+ GAME_PANEL_KEY_4,
+ &game.panel.key[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_5,
+ &game.panel.key[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_6,
+ &game.panel.key[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_7,
+ &game.panel.key[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_8,
+ &game.panel.key[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_WHITE,
+ &game.panel.key_white,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_KEY_WHITE_COUNT,
+ &game.panel.key_white_count,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SCORE,
+ &game.panel.score,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_HIGHSCORE,
+ &game.panel.highscore,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME,
+ &game.panel.time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_HH,
+ &game.panel.time_hh,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_MM,
+ &game.panel.time_mm,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_SS,
+ &game.panel.time_ss,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIME_ANIM,
+ &game.panel.time_anim,
+ TYPE_GRAPHIC,
+
+ IMG_GFX_GAME_PANEL_TIME_ANIM,
+ IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
+ },
+ {
+ GAME_PANEL_HEALTH,
+ &game.panel.health,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_HEALTH_ANIM,
+ &game.panel.health_anim,
+ TYPE_GRAPHIC,
+
+ IMG_GFX_GAME_PANEL_HEALTH_ANIM,
+ IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
+ },
+ {
+ GAME_PANEL_FRAME,
+ &game.panel.frame,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SHIELD_NORMAL,
+ &game.panel.shield_normal,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_SHIELD_NORMAL_TIME,
+ &game.panel.shield_normal_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SHIELD_DEADLY,
+ &game.panel.shield_deadly,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_SHIELD_DEADLY_TIME,
+ &game.panel.shield_deadly_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_EXIT,
+ &game.panel.exit,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGIC_BALL,
+ &game.panel.emc_magic_ball,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
+ &game.panel.emc_magic_ball_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_LIGHT_SWITCH,
+ &game.panel.light_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_LIGHT_SWITCH_TIME,
+ &game.panel.light_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_TIMEGATE_SWITCH,
+ &game.panel.timegate_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_TIMEGATE_SWITCH_TIME,
+ &game.panel.timegate_switch_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SWITCHGATE_SWITCH,
+ &game.panel.switchgate_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_LENSES,
+ &game.panel.emc_lenses,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_LENSES_TIME,
+ &game.panel.emc_lenses_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_EMC_MAGNIFIER,
+ &game.panel.emc_magnifier,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_EMC_MAGNIFIER_TIME,
+ &game.panel.emc_magnifier_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_BALLOON_SWITCH,
+ &game.panel.balloon_switch,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_DYNABOMB_NUMBER,
+ &game.panel.dynabomb_number,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_DYNABOMB_SIZE,
+ &game.panel.dynabomb_size,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_DYNABOMB_POWER,
+ &game.panel.dynabomb_power,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PENGUINS,
+ &game.panel.penguins,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SOKOBAN_OBJECTS,
+ &game.panel.sokoban_objects,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_SOKOBAN_FIELDS,
+ &game.panel.sokoban_fields,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ROBOT_WHEEL,
+ &game.panel.robot_wheel,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_1,
+ &game.panel.conveyor_belt[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_2,
+ &game.panel.conveyor_belt[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_3,
+ &game.panel.conveyor_belt[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_4,
+ &game.panel.conveyor_belt[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
+ &game.panel.conveyor_belt_switch[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
+ &game.panel.conveyor_belt_switch[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
+ &game.panel.conveyor_belt_switch[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
+ &game.panel.conveyor_belt_switch[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_MAGIC_WALL,
+ &game.panel.magic_wall,
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_MAGIC_WALL_TIME,
+ &game.panel.magic_wall_time,
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_GRAVITY_STATE,
+ &game.panel.gravity_state,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_GRAPHIC_1,
+ &game.panel.graphic[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_2,
+ &game.panel.graphic[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_3,
+ &game.panel.graphic[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_4,
+ &game.panel.graphic[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_5,
+ &game.panel.graphic[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_6,
+ &game.panel.graphic[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_7,
+ &game.panel.graphic[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_GRAPHIC_8,
+ &game.panel.graphic[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_1,
+ &game.panel.element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_2,
+ &game.panel.element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_3,
+ &game.panel.element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_4,
+ &game.panel.element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_5,
+ &game.panel.element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_6,
+ &game.panel.element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_7,
+ &game.panel.element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_8,
+ &game.panel.element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_1,
+ &game.panel.element_count[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_2,
+ &game.panel.element_count[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_3,
