1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 /* for detection of endless loops, caused by custom element programming */
1123 /* (using maximal playfield width x 10 is just a rough approximation) */
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 /* ------------------------------------------------------------------------- */
1153 /* definition of elements that automatically change to other elements after */
1154 /* a specified time, eventually calling a function when changing */
1155 /* ------------------------------------------------------------------------- */
1157 /* forward declaration for changer functions */
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 static void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 static void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 static void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* used instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 static void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2771 static void UpdateGameDoorValues(void)
2773 UpdateGameControlValues();
2777 void DrawGameDoorValues(void)
2779 DisplayGameControlValues();
2784 =============================================================================
2786 -----------------------------------------------------------------------------
2787 initialize game engine due to level / tape version number
2788 =============================================================================
2791 static void InitGameEngine(void)
2793 int i, j, k, l, x, y;
2795 /* set game engine from tape file when re-playing, else from level file */
2796 game.engine_version = (tape.playing ? tape.engine_version :
2797 level.game_version);
2799 /* set single or multi-player game mode (needed for re-playing tapes) */
2800 game.team_mode = setup.team_mode;
2804 int num_players = 0;
2806 for (i = 0; i < MAX_PLAYERS; i++)
2807 if (tape.player_participates[i])
2810 /* multi-player tapes contain input data for more than one player */
2811 game.team_mode = (num_players > 1);
2814 /* ---------------------------------------------------------------------- */
2815 /* set flags for bugs and changes according to active game engine version */
2816 /* ---------------------------------------------------------------------- */
2819 Summary of bugfix/change:
2820 Fixed handling for custom elements that change when pushed by the player.
2822 Fixed/changed in version:
2826 Before 3.1.0, custom elements that "change when pushing" changed directly
2827 after the player started pushing them (until then handled in "DigField()").
2828 Since 3.1.0, these custom elements are not changed until the "pushing"
2829 move of the element is finished (now handled in "ContinueMoving()").
2831 Affected levels/tapes:
2832 The first condition is generally needed for all levels/tapes before version
2833 3.1.0, which might use the old behaviour before it was changed; known tapes
2834 that are affected are some tapes from the level set "Walpurgis Gardens" by
2836 The second condition is an exception from the above case and is needed for
2837 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2838 above (including some development versions of 3.1.0), but before it was
2839 known that this change would break tapes like the above and was fixed in
2840 3.1.1, so that the changed behaviour was active although the engine version
2841 while recording maybe was before 3.1.0. There is at least one tape that is
2842 affected by this exception, which is the tape for the one-level set "Bug
2843 Machine" by Juergen Bonhagen.
2846 game.use_change_when_pushing_bug =
2847 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2849 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2850 tape.game_version < VERSION_IDENT(3,1,1,0)));
2853 Summary of bugfix/change:
2854 Fixed handling for blocking the field the player leaves when moving.
2856 Fixed/changed in version:
2860 Before 3.1.1, when "block last field when moving" was enabled, the field
2861 the player is leaving when moving was blocked for the time of the move,
2862 and was directly unblocked afterwards. This resulted in the last field
2863 being blocked for exactly one less than the number of frames of one player
2864 move. Additionally, even when blocking was disabled, the last field was
2865 blocked for exactly one frame.
2866 Since 3.1.1, due to changes in player movement handling, the last field
2867 is not blocked at all when blocking is disabled. When blocking is enabled,
2868 the last field is blocked for exactly the number of frames of one player
2869 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2870 last field is blocked for exactly one more than the number of frames of
2873 Affected levels/tapes:
2874 (!!! yet to be determined -- probably many !!!)
2877 game.use_block_last_field_bug =
2878 (game.engine_version < VERSION_IDENT(3,1,1,0));
2880 game_em.use_single_button =
2881 (game.engine_version > VERSION_IDENT(4,0,0,2));
2883 game_em.use_snap_key_bug =
2884 (game.engine_version < VERSION_IDENT(4,0,1,0));
2886 /* ---------------------------------------------------------------------- */
2888 /* set maximal allowed number of custom element changes per game frame */
2889 game.max_num_changes_per_frame = 1;
2891 /* default scan direction: scan playfield from top/left to bottom/right */
2892 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2894 /* dynamically adjust element properties according to game engine version */
2895 InitElementPropertiesEngine(game.engine_version);
2898 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2899 printf(" tape version == %06d [%s] [file: %06d]\n",
2900 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2902 printf(" => game.engine_version == %06d\n", game.engine_version);
2905 /* ---------- initialize player's initial move delay --------------------- */
2907 /* dynamically adjust player properties according to level information */
2908 for (i = 0; i < MAX_PLAYERS; i++)
2909 game.initial_move_delay_value[i] =
2910 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2912 /* dynamically adjust player properties according to game engine version */
2913 for (i = 0; i < MAX_PLAYERS; i++)
2914 game.initial_move_delay[i] =
2915 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2916 game.initial_move_delay_value[i] : 0);
2918 /* ---------- initialize player's initial push delay --------------------- */
2920 /* dynamically adjust player properties according to game engine version */
2921 game.initial_push_delay_value =
2922 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2924 /* ---------- initialize changing elements ------------------------------- */
2926 /* initialize changing elements information */
2927 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2929 struct ElementInfo *ei = &element_info[i];
2931 /* this pointer might have been changed in the level editor */
2932 ei->change = &ei->change_page[0];
2934 if (!IS_CUSTOM_ELEMENT(i))
2936 ei->change->target_element = EL_EMPTY_SPACE;
2937 ei->change->delay_fixed = 0;
2938 ei->change->delay_random = 0;
2939 ei->change->delay_frames = 1;
2942 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2944 ei->has_change_event[j] = FALSE;
2946 ei->event_page_nr[j] = 0;
2947 ei->event_page[j] = &ei->change_page[0];
2951 /* add changing elements from pre-defined list */
2952 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2954 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2955 struct ElementInfo *ei = &element_info[ch_delay->element];
2957 ei->change->target_element = ch_delay->target_element;
2958 ei->change->delay_fixed = ch_delay->change_delay;
2960 ei->change->pre_change_function = ch_delay->pre_change_function;
2961 ei->change->change_function = ch_delay->change_function;
2962 ei->change->post_change_function = ch_delay->post_change_function;
2964 ei->change->can_change = TRUE;
2965 ei->change->can_change_or_has_action = TRUE;
2967 ei->has_change_event[CE_DELAY] = TRUE;
2969 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2970 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2973 /* ---------- initialize internal run-time variables --------------------- */
2975 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2977 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2979 for (j = 0; j < ei->num_change_pages; j++)
2981 ei->change_page[j].can_change_or_has_action =
2982 (ei->change_page[j].can_change |
2983 ei->change_page[j].has_action);
2987 /* add change events from custom element configuration */
2988 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2990 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2992 for (j = 0; j < ei->num_change_pages; j++)
2994 if (!ei->change_page[j].can_change_or_has_action)
2997 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2999 /* only add event page for the first page found with this event */
3000 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3002 ei->has_change_event[k] = TRUE;
3004 ei->event_page_nr[k] = j;
3005 ei->event_page[k] = &ei->change_page[j];
3011 /* ---------- initialize reference elements in change conditions --------- */
3013 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3015 int element = EL_CUSTOM_START + i;
3016 struct ElementInfo *ei = &element_info[element];
3018 for (j = 0; j < ei->num_change_pages; j++)
3020 int trigger_element = ei->change_page[j].initial_trigger_element;
3022 if (trigger_element >= EL_PREV_CE_8 &&
3023 trigger_element <= EL_NEXT_CE_8)
3024 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3026 ei->change_page[j].trigger_element = trigger_element;
3030 /* ---------- initialize run-time trigger player and element ------------- */
3032 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3034 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3036 for (j = 0; j < ei->num_change_pages; j++)
3038 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3039 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3040 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3041 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3042 ei->change_page[j].actual_trigger_ce_value = 0;
3043 ei->change_page[j].actual_trigger_ce_score = 0;
3047 /* ---------- initialize trigger events ---------------------------------- */
3049 /* initialize trigger events information */
3050 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3051 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3052 trigger_events[i][j] = FALSE;
3054 /* add trigger events from element change event properties */
3055 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3057 struct ElementInfo *ei = &element_info[i];
3059 for (j = 0; j < ei->num_change_pages; j++)
3061 if (!ei->change_page[j].can_change_or_has_action)
3064 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3066 int trigger_element = ei->change_page[j].trigger_element;
3068 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3070 if (ei->change_page[j].has_event[k])
3072 if (IS_GROUP_ELEMENT(trigger_element))
3074 struct ElementGroupInfo *group =
3075 element_info[trigger_element].group;
3077 for (l = 0; l < group->num_elements_resolved; l++)
3078 trigger_events[group->element_resolved[l]][k] = TRUE;
3080 else if (trigger_element == EL_ANY_ELEMENT)
3081 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3082 trigger_events[l][k] = TRUE;
3084 trigger_events[trigger_element][k] = TRUE;
3091 /* ---------- initialize push delay -------------------------------------- */
3093 /* initialize push delay values to default */
3094 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3096 if (!IS_CUSTOM_ELEMENT(i))
3098 /* set default push delay values (corrected since version 3.0.7-1) */
3099 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3101 element_info[i].push_delay_fixed = 2;
3102 element_info[i].push_delay_random = 8;
3106 element_info[i].push_delay_fixed = 8;
3107 element_info[i].push_delay_random = 8;
3112 /* set push delay value for certain elements from pre-defined list */
3113 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3115 int e = push_delay_list[i].element;
3117 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3118 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3121 /* set push delay value for Supaplex elements for newer engine versions */
3122 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3124 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3126 if (IS_SP_ELEMENT(i))
3128 /* set SP push delay to just enough to push under a falling zonk */
3129 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3131 element_info[i].push_delay_fixed = delay;
3132 element_info[i].push_delay_random = 0;
3137 /* ---------- initialize move stepsize ----------------------------------- */
3139 /* initialize move stepsize values to default */
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3141 if (!IS_CUSTOM_ELEMENT(i))
3142 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3144 /* set move stepsize value for certain elements from pre-defined list */
3145 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3147 int e = move_stepsize_list[i].element;
3149 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3152 /* ---------- initialize collect score ----------------------------------- */
3154 /* initialize collect score values for custom elements from initial value */
3155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3156 if (IS_CUSTOM_ELEMENT(i))
3157 element_info[i].collect_score = element_info[i].collect_score_initial;
3159 /* ---------- initialize collect count ----------------------------------- */
3161 /* initialize collect count values for non-custom elements */
3162 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3163 if (!IS_CUSTOM_ELEMENT(i))
3164 element_info[i].collect_count_initial = 0;
3166 /* add collect count values for all elements from pre-defined list */
3167 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3168 element_info[collect_count_list[i].element].collect_count_initial =
3169 collect_count_list[i].count;
3171 /* ---------- initialize access direction -------------------------------- */
3173 /* initialize access direction values to default (access from every side) */
3174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175 if (!IS_CUSTOM_ELEMENT(i))
3176 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3178 /* set access direction value for certain elements from pre-defined list */
3179 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3180 element_info[access_direction_list[i].element].access_direction =
3181 access_direction_list[i].direction;
3183 /* ---------- initialize explosion content ------------------------------- */
3184 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3186 if (IS_CUSTOM_ELEMENT(i))
3189 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3191 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3193 element_info[i].content.e[x][y] =
3194 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3195 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3196 i == EL_PLAYER_3 ? EL_EMERALD :
3197 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3198 i == EL_MOLE ? EL_EMERALD_RED :
3199 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3200 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3201 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3202 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3203 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3204 i == EL_WALL_EMERALD ? EL_EMERALD :
3205 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3206 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3207 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3208 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3209 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3210 i == EL_WALL_PEARL ? EL_PEARL :
3211 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3216 /* ---------- initialize recursion detection ------------------------------ */
3217 recursion_loop_depth = 0;
3218 recursion_loop_detected = FALSE;
3219 recursion_loop_element = EL_UNDEFINED;
3221 /* ---------- initialize graphics engine ---------------------------------- */
3222 game.scroll_delay_value =
3223 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3224 setup.scroll_delay ? setup.scroll_delay_value : 0);
3225 game.scroll_delay_value =
3226 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3228 /* ---------- initialize game engine snapshots ---------------------------- */
3229 for (i = 0; i < MAX_PLAYERS; i++)
3230 game.snapshot.last_action[i] = 0;
3231 game.snapshot.changed_action = FALSE;
3232 game.snapshot.collected_item = FALSE;
3233 game.snapshot.mode =
3234 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3235 SNAPSHOT_MODE_EVERY_STEP :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3237 SNAPSHOT_MODE_EVERY_MOVE :
3238 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3239 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3240 game.snapshot.save_snapshot = FALSE;
3242 /* ---------- initialize level time for Supaplex engine ------------------- */
3243 /* Supaplex levels with time limit currently unsupported -- should be added */
3244 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3248 static int get_num_special_action(int element, int action_first,
3251 int num_special_action = 0;
3254 for (i = action_first; i <= action_last; i++)
3256 boolean found = FALSE;
3258 for (j = 0; j < NUM_DIRECTIONS; j++)
3259 if (el_act_dir2img(element, i, j) !=
3260 el_act_dir2img(element, ACTION_DEFAULT, j))
3264 num_special_action++;
3269 return num_special_action;
3274 =============================================================================
3276 -----------------------------------------------------------------------------
3277 initialize and start new game
3278 =============================================================================
3281 #if DEBUG_INIT_PLAYER
3282 static void DebugPrintPlayerStatus(char *message)
3289 printf("%s:\n", message);
3291 for (i = 0; i < MAX_PLAYERS; i++)
3293 struct PlayerInfo *player = &stored_player[i];
3295 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3299 player->connected_locally,
3300 player->connected_network,
3303 if (local_player == player)
3304 printf(" (local player)");
3313 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3314 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3315 int fade_mask = REDRAW_FIELD;
3317 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3318 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3319 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3320 int initial_move_dir = MV_DOWN;
3323 // required here to update video display before fading (FIX THIS)
3324 DrawMaskedBorder(REDRAW_DOOR_2);
3326 if (!game.restart_level)
3327 CloseDoor(DOOR_CLOSE_1);
3329 SetGameStatus(GAME_MODE_PLAYING);
3331 if (level_editor_test_game)
3332 FadeSkipNextFadeIn();
3334 FadeSetEnterScreen();
3336 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3337 fade_mask = REDRAW_ALL;
3339 FadeLevelSoundsAndMusic();
3341 ExpireSoundLoops(TRUE);
3345 /* needed if different viewport properties defined for playing */
3346 ChangeViewportPropertiesIfNeeded();
3350 DrawCompleteVideoDisplay();
3352 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3355 InitGameControlValues();
3357 /* don't play tapes over network */
3358 network_playing = (network.enabled && !tape.playing);
3360 for (i = 0; i < MAX_PLAYERS; i++)
3362 struct PlayerInfo *player = &stored_player[i];
3364 player->index_nr = i;
3365 player->index_bit = (1 << i);
3366 player->element_nr = EL_PLAYER_1 + i;
3368 player->present = FALSE;
3369 player->active = FALSE;
3370 player->mapped = FALSE;
3372 player->killed = FALSE;
3373 player->reanimated = FALSE;
3376 player->effective_action = 0;
3377 player->programmed_action = 0;
3379 player->mouse_action.lx = 0;
3380 player->mouse_action.ly = 0;
3381 player->mouse_action.button = 0;
3382 player->mouse_action.button_hint = 0;
3384 player->effective_mouse_action.lx = 0;
3385 player->effective_mouse_action.ly = 0;
3386 player->effective_mouse_action.button = 0;
3387 player->effective_mouse_action.button_hint = 0;
3390 player->score_final = 0;
3392 player->health = MAX_HEALTH;
3393 player->health_final = MAX_HEALTH;
3395 player->gems_still_needed = level.gems_needed;
3396 player->sokobanfields_still_needed = 0;
3397 player->lights_still_needed = 0;
3398 player->players_still_needed = 0;
3399 player->friends_still_needed = 0;
3401 for (j = 0; j < MAX_NUM_KEYS; j++)
3402 player->key[j] = FALSE;
3404 player->num_white_keys = 0;
3406 player->dynabomb_count = 0;
3407 player->dynabomb_size = 1;
3408 player->dynabombs_left = 0;
3409 player->dynabomb_xl = FALSE;
3411 player->MovDir = initial_move_dir;
3414 player->GfxDir = initial_move_dir;
3415 player->GfxAction = ACTION_DEFAULT;
3417 player->StepFrame = 0;
3419 player->initial_element = player->element_nr;
3420 player->artwork_element =
3421 (level.use_artwork_element[i] ? level.artwork_element[i] :
3422 player->element_nr);
3423 player->use_murphy = FALSE;
3425 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3426 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3428 player->gravity = level.initial_player_gravity[i];
3430 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3432 player->actual_frame_counter = 0;
3434 player->step_counter = 0;
3436 player->last_move_dir = initial_move_dir;
3438 player->is_active = FALSE;
3440 player->is_waiting = FALSE;
3441 player->is_moving = FALSE;
3442 player->is_auto_moving = FALSE;
3443 player->is_digging = FALSE;
3444 player->is_snapping = FALSE;
3445 player->is_collecting = FALSE;
3446 player->is_pushing = FALSE;
3447 player->is_switching = FALSE;
3448 player->is_dropping = FALSE;
3449 player->is_dropping_pressed = FALSE;
3451 player->is_bored = FALSE;
3452 player->is_sleeping = FALSE;
3454 player->was_waiting = TRUE;
3455 player->was_moving = FALSE;
3456 player->was_snapping = FALSE;
3457 player->was_dropping = FALSE;
3459 player->force_dropping = FALSE;
3461 player->frame_counter_bored = -1;
3462 player->frame_counter_sleeping = -1;
3464 player->anim_delay_counter = 0;
3465 player->post_delay_counter = 0;
3467 player->dir_waiting = initial_move_dir;
3468 player->action_waiting = ACTION_DEFAULT;
3469 player->last_action_waiting = ACTION_DEFAULT;
3470 player->special_action_bored = ACTION_DEFAULT;
3471 player->special_action_sleeping = ACTION_DEFAULT;
3473 player->switch_x = -1;
3474 player->switch_y = -1;
3476 player->drop_x = -1;
3477 player->drop_y = -1;
3479 player->show_envelope = 0;
3481 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3483 player->push_delay = -1; /* initialized when pushing starts */
3484 player->push_delay_value = game.initial_push_delay_value;
3486 player->drop_delay = 0;
3487 player->drop_pressed_delay = 0;
3489 player->last_jx = -1;
3490 player->last_jy = -1;
3494 player->shield_normal_time_left = 0;
3495 player->shield_deadly_time_left = 0;
3497 player->inventory_infinite_element = EL_UNDEFINED;
3498 player->inventory_size = 0;
3500 if (level.use_initial_inventory[i])
3502 for (j = 0; j < level.initial_inventory_size[i]; j++)
3504 int element = level.initial_inventory_content[i][j];
3505 int collect_count = element_info[element].collect_count_initial;
3508 if (!IS_CUSTOM_ELEMENT(element))
3511 if (collect_count == 0)
3512 player->inventory_infinite_element = element;
3514 for (k = 0; k < collect_count; k++)
3515 if (player->inventory_size < MAX_INVENTORY_SIZE)
3516 player->inventory_element[player->inventory_size++] = element;
3520 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3521 SnapField(player, 0, 0);
3523 player->LevelSolved = FALSE;
3524 player->GameOver = FALSE;
3526 player->LevelSolved_GameWon = FALSE;
3527 player->LevelSolved_GameEnd = FALSE;
3528 player->LevelSolved_PanelOff = FALSE;
3529 player->LevelSolved_SaveTape = FALSE;
3530 player->LevelSolved_SaveScore = FALSE;
3532 player->LevelSolved_CountingTime = 0;
3533 player->LevelSolved_CountingScore = 0;
3534 player->LevelSolved_CountingHealth = 0;
3536 map_player_action[i] = i;
3539 network_player_action_received = FALSE;
3541 /* initial null action */
3542 if (network_playing)
3543 SendToServer_MovePlayer(MV_NONE);
3551 TimeLeft = level.time;
3554 ScreenMovDir = MV_NONE;
3558 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3560 AllPlayersGone = FALSE;
3562 game.no_time_limit = (level.time == 0);
3564 game.yamyam_content_nr = 0;
3565 game.robot_wheel_active = FALSE;
3566 game.magic_wall_active = FALSE;
3567 game.magic_wall_time_left = 0;
3568 game.light_time_left = 0;
3569 game.timegate_time_left = 0;
3570 game.switchgate_pos = 0;
3571 game.wind_direction = level.wind_direction_initial;
3573 game.lenses_time_left = 0;
3574 game.magnify_time_left = 0;
3576 game.ball_state = level.ball_state_initial;
3577 game.ball_content_nr = 0;
3579 game.explosions_delayed = TRUE;
3581 game.envelope_active = FALSE;
3583 for (i = 0; i < NUM_BELTS; i++)
3585 game.belt_dir[i] = MV_NONE;
3586 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3589 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3590 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3592 #if DEBUG_INIT_PLAYER
3593 DebugPrintPlayerStatus("Player status at level initialization");
3596 SCAN_PLAYFIELD(x, y)
3598 Feld[x][y] = Last[x][y] = level.field[x][y];
3599 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3600 ChangeDelay[x][y] = 0;
3601 ChangePage[x][y] = -1;
3602 CustomValue[x][y] = 0; /* initialized in InitField() */
3603 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3605 WasJustMoving[x][y] = 0;
3606 WasJustFalling[x][y] = 0;
3607 CheckCollision[x][y] = 0;
3608 CheckImpact[x][y] = 0;
3610 Pushed[x][y] = FALSE;
3612 ChangeCount[x][y] = 0;
3613 ChangeEvent[x][y] = -1;
3615 ExplodePhase[x][y] = 0;
3616 ExplodeDelay[x][y] = 0;
3617 ExplodeField[x][y] = EX_TYPE_NONE;
3619 RunnerVisit[x][y] = 0;
3620 PlayerVisit[x][y] = 0;
3623 GfxRandom[x][y] = INIT_GFX_RANDOM();
3624 GfxElement[x][y] = EL_UNDEFINED;
3625 GfxAction[x][y] = ACTION_DEFAULT;
3626 GfxDir[x][y] = MV_NONE;
3627 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3630 SCAN_PLAYFIELD(x, y)
3632 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3634 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3636 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3639 InitField(x, y, TRUE);
3641 ResetGfxAnimation(x, y);
3646 for (i = 0; i < MAX_PLAYERS; i++)
3648 struct PlayerInfo *player = &stored_player[i];
3650 /* set number of special actions for bored and sleeping animation */
3651 player->num_special_action_bored =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_BORING_1, ACTION_BORING_LAST);
3654 player->num_special_action_sleeping =
3655 get_num_special_action(player->artwork_element,
3656 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3659 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3660 emulate_sb ? EMU_SOKOBAN :
3661 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3663 /* initialize type of slippery elements */
3664 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3666 if (!IS_CUSTOM_ELEMENT(i))
3668 /* default: elements slip down either to the left or right randomly */
3669 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3671 /* SP style elements prefer to slip down on the left side */
3672 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3673 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3675 /* BD style elements prefer to slip down on the left side */
3676 if (game.emulation == EMU_BOULDERDASH)
3677 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3681 /* initialize explosion and ignition delay */
