player);
12730 // be able to make the next move without delay
12731 player->move_delay = 0;
12735 player->last_jx = jx;
12736 player->last_jy = jy;
12738 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12739 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12740 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12741 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12742 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12743 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12744 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12745 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12747 ExitPlayer(player);
12749 if (game.players_still_needed == 0 &&
12750 (game.friends_still_needed == 0 ||
12751 IS_SP_ELEMENT(Feld[jx][jy])))
12755 // this breaks one level: "machine", level 000
12757 int move_direction = player->MovDir;
12758 int enter_side = MV_DIR_OPPOSITE(move_direction);
12759 int leave_side = move_direction;
12760 int old_jx = last_jx;
12761 int old_jy = last_jy;
12762 int old_element = Feld[old_jx][old_jy];
12763 int new_element = Feld[jx][jy];
12765 if (IS_CUSTOM_ELEMENT(old_element))
12766 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12768 player->index_bit, leave_side);
12770 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12771 CE_PLAYER_LEAVES_X,
12772 player->index_bit, leave_side);
12774 if (IS_CUSTOM_ELEMENT(new_element))
12775 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12776 player->index_bit, enter_side);
12778 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12779 CE_PLAYER_ENTERS_X,
12780 player->index_bit, enter_side);
12782 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12783 CE_MOVE_OF_X, move_direction);
12786 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12788 TestIfPlayerTouchesBadThing(jx, jy);
12789 TestIfPlayerTouchesCustomElement(jx, jy);
12791 /* needed because pushed element has not yet reached its destination,
12792 so it would trigger a change event at its previous field location */
12793 if (!player->is_pushing)
12794 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12796 if (!player->active)
12797 RemovePlayer(player);
12800 if (!game.LevelSolved && level.use_step_counter)
12810 if (TimeLeft <= 10 && setup.time_limit)
12811 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12813 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12815 DisplayGameControlValues();
12817 if (!TimeLeft && setup.time_limit)
12818 for (i = 0; i < MAX_PLAYERS; i++)
12819 KillPlayer(&stored_player[i]);
12821 else if (game.no_time_limit && !game.all_players_gone)
12823 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12825 DisplayGameControlValues();
12829 if (tape.single_step && tape.recording && !tape.pausing &&
12830 !player->programmed_action)
12831 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12833 if (!player->programmed_action)
12834 CheckSaveEngineSnapshot(player);
12838 void ScrollScreen(struct PlayerInfo *player, int mode)
12840 static unsigned int screen_frame_counter = 0;
12842 if (mode == SCROLL_INIT)
12844 // set scrolling step size according to actual player's moving speed
12845 ScrollStepSize = TILEX / player->move_delay_value;
12847 screen_frame_counter = FrameCounter;
12848 ScreenMovDir = player->MovDir;
12849 ScreenMovPos = player->MovPos;
12850 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12853 else if (!FrameReached(&screen_frame_counter, 1))
12858 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12859 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12860 redraw_mask |= REDRAW_FIELD;
12863 ScreenMovDir = MV_NONE;
12866 void TestIfPlayerTouchesCustomElement(int x, int y)
12868 static int xy[4][2] =
12875 static int trigger_sides[4][2] =
12877 // center side border side
12878 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12879 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12880 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12881 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12883 static int touch_dir[4] =
12885 MV_LEFT | MV_RIGHT,
12890 int center_element = Feld[x][y]; // should always be non-moving!
12893 for (i = 0; i < NUM_DIRECTIONS; i++)
12895 int xx = x + xy[i][0];
12896 int yy = y + xy[i][1];
12897 int center_side = trigger_sides[i][0];
12898 int border_side = trigger_sides[i][1];
12899 int border_element;
12901 if (!IN_LEV_FIELD(xx, yy))
12904 if (IS_PLAYER(x, y)) // player found at center element
12906 struct PlayerInfo *player = PLAYERINFO(x, y);
12908 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12909 border_element = Feld[xx][yy]; // may be moving!
12910 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12911 border_element = Feld[xx][yy];
12912 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12913 border_element = MovingOrBlocked2Element(xx, yy);
12915 continue; // center and border element do not touch
12917 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12918 player->index_bit, border_side);
12919 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12920 CE_PLAYER_TOUCHES_X,
12921 player->index_bit, border_side);
12924 /* use player element that is initially defined in the level playfield,
12925 not the player element that corresponds to the runtime player number
12926 (example: a level that contains EL_PLAYER_3 as the only player would
12927 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12928 int player_element = PLAYERINFO(x, y)->initial_element;
12930 CheckElementChangeBySide(xx, yy, border_element, player_element,
12931 CE_TOUCHING_X, border_side);
12934 else if (IS_PLAYER(xx, yy)) // player found at border element
12936 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12938 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12940 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12941 continue; // center and border element do not touch
12944 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12945 player->index_bit, center_side);
12946 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12947 CE_PLAYER_TOUCHES_X,
12948 player->index_bit, center_side);
12951 /* use player element that is initially defined in the level playfield,
12952 not the player element that corresponds to the runtime player number
12953 (example: a level that contains EL_PLAYER_3 as the only player would
12954 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12955 int player_element = PLAYERINFO(xx, yy)->initial_element;
12957 CheckElementChangeBySide(x, y, center_element, player_element,
12958 CE_TOUCHING_X, center_side);
12966 void TestIfElementTouchesCustomElement(int x, int y)
12968 static int xy[4][2] =
12975 static int trigger_sides[4][2] =
12977 // center side border side
12978 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12979 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12980 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12981 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12983 static int touch_dir[4] =
12985 MV_LEFT | MV_RIGHT,
12990 boolean change_center_element = FALSE;
12991 int center_element = Feld[x][y]; // should always be non-moving!
12992 int border_element_old[NUM_DIRECTIONS];
12995 for (i = 0; i < NUM_DIRECTIONS; i++)
12997 int xx = x + xy[i][0];
12998 int yy = y + xy[i][1];
12999 int border_element;
13001 border_element_old[i] = -1;
13003 if (!IN_LEV_FIELD(xx, yy))
13006 if (game.engine_version < VERSION_IDENT(3,0,7,0))
13007 border_element = Feld[xx][yy]; // may be moving!