+ &game.panel.element_count[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_4,
+ &game.panel.element_count[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_5,
+ &game.panel.element_count[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_6,
+ &game.panel.element_count[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_7,
+ &game.panel.element_count[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_ELEMENT_COUNT_8,
+ &game.panel.element_count[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1,
+ &game.panel.ce_score[0],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2,
+ &game.panel.ce_score[1],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3,
+ &game.panel.ce_score[2],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4,
+ &game.panel.ce_score[3],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5,
+ &game.panel.ce_score[4],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6,
+ &game.panel.ce_score[5],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7,
+ &game.panel.ce_score[6],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8,
+ &game.panel.ce_score[7],
+ TYPE_INTEGER,
+ },
+ {
+ GAME_PANEL_CE_SCORE_1_ELEMENT,
+ &game.panel.ce_score_element[0],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_2_ELEMENT,
+ &game.panel.ce_score_element[1],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_3_ELEMENT,
+ &game.panel.ce_score_element[2],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_4_ELEMENT,
+ &game.panel.ce_score_element[3],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_5_ELEMENT,
+ &game.panel.ce_score_element[4],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_6_ELEMENT,
+ &game.panel.ce_score_element[5],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_7_ELEMENT,
+ &game.panel.ce_score_element[6],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_CE_SCORE_8_ELEMENT,
+ &game.panel.ce_score_element[7],
+ TYPE_ELEMENT,
+ },
+ {
+ GAME_PANEL_PLAYER_NAME,
+ &game.panel.player_name,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_LEVEL_NAME,
+ &game.panel.level_name,
+ TYPE_STRING,
+ },
+ {
+ GAME_PANEL_LEVEL_AUTHOR,
+ &game.panel.level_author,
+ TYPE_STRING,
+ },
+
+ {
+ -1,
+ NULL,
+ -1,
+ }
+};
+
+// values for delayed check of falling and moving elements and for collision
+#define CHECK_DELAY_MOVING 3
+#define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
+#define CHECK_DELAY_COLLISION 2
+#define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
+
+// values for initial player move delay (initial delay counter value)
+#define INITIAL_MOVE_DELAY_OFF -1
+#define INITIAL_MOVE_DELAY_ON 0
+
+// values for player movement speed (which is in fact a delay value)
+#define MOVE_DELAY_MIN_SPEED 32
+#define MOVE_DELAY_NORMAL_SPEED 8
+#define MOVE_DELAY_HIGH_SPEED 4
+#define MOVE_DELAY_MAX_SPEED 1
+
+#define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
+#define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
+
+#define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
+#define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
+
+// values for scroll positions
+#define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
+ (x) > SBX_Right + MIDPOSX ? SBX_Right :\
+ (x) - MIDPOSX)
+#define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
+ (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
+ (y) - MIDPOSY)
+
+// values for other actions
+#define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
+#define MOVE_STEPSIZE_MIN (1)
+#define MOVE_STEPSIZE_MAX (TILEX)
+
+#define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
+#define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
+
+#define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
+
+#define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
+ RND(element_info[e].push_delay_random))
+#define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
+ RND(element_info[e].drop_delay_random))
+#define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ RND(element_info[e].move_delay_random))
+#define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
+ (element_info[e].move_delay_random))
+#define GET_NEW_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
+ RND(element_info[e].step_delay_random))
+#define GET_MAX_STEP_DELAY(e) ( (element_info[e].step_delay_fixed) + \
+ (element_info[e].step_delay_random))
+#define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
+ RND(element_info[e].ce_value_random_initial))
+#define GET_CE_SCORE(e) ( (element_info[e].collect_score))
+#define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
+ RND((c)->delay_random * (c)->delay_frames))
+#define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
+ RND((c)->delay_random))
+
+
+#define GET_VALID_RUNTIME_ELEMENT(e) \
+ ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
+
+#define RESOLVED_REFERENCE_ELEMENT(be, e) \
+ ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
+ (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
+ (be) + (e) - EL_SELF)
+
+#define GET_PLAYER_FROM_BITS(p) \
+ (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
+
+#define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
+ ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
+ (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
+ (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
+ (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
+ (e) == EL_CURRENT_CE_VALUE ? (cv) : \
+ (e) == EL_CURRENT_CE_SCORE ? (cs) : \
+ (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
+ RESOLVED_REFERENCE_ELEMENT(be, e) : \
+ (e))
+
+#define CAN_GROW_INTO(e) \
+ ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Tile[x][y] == EL_ACID) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Tile[x][y] == EL_ACID) || \
+ (condition)))
+
+#define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
+ (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
+ (condition) || \
+ (CAN_MOVE_INTO_ACID(e) && \
+ Tile[x][y] == EL_ACID) || \
+ (DONT_COLLIDE_WITH(e) && \
+ IS_PLAYER(x, y) && \
+ !PLAYER_ENEMY_PROTECTED(x, y))))
+
+#define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
+
+#define SATELLITE_CAN_ENTER_FIELD(x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