3682 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3684 if (!IS_CUSTOM_ELEMENT(i))
3687 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3688 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3689 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3690 int last_phase = (num_phase + 1) * delay;
3691 int half_phase = (num_phase / 2) * delay;
3693 element_info[i].explosion_delay = last_phase - 1;
3694 element_info[i].ignition_delay = half_phase;
3696 if (i == EL_BLACK_ORB)
3697 element_info[i].ignition_delay = 1;
3701 /* correct non-moving belts to start moving left */
3702 for (i = 0; i < NUM_BELTS; i++)
3703 if (game.belt_dir[i] == MV_NONE)
3704 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3706 #if USE_NEW_PLAYER_ASSIGNMENTS
3707 for (i = 0; i < MAX_PLAYERS; i++)
3709 stored_player[i].connected = FALSE;
3711 /* in network game mode, the local player might not be the first player */
3712 if (stored_player[i].connected_locally)
3713 local_player = &stored_player[i];
3716 if (!network.enabled)
3717 local_player->connected = TRUE;
3721 for (i = 0; i < MAX_PLAYERS; i++)
3722 stored_player[i].connected = tape.player_participates[i];
3724 else if (network.enabled)
3726 /* add team mode players connected over the network (needed for correct
3727 assignment of player figures from level to locally playing players) */
3729 for (i = 0; i < MAX_PLAYERS; i++)
3730 if (stored_player[i].connected_network)
3731 stored_player[i].connected = TRUE;
3733 else if (game.team_mode)
3735 /* try to guess locally connected team mode players (needed for correct
3736 assignment of player figures from level to locally playing players) */
3738 for (i = 0; i < MAX_PLAYERS; i++)
3739 if (setup.input[i].use_joystick ||
3740 setup.input[i].key.left != KSYM_UNDEFINED)
3741 stored_player[i].connected = TRUE;
3744 #if DEBUG_INIT_PLAYER
3745 DebugPrintPlayerStatus("Player status after level initialization");
3748 #if DEBUG_INIT_PLAYER
3750 printf("Reassigning players ...\n");
3753 /* check if any connected player was not found in playfield */
3754 for (i = 0; i < MAX_PLAYERS; i++)
3756 struct PlayerInfo *player = &stored_player[i];
3758 if (player->connected && !player->present)
3760 struct PlayerInfo *field_player = NULL;
3762 #if DEBUG_INIT_PLAYER
3764 printf("- looking for field player for player %d ...\n", i + 1);
3767 /* assign first free player found that is present in the playfield */
3769 /* first try: look for unmapped playfield player that is not connected */
3770 for (j = 0; j < MAX_PLAYERS; j++)
3771 if (field_player == NULL &&
3772 stored_player[j].present &&
3773 !stored_player[j].mapped &&
3774 !stored_player[j].connected)
3775 field_player = &stored_player[j];
3777 /* second try: look for *any* unmapped playfield player */
3778 for (j = 0; j < MAX_PLAYERS; j++)
3779 if (field_player == NULL &&
3780 stored_player[j].present &&
3781 !stored_player[j].mapped)
3782 field_player = &stored_player[j];
3784 if (field_player != NULL)
3786 int jx = field_player->jx, jy = field_player->jy;
3788 #if DEBUG_INIT_PLAYER
3790 printf("- found player %d\n", field_player->index_nr + 1);
3793 player->present = FALSE;
3794 player->active = FALSE;
3796 field_player->present = TRUE;
3797 field_player->active = TRUE;
3800 player->initial_element = field_player->initial_element;
3801 player->artwork_element = field_player->artwork_element;
3803 player->block_last_field = field_player->block_last_field;
3804 player->block_delay_adjustment = field_player->block_delay_adjustment;
3807 StorePlayer[jx][jy] = field_player->element_nr;
3809 field_player->jx = field_player->last_jx = jx;
3810 field_player->jy = field_player->last_jy = jy;
3812 if (local_player == player)
3813 local_player = field_player;
3815 map_player_action[field_player->index_nr] = i;
3817 field_player->mapped = TRUE;
3819 #if DEBUG_INIT_PLAYER
3821 printf("- map_player_action[%d] == %d\n",
3822 field_player->index_nr + 1, i + 1);
3827 if (player->connected && player->present)
3828 player->mapped = TRUE;
3831 #if DEBUG_INIT_PLAYER
3832 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3837 /* check if any connected player was not found in playfield */
3838 for (i = 0; i < MAX_PLAYERS; i++)
3840 struct PlayerInfo *player = &stored_player[i];
3842 if (player->connected && !player->present)
3844 for (j = 0; j < MAX_PLAYERS; j++)
3846 struct PlayerInfo *field_player = &stored_player[j];
3847 int jx = field_player->jx, jy = field_player->jy;
3849 /* assign first free player found that is present in the playfield */
3850 if (field_player->present && !field_player->connected)
3852 player->present = TRUE;
3853 player->active = TRUE;
3855 field_player->present = FALSE;
3856 field_player->active = FALSE;
3858 player->initial_element = field_player->initial_element;
3859 player->artwork_element = field_player->artwork_element;
3861 player->block_last_field = field_player->block_last_field;
3862 player->block_delay_adjustment = field_player->block_delay_adjustment;
3864 StorePlayer[jx][jy] = player->element_nr;
3866 player->jx = player->last_jx = jx;
3867 player->jy = player->last_jy = jy;
3877 printf("::: local_player->present == %d\n", local_player->present);
3880 /* set focus to local player for network games, else to all players */
3881 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3882 game.centered_player_nr_next = game.centered_player_nr;
3883 game.set_centered_player = FALSE;
3885 if (network_playing && tape.recording)
3887 /* store client dependent player focus when recording network games */
3888 tape.centered_player_nr_next = game.centered_player_nr_next;
3889 tape.set_centered_player = TRUE;
3894 /* when playing a tape, eliminate all players who do not participate */
3896 #if USE_NEW_PLAYER_ASSIGNMENTS
3898 if (!game.team_mode)
3900 for (i = 0; i < MAX_PLAYERS; i++)
3902 if (stored_player[i].active &&
3903 !tape.player_participates[map_player_action[i]])
3905 struct PlayerInfo *player = &stored_player[i];
3906 int jx = player->jx, jy = player->jy;
3908 #if DEBUG_INIT_PLAYER
3910 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3913 player->active = FALSE;
3914 StorePlayer[jx][jy] = 0;
3915 Feld[jx][jy] = EL_EMPTY;
3922 for (i = 0; i < MAX_PLAYERS; i++)
3924 if (stored_player[i].active &&
3925 !tape.player_participates[i])
3927 struct PlayerInfo *player = &stored_player[i];
3928 int jx = player->jx, jy = player->jy;
3930 player->active = FALSE;
3931 StorePlayer[jx][jy] = 0;
3932 Feld[jx][jy] = EL_EMPTY;
3937 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3939 /* when in single player mode, eliminate all but the local player */
3941 for (i = 0; i < MAX_PLAYERS; i++)
3943 struct PlayerInfo *player = &stored_player[i];
3945 if (player->active && player != local_player)
3947 int jx = player->jx, jy = player->jy;
3949 player->active = FALSE;
3950 player->present = FALSE;
3952 StorePlayer[jx][jy] = 0;
3953 Feld[jx][jy] = EL_EMPTY;
3958 for (i = 0; i < MAX_PLAYERS; i++)
3959 if (stored_player[i].active)
3960 local_player->players_still_needed++;
3962 if (level.solved_by_one_player)
3963 local_player->players_still_needed = 1;
3965 /* when recording the game, store which players take part in the game */
3968 #if USE_NEW_PLAYER_ASSIGNMENTS
3969 for (i = 0; i < MAX_PLAYERS; i++)
3970 if (stored_player[i].connected)
3971 tape.player_participates[i] = TRUE;
3973 for (i = 0; i < MAX_PLAYERS; i++)
3974 if (stored_player[i].active)
3975 tape.player_participates[i] = TRUE;
3979 #if DEBUG_INIT_PLAYER
3980 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3983 if (BorderElement == EL_EMPTY)
3986 SBX_Right = lev_fieldx - SCR_FIELDX;
3988 SBY_Lower = lev_fieldy - SCR_FIELDY;
3993 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3995 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3998 if (full_lev_fieldx <= SCR_FIELDX)
3999 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4000 if (full_lev_fieldy <= SCR_FIELDY)
4001 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4003 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4005 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4008 /* if local player not found, look for custom element that might create
4009 the player (make some assumptions about the right custom element) */
4010 if (!local_player->present)
4012 int start_x = 0, start_y = 0;
4013 int found_rating = 0;
4014 int found_element = EL_UNDEFINED;
4015 int player_nr = local_player->index_nr;
4017 SCAN_PLAYFIELD(x, y)
4019 int element = Feld[x][y];
4024 if (level.use_start_element[player_nr] &&
4025 level.start_element[player_nr] == element &&
4032 found_element = element;
4035 if (!IS_CUSTOM_ELEMENT(element))
4038 if (CAN_CHANGE(element))
4040 for (i = 0; i < element_info[element].num_change_pages; i++)
4042 /* check for player created from custom element as single target */
4043 content = element_info[element].change_page[i].target_element;
4044 is_player = ELEM_IS_PLAYER(content);
4046 if (is_player && (found_rating < 3 ||
4047 (found_rating == 3 && element < found_element)))
4053 found_element = element;
4058 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4060 /* check for player created from custom element as explosion content */
4061 content = element_info[element].content.e[xx][yy];
4062 is_player = ELEM_IS_PLAYER(content);
4064 if (is_player && (found_rating < 2 ||
4065 (found_rating == 2 && element < found_element)))
4067 start_x = x + xx - 1;
4068 start_y = y + yy - 1;
4071 found_element = element;
4074 if (!CAN_CHANGE(element))
4077 for (i = 0; i < element_info[element].num_change_pages; i++)
4079 /* check for player created from custom element as extended target */
4081 element_info[element].change_page[i].target_content.e[xx][yy];
4083 is_player = ELEM_IS_PLAYER(content);
4085 if (is_player && (found_rating < 1 ||
4086 (found_rating == 1 && element < found_element)))
4088 start_x = x + xx - 1;
4089 start_y = y + yy - 1;
4092 found_element = element;
4098 scroll_x = SCROLL_POSITION_X(start_x);
4099 scroll_y = SCROLL_POSITION_Y(start_y);
4103 scroll_x = SCROLL_POSITION_X(local_player->jx);
4104 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4107 /* !!! FIX THIS (START) !!! */
4108 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4110 InitGameEngine_EM();
4112 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4114 InitGameEngine_SP();
4116 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4118 InitGameEngine_MM();
4122 DrawLevel(REDRAW_FIELD);
4125 /* after drawing the level, correct some elements */
4126 if (game.timegate_time_left == 0)
4127 CloseAllOpenTimegates();
4130 /* blit playfield from scroll buffer to normal back buffer for fading in */
4131 BlitScreenToBitmap(backbuffer);
4132 /* !!! FIX THIS (END) !!! */
4134 DrawMaskedBorder(fade_mask);
4139 // full screen redraw is required at this point in the following cases:
4140 // - special editor door undrawn when game was started from level editor
4141 // - drawing area (playfield) was changed and has to be removed completely
4142 redraw_mask = REDRAW_ALL;
4146 if (!game.restart_level)
4148 /* copy default game door content to main double buffer */
4150 /* !!! CHECK AGAIN !!! */
4151 SetPanelBackground();
4152 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4153 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4156 SetPanelBackground();
4157 SetDrawBackgroundMask(REDRAW_DOOR_1);
4159 UpdateAndDisplayGameControlValues();
4161 if (!game.restart_level)
4167 CreateGameButtons();
4172 /* copy actual game door content to door double buffer for OpenDoor() */
4173 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4175 OpenDoor(DOOR_OPEN_ALL);
4177 KeyboardAutoRepeatOffUnlessAutoplay();
4179 #if DEBUG_INIT_PLAYER
4180 DebugPrintPlayerStatus("Player status (final)");
4189 if (!game.restart_level && !tape.playing)
4191 LevelStats_incPlayed(level_nr);
4193 SaveLevelSetup_SeriesInfo();
4196 game.restart_level = FALSE;
4197 game.restart_game_message = NULL;
4199 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4200 InitGameActions_MM();
4202 SaveEngineSnapshotToListInitial();
4204 if (!game.restart_level)
4206 PlaySound(SND_GAME_STARTING);
4208 if (setup.sound_music)
4213 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4214 int actual_player_x, int actual_player_y)
4216 /* this is used for non-R'n'D game engines to update certain engine values */
4218 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4220 actual_player_x = correctLevelPosX_EM(actual_player_x);
4221 actual_player_y = correctLevelPosY_EM(actual_player_y);
4224 /* needed to determine if sounds are played within the visible screen area */
4225 scroll_x = actual_scroll_x;
4226 scroll_y = actual_scroll_y;
4228 /* needed to get player position for "follow finger" playing input method */
4229 local_player->jx = actual_player_x;
4230 local_player->jy = actual_player_y;
4233 void InitMovDir(int x, int y)
4235 int i, element = Feld[x][y];
4236 static int xy[4][2] =
4243 static int direction[3][4] =
4245 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4246 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4247 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4256 Feld[x][y] = EL_BUG;
4257 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4260 case EL_SPACESHIP_RIGHT:
4261 case EL_SPACESHIP_UP:
4262 case EL_SPACESHIP_LEFT:
4263 case EL_SPACESHIP_DOWN:
4264 Feld[x][y] = EL_SPACESHIP;
4265 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4268 case EL_BD_BUTTERFLY_RIGHT:
4269 case EL_BD_BUTTERFLY_UP:
4270 case EL_BD_BUTTERFLY_LEFT:
4271 case EL_BD_BUTTERFLY_DOWN:
4272 Feld[x][y] = EL_BD_BUTTERFLY;
4273 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4276 case EL_BD_FIREFLY_RIGHT:
4277 case EL_BD_FIREFLY_UP:
4278 case EL_BD_FIREFLY_LEFT:
4279 case EL_BD_FIREFLY_DOWN:
4280 Feld[x][y] = EL_BD_FIREFLY;
4281 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4284 case EL_PACMAN_RIGHT:
4286 case EL_PACMAN_LEFT:
4287 case EL_PACMAN_DOWN:
4288 Feld[x][y] = EL_PACMAN;
4289 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4292 case EL_YAMYAM_LEFT:
4293 case EL_YAMYAM_RIGHT:
4295 case EL_YAMYAM_DOWN:
4296 Feld[x][y] = EL_YAMYAM;
4297 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4300 case EL_SP_SNIKSNAK:
4301 MovDir[x][y] = MV_UP;
4304 case EL_SP_ELECTRON:
4305 MovDir[x][y] = MV_LEFT;
4312 Feld[x][y] = EL_MOLE;
4313 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4317 if (IS_CUSTOM_ELEMENT(element))
4319 struct ElementInfo *ei = &element_info[element];
4320 int move_direction_initial = ei->move_direction_initial;
4321 int move_pattern = ei->move_pattern;
4323 if (move_direction_initial == MV_START_PREVIOUS)
4325 if (MovDir[x][y] != MV_NONE)
4328 move_direction_initial = MV_START_AUTOMATIC;
4331 if (move_direction_initial == MV_START_RANDOM)
4332 MovDir[x][y] = 1 << RND(4);
4333 else if (move_direction_initial & MV_ANY_DIRECTION)
4334 MovDir[x][y] = move_direction_initial;
4335 else if (move_pattern == MV_ALL_DIRECTIONS ||
4336 move_pattern == MV_TURNING_LEFT ||
4337 move_pattern == MV_TURNING_RIGHT ||
4338 move_pattern == MV_TURNING_LEFT_RIGHT ||
4339 move_pattern == MV_TURNING_RIGHT_LEFT ||
4340 move_pattern == MV_TURNING_RANDOM)
4341 MovDir[x][y] = 1 << RND(4);
4342 else if (move_pattern == MV_HORIZONTAL)
4343 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4344 else if (move_pattern == MV_VERTICAL)
4345 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4346 else if (move_pattern & MV_ANY_DIRECTION)
4347 MovDir[x][y] = element_info[element].move_pattern;
4348 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4349 move_pattern == MV_ALONG_RIGHT_SIDE)
4351 /* use random direction as default start direction */
4352 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4353 MovDir[x][y] = 1 << RND(4);
4355 for (i = 0; i < NUM_DIRECTIONS; i++)
4357 int x1 = x + xy[i][0];
4358 int y1 = y + xy[i][1];
4360 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4362 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4363 MovDir[x][y] = direction[0][i];
4365 MovDir[x][y] = direction[1][i];
4374 MovDir[x][y] = 1 << RND(4);
4376 if (element != EL_BUG &&
4377 element != EL_SPACESHIP &&
4378 element != EL_BD_BUTTERFLY &&
4379 element != EL_BD_FIREFLY)
4382 for (i = 0; i < NUM_DIRECTIONS; i++)
4384 int x1 = x + xy[i][0];
4385 int y1 = y + xy[i][1];
4387 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4389 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4391 MovDir[x][y] = direction[0][i];
4394 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4395 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4397 MovDir[x][y] = direction[1][i];
4406 GfxDir[x][y] = MovDir[x][y];
4409 void InitAmoebaNr(int x, int y)
4412 int group_nr = AmoebeNachbarNr(x, y);
4416 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4418 if (AmoebaCnt[i] == 0)
4426 AmoebaNr[x][y] = group_nr;
4427 AmoebaCnt[group_nr]++;
4428 AmoebaCnt2[group_nr]++;
4431 static void PlayerWins(struct PlayerInfo *player)
4433 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4434 local_player->players_still_needed > 0)
4437 player->LevelSolved = TRUE;
4438 player->GameOver = TRUE;
4440 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4441 level.native_em_level->lev->score :
4442 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4445 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4446 MM_HEALTH(game_mm.laser_overload_value) :
4449 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4451 player->LevelSolved_CountingScore = player->score_final;
4452 player->LevelSolved_CountingHealth = player->health_final;
4457 static int time_count_steps;
4458 static int time, time_final;
4459 static int score, score_final;
4460 static int health, health_final;
4461 static int game_over_delay_1 = 0;
4462 static int game_over_delay_2 = 0;
4463 static int game_over_delay_3 = 0;
4464 int game_over_delay_value_1 = 50;
4465 int game_over_delay_value_2 = 25;
4466 int game_over_delay_value_3 = 50;
4468 if (!local_player->LevelSolved_GameWon)
4472 /* do not start end game actions before the player stops moving (to exit) */
4473 if (local_player->MovPos)
4476 local_player->LevelSolved_GameWon = TRUE;
4477 local_player->LevelSolved_SaveTape = tape.recording;
4478 local_player->LevelSolved_SaveScore = !tape.playing;
4482 LevelStats_incSolved(level_nr);
4484 SaveLevelSetup_SeriesInfo();
4487 if (tape.auto_play) /* tape might already be stopped here */
4488 tape.auto_play_level_solved = TRUE;
4492 game_over_delay_1 = 0;
4493 game_over_delay_2 = 0;
4494 game_over_delay_3 = game_over_delay_value_3;
4496 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4497 score = score_final = local_player->score_final;
4498 health = health_final = local_player->health_final;
4500 if (level.score[SC_TIME_BONUS] > 0)
4505 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4507 else if (game.no_time_limit && TimePlayed < 999)
4510 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4513 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4515 game_over_delay_1 = game_over_delay_value_1;
4517 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4520 score_final += health * level.score[SC_TIME_BONUS];
4522 game_over_delay_2 = game_over_delay_value_2;
4525 local_player->score_final = score_final;
4526 local_player->health_final = health_final;
4529 if (level_editor_test_game)
4532 score = score_final;
4534 local_player->LevelSolved_CountingTime = time;
4535 local_player->LevelSolved_CountingScore = score;
4537 game_panel_controls[GAME_PANEL_TIME].value = time;
4538 game_panel_controls[GAME_PANEL_SCORE].value = score;
4540 DisplayGameControlValues();
4543 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4545 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4547 /* close exit door after last player */
4548 if ((AllPlayersGone &&
4549 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4550 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4551 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4552 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4553 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4555 int element = Feld[ExitX][ExitY];
4557 Feld[ExitX][ExitY] =
4558 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4559 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4560 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4561 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4562 EL_EM_STEEL_EXIT_CLOSING);
4564 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4567 /* player disappears */
4568 DrawLevelField(ExitX, ExitY);
4571 for (i = 0; i < MAX_PLAYERS; i++)
4573 struct PlayerInfo *player = &stored_player[i];
4575 if (player->present)
4577 RemovePlayer(player);
4579 /* player disappears */
4580 DrawLevelField(player->jx, player->jy);
4585 PlaySound(SND_GAME_WINNING);
4588 if (game_over_delay_1 > 0)
4590 game_over_delay_1--;
4595 if (time != time_final)
4597 int time_to_go = ABS(time_final - time);
4598 int time_count_dir = (time < time_final ? +1 : -1);
4600 if (time_to_go < time_count_steps)
4601 time_count_steps = 1;
4603 time += time_count_steps * time_count_dir;
4604 score += time_count_steps * level.score[SC_TIME_BONUS];
4606 local_player->LevelSolved_CountingTime = time;
4607 local_player->LevelSolved_CountingScore = score;
4609 game_panel_controls[GAME_PANEL_TIME].value = time;
4610 game_panel_controls[GAME_PANEL_SCORE].value = score;
4612 DisplayGameControlValues();
4614 if (time == time_final)
4615 StopSound(SND_GAME_LEVELTIME_BONUS);
4616 else if (setup.sound_loops)
4617 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4619 PlaySound(SND_GAME_LEVELTIME_BONUS);
4624 if (game_over_delay_2 > 0)
4626 game_over_delay_2--;
4631 if (health != health_final)
4633 int health_count_dir = (health < health_final ? +1 : -1);
4635 health += health_count_dir;
4636 score += level.score[SC_TIME_BONUS];
4638 local_player->LevelSolved_CountingHealth = health;
4639 local_player->LevelSolved_CountingScore = score;
4641 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4642 game_panel_controls[GAME_PANEL_SCORE].value = score;
4644 DisplayGameControlValues();
4646 if (health == health_final)
4647 StopSound(SND_GAME_LEVELTIME_BONUS);
4648 else if (setup.sound_loops)
4649 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4651 PlaySound(SND_GAME_LEVELTIME_BONUS);
4656 local_player->LevelSolved_PanelOff = TRUE;
4658 if (game_over_delay_3 > 0)
4660 game_over_delay_3--;
4672 local_player->LevelSolved_GameEnd = TRUE;
4674 if (local_player->LevelSolved_SaveTape)
4676 /* make sure that request dialog to save tape does not open door again */
4677 if (!global.use_envelope_request)
4678 CloseDoor(DOOR_CLOSE_1);
4680 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4683 /* if no tape is to be saved, close both doors simultaneously */
4684 CloseDoor(DOOR_CLOSE_ALL);
4686 if (level_editor_test_game)
4688 SetGameStatus(GAME_MODE_MAIN);
4695 if (!local_player->LevelSolved_SaveScore)
4697 SetGameStatus(GAME_MODE_MAIN);
4704 if (level_nr == leveldir_current->handicap_level)
4706 leveldir_current->handicap_level++;
4708 SaveLevelSetup_SeriesInfo();
4711 if (setup.increment_levels &&
4712 level_nr < leveldir_current->last_level &&
4715 level_nr++; /* advance to next level */
4716 TapeErase(); /* start with empty tape */
4718 if (setup.auto_play_next_level)
4720 LoadLevel(level_nr);
4722 SaveLevelSetup_SeriesInfo();
4726 /* used instead of last "level_nr" (for network games) */
4727 hi_pos = NewHiScore(levelset.level_nr);
4729 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4731 SetGameStatus(GAME_MODE_SCORES);
4733 DrawHallOfFame(levelset.level_nr, hi_pos);
4735 else if (setup.auto_play_next_level && setup.increment_levels &&
4738 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4742 SetGameStatus(GAME_MODE_MAIN);
4748 int NewHiScore(int level_nr)
4752 boolean one_score_entry_per_name = !program.many_scores_per_name;
4754 LoadScore(level_nr);
4756 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4757 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4760 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4762 if (local_player->score_final > highscore[k].Score)
4764 /* player has made it to the hall of fame */
4766 if (k < MAX_SCORE_ENTRIES - 1)
4768 int m = MAX_SCORE_ENTRIES - 1;
4770 if (one_score_entry_per_name)
4772 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4773 if (strEqual(setup.player_name, highscore[l].Name))
4776 if (m == k) /* player's new highscore overwrites his old one */
4780 for (l = m; l > k; l--)
4782 strcpy(highscore[l].Name, highscore[l - 1].Name);
4783 highscore[l].Score = highscore[l - 1].Score;
4789 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4790 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4791 highscore[k].Score = local_player->score_final;
4796 else if (one_score_entry_per_name &&
4797 !strncmp(setup.player_name, highscore[k].Name,
4798 MAX_PLAYER_NAME_LEN))
4799 break; /* player already there with a higher score */
4803 SaveScore(level_nr);
4808 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4810 int element = Feld[x][y];
4811 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4812 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4813 int horiz_move = (dx != 0);
4814 int sign = (horiz_move ? dx : dy);
4815 int step = sign * element_info[element].move_stepsize;
4817 /* special values for move stepsize for spring and things on conveyor belt */
4820 if (CAN_FALL(element) &&
4821 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4822 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4823 else if (element == EL_SPRING)
4824 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4830 inline static int getElementMoveStepsize(int x, int y)
4832 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4835 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4837 if (player->GfxAction != action || player->GfxDir != dir)
4839 player->GfxAction = action;
4840 player->GfxDir = dir;
4842 player->StepFrame = 0;
4846 static void ResetGfxFrame(int x, int y)
4848 // profiling showed that "autotest" spends 10~20% of its time in this function
4849 if (DrawingDeactivatedField())
4852 int element = Feld[x][y];
4853 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4855 if (graphic_info[graphic].anim_global_sync)
4856 GfxFrame[x][y] = FrameCounter;
4857 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4858 GfxFrame[x][y] = CustomValue[x][y];
4859 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4860 GfxFrame[x][y] = element_info[element].collect_score;
4861 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4862 GfxFrame[x][y] = ChangeDelay[x][y];
4865 static void ResetGfxAnimation(int x, int y)
4867 GfxAction[x][y] = ACTION_DEFAULT;
4868 GfxDir[x][y] = MovDir[x][y];
4871 ResetGfxFrame(x, y);
4874 static void ResetRandomAnimationValue(int x, int y)
4876 GfxRandom[x][y] = INIT_GFX_RANDOM();
4879 static void InitMovingField(int x, int y, int direction)
4881 int element = Feld[x][y];
4882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4886 boolean is_moving_before, is_moving_after;
4888 /* check if element was/is moving or being moved before/after mode change */
4889 is_moving_before = (WasJustMoving[x][y] != 0);
4890 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4892 /* reset animation only for moving elements which change direction of moving
4893 or which just started or stopped moving
4894 (else CEs with property "can move" / "not moving" are reset each frame) */
4895 if (is_moving_before != is_moving_after ||
4896 direction != MovDir[x][y])
4897 ResetGfxAnimation(x, y);
4899 MovDir[x][y] = direction;
4900 GfxDir[x][y] = direction;
4902 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4903 direction == MV_DOWN && CAN_FALL(element) ?