13008 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
13009 border_element = Feld[xx][yy];
13010 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
13011 border_element = MovingOrBlocked2Element(xx, yy);
13013 continue; // center and border element do not touch
13015 border_element_old[i] = border_element;
13018 for (i = 0; i < NUM_DIRECTIONS; i++)
13020 int xx = x + xy[i][0];
13021 int yy = y + xy[i][1];
13022 int center_side = trigger_sides[i][0];
13023 int border_element = border_element_old[i];
13025 if (border_element == -1)
13028 // check for change of border element
13029 CheckElementChangeBySide(xx, yy, border_element, center_element,
13030 CE_TOUCHING_X, center_side);
13032 // (center element cannot be player, so we dont have to check this here)
13035 for (i = 0; i < NUM_DIRECTIONS; i++)
13037 int xx = x + xy[i][0];
13038 int yy = y + xy[i][1];
13039 int border_side = trigger_sides[i][1];
13040 int border_element = border_element_old[i];
13042 if (border_element == -1)
13045 // check for change of center element (but change it only once)
13046 if (!change_center_element)
13047 change_center_element =
13048 CheckElementChangeBySide(x, y, center_element, border_element,
13049 CE_TOUCHING_X, border_side);
13051 if (IS_PLAYER(xx, yy))
13053 /* use player element that is initially defined in the level playfield,
13054 not the player element that corresponds to the runtime player number
13055 (example: a level that contains EL_PLAYER_3 as the only player would
13056 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13057 int player_element = PLAYERINFO(xx, yy)->initial_element;
13059 CheckElementChangeBySide(x, y, center_element, player_element,
13060 CE_TOUCHING_X, border_side);
13065 void TestIfElementHitsCustomElement(int x, int y, int direction)
13067 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13068 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13069 int hitx = x + dx, hity = y + dy;
13070 int hitting_element = Feld[x][y];
13071 int touched_element;
13073 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13076 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13077 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13079 if (IN_LEV_FIELD(hitx, hity))
13081 int opposite_direction = MV_DIR_OPPOSITE(direction);
13082 int hitting_side = direction;
13083 int touched_side = opposite_direction;
13084 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13085 MovDir[hitx][hity] != direction ||
13086 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13092 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13093 CE_HITTING_X, touched_side);
13095 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13096 CE_HIT_BY_X, hitting_side);
13098 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13099 CE_HIT_BY_SOMETHING, opposite_direction);
13101 if (IS_PLAYER(hitx, hity))
13103 /* use player element that is initially defined in the level playfield,
13104 not the player element that corresponds to the runtime player number
13105 (example: a level that contains EL_PLAYER_3 as the only player would
13106 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13107 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13109 CheckElementChangeBySide(x, y, hitting_element, player_element,
13110 CE_HITTING_X, touched_side);
13115 // "hitting something" is also true when hitting the playfield border
13116 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13117 CE_HITTING_SOMETHING, direction);
13120 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13122 int i, kill_x = -1, kill_y = -1;
13124 int bad_element = -1;
13125 static int test_xy[4][2] =
13132 static int test_dir[4] =
13140 for (i = 0; i < NUM_DIRECTIONS; i++)
13142 int test_x, test_y, test_move_dir, test_element;
13144 test_x = good_x + test_xy[i][0];
13145 test_y = good_y + test_xy[i][1];
13147 if (!IN_LEV_FIELD(test_x, test_y))
13151 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13153 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13155 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13156 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13158 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13159 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13163 bad_element = test_element;
13169 if (kill_x != -1 || kill_y != -1)
13171 if (IS_PLAYER(good_x, good_y))
13173 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13175 if (player->shield_deadly_time_left > 0 &&
13176 !IS_INDESTRUCTIBLE(bad_element))
13177 Bang(kill_x, kill_y);
13178 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13179 KillPlayer(player);
13182 Bang(good_x, good_y);
13186 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13188 int i, kill_x = -1, kill_y = -1;
13189 int bad_element = Feld[bad_x][bad_y];
13190 static int test_xy[4][2] =
13197 static int touch_dir[4] =
13199 MV_LEFT | MV_RIGHT,
13204 static int test_dir[4] =
13212 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13215 for (i = 0; i < NUM_DIRECTIONS; i++)
13217 int test_x, test_y, test_move_dir, test_element;
13219 test_x = bad_x + test_xy[i][0];
13220 test_y = bad_y + test_xy[i][1];
13222 if (!IN_LEV_FIELD(test_x, test_y))
13226 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13228 test_element = Feld[test_x][test_y];
13230 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13231 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13233 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13234 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13236 // good thing is player or penguin that does not move away
13237 if (IS_PLAYER(test_x, test_y))
13239 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13241 if (bad_element == EL_ROBOT && player->is_moving)
13242 continue; // robot does not kill player if he is moving
13244 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13246 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13247 continue; // center and border element do not touch
13255 else if (test_element == EL_PENGUIN)
13265 if (kill_x != -1 || kill_y != -1)
13267 if (IS_PLAYER(kill_x, kill_y))
13269 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13271 if (player->shield_deadly_time_left > 0 &&
13272 !IS_INDESTRUCTIBLE(bad_element))
13273 Bang(bad_x, bad_y);
13274 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13275 KillPlayer(player);
13278 Bang(kill_x, kill_y);
13282 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13284 int bad_element = Feld[bad_x][bad_y];
13285 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13286 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13287 int test_x = bad_x + dx, test_y = bad_y + dy;
13288 int test_move_dir, test_element;
13289 int kill_x = -1, kill_y = -1;
13291 if (!IN_LEV_FIELD(test_x, test_y))
13295 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13297 test_element = Feld[test_x][test_y];
13299 if (test_move_dir != bad_move_dir)
13301 // good thing can be player or penguin that does not move away
13302 if (IS_PLAYER(test_x, test_y))
13304 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13306 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13307 player as being hit when he is moving towards the bad thing, because
13308 the "get hit by" condition would be lost after the player stops) */
13309 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13310 return; // player moves away from bad thing
13315 else if (test_element == EL_PENGUIN)
13322 if (kill_x != -1 || kill_y != -1)
13324 if (IS_PLAYER(kill_x, kill_y))
13326 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13328 if (player->shield_deadly_time_left > 0 &&
13329 !IS_INDESTRUCTIBLE(bad_element))
13330 Bang(bad_x, bad_y);
13331 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13332 KillPlayer(player);
13335 Bang(kill_x, kill_y);
13339 void TestIfPlayerTouchesBadThing(int x, int y)
13341 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13344 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13346 TestIfGoodThingHitsBadThing(x, y, move_dir);
13349 void TestIfBadThingTouchesPlayer(int x, int y)
13351 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13354 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13356 TestIfBadThingHitsGoodThing(x, y, move_dir);
13359 void TestIfFriendTouchesBadThing(int x, int y)
13361 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13364 void TestIfBadThingTouchesFriend(int x, int y)
13366 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13369 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13371 int i, kill_x = bad_x, kill_y = bad_y;
13372 static int xy[4][2] =
13380 for (i = 0; i < NUM_DIRECTIONS; i++)
13384 x = bad_x + xy[i][0];
13385 y = bad_y + xy[i][1];
13386 if (!IN_LEV_FIELD(x, y))
13389 element = Feld[x][y];
13390 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13391 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13399 if (kill_x != bad_x || kill_y != bad_y)
13400 Bang(bad_x, bad_y);
13403 void KillPlayer(struct PlayerInfo *player)
13405 int jx = player->jx, jy = player->jy;
13407 if (!player->active)
13411 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13412 player->killed, player->active, player->reanimated);
13415 /* the following code was introduced to prevent an infinite loop when calling
13417 -> CheckTriggeredElementChangeExt()
13418 -> ExecuteCustomElementAction()
13420 -> (infinitely repeating the above sequence of function calls)
13421 which occurs when killing the player while having a CE with the setting
13422 "kill player X when explosion of <player X>"; the solution using a new
13423 field "player->killed" was chosen for backwards compatibility, although
13424 clever use of the fields "player->active" etc. would probably also work */
13426 if (player->killed)
13430 player->killed = TRUE;
13432 // remove accessible field at the player's position
13433 Feld[jx][jy] = EL_EMPTY;
13435 // deactivate shield (else Bang()/Explode() would not work right)
13436 player->shield_normal_time_left = 0;
13437 player->shield_deadly_time_left = 0;
13440 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13441 player->killed, player->active, player->reanimated);
13447 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13448 player->killed, player->active, player->reanimated);
13451 if (player->reanimated) // killed player may have been reanimated
13452 player->killed = player->reanimated = FALSE;
13454 BuryPlayer(player);
13457 static void KillPlayerUnlessEnemyProtected(int x, int y)
13459 if (!PLAYER_ENEMY_PROTECTED(x, y))
13460 KillPlayer(PLAYERINFO(x, y));
13463 static void KillPlayerUnlessExplosionProtected(int x, int y)
13465 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13466 KillPlayer(PLAYERINFO(x, y));
13469 void BuryPlayer(struct PlayerInfo *player)
13471 int jx = player->jx, jy = player->jy;
13473 if (!player->active)
13476 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13477 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13479 RemovePlayer(player);
13481 player->buried = TRUE;
13483 if (game.all_players_gone)
13484 game.GameOver = TRUE;
13487 void RemovePlayer(struct PlayerInfo *player)
13489 int jx = player->jx, jy = player->jy;
13490 int i, found = FALSE;
13492 player->present = FALSE;
13493 player->active = FALSE;
13495 // required for some CE actions (even if the player is not active anymore)
13496 player->MovPos = 0;
13498 if (!ExplodeField[jx][jy])
13499 StorePlayer[jx][jy] = 0;
13501 if (player->is_moving)
13502 TEST_DrawLevelField(player->last_jx, player->last_jy);
13504 for (i = 0; i < MAX_PLAYERS; i++)
13505 if (stored_player[i].active)
13510 game.all_players_gone = TRUE;
13511 game.GameOver = TRUE;
13514 game.exit_x = game.robot_wheel_x = jx;
13515 game.exit_y = game.robot_wheel_y = jy;
13518 void ExitPlayer(struct PlayerInfo *player)
13520 DrawPlayer(player); // needed here only to cleanup last field
13521 RemovePlayer(player);
13523 if (game.players_still_needed > 0)
13524 game.players_still_needed--;
13527 static void setFieldForSnapping(int x, int y, int element, int direction)
13529 struct ElementInfo *ei = &element_info[element];
13530 int direction_bit = MV_DIR_TO_BIT(direction);
13531 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13532 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13533 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13535 Feld[x][y] = EL_ELEMENT_SNAPPING;
13536 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13538 ResetGfxAnimation(x, y);
13540 GfxElement[x][y] = element;
13541 GfxAction[x][y] = action;
13542 GfxDir[x][y] = direction;
13543 GfxFrame[x][y] = -1;
13547 =============================================================================
13548 checkDiagonalPushing()
13549 -----------------------------------------------------------------------------
13550 check if diagonal input device direction results in pushing of object
13551 (by checking if the alternative direction is walkable, diggable, ...)