+
+#define ANDROID_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Tile[x][y] == EL_EMC_PLANT)
+
+#define ANDROID_CAN_CLONE_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Tile[x][y]) || \
+ CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
+
+#define ENEMY_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Tile[x][y] == EL_DIAMOND)
+
+#define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Tile[x][y]))
+
+#define PACMAN_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Tile[x][y]))
+
+#define PIG_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Tile[x][y]))
+
+#define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Tile[x][y] == EL_EXIT_OPEN || \
+ Tile[x][y] == EL_EM_EXIT_OPEN || \
+ Tile[x][y] == EL_STEEL_EXIT_OPEN || \
+ Tile[x][y] == EL_EM_STEEL_EXIT_OPEN || \
+ IS_FOOD_PENGUIN(Tile[x][y])))
+#define DRAGON_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
+
+#define SPRING_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
+
+#define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
+ (IN_LEV_FIELD(x, y) && (Tile[x][y] == EL_EMC_SPRING_BUMPER || \
+ Tile[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
+
+#define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
+
+#define CE_ENTER_FIELD_COND(e, x, y) \
+ (!IS_PLAYER(x, y) && \
+ IS_EQUAL_OR_IN_GROUP(Tile[x][y], MOVE_ENTER_EL(e)))
+
+#define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
+ ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
+
+#define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
+#define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
+
+#define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
+#define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
+#define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
+#define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
+
+#define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
+
+// game button identifiers
+#define GAME_CTRL_ID_STOP 0
+#define GAME_CTRL_ID_PAUSE 1
+#define GAME_CTRL_ID_PLAY 2
+#define GAME_CTRL_ID_UNDO 3
+#define GAME_CTRL_ID_REDO 4
+#define GAME_CTRL_ID_SAVE 5
+#define GAME_CTRL_ID_PAUSE2 6
+#define GAME_CTRL_ID_LOAD 7
+#define GAME_CTRL_ID_PANEL_STOP 8
+#define GAME_CTRL_ID_PANEL_PAUSE 9
+#define GAME_CTRL_ID_PANEL_PLAY 10
+#define GAME_CTRL_ID_TOUCH_STOP 11
+#define GAME_CTRL_ID_TOUCH_PAUSE 12
+#define SOUND_CTRL_ID_MUSIC 13
+#define SOUND_CTRL_ID_LOOPS 14
+#define SOUND_CTRL_ID_SIMPLE 15
+#define SOUND_CTRL_ID_PANEL_MUSIC 16
+#define SOUND_CTRL_ID_PANEL_LOOPS 17
+#define SOUND_CTRL_ID_PANEL_SIMPLE 18
+
+#define NUM_GAME_BUTTONS 19
+
+
+// forward declaration for internal use
+
+static void CreateField(int, int, int);
+
+static void ResetGfxAnimation(int, int);
+
+static void SetPlayerWaiting(struct PlayerInfo *, boolean);
+static void AdvanceFrameAndPlayerCounters(int);
+
+static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
+static boolean MovePlayer(struct PlayerInfo *, int, int);
+static void ScrollPlayer(struct PlayerInfo *, int);
+static void ScrollScreen(struct PlayerInfo *, int);
+
+static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
+static boolean DigFieldByCE(int, int, int);
+static boolean SnapField(struct PlayerInfo *, int, int);
+static boolean DropElement(struct PlayerInfo *);
+
+static void InitBeltMovement(void);
+static void CloseAllOpenTimegates(void);
+static void CheckGravityMovement(struct PlayerInfo *);
+static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
+static void KillPlayerUnlessEnemyProtected(int, int);
+static void KillPlayerUnlessExplosionProtected(int, int);
+
+static void CheckNextToConditions(int, int);
+static void TestIfPlayerNextToCustomElement(int, int);
+static void TestIfPlayerTouchesCustomElement(int, int);
+static void TestIfElementNextToCustomElement(int, int);
+static void TestIfElementTouchesCustomElement(int, int);
+static void TestIfElementHitsCustomElement(int, int, int);
+
+static void HandleElementChange(int, int, int);
+static void ExecuteCustomElementAction(int, int, int, int);
+static boolean ChangeElement(int, int, int, int);
+
+static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
+#define CheckTriggeredElementChange(x, y, e, ev) \
+ CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
+#define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
+ CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
+#define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
+ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+#define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
+ CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
+#define CheckTriggeredElementChangeByMouse(x, y, e, ev, s) \
+ CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
+
+static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
+#define CheckElementChange(x, y, e, te, ev) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
+#define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
+ CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
+#define CheckElementChangeBySide(x, y, e, te, ev, s) \
+ CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
+#define CheckElementChangeByMouse(x, y, e, ev, s) \
+ CheckElementChangeExt(x, y, e, EL_UNDEFINED, ev, CH_PLAYER_ANY, s)
+
+static void PlayLevelSound(int, int, int);
+static void PlayLevelSoundNearest(int, int, int);
+static void PlayLevelSoundAction(int, int, int);
+static void PlayLevelSoundElementAction(int, int, int, int);
+static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
+static void PlayLevelSoundActionIfLoop(int, int, int);
+static void StopLevelSoundActionIfLoop(int, int, int);
+static void PlayLevelMusic(void);
+static void FadeLevelSoundsAndMusic(void);
+
+static void HandleGameButtons(struct GadgetInfo *);
+
+int AmoebaNeighbourNr(int, int);
+void AmoebaToDiamond(int, int);
+void ContinueMoving(int, int);
+void Bang(int, int);
+void InitMovDir(int, int);
+void InitAmoebaNr(int, int);
+void NewHighScore(int, boolean);
+
+void TestIfGoodThingHitsBadThing(int, int, int);
+void TestIfBadThingHitsGoodThing(int, int, int);
+void TestIfPlayerTouchesBadThing(int, int);
+void TestIfPlayerRunsIntoBadThing(int, int, int);