4904 ACTION_FALLING : ACTION_MOVING);
4906 /* this is needed for CEs with property "can move" / "not moving" */
4908 if (is_moving_after)
4910 if (Feld[newx][newy] == EL_EMPTY)
4911 Feld[newx][newy] = EL_BLOCKED;
4913 MovDir[newx][newy] = MovDir[x][y];
4915 CustomValue[newx][newy] = CustomValue[x][y];
4917 GfxFrame[newx][newy] = GfxFrame[x][y];
4918 GfxRandom[newx][newy] = GfxRandom[x][y];
4919 GfxAction[newx][newy] = GfxAction[x][y];
4920 GfxDir[newx][newy] = GfxDir[x][y];
4924 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4926 int direction = MovDir[x][y];
4927 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4928 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4934 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4936 int oldx = x, oldy = y;
4937 int direction = MovDir[x][y];
4939 if (direction == MV_LEFT)
4941 else if (direction == MV_RIGHT)
4943 else if (direction == MV_UP)
4945 else if (direction == MV_DOWN)
4948 *comes_from_x = oldx;
4949 *comes_from_y = oldy;
4952 static int MovingOrBlocked2Element(int x, int y)
4954 int element = Feld[x][y];
4956 if (element == EL_BLOCKED)
4960 Blocked2Moving(x, y, &oldx, &oldy);
4961 return Feld[oldx][oldy];
4967 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4969 /* like MovingOrBlocked2Element(), but if element is moving
4970 and (x,y) is the field the moving element is just leaving,
4971 return EL_BLOCKED instead of the element value */
4972 int element = Feld[x][y];
4974 if (IS_MOVING(x, y))
4976 if (element == EL_BLOCKED)
4980 Blocked2Moving(x, y, &oldx, &oldy);
4981 return Feld[oldx][oldy];
4990 static void RemoveField(int x, int y)
4992 Feld[x][y] = EL_EMPTY;
4998 CustomValue[x][y] = 0;
5001 ChangeDelay[x][y] = 0;
5002 ChangePage[x][y] = -1;
5003 Pushed[x][y] = FALSE;
5005 GfxElement[x][y] = EL_UNDEFINED;
5006 GfxAction[x][y] = ACTION_DEFAULT;
5007 GfxDir[x][y] = MV_NONE;
5010 static void RemoveMovingField(int x, int y)
5012 int oldx = x, oldy = y, newx = x, newy = y;
5013 int element = Feld[x][y];
5014 int next_element = EL_UNDEFINED;
5016 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5019 if (IS_MOVING(x, y))
5021 Moving2Blocked(x, y, &newx, &newy);
5023 if (Feld[newx][newy] != EL_BLOCKED)
5025 /* element is moving, but target field is not free (blocked), but
5026 already occupied by something different (example: acid pool);
5027 in this case, only remove the moving field, but not the target */
5029 RemoveField(oldx, oldy);
5031 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5033 TEST_DrawLevelField(oldx, oldy);
5038 else if (element == EL_BLOCKED)
5040 Blocked2Moving(x, y, &oldx, &oldy);
5041 if (!IS_MOVING(oldx, oldy))
5045 if (element == EL_BLOCKED &&
5046 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5047 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5048 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5049 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5050 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5051 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5052 next_element = get_next_element(Feld[oldx][oldy]);
5054 RemoveField(oldx, oldy);
5055 RemoveField(newx, newy);
5057 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5059 if (next_element != EL_UNDEFINED)
5060 Feld[oldx][oldy] = next_element;
5062 TEST_DrawLevelField(oldx, oldy);
5063 TEST_DrawLevelField(newx, newy);
5066 void DrawDynamite(int x, int y)
5068 int sx = SCREENX(x), sy = SCREENY(y);
5069 int graphic = el2img(Feld[x][y]);
5072 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5075 if (IS_WALKABLE_INSIDE(Back[x][y]))
5079 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5080 else if (Store[x][y])
5081 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5083 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5085 if (Back[x][y] || Store[x][y])
5086 DrawGraphicThruMask(sx, sy, graphic, frame);
5088 DrawGraphic(sx, sy, graphic, frame);
5091 static void CheckDynamite(int x, int y)
5093 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5097 if (MovDelay[x][y] != 0)
5100 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5106 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5111 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5113 boolean num_checked_players = 0;
5116 for (i = 0; i < MAX_PLAYERS; i++)
5118 if (stored_player[i].active)
5120 int sx = stored_player[i].jx;
5121 int sy = stored_player[i].jy;
5123 if (num_checked_players == 0)
5130 *sx1 = MIN(*sx1, sx);
5131 *sy1 = MIN(*sy1, sy);
5132 *sx2 = MAX(*sx2, sx);
5133 *sy2 = MAX(*sy2, sy);
5136 num_checked_players++;
5141 static boolean checkIfAllPlayersFitToScreen_RND(void)
5143 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5145 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5147 return (sx2 - sx1 < SCR_FIELDX &&
5148 sy2 - sy1 < SCR_FIELDY);
5151 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5153 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5155 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5157 *sx = (sx1 + sx2) / 2;
5158 *sy = (sy1 + sy2) / 2;
5161 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5162 boolean center_screen, boolean quick_relocation)
5164 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5165 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5166 boolean no_delay = (tape.warp_forward);
5167 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5168 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5169 int new_scroll_x, new_scroll_y;
5171 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5173 /* case 1: quick relocation inside visible screen (without scrolling) */
5180 if (!level.shifted_relocation || center_screen)
5182 /* relocation _with_ centering of screen */
5184 new_scroll_x = SCROLL_POSITION_X(x);
5185 new_scroll_y = SCROLL_POSITION_Y(y);
5189 /* relocation _without_ centering of screen */
5191 int center_scroll_x = SCROLL_POSITION_X(old_x);
5192 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5193 int offset_x = x + (scroll_x - center_scroll_x);
5194 int offset_y = y + (scroll_y - center_scroll_y);
5196 /* for new screen position, apply previous offset to center position */
5197 new_scroll_x = SCROLL_POSITION_X(offset_x);
5198 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5201 if (quick_relocation)
5203 /* case 2: quick relocation (redraw without visible scrolling) */
5205 scroll_x = new_scroll_x;
5206 scroll_y = new_scroll_y;
5213 /* case 3: visible relocation (with scrolling to new position) */
5215 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5217 SetVideoFrameDelay(wait_delay_value);
5219 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5222 int fx = FX, fy = FY;
5224 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5225 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5227 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5233 fx += dx * TILEX / 2;
5234 fy += dy * TILEY / 2;
5236 ScrollLevel(dx, dy);
5239 /* scroll in two steps of half tile size to make things smoother */
5240 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5242 /* scroll second step to align at full tile size */
5243 BlitScreenToBitmap(window);
5249 SetVideoFrameDelay(frame_delay_value_old);
5252 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5254 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5255 int player_nr = GET_PLAYER_NR(el_player);
5256 struct PlayerInfo *player = &stored_player[player_nr];
5257 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5258 boolean no_delay = (tape.warp_forward);
5259 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5260 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5261 int old_jx = player->jx;
5262 int old_jy = player->jy;
5263 int old_element = Feld[old_jx][old_jy];
5264 int element = Feld[jx][jy];
5265 boolean player_relocated = (old_jx != jx || old_jy != jy);
5267 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5268 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5269 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5270 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5271 int leave_side_horiz = move_dir_horiz;
5272 int leave_side_vert = move_dir_vert;
5273 int enter_side = enter_side_horiz | enter_side_vert;
5274 int leave_side = leave_side_horiz | leave_side_vert;
5276 if (player->GameOver) /* do not reanimate dead player */
5279 if (!player_relocated) /* no need to relocate the player */
5282 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5284 RemoveField(jx, jy); /* temporarily remove newly placed player */
5285 DrawLevelField(jx, jy);
5288 if (player->present)
5290 while (player->MovPos)
5292 ScrollPlayer(player, SCROLL_GO_ON);
5293 ScrollScreen(NULL, SCROLL_GO_ON);
5295 AdvanceFrameAndPlayerCounters(player->index_nr);
5299 BackToFront_WithFrameDelay(wait_delay_value);
5302 DrawPlayer(player); /* needed here only to cleanup last field */
5303 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5305 player->is_moving = FALSE;
5308 if (IS_CUSTOM_ELEMENT(old_element))
5309 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5311 player->index_bit, leave_side);
5313 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5315 player->index_bit, leave_side);
5317 Feld[jx][jy] = el_player;
5318 InitPlayerField(jx, jy, el_player, TRUE);
5320 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5321 possible that the relocation target field did not contain a player element,
5322 but a walkable element, to which the new player was relocated -- in this
5323 case, restore that (already initialized!) element on the player field */
5324 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5326 Feld[jx][jy] = element; /* restore previously existing element */
5329 /* only visually relocate centered player */
5330 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5331 FALSE, level.instant_relocation);
5333 TestIfPlayerTouchesBadThing(jx, jy);
5334 TestIfPlayerTouchesCustomElement(jx, jy);
5336 if (IS_CUSTOM_ELEMENT(element))
5337 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5338 player->index_bit, enter_side);
5340 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5341 player->index_bit, enter_side);
5343 if (player->is_switching)
5345 /* ensure that relocation while still switching an element does not cause
5346 a new element to be treated as also switched directly after relocation
5347 (this is important for teleporter switches that teleport the player to
5348 a place where another teleporter switch is in the same direction, which
5349 would then incorrectly be treated as immediately switched before the
5350 direction key that caused the switch was released) */
5352 player->switch_x += jx - old_jx;
5353 player->switch_y += jy - old_jy;
5357 static void Explode(int ex, int ey, int phase, int mode)
5363 /* !!! eliminate this variable !!! */
5364 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5366 if (game.explosions_delayed)
5368 ExplodeField[ex][ey] = mode;
5372 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5374 int center_element = Feld[ex][ey];
5375 int artwork_element, explosion_element; /* set these values later */
5377 /* remove things displayed in background while burning dynamite */
5378 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5381 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5383 /* put moving element to center field (and let it explode there) */
5384 center_element = MovingOrBlocked2Element(ex, ey);
5385 RemoveMovingField(ex, ey);
5386 Feld[ex][ey] = center_element;
5389 /* now "center_element" is finally determined -- set related values now */
5390 artwork_element = center_element; /* for custom player artwork */
5391 explosion_element = center_element; /* for custom player artwork */
5393 if (IS_PLAYER(ex, ey))
5395 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5397 artwork_element = stored_player[player_nr].artwork_element;
5399 if (level.use_explosion_element[player_nr])
5401 explosion_element = level.explosion_element[player_nr];
5402 artwork_element = explosion_element;
5406 if (mode == EX_TYPE_NORMAL ||
5407 mode == EX_TYPE_CENTER ||
5408 mode == EX_TYPE_CROSS)
5409 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5411 last_phase = element_info[explosion_element].explosion_delay + 1;
5413 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5415 int xx = x - ex + 1;
5416 int yy = y - ey + 1;
5419 if (!IN_LEV_FIELD(x, y) ||
5420 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5421 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5424 element = Feld[x][y];
5426 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5428 element = MovingOrBlocked2Element(x, y);
5430 if (!IS_EXPLOSION_PROOF(element))
5431 RemoveMovingField(x, y);
5434 /* indestructible elements can only explode in center (but not flames) */
5435 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5436 mode == EX_TYPE_BORDER)) ||
5437 element == EL_FLAMES)
5440 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5441 behaviour, for example when touching a yamyam that explodes to rocks
5442 with active deadly shield, a rock is created under the player !!! */
5443 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5445 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5446 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5447 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5449 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5452 if (IS_ACTIVE_BOMB(element))
5454 /* re-activate things under the bomb like gate or penguin */
5455 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5462 /* save walkable background elements while explosion on same tile */
5463 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5464 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5465 Back[x][y] = element;
5467 /* ignite explodable elements reached by other explosion */
5468 if (element == EL_EXPLOSION)
5469 element = Store2[x][y];
5471 if (AmoebaNr[x][y] &&
5472 (element == EL_AMOEBA_FULL ||
5473 element == EL_BD_AMOEBA ||
5474 element == EL_AMOEBA_GROWING))
5476 AmoebaCnt[AmoebaNr[x][y]]--;
5477 AmoebaCnt2[AmoebaNr[x][y]]--;
5482 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5484 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5486 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5488 if (PLAYERINFO(ex, ey)->use_murphy)
5489 Store[x][y] = EL_EMPTY;
5492 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5493 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5494 else if (ELEM_IS_PLAYER(center_element))
5495 Store[x][y] = EL_EMPTY;
5496 else if (center_element == EL_YAMYAM)
5497 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5498 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5499 Store[x][y] = element_info[center_element].content.e[xx][yy];
5501 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5502 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5503 otherwise) -- FIX THIS !!! */
5504 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5505 Store[x][y] = element_info[element].content.e[1][1];
5507 else if (!CAN_EXPLODE(element))
5508 Store[x][y] = element_info[element].content.e[1][1];
5511 Store[x][y] = EL_EMPTY;
5513 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5514 center_element == EL_AMOEBA_TO_DIAMOND)
5515 Store2[x][y] = element;
5517 Feld[x][y] = EL_EXPLOSION;
5518 GfxElement[x][y] = artwork_element;
5520 ExplodePhase[x][y] = 1;
5521 ExplodeDelay[x][y] = last_phase;
5526 if (center_element == EL_YAMYAM)
5527 game.yamyam_content_nr =
5528 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5540 GfxFrame[x][y] = 0; /* restart explosion animation */
5542 last_phase = ExplodeDelay[x][y];
5544 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5546 /* this can happen if the player leaves an explosion just in time */
5547 if (GfxElement[x][y] == EL_UNDEFINED)
5548 GfxElement[x][y] = EL_EMPTY;
5550 border_element = Store2[x][y];
5551 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5552 border_element = StorePlayer[x][y];
5554 if (phase == element_info[border_element].ignition_delay ||
5555 phase == last_phase)
5557 boolean border_explosion = FALSE;
5559 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5560 !PLAYER_EXPLOSION_PROTECTED(x, y))
5562 KillPlayerUnlessExplosionProtected(x, y);
5563 border_explosion = TRUE;
5565 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5567 Feld[x][y] = Store2[x][y];
5570 border_explosion = TRUE;
5572 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5574 AmoebeUmwandeln(x, y);
5576 border_explosion = TRUE;
5579 /* if an element just explodes due to another explosion (chain-reaction),
5580 do not immediately end the new explosion when it was the last frame of
5581 the explosion (as it would be done in the following "if"-statement!) */
5582 if (border_explosion && phase == last_phase)
5586 if (phase == last_phase)
5590 element = Feld[x][y] = Store[x][y];
5591 Store[x][y] = Store2[x][y] = 0;
5592 GfxElement[x][y] = EL_UNDEFINED;
5594 /* player can escape from explosions and might therefore be still alive */
5595 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5596 element <= EL_PLAYER_IS_EXPLODING_4)
5598 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5599 int explosion_element = EL_PLAYER_1 + player_nr;
5600 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5601 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5603 if (level.use_explosion_element[player_nr])
5604 explosion_element = level.explosion_element[player_nr];
5606 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5607 element_info[explosion_element].content.e[xx][yy]);
5610 /* restore probably existing indestructible background element */
5611 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5612 element = Feld[x][y] = Back[x][y];
5615 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5616 GfxDir[x][y] = MV_NONE;
5617 ChangeDelay[x][y] = 0;
5618 ChangePage[x][y] = -1;
5620 CustomValue[x][y] = 0;
5622 InitField_WithBug2(x, y, FALSE);
5624 TEST_DrawLevelField(x, y);
5626 TestIfElementTouchesCustomElement(x, y);
5628 if (GFX_CRUMBLED(element))
5629 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5631 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5632 StorePlayer[x][y] = 0;
5634 if (ELEM_IS_PLAYER(element))
5635 RelocatePlayer(x, y, element);
5637 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5639 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5640 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5643 TEST_DrawLevelFieldCrumbled(x, y);
5645 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5647 DrawLevelElement(x, y, Back[x][y]);
5648 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5650 else if (IS_WALKABLE_UNDER(Back[x][y]))
5652 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5653 DrawLevelElementThruMask(x, y, Back[x][y]);
5655 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5656 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5660 static void DynaExplode(int ex, int ey)
5663 int dynabomb_element = Feld[ex][ey];
5664 int dynabomb_size = 1;
5665 boolean dynabomb_xl = FALSE;
5666 struct PlayerInfo *player;
5667 static int xy[4][2] =
5675 if (IS_ACTIVE_BOMB(dynabomb_element))
5677 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5678 dynabomb_size = player->dynabomb_size;
5679 dynabomb_xl = player->dynabomb_xl;
5680 player->dynabombs_left++;
5683 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5685 for (i = 0; i < NUM_DIRECTIONS; i++)
5687 for (j = 1; j <= dynabomb_size; j++)
5689 int x = ex + j * xy[i][0];
5690 int y = ey + j * xy[i][1];
5693 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5696 element = Feld[x][y];
5698 /* do not restart explosions of fields with active bombs */
5699 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5702 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5704 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5705 !IS_DIGGABLE(element) && !dynabomb_xl)
5711 void Bang(int x, int y)
5713 int element = MovingOrBlocked2Element(x, y);
5714 int explosion_type = EX_TYPE_NORMAL;
5716 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5718 struct PlayerInfo *player = PLAYERINFO(x, y);
5720 element = Feld[x][y] = player->initial_element;
5722 if (level.use_explosion_element[player->index_nr])
5724 int explosion_element = level.explosion_element[player->index_nr];
5726 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5727 explosion_type = EX_TYPE_CROSS;
5728 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5729 explosion_type = EX_TYPE_CENTER;
5737 case EL_BD_BUTTERFLY:
5740 case EL_DARK_YAMYAM:
5744 RaiseScoreElement(element);
5747 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5748 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5749 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5750 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5751 case EL_DYNABOMB_INCREASE_NUMBER:
5752 case EL_DYNABOMB_INCREASE_SIZE:
5753 case EL_DYNABOMB_INCREASE_POWER:
5754 explosion_type = EX_TYPE_DYNA;
5757 case EL_DC_LANDMINE:
5758 explosion_type = EX_TYPE_CENTER;
5763 case EL_LAMP_ACTIVE:
5764 case EL_AMOEBA_TO_DIAMOND:
5765 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5766 explosion_type = EX_TYPE_CENTER;
5770 if (element_info[element].explosion_type == EXPLODES_CROSS)
5771 explosion_type = EX_TYPE_CROSS;
5772 else if (element_info[element].explosion_type == EXPLODES_1X1)
5773 explosion_type = EX_TYPE_CENTER;
5777 if (explosion_type == EX_TYPE_DYNA)
5780 Explode(x, y, EX_PHASE_START, explosion_type);
5782 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5785 static void SplashAcid(int x, int y)
5787 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5788 (!IN_LEV_FIELD(x - 1, y - 2) ||
5789 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5790 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5792 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5793 (!IN_LEV_FIELD(x + 1, y - 2) ||
5794 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5795 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5797 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5800 static void InitBeltMovement(void)
5802 static int belt_base_element[4] =
5804 EL_CONVEYOR_BELT_1_LEFT,
5805 EL_CONVEYOR_BELT_2_LEFT,
5806 EL_CONVEYOR_BELT_3_LEFT,
5807 EL_CONVEYOR_BELT_4_LEFT
5809 static int belt_base_active_element[4] =
5811 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5812 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5813 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5819 /* set frame order for belt animation graphic according to belt direction */
5820 for (i = 0; i < NUM_BELTS; i++)
5824 for (j = 0; j < NUM_BELT_PARTS; j++)
5826 int element = belt_base_active_element[belt_nr] + j;
5827 int graphic_1 = el2img(element);
5828 int graphic_2 = el2panelimg(element);
5830 if (game.belt_dir[i] == MV_LEFT)
5832 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5833 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5837 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5838 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5843 SCAN_PLAYFIELD(x, y)
5845 int element = Feld[x][y];
5847 for (i = 0; i < NUM_BELTS; i++)
5849 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5851 int e_belt_nr = getBeltNrFromBeltElement(element);
5854 if (e_belt_nr == belt_nr)
5856 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5858 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5865 static void ToggleBeltSwitch(int x, int y)
5867 static int belt_base_element[4] =
5869 EL_CONVEYOR_BELT_1_LEFT,
5870 EL_CONVEYOR_BELT_2_LEFT,
5871 EL_CONVEYOR_BELT_3_LEFT,
5872 EL_CONVEYOR_BELT_4_LEFT
5874 static int belt_base_active_element[4] =
5876 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5877 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5878 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5879 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5881 static int belt_base_switch_element[4] =
5883 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5884 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5885 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5886 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5888 static int belt_move_dir[4] =
5896 int element = Feld[x][y];
5897 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5898 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5899 int belt_dir = belt_move_dir[belt_dir_nr];
5902 if (!IS_BELT_SWITCH(element))
5905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5906 game.belt_dir[belt_nr] = belt_dir;
5908 if (belt_dir_nr == 3)
5911 /* set frame order for belt animation graphic according to belt direction */
5912 for (i = 0; i < NUM_BELT_PARTS; i++)
5914 int element = belt_base_active_element[belt_nr] + i;
5915 int graphic_1 = el2img(element);
5916 int graphic_2 = el2panelimg(element);
5918 if (belt_dir == MV_LEFT)
5920 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5921 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5925 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5926 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5930 SCAN_PLAYFIELD(xx, yy)
5932 int element = Feld[xx][yy];
5934 if (IS_BELT_SWITCH(element))
5936 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5938 if (e_belt_nr == belt_nr)
5940 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5941 TEST_DrawLevelField(xx, yy);
5944 else if (IS_BELT(element) && belt_dir != MV_NONE)
5946 int e_belt_nr = getBeltNrFromBeltElement(element);
5948 if (e_belt_nr == belt_nr)
5950 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5952 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5953 TEST_DrawLevelField(xx, yy);
5956 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5958 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5960 if (e_belt_nr == belt_nr)
5962 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5964 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5965 TEST_DrawLevelField(xx, yy);
5971 static void ToggleSwitchgateSwitch(int x, int y)
5975 game.switchgate_pos = !game.switchgate_pos;
5977 SCAN_PLAYFIELD(xx, yy)
5979 int element = Feld[xx][yy];
5981 if (element == EL_SWITCHGATE_SWITCH_UP)
5983 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5984 TEST_DrawLevelField(xx, yy);
5986 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5988 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5989 TEST_DrawLevelField(xx, yy);
5991 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5993 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5994 TEST_DrawLevelField(xx, yy);
5996 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5998 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5999 TEST_DrawLevelField(xx, yy);
6001 else if (element == EL_SWITCHGATE_OPEN ||
6002 element == EL_SWITCHGATE_OPENING)
6004 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6006 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6008 else if (element == EL_SWITCHGATE_CLOSED ||
6009 element == EL_SWITCHGATE_CLOSING)
6011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6013 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6018 static int getInvisibleActiveFromInvisibleElement(int element)
6020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6022 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6026 static int getInvisibleFromInvisibleActiveElement(int element)
6028 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6029 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6030 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6034 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6038 SCAN_PLAYFIELD(x, y)
6040 int element = Feld[x][y];
6042 if (element == EL_LIGHT_SWITCH &&
6043 game.light_time_left > 0)
6045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6046 TEST_DrawLevelField(x, y);
6048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6049 game.light_time_left == 0)
6051 Feld[x][y] = EL_LIGHT_SWITCH;
6052 TEST_DrawLevelField(x, y);
6054 else if (element == EL_EMC_DRIPPER &&
6055 game.light_time_left > 0)
6057 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6058 TEST_DrawLevelField(x, y);
6060 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6061 game.light_time_left == 0)
6063 Feld[x][y] = EL_EMC_DRIPPER;
6064 TEST_DrawLevelField(x, y);
6066 else if (element == EL_INVISIBLE_STEELWALL ||
6067 element == EL_INVISIBLE_WALL ||
6068 element == EL_INVISIBLE_SAND)
6070 if (game.light_time_left > 0)
6071 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6073 TEST_DrawLevelField(x, y);
6075 /* uncrumble neighbour fields, if needed */
6076 if (element == EL_INVISIBLE_SAND)
6077 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6079 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6080 element == EL_INVISIBLE_WALL_ACTIVE ||
6081 element == EL_INVISIBLE_SAND_ACTIVE)
6083 if (game.light_time_left == 0)
6084 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6086 TEST_DrawLevelField(x, y);
6088 /* re-crumble neighbour fields, if needed */
6089 if (element == EL_INVISIBLE_SAND)
6090 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6095 static void RedrawAllInvisibleElementsForLenses(void)
6099 SCAN_PLAYFIELD(x, y)
6101 int element = Feld[x][y];
6103 if (element == EL_EMC_DRIPPER &&
6104 game.lenses_time_left > 0)
6106 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6107 TEST_DrawLevelField(x, y);
6109 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6110 game.lenses_time_left == 0)
6112 Feld[x][y] = EL_EMC_DRIPPER;
6113 TEST_DrawLevelField(x, y);
6115 else if (element == EL_INVISIBLE_STEELWALL ||
6116 element == EL_INVISIBLE_WALL ||
6117 element == EL_INVISIBLE_SAND)
6119 if (game.lenses_time_left > 0)
6120 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6122 TEST_DrawLevelField(x, y);
6124 /* uncrumble neighbour fields, if needed */
6125 if (element == EL_INVISIBLE_SAND)
6126 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6128 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6129 element == EL_INVISIBLE_WALL_ACTIVE ||
6130 element == EL_INVISIBLE_SAND_ACTIVE)
6132 if (game.lenses_time_left == 0)
6133 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6135 TEST_DrawLevelField(x, y);
6137 /* re-crumble neighbour fields, if needed */
6138 if (element == EL_INVISIBLE_SAND)
6139 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6144 static void RedrawAllInvisibleElementsForMagnifier(void)
6148 SCAN_PLAYFIELD(x, y)
6150 int element = Feld[x][y];
6152 if (element == EL_EMC_FAKE_GRASS &&
6153 game.magnify_time_left > 0)
6155 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6156 TEST_DrawLevelField(x, y);
6158 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6159 game.magnify_time_left == 0)
6161 Feld[x][y] = EL_EMC_FAKE_GRASS;
6162 TEST_DrawLevelField(x, y);
6164 else if (IS_GATE_GRAY(element) &&
6165 game.magnify_time_left > 0)
6167 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6168 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6169 IS_EM_GATE_GRAY(element) ?
6170 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6171 IS_EMC_GATE_GRAY(element) ?
6172 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6173 IS_DC_GATE_GRAY(element) ?
6174 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6176 TEST_DrawLevelField(x, y);
6178 else if (IS_GATE_GRAY_ACTIVE(element) &&
6179 game.magnify_time_left == 0)
6181 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6182 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6183 IS_EM_GATE_GRAY_ACTIVE(element) ?
6184 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6185 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6186 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6187 IS_DC_GATE_GRAY_ACTIVE(element) ?