13552 =============================================================================
13555 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13556 int x, int y, int real_dx, int real_dy)
13558 int jx, jy, dx, dy, xx, yy;
13560 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13563 // diagonal direction: check alternative direction
13568 xx = jx + (dx == 0 ? real_dx : 0);
13569 yy = jy + (dy == 0 ? real_dy : 0);
13571 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13575 =============================================================================
13577 -----------------------------------------------------------------------------
13578 x, y: field next to player (non-diagonal) to try to dig to
13579 real_dx, real_dy: direction as read from input device (can be diagonal)
13580 =============================================================================
13583 static int DigField(struct PlayerInfo *player,
13584 int oldx, int oldy, int x, int y,
13585 int real_dx, int real_dy, int mode)
13587 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13588 boolean player_was_pushing = player->is_pushing;
13589 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13590 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13591 int jx = oldx, jy = oldy;
13592 int dx = x - jx, dy = y - jy;
13593 int nextx = x + dx, nexty = y + dy;
13594 int move_direction = (dx == -1 ? MV_LEFT :
13595 dx == +1 ? MV_RIGHT :
13597 dy == +1 ? MV_DOWN : MV_NONE);
13598 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13599 int dig_side = MV_DIR_OPPOSITE(move_direction);
13600 int old_element = Feld[jx][jy];
13601 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13604 if (is_player) // function can also be called by EL_PENGUIN
13606 if (player->MovPos == 0)
13608 player->is_digging = FALSE;
13609 player->is_collecting = FALSE;
13612 if (player->MovPos == 0) // last pushing move finished
13613 player->is_pushing = FALSE;
13615 if (mode == DF_NO_PUSH) // player just stopped pushing
13617 player->is_switching = FALSE;
13618 player->push_delay = -1;
13620 return MP_NO_ACTION;
13624 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13625 old_element = Back[jx][jy];
13627 // in case of element dropped at player position, check background
13628 else if (Back[jx][jy] != EL_EMPTY &&
13629 game.engine_version >= VERSION_IDENT(2,2,0,0))
13630 old_element = Back[jx][jy];
13632 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13633 return MP_NO_ACTION; // field has no opening in this direction
13635 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13636 return MP_NO_ACTION; // field has no opening in this direction
13638 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13642 Feld[jx][jy] = player->artwork_element;
13643 InitMovingField(jx, jy, MV_DOWN);
13644 Store[jx][jy] = EL_ACID;
13645 ContinueMoving(jx, jy);
13646 BuryPlayer(player);
13648 return MP_DONT_RUN_INTO;
13651 if (player_can_move && DONT_RUN_INTO(element))
13653 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13655 return MP_DONT_RUN_INTO;
13658 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13659 return MP_NO_ACTION;
13661 collect_count = element_info[element].collect_count_initial;
13663 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13664 return MP_NO_ACTION;
13666 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13667 player_can_move = player_can_move_or_snap;
13669 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13670 game.engine_version >= VERSION_IDENT(2,2,0,0))
13672 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13673 player->index_bit, dig_side);
13674 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13675 player->index_bit, dig_side);
13677 if (element == EL_DC_LANDMINE)
13680 if (Feld[x][y] != element) // field changed by snapping
13683 return MP_NO_ACTION;
13686 if (player->gravity && is_player && !player->is_auto_moving &&
13687 canFallDown(player) && move_direction != MV_DOWN &&
13688 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13689 return MP_NO_ACTION; // player cannot walk here due to gravity
13691 if (player_can_move &&
13692 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13694 int sound_element = SND_ELEMENT(element);
13695 int sound_action = ACTION_WALKING;
13697 if (IS_RND_GATE(element))
13699 if (!player->key[RND_GATE_NR(element)])
13700 return MP_NO_ACTION;
13702 else if (IS_RND_GATE_GRAY(element))
13704 if (!player->key[RND_GATE_GRAY_NR(element)])
13705 return MP_NO_ACTION;
13707 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13709 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13710 return MP_NO_ACTION;
13712 else if (element == EL_EXIT_OPEN ||
13713 element == EL_EM_EXIT_OPEN ||
13714 element == EL_EM_EXIT_OPENING ||
13715 element == EL_STEEL_EXIT_OPEN ||
13716 element == EL_EM_STEEL_EXIT_OPEN ||
13717 element == EL_EM_STEEL_EXIT_OPENING ||
13718 element == EL_SP_EXIT_OPEN ||
13719 element == EL_SP_EXIT_OPENING)
13721 sound_action = ACTION_PASSING; // player is passing exit
13723 else if (element == EL_EMPTY)
13725 sound_action = ACTION_MOVING; // nothing to walk on
13728 // play sound from background or player, whatever is available
13729 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13730 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13732 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13734 else if (player_can_move &&
13735 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13737 if (!ACCESS_FROM(element, opposite_direction))
13738 return MP_NO_ACTION; // field not accessible from this direction
13740 if (CAN_MOVE(element)) // only fixed elements can be passed!
13741 return MP_NO_ACTION;
13743 if (IS_EM_GATE(element))
13745 if (!player->key[EM_GATE_NR(element)])
13746 return MP_NO_ACTION;
13748 else if (IS_EM_GATE_GRAY(element))
13750 if (!player->key[EM_GATE_GRAY_NR(element)])
13751 return MP_NO_ACTION;
13753 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13755 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13756 return MP_NO_ACTION;
13758 else if (IS_EMC_GATE(element))
13760 if (!player->key[EMC_GATE_NR(element)])
13761 return MP_NO_ACTION;
13763 else if (IS_EMC_GATE_GRAY(element))
13765 if (!player->key[EMC_GATE_GRAY_NR(element)])
13766 return MP_NO_ACTION;
13768 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13770 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13771 return MP_NO_ACTION;
13773 else if (element == EL_DC_GATE_WHITE ||
13774 element == EL_DC_GATE_WHITE_GRAY ||
13775 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13777 if (player->num_white_keys == 0)
13778 return MP_NO_ACTION;
13780 player->num_white_keys--;
13782 else if (IS_SP_PORT(element))
13784 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13785 element == EL_SP_GRAVITY_PORT_RIGHT ||
13786 element == EL_SP_GRAVITY_PORT_UP ||
13787 element == EL_SP_GRAVITY_PORT_DOWN)
13788 player->gravity = !player->gravity;
13789 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13790 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13791 element == EL_SP_GRAVITY_ON_PORT_UP ||
13792 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13793 player->gravity = TRUE;
13794 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13795 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13796 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13797 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13798 player->gravity = FALSE;
13801 // automatically move to the next field with double speed
13802 player->programmed_action = move_direction;
13804 if (player->move_delay_reset_counter == 0)
13806 player->move_delay_reset_counter = 2; // two double speed steps
13808 DOUBLE_PLAYER_SPEED(player);
13811 PlayLevelSoundAction(x, y, ACTION_PASSING);
13813 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13817 if (mode != DF_SNAP)
13819 GfxElement[x][y] = GFX_ELEMENT(element);
13820 player->is_digging = TRUE;
13823 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13825 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13826 player->index_bit, dig_side);
13828 if (mode == DF_SNAP)
13830 if (level.block_snap_field)
13831 setFieldForSnapping(x, y, element, move_direction);
13833 TestIfElementTouchesCustomElement(x, y); // for empty space
13835 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13836 player->index_bit, dig_side);
13839 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13843 if (is_player && mode != DF_SNAP)
13845 GfxElement[x][y] = element;
13846 player->is_collecting = TRUE;
13849 if (element == EL_SPEED_PILL)
13851 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13853 else if (element == EL_EXTRA_TIME && level.time > 0)
13855 TimeLeft += level.extra_time;
13857 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13859 DisplayGameControlValues();
13861 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13863 player->shield_normal_time_left += level.shield_normal_time;
13864 if (element == EL_SHIELD_DEADLY)
13865 player->shield_deadly_time_left += level.shield_deadly_time;
13867 else if (element == EL_DYNAMITE ||
13868 element == EL_EM_DYNAMITE ||
13869 element == EL_SP_DISK_RED)
13871 if (player->inventory_size < MAX_INVENTORY_SIZE)
13872 player->inventory_element[player->inventory_size++] = element;
13874 DrawGameDoorValues();
13876 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13878 player->dynabomb_count++;
13879 player->dynabombs_left++;
13881 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13883 player->dynabomb_size++;
13885 else if (element == EL_DYNABOMB_INCREASE_POWER)
13887 player->dynabomb_xl = TRUE;
13889 else if (IS_KEY(element))
13891 player->key[KEY_NR(element)] = TRUE;
13893 DrawGameDoorValues();
13895 else if (element == EL_DC_KEY_WHITE)
13897 player->num_white_keys++;
13899 // display white keys?