+void TestIfBadThingTouchesPlayer(int, int);
+void TestIfBadThingRunsIntoPlayer(int, int, int);
+void TestIfFriendTouchesBadThing(int, int);
+void TestIfBadThingTouchesFriend(int, int);
+void TestIfBadThingTouchesOtherBadThing(int, int);
+void TestIfGoodThingGetsHitByBadThing(int, int, int);
+
+void KillPlayer(struct PlayerInfo *);
+void BuryPlayer(struct PlayerInfo *);
+void RemovePlayer(struct PlayerInfo *);
+void ExitPlayer(struct PlayerInfo *);
+
+static int getInvisibleActiveFromInvisibleElement(int);
+static int getInvisibleFromInvisibleActiveElement(int);
+
+static void TestFieldAfterSnapping(int, int, int, int, int);
+
+static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
+
+// for detection of endless loops, caused by custom element programming
+// (using maximal playfield width x 10 is just a rough approximation)
+#define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
+
+#define RECURSION_LOOP_DETECTION_START(e, rc) \
+{ \
+ if (recursion_loop_detected) \
+ return (rc); \
+ \
+ if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
+ { \
+ recursion_loop_detected = TRUE; \
+ recursion_loop_element = (e); \
+ } \
+ \
+ recursion_loop_depth++; \
+}
+
+#define RECURSION_LOOP_DETECTION_END() \
+{ \
+ recursion_loop_depth--; \
+}
+
+static int recursion_loop_depth;
+static boolean recursion_loop_detected;
+static boolean recursion_loop_element;
+
+static int map_player_action[MAX_PLAYERS];
+
+
+// ----------------------------------------------------------------------------
+// definition of elements that automatically change to other elements after
+// a specified time, eventually calling a function when changing
+// ----------------------------------------------------------------------------
+
+// forward declaration for changer functions
+static void InitBuggyBase(int, int);
+static void WarnBuggyBase(int, int);
+
+static void InitTrap(int, int);
+static void ActivateTrap(int, int);
+static void ChangeActiveTrap(int, int);
+
+static void InitRobotWheel(int, int);
+static void RunRobotWheel(int, int);
+static void StopRobotWheel(int, int);
+
+static void InitTimegateWheel(int, int);
+static void RunTimegateWheel(int, int);
+
+static void InitMagicBallDelay(int, int);
+static void ActivateMagicBall(int, int);
+
+struct ChangingElementInfo
+{
+ int element;
+ int target_element;
+ int change_delay;
+ void (*pre_change_function)(int x, int y);
+ void (*change_function)(int x, int y);
+ void (*post_change_function)(int x, int y);
+};
+
+static struct ChangingElementInfo change_delay_list[] =
+{
+ {
+ EL_NUT_BREAKING,
+ EL_EMERALD,
+ 6,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_PEARL_BREAKING,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EXIT_OPENING,
+ EL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EXIT_CLOSING,
+ EL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_STEEL_EXIT_OPENING,
+ EL_STEEL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_STEEL_EXIT_CLOSING,
+ EL_STEEL_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_EXIT_OPENING,
+ EL_EM_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_EXIT_CLOSING,
+ EL_EMPTY,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_STEEL_EXIT_OPENING,
+ EL_EM_STEEL_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_EM_STEEL_EXIT_CLOSING,
+ EL_STEELWALL,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_EXIT_OPENING,
+ EL_SP_EXIT_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_EXIT_CLOSING,
+ EL_SP_EXIT_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_OPENING,
+ EL_SWITCHGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SWITCHGATE_CLOSING,
+ EL_SWITCHGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_OPENING,
+ EL_TIMEGATE_OPEN,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_TIMEGATE_CLOSING,
+ EL_TIMEGATE_CLOSED,
+ 29,
+ NULL,
+ NULL,
+ NULL
+ },
+
+ {
+ EL_ACID_SPLASH_LEFT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_ACID_SPLASH_RIGHT,
+ EL_EMPTY,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE,
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVATING,
+ EL_SP_BUGGY_BASE_ACTIVE,
+ 0,
+ InitBuggyBase,
+ NULL,
+ NULL
+ },
+ {
+ EL_SP_BUGGY_BASE_ACTIVE,
+ EL_SP_BUGGY_BASE,
+ 0,
+ InitBuggyBase,
+ WarnBuggyBase,
+ NULL
+ },
+ {
+ EL_TRAP,
+ EL_TRAP_ACTIVE,
+ 0,
+ InitTrap,
+ NULL,
+ ActivateTrap
+ },
+ {
+ EL_TRAP_ACTIVE,
+ EL_TRAP,
+ 31,
+ NULL,
+ ChangeActiveTrap,
+ NULL
+ },
+ {
+ EL_ROBOT_WHEEL_ACTIVE,
+ EL_ROBOT_WHEEL,
+ 0,
+ InitRobotWheel,
+ RunRobotWheel,
+ StopRobotWheel
+ },
+ {
+ EL_TIMEGATE_SWITCH_ACTIVE,
+ EL_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
+ {
+ EL_DC_TIMEGATE_SWITCH_ACTIVE,
+ EL_DC_TIMEGATE_SWITCH,
+ 0,
+ InitTimegateWheel,
+ RunTimegateWheel,
+ NULL
+ },
+ {
+ EL_EMC_MAGIC_BALL_ACTIVE,
+ EL_EMC_MAGIC_BALL_ACTIVE,
+ 0,
+ InitMagicBallDelay,
+ NULL,
+ ActivateMagicBall
+ },
+ {
+ EL_EMC_SPRING_BUMPER_ACTIVE,
+ EL_EMC_SPRING_BUMPER,
+ 8,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_DIAGONAL_SHRINKING,
+ EL_UNDEFINED,
+ 0,
+ NULL,
+ NULL,
+ NULL
+ },
+ {
+ EL_DIAGONAL_GROWING,
+ EL_UNDEFINED,
+ 0,
+ NULL,
+ NULL,
+ NULL,
+ },
+
+ {
+ EL_UNDEFINED,
+ EL_UNDEFINED,
+ -1,
+ NULL,
+ NULL,
+ NULL
+ }
+};
+
+struct
+{
+ int element;
+ int push_delay_fixed, push_delay_random;
+}
+push_delay_list[] =
+{
+ { EL_SPRING, 0, 0 },
+ { EL_BALLOON, 0, 0 },
+
+ { EL_SOKOBAN_OBJECT, 2, 0 },
+ { EL_SOKOBAN_FIELD_FULL, 2, 0 },
+ { EL_SATELLITE, 2, 0 },
+ { EL_SP_DISK_YELLOW, 2, 0 },
+
+ { EL_UNDEFINED, 0, 0 },
+};
+
+struct
+{
+ int element;
+ int move_stepsize;
+}
+move_stepsize_list[] =
+{
+ { EL_AMOEBA_DROP, 2 },
+ { EL_AMOEBA_DROPPING, 2 },
+ { EL_QUICKSAND_FILLING, 1 },
+ { EL_QUICKSAND_EMPTYING, 1 },
+ { EL_QUICKSAND_FAST_FILLING, 2 },
+ { EL_QUICKSAND_FAST_EMPTYING, 2 },
+ { EL_MAGIC_WALL_FILLING, 2 },
+ { EL_MAGIC_WALL_EMPTYING, 2 },
+ { EL_BD_MAGIC_WALL_FILLING, 2 },
+ { EL_BD_MAGIC_WALL_EMPTYING, 2 },
+ { EL_DC_MAGIC_WALL_FILLING, 2 },
+ { EL_DC_MAGIC_WALL_EMPTYING, 2 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+struct
+{
+ int element;
+ int count;
+}
+collect_count_list[] =
+{
+ { EL_EMERALD, 1 },
+ { EL_BD_DIAMOND, 1 },
+ { EL_EMERALD_YELLOW, 1 },
+ { EL_EMERALD_RED, 1 },
+ { EL_EMERALD_PURPLE, 1 },
+ { EL_DIAMOND, 3 },
+ { EL_SP_INFOTRON, 1 },