6188 EL_DC_GATE_WHITE_GRAY :
6190 TEST_DrawLevelField(x, y);
6195 static void ToggleLightSwitch(int x, int y)
6197 int element = Feld[x][y];
6199 game.light_time_left =
6200 (element == EL_LIGHT_SWITCH ?
6201 level.time_light * FRAMES_PER_SECOND : 0);
6203 RedrawAllLightSwitchesAndInvisibleElements();
6206 static void ActivateTimegateSwitch(int x, int y)
6210 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6212 SCAN_PLAYFIELD(xx, yy)
6214 int element = Feld[xx][yy];
6216 if (element == EL_TIMEGATE_CLOSED ||
6217 element == EL_TIMEGATE_CLOSING)
6219 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6220 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6224 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6226 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6227 TEST_DrawLevelField(xx, yy);
6233 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6234 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6237 static void Impact(int x, int y)
6239 boolean last_line = (y == lev_fieldy - 1);
6240 boolean object_hit = FALSE;
6241 boolean impact = (last_line || object_hit);
6242 int element = Feld[x][y];
6243 int smashed = EL_STEELWALL;
6245 if (!last_line) /* check if element below was hit */
6247 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6250 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6251 MovDir[x][y + 1] != MV_DOWN ||
6252 MovPos[x][y + 1] <= TILEY / 2));
6254 /* do not smash moving elements that left the smashed field in time */
6255 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6256 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6259 #if USE_QUICKSAND_IMPACT_BUGFIX
6260 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6262 RemoveMovingField(x, y + 1);
6263 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6264 Feld[x][y + 2] = EL_ROCK;
6265 TEST_DrawLevelField(x, y + 2);
6270 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6272 RemoveMovingField(x, y + 1);
6273 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6274 Feld[x][y + 2] = EL_ROCK;
6275 TEST_DrawLevelField(x, y + 2);
6282 smashed = MovingOrBlocked2Element(x, y + 1);
6284 impact = (last_line || object_hit);
6287 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6289 SplashAcid(x, y + 1);
6293 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6294 /* only reset graphic animation if graphic really changes after impact */
6296 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6298 ResetGfxAnimation(x, y);
6299 TEST_DrawLevelField(x, y);
6302 if (impact && CAN_EXPLODE_IMPACT(element))
6307 else if (impact && element == EL_PEARL &&
6308 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6310 ResetGfxAnimation(x, y);
6312 Feld[x][y] = EL_PEARL_BREAKING;
6313 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6316 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6318 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6323 if (impact && element == EL_AMOEBA_DROP)
6325 if (object_hit && IS_PLAYER(x, y + 1))
6326 KillPlayerUnlessEnemyProtected(x, y + 1);
6327 else if (object_hit && smashed == EL_PENGUIN)
6331 Feld[x][y] = EL_AMOEBA_GROWING;
6332 Store[x][y] = EL_AMOEBA_WET;
6334 ResetRandomAnimationValue(x, y);
6339 if (object_hit) /* check which object was hit */
6341 if ((CAN_PASS_MAGIC_WALL(element) &&
6342 (smashed == EL_MAGIC_WALL ||
6343 smashed == EL_BD_MAGIC_WALL)) ||
6344 (CAN_PASS_DC_MAGIC_WALL(element) &&
6345 smashed == EL_DC_MAGIC_WALL))
6348 int activated_magic_wall =
6349 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6350 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6351 EL_DC_MAGIC_WALL_ACTIVE);
6353 /* activate magic wall / mill */
6354 SCAN_PLAYFIELD(xx, yy)
6356 if (Feld[xx][yy] == smashed)
6357 Feld[xx][yy] = activated_magic_wall;
6360 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6361 game.magic_wall_active = TRUE;
6363 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6364 SND_MAGIC_WALL_ACTIVATING :
6365 smashed == EL_BD_MAGIC_WALL ?
6366 SND_BD_MAGIC_WALL_ACTIVATING :
6367 SND_DC_MAGIC_WALL_ACTIVATING));
6370 if (IS_PLAYER(x, y + 1))
6372 if (CAN_SMASH_PLAYER(element))
6374 KillPlayerUnlessEnemyProtected(x, y + 1);
6378 else if (smashed == EL_PENGUIN)
6380 if (CAN_SMASH_PLAYER(element))
6386 else if (element == EL_BD_DIAMOND)
6388 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6394 else if (((element == EL_SP_INFOTRON ||
6395 element == EL_SP_ZONK) &&
6396 (smashed == EL_SP_SNIKSNAK ||
6397 smashed == EL_SP_ELECTRON ||
6398 smashed == EL_SP_DISK_ORANGE)) ||
6399 (element == EL_SP_INFOTRON &&
6400 smashed == EL_SP_DISK_YELLOW))
6405 else if (CAN_SMASH_EVERYTHING(element))
6407 if (IS_CLASSIC_ENEMY(smashed) ||
6408 CAN_EXPLODE_SMASHED(smashed))
6413 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6415 if (smashed == EL_LAMP ||
6416 smashed == EL_LAMP_ACTIVE)
6421 else if (smashed == EL_NUT)
6423 Feld[x][y + 1] = EL_NUT_BREAKING;
6424 PlayLevelSound(x, y, SND_NUT_BREAKING);
6425 RaiseScoreElement(EL_NUT);
6428 else if (smashed == EL_PEARL)
6430 ResetGfxAnimation(x, y);
6432 Feld[x][y + 1] = EL_PEARL_BREAKING;
6433 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6436 else if (smashed == EL_DIAMOND)
6438 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6439 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6442 else if (IS_BELT_SWITCH(smashed))
6444 ToggleBeltSwitch(x, y + 1);
6446 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6447 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6448 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6449 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6451 ToggleSwitchgateSwitch(x, y + 1);
6453 else if (smashed == EL_LIGHT_SWITCH ||
6454 smashed == EL_LIGHT_SWITCH_ACTIVE)
6456 ToggleLightSwitch(x, y + 1);
6460 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6462 CheckElementChangeBySide(x, y + 1, smashed, element,
6463 CE_SWITCHED, CH_SIDE_TOP);
6464 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6470 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6475 /* play sound of magic wall / mill */
6477 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6478 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6479 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6481 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6482 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6483 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6484 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6485 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6486 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6491 /* play sound of object that hits the ground */
6492 if (last_line || object_hit)
6493 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6496 inline static void TurnRoundExt(int x, int y)
6508 { 0, 0 }, { 0, 0 }, { 0, 0 },
6513 int left, right, back;
6517 { MV_DOWN, MV_UP, MV_RIGHT },
6518 { MV_UP, MV_DOWN, MV_LEFT },
6520 { MV_LEFT, MV_RIGHT, MV_DOWN },
6524 { MV_RIGHT, MV_LEFT, MV_UP }
6527 int element = Feld[x][y];
6528 int move_pattern = element_info[element].move_pattern;
6530 int old_move_dir = MovDir[x][y];
6531 int left_dir = turn[old_move_dir].left;
6532 int right_dir = turn[old_move_dir].right;
6533 int back_dir = turn[old_move_dir].back;
6535 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6536 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6537 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6538 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6540 int left_x = x + left_dx, left_y = y + left_dy;
6541 int right_x = x + right_dx, right_y = y + right_dy;
6542 int move_x = x + move_dx, move_y = y + move_dy;
6546 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6548 TestIfBadThingTouchesOtherBadThing(x, y);
6550 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6551 MovDir[x][y] = right_dir;
6552 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6553 MovDir[x][y] = left_dir;
6555 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6557 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6560 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6562 TestIfBadThingTouchesOtherBadThing(x, y);
6564 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6565 MovDir[x][y] = left_dir;
6566 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6567 MovDir[x][y] = right_dir;
6569 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6571 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6574 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6576 TestIfBadThingTouchesOtherBadThing(x, y);
6578 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6579 MovDir[x][y] = left_dir;
6580 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6581 MovDir[x][y] = right_dir;
6583 if (MovDir[x][y] != old_move_dir)
6586 else if (element == EL_YAMYAM)
6588 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6589 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6591 if (can_turn_left && can_turn_right)
6592 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6593 else if (can_turn_left)
6594 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6595 else if (can_turn_right)
6596 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6598 MovDir[x][y] = back_dir;
6600 MovDelay[x][y] = 16 + 16 * RND(3);
6602 else if (element == EL_DARK_YAMYAM)
6604 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6606 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6609 if (can_turn_left && can_turn_right)
6610 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6611 else if (can_turn_left)
6612 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6613 else if (can_turn_right)
6614 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6616 MovDir[x][y] = back_dir;
6618 MovDelay[x][y] = 16 + 16 * RND(3);
6620 else if (element == EL_PACMAN)
6622 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6623 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6625 if (can_turn_left && can_turn_right)
6626 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6627 else if (can_turn_left)
6628 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6629 else if (can_turn_right)
6630 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6632 MovDir[x][y] = back_dir;
6634 MovDelay[x][y] = 6 + RND(40);
6636 else if (element == EL_PIG)
6638 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6639 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6640 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6641 boolean should_turn_left, should_turn_right, should_move_on;
6643 int rnd = RND(rnd_value);
6645 should_turn_left = (can_turn_left &&
6647 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6648 y + back_dy + left_dy)));
6649 should_turn_right = (can_turn_right &&
6651 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6652 y + back_dy + right_dy)));
6653 should_move_on = (can_move_on &&
6656 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6657 y + move_dy + left_dy) ||
6658 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6659 y + move_dy + right_dy)));
6661 if (should_turn_left || should_turn_right || should_move_on)
6663 if (should_turn_left && should_turn_right && should_move_on)
6664 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6665 rnd < 2 * rnd_value / 3 ? right_dir :
6667 else if (should_turn_left && should_turn_right)
6668 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6669 else if (should_turn_left && should_move_on)
6670 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6671 else if (should_turn_right && should_move_on)
6672 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6673 else if (should_turn_left)
6674 MovDir[x][y] = left_dir;
6675 else if (should_turn_right)
6676 MovDir[x][y] = right_dir;
6677 else if (should_move_on)
6678 MovDir[x][y] = old_move_dir;
6680 else if (can_move_on && rnd > rnd_value / 8)
6681 MovDir[x][y] = old_move_dir;
6682 else if (can_turn_left && can_turn_right)
6683 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6684 else if (can_turn_left && rnd > rnd_value / 8)
6685 MovDir[x][y] = left_dir;
6686 else if (can_turn_right && rnd > rnd_value/8)
6687 MovDir[x][y] = right_dir;
6689 MovDir[x][y] = back_dir;
6691 xx = x + move_xy[MovDir[x][y]].dx;
6692 yy = y + move_xy[MovDir[x][y]].dy;
6694 if (!IN_LEV_FIELD(xx, yy) ||
6695 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6696 MovDir[x][y] = old_move_dir;
6700 else if (element == EL_DRAGON)
6702 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6703 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6704 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6706 int rnd = RND(rnd_value);
6708 if (can_move_on && rnd > rnd_value / 8)
6709 MovDir[x][y] = old_move_dir;
6710 else if (can_turn_left && can_turn_right)
6711 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6712 else if (can_turn_left && rnd > rnd_value / 8)
6713 MovDir[x][y] = left_dir;
6714 else if (can_turn_right && rnd > rnd_value / 8)
6715 MovDir[x][y] = right_dir;
6717 MovDir[x][y] = back_dir;
6719 xx = x + move_xy[MovDir[x][y]].dx;
6720 yy = y + move_xy[MovDir[x][y]].dy;
6722 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6723 MovDir[x][y] = old_move_dir;
6727 else if (element == EL_MOLE)
6729 boolean can_move_on =
6730 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6731 IS_AMOEBOID(Feld[move_x][move_y]) ||
6732 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6735 boolean can_turn_left =
6736 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6737 IS_AMOEBOID(Feld[left_x][left_y])));
6739 boolean can_turn_right =
6740 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6741 IS_AMOEBOID(Feld[right_x][right_y])));
6743 if (can_turn_left && can_turn_right)
6744 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6745 else if (can_turn_left)
6746 MovDir[x][y] = left_dir;
6748 MovDir[x][y] = right_dir;
6751 if (MovDir[x][y] != old_move_dir)
6754 else if (element == EL_BALLOON)
6756 MovDir[x][y] = game.wind_direction;
6759 else if (element == EL_SPRING)
6761 if (MovDir[x][y] & MV_HORIZONTAL)
6763 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6764 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6766 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6767 ResetGfxAnimation(move_x, move_y);
6768 TEST_DrawLevelField(move_x, move_y);
6770 MovDir[x][y] = back_dir;
6772 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6773 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6774 MovDir[x][y] = MV_NONE;
6779 else if (element == EL_ROBOT ||
6780 element == EL_SATELLITE ||
6781 element == EL_PENGUIN ||
6782 element == EL_EMC_ANDROID)
6784 int attr_x = -1, attr_y = -1;
6795 for (i = 0; i < MAX_PLAYERS; i++)
6797 struct PlayerInfo *player = &stored_player[i];
6798 int jx = player->jx, jy = player->jy;
6800 if (!player->active)
6804 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6812 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6813 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6814 game.engine_version < VERSION_IDENT(3,1,0,0)))
6820 if (element == EL_PENGUIN)
6823 static int xy[4][2] =
6831 for (i = 0; i < NUM_DIRECTIONS; i++)
6833 int ex = x + xy[i][0];
6834 int ey = y + xy[i][1];
6836 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6837 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6838 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6839 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6848 MovDir[x][y] = MV_NONE;
6850 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6851 else if (attr_x > x)
6852 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6854 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6855 else if (attr_y > y)
6856 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6858 if (element == EL_ROBOT)
6862 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6863 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6864 Moving2Blocked(x, y, &newx, &newy);
6866 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6867 MovDelay[x][y] = 8 + 8 * !RND(3);
6869 MovDelay[x][y] = 16;
6871 else if (element == EL_PENGUIN)
6877 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6879 boolean first_horiz = RND(2);
6880 int new_move_dir = MovDir[x][y];
6883 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6884 Moving2Blocked(x, y, &newx, &newy);
6886 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6890 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6891 Moving2Blocked(x, y, &newx, &newy);
6893 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6896 MovDir[x][y] = old_move_dir;
6900 else if (element == EL_SATELLITE)
6906 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6908 boolean first_horiz = RND(2);
6909 int new_move_dir = MovDir[x][y];
6912 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6913 Moving2Blocked(x, y, &newx, &newy);
6915 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6919 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6920 Moving2Blocked(x, y, &newx, &newy);
6922 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6925 MovDir[x][y] = old_move_dir;
6929 else if (element == EL_EMC_ANDROID)
6931 static int check_pos[16] =
6933 -1, /* 0 => (invalid) */
6934 7, /* 1 => MV_LEFT */
6935 3, /* 2 => MV_RIGHT */
6936 -1, /* 3 => (invalid) */
6938 0, /* 5 => MV_LEFT | MV_UP */
6939 2, /* 6 => MV_RIGHT | MV_UP */
6940 -1, /* 7 => (invalid) */
6941 5, /* 8 => MV_DOWN */
6942 6, /* 9 => MV_LEFT | MV_DOWN */
6943 4, /* 10 => MV_RIGHT | MV_DOWN */
6944 -1, /* 11 => (invalid) */
6945 -1, /* 12 => (invalid) */
6946 -1, /* 13 => (invalid) */
6947 -1, /* 14 => (invalid) */
6948 -1, /* 15 => (invalid) */
6956 { -1, -1, MV_LEFT | MV_UP },
6958 { +1, -1, MV_RIGHT | MV_UP },
6959 { +1, 0, MV_RIGHT },
6960 { +1, +1, MV_RIGHT | MV_DOWN },
6962 { -1, +1, MV_LEFT | MV_DOWN },
6965 int start_pos, check_order;
6966 boolean can_clone = FALSE;
6969 /* check if there is any free field around current position */
6970 for (i = 0; i < 8; i++)
6972 int newx = x + check_xy[i].dx;
6973 int newy = y + check_xy[i].dy;
6975 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6983 if (can_clone) /* randomly find an element to clone */
6987 start_pos = check_pos[RND(8)];
6988 check_order = (RND(2) ? -1 : +1);
6990 for (i = 0; i < 8; i++)
6992 int pos_raw = start_pos + i * check_order;
6993 int pos = (pos_raw + 8) % 8;
6994 int newx = x + check_xy[pos].dx;
6995 int newy = y + check_xy[pos].dy;
6997 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6999 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7000 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7002 Store[x][y] = Feld[newx][newy];
7011 if (can_clone) /* randomly find a direction to move */
7015 start_pos = check_pos[RND(8)];
7016 check_order = (RND(2) ? -1 : +1);
7018 for (i = 0; i < 8; i++)
7020 int pos_raw = start_pos + i * check_order;
7021 int pos = (pos_raw + 8) % 8;
7022 int newx = x + check_xy[pos].dx;
7023 int newy = y + check_xy[pos].dy;
7024 int new_move_dir = check_xy[pos].dir;
7026 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7028 MovDir[x][y] = new_move_dir;
7029 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7038 if (can_clone) /* cloning and moving successful */
7041 /* cannot clone -- try to move towards player */
7043 start_pos = check_pos[MovDir[x][y] & 0x0f];
7044 check_order = (RND(2) ? -1 : +1);
7046 for (i = 0; i < 3; i++)
7048 /* first check start_pos, then previous/next or (next/previous) pos */
7049 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7050 int pos = (pos_raw + 8) % 8;
7051 int newx = x + check_xy[pos].dx;
7052 int newy = y + check_xy[pos].dy;
7053 int new_move_dir = check_xy[pos].dir;
7055 if (IS_PLAYER(newx, newy))
7058 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7060 MovDir[x][y] = new_move_dir;
7061 MovDelay[x][y] = level.android_move_time * 8 + 1;
7068 else if (move_pattern == MV_TURNING_LEFT ||
7069 move_pattern == MV_TURNING_RIGHT ||
7070 move_pattern == MV_TURNING_LEFT_RIGHT ||
7071 move_pattern == MV_TURNING_RIGHT_LEFT ||
7072 move_pattern == MV_TURNING_RANDOM ||
7073 move_pattern == MV_ALL_DIRECTIONS)
7075 boolean can_turn_left =
7076 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7077 boolean can_turn_right =
7078 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7080 if (element_info[element].move_stepsize == 0) /* "not moving" */
7083 if (move_pattern == MV_TURNING_LEFT)
7084 MovDir[x][y] = left_dir;
7085 else if (move_pattern == MV_TURNING_RIGHT)
7086 MovDir[x][y] = right_dir;
7087 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7088 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7089 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7090 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7091 else if (move_pattern == MV_TURNING_RANDOM)
7092 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7093 can_turn_right && !can_turn_left ? right_dir :
7094 RND(2) ? left_dir : right_dir);
7095 else if (can_turn_left && can_turn_right)
7096 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7097 else if (can_turn_left)
7098 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7099 else if (can_turn_right)
7100 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7102 MovDir[x][y] = back_dir;
7104 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7106 else if (move_pattern == MV_HORIZONTAL ||
7107 move_pattern == MV_VERTICAL)
7109 if (move_pattern & old_move_dir)
7110 MovDir[x][y] = back_dir;
7111 else if (move_pattern == MV_HORIZONTAL)
7112 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7113 else if (move_pattern == MV_VERTICAL)
7114 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7116 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7118 else if (move_pattern & MV_ANY_DIRECTION)
7120 MovDir[x][y] = move_pattern;
7121 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7123 else if (move_pattern & MV_WIND_DIRECTION)
7125 MovDir[x][y] = game.wind_direction;
7126 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7128 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7130 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7131 MovDir[x][y] = left_dir;
7132 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7133 MovDir[x][y] = right_dir;
7135 if (MovDir[x][y] != old_move_dir)
7136 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7138 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7140 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7141 MovDir[x][y] = right_dir;
7142 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7143 MovDir[x][y] = left_dir;
7145 if (MovDir[x][y] != old_move_dir)
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern == MV_TOWARDS_PLAYER ||
7149 move_pattern == MV_AWAY_FROM_PLAYER)
7151 int attr_x = -1, attr_y = -1;
7153 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7164 for (i = 0; i < MAX_PLAYERS; i++)
7166 struct PlayerInfo *player = &stored_player[i];
7167 int jx = player->jx, jy = player->jy;
7169 if (!player->active)
7173 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7181 MovDir[x][y] = MV_NONE;
7183 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7184 else if (attr_x > x)
7185 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7187 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7188 else if (attr_y > y)
7189 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7191 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7193 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7195 boolean first_horiz = RND(2);
7196 int new_move_dir = MovDir[x][y];
7198 if (element_info[element].move_stepsize == 0) /* "not moving" */
7200 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7201 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7207 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7208 Moving2Blocked(x, y, &newx, &newy);
7210 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7214 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7215 Moving2Blocked(x, y, &newx, &newy);
7217 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7220 MovDir[x][y] = old_move_dir;
7223 else if (move_pattern == MV_WHEN_PUSHED ||
7224 move_pattern == MV_WHEN_DROPPED)
7226 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7227 MovDir[x][y] = MV_NONE;
7231 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7233 static int test_xy[7][2] =
7243 static int test_dir[7] =
7253 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7254 int move_preference = -1000000; /* start with very low preference */
7255 int new_move_dir = MV_NONE;
7256 int start_test = RND(4);
7259 for (i = 0; i < NUM_DIRECTIONS; i++)
7261 int move_dir = test_dir[start_test + i];
7262 int move_dir_preference;
7264 xx = x + test_xy[start_test + i][0];
7265 yy = y + test_xy[start_test + i][1];
7267 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7268 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7270 new_move_dir = move_dir;
7275 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7278 move_dir_preference = -1 * RunnerVisit[xx][yy];
7279 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7280 move_dir_preference = PlayerVisit[xx][yy];
7282 if (move_dir_preference > move_preference)
7284 /* prefer field that has not been visited for the longest time */
7285 move_preference = move_dir_preference;
7286 new_move_dir = move_dir;
7288 else if (move_dir_preference == move_preference &&
7289 move_dir == old_move_dir)
7291 /* prefer last direction when all directions are preferred equally */
7292 move_preference = move_dir_preference;
7293 new_move_dir = move_dir;
7297 MovDir[x][y] = new_move_dir;
7298 if (old_move_dir != new_move_dir)
7299 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7303 static void TurnRound(int x, int y)
7305 int direction = MovDir[x][y];
7309 GfxDir[x][y] = MovDir[x][y];
7311 if (direction != MovDir[x][y])
7315 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7317 ResetGfxFrame(x, y);
7320 static boolean JustBeingPushed(int x, int y)
7324 for (i = 0; i < MAX_PLAYERS; i++)
7326 struct PlayerInfo *player = &stored_player[i];
7328 if (player->active && player->is_pushing && player->MovPos)
7330 int next_jx = player->jx + (player->jx - player->last_jx);
7331 int next_jy = player->jy + (player->jy - player->last_jy);
7333 if (x == next_jx && y == next_jy)
7341 static void StartMoving(int x, int y)
7343 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7344 int element = Feld[x][y];
7349 if (MovDelay[x][y] == 0)
7350 GfxAction[x][y] = ACTION_DEFAULT;
7352 if (CAN_FALL(element) && y < lev_fieldy - 1)
7354 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7355 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7356 if (JustBeingPushed(x, y))
7359 if (element == EL_QUICKSAND_FULL)
7361 if (IS_FREE(x, y + 1))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7366 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7367 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7368 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7369 Store[x][y] = EL_ROCK;
7371 Store[x][y] = EL_ROCK;
7374 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7376 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7378 if (!MovDelay[x][y])
7380 MovDelay[x][y] = TILEY + 1;
7382 ResetGfxAnimation(x, y);
7383 ResetGfxAnimation(x, y + 1);
7388 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7389 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7396 Feld[x][y] = EL_QUICKSAND_EMPTY;
7397 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7398 Store[x][y + 1] = Store[x][y];
7401 PlayLevelSoundAction(x, y, ACTION_FILLING);
7403 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7405 if (!MovDelay[x][y])
7407 MovDelay[x][y] = TILEY + 1;
7409 ResetGfxAnimation(x, y);
7410 ResetGfxAnimation(x, y + 1);
7415 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7416 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7423 Feld[x][y] = EL_QUICKSAND_EMPTY;
7424 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7425 Store[x][y + 1] = Store[x][y];
7428 PlayLevelSoundAction(x, y, ACTION_FILLING);
7431 else if (element == EL_QUICKSAND_FAST_FULL)
7433 if (IS_FREE(x, y + 1))
7435 InitMovingField(x, y, MV_DOWN);
7436 started_moving = TRUE;
7438 Feld[x][y] = EL_QUICKSAND_FAST_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_FAST_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_FAST_EMPTYING);
7461 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7469 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7470 Store[x][y + 1] = Store[x][y];
7473 PlayLevelSoundAction(x, y, ACTION_FILLING);
7475 else if (Feld[x][y + 1] == EL_QUICKSAND_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_FAST_EMPTYING);
7488 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7495 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7496 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7497 Store[x][y + 1] = Store[x][y];
7500 PlayLevelSoundAction(x, y, ACTION_FILLING);
7503 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7504 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7506 InitMovingField(x, y, MV_DOWN);
7507 started_moving = TRUE;
7509 Feld[x][y] = EL_QUICKSAND_FILLING;
7510 Store[x][y] = element;
7512 PlayLevelSoundAction(x, y, ACTION_FILLING);
7514 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7515 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7517 InitMovingField(x, y, MV_DOWN);
7518 started_moving = TRUE;
7520 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7521 Store[x][y] = element;
7523 PlayLevelSoundAction(x, y, ACTION_FILLING);
7525 else if (element == EL_MAGIC_WALL_FULL)
7527 if (IS_FREE(x, y + 1))
7529 InitMovingField(x, y, MV_DOWN);
7530 started_moving = TRUE;
7532 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7533 Store[x][y] = EL_CHANGED(Store[x][y]);
7535 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7537 if (!MovDelay[x][y])
7538 MovDelay[x][y] = TILEY / 4 + 1;
7547 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7548 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7549 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7553 else if (element == EL_BD_MAGIC_WALL_FULL)
7555 if (IS_FREE(x, y + 1))
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7561 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7563 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7565 if (!MovDelay[x][y])
7566 MovDelay[x][y] = TILEY / 4 + 1;
7575 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7576 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7577 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7581 else if (element == EL_DC_MAGIC_WALL_FULL)