13900 // DrawGameDoorValues();
13902 else if (IS_ENVELOPE(element))
13904 player->show_envelope = element;
13906 else if (element == EL_EMC_LENSES)
13908 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13910 RedrawAllInvisibleElementsForLenses();
13912 else if (element == EL_EMC_MAGNIFIER)
13914 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13916 RedrawAllInvisibleElementsForMagnifier();
13918 else if (IS_DROPPABLE(element) ||
13919 IS_THROWABLE(element)) // can be collected and dropped
13923 if (collect_count == 0)
13924 player->inventory_infinite_element = element;
13926 for (i = 0; i < collect_count; i++)
13927 if (player->inventory_size < MAX_INVENTORY_SIZE)
13928 player->inventory_element[player->inventory_size++] = element;
13930 DrawGameDoorValues();
13932 else if (collect_count > 0)
13934 game.gems_still_needed -= collect_count;
13935 if (game.gems_still_needed < 0)
13936 game.gems_still_needed = 0;
13938 game.snapshot.collected_item = TRUE;
13940 game_panel_controls[GAME_PANEL_GEMS].value = game.gems_still_needed;
13942 DisplayGameControlValues();
13945 RaiseScoreElement(element);
13946 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13949 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13950 player->index_bit, dig_side);
13952 if (mode == DF_SNAP)
13954 if (level.block_snap_field)
13955 setFieldForSnapping(x, y, element, move_direction);
13957 TestIfElementTouchesCustomElement(x, y); // for empty space
13959 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13960 player->index_bit, dig_side);
13963 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13965 if (mode == DF_SNAP && element != EL_BD_ROCK)
13966 return MP_NO_ACTION;
13968 if (CAN_FALL(element) && dy)
13969 return MP_NO_ACTION;
13971 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13972 !(element == EL_SPRING && level.use_spring_bug))
13973 return MP_NO_ACTION;
13975 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13976 ((move_direction & MV_VERTICAL &&
13977 ((element_info[element].move_pattern & MV_LEFT &&
13978 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13979 (element_info[element].move_pattern & MV_RIGHT &&
13980 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13981 (move_direction & MV_HORIZONTAL &&
13982 ((element_info[element].move_pattern & MV_UP &&
13983 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13984 (element_info[element].move_pattern & MV_DOWN &&
13985 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13986 return MP_NO_ACTION;
13988 // do not push elements already moving away faster than player
13989 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13990 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13991 return MP_NO_ACTION;
13993 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13995 if (player->push_delay_value == -1 || !player_was_pushing)
13996 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13998 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14000 if (player->push_delay_value == -1)
14001 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14003 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
14005 if (!player->is_pushing)
14006 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14009 player->is_pushing = TRUE;
14010 player->is_active = TRUE;
14012 if (!(IN_LEV_FIELD(nextx, nexty) &&
14013 (IS_FREE(nextx, nexty) ||
14014 (IS_SB_ELEMENT(element) &&
14015 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
14016 (IS_CUSTOM_ELEMENT(element) &&
14017 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
14018 return MP_NO_ACTION;
14020 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
14021 return MP_NO_ACTION;
14023 if (player->push_delay == -1) // new pushing; restart delay
14024 player->push_delay = 0;
14026 if (player->push_delay < player->push_delay_value &&
14027 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
14028 element != EL_SPRING && element != EL_BALLOON)
14030 // make sure that there is no move delay before next try to push
14031 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
14032 player->move_delay = 0;
14034 return MP_NO_ACTION;
14037 if (IS_CUSTOM_ELEMENT(element) &&
14038 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
14040 if (!DigFieldByCE(nextx, nexty, element))
14041 return MP_NO_ACTION;
14044 if (IS_SB_ELEMENT(element))
14046 boolean sokoban_task_solved = FALSE;
14048 if (element == EL_SOKOBAN_FIELD_FULL)
14050 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
14052 IncrementSokobanFieldsNeeded();
14053 IncrementSokobanObjectsNeeded();
14056 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
14058 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
14060 DecrementSokobanFieldsNeeded();
14061 DecrementSokobanObjectsNeeded();
14063 // sokoban object was pushed from empty field to sokoban field
14064 if (Back[x][y] == EL_EMPTY)
14065 sokoban_task_solved = TRUE;
14068 Feld[x][y] = EL_SOKOBAN_OBJECT;
14070 if (Back[x][y] == Back[nextx][nexty])
14071 PlayLevelSoundAction(x, y, ACTION_PUSHING);
14072 else if (Back[x][y] != 0)
14073 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14076 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14079 if (sokoban_task_solved &&
14080 game.sokoban_fields_still_needed == 0 &&
14081 game.sokoban_objects_still_needed == 0 &&
14082 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14084 game.players_still_needed = 0;
14088 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14092 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14094 InitMovingField(x, y, move_direction);
14095 GfxAction[x][y] = ACTION_PUSHING;
14097 if (mode == DF_SNAP)
14098 ContinueMoving(x, y);
14100 MovPos[x][y] = (dx != 0 ? dx : dy);
14102 Pushed[x][y] = TRUE;
14103 Pushed[nextx][nexty] = TRUE;
14105 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14106 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14108 player->push_delay_value = -1; // get new value later
14110 // check for element change _after_ element has been pushed
14111 if (game.use_change_when_pushing_bug)
14113 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14114 player->index_bit, dig_side);
14115 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14116 player->index_bit, dig_side);
14119 else if (IS_SWITCHABLE(element))
14121 if (PLAYER_SWITCHING(player, x, y))
14123 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14124 player->index_bit, dig_side);
14129 player->is_switching = TRUE;
14130 player->switch_x = x;
14131 player->switch_y = y;
14133 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14135 if (element == EL_ROBOT_WHEEL)
14137 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14139 game.robot_wheel_x = x;
14140 game.robot_wheel_y = y;
14141 game.robot_wheel_active = TRUE;
14143 TEST_DrawLevelField(x, y);
14145 else if (element == EL_SP_TERMINAL)
14149 SCAN_PLAYFIELD(xx, yy)
14151 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14155 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14157 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14159 ResetGfxAnimation(xx, yy);
14160 TEST_DrawLevelField(xx, yy);
14164 else if (IS_BELT_SWITCH(element))
14166 ToggleBeltSwitch(x, y);
14168 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14169 element == EL_SWITCHGATE_SWITCH_DOWN ||
14170 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14171 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14173 ToggleSwitchgateSwitch(x, y);
14175 else if (element == EL_LIGHT_SWITCH ||
14176 element == EL_LIGHT_SWITCH_ACTIVE)
14178 ToggleLightSwitch(x, y);
14180 else if (element == EL_TIMEGATE_SWITCH ||
14181 element == EL_DC_TIMEGATE_SWITCH)
14183 ActivateTimegateSwitch(x, y);
14185 else if (element == EL_BALLOON_SWITCH_LEFT ||
14186 element == EL_BALLOON_SWITCH_RIGHT ||
14187 element == EL_BALLOON_SWITCH_UP ||
14188 element == EL_BALLOON_SWITCH_DOWN ||
14189 element == EL_BALLOON_SWITCH_NONE ||
14190 element == EL_BALLOON_SWITCH_ANY)
14192 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14193 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14194 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14195 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14196 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14199 else if (element == EL_LAMP)
14201 Feld[x][y] = EL_LAMP_ACTIVE;
14202 game.lights_still_needed--;
14204 ResetGfxAnimation(x, y);
14205 TEST_DrawLevelField(x, y);
14207 else if (element == EL_TIME_ORB_FULL)
14209 Feld[x][y] = EL_TIME_ORB_EMPTY;
14211 if (level.time > 0 || level.use_time_orb_bug)
14213 TimeLeft += level.time_orb_time;
14214 game.no_time_limit = FALSE;
14216 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14218 DisplayGameControlValues();
14221 ResetGfxAnimation(x, y);
14222 TEST_DrawLevelField(x, y);
14224 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14225 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14229 game.ball_active = !game.ball_active;
14231 SCAN_PLAYFIELD(xx, yy)
14233 int e = Feld[xx][yy];
14235 if (game.ball_active)
14237 if (e == EL_EMC_MAGIC_BALL)
14238 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14239 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14240 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14244 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14245 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14246 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14247 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14252 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14253 player->index_bit, dig_side);
14255 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14256 player->index_bit, dig_side);
14258 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14259 player->index_bit, dig_side);
14265 if (!PLAYER_SWITCHING(player, x, y))
14267 player->is_switching = TRUE;
14268 player->switch_x = x;
14269 player->switch_y = y;
14271 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14272 player->index_bit, dig_side);
14273 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14274 player->index_bit, dig_side);
14276 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14277 player->index_bit, dig_side);
14278 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14279 player->index_bit, dig_side);
14282 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14283 player->index_bit, dig_side);
14284 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14285 player->index_bit, dig_side);
14287 return MP_NO_ACTION;
14290 player->push_delay = -1;
14292 if (is_player) // function can also be called by EL_PENGUIN
14294 if (Feld[x][y] != element) // really digged/collected something
14296 player->is_collecting = !player->is_digging;
14297 player->is_active = TRUE;
14304 static boolean DigFieldByCE(int x, int y, int digging_element)
14306 int element = Feld[x][y];
14308 if (!IS_FREE(x, y))
14310 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14311 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14314 // no element can dig solid indestructible elements
14315 if (IS_INDESTRUCTIBLE(element) &&
14316 !IS_DIGGABLE(element) &&
14317 !IS_COLLECTIBLE(element))
14320 if (AmoebaNr[x][y] &&
14321 (element == EL_AMOEBA_FULL ||
14322 element == EL_BD_AMOEBA ||
14323 element == EL_AMOEBA_GROWING))
14325 AmoebaCnt[AmoebaNr[x][y]]--;
14326 AmoebaCnt2[AmoebaNr[x][y]]--;
14329 if (IS_MOVING(x, y))