+ { EL_PEARL, 5 },
+ { EL_CRYSTAL, 8 },
+
+ { EL_UNDEFINED, 0 },
+};
+
+struct
+{
+ int element;
+ int direction;
+}
+access_direction_list[] =
+{
+ { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
+ { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
+ { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
+ { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
+ { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
+ { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
+ { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
+
+ { EL_SP_PORT_LEFT, MV_RIGHT },
+ { EL_SP_PORT_RIGHT, MV_LEFT },
+ { EL_SP_PORT_UP, MV_DOWN },
+ { EL_SP_PORT_DOWN, MV_UP },
+ { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
+ { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
+ { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
+ { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
+ { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
+ { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
+ { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
+ { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
+ { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
+
+ { EL_UNDEFINED, MV_NONE }
+};
+
+static struct XY xy_topdown[] =
+{
+ { 0, -1 },
+ { -1, 0 },
+ { +1, 0 },
+ { 0, +1 }
+};
+
+static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
+
+#define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
+#define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
+#define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Tile[x][y]) || \
+ IS_JUST_CHANGING(x, y))
+
+#define CE_PAGE(e, ce) (element_info[e].event_page[ce])
+
+// static variables for playfield scan mode (scanning forward or backward)
+static int playfield_scan_start_x = 0;
+static int playfield_scan_start_y = 0;
+static int playfield_scan_delta_x = 1;
+static int playfield_scan_delta_y = 1;
+
+#define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
+ (y) >= 0 && (y) <= lev_fieldy - 1; \
+ (y) += playfield_scan_delta_y) \
+ for ((x) = playfield_scan_start_x; \
+ (x) >= 0 && (x) <= lev_fieldx - 1; \
+ (x) += playfield_scan_delta_x)
+
+#ifdef DEBUG
+void DEBUG_SetMaximumDynamite(void)
+{
+ int i;
+
+ for (i = 0; i < MAX_INVENTORY_SIZE; i++)
+ if (local_player->inventory_size < MAX_INVENTORY_SIZE)
+ local_player->inventory_element[local_player->inventory_size++] =
+ EL_DYNAMITE;
+}
+#endif
+
+static void InitPlayfieldScanModeVars(void)
+{
+ if (game.use_reverse_scan_direction)
+ {
+ playfield_scan_start_x = lev_fieldx - 1;
+ playfield_scan_start_y = lev_fieldy - 1;
+
+ playfield_scan_delta_x = -1;
+ playfield_scan_delta_y = -1;
+ }
+ else
+ {
+ playfield_scan_start_x = 0;
+ playfield_scan_start_y = 0;
+
+ playfield_scan_delta_x = 1;
+ playfield_scan_delta_y = 1;
+ }
+}
+
+static void InitPlayfieldScanMode(int mode)
+{
+ game.use_reverse_scan_direction =
+ (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
+
+ InitPlayfieldScanModeVars();
+}
+
+static int get_move_delay_from_stepsize(int move_stepsize)
+{
+ move_stepsize =
+ MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
+
+ // make sure that stepsize value is always a power of 2
+ move_stepsize = (1 << log_2(move_stepsize));
+
+ return TILEX / move_stepsize;
+}
+
+static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
+ boolean init_game)
+{
+ int player_nr = player->index_nr;
+ int move_delay = get_move_delay_from_stepsize(move_stepsize);
+ boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
+
+ // do no immediately change move delay -- the player might just be moving
+ player->move_delay_value_next = move_delay;
+
+ // information if player can move must be set separately
+ player->cannot_move = cannot_move;
+
+ if (init_game)
+ {
+ player->move_delay = game.initial_move_delay[player_nr];
+ player->move_delay_value = game.initial_move_delay_value[player_nr];
+
+ player->move_delay_value_next = -1;
+
+ player->move_delay_reset_counter = 0;
+ }
+}
+
+void GetPlayerConfig(void)
+{
+ GameFrameDelay = setup.game_frame_delay;
+
+ if (!audio.sound_available)
+ setup.sound_simple = FALSE;
+
+ if (!audio.loops_available)
+ setup.sound_loops = FALSE;
+
+ if (!audio.music_available)
+ setup.sound_music = FALSE;
+
+ if (!video.fullscreen_available)
+ setup.fullscreen = FALSE;
+
+ setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
+
+ SetAudioMode(setup.sound);
+}
+
+int GetElementFromGroupElement(int element)
+{
+ if (IS_GROUP_ELEMENT(element))
+ {
+ struct ElementGroupInfo *group = element_info[element].group;
+ int last_anim_random_frame = gfx.anim_random_frame;
+ int element_pos;
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = RND(group->num_elements_resolved);
+
+ element_pos = getAnimationFrame(group->num_elements_resolved, 1,
+ group->choice_mode, 0,
+ group->choice_pos);
+
+ if (group->choice_mode == ANIM_RANDOM)
+ gfx.anim_random_frame = last_anim_random_frame;
+
+ group->choice_pos++;
+
+ element = group->element_resolved[element_pos];
+ }
+
+ return element;
+}
+
+static void IncrementSokobanFieldsNeeded(void)
+{
+ if (level.sb_fields_needed)
+ game.sokoban_fields_still_needed++;
+}
+
+static void IncrementSokobanObjectsNeeded(void)
+{
+ if (level.sb_objects_needed)
+ game.sokoban_objects_still_needed++;
+}
+
+static void DecrementSokobanFieldsNeeded(void)
+{
+ if (game.sokoban_fields_still_needed > 0)
+ game.sokoban_fields_still_needed--;
+}
+
+static void DecrementSokobanObjectsNeeded(void)
+{
+ if (game.sokoban_objects_still_needed > 0)
+ game.sokoban_objects_still_needed--;
+}
+
+static void InitPlayerField(int x, int y, int element, boolean init_game)
+{
+ if (element == EL_SP_MURPHY)
+ {
+ if (init_game)
+ {
+ if (stored_player[0].present)
+ {
+ Tile[x][y] = EL_SP_MURPHY_CLONE;
+
+ return;
+ }
+ else
+ {
+ stored_player[0].initial_element = element;
+ stored_player[0].use_murphy = TRUE;
+
+ if (!level.use_artwork_element[0])
+ stored_player[0].artwork_element = EL_SP_MURPHY;
+ }
+
+ Tile[x][y] = EL_PLAYER_1;
+ }
+ }
+
+ if (init_game)
+ {
+ struct PlayerInfo *player = &stored_player[Tile[x][y] - EL_PLAYER_1];
+ int jx = player->jx, jy = player->jy;
+
+ player->present = TRUE;
+
+ player->block_last_field = (element == EL_SP_MURPHY ?