7583 if (IS_FREE(x, y + 1))
7585 InitMovingField(x, y, MV_DOWN);
7586 started_moving = TRUE;
7588 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7589 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7591 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7593 if (!MovDelay[x][y])
7594 MovDelay[x][y] = TILEY / 4 + 1;
7603 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7604 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7605 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7609 else if ((CAN_PASS_MAGIC_WALL(element) &&
7610 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7611 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7612 (CAN_PASS_DC_MAGIC_WALL(element) &&
7613 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7616 InitMovingField(x, y, MV_DOWN);
7617 started_moving = TRUE;
7620 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7621 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7622 EL_DC_MAGIC_WALL_FILLING);
7623 Store[x][y] = element;
7625 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7627 SplashAcid(x, y + 1);
7629 InitMovingField(x, y, MV_DOWN);
7630 started_moving = TRUE;
7632 Store[x][y] = EL_ACID;
7635 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7636 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7637 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7638 CAN_FALL(element) && WasJustFalling[x][y] &&
7639 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7641 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7642 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7643 (Feld[x][y + 1] == EL_BLOCKED)))
7645 /* this is needed for a special case not covered by calling "Impact()"
7646 from "ContinueMoving()": if an element moves to a tile directly below
7647 another element which was just falling on that tile (which was empty
7648 in the previous frame), the falling element above would just stop
7649 instead of smashing the element below (in previous version, the above
7650 element was just checked for "moving" instead of "falling", resulting
7651 in incorrect smashes caused by horizontal movement of the above
7652 element; also, the case of the player being the element to smash was
7653 simply not covered here... :-/ ) */
7655 CheckCollision[x][y] = 0;
7656 CheckImpact[x][y] = 0;
7660 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7662 if (MovDir[x][y] == MV_NONE)
7664 InitMovingField(x, y, MV_DOWN);
7665 started_moving = TRUE;
7668 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7670 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7671 MovDir[x][y] = MV_DOWN;
7673 InitMovingField(x, y, MV_DOWN);
7674 started_moving = TRUE;
7676 else if (element == EL_AMOEBA_DROP)
7678 Feld[x][y] = EL_AMOEBA_GROWING;
7679 Store[x][y] = EL_AMOEBA_WET;
7681 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7682 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7683 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7684 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7686 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7687 (IS_FREE(x - 1, y + 1) ||
7688 Feld[x - 1][y + 1] == EL_ACID));
7689 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7690 (IS_FREE(x + 1, y + 1) ||
7691 Feld[x + 1][y + 1] == EL_ACID));
7692 boolean can_fall_any = (can_fall_left || can_fall_right);
7693 boolean can_fall_both = (can_fall_left && can_fall_right);
7694 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7696 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7698 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7699 can_fall_right = FALSE;
7700 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7701 can_fall_left = FALSE;
7702 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7703 can_fall_right = FALSE;
7704 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7705 can_fall_left = FALSE;
7707 can_fall_any = (can_fall_left || can_fall_right);
7708 can_fall_both = FALSE;
7713 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7714 can_fall_right = FALSE; /* slip down on left side */
7716 can_fall_left = !(can_fall_right = RND(2));
7718 can_fall_both = FALSE;
7723 /* if not determined otherwise, prefer left side for slipping down */
7724 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7725 started_moving = TRUE;
7728 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7730 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7731 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7732 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7733 int belt_dir = game.belt_dir[belt_nr];
7735 if ((belt_dir == MV_LEFT && left_is_free) ||
7736 (belt_dir == MV_RIGHT && right_is_free))
7738 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7740 InitMovingField(x, y, belt_dir);
7741 started_moving = TRUE;
7743 Pushed[x][y] = TRUE;
7744 Pushed[nextx][y] = TRUE;
7746 GfxAction[x][y] = ACTION_DEFAULT;
7750 MovDir[x][y] = 0; /* if element was moving, stop it */
7755 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7756 if (CAN_MOVE(element) && !started_moving)
7758 int move_pattern = element_info[element].move_pattern;
7761 Moving2Blocked(x, y, &newx, &newy);
7763 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7766 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7767 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7769 WasJustMoving[x][y] = 0;
7770 CheckCollision[x][y] = 0;
7772 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7774 if (Feld[x][y] != element) /* element has changed */
7778 if (!MovDelay[x][y]) /* start new movement phase */
7780 /* all objects that can change their move direction after each step
7781 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7783 if (element != EL_YAMYAM &&
7784 element != EL_DARK_YAMYAM &&
7785 element != EL_PACMAN &&
7786 !(move_pattern & MV_ANY_DIRECTION) &&
7787 move_pattern != MV_TURNING_LEFT &&
7788 move_pattern != MV_TURNING_RIGHT &&
7789 move_pattern != MV_TURNING_LEFT_RIGHT &&
7790 move_pattern != MV_TURNING_RIGHT_LEFT &&
7791 move_pattern != MV_TURNING_RANDOM)
7795 if (MovDelay[x][y] && (element == EL_BUG ||
7796 element == EL_SPACESHIP ||
7797 element == EL_SP_SNIKSNAK ||
7798 element == EL_SP_ELECTRON ||
7799 element == EL_MOLE))
7800 TEST_DrawLevelField(x, y);
7804 if (MovDelay[x][y]) /* wait some time before next movement */
7808 if (element == EL_ROBOT ||
7809 element == EL_YAMYAM ||
7810 element == EL_DARK_YAMYAM)
7812 DrawLevelElementAnimationIfNeeded(x, y, element);
7813 PlayLevelSoundAction(x, y, ACTION_WAITING);
7815 else if (element == EL_SP_ELECTRON)
7816 DrawLevelElementAnimationIfNeeded(x, y, element);
7817 else if (element == EL_DRAGON)
7820 int dir = MovDir[x][y];
7821 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7822 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7823 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7824 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7825 dir == MV_UP ? IMG_FLAMES_1_UP :
7826 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7827 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7829 GfxAction[x][y] = ACTION_ATTACKING;
7831 if (IS_PLAYER(x, y))
7832 DrawPlayerField(x, y);
7834 TEST_DrawLevelField(x, y);
7836 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7838 for (i = 1; i <= 3; i++)
7840 int xx = x + i * dx;
7841 int yy = y + i * dy;
7842 int sx = SCREENX(xx);
7843 int sy = SCREENY(yy);
7844 int flame_graphic = graphic + (i - 1);
7846 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7851 int flamed = MovingOrBlocked2Element(xx, yy);
7853 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7856 RemoveMovingField(xx, yy);
7858 ChangeDelay[xx][yy] = 0;
7860 Feld[xx][yy] = EL_FLAMES;
7862 if (IN_SCR_FIELD(sx, sy))
7864 TEST_DrawLevelFieldCrumbled(xx, yy);
7865 DrawGraphic(sx, sy, flame_graphic, frame);
7870 if (Feld[xx][yy] == EL_FLAMES)
7871 Feld[xx][yy] = EL_EMPTY;
7872 TEST_DrawLevelField(xx, yy);
7877 if (MovDelay[x][y]) /* element still has to wait some time */
7879 PlayLevelSoundAction(x, y, ACTION_WAITING);
7885 /* now make next step */
7887 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7889 if (DONT_COLLIDE_WITH(element) &&
7890 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7891 !PLAYER_ENEMY_PROTECTED(newx, newy))
7893 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7898 else if (CAN_MOVE_INTO_ACID(element) &&
7899 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7900 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7901 (MovDir[x][y] == MV_DOWN ||
7902 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7904 SplashAcid(newx, newy);
7905 Store[x][y] = EL_ACID;
7907 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7909 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7910 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7911 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7912 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7915 TEST_DrawLevelField(x, y);
7917 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7918 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7919 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7921 local_player->friends_still_needed--;
7922 if (!local_player->friends_still_needed &&
7923 !local_player->GameOver && AllPlayersGone)
7924 PlayerWins(local_player);
7928 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7930 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7931 TEST_DrawLevelField(newx, newy);
7933 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7935 else if (!IS_FREE(newx, newy))
7937 GfxAction[x][y] = ACTION_WAITING;
7939 if (IS_PLAYER(x, y))
7940 DrawPlayerField(x, y);
7942 TEST_DrawLevelField(x, y);
7947 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7949 if (IS_FOOD_PIG(Feld[newx][newy]))
7951 if (IS_MOVING(newx, newy))
7952 RemoveMovingField(newx, newy);
7955 Feld[newx][newy] = EL_EMPTY;
7956 TEST_DrawLevelField(newx, newy);
7959 PlayLevelSound(x, y, SND_PIG_DIGGING);
7961 else if (!IS_FREE(newx, newy))
7963 if (IS_PLAYER(x, y))
7964 DrawPlayerField(x, y);
7966 TEST_DrawLevelField(x, y);
7971 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7973 if (Store[x][y] != EL_EMPTY)
7975 boolean can_clone = FALSE;
7978 /* check if element to clone is still there */
7979 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7981 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7989 /* cannot clone or target field not free anymore -- do not clone */
7990 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7991 Store[x][y] = EL_EMPTY;
7994 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7996 if (IS_MV_DIAGONAL(MovDir[x][y]))
7998 int diagonal_move_dir = MovDir[x][y];
7999 int stored = Store[x][y];
8000 int change_delay = 8;
8003 /* android is moving diagonally */
8005 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8007 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8008 GfxElement[x][y] = EL_EMC_ANDROID;
8009 GfxAction[x][y] = ACTION_SHRINKING;
8010 GfxDir[x][y] = diagonal_move_dir;
8011 ChangeDelay[x][y] = change_delay;
8013 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8016 DrawLevelGraphicAnimation(x, y, graphic);
8017 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8019 if (Feld[newx][newy] == EL_ACID)
8021 SplashAcid(newx, newy);
8026 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8028 Store[newx][newy] = EL_EMC_ANDROID;
8029 GfxElement[newx][newy] = EL_EMC_ANDROID;
8030 GfxAction[newx][newy] = ACTION_GROWING;
8031 GfxDir[newx][newy] = diagonal_move_dir;
8032 ChangeDelay[newx][newy] = change_delay;
8034 graphic = el_act_dir2img(GfxElement[newx][newy],
8035 GfxAction[newx][newy], GfxDir[newx][newy]);
8037 DrawLevelGraphicAnimation(newx, newy, graphic);
8038 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8044 Feld[newx][newy] = EL_EMPTY;
8045 TEST_DrawLevelField(newx, newy);
8047 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8050 else if (!IS_FREE(newx, newy))
8055 else if (IS_CUSTOM_ELEMENT(element) &&
8056 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8058 if (!DigFieldByCE(newx, newy, element))
8061 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8063 RunnerVisit[x][y] = FrameCounter;
8064 PlayerVisit[x][y] /= 8; /* expire player visit path */
8067 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8069 if (!IS_FREE(newx, newy))
8071 if (IS_PLAYER(x, y))
8072 DrawPlayerField(x, y);
8074 TEST_DrawLevelField(x, y);
8080 boolean wanna_flame = !RND(10);
8081 int dx = newx - x, dy = newy - y;
8082 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8083 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8084 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8085 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8086 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8087 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8090 IS_CLASSIC_ENEMY(element1) ||
8091 IS_CLASSIC_ENEMY(element2)) &&
8092 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8093 element1 != EL_FLAMES && element2 != EL_FLAMES)
8095 ResetGfxAnimation(x, y);
8096 GfxAction[x][y] = ACTION_ATTACKING;
8098 if (IS_PLAYER(x, y))
8099 DrawPlayerField(x, y);
8101 TEST_DrawLevelField(x, y);
8103 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8105 MovDelay[x][y] = 50;
8107 Feld[newx][newy] = EL_FLAMES;
8108 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8109 Feld[newx1][newy1] = EL_FLAMES;
8110 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8111 Feld[newx2][newy2] = EL_FLAMES;
8117 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8118 Feld[newx][newy] == EL_DIAMOND)
8120 if (IS_MOVING(newx, newy))
8121 RemoveMovingField(newx, newy);
8124 Feld[newx][newy] = EL_EMPTY;
8125 TEST_DrawLevelField(newx, newy);
8128 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8130 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8131 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8133 if (AmoebaNr[newx][newy])
8135 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8136 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8137 Feld[newx][newy] == EL_BD_AMOEBA)
8138 AmoebaCnt[AmoebaNr[newx][newy]]--;
8141 if (IS_MOVING(newx, newy))
8143 RemoveMovingField(newx, newy);
8147 Feld[newx][newy] = EL_EMPTY;
8148 TEST_DrawLevelField(newx, newy);
8151 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8153 else if ((element == EL_PACMAN || element == EL_MOLE)
8154 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8156 if (AmoebaNr[newx][newy])
8158 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8159 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8160 Feld[newx][newy] == EL_BD_AMOEBA)
8161 AmoebaCnt[AmoebaNr[newx][newy]]--;
8164 if (element == EL_MOLE)
8166 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8167 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8169 ResetGfxAnimation(x, y);
8170 GfxAction[x][y] = ACTION_DIGGING;
8171 TEST_DrawLevelField(x, y);
8173 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8175 return; /* wait for shrinking amoeba */
8177 else /* element == EL_PACMAN */
8179 Feld[newx][newy] = EL_EMPTY;
8180 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8184 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8185 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8186 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8188 /* wait for shrinking amoeba to completely disappear */
8191 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8193 /* object was running against a wall */
8197 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8198 DrawLevelElementAnimation(x, y, element);
8200 if (DONT_TOUCH(element))
8201 TestIfBadThingTouchesPlayer(x, y);
8206 InitMovingField(x, y, MovDir[x][y]);
8208 PlayLevelSoundAction(x, y, ACTION_MOVING);
8212 ContinueMoving(x, y);
8215 void ContinueMoving(int x, int y)
8217 int element = Feld[x][y];
8218 struct ElementInfo *ei = &element_info[element];
8219 int direction = MovDir[x][y];
8220 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8221 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8222 int newx = x + dx, newy = y + dy;
8223 int stored = Store[x][y];
8224 int stored_new = Store[newx][newy];
8225 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8226 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8227 boolean last_line = (newy == lev_fieldy - 1);
8229 MovPos[x][y] += getElementMoveStepsize(x, y);
8231 if (pushed_by_player) /* special case: moving object pushed by player */
8232 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8234 if (ABS(MovPos[x][y]) < TILEX)
8236 TEST_DrawLevelField(x, y);
8238 return; /* element is still moving */
8241 /* element reached destination field */
8243 Feld[x][y] = EL_EMPTY;
8244 Feld[newx][newy] = element;
8245 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8247 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8249 element = Feld[newx][newy] = EL_ACID;
8251 else if (element == EL_MOLE)
8253 Feld[x][y] = EL_SAND;
8255 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8257 else if (element == EL_QUICKSAND_FILLING)
8259 element = Feld[newx][newy] = get_next_element(element);
8260 Store[newx][newy] = Store[x][y];
8262 else if (element == EL_QUICKSAND_EMPTYING)
8264 Feld[x][y] = get_next_element(element);
8265 element = Feld[newx][newy] = Store[x][y];
8267 else if (element == EL_QUICKSAND_FAST_FILLING)
8269 element = Feld[newx][newy] = get_next_element(element);
8270 Store[newx][newy] = Store[x][y];
8272 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8274 Feld[x][y] = get_next_element(element);
8275 element = Feld[newx][newy] = Store[x][y];
8277 else if (element == EL_MAGIC_WALL_FILLING)
8279 element = Feld[newx][newy] = get_next_element(element);
8280 if (!game.magic_wall_active)
8281 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8282 Store[newx][newy] = Store[x][y];
8284 else if (element == EL_MAGIC_WALL_EMPTYING)
8286 Feld[x][y] = get_next_element(element);
8287 if (!game.magic_wall_active)
8288 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8289 element = Feld[newx][newy] = Store[x][y];
8291 InitField(newx, newy, FALSE);
8293 else if (element == EL_BD_MAGIC_WALL_FILLING)
8295 element = Feld[newx][newy] = get_next_element(element);
8296 if (!game.magic_wall_active)
8297 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8298 Store[newx][newy] = Store[x][y];
8300 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8302 Feld[x][y] = get_next_element(element);
8303 if (!game.magic_wall_active)
8304 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8305 element = Feld[newx][newy] = Store[x][y];
8307 InitField(newx, newy, FALSE);
8309 else if (element == EL_DC_MAGIC_WALL_FILLING)
8311 element = Feld[newx][newy] = get_next_element(element);
8312 if (!game.magic_wall_active)
8313 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8314 Store[newx][newy] = Store[x][y];
8316 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8318 Feld[x][y] = get_next_element(element);
8319 if (!game.magic_wall_active)
8320 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8321 element = Feld[newx][newy] = Store[x][y];
8323 InitField(newx, newy, FALSE);
8325 else if (element == EL_AMOEBA_DROPPING)
8327 Feld[x][y] = get_next_element(element);
8328 element = Feld[newx][newy] = Store[x][y];
8330 else if (element == EL_SOKOBAN_OBJECT)
8333 Feld[x][y] = Back[x][y];
8335 if (Back[newx][newy])
8336 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8338 Back[x][y] = Back[newx][newy] = 0;
8341 Store[x][y] = EL_EMPTY;
8346 MovDelay[newx][newy] = 0;
8348 if (CAN_CHANGE_OR_HAS_ACTION(element))
8350 /* copy element change control values to new field */
8351 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8352 ChangePage[newx][newy] = ChangePage[x][y];
8353 ChangeCount[newx][newy] = ChangeCount[x][y];
8354 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8357 CustomValue[newx][newy] = CustomValue[x][y];
8359 ChangeDelay[x][y] = 0;
8360 ChangePage[x][y] = -1;
8361 ChangeCount[x][y] = 0;
8362 ChangeEvent[x][y] = -1;
8364 CustomValue[x][y] = 0;
8366 /* copy animation control values to new field */
8367 GfxFrame[newx][newy] = GfxFrame[x][y];
8368 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8369 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8370 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8372 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8374 /* some elements can leave other elements behind after moving */
8375 if (ei->move_leave_element != EL_EMPTY &&
8376 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8377 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8379 int move_leave_element = ei->move_leave_element;
8381 /* this makes it possible to leave the removed element again */
8382 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8383 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8385 Feld[x][y] = move_leave_element;
8387 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8388 MovDir[x][y] = direction;
8390 InitField(x, y, FALSE);
8392 if (GFX_CRUMBLED(Feld[x][y]))
8393 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8395 if (ELEM_IS_PLAYER(move_leave_element))
8396 RelocatePlayer(x, y, move_leave_element);
8399 /* do this after checking for left-behind element */
8400 ResetGfxAnimation(x, y); /* reset animation values for old field */
8402 if (!CAN_MOVE(element) ||
8403 (CAN_FALL(element) && direction == MV_DOWN &&
8404 (element == EL_SPRING ||
8405 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8406 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8407 GfxDir[x][y] = MovDir[newx][newy] = 0;
8409 TEST_DrawLevelField(x, y);
8410 TEST_DrawLevelField(newx, newy);
8412 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8414 /* prevent pushed element from moving on in pushed direction */
8415 if (pushed_by_player && CAN_MOVE(element) &&
8416 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8417 !(element_info[element].move_pattern & direction))
8418 TurnRound(newx, newy);
8420 /* prevent elements on conveyor belt from moving on in last direction */
8421 if (pushed_by_conveyor && CAN_FALL(element) &&
8422 direction & MV_HORIZONTAL)
8423 MovDir[newx][newy] = 0;
8425 if (!pushed_by_player)
8427 int nextx = newx + dx, nexty = newy + dy;
8428 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8430 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8432 if (CAN_FALL(element) && direction == MV_DOWN)
8433 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8435 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8436 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8438 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8439 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8442 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8444 TestIfBadThingTouchesPlayer(newx, newy);
8445 TestIfBadThingTouchesFriend(newx, newy);
8447 if (!IS_CUSTOM_ELEMENT(element))
8448 TestIfBadThingTouchesOtherBadThing(newx, newy);
8450 else if (element == EL_PENGUIN)
8451 TestIfFriendTouchesBadThing(newx, newy);
8453 if (DONT_GET_HIT_BY(element))
8455 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8458 /* give the player one last chance (one more frame) to move away */
8459 if (CAN_FALL(element) && direction == MV_DOWN &&
8460 (last_line || (!IS_FREE(x, newy + 1) &&
8461 (!IS_PLAYER(x, newy + 1) ||
8462 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8465 if (pushed_by_player && !game.use_change_when_pushing_bug)
8467 int push_side = MV_DIR_OPPOSITE(direction);
8468 struct PlayerInfo *player = PLAYERINFO(x, y);
8470 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8471 player->index_bit, push_side);
8472 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8473 player->index_bit, push_side);
8476 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8477 MovDelay[newx][newy] = 1;
8479 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8481 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8482 TestIfElementHitsCustomElement(newx, newy, direction);
8483 TestIfPlayerTouchesCustomElement(newx, newy);
8484 TestIfElementTouchesCustomElement(newx, newy);
8486 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8487 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8488 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8489 MV_DIR_OPPOSITE(direction));
8492 int AmoebeNachbarNr(int ax, int ay)
8495 int element = Feld[ax][ay];
8497 static int xy[4][2] =
8505 for (i = 0; i < NUM_DIRECTIONS; i++)
8507 int x = ax + xy[i][0];
8508 int y = ay + xy[i][1];
8510 if (!IN_LEV_FIELD(x, y))
8513 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8514 group_nr = AmoebaNr[x][y];
8520 static void AmoebenVereinigen(int ax, int ay)
8522 int i, x, y, xx, yy;
8523 int new_group_nr = AmoebaNr[ax][ay];
8524 static int xy[4][2] =
8532 if (new_group_nr == 0)
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8540 if (!IN_LEV_FIELD(x, y))
8543 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8544 Feld[x][y] == EL_BD_AMOEBA ||
8545 Feld[x][y] == EL_AMOEBA_DEAD) &&
8546 AmoebaNr[x][y] != new_group_nr)
8548 int old_group_nr = AmoebaNr[x][y];
8550 if (old_group_nr == 0)
8553 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8554 AmoebaCnt[old_group_nr] = 0;
8555 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8556 AmoebaCnt2[old_group_nr] = 0;
8558 SCAN_PLAYFIELD(xx, yy)
8560 if (AmoebaNr[xx][yy] == old_group_nr)
8561 AmoebaNr[xx][yy] = new_group_nr;
8567 void AmoebeUmwandeln(int ax, int ay)
8571 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8573 int group_nr = AmoebaNr[ax][ay];
8578 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8579 printf("AmoebeUmwandeln(): This should never happen!\n");
8584 SCAN_PLAYFIELD(x, y)
8586 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8589 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8593 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8594 SND_AMOEBA_TURNING_TO_GEM :
8595 SND_AMOEBA_TURNING_TO_ROCK));
8600 static int xy[4][2] =
8608 for (i = 0; i < NUM_DIRECTIONS; i++)
8613 if (!IN_LEV_FIELD(x, y))
8616 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8618 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8619 SND_AMOEBA_TURNING_TO_GEM :
8620 SND_AMOEBA_TURNING_TO_ROCK));
8627 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8630 int group_nr = AmoebaNr[ax][ay];
8631 boolean done = FALSE;
8636 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8637 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8642 SCAN_PLAYFIELD(x, y)
8644 if (AmoebaNr[x][y] == group_nr &&
8645 (Feld[x][y] == EL_AMOEBA_DEAD ||
8646 Feld[x][y] == EL_BD_AMOEBA ||
8647 Feld[x][y] == EL_AMOEBA_GROWING))
8650 Feld[x][y] = new_element;
8651 InitField(x, y, FALSE);
8652 TEST_DrawLevelField(x, y);
8658 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8659 SND_BD_AMOEBA_TURNING_TO_ROCK :
8660 SND_BD_AMOEBA_TURNING_TO_GEM));
8663 static void AmoebeWaechst(int x, int y)
8665 static unsigned int sound_delay = 0;
8666 static unsigned int sound_delay_value = 0;
8668 if (!MovDelay[x][y]) /* start new growing cycle */
8672 if (DelayReached(&sound_delay, sound_delay_value))
8674 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8675 sound_delay_value = 30;
8679 if (MovDelay[x][y]) /* wait some time before growing bigger */
8682 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8684 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8685 6 - MovDelay[x][y]);
8687 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8690 if (!MovDelay[x][y])
8692 Feld[x][y] = Store[x][y];
8694 TEST_DrawLevelField(x, y);
8699 static void AmoebaDisappearing(int x, int y)
8701 static unsigned int sound_delay = 0;
8702 static unsigned int sound_delay_value = 0;
8704 if (!MovDelay[x][y]) /* start new shrinking cycle */
8708 if (DelayReached(&sound_delay, sound_delay_value))
8709 sound_delay_value = 30;
8712 if (MovDelay[x][y]) /* wait some time before shrinking */
8715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8717 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8718 6 - MovDelay[x][y]);
8720 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8723 if (!MovDelay[x][y])
8725 Feld[x][y] = EL_EMPTY;
8726 TEST_DrawLevelField(x, y);
8728 /* don't let mole enter this field in this cycle;
8729 (give priority to objects falling to this field from above) */
8735 static void AmoebeAbleger(int ax, int ay)
8738 int element = Feld[ax][ay];
8739 int graphic = el2img(element);
8740 int newax = ax, neway = ay;
8741 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8742 static int xy[4][2] =
8750 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8752 Feld[ax][ay] = EL_AMOEBA_DEAD;
8753 TEST_DrawLevelField(ax, ay);
8757 if (IS_ANIMATED(graphic))
8758 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8760 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8761 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8763 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8766 if (MovDelay[ax][ay])
8770 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8773 int x = ax + xy[start][0];
8774 int y = ay + xy[start][1];
8776 if (!IN_LEV_FIELD(x, y))
8779 if (IS_FREE(x, y) ||
8780 CAN_GROW_INTO(Feld[x][y]) ||
8781 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8782 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8788 if (newax == ax && neway == ay)
8791 else /* normal or "filled" (BD style) amoeba */
8794 boolean waiting_for_player = FALSE;
8796 for (i = 0; i < NUM_DIRECTIONS; i++)
8798 int j = (start + i) % 4;
8799 int x = ax + xy[j][0];
8800 int y = ay + xy[j][1];
8802 if (!IN_LEV_FIELD(x, y))
8805 if (IS_FREE(x, y) ||
8806 CAN_GROW_INTO(Feld[x][y]) ||
8807 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8808 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8814 else if (IS_PLAYER(x, y))
8815 waiting_for_player = TRUE;
8818 if (newax == ax && neway == ay) /* amoeba cannot grow */
8820 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8822 Feld[ax][ay] = EL_AMOEBA_DEAD;
8823 TEST_DrawLevelField(ax, ay);
8824 AmoebaCnt[AmoebaNr[ax][ay]]--;
8826 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8828 if (element == EL_AMOEBA_FULL)
8829 AmoebeUmwandeln(ax, ay);
8830 else if (element == EL_BD_AMOEBA)
8831 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8836 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8838 /* amoeba gets larger by growing in some direction */
8840 int new_group_nr = AmoebaNr[ax][ay];
8843 if (new_group_nr == 0)
8845 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8846 printf("AmoebeAbleger(): This should never happen!\n");
8851 AmoebaNr[newax][neway] = new_group_nr;