14330 RemoveMovingField(x, y);
14334 TEST_DrawLevelField(x, y);
14337 // if digged element was about to explode, prevent the explosion
14338 ExplodeField[x][y] = EX_TYPE_NONE;
14340 PlayLevelSoundAction(x, y, action);
14343 Store[x][y] = EL_EMPTY;
14345 // this makes it possible to leave the removed element again
14346 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14347 Store[x][y] = element;
14352 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14354 int jx = player->jx, jy = player->jy;
14355 int x = jx + dx, y = jy + dy;
14356 int snap_direction = (dx == -1 ? MV_LEFT :
14357 dx == +1 ? MV_RIGHT :
14359 dy == +1 ? MV_DOWN : MV_NONE);
14360 boolean can_continue_snapping = (level.continuous_snapping &&
14361 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14363 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14366 if (!player->active || !IN_LEV_FIELD(x, y))
14374 if (player->MovPos == 0)
14375 player->is_pushing = FALSE;
14377 player->is_snapping = FALSE;
14379 if (player->MovPos == 0)
14381 player->is_moving = FALSE;
14382 player->is_digging = FALSE;
14383 player->is_collecting = FALSE;
14389 // prevent snapping with already pressed snap key when not allowed
14390 if (player->is_snapping && !can_continue_snapping)
14393 player->MovDir = snap_direction;
14395 if (player->MovPos == 0)
14397 player->is_moving = FALSE;
14398 player->is_digging = FALSE;
14399 player->is_collecting = FALSE;
14402 player->is_dropping = FALSE;
14403 player->is_dropping_pressed = FALSE;
14404 player->drop_pressed_delay = 0;
14406 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14409 player->is_snapping = TRUE;
14410 player->is_active = TRUE;
14412 if (player->MovPos == 0)
14414 player->is_moving = FALSE;
14415 player->is_digging = FALSE;
14416 player->is_collecting = FALSE;
14419 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14420 TEST_DrawLevelField(player->last_jx, player->last_jy);
14422 TEST_DrawLevelField(x, y);
14427 static boolean DropElement(struct PlayerInfo *player)
14429 int old_element, new_element;
14430 int dropx = player->jx, dropy = player->jy;
14431 int drop_direction = player->MovDir;
14432 int drop_side = drop_direction;
14433 int drop_element = get_next_dropped_element(player);
14435 /* do not drop an element on top of another element; when holding drop key
14436 pressed without moving, dropped element must move away before the next
14437 element can be dropped (this is especially important if the next element
14438 is dynamite, which can be placed on background for historical reasons) */
14439 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14442 if (IS_THROWABLE(drop_element))
14444 dropx += GET_DX_FROM_DIR(drop_direction);
14445 dropy += GET_DY_FROM_DIR(drop_direction);
14447 if (!IN_LEV_FIELD(dropx, dropy))
14451 old_element = Feld[dropx][dropy]; // old element at dropping position
14452 new_element = drop_element; // default: no change when dropping
14454 // check if player is active, not moving and ready to drop
14455 if (!player->active || player->MovPos || player->drop_delay > 0)
14458 // check if player has anything that can be dropped
14459 if (new_element == EL_UNDEFINED)
14462 // only set if player has anything that can be dropped
14463 player->is_dropping_pressed = TRUE;
14465 // check if drop key was pressed long enough for EM style dynamite
14466 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14469 // check if anything can be dropped at the current position
14470 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14473 // collected custom elements can only be dropped on empty fields
14474 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14477 if (old_element != EL_EMPTY)
14478 Back[dropx][dropy] = old_element; // store old element on this field
14480 ResetGfxAnimation(dropx, dropy);
14481 ResetRandomAnimationValue(dropx, dropy);
14483 if (player->inventory_size > 0 ||
14484 player->inventory_infinite_element != EL_UNDEFINED)
14486 if (player->inventory_size > 0)
14488 player->inventory_size--;
14490 DrawGameDoorValues();
14492 if (new_element == EL_DYNAMITE)
14493 new_element = EL_DYNAMITE_ACTIVE;
14494 else if (new_element == EL_EM_DYNAMITE)
14495 new_element = EL_EM_DYNAMITE_ACTIVE;
14496 else if (new_element == EL_SP_DISK_RED)
14497 new_element = EL_SP_DISK_RED_ACTIVE;
14500 Feld[dropx][dropy] = new_element;
14502 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14503 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14504 el2img(Feld[dropx][dropy]), 0);
14506 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14508 // needed if previous element just changed to "empty" in the last frame
14509 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14511 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14512 player->index_bit, drop_side);
14513 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14515 player->index_bit, drop_side);
14517 TestIfElementTouchesCustomElement(dropx, dropy);
14519 else // player is dropping a dyna bomb
14521 player->dynabombs_left--;
14523 Feld[dropx][dropy] = new_element;
14525 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14526 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14527 el2img(Feld[dropx][dropy]), 0);
14529 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14532 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14533 InitField_WithBug1(dropx, dropy, FALSE);
14535 new_element = Feld[dropx][dropy]; // element might have changed
14537 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14538 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14540 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14541 MovDir[dropx][dropy] = drop_direction;
14543 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14545 // do not cause impact style collision by dropping elements that can fall
14546 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14549 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14550 player->is_dropping = TRUE;
14552 player->drop_pressed_delay = 0;
14553 player->is_dropping_pressed = FALSE;
14555 player->drop_x = dropx;
14556 player->drop_y = dropy;
14561 // ----------------------------------------------------------------------------
14562 // game sound playing functions
14563 // ----------------------------------------------------------------------------
14565 static int *loop_sound_frame = NULL;
14566 static int *loop_sound_volume = NULL;
14568 void InitPlayLevelSound(void)
14570 int num_sounds = getSoundListSize();
14572 checked_free(loop_sound_frame);
14573 checked_free(loop_sound_volume);
14575 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14576 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14579 static void PlayLevelSound(int x, int y, int nr)
14581 int sx = SCREENX(x), sy = SCREENY(y);
14582 int volume, stereo_position;
14583 int max_distance = 8;
14584 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14586 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14587 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14590 if (!IN_LEV_FIELD(x, y) ||
14591 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14592 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14595 volume = SOUND_MAX_VOLUME;
14597 if (!IN_SCR_FIELD(sx, sy))
14599 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14600 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14602 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14605 stereo_position = (SOUND_MAX_LEFT +
14606 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14607 (SCR_FIELDX + 2 * max_distance));
14609 if (IS_LOOP_SOUND(nr))
14611 /* This assures that quieter loop sounds do not overwrite louder ones,
14612 while restarting sound volume comparison with each new game frame. */
14614 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14617 loop_sound_volume[nr] = volume;
14618 loop_sound_frame[nr] = FrameCounter;
14621 PlaySoundExt(nr, volume, stereo_position, type);
14624 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14626 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14627 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14628 y < LEVELY(BY1) ? LEVELY(BY1) :
14629 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14633 static void PlayLevelSoundAction(int x, int y, int action)
14635 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14638 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14640 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14642 if (sound_effect != SND_UNDEFINED)
14643 PlayLevelSound(x, y, sound_effect);
14646 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14649 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14651 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14652 PlayLevelSound(x, y, sound_effect);
14655 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14657 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14659 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14660 PlayLevelSound(x, y, sound_effect);
14663 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14665 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14667 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14668 StopSound(sound_effect);
14671 static int getLevelMusicNr(void)
14673 if (levelset.music[level_nr] != MUS_UNDEFINED)
14674 return levelset.music[level_nr]; // from config file
14676 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14679 static void FadeLevelSounds(void)
14684 static void FadeLevelMusic(void)
14686 int music_nr = getLevelMusicNr();
14687 char *curr_music = getCurrentlyPlayingMusicFilename();
14688 char *next_music = getMusicInfoEntryFilename(music_nr);
14690 if (!strEqual(curr_music, next_music))
14694 void FadeLevelSoundsAndMusic(void)
14700 static void PlayLevelMusic(void)
14702 int music_nr = getLevelMusicNr();
14703 char *curr_music = getCurrentlyPlayingMusicFilename();
14704 char *next_music = getMusicInfoEntryFilename(music_nr);
14706 if (!strEqual(curr_music, next_music))
14707 PlayMusicLoop(music_nr);
14710 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14712 int element = (element_em > -1 ? map_element_EM_to_RND_game(element_em) : 0);
14713 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14714 int x = xx - 1 - offset;
14715 int y = yy - 1 - offset;
14720 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14724 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14728 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14732 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14736 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14740 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14744 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14747 case SOUND_android_clone:
14748 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14751 case SOUND_android_move:
14752 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14756 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14760 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14764 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14767 case SOUND_eater_eat:
14768 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14772 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14775 case SOUND_collect:
14776 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14779 case SOUND_diamond:
14780 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14784 // !!! CHECK THIS !!!