+ level.sp_block_last_field :
+ level.block_last_field);
+
+ // ---------- initialize player's last field block delay ------------------
+
+ // always start with reliable default value (no adjustment needed)
+ player->block_delay_adjustment = 0;
+
+ // special case 1: in Supaplex, Murphy blocks last field one more frame
+ if (player->block_last_field && element == EL_SP_MURPHY)
+ player->block_delay_adjustment = 1;
+
+ // special case 2: in game engines before 3.1.1, blocking was different
+ if (game.use_block_last_field_bug)
+ player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
+
+ if (!network.enabled || player->connected_network)
+ {
+ player->active = TRUE;
+
+ // remove potentially duplicate players
+ if (IN_LEV_FIELD(jx, jy) && StorePlayer[jx][jy] == Tile[x][y])
+ StorePlayer[jx][jy] = 0;
+
+ StorePlayer[x][y] = Tile[x][y];
+
+#if DEBUG_INIT_PLAYER
+ Debug("game:init:player", "- player element %d activated",
+ player->element_nr);
+ Debug("game:init:player", " (local player is %d and currently %s)",
+ local_player->element_nr,
+ local_player->active ? "active" : "not active");
+ }
+#endif
+
+ Tile[x][y] = EL_EMPTY;
+
+ player->jx = player->last_jx = x;
+ player->jy = player->last_jy = y;
+ }
+
+ // always check if player was just killed and should be reanimated
+ {
+ int player_nr = GET_PLAYER_NR(element);
+ struct PlayerInfo *player = &stored_player[player_nr];
+
+ if (player->active && player->killed)
+ player->reanimated = TRUE; // if player was just killed, reanimate him
+ }
+}
+
+static void InitField(int x, int y, boolean init_game)
+{
+ int element = Tile[x][y];
+
+ switch (element)
+ {
+ case EL_SP_MURPHY:
+ case EL_PLAYER_1:
+ case EL_PLAYER_2:
+ case EL_PLAYER_3:
+ case EL_PLAYER_4:
+ InitPlayerField(x, y, element, init_game);
+ break;
+
+ case EL_SOKOBAN_FIELD_PLAYER:
+ element = Tile[x][y] = EL_PLAYER_1;
+ InitField(x, y, init_game);
+
+ element = Tile[x][y] = EL_SOKOBAN_FIELD_EMPTY;
+ InitField(x, y, init_game);
+ break;
+
+ case EL_SOKOBAN_FIELD_EMPTY:
+ IncrementSokobanFieldsNeeded();
+ break;
+
+ case EL_SOKOBAN_OBJECT:
+ IncrementSokobanObjectsNeeded();
+ break;
+
+ case EL_STONEBLOCK:
+ if (x < lev_fieldx - 1 && Tile[x + 1][y] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_TOPLEFT;
+ else if (x > 0 && Tile[x - 1][y] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_TOPRIGHT;
+ else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPLEFT)
+ Tile[x][y] = EL_ACID_POOL_BOTTOMLEFT;
+ else if (y > 0 && Tile[x][y - 1] == EL_ACID)
+ Tile[x][y] = EL_ACID_POOL_BOTTOM;
+ else if (y > 0 && Tile[x][y - 1] == EL_ACID_POOL_TOPRIGHT)
+ Tile[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
+ break;
+
+ case EL_BUG:
+ case EL_BUG_RIGHT:
+ case EL_BUG_UP:
+ case EL_BUG_LEFT:
+ case EL_BUG_DOWN:
+ case EL_SPACESHIP:
+ case EL_SPACESHIP_RIGHT:
+ case EL_SPACESHIP_UP:
+ case EL_SPACESHIP_LEFT:
+ case EL_SPACESHIP_DOWN:
+ case EL_BD_BUTTERFLY:
+ case EL_BD_BUTTERFLY_RIGHT:
+ case EL_BD_BUTTERFLY_UP:
+ case EL_BD_BUTTERFLY_LEFT:
+ case EL_BD_BUTTERFLY_DOWN:
+ case EL_BD_FIREFLY:
+ case EL_BD_FIREFLY_RIGHT:
+ case EL_BD_FIREFLY_UP:
+ case EL_BD_FIREFLY_LEFT:
+ case EL_BD_FIREFLY_DOWN:
+ case EL_PACMAN_RIGHT:
+ case EL_PACMAN_UP:
+ case EL_PACMAN_LEFT:
+ case EL_PACMAN_DOWN:
+ case EL_YAMYAM:
+ case EL_YAMYAM_LEFT:
+ case EL_YAMYAM_RIGHT:
+ case EL_YAMYAM_UP:
+ case EL_YAMYAM_DOWN:
+ case EL_DARK_YAMYAM:
+ case EL_ROBOT:
+ case EL_PACMAN:
+ case EL_SP_SNIKSNAK:
+ case EL_SP_ELECTRON:
+ case EL_MOLE:
+ case EL_MOLE_LEFT:
+ case EL_MOLE_RIGHT:
+ case EL_MOLE_UP:
+ case EL_MOLE_DOWN:
+ case EL_SPRING_LEFT:
+ case EL_SPRING_RIGHT:
+ InitMovDir(x, y);
+ break;
+
+ case EL_AMOEBA_FULL:
+ case EL_BD_AMOEBA:
+ InitAmoebaNr(x, y);
+ break;
+
+ case EL_AMOEBA_DROP:
+ if (y == lev_fieldy - 1)
+ {
+ Tile[x][y] = EL_AMOEBA_GROWING;
+ Store[x][y] = EL_AMOEBA_WET;
+ }
+ break;
+
+ case EL_DYNAMITE_ACTIVE:
+ case EL_SP_DISK_RED_ACTIVE:
+ case EL_DYNABOMB_PLAYER_1_ACTIVE:
+ case EL_DYNABOMB_PLAYER_2_ACTIVE:
+ case EL_DYNABOMB_PLAYER_3_ACTIVE:
+ case EL_DYNABOMB_PLAYER_4_ACTIVE:
+ MovDelay[x][y] = 96;
+ break;
+
+ case EL_EM_DYNAMITE_ACTIVE:
+ MovDelay[x][y] = 32;
+ break;
+
+ case EL_LAMP:
+ game.lights_still_needed++;
+ break;
+
+ case EL_PENGUIN:
+ game.friends_still_needed++;
+ break;
+
+ case EL_PIG:
+ case EL_DRAGON:
+ GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
+ break;
+
+ case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
+ case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