8852 AmoebaCnt[new_group_nr]++;
8853 AmoebaCnt2[new_group_nr]++;
8855 /* if amoeba touches other amoeba(s) after growing, unify them */
8856 AmoebenVereinigen(newax, neway);
8858 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8860 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8866 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8867 (neway == lev_fieldy - 1 && newax != ax))
8869 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8870 Store[newax][neway] = element;
8872 else if (neway == ay || element == EL_EMC_DRIPPER)
8874 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8876 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8880 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8881 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8882 Store[ax][ay] = EL_AMOEBA_DROP;
8883 ContinueMoving(ax, ay);
8887 TEST_DrawLevelField(newax, neway);
8890 static void Life(int ax, int ay)
8894 int element = Feld[ax][ay];
8895 int graphic = el2img(element);
8896 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8898 boolean changed = FALSE;
8899 boolean use_life_bugs = FALSE;
8901 if (IS_ANIMATED(graphic))
8902 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8907 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8908 MovDelay[ax][ay] = life_time;
8910 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8913 if (MovDelay[ax][ay])
8917 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8919 int xx = ax+x1, yy = ay+y1;
8920 int old_element = Feld[xx][yy];
8921 int num_neighbours = 0;
8923 if (!IN_LEV_FIELD(xx, yy))
8926 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8928 int x = xx+x2, y = yy+y2;
8930 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8933 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8934 boolean is_neighbour = FALSE;
8938 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8939 (IS_FREE(x, y) && Stop[x][y]));
8942 (Last[x][y] == element || is_player_cell);
8948 boolean is_free = FALSE;
8951 is_free = (IS_FREE(xx, yy));
8953 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8955 if (xx == ax && yy == ay) /* field in the middle */
8957 if (num_neighbours < life_parameter[0] ||
8958 num_neighbours > life_parameter[1])
8960 Feld[xx][yy] = EL_EMPTY;
8961 if (Feld[xx][yy] != old_element)
8962 TEST_DrawLevelField(xx, yy);
8963 Stop[xx][yy] = TRUE;
8967 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8968 { /* free border field */
8969 if (num_neighbours >= life_parameter[2] &&
8970 num_neighbours <= life_parameter[3])
8972 Feld[xx][yy] = element;
8973 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8974 if (Feld[xx][yy] != old_element)
8975 TEST_DrawLevelField(xx, yy);
8976 Stop[xx][yy] = TRUE;
8983 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8984 SND_GAME_OF_LIFE_GROWING);
8987 static void InitRobotWheel(int x, int y)
8989 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8992 static void RunRobotWheel(int x, int y)
8994 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8997 static void StopRobotWheel(int x, int y)
8999 if (ZX == x && ZY == y)
9003 game.robot_wheel_active = FALSE;
9007 static void InitTimegateWheel(int x, int y)
9009 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9012 static void RunTimegateWheel(int x, int y)
9014 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9017 static void InitMagicBallDelay(int x, int y)
9019 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9022 static void ActivateMagicBall(int bx, int by)
9026 if (level.ball_random)
9028 int pos_border = RND(8); /* select one of the eight border elements */
9029 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9030 int xx = pos_content % 3;
9031 int yy = pos_content / 3;
9036 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9037 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9041 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9043 int xx = x - bx + 1;
9044 int yy = y - by + 1;
9046 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9047 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9051 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9054 static void CheckExit(int x, int y)
9056 if (local_player->gems_still_needed > 0 ||
9057 local_player->sokobanfields_still_needed > 0 ||
9058 local_player->lights_still_needed > 0)
9060 int element = Feld[x][y];
9061 int graphic = el2img(element);
9063 if (IS_ANIMATED(graphic))
9064 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9069 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9072 Feld[x][y] = EL_EXIT_OPENING;
9074 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9077 static void CheckExitEM(int x, int y)
9079 if (local_player->gems_still_needed > 0 ||
9080 local_player->sokobanfields_still_needed > 0 ||
9081 local_player->lights_still_needed > 0)
9083 int element = Feld[x][y];
9084 int graphic = el2img(element);
9086 if (IS_ANIMATED(graphic))
9087 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9092 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9095 Feld[x][y] = EL_EM_EXIT_OPENING;
9097 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9100 static void CheckExitSteel(int x, int y)
9102 if (local_player->gems_still_needed > 0 ||
9103 local_player->sokobanfields_still_needed > 0 ||
9104 local_player->lights_still_needed > 0)
9106 int element = Feld[x][y];
9107 int graphic = el2img(element);
9109 if (IS_ANIMATED(graphic))
9110 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9115 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9118 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9120 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9123 static void CheckExitSteelEM(int x, int y)
9125 if (local_player->gems_still_needed > 0 ||
9126 local_player->sokobanfields_still_needed > 0 ||
9127 local_player->lights_still_needed > 0)
9129 int element = Feld[x][y];
9130 int graphic = el2img(element);
9132 if (IS_ANIMATED(graphic))
9133 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9138 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9141 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9143 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9146 static void CheckExitSP(int x, int y)
9148 if (local_player->gems_still_needed > 0)
9150 int element = Feld[x][y];
9151 int graphic = el2img(element);
9153 if (IS_ANIMATED(graphic))
9154 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9159 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9162 Feld[x][y] = EL_SP_EXIT_OPENING;
9164 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9167 static void CloseAllOpenTimegates(void)
9171 SCAN_PLAYFIELD(x, y)
9173 int element = Feld[x][y];
9175 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9177 Feld[x][y] = EL_TIMEGATE_CLOSING;
9179 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9184 static void DrawTwinkleOnField(int x, int y)
9186 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9189 if (Feld[x][y] == EL_BD_DIAMOND)
9192 if (MovDelay[x][y] == 0) /* next animation frame */
9193 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9195 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9199 DrawLevelElementAnimation(x, y, Feld[x][y]);
9201 if (MovDelay[x][y] != 0)
9203 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9204 10 - MovDelay[x][y]);
9206 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9211 static void MauerWaechst(int x, int y)
9215 if (!MovDelay[x][y]) /* next animation frame */
9216 MovDelay[x][y] = 3 * delay;
9218 if (MovDelay[x][y]) /* wait some time before next frame */
9222 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9224 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9225 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9227 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9230 if (!MovDelay[x][y])
9232 if (MovDir[x][y] == MV_LEFT)
9234 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9235 TEST_DrawLevelField(x - 1, y);
9237 else if (MovDir[x][y] == MV_RIGHT)
9239 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9240 TEST_DrawLevelField(x + 1, y);
9242 else if (MovDir[x][y] == MV_UP)
9244 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9245 TEST_DrawLevelField(x, y - 1);
9249 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9250 TEST_DrawLevelField(x, y + 1);
9253 Feld[x][y] = Store[x][y];
9255 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9256 TEST_DrawLevelField(x, y);
9261 static void MauerAbleger(int ax, int ay)
9263 int element = Feld[ax][ay];
9264 int graphic = el2img(element);
9265 boolean oben_frei = FALSE, unten_frei = FALSE;
9266 boolean links_frei = FALSE, rechts_frei = FALSE;
9267 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9268 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9269 boolean new_wall = FALSE;
9271 if (IS_ANIMATED(graphic))
9272 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9274 if (!MovDelay[ax][ay]) /* start building new wall */
9275 MovDelay[ax][ay] = 6;
9277 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9280 if (MovDelay[ax][ay])
9284 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9286 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9288 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9290 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9293 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9294 element == EL_EXPANDABLE_WALL_ANY)
9298 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9299 Store[ax][ay-1] = element;
9300 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9301 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9302 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9303 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9308 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9309 Store[ax][ay+1] = element;
9310 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9311 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9312 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9313 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9318 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9319 element == EL_EXPANDABLE_WALL_ANY ||
9320 element == EL_EXPANDABLE_WALL ||
9321 element == EL_BD_EXPANDABLE_WALL)
9325 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9326 Store[ax-1][ay] = element;
9327 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9328 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9329 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9330 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9336 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9337 Store[ax+1][ay] = element;
9338 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9339 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9340 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9341 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9346 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9347 TEST_DrawLevelField(ax, ay);
9349 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9351 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9352 unten_massiv = TRUE;
9353 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9354 links_massiv = TRUE;
9355 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9356 rechts_massiv = TRUE;
9358 if (((oben_massiv && unten_massiv) ||
9359 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9360 element == EL_EXPANDABLE_WALL) &&
9361 ((links_massiv && rechts_massiv) ||
9362 element == EL_EXPANDABLE_WALL_VERTICAL))
9363 Feld[ax][ay] = EL_WALL;
9366 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9369 static void MauerAblegerStahl(int ax, int ay)
9371 int element = Feld[ax][ay];
9372 int graphic = el2img(element);
9373 boolean oben_frei = FALSE, unten_frei = FALSE;
9374 boolean links_frei = FALSE, rechts_frei = FALSE;
9375 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9376 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9377 boolean new_wall = FALSE;
9379 if (IS_ANIMATED(graphic))
9380 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9382 if (!MovDelay[ax][ay]) /* start building new wall */
9383 MovDelay[ax][ay] = 6;
9385 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9388 if (MovDelay[ax][ay])
9392 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9394 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9396 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9398 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9401 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9402 element == EL_EXPANDABLE_STEELWALL_ANY)
9406 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9407 Store[ax][ay-1] = element;
9408 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9409 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9410 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9411 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9416 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9417 Store[ax][ay+1] = element;
9418 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9419 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9420 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9421 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9426 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9427 element == EL_EXPANDABLE_STEELWALL_ANY)
9431 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9432 Store[ax-1][ay] = element;
9433 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9434 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9435 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9436 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9442 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9443 Store[ax+1][ay] = element;
9444 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9445 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9446 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9447 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9452 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9454 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9455 unten_massiv = TRUE;
9456 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9457 links_massiv = TRUE;
9458 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9459 rechts_massiv = TRUE;
9461 if (((oben_massiv && unten_massiv) ||
9462 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9463 ((links_massiv && rechts_massiv) ||
9464 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9465 Feld[ax][ay] = EL_STEELWALL;
9468 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9471 static void CheckForDragon(int x, int y)
9474 boolean dragon_found = FALSE;
9475 static int xy[4][2] =
9483 for (i = 0; i < NUM_DIRECTIONS; i++)
9485 for (j = 0; j < 4; j++)
9487 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9489 if (IN_LEV_FIELD(xx, yy) &&
9490 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9492 if (Feld[xx][yy] == EL_DRAGON)
9493 dragon_found = TRUE;
9502 for (i = 0; i < NUM_DIRECTIONS; i++)
9504 for (j = 0; j < 3; j++)
9506 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9508 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9510 Feld[xx][yy] = EL_EMPTY;
9511 TEST_DrawLevelField(xx, yy);
9520 static void InitBuggyBase(int x, int y)
9522 int element = Feld[x][y];
9523 int activating_delay = FRAMES_PER_SECOND / 4;
9526 (element == EL_SP_BUGGY_BASE ?
9527 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9528 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9530 element == EL_SP_BUGGY_BASE_ACTIVE ?
9531 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9534 static void WarnBuggyBase(int x, int y)
9537 static int xy[4][2] =
9545 for (i = 0; i < NUM_DIRECTIONS; i++)
9547 int xx = x + xy[i][0];
9548 int yy = y + xy[i][1];
9550 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9552 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9559 static void InitTrap(int x, int y)
9561 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9564 static void ActivateTrap(int x, int y)
9566 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9569 static void ChangeActiveTrap(int x, int y)
9571 int graphic = IMG_TRAP_ACTIVE;
9573 /* if new animation frame was drawn, correct crumbled sand border */
9574 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9575 TEST_DrawLevelFieldCrumbled(x, y);
9578 static int getSpecialActionElement(int element, int number, int base_element)
9580 return (element != EL_EMPTY ? element :
9581 number != -1 ? base_element + number - 1 :
9585 static int getModifiedActionNumber(int value_old, int operator, int operand,
9586 int value_min, int value_max)
9588 int value_new = (operator == CA_MODE_SET ? operand :
9589 operator == CA_MODE_ADD ? value_old + operand :
9590 operator == CA_MODE_SUBTRACT ? value_old - operand :
9591 operator == CA_MODE_MULTIPLY ? value_old * operand :
9592 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9593 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9596 return (value_new < value_min ? value_min :
9597 value_new > value_max ? value_max :
9601 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9603 struct ElementInfo *ei = &element_info[element];
9604 struct ElementChangeInfo *change = &ei->change_page[page];
9605 int target_element = change->target_element;
9606 int action_type = change->action_type;
9607 int action_mode = change->action_mode;
9608 int action_arg = change->action_arg;
9609 int action_element = change->action_element;
9612 if (!change->has_action)
9615 /* ---------- determine action paramater values -------------------------- */
9617 int level_time_value =
9618 (level.time > 0 ? TimeLeft :
9621 int action_arg_element_raw =
9622 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9623 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9624 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9625 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9626 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9627 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9628 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9630 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9632 int action_arg_direction =
9633 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9634 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9635 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9636 change->actual_trigger_side :
9637 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9638 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9641 int action_arg_number_min =
9642 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9645 int action_arg_number_max =
9646 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9647 action_type == CA_SET_LEVEL_GEMS ? 999 :
9648 action_type == CA_SET_LEVEL_TIME ? 9999 :
9649 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9650 action_type == CA_SET_CE_VALUE ? 9999 :
9651 action_type == CA_SET_CE_SCORE ? 9999 :
9654 int action_arg_number_reset =
9655 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9656 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9657 action_type == CA_SET_LEVEL_TIME ? level.time :
9658 action_type == CA_SET_LEVEL_SCORE ? 0 :
9659 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9660 action_type == CA_SET_CE_SCORE ? 0 :
9663 int action_arg_number =
9664 (action_arg <= CA_ARG_MAX ? action_arg :
9665 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9666 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9667 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9668 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9669 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9670 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9671 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9672 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9673 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9674 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9675 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9676 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9677 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9678 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9679 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9680 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9681 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9682 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9683 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9684 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9685 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9688 int action_arg_number_old =
9689 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9690 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9691 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9692 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9693 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9696 int action_arg_number_new =
9697 getModifiedActionNumber(action_arg_number_old,
9698 action_mode, action_arg_number,
9699 action_arg_number_min, action_arg_number_max);
9701 int trigger_player_bits =
9702 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9703 change->actual_trigger_player_bits : change->trigger_player);
9705 int action_arg_player_bits =
9706 (action_arg >= CA_ARG_PLAYER_1 &&
9707 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9708 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9709 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9712 /* ---------- execute action -------------------------------------------- */
9714 switch (action_type)
9721 /* ---------- level actions ------------------------------------------- */
9723 case CA_RESTART_LEVEL:
9725 game.restart_level = TRUE;
9730 case CA_SHOW_ENVELOPE:
9732 int element = getSpecialActionElement(action_arg_element,
9733 action_arg_number, EL_ENVELOPE_1);
9735 if (IS_ENVELOPE(element))
9736 local_player->show_envelope = element;
9741 case CA_SET_LEVEL_TIME:
9743 if (level.time > 0) /* only modify limited time value */
9745 TimeLeft = action_arg_number_new;
9747 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9749 DisplayGameControlValues();
9751 if (!TimeLeft && setup.time_limit)
9752 for (i = 0; i < MAX_PLAYERS; i++)
9753 KillPlayer(&stored_player[i]);
9759 case CA_SET_LEVEL_SCORE:
9761 local_player->score = action_arg_number_new;
9763 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9765 DisplayGameControlValues();
9770 case CA_SET_LEVEL_GEMS:
9772 local_player->gems_still_needed = action_arg_number_new;
9774 game.snapshot.collected_item = TRUE;
9776 game_panel_controls[GAME_PANEL_GEMS].value =
9777 local_player->gems_still_needed;
9779 DisplayGameControlValues();
9784 case CA_SET_LEVEL_WIND:
9786 game.wind_direction = action_arg_direction;
9791 case CA_SET_LEVEL_RANDOM_SEED:
9793 /* ensure that setting a new random seed while playing is predictable */
9794 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9799 /* ---------- player actions ------------------------------------------ */
9801 case CA_MOVE_PLAYER:
9803 /* automatically move to the next field in specified direction */
9804 for (i = 0; i < MAX_PLAYERS; i++)
9805 if (trigger_player_bits & (1 << i))
9806 stored_player[i].programmed_action = action_arg_direction;
9811 case CA_EXIT_PLAYER:
9813 for (i = 0; i < MAX_PLAYERS; i++)
9814 if (action_arg_player_bits & (1 << i))
9815 ExitPlayer(&stored_player[i]);
9818 PlayerWins(local_player);
9823 case CA_KILL_PLAYER:
9825 for (i = 0; i < MAX_PLAYERS; i++)
9826 if (action_arg_player_bits & (1 << i))
9827 KillPlayer(&stored_player[i]);
9832 case CA_SET_PLAYER_KEYS:
9834 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9835 int element = getSpecialActionElement(action_arg_element,
9836 action_arg_number, EL_KEY_1);
9838 if (IS_KEY(element))
9840 for (i = 0; i < MAX_PLAYERS; i++)
9842 if (trigger_player_bits & (1 << i))
9844 stored_player[i].key[KEY_NR(element)] = key_state;
9846 DrawGameDoorValues();
9854 case CA_SET_PLAYER_SPEED:
9856 for (i = 0; i < MAX_PLAYERS; i++)
9858 if (trigger_player_bits & (1 << i))
9860 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9862 if (action_arg == CA_ARG_SPEED_FASTER &&
9863 stored_player[i].cannot_move)
9865 action_arg_number = STEPSIZE_VERY_SLOW;
9867 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9868 action_arg == CA_ARG_SPEED_FASTER)
9870 action_arg_number = 2;
9871 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9874 else if (action_arg == CA_ARG_NUMBER_RESET)
9876 action_arg_number = level.initial_player_stepsize[i];
9880 getModifiedActionNumber(move_stepsize,
9883 action_arg_number_min,
9884 action_arg_number_max);
9886 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9893 case CA_SET_PLAYER_SHIELD:
9895 for (i = 0; i < MAX_PLAYERS; i++)
9897 if (trigger_player_bits & (1 << i))
9899 if (action_arg == CA_ARG_SHIELD_OFF)
9901 stored_player[i].shield_normal_time_left = 0;
9902 stored_player[i].shield_deadly_time_left = 0;
9904 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9906 stored_player[i].shield_normal_time_left = 999999;
9908 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9910 stored_player[i].shield_normal_time_left = 999999;
9911 stored_player[i].shield_deadly_time_left = 999999;
9919 case CA_SET_PLAYER_GRAVITY:
9921 for (i = 0; i < MAX_PLAYERS; i++)
9923 if (trigger_player_bits & (1 << i))
9925 stored_player[i].gravity =
9926 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9927 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9928 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9929 stored_player[i].gravity);
9936 case CA_SET_PLAYER_ARTWORK:
9938 for (i = 0; i < MAX_PLAYERS; i++)
9940 if (trigger_player_bits & (1 << i))
9942 int artwork_element = action_arg_element;
9944 if (action_arg == CA_ARG_ELEMENT_RESET)
9946 (level.use_artwork_element[i] ? level.artwork_element[i] :
9947 stored_player[i].element_nr);
9949 if (stored_player[i].artwork_element != artwork_element)
9950 stored_player[i].Frame = 0;
9952 stored_player[i].artwork_element = artwork_element;
9954 SetPlayerWaiting(&stored_player[i], FALSE);
9956 /* set number of special actions for bored and sleeping animation */
9957 stored_player[i].num_special_action_bored =
9958 get_num_special_action(artwork_element,
9959 ACTION_BORING_1, ACTION_BORING_LAST);
9960 stored_player[i].num_special_action_sleeping =
9961 get_num_special_action(artwork_element,
9962 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9969 case CA_SET_PLAYER_INVENTORY:
9971 for (i = 0; i < MAX_PLAYERS; i++)
9973 struct PlayerInfo *player = &stored_player[i];
9976 if (trigger_player_bits & (1 << i))
9978 int inventory_element = action_arg_element;
9980 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9981 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9982 action_arg == CA_ARG_ELEMENT_ACTION)
9984 int element = inventory_element;
9985 int collect_count = element_info[element].collect_count_initial;
9987 if (!IS_CUSTOM_ELEMENT(element))
9990 if (collect_count == 0)
9991 player->inventory_infinite_element = element;
9993 for (k = 0; k < collect_count; k++)
9994 if (player->inventory_size < MAX_INVENTORY_SIZE)
9995 player->inventory_element[player->inventory_size++] =
9998 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9999 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10000 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10002 if (player->inventory_infinite_element != EL_UNDEFINED &&
10003 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10004 action_arg_element_raw))
10005 player->inventory_infinite_element = EL_UNDEFINED;
10007 for (k = 0, j = 0; j < player->inventory_size; j++)
10009 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10010 action_arg_element_raw))
10011 player->inventory_element[k++] = player->inventory_element[j];
10014 player->inventory_size = k;
10016 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10018 if (player->inventory_size > 0)
10020 for (j = 0; j < player->inventory_size - 1; j++)
10021 player->inventory_element[j] = player->inventory_element[j + 1];
10023 player->inventory_size--;
10026 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10028 if (player->inventory_size > 0)
10029 player->inventory_size--;
10031 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10033 player->inventory_infinite_element = EL_UNDEFINED;
10034 player->inventory_size = 0;
10036 else if (action_arg == CA_ARG_INVENTORY_RESET)
10038 player->inventory_infinite_element = EL_UNDEFINED;
10039 player->inventory_size = 0;
10041 if (level.use_initial_inventory[i])
10043 for (j = 0; j < level.initial_inventory_size[i]; j++)
10045 int element = level.initial_inventory_content[i][j];
10046 int collect_count = element_info[element].collect_count_initial;
10048 if (!IS_CUSTOM_ELEMENT(element))
10051 if (collect_count == 0)
10052 player->inventory_infinite_element = element;
10054 for (k = 0; k < collect_count; k++)
10055 if (player->inventory_size < MAX_INVENTORY_SIZE)
10056 player->inventory_element[player->inventory_size++] =
10067 /* ---------- CE actions ---------------------------------------------- */
10069 case CA_SET_CE_VALUE:
10071 int last_ce_value = CustomValue[x][y];
10073 CustomValue[x][y] = action_arg_number_new;
10075 if (CustomValue[x][y] != last_ce_value)
10077 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10078 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10080 if (CustomValue[x][y] == 0)
10082 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10083 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10090 case CA_SET_CE_SCORE:
10092 int last_ce_score = ei->collect_score;
10094 ei->collect_score = action_arg_number_new;
10096 if (ei->collect_score != last_ce_score)
10098 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10099 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10101 if (ei->collect_score == 0)
10105 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10106 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10109 This is a very special case that seems to be a mixture between
10110 CheckElementChange() and CheckTriggeredElementChange(): while
10111 the first one only affects single elements that are triggered
10112 directly, the second one affects multiple elements in the playfield
10113 that are triggered indirectly by another element. This is a third
10114 case: Changing the CE score always affects multiple identical CEs,
10115 so every affected CE must be checked, not only the single CE for
10116 which the CE score was changed in the first place (as every instance
10117 of that CE shares the same CE score, and therefore also can change)!