14786 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14788 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14792 case SOUND_wonderfall:
14793 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14797 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14801 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14805 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14809 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14813 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14817 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14821 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14825 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14828 case SOUND_exit_open:
14829 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14832 case SOUND_exit_leave:
14833 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14836 case SOUND_dynamite:
14837 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14841 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14845 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14849 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14853 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14857 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14861 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14865 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14870 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14872 int element = map_element_SP_to_RND(element_sp);
14873 int action = map_action_SP_to_RND(action_sp);
14874 int offset = (setup.sp_show_border_elements ? 0 : 1);
14875 int x = xx - offset;
14876 int y = yy - offset;
14878 PlayLevelSoundElementAction(x, y, element, action);
14881 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14883 int element = map_element_MM_to_RND(element_mm);
14884 int action = map_action_MM_to_RND(action_mm);
14886 int x = xx - offset;
14887 int y = yy - offset;
14889 if (!IS_MM_ELEMENT(element))
14890 element = EL_MM_DEFAULT;
14892 PlayLevelSoundElementAction(x, y, element, action);
14895 void PlaySound_MM(int sound_mm)
14897 int sound = map_sound_MM_to_RND(sound_mm);
14899 if (sound == SND_UNDEFINED)
14905 void PlaySoundLoop_MM(int sound_mm)
14907 int sound = map_sound_MM_to_RND(sound_mm);
14909 if (sound == SND_UNDEFINED)
14912 PlaySoundLoop(sound);
14915 void StopSound_MM(int sound_mm)
14917 int sound = map_sound_MM_to_RND(sound_mm);
14919 if (sound == SND_UNDEFINED)
14925 void RaiseScore(int value)
14927 game.score += value;
14929 game_panel_controls[GAME_PANEL_SCORE].value = game.score;
14931 DisplayGameControlValues();
14934 void RaiseScoreElement(int element)
14939 case EL_BD_DIAMOND:
14940 case EL_EMERALD_YELLOW:
14941 case EL_EMERALD_RED:
14942 case EL_EMERALD_PURPLE:
14943 case EL_SP_INFOTRON:
14944 RaiseScore(level.score[SC_EMERALD]);
14947 RaiseScore(level.score[SC_DIAMOND]);
14950 RaiseScore(level.score[SC_CRYSTAL]);
14953 RaiseScore(level.score[SC_PEARL]);
14956 case EL_BD_BUTTERFLY:
14957 case EL_SP_ELECTRON:
14958 RaiseScore(level.score[SC_BUG]);
14961 case EL_BD_FIREFLY:
14962 case EL_SP_SNIKSNAK:
14963 RaiseScore(level.score[SC_SPACESHIP]);
14966 case EL_DARK_YAMYAM:
14967 RaiseScore(level.score[SC_YAMYAM]);
14970 RaiseScore(level.score[SC_ROBOT]);
14973 RaiseScore(level.score[SC_PACMAN]);
14976 RaiseScore(level.score[SC_NUT]);
14979 case EL_EM_DYNAMITE:
14980 case EL_SP_DISK_RED:
14981 case EL_DYNABOMB_INCREASE_NUMBER:
14982 case EL_DYNABOMB_INCREASE_SIZE:
14983 case EL_DYNABOMB_INCREASE_POWER:
14984 RaiseScore(level.score[SC_DYNAMITE]);
14986 case EL_SHIELD_NORMAL:
14987 case EL_SHIELD_DEADLY:
14988 RaiseScore(level.score[SC_SHIELD]);
14990 case EL_EXTRA_TIME:
14991 RaiseScore(level.extra_time_score);
15005 case EL_DC_KEY_WHITE:
15006 RaiseScore(level.score[SC_KEY]);
15009 RaiseScore(element_info[element].collect_score);
15014 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
15016 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
15018 // closing door required in case of envelope style request dialogs
15021 // prevent short reactivation of overlay buttons while closing door
15022 SetOverlayActive(FALSE);
15024 CloseDoor(DOOR_CLOSE_1);
15027 if (network.enabled)
15028 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
15032 FadeSkipNextFadeIn();
15034 SetGameStatus(GAME_MODE_MAIN);
15039 else // continue playing the game
15041 if (tape.playing && tape.deactivate_display)
15042 TapeDeactivateDisplayOff(TRUE);
15044 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
15046 if (tape.playing && tape.deactivate_display)
15047 TapeDeactivateDisplayOn();
15051 void RequestQuitGame(boolean ask_if_really_quit)
15053 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
15054 boolean skip_request = game.all_players_gone || quick_quit;
15056 RequestQuitGameExt(skip_request, quick_quit,
15057 "Do you really want to quit the game?");
15060 void RequestRestartGame(char *message)
15062 game.restart_game_message = NULL;
15064 boolean has_started_game = hasStartedNetworkGame();
15065 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
15067 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
15069 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15073 SetGameStatus(GAME_MODE_MAIN);
15079 void CheckGameOver(void)
15081 static boolean last_game_over = FALSE;
15082 static int game_over_delay = 0;
15083 int game_over_delay_value = 50;
15084 boolean game_over = checkGameFailed();
15086 // do not handle game over if request dialog is already active
15087 if (game.request_active)
15090 // do not ask to play again if game was never actually played
15091 if (!game.GamePlayed)
15096 last_game_over = FALSE;
15097 game_over_delay = game_over_delay_value;
15102 if (game_over_delay > 0)
15109 if (last_game_over != game_over)
15110 game.restart_game_message = (hasStartedNetworkGame() ?