+ case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
+ case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
+ if (init_game)
+ {
+ int belt_nr = getBeltNrFromBeltSwitchElement(Tile[x][y]);
+ int belt_dir = getBeltDirFromBeltSwitchElement(Tile[x][y]);
+ int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Tile[x][y]);
+
+ if (game.belt_dir_nr[belt_nr] == 3) // initial value
+ {
+ game.belt_dir[belt_nr] = belt_dir;
+ game.belt_dir_nr[belt_nr] = belt_dir_nr;
+ }
+ else // more than one switch -- set it like the first switch
+ {
+ Tile[x][y] = Tile[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
+ }
+ }
+ break;
+
+ case EL_LIGHT_SWITCH_ACTIVE:
+ if (init_game)
+ game.light_time_left = level.time_light * FRAMES_PER_SECOND;
+ break;
+
+ case EL_INVISIBLE_STEELWALL:
+ case EL_INVISIBLE_WALL:
+ case EL_INVISIBLE_SAND:
+ if (game.light_time_left > 0 ||
+ game.lenses_time_left > 0)
+ Tile[x][y] = getInvisibleActiveFromInvisibleElement(element);
+ break;
+
+ case EL_EMC_MAGIC_BALL:
+ if (game.ball_active)
+ Tile[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
+ break;
+
+ case EL_EMC_MAGIC_BALL_SWITCH:
+ if (game.ball_active)
+ Tile[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
+ break;
+
+ case EL_TRIGGER_PLAYER:
+ case EL_TRIGGER_ELEMENT:
+ case EL_TRIGGER_CE_VALUE:
+ case EL_TRIGGER_CE_SCORE:
+ case EL_SELF:
+ case EL_ANY_ELEMENT:
+ case EL_CURRENT_CE_VALUE:
+ case EL_CURRENT_CE_SCORE:
+ case EL_PREV_CE_1:
+ case EL_PREV_CE_2:
+ case EL_PREV_CE_3:
+ case EL_PREV_CE_4:
+ case EL_PREV_CE_5:
+ case EL_PREV_CE_6:
+ case EL_PREV_CE_7:
+ case EL_PREV_CE_8:
+ case EL_NEXT_CE_1:
+ case EL_NEXT_CE_2:
+ case EL_NEXT_CE_3:
+ case EL_NEXT_CE_4:
+ case EL_NEXT_CE_5:
+ case EL_NEXT_CE_6:
+ case EL_NEXT_CE_7:
+ case EL_NEXT_CE_8:
+ // reference elements should not be used on the playfield
+ Tile[x][y] = EL_EMPTY;
+ break;
+
+ default:
+ if (IS_CUSTOM_ELEMENT(element))
+ {
+ if (CAN_MOVE(element))
+ InitMovDir(x, y);
+
+ if (!element_info[element].use_last_ce_value || init_game)
+ CustomValue[x][y] = GET_NEW_CE_VALUE(Tile[x][y]);
+ }
+ else if (IS_GROUP_ELEMENT(element))
+ {
+ Tile[x][y] = GetElementFromGroupElement(element);
+
+ InitField(x, y, init_game);
+ }
+ else if (IS_EMPTY_ELEMENT(element))
+ {
+ GfxElementEmpty[x][y] = element;
+ Tile[x][y] = EL_EMPTY;
+
+ if (element_info[element].use_gfx_element)
+ game.use_masked_elements = TRUE;
+ }
+
+ break;
+ }
+
+ if (!init_game)
+ CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
+}
+
+static void InitField_WithBug1(int x, int y, boolean init_game)
+{
+ InitField(x, y, init_game);
+
+ // not needed to call InitMovDir() -- already done by InitField()!
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+ CAN_MOVE(Tile[x][y]))
+ InitMovDir(x, y);
+}
+
+static void InitField_WithBug2(int x, int y, boolean init_game)
+{
+ int old_element = Tile[x][y];
+
+ InitField(x, y, init_game);
+
+ // not needed to call InitMovDir() -- already done by InitField()!
+ if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
+ CAN_MOVE(old_element) &&
+ (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
+ InitMovDir(x, y);
+
+ /* this case is in fact a combination of not less than three bugs:
+ first, it calls InitMovDir() for elements that can move, although this is
+ already done by InitField(); then, it checks the element that was at this
+ field _before_ the call to InitField() (which can change it); lastly, it
+ was not called for "mole with direction" elements, which were treated as
+ "cannot move" due to (fixed) wrong element initialization in "src/init.c"
+ */
+}
+
+static int get_key_element_from_nr(int key_nr)
+{
+ int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ EL_EM_KEY_1 : EL_KEY_1);
+
+ return key_base_element + key_nr;
+}
+
+static int get_next_dropped_element(struct PlayerInfo *player)
+{
+ return (player->inventory_size > 0 ?
+ player->inventory_element[player->inventory_size - 1] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left > 0 ?
+ EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
+ EL_UNDEFINED);
+}
+
+static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
+{
+ // pos >= 0: get element from bottom of the stack;
+ // pos < 0: get element from top of the stack
+
+ if (pos < 0)
+ {
+ int min_inventory_size = -pos;
+ int inventory_pos = player->inventory_size - min_inventory_size;
+ int min_dynabombs_left = min_inventory_size - player->inventory_size;
+
+ return (player->inventory_size >= min_inventory_size ?