10119 SCAN_PLAYFIELD(xx, yy)
10121 if (Feld[xx][yy] == element)
10122 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10123 CE_SCORE_GETS_ZERO);
10131 case CA_SET_CE_ARTWORK:
10133 int artwork_element = action_arg_element;
10134 boolean reset_frame = FALSE;
10137 if (action_arg == CA_ARG_ELEMENT_RESET)
10138 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10141 if (ei->gfx_element != artwork_element)
10142 reset_frame = TRUE;
10144 ei->gfx_element = artwork_element;
10146 SCAN_PLAYFIELD(xx, yy)
10148 if (Feld[xx][yy] == element)
10152 ResetGfxAnimation(xx, yy);
10153 ResetRandomAnimationValue(xx, yy);
10156 TEST_DrawLevelField(xx, yy);
10163 /* ---------- engine actions ------------------------------------------ */
10165 case CA_SET_ENGINE_SCAN_MODE:
10167 InitPlayfieldScanMode(action_arg);
10177 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10179 int old_element = Feld[x][y];
10180 int new_element = GetElementFromGroupElement(element);
10181 int previous_move_direction = MovDir[x][y];
10182 int last_ce_value = CustomValue[x][y];
10183 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10184 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10185 boolean add_player_onto_element = (new_element_is_player &&
10186 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10187 IS_WALKABLE(old_element));
10189 if (!add_player_onto_element)
10191 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10192 RemoveMovingField(x, y);
10196 Feld[x][y] = new_element;
10198 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10199 MovDir[x][y] = previous_move_direction;
10201 if (element_info[new_element].use_last_ce_value)
10202 CustomValue[x][y] = last_ce_value;
10204 InitField_WithBug1(x, y, FALSE);
10206 new_element = Feld[x][y]; /* element may have changed */
10208 ResetGfxAnimation(x, y);
10209 ResetRandomAnimationValue(x, y);
10211 TEST_DrawLevelField(x, y);
10213 if (GFX_CRUMBLED(new_element))
10214 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10217 /* check if element under the player changes from accessible to unaccessible
10218 (needed for special case of dropping element which then changes) */
10219 /* (must be checked after creating new element for walkable group elements) */
10220 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10221 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10228 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10229 if (new_element_is_player)
10230 RelocatePlayer(x, y, new_element);
10233 ChangeCount[x][y]++; /* count number of changes in the same frame */
10235 TestIfBadThingTouchesPlayer(x, y);
10236 TestIfPlayerTouchesCustomElement(x, y);
10237 TestIfElementTouchesCustomElement(x, y);
10240 static void CreateField(int x, int y, int element)
10242 CreateFieldExt(x, y, element, FALSE);
10245 static void CreateElementFromChange(int x, int y, int element)
10247 element = GET_VALID_RUNTIME_ELEMENT(element);
10249 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10251 int old_element = Feld[x][y];
10253 /* prevent changed element from moving in same engine frame
10254 unless both old and new element can either fall or move */
10255 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10256 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10260 CreateFieldExt(x, y, element, TRUE);
10263 static boolean ChangeElement(int x, int y, int element, int page)
10265 struct ElementInfo *ei = &element_info[element];
10266 struct ElementChangeInfo *change = &ei->change_page[page];
10267 int ce_value = CustomValue[x][y];
10268 int ce_score = ei->collect_score;
10269 int target_element;
10270 int old_element = Feld[x][y];
10272 /* always use default change event to prevent running into a loop */
10273 if (ChangeEvent[x][y] == -1)
10274 ChangeEvent[x][y] = CE_DELAY;
10276 if (ChangeEvent[x][y] == CE_DELAY)
10278 /* reset actual trigger element, trigger player and action element */
10279 change->actual_trigger_element = EL_EMPTY;
10280 change->actual_trigger_player = EL_EMPTY;
10281 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10282 change->actual_trigger_side = CH_SIDE_NONE;
10283 change->actual_trigger_ce_value = 0;
10284 change->actual_trigger_ce_score = 0;
10287 /* do not change elements more than a specified maximum number of changes */
10288 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10291 ChangeCount[x][y]++; /* count number of changes in the same frame */
10293 if (change->explode)
10300 if (change->use_target_content)
10302 boolean complete_replace = TRUE;
10303 boolean can_replace[3][3];
10306 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10309 boolean is_walkable;
10310 boolean is_diggable;
10311 boolean is_collectible;
10312 boolean is_removable;
10313 boolean is_destructible;
10314 int ex = x + xx - 1;
10315 int ey = y + yy - 1;
10316 int content_element = change->target_content.e[xx][yy];
10319 can_replace[xx][yy] = TRUE;
10321 if (ex == x && ey == y) /* do not check changing element itself */
10324 if (content_element == EL_EMPTY_SPACE)
10326 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10331 if (!IN_LEV_FIELD(ex, ey))
10333 can_replace[xx][yy] = FALSE;
10334 complete_replace = FALSE;
10341 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10342 e = MovingOrBlocked2Element(ex, ey);
10344 is_empty = (IS_FREE(ex, ey) ||
10345 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10347 is_walkable = (is_empty || IS_WALKABLE(e));
10348 is_diggable = (is_empty || IS_DIGGABLE(e));
10349 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10350 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10351 is_removable = (is_diggable || is_collectible);
10353 can_replace[xx][yy] =
10354 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10355 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10356 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10357 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10358 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10359 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10360 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10362 if (!can_replace[xx][yy])
10363 complete_replace = FALSE;
10366 if (!change->only_if_complete || complete_replace)
10368 boolean something_has_changed = FALSE;
10370 if (change->only_if_complete && change->use_random_replace &&
10371 RND(100) < change->random_percentage)
10374 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10376 int ex = x + xx - 1;
10377 int ey = y + yy - 1;
10378 int content_element;
10380 if (can_replace[xx][yy] && (!change->use_random_replace ||
10381 RND(100) < change->random_percentage))
10383 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10384 RemoveMovingField(ex, ey);
10386 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10388 content_element = change->target_content.e[xx][yy];
10389 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10390 ce_value, ce_score);
10392 CreateElementFromChange(ex, ey, target_element);
10394 something_has_changed = TRUE;
10396 /* for symmetry reasons, freeze newly created border elements */
10397 if (ex != x || ey != y)
10398 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10402 if (something_has_changed)
10404 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10405 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10411 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10412 ce_value, ce_score);
10414 if (element == EL_DIAGONAL_GROWING ||
10415 element == EL_DIAGONAL_SHRINKING)
10417 target_element = Store[x][y];
10419 Store[x][y] = EL_EMPTY;
10422 CreateElementFromChange(x, y, target_element);
10424 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10425 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10428 /* this uses direct change before indirect change */
10429 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10434 static void HandleElementChange(int x, int y, int page)
10436 int element = MovingOrBlocked2Element(x, y);
10437 struct ElementInfo *ei = &element_info[element];
10438 struct ElementChangeInfo *change = &ei->change_page[page];
10439 boolean handle_action_before_change = FALSE;
10442 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10443 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10446 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10447 x, y, element, element_info[element].token_name);
10448 printf("HandleElementChange(): This should never happen!\n");
10453 /* this can happen with classic bombs on walkable, changing elements */
10454 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10459 if (ChangeDelay[x][y] == 0) /* initialize element change */
10461 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10463 if (change->can_change)
10465 /* !!! not clear why graphic animation should be reset at all here !!! */
10466 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10467 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10470 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10472 When using an animation frame delay of 1 (this only happens with
10473 "sp_zonk.moving.left/right" in the classic graphics), the default
10474 (non-moving) animation shows wrong animation frames (while the
10475 moving animation, like "sp_zonk.moving.left/right", is correct,
10476 so this graphical bug never shows up with the classic graphics).
10477 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10478 be drawn instead of the correct frames 0,1,2,3. This is caused by
10479 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10480 an element change: First when the change delay ("ChangeDelay[][]")
10481 counter has reached zero after decrementing, then a second time in
10482 the next frame (after "GfxFrame[][]" was already incremented) when
10483 "ChangeDelay[][]" is reset to the initial delay value again.
10485 This causes frame 0 to be drawn twice, while the last frame won't
10486 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10488 As some animations may already be cleverly designed around this bug
10489 (at least the "Snake Bite" snake tail animation does this), it cannot
10490 simply be fixed here without breaking such existing animations.
10491 Unfortunately, it cannot easily be detected if a graphics set was
10492 designed "before" or "after" the bug was fixed. As a workaround,
10493 a new graphics set option "game.graphics_engine_version" was added
10494 to be able to specify the game's major release version for which the
10495 graphics set was designed, which can then be used to decide if the
10496 bugfix should be used (version 4 and above) or not (version 3 or
10497 below, or if no version was specified at all, as with old sets).
10499 (The wrong/fixed animation frames can be tested with the test level set
10500 "test_gfxframe" and level "000", which contains a specially prepared
10501 custom element at level position (x/y) == (11/9) which uses the zonk
10502 animation mentioned above. Using "game.graphics_engine_version: 4"
10503 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10504 This can also be seen from the debug output for this test element.)
10507 /* when a custom element is about to change (for example by change delay),
10508 do not reset graphic animation when the custom element is moving */
10509 if (game.graphics_engine_version < 4 &&
10512 ResetGfxAnimation(x, y);
10513 ResetRandomAnimationValue(x, y);
10516 if (change->pre_change_function)
10517 change->pre_change_function(x, y);
10521 ChangeDelay[x][y]--;
10523 if (ChangeDelay[x][y] != 0) /* continue element change */
10525 if (change->can_change)
10527 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10529 if (IS_ANIMATED(graphic))
10530 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10532 if (change->change_function)
10533 change->change_function(x, y);
10536 else /* finish element change */
10538 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10540 page = ChangePage[x][y];
10541 ChangePage[x][y] = -1;
10543 change = &ei->change_page[page];
10546 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10548 ChangeDelay[x][y] = 1; /* try change after next move step */
10549 ChangePage[x][y] = page; /* remember page to use for change */
10554 /* special case: set new level random seed before changing element */
10555 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10556 handle_action_before_change = TRUE;
10558 if (change->has_action && handle_action_before_change)
10559 ExecuteCustomElementAction(x, y, element, page);
10561 if (change->can_change)
10563 if (ChangeElement(x, y, element, page))
10565 if (change->post_change_function)
10566 change->post_change_function(x, y);
10570 if (change->has_action && !handle_action_before_change)
10571 ExecuteCustomElementAction(x, y, element, page);
10575 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10576 int trigger_element,
10578 int trigger_player,
10582 boolean change_done_any = FALSE;
10583 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10586 if (!(trigger_events[trigger_element][trigger_event]))
10589 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10591 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10593 int element = EL_CUSTOM_START + i;
10594 boolean change_done = FALSE;
10597 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10598 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10601 for (p = 0; p < element_info[element].num_change_pages; p++)
10603 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10605 if (change->can_change_or_has_action &&
10606 change->has_event[trigger_event] &&
10607 change->trigger_side & trigger_side &&
10608 change->trigger_player & trigger_player &&
10609 change->trigger_page & trigger_page_bits &&
10610 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10612 change->actual_trigger_element = trigger_element;
10613 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10614 change->actual_trigger_player_bits = trigger_player;
10615 change->actual_trigger_side = trigger_side;
10616 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10617 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10619 if ((change->can_change && !change_done) || change->has_action)
10623 SCAN_PLAYFIELD(x, y)
10625 if (Feld[x][y] == element)
10627 if (change->can_change && !change_done)
10629 /* if element already changed in this frame, not only prevent
10630 another element change (checked in ChangeElement()), but
10631 also prevent additional element actions for this element */
10633 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10634 !level.use_action_after_change_bug)
10637 ChangeDelay[x][y] = 1;
10638 ChangeEvent[x][y] = trigger_event;
10640 HandleElementChange(x, y, p);
10642 else if (change->has_action)
10644 /* if element already changed in this frame, not only prevent
10645 another element change (checked in ChangeElement()), but
10646 also prevent additional element actions for this element */
10648 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10649 !level.use_action_after_change_bug)
10652 ExecuteCustomElementAction(x, y, element, p);
10653 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10658 if (change->can_change)
10660 change_done = TRUE;
10661 change_done_any = TRUE;
10668 RECURSION_LOOP_DETECTION_END();
10670 return change_done_any;
10673 static boolean CheckElementChangeExt(int x, int y,
10675 int trigger_element,
10677 int trigger_player,
10680 boolean change_done = FALSE;
10683 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10684 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10687 if (Feld[x][y] == EL_BLOCKED)
10689 Blocked2Moving(x, y, &x, &y);
10690 element = Feld[x][y];
10693 /* check if element has already changed or is about to change after moving */
10694 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10695 Feld[x][y] != element) ||
10697 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10698 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10699 ChangePage[x][y] != -1)))
10702 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10704 for (p = 0; p < element_info[element].num_change_pages; p++)
10706 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10708 /* check trigger element for all events where the element that is checked
10709 for changing interacts with a directly adjacent element -- this is
10710 different to element changes that affect other elements to change on the
10711 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10712 boolean check_trigger_element =
10713 (trigger_event == CE_TOUCHING_X ||
10714 trigger_event == CE_HITTING_X ||
10715 trigger_event == CE_HIT_BY_X ||
10716 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10718 if (change->can_change_or_has_action &&
10719 change->has_event[trigger_event] &&
10720 change->trigger_side & trigger_side &&
10721 change->trigger_player & trigger_player &&
10722 (!check_trigger_element ||
10723 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10725 change->actual_trigger_element = trigger_element;
10726 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10727 change->actual_trigger_player_bits = trigger_player;
10728 change->actual_trigger_side = trigger_side;
10729 change->actual_trigger_ce_value = CustomValue[x][y];
10730 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10732 /* special case: trigger element not at (x,y) position for some events */
10733 if (check_trigger_element)
10745 { 0, 0 }, { 0, 0 }, { 0, 0 },
10749 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10750 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10752 change->actual_trigger_ce_value = CustomValue[xx][yy];
10753 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10756 if (change->can_change && !change_done)
10758 ChangeDelay[x][y] = 1;
10759 ChangeEvent[x][y] = trigger_event;
10761 HandleElementChange(x, y, p);
10763 change_done = TRUE;
10765 else if (change->has_action)
10767 ExecuteCustomElementAction(x, y, element, p);
10768 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10773 RECURSION_LOOP_DETECTION_END();
10775 return change_done;
10778 static void PlayPlayerSound(struct PlayerInfo *player)
10780 int jx = player->jx, jy = player->jy;
10781 int sound_element = player->artwork_element;
10782 int last_action = player->last_action_waiting;
10783 int action = player->action_waiting;
10785 if (player->is_waiting)
10787 if (action != last_action)
10788 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10790 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10794 if (action != last_action)
10795 StopSound(element_info[sound_element].sound[last_action]);
10797 if (last_action == ACTION_SLEEPING)
10798 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10802 static void PlayAllPlayersSound(void)
10806 for (i = 0; i < MAX_PLAYERS; i++)
10807 if (stored_player[i].active)
10808 PlayPlayerSound(&stored_player[i]);
10811 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10813 boolean last_waiting = player->is_waiting;
10814 int move_dir = player->MovDir;
10816 player->dir_waiting = move_dir;
10817 player->last_action_waiting = player->action_waiting;
10821 if (!last_waiting) /* not waiting -> waiting */
10823 player->is_waiting = TRUE;
10825 player->frame_counter_bored =
10827 game.player_boring_delay_fixed +
10828 GetSimpleRandom(game.player_boring_delay_random);
10829 player->frame_counter_sleeping =
10831 game.player_sleeping_delay_fixed +
10832 GetSimpleRandom(game.player_sleeping_delay_random);
10834 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10837 if (game.player_sleeping_delay_fixed +
10838 game.player_sleeping_delay_random > 0 &&
10839 player->anim_delay_counter == 0 &&
10840 player->post_delay_counter == 0 &&
10841 FrameCounter >= player->frame_counter_sleeping)
10842 player->is_sleeping = TRUE;
10843 else if (game.player_boring_delay_fixed +
10844 game.player_boring_delay_random > 0 &&
10845 FrameCounter >= player->frame_counter_bored)
10846 player->is_bored = TRUE;
10848 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10849 player->is_bored ? ACTION_BORING :
10852 if (player->is_sleeping && player->use_murphy)
10854 /* special case for sleeping Murphy when leaning against non-free tile */
10856 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10857 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10858 !IS_MOVING(player->jx - 1, player->jy)))
10859 move_dir = MV_LEFT;
10860 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10861 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10862 !IS_MOVING(player->jx + 1, player->jy)))
10863 move_dir = MV_RIGHT;
10865 player->is_sleeping = FALSE;
10867 player->dir_waiting = move_dir;
10870 if (player->is_sleeping)
10872 if (player->num_special_action_sleeping > 0)
10874 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10876 int last_special_action = player->special_action_sleeping;
10877 int num_special_action = player->num_special_action_sleeping;
10878 int special_action =
10879 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10880 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10881 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10882 last_special_action + 1 : ACTION_SLEEPING);
10883 int special_graphic =
10884 el_act_dir2img(player->artwork_element, special_action, move_dir);
10886 player->anim_delay_counter =
10887 graphic_info[special_graphic].anim_delay_fixed +
10888 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10889 player->post_delay_counter =
10890 graphic_info[special_graphic].post_delay_fixed +
10891 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10893 player->special_action_sleeping = special_action;
10896 if (player->anim_delay_counter > 0)
10898 player->action_waiting = player->special_action_sleeping;
10899 player->anim_delay_counter--;
10901 else if (player->post_delay_counter > 0)
10903 player->post_delay_counter--;
10907 else if (player->is_bored)
10909 if (player->num_special_action_bored > 0)
10911 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10913 int special_action =
10914 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10915 int special_graphic =
10916 el_act_dir2img(player->artwork_element, special_action, move_dir);
10918 player->anim_delay_counter =
10919 graphic_info[special_graphic].anim_delay_fixed +
10920 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10921 player->post_delay_counter =
10922 graphic_info[special_graphic].post_delay_fixed +
10923 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10925 player->special_action_bored = special_action;
10928 if (player->anim_delay_counter > 0)
10930 player->action_waiting = player->special_action_bored;
10931 player->anim_delay_counter--;
10933 else if (player->post_delay_counter > 0)
10935 player->post_delay_counter--;
10940 else if (last_waiting) /* waiting -> not waiting */
10942 player->is_waiting = FALSE;
10943 player->is_bored = FALSE;
10944 player->is_sleeping = FALSE;
10946 player->frame_counter_bored = -1;
10947 player->frame_counter_sleeping = -1;
10949 player->anim_delay_counter = 0;
10950 player->post_delay_counter = 0;
10952 player->dir_waiting = player->MovDir;
10953 player->action_waiting = ACTION_DEFAULT;
10955 player->special_action_bored = ACTION_DEFAULT;
10956 player->special_action_sleeping = ACTION_DEFAULT;
10960 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10962 if ((!player->is_moving && player->was_moving) ||
10963 (player->MovPos == 0 && player->was_moving) ||
10964 (player->is_snapping && !player->was_snapping) ||
10965 (player->is_dropping && !player->was_dropping))
10967 if (!CheckSaveEngineSnapshotToList())
10970 player->was_moving = FALSE;
10971 player->was_snapping = TRUE;
10972 player->was_dropping = TRUE;
10976 if (player->is_moving)
10977 player->was_moving = TRUE;
10979 if (!player->is_snapping)
10980 player->was_snapping = FALSE;
10982 if (!player->is_dropping)
10983 player->was_dropping = FALSE;
10987 static void CheckSingleStepMode(struct PlayerInfo *player)
10989 if (tape.single_step && tape.recording && !tape.pausing)
10991 /* as it is called "single step mode", just return to pause mode when the
10992 player stopped moving after one tile (or never starts moving at all) */
10993 if (!player->is_moving &&
10994 !player->is_pushing &&
10995 !player->is_dropping_pressed)
10997 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10998 SnapField(player, 0, 0); /* stop snapping */
11002 CheckSaveEngineSnapshot(player);
11005 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11007 int left = player_action & JOY_LEFT;
11008 int right = player_action & JOY_RIGHT;
11009 int up = player_action & JOY_UP;
11010 int down = player_action & JOY_DOWN;
11011 int button1 = player_action & JOY_BUTTON_1;
11012 int button2 = player_action & JOY_BUTTON_2;
11013 int dx = (left ? -1 : right ? 1 : 0);
11014 int dy = (up ? -1 : down ? 1 : 0);
11016 if (!player->active || tape.pausing)
11022 SnapField(player, dx, dy);
11026 DropElement(player);
11028 MovePlayer(player, dx, dy);
11031 CheckSingleStepMode(player);
11033 SetPlayerWaiting(player, FALSE);
11035 return player_action;
11039 /* no actions for this player (no input at player's configured device) */
11041 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11042 SnapField(player, 0, 0);
11043 CheckGravityMovementWhenNotMoving(player);
11045 if (player->MovPos == 0)
11046 SetPlayerWaiting(player, TRUE);
11048 if (player->MovPos == 0) /* needed for tape.playing */
11049 player->is_moving = FALSE;
11051 player->is_dropping = FALSE;
11052 player->is_dropping_pressed = FALSE;
11053 player->drop_pressed_delay = 0;
11055 CheckSingleStepMode(player);
11061 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11064 if (!tape.use_mouse)
11067 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11068 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11069 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11072 static void SetTapeActionFromMouseAction(byte *tape_action,
11073 struct MouseActionInfo *mouse_action)
11075 if (!tape.use_mouse)
11078 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11079 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11080 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11083 static void CheckLevelTime(void)
11087 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11088 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11090 if (level.native_em_level->lev->home == 0) /* all players at home */
11092 PlayerWins(local_player);
11094 AllPlayersGone = TRUE;
11096 level.native_em_level->lev->home = -1;
11099 if (level.native_em_level->ply[0]->alive == 0 &&
11100 level.native_em_level->ply[1]->alive == 0 &&
11101 level.native_em_level->ply[2]->alive == 0 &&
11102 level.native_em_level->ply[3]->alive == 0) /* all dead */
11103 AllPlayersGone = TRUE;
11105 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11107 if (game_sp.LevelSolved &&
11108 !game_sp.GameOver) /* game won */
11110 PlayerWins(local_player);
11112 game_sp.GameOver = TRUE;
11114 AllPlayersGone = TRUE;
11117 if (game_sp.GameOver) /* game lost */
11118 AllPlayersGone = TRUE;
11120 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11122 if (game_mm.level_solved &&
11123 !game_mm.game_over) /* game won */
11125 PlayerWins(local_player);
11127 game_mm.game_over = TRUE;
11129 AllPlayersGone = TRUE;
11132 if (game_mm.game_over) /* game lost */
11133 AllPlayersGone = TRUE;
11136 if (TimeFrames >= FRAMES_PER_SECOND)
11141 for (i = 0; i < MAX_PLAYERS; i++)
11143 struct PlayerInfo *player = &stored_player[i];
11145 if (SHIELD_ON(player))
11147 player->shield_normal_time_left--;
11149 if (player->shield_deadly_time_left > 0)
11150 player->shield_deadly_time_left--;
11154 if (!local_player->LevelSolved && !level.use_step_counter)
11162 if (TimeLeft <= 10 && setup.time_limit)
11163 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11165 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11166 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11168 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11170 if (!TimeLeft && setup.time_limit)
11172 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11173 level.native_em_level->lev->killed_out_of_time = TRUE;
11175 for (i = 0; i < MAX_PLAYERS; i++)
11176 KillPlayer(&stored_player[i]);
11179 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11181 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11184 level.native_em_level->lev->time =
11185 (game.no_time_limit ? TimePlayed : TimeLeft);
11188 if (tape.recording || tape.playing)
11189 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11192 if (tape.recording || tape.playing)
11193 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11195 UpdateAndDisplayGameControlValues();
11198 void AdvanceFrameAndPlayerCounters(int player_nr)
11202 /* advance frame counters (global frame counter and time frame counter) */
11206 /* advance player counters (counters for move delay, move animation etc.) */
11207 for (i = 0; i < MAX_PLAYERS; i++)
11209 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11210 int move_delay_value = stored_player[i].move_delay_value;
11211 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11213 if (!advance_player_counters) /* not all players may be affected */
11216 if (move_frames == 0) /* less than one move per game frame */
11218 int stepsize = TILEX / move_delay_value;
11219 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11220 int count = (stored_player[i].is_moving ?