15111 "Game over! Play it again?" :
15114 last_game_over = game_over;
15117 boolean checkGameSolved(void)
15119 // set for all game engines if level was solved
15120 return game.LevelSolved_GameEnd;
15123 boolean checkGameFailed(void)
15125 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15126 return (game_em.game_over && !game_em.level_solved);
15127 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15128 return (game_sp.game_over && !game_sp.level_solved);
15129 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15130 return (game_mm.game_over && !game_mm.level_solved);
15131 else // GAME_ENGINE_TYPE_RND
15132 return (game.GameOver && !game.LevelSolved);
15135 boolean checkGameEnded(void)
15137 return (checkGameSolved() || checkGameFailed());
15141 // ----------------------------------------------------------------------------
15142 // random generator functions
15143 // ----------------------------------------------------------------------------
15145 unsigned int InitEngineRandom_RND(int seed)
15147 game.num_random_calls = 0;
15149 return InitEngineRandom(seed);
15152 unsigned int RND(int max)
15156 game.num_random_calls++;
15158 return GetEngineRandom(max);
15165 // ----------------------------------------------------------------------------
15166 // game engine snapshot handling functions
15167 // ----------------------------------------------------------------------------
15169 struct EngineSnapshotInfo
15171 // runtime values for custom element collect score
15172 int collect_score[NUM_CUSTOM_ELEMENTS];
15174 // runtime values for group element choice position
15175 int choice_pos[NUM_GROUP_ELEMENTS];
15177 // runtime values for belt position animations
15178 int belt_graphic[4][NUM_BELT_PARTS];
15179 int belt_anim_mode[4][NUM_BELT_PARTS];
15182 static struct EngineSnapshotInfo engine_snapshot_rnd;
15183 static char *snapshot_level_identifier = NULL;
15184 static int snapshot_level_nr = -1;
15186 static void SaveEngineSnapshotValues_RND(void)
15188 static int belt_base_active_element[4] =
15190 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15191 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15192 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15193 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15197 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15199 int element = EL_CUSTOM_START + i;
15201 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15204 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15206 int element = EL_GROUP_START + i;
15208 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15211 for (i = 0; i < 4; i++)
15213 for (j = 0; j < NUM_BELT_PARTS; j++)
15215 int element = belt_base_active_element[i] + j;
15216 int graphic = el2img(element);
15217 int anim_mode = graphic_info[graphic].anim_mode;
15219 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15220 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15225 static void LoadEngineSnapshotValues_RND(void)
15227 unsigned int num_random_calls = game.num_random_calls;
15230 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15232 int element = EL_CUSTOM_START + i;
15234 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15237 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15239 int element = EL_GROUP_START + i;
15241 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15244 for (i = 0; i < 4; i++)
15246 for (j = 0; j < NUM_BELT_PARTS; j++)
15248 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15249 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15251 graphic_info[graphic].anim_mode = anim_mode;
15255 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15257 InitRND(tape.random_seed);
15258 for (i = 0; i < num_random_calls; i++)
15262 if (game.num_random_calls != num_random_calls)
15264 Error(ERR_INFO, "number of random calls out of sync");
15265 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15266 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15267 Error(ERR_EXIT, "this should not happen -- please debug");
15271 void FreeEngineSnapshotSingle(void)
15273 FreeSnapshotSingle();
15275 setString(&snapshot_level_identifier, NULL);
15276 snapshot_level_nr = -1;
15279 void FreeEngineSnapshotList(void)
15281 FreeSnapshotList();
15284 static ListNode *SaveEngineSnapshotBuffers(void)
15286 ListNode *buffers = NULL;
15288 // copy some special values to a structure better suited for the snapshot
15290 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15291 SaveEngineSnapshotValues_RND();
15292 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15293 SaveEngineSnapshotValues_EM();
15294 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15295 SaveEngineSnapshotValues_SP(&buffers);
15296 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15297 SaveEngineSnapshotValues_MM(&buffers);
15299 // save values stored in special snapshot structure
15301 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15302 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15303 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15304 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15305 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15306 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15307 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15308 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15310 // save further RND engine values
15312 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15313 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15314 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15316 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15317 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15318 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15319 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15320 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15322 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15323 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15324 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15326 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15328 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15329 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15331 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15332 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15333 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15334 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15335 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15336 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15337 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15338 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15339 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15340 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15341 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15342 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15343 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15344 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15345 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15346 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15347 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15348 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15350 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15351 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15353 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15354 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15355 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15357 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15358 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15360 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15361 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15362 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15363 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15364 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15366 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15367 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15370 ListNode *node = engine_snapshot_list_rnd;
15373 while (node != NULL)
15375 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15380 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15386 void SaveEngineSnapshotSingle(void)
15388 ListNode *buffers = SaveEngineSnapshotBuffers();
15390 // finally save all snapshot buffers to single snapshot
15391 SaveSnapshotSingle(buffers);
15393 // save level identification information
15394 setString(&snapshot_level_identifier, leveldir_current->identifier);
15395 snapshot_level_nr = level_nr;
15398 boolean CheckSaveEngineSnapshotToList(void)
15400 boolean save_snapshot =
15401 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15402 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15403 game.snapshot.changed_action) ||
15404 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15405 game.snapshot.collected_item));
15407 game.snapshot.changed_action = FALSE;
15408 game.snapshot.collected_item = FALSE;
15409 game.snapshot.save_snapshot = save_snapshot;
15411 return save_snapshot;
15414 void SaveEngineSnapshotToList(void)
15416 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15420 ListNode *buffers = SaveEngineSnapshotBuffers();
15422 // finally save all snapshot buffers to snapshot list
15423 SaveSnapshotToList(buffers);
15426 void SaveEngineSnapshotToListInitial(void)
15428 FreeEngineSnapshotList();
15430 SaveEngineSnapshotToList();
15433 static void LoadEngineSnapshotValues(void)
15435 // restore special values from snapshot structure
15437 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15438 LoadEngineSnapshotValues_RND();
15439 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15440 LoadEngineSnapshotValues_EM();
15441 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15442 LoadEngineSnapshotValues_SP();
15443 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15444 LoadEngineSnapshotValues_MM();
15447 void LoadEngineSnapshotSingle(void)
15449 LoadSnapshotSingle();
15451 LoadEngineSnapshotValues();
15454 static void LoadEngineSnapshot_Undo(int steps)
15456 LoadSnapshotFromList_Older(steps);
15458 LoadEngineSnapshotValues();
15461 static void LoadEngineSnapshot_Redo(int steps)
15463 LoadSnapshotFromList_Newer(steps);
15465 LoadEngineSnapshotValues();
15468 boolean CheckEngineSnapshotSingle(void)
15470 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15471 snapshot_level_nr == level_nr);
15474 boolean CheckEngineSnapshotList(void)
15476 return CheckSnapshotList();
15480 // ---------- new game button stuff -------------------------------------------
15487 boolean *setup_value;
15488 boolean allowed_on_tape;
15489 boolean is_touch_button;
15491 } gamebutton_info[NUM_GAME_BUTTONS] =
15494 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15495 GAME_CTRL_ID_STOP, NULL,
15496 TRUE, FALSE, "stop game"
15499 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15500 GAME_CTRL_ID_PAUSE, NULL,
15501 TRUE, FALSE, "pause game"
15504 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15505 GAME_CTRL_ID_PLAY, NULL,
15506 TRUE, FALSE, "play game"
15509 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15510 GAME_CTRL_ID_UNDO, NULL,
15511 TRUE, FALSE, "undo step"
15514 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15515 GAME_CTRL_ID_REDO, NULL,
15516 TRUE, FALSE, "redo step"
15519 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15520 GAME_CTRL_ID_SAVE, NULL,
15521 TRUE, FALSE, "save game"
15524 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15525 GAME_CTRL_ID_PAUSE2, NULL,
15526 TRUE, FALSE, "pause game"
15529 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15530 GAME_CTRL_ID_LOAD, NULL,
15531 TRUE, FALSE, "load game"
15534 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15535 GAME_CTRL_ID_PANEL_STOP, NULL,
15536 FALSE, FALSE, "stop game"
15539 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15540 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15541 FALSE, FALSE, "pause game"
15544 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15545 GAME_CTRL_ID_PANEL_PLAY, NULL,
15546 FALSE, FALSE, "play game"
15549 IMG_GFX_GAME_BUTTON_TOUCH_STOP, &game.button.touch_stop,
15550 GAME_CTRL_ID_TOUCH_STOP, NULL,
15551 FALSE, TRUE, "stop game"
15554 IMG_GFX_GAME_BUTTON_TOUCH_PAUSE, &game.button.touch_pause,
15555 GAME_CTRL_ID_TOUCH_PAUSE, NULL,
15556 FALSE, TRUE, "pause game"
15559 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15560 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15561 TRUE, FALSE, "background music on/off"
15564 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15565 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15566 TRUE, FALSE, "sound loops on/off"
15569 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15570 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15571 TRUE, FALSE, "normal sounds on/off"
15574 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15575 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15576 FALSE, FALSE, "background music on/off"
15579 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15580 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15581 FALSE, FALSE, "sound loops on/off"
15584 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15585 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15586 FALSE, FALSE, "normal sounds on/off"
15590 void CreateGameButtons(void)
15594 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15596 int graphic = gamebutton_info[i].graphic;
15597 struct GraphicInfo *gfx = &graphic_info[graphic];
15598 struct XY *pos = gamebutton_info[i].pos;
15599 struct GadgetInfo *gi;
15602 unsigned int event_mask;
15603 boolean is_touch_button = gamebutton_info[i].is_touch_button;
15604 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15605 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15606 int base_x = (is_touch_button ? 0 : on_tape ? VX : DX);
15607 int base_y = (is_touch_button ? 0 : on_tape ? VY : DY);
15608 int gd_x = gfx->src_x;
15609 int gd_y = gfx->src_y;
15610 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15611 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15612 int gd_xa = gfx->src_x + gfx->active_xoffset;
15613 int gd_ya = gfx->src_y + gfx->active_yoffset;
15614 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15615 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15616 int x = (is_touch_button ? pos->x : GDI_ACTIVE_POS(pos->x));
15617 int y = (is_touch_button ? pos->y : GDI_ACTIVE_POS(pos->y));
15620 if (gfx->bitmap == NULL)
15622 game_gadget[id] = NULL;
15627 if (id == GAME_CTRL_ID_STOP ||
15628 id == GAME_CTRL_ID_PANEL_STOP ||
15629 id == GAME_CTRL_ID_TOUCH_STOP ||
15630 id == GAME_CTRL_ID_PLAY ||
15631 id == GAME_CTRL_ID_PANEL_PLAY ||
15632 id == GAME_CTRL_ID_SAVE ||
15633 id == GAME_CTRL_ID_LOAD)
15635 button_type = GD_TYPE_NORMAL_BUTTON;
15637 event_mask = GD_EVENT_RELEASED;
15639 else if (id == GAME_CTRL_ID_UNDO ||
15640 id == GAME_CTRL_ID_REDO)
15642 button_type = GD_TYPE_NORMAL_BUTTON;
15644 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15648 button_type = GD_TYPE_CHECK_BUTTON;
15649 checked = (gamebutton_info[i].setup_value != NULL ?