+ player->inventory_element[inventory_pos] :
+ player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left >= min_dynabombs_left ?
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
+ EL_UNDEFINED);
+ }
+ else
+ {
+ int min_dynabombs_left = pos + 1;
+ int min_inventory_size = pos + 1 - player->dynabombs_left;
+ int inventory_pos = pos - player->dynabombs_left;
+
+ return (player->inventory_infinite_element != EL_UNDEFINED ?
+ player->inventory_infinite_element :
+ player->dynabombs_left >= min_dynabombs_left ?
+ EL_DYNABOMB_PLAYER_1 + player->index_nr :
+ player->inventory_size >= min_inventory_size ?
+ player->inventory_element[inventory_pos] :
+ EL_UNDEFINED);
+ }
+}
+
+static int compareGamePanelOrderInfo(const void *object1, const void *object2)
+{
+ const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
+ const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
+ int compare_result;
+
+ if (gpo1->sort_priority != gpo2->sort_priority)
+ compare_result = gpo1->sort_priority - gpo2->sort_priority;
+ else
+ compare_result = gpo1->nr - gpo2->nr;
+
+ return compare_result;
+}
+
+int getPlayerInventorySize(int player_nr)
+{
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ return game_em.ply[player_nr]->dynamite;
+ else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
+ return game_sp.red_disk_count;
+ else
+ return stored_player[player_nr].inventory_size;
+}
+
+static void InitGameControlValues(void)
+{
+ int i;
+
+ for (i = 0; game_panel_controls[i].nr != -1; i++)
+ {
+ struct GamePanelControlInfo *gpc = &game_panel_controls[i];
+ struct GamePanelOrderInfo *gpo = &game_panel_order[i];
+ struct TextPosInfo *pos = gpc->pos;
+ int nr = gpc->nr;
+ int type = gpc->type;
+
+ if (nr != i)
+ {
+ Error("'game_panel_controls' structure corrupted at %d", i);
+
+ Fail("this should not happen -- please debug");
+ }
+
+ // force update of game controls after initialization
+ gpc->value = gpc->last_value = -1;
+ gpc->frame = gpc->last_frame = -1;
+ gpc->gfx_frame = -1;
+
+ // determine panel value width for later calculation of alignment
+ if (type == TYPE_INTEGER || type == TYPE_STRING)
+ {
+ pos->width = pos->size * getFontWidth(pos->font);
+ pos->height = getFontHeight(pos->font);
+ }
+ else if (type == TYPE_ELEMENT)
+ {
+ pos->width = pos->size;
+ pos->height = pos->size;
+ }
+
+ // fill structure for game panel draw order
+ gpo->nr = gpc->nr;
+ gpo->sort_priority = pos->sort_priority;
+ }
+
+ // sort game panel controls according to sort_priority and control number
+ qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
+ sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
+}
+
+static void UpdatePlayfieldElementCount(void)
+{
+ boolean use_element_count = FALSE;
+ int i, j, x, y;
+
+ // first check if it is needed at all to calculate playfield element count
+ for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
+ if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
+ use_element_count = TRUE;
+
+ if (!use_element_count)
+ return;
+
+ for (i = 0; i < MAX_NUM_ELEMENTS; i++)
+ element_info[i].element_count = 0;
+
+ SCAN_PLAYFIELD(x, y)
+ {
+ element_info[Tile[x][y]].element_count++;
+ }
+
+ for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
+ for (j = 0; j < MAX_NUM_ELEMENTS; j++)
+ if (IS_IN_GROUP(j, i))
+ element_info[EL_GROUP_START + i].element_count +=
+ element_info[j].element_count;
+}
+
+static void UpdateGameControlValues(void)
+{
+ int i, k;
+ int time = (game.LevelSolved ?
+ game.LevelSolved_CountingTime :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->time :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ game_sp.time_played :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.energy_left :
+ game.no_level_time_limit ? TimePlayed : TimeLeft);
+ int score = (game.LevelSolved ?
+ game.LevelSolved_CountingScore :
+ level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->score :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ game_sp.score :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.score :
+ game.score);
+ int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->gems_needed :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ game_sp.infotrons_still_needed :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.kettles_still_needed :
+ game.gems_still_needed);
+ int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
+ game_em.lev->gems_needed > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_SP ?
+ game_sp.infotrons_still_needed > 0 :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ game_mm.kettles_still_needed > 0 ||
+ game_mm.lights_still_needed > 0 :
+ game.gems_still_needed > 0 ||
+ game.sokoban_fields_still_needed > 0 ||
+ game.sokoban_objects_still_needed > 0 ||
+ game.lights_still_needed > 0);
+ int health = (game.LevelSolved ?
+ game.LevelSolved_CountingHealth :
+ level.game_engine_type == GAME_ENGINE_TYPE_MM ?
+ MM_HEALTH(game_mm.laser_overload_value) :
+ game.health);
+ int sync_random_frame = INIT_GFX_RANDOM(); // random, but synchronized
+
+ UpdatePlayfieldElementCount();
+
+ // update game panel control values
+
+ // used instead of "level_nr" (for network games)
+ game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
+ game_panel_controls[GAME_PANEL_GEMS].value = gems;
+
+ game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
+ for (i = 0; i < MAX_NUM_KEYS; i++)
+ game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
+ game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
+
+ if (game.centered_player_nr == -1)
+ {
+ for (i = 0; i < MAX_PLAYERS; i++)
+ {
+ // only one player in Supaplex game engine
+ if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
+ break;
+
+ for (k = 0; k < MAX_NUM_KEYS; k++)
+ {
+ if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
+ {
+ if (game_em.ply[i]->keys & (1 << k))
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);
+ }
+ else if (stored_player[i].key[k])
+ game_panel_controls[GAME_PANEL_KEY_1 + k].value =
+ get_key_element_from_nr(k);