15650 *gamebutton_info[i].setup_value : FALSE);
15651 event_mask = GD_EVENT_PRESSED;
15654 gi = CreateGadget(GDI_CUSTOM_ID, id,
15655 GDI_IMAGE_ID, graphic,
15656 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15659 GDI_WIDTH, gfx->width,
15660 GDI_HEIGHT, gfx->height,
15661 GDI_TYPE, button_type,
15662 GDI_STATE, GD_BUTTON_UNPRESSED,
15663 GDI_CHECKED, checked,
15664 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15665 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15666 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15667 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15668 GDI_DIRECT_DRAW, FALSE,
15669 GDI_OVERLAY_TOUCH_BUTTON, is_touch_button,
15670 GDI_EVENT_MASK, event_mask,
15671 GDI_CALLBACK_ACTION, HandleGameButtons,
15675 Error(ERR_EXIT, "cannot create gadget");
15677 game_gadget[id] = gi;
15681 void FreeGameButtons(void)
15685 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15686 FreeGadget(game_gadget[i]);
15689 static void UnmapGameButtonsAtSamePosition(int id)
15693 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15695 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15696 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15697 UnmapGadget(game_gadget[i]);
15700 static void UnmapGameButtonsAtSamePosition_All(void)
15702 if (setup.show_snapshot_buttons)
15704 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15705 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15706 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15710 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15711 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15712 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15714 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15715 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15716 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15720 static void MapGameButtonsAtSamePosition(int id)
15724 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15726 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15727 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15728 MapGadget(game_gadget[i]);
15730 UnmapGameButtonsAtSamePosition_All();
15733 void MapUndoRedoButtons(void)
15735 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15736 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15738 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15739 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15742 void UnmapUndoRedoButtons(void)
15744 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15745 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15747 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15748 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15751 void ModifyPauseButtons(void)
15755 GAME_CTRL_ID_PAUSE,
15756 GAME_CTRL_ID_PAUSE2,
15757 GAME_CTRL_ID_PANEL_PAUSE,
15758 GAME_CTRL_ID_TOUCH_PAUSE,
15763 for (i = 0; ids[i] > -1; i++)
15764 ModifyGadget(game_gadget[ids[i]], GDI_CHECKED, tape.pausing, GDI_END);
15767 static void MapGameButtonsExt(boolean on_tape)
15771 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15772 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15773 i != GAME_CTRL_ID_UNDO &&
15774 i != GAME_CTRL_ID_REDO)
15775 MapGadget(game_gadget[i]);
15777 UnmapGameButtonsAtSamePosition_All();
15779 RedrawGameButtons();
15782 static void UnmapGameButtonsExt(boolean on_tape)
15786 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15787 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15788 UnmapGadget(game_gadget[i]);
15791 static void RedrawGameButtonsExt(boolean on_tape)
15795 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15796 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15797 RedrawGadget(game_gadget[i]);
15800 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15805 gi->checked = state;
15808 static void RedrawSoundButtonGadget(int id)
15810 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15811 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15812 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15813 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15814 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15815 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15818 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15819 RedrawGadget(game_gadget[id2]);
15822 void MapGameButtons(void)
15824 MapGameButtonsExt(FALSE);
15827 void UnmapGameButtons(void)
15829 UnmapGameButtonsExt(FALSE);
15832 void RedrawGameButtons(void)
15834 RedrawGameButtonsExt(FALSE);
15837 void MapGameButtonsOnTape(void)
15839 MapGameButtonsExt(TRUE);
15842 void UnmapGameButtonsOnTape(void)
15844 UnmapGameButtonsExt(TRUE);
15847 void RedrawGameButtonsOnTape(void)
15849 RedrawGameButtonsExt(TRUE);
15852 static void GameUndoRedoExt(void)
15854 ClearPlayerAction();
15856 tape.pausing = TRUE;
15859 UpdateAndDisplayGameControlValues();
15861 DrawCompleteVideoDisplay();
15862 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15863 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15864 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15869 static void GameUndo(int steps)
15871 if (!CheckEngineSnapshotList())
15874 LoadEngineSnapshot_Undo(steps);
15879 static void GameRedo(int steps)
15881 if (!CheckEngineSnapshotList())
15884 LoadEngineSnapshot_Redo(steps);
15889 static void HandleGameButtonsExt(int id, int button)
15891 static boolean game_undo_executed = FALSE;
15892 int steps = BUTTON_STEPSIZE(button);
15893 boolean handle_game_buttons =
15894 (game_status == GAME_MODE_PLAYING ||
15895 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15897 if (!handle_game_buttons)
15902 case GAME_CTRL_ID_STOP:
15903 case GAME_CTRL_ID_PANEL_STOP:
15904 case GAME_CTRL_ID_TOUCH_STOP:
15905 if (game_status == GAME_MODE_MAIN)
15911 RequestQuitGame(TRUE);
15915 case GAME_CTRL_ID_PAUSE:
15916 case GAME_CTRL_ID_PAUSE2:
15917 case GAME_CTRL_ID_PANEL_PAUSE:
15918 case GAME_CTRL_ID_TOUCH_PAUSE:
15919 if (network.enabled && game_status == GAME_MODE_PLAYING)
15922 SendToServer_ContinuePlaying();
15924 SendToServer_PausePlaying();
15927 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15929 game_undo_executed = FALSE;
15933 case GAME_CTRL_ID_PLAY:
15934 case GAME_CTRL_ID_PANEL_PLAY:
15935 if (game_status == GAME_MODE_MAIN)
15937 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15939 else if (tape.pausing)
15941 if (network.enabled)
15942 SendToServer_ContinuePlaying();
15944 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15948 case GAME_CTRL_ID_UNDO:
15949 // Important: When using "save snapshot when collecting an item" mode,
15950 // load last (current) snapshot for first "undo" after pressing "pause"
15951 // (else the last-but-one snapshot would be loaded, because the snapshot
15952 // pointer already points to the last snapshot when pressing "pause",
15953 // which is fine for "every step/move" mode, but not for "every collect")
15954 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15955 !game_undo_executed)
15958 game_undo_executed = TRUE;
15963 case GAME_CTRL_ID_REDO:
15967 case GAME_CTRL_ID_SAVE:
15971 case GAME_CTRL_ID_LOAD:
15975 case SOUND_CTRL_ID_MUSIC:
15976 case SOUND_CTRL_ID_PANEL_MUSIC:
15977 if (setup.sound_music)
15979 setup.sound_music = FALSE;
15983 else if (audio.music_available)
15985 setup.sound = setup.sound_music = TRUE;
15987 SetAudioMode(setup.sound);
15989 if (game_status == GAME_MODE_PLAYING)
15993 RedrawSoundButtonGadget(id);
15997 case SOUND_CTRL_ID_LOOPS:
15998 case SOUND_CTRL_ID_PANEL_LOOPS:
15999 if (setup.sound_loops)
16000 setup.sound_loops = FALSE;
16001 else if (audio.loops_available)
16003 setup.sound = setup.sound_loops = TRUE;
16005 SetAudioMode(setup.sound);
16008 RedrawSoundButtonGadget(id);
16012 case SOUND_CTRL_ID_SIMPLE:
16013 case SOUND_CTRL_ID_PANEL_SIMPLE:
16014 if (setup.sound_simple)
16015 setup.sound_simple = FALSE;
16016 else if (audio.sound_available)
16018 setup.sound = setup.sound_simple = TRUE;
16020 SetAudioMode(setup.sound);
16023 RedrawSoundButtonGadget(id);
16032 static void HandleGameButtons(struct GadgetInfo *gi)
16034 HandleGameButtonsExt(gi->custom_id, gi->event.button);
16037 void HandleSoundButtonKeys(Key key)
16039 if (key == setup.shortcut.sound_simple)
16040 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
16041 else if (key == setup.shortcut.sound_loops)
16042 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
16043 else if (key == setup.shortcut.sound_music)
16044 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);