11221 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11223 if (count % delay == 0)
11227 stored_player[i].Frame += move_frames;
11229 if (stored_player[i].MovPos != 0)
11230 stored_player[i].StepFrame += move_frames;
11232 if (stored_player[i].move_delay > 0)
11233 stored_player[i].move_delay--;
11235 /* due to bugs in previous versions, counter must count up, not down */
11236 if (stored_player[i].push_delay != -1)
11237 stored_player[i].push_delay++;
11239 if (stored_player[i].drop_delay > 0)
11240 stored_player[i].drop_delay--;
11242 if (stored_player[i].is_dropping_pressed)
11243 stored_player[i].drop_pressed_delay++;
11247 void StartGameActions(boolean init_network_game, boolean record_tape,
11250 unsigned int new_random_seed = InitRND(random_seed);
11253 TapeStartRecording(new_random_seed);
11255 if (init_network_game)
11257 SendToServer_LevelFile();
11258 SendToServer_StartPlaying();
11266 static void GameActionsExt(void)
11269 static unsigned int game_frame_delay = 0;
11271 unsigned int game_frame_delay_value;
11272 byte *recorded_player_action;
11273 byte summarized_player_action = 0;
11274 byte tape_action[MAX_PLAYERS];
11277 /* detect endless loops, caused by custom element programming */
11278 if (recursion_loop_detected && recursion_loop_depth == 0)
11280 char *message = getStringCat3("Internal Error! Element ",
11281 EL_NAME(recursion_loop_element),
11282 " caused endless loop! Quit the game?");
11284 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11285 EL_NAME(recursion_loop_element));
11287 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11289 recursion_loop_detected = FALSE; /* if game should be continued */
11296 if (game.restart_level)
11297 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11299 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11300 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11302 if (level.native_em_level->lev->home == 0) /* all players at home */
11304 PlayerWins(local_player);
11306 AllPlayersGone = TRUE;
11308 level.native_em_level->lev->home = -1;
11311 if (level.native_em_level->ply[0]->alive == 0 &&
11312 level.native_em_level->ply[1]->alive == 0 &&
11313 level.native_em_level->ply[2]->alive == 0 &&
11314 level.native_em_level->ply[3]->alive == 0) /* all dead */
11315 AllPlayersGone = TRUE;
11317 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11319 if (game_sp.LevelSolved &&
11320 !game_sp.GameOver) /* game won */
11322 PlayerWins(local_player);
11324 game_sp.GameOver = TRUE;
11326 AllPlayersGone = TRUE;
11329 if (game_sp.GameOver) /* game lost */
11330 AllPlayersGone = TRUE;
11332 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11334 if (game_mm.level_solved &&
11335 !game_mm.game_over) /* game won */
11337 PlayerWins(local_player);
11339 game_mm.game_over = TRUE;
11341 AllPlayersGone = TRUE;
11344 if (game_mm.game_over) /* game lost */
11345 AllPlayersGone = TRUE;
11348 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11351 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11354 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11357 game_frame_delay_value =
11358 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11360 if (tape.playing && tape.warp_forward && !tape.pausing)
11361 game_frame_delay_value = 0;
11363 SetVideoFrameDelay(game_frame_delay_value);
11367 /* ---------- main game synchronization point ---------- */
11369 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11371 printf("::: skip == %d\n", skip);
11374 /* ---------- main game synchronization point ---------- */
11376 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11380 if (network_playing && !network_player_action_received)
11382 /* try to get network player actions in time */
11384 /* last chance to get network player actions without main loop delay */
11385 HandleNetworking();
11387 /* game was quit by network peer */
11388 if (game_status != GAME_MODE_PLAYING)
11391 if (!network_player_action_received)
11392 return; /* failed to get network player actions in time */
11394 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11400 /* at this point we know that we really continue executing the game */
11402 network_player_action_received = FALSE;
11404 /* when playing tape, read previously recorded player input from tape data */
11405 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11407 local_player->effective_mouse_action = local_player->mouse_action;
11409 if (recorded_player_action != NULL)
11410 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11411 recorded_player_action);
11413 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11417 if (tape.set_centered_player)
11419 game.centered_player_nr_next = tape.centered_player_nr_next;
11420 game.set_centered_player = TRUE;
11423 for (i = 0; i < MAX_PLAYERS; i++)
11425 summarized_player_action |= stored_player[i].action;
11427 if (!network_playing && (game.team_mode || tape.playing))
11428 stored_player[i].effective_action = stored_player[i].action;
11431 if (network_playing)
11432 SendToServer_MovePlayer(summarized_player_action);
11434 // summarize all actions at local players mapped input device position
11435 // (this allows using different input devices in single player mode)
11436 if (!network.enabled && !game.team_mode)
11437 stored_player[map_player_action[local_player->index_nr]].effective_action =
11438 summarized_player_action;
11440 if (tape.recording &&
11442 setup.input_on_focus &&
11443 game.centered_player_nr != -1)
11445 for (i = 0; i < MAX_PLAYERS; i++)
11446 stored_player[i].effective_action =
11447 (i == game.centered_player_nr ? summarized_player_action : 0);
11450 if (recorded_player_action != NULL)
11451 for (i = 0; i < MAX_PLAYERS; i++)
11452 stored_player[i].effective_action = recorded_player_action[i];
11454 for (i = 0; i < MAX_PLAYERS; i++)
11456 tape_action[i] = stored_player[i].effective_action;
11458 /* (this may happen in the RND game engine if a player was not present on
11459 the playfield on level start, but appeared later from a custom element */
11460 if (setup.team_mode &&
11463 !tape.player_participates[i])
11464 tape.player_participates[i] = TRUE;
11467 SetTapeActionFromMouseAction(tape_action,
11468 &local_player->effective_mouse_action);
11470 /* only record actions from input devices, but not programmed actions */
11471 if (tape.recording)
11472 TapeRecordAction(tape_action);
11474 #if USE_NEW_PLAYER_ASSIGNMENTS
11475 // !!! also map player actions in single player mode !!!
11476 // if (game.team_mode)
11479 byte mapped_action[MAX_PLAYERS];
11481 #if DEBUG_PLAYER_ACTIONS
11483 for (i = 0; i < MAX_PLAYERS; i++)
11484 printf(" %d, ", stored_player[i].effective_action);
11487 for (i = 0; i < MAX_PLAYERS; i++)
11488 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11490 for (i = 0; i < MAX_PLAYERS; i++)
11491 stored_player[i].effective_action = mapped_action[i];
11493 #if DEBUG_PLAYER_ACTIONS
11495 for (i = 0; i < MAX_PLAYERS; i++)
11496 printf(" %d, ", stored_player[i].effective_action);
11500 #if DEBUG_PLAYER_ACTIONS
11504 for (i = 0; i < MAX_PLAYERS; i++)
11505 printf(" %d, ", stored_player[i].effective_action);
11511 for (i = 0; i < MAX_PLAYERS; i++)
11513 // allow engine snapshot in case of changed movement attempt
11514 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11515 (stored_player[i].effective_action & KEY_MOTION))
11516 game.snapshot.changed_action = TRUE;
11518 // allow engine snapshot in case of snapping/dropping attempt
11519 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11520 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11521 game.snapshot.changed_action = TRUE;
11523 game.snapshot.last_action[i] = stored_player[i].effective_action;
11526 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11528 GameActions_EM_Main();
11530 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11532 GameActions_SP_Main();
11534 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11536 GameActions_MM_Main();
11540 GameActions_RND_Main();
11543 BlitScreenToBitmap(backbuffer);
11547 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11549 if (global.show_frames_per_second)
11551 static unsigned int fps_counter = 0;
11552 static int fps_frames = 0;
11553 unsigned int fps_delay_ms = Counter() - fps_counter;
11557 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11559 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11562 fps_counter = Counter();
11564 /* always draw FPS to screen after FPS value was updated */
11565 redraw_mask |= REDRAW_FPS;
11568 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11569 if (GetDrawDeactivationMask() == REDRAW_NONE)
11570 redraw_mask |= REDRAW_FPS;
11574 static void GameActions_CheckSaveEngineSnapshot(void)
11576 if (!game.snapshot.save_snapshot)
11579 // clear flag for saving snapshot _before_ saving snapshot
11580 game.snapshot.save_snapshot = FALSE;
11582 SaveEngineSnapshotToList();
11585 void GameActions(void)
11589 GameActions_CheckSaveEngineSnapshot();
11592 void GameActions_EM_Main(void)
11594 byte effective_action[MAX_PLAYERS];
11595 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11598 for (i = 0; i < MAX_PLAYERS; i++)
11599 effective_action[i] = stored_player[i].effective_action;
11601 GameActions_EM(effective_action, warp_mode);
11604 void GameActions_SP_Main(void)
11606 byte effective_action[MAX_PLAYERS];
11607 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11610 for (i = 0; i < MAX_PLAYERS; i++)
11611 effective_action[i] = stored_player[i].effective_action;
11613 GameActions_SP(effective_action, warp_mode);
11615 for (i = 0; i < MAX_PLAYERS; i++)
11617 if (stored_player[i].force_dropping)
11618 stored_player[i].action |= KEY_BUTTON_DROP;
11620 stored_player[i].force_dropping = FALSE;
11624 void GameActions_MM_Main(void)
11626 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11628 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11631 void GameActions_RND_Main(void)
11636 void GameActions_RND(void)
11638 int magic_wall_x = 0, magic_wall_y = 0;
11639 int i, x, y, element, graphic, last_gfx_frame;
11641 InitPlayfieldScanModeVars();
11643 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11645 SCAN_PLAYFIELD(x, y)
11647 ChangeCount[x][y] = 0;
11648 ChangeEvent[x][y] = -1;
11652 if (game.set_centered_player)
11654 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11656 /* switching to "all players" only possible if all players fit to screen */
11657 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11659 game.centered_player_nr_next = game.centered_player_nr;
11660 game.set_centered_player = FALSE;
11663 /* do not switch focus to non-existing (or non-active) player */
11664 if (game.centered_player_nr_next >= 0 &&
11665 !stored_player[game.centered_player_nr_next].active)
11667 game.centered_player_nr_next = game.centered_player_nr;
11668 game.set_centered_player = FALSE;
11672 if (game.set_centered_player &&
11673 ScreenMovPos == 0) /* screen currently aligned at tile position */
11677 if (game.centered_player_nr_next == -1)
11679 setScreenCenteredToAllPlayers(&sx, &sy);
11683 sx = stored_player[game.centered_player_nr_next].jx;
11684 sy = stored_player[game.centered_player_nr_next].jy;
11687 game.centered_player_nr = game.centered_player_nr_next;
11688 game.set_centered_player = FALSE;
11690 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11691 DrawGameDoorValues();
11694 for (i = 0; i < MAX_PLAYERS; i++)
11696 int actual_player_action = stored_player[i].effective_action;
11699 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11700 - rnd_equinox_tetrachloride 048
11701 - rnd_equinox_tetrachloride_ii 096
11702 - rnd_emanuel_schmieg 002
11703 - doctor_sloan_ww 001, 020
11705 if (stored_player[i].MovPos == 0)
11706 CheckGravityMovement(&stored_player[i]);
11709 /* overwrite programmed action with tape action */
11710 if (stored_player[i].programmed_action)
11711 actual_player_action = stored_player[i].programmed_action;
11713 PlayerActions(&stored_player[i], actual_player_action);
11715 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11718 ScrollScreen(NULL, SCROLL_GO_ON);
11720 /* for backwards compatibility, the following code emulates a fixed bug that
11721 occured when pushing elements (causing elements that just made their last
11722 pushing step to already (if possible) make their first falling step in the
11723 same game frame, which is bad); this code is also needed to use the famous
11724 "spring push bug" which is used in older levels and might be wanted to be
11725 used also in newer levels, but in this case the buggy pushing code is only
11726 affecting the "spring" element and no other elements */
11728 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11730 for (i = 0; i < MAX_PLAYERS; i++)
11732 struct PlayerInfo *player = &stored_player[i];
11733 int x = player->jx;
11734 int y = player->jy;
11736 if (player->active && player->is_pushing && player->is_moving &&
11738 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11739 Feld[x][y] == EL_SPRING))
11741 ContinueMoving(x, y);
11743 /* continue moving after pushing (this is actually a bug) */
11744 if (!IS_MOVING(x, y))
11745 Stop[x][y] = FALSE;
11750 SCAN_PLAYFIELD(x, y)
11752 Last[x][y] = Feld[x][y];
11754 ChangeCount[x][y] = 0;
11755 ChangeEvent[x][y] = -1;
11757 /* this must be handled before main playfield loop */
11758 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11761 if (MovDelay[x][y] <= 0)
11765 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11768 if (MovDelay[x][y] <= 0)
11771 TEST_DrawLevelField(x, y);
11773 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11778 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11780 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11781 printf("GameActions(): This should never happen!\n");
11783 ChangePage[x][y] = -1;
11787 Stop[x][y] = FALSE;
11788 if (WasJustMoving[x][y] > 0)
11789 WasJustMoving[x][y]--;
11790 if (WasJustFalling[x][y] > 0)
11791 WasJustFalling[x][y]--;
11792 if (CheckCollision[x][y] > 0)
11793 CheckCollision[x][y]--;
11794 if (CheckImpact[x][y] > 0)
11795 CheckImpact[x][y]--;
11799 /* reset finished pushing action (not done in ContinueMoving() to allow
11800 continuous pushing animation for elements with zero push delay) */
11801 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11803 ResetGfxAnimation(x, y);
11804 TEST_DrawLevelField(x, y);
11808 if (IS_BLOCKED(x, y))
11812 Blocked2Moving(x, y, &oldx, &oldy);
11813 if (!IS_MOVING(oldx, oldy))
11815 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11816 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11817 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11818 printf("GameActions(): This should never happen!\n");
11824 SCAN_PLAYFIELD(x, y)
11826 element = Feld[x][y];
11827 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11828 last_gfx_frame = GfxFrame[x][y];
11830 ResetGfxFrame(x, y);
11832 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11833 DrawLevelGraphicAnimation(x, y, graphic);
11835 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11836 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11837 ResetRandomAnimationValue(x, y);
11839 SetRandomAnimationValue(x, y);
11841 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11843 if (IS_INACTIVE(element))
11845 if (IS_ANIMATED(graphic))
11846 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11851 /* this may take place after moving, so 'element' may have changed */
11852 if (IS_CHANGING(x, y) &&
11853 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11855 int page = element_info[element].event_page_nr[CE_DELAY];
11857 HandleElementChange(x, y, page);
11859 element = Feld[x][y];
11860 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11863 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11867 element = Feld[x][y];
11868 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11870 if (IS_ANIMATED(graphic) &&
11871 !IS_MOVING(x, y) &&
11873 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11875 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11876 TEST_DrawTwinkleOnField(x, y);
11878 else if (element == EL_ACID)
11881 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11883 else if ((element == EL_EXIT_OPEN ||
11884 element == EL_EM_EXIT_OPEN ||
11885 element == EL_SP_EXIT_OPEN ||
11886 element == EL_STEEL_EXIT_OPEN ||
11887 element == EL_EM_STEEL_EXIT_OPEN ||
11888 element == EL_SP_TERMINAL ||
11889 element == EL_SP_TERMINAL_ACTIVE ||
11890 element == EL_EXTRA_TIME ||
11891 element == EL_SHIELD_NORMAL ||
11892 element == EL_SHIELD_DEADLY) &&
11893 IS_ANIMATED(graphic))
11894 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11895 else if (IS_MOVING(x, y))
11896 ContinueMoving(x, y);
11897 else if (IS_ACTIVE_BOMB(element))
11898 CheckDynamite(x, y);
11899 else if (element == EL_AMOEBA_GROWING)
11900 AmoebeWaechst(x, y);
11901 else if (element == EL_AMOEBA_SHRINKING)
11902 AmoebaDisappearing(x, y);
11904 #if !USE_NEW_AMOEBA_CODE
11905 else if (IS_AMOEBALIVE(element))
11906 AmoebeAbleger(x, y);
11909 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11911 else if (element == EL_EXIT_CLOSED)
11913 else if (element == EL_EM_EXIT_CLOSED)
11915 else if (element == EL_STEEL_EXIT_CLOSED)
11916 CheckExitSteel(x, y);
11917 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11918 CheckExitSteelEM(x, y);
11919 else if (element == EL_SP_EXIT_CLOSED)
11921 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11922 element == EL_EXPANDABLE_STEELWALL_GROWING)
11923 MauerWaechst(x, y);
11924 else if (element == EL_EXPANDABLE_WALL ||
11925 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11926 element == EL_EXPANDABLE_WALL_VERTICAL ||
11927 element == EL_EXPANDABLE_WALL_ANY ||
11928 element == EL_BD_EXPANDABLE_WALL)
11929 MauerAbleger(x, y);
11930 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11931 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11932 element == EL_EXPANDABLE_STEELWALL_ANY)
11933 MauerAblegerStahl(x, y);
11934 else if (element == EL_FLAMES)
11935 CheckForDragon(x, y);
11936 else if (element == EL_EXPLOSION)
11937 ; /* drawing of correct explosion animation is handled separately */
11938 else if (element == EL_ELEMENT_SNAPPING ||
11939 element == EL_DIAGONAL_SHRINKING ||
11940 element == EL_DIAGONAL_GROWING)
11942 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11944 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11946 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11947 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11949 if (IS_BELT_ACTIVE(element))
11950 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11952 if (game.magic_wall_active)
11954 int jx = local_player->jx, jy = local_player->jy;
11956 /* play the element sound at the position nearest to the player */
11957 if ((element == EL_MAGIC_WALL_FULL ||
11958 element == EL_MAGIC_WALL_ACTIVE ||
11959 element == EL_MAGIC_WALL_EMPTYING ||
11960 element == EL_BD_MAGIC_WALL_FULL ||
11961 element == EL_BD_MAGIC_WALL_ACTIVE ||
11962 element == EL_BD_MAGIC_WALL_EMPTYING ||
11963 element == EL_DC_MAGIC_WALL_FULL ||
11964 element == EL_DC_MAGIC_WALL_ACTIVE ||
11965 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11966 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11974 #if USE_NEW_AMOEBA_CODE
11975 /* new experimental amoeba growth stuff */
11976 if (!(FrameCounter % 8))
11978 static unsigned int random = 1684108901;
11980 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11982 x = RND(lev_fieldx);
11983 y = RND(lev_fieldy);
11984 element = Feld[x][y];
11986 if (!IS_PLAYER(x,y) &&
11987 (element == EL_EMPTY ||
11988 CAN_GROW_INTO(element) ||
11989 element == EL_QUICKSAND_EMPTY ||
11990 element == EL_QUICKSAND_FAST_EMPTY ||
11991 element == EL_ACID_SPLASH_LEFT ||
11992 element == EL_ACID_SPLASH_RIGHT))
11994 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11995 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11996 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11997 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11998 Feld[x][y] = EL_AMOEBA_DROP;
12001 random = random * 129 + 1;
12006 game.explosions_delayed = FALSE;
12008 SCAN_PLAYFIELD(x, y)
12010 element = Feld[x][y];
12012 if (ExplodeField[x][y])
12013 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12014 else if (element == EL_EXPLOSION)
12015 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12017 ExplodeField[x][y] = EX_TYPE_NONE;
12020 game.explosions_delayed = TRUE;
12022 if (game.magic_wall_active)
12024 if (!(game.magic_wall_time_left % 4))
12026 int element = Feld[magic_wall_x][magic_wall_y];
12028 if (element == EL_BD_MAGIC_WALL_FULL ||
12029 element == EL_BD_MAGIC_WALL_ACTIVE ||
12030 element == EL_BD_MAGIC_WALL_EMPTYING)
12031 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12032 else if (element == EL_DC_MAGIC_WALL_FULL ||
12033 element == EL_DC_MAGIC_WALL_ACTIVE ||
12034 element == EL_DC_MAGIC_WALL_EMPTYING)
12035 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12037 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12040 if (game.magic_wall_time_left > 0)
12042 game.magic_wall_time_left--;
12044 if (!game.magic_wall_time_left)
12046 SCAN_PLAYFIELD(x, y)
12048 element = Feld[x][y];
12050 if (element == EL_MAGIC_WALL_ACTIVE ||
12051 element == EL_MAGIC_WALL_FULL)
12053 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12054 TEST_DrawLevelField(x, y);
12056 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12057 element == EL_BD_MAGIC_WALL_FULL)
12059 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12060 TEST_DrawLevelField(x, y);
12062 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12063 element == EL_DC_MAGIC_WALL_FULL)
12065 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12066 TEST_DrawLevelField(x, y);
12070 game.magic_wall_active = FALSE;
12075 if (game.light_time_left > 0)
12077 game.light_time_left--;
12079 if (game.light_time_left == 0)
12080 RedrawAllLightSwitchesAndInvisibleElements();
12083 if (game.timegate_time_left > 0)
12085 game.timegate_time_left--;
12087 if (game.timegate_time_left == 0)
12088 CloseAllOpenTimegates();
12091 if (game.lenses_time_left > 0)
12093 game.lenses_time_left--;
12095 if (game.lenses_time_left == 0)
12096 RedrawAllInvisibleElementsForLenses();
12099 if (game.magnify_time_left > 0)
12101 game.magnify_time_left--;
12103 if (game.magnify_time_left == 0)
12104 RedrawAllInvisibleElementsForMagnifier();
12107 for (i = 0; i < MAX_PLAYERS; i++)
12109 struct PlayerInfo *player = &stored_player[i];
12111 if (SHIELD_ON(player))
12113 if (player->shield_deadly_time_left)
12114 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12115 else if (player->shield_normal_time_left)
12116 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12120 #if USE_DELAYED_GFX_REDRAW
12121 SCAN_PLAYFIELD(x, y)
12123 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12125 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12126 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12128 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12129 DrawLevelField(x, y);
12131 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12132 DrawLevelFieldCrumbled(x, y);
12134 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12135 DrawLevelFieldCrumbledNeighbours(x, y);
12137 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12138 DrawTwinkleOnField(x, y);
12141 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12146 PlayAllPlayersSound();
12148 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12150 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12152 local_player->show_envelope = 0;
12155 /* use random number generator in every frame to make it less predictable */
12156 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12160 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12162 int min_x = x, min_y = y, max_x = x, max_y = y;
12165 for (i = 0; i < MAX_PLAYERS; i++)
12167 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12169 if (!stored_player[i].active || &stored_player[i] == player)
12172 min_x = MIN(min_x, jx);
12173 min_y = MIN(min_y, jy);
12174 max_x = MAX(max_x, jx);
12175 max_y = MAX(max_y, jy);
12178 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12181 static boolean AllPlayersInVisibleScreen(void)
12185 for (i = 0; i < MAX_PLAYERS; i++)
12187 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12189 if (!stored_player[i].active)
12192 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12199 void ScrollLevel(int dx, int dy)
12201 int scroll_offset = 2 * TILEX_VAR;
12204 BlitBitmap(drawto_field, drawto_field,
12205 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12206 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12207 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12208 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12209 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12210 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12214 x = (dx == 1 ? BX1 : BX2);
12215 for (y = BY1; y <= BY2; y++)
12216 DrawScreenField(x, y);
12221 y = (dy == 1 ? BY1 : BY2);
12222 for (x = BX1; x <= BX2; x++)
12223 DrawScreenField(x, y);
12226 redraw_mask |= REDRAW_FIELD;
12229 static boolean canFallDown(struct PlayerInfo *player)
12231 int jx = player->jx, jy = player->jy;
12233 return (IN_LEV_FIELD(jx, jy + 1) &&
12234 (IS_FREE(jx, jy + 1) ||
12235 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12236 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12237 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12240 static boolean canPassField(int x, int y, int move_dir)
12242 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12243 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12244 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12245 int nextx = x + dx;
12246 int nexty = y + dy;
12247 int element = Feld[x][y];
12249 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12250 !CAN_MOVE(element) &&
12251 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12252 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12253 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12256 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12258 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12259 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12260 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12264 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12265 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12266 (IS_DIGGABLE(Feld[newx][newy]) ||
12267 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12268 canPassField(newx, newy, move_dir)));
12271 static void CheckGravityMovement(struct PlayerInfo *player)
12273 if (player->gravity && !player->programmed_action)
12275 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12276 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12277 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12278 int jx = player->jx, jy = player->jy;
12279 boolean player_is_moving_to_valid_field =
12280 (!player_is_snapping &&
12281 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12282 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12283 boolean player_can_fall_down = canFallDown(player);
12285 if (player_can_fall_down &&
12286 !player_is_moving_to_valid_field)
12287 player->programmed_action = MV_DOWN;
12291 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12293 return CheckGravityMovement(player);
12295 if (player->gravity && !player->programmed_action)
12297 int jx = player->jx, jy = player->jy;
12298 boolean field_under_player_is_free =
12299 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12300 boolean player_is_standing_on_valid_field =
12301 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12302 (IS_WALKABLE(Feld[jx][jy]) &&
12303 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12305 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12306 player->programmed_action = MV_DOWN;
12311 MovePlayerOneStep()
12312 -----------------------------------------------------------------------------
12313 dx, dy: direction (non-diagonal) to try to move the player to
12314 real_dx, real_dy: direction as read from input device (can be diagonal)
12317 boolean MovePlayerOneStep(struct PlayerInfo *player,
12318 int dx, int dy, int real_dx, int real_dy)
12320 int jx = player->jx, jy = player->jy;
12321 int new_jx = jx + dx, new_jy = jy + dy;
12323 boolean player_can_move = !player->cannot_move;
12325 if (!player->active || (!dx && !dy))
12326 return MP_NO_ACTION;
12328 player->MovDir = (dx < 0 ? MV_LEFT :
12329 dx > 0 ? MV_RIGHT :
12331 dy > 0 ? MV_DOWN : MV_NONE);
12333 if (!IN_LEV_FIELD(new_jx, new_jy))
12334 return MP_NO_ACTION;
12336 if (!player_can_move)
12338 if (player->MovPos == 0)
12340 player->is_moving = FALSE;
12341 player->is_digging = FALSE;
12342 player->is_collecting = FALSE;
12343 player->is_snapping = FALSE;
12344 player->is_pushing = FALSE;
12348 if (!network.enabled && game.centered_player_nr == -1 &&
12349 !AllPlayersInSight(player, new_jx, new_jy))
12350 return MP_NO_ACTION;
12352 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12353 if (can_move != MP_MOVING)
12356 /* check if DigField() has caused relocation of the player */
12357 if (player->jx != jx || player->jy != jy)
12358 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12360 StorePlayer[jx][jy] = 0;
12361 player->last_jx = jx;
12362 player->last_jy = jy;
12363 player->jx = new_jx;
12364 player->jy = new_jy;
12365 StorePlayer[new_jx][new_jy] = player->element_nr;
12367 if (player->move_delay_value_next != -1)
12369 player->move_delay_value = player->move_delay_value_next;
12370 player->move_delay_value_next = -1;
12374 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12376 player->step_counter++;
12378 PlayerVisit[jx][jy] = FrameCounter;
12380 player->is_moving = TRUE;
12383 /* should better be called in MovePlayer(), but this breaks some tapes */
12384 ScrollPlayer(player, SCROLL_INIT);
12390 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12392 int jx = player->jx, jy = player->jy;
12393 int old_jx = jx, old_jy = jy;
12394 int moved = MP_NO_ACTION;
12396 if (!player->active)
12401 if (player->MovPos == 0)
12403 player->is_moving = FALSE;
12404 player->is_digging = FALSE;
12405 player->is_collecting = FALSE;
12406 player->is_snapping = FALSE;
12407 player->is_pushing = FALSE;
12413 if (player->move_delay > 0)
12416 player->move_delay = -1; /* set to "uninitialized" value */
12418 /* store if player is automatically moved to next field */
12419 player->is_auto_moving = (player->programmed_action != MV_NONE);
12421 /* remove the last programmed player action */
12422 player->programmed_action = 0;
12424 if (player->MovPos)
12426 /* should only happen if pre-1.2 tape recordings are played */
12427 /* this is only for backward compatibility */
12429 int original_move_delay_value = player->move_delay_value;
12432 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12436 /* scroll remaining steps with finest movement resolution */
12437 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12439 while (player->MovPos)
12441 ScrollPlayer(player, SCROLL_GO_ON);
12442 ScrollScreen(NULL, SCROLL_GO_ON);
12444 AdvanceFrameAndPlayerCounters(player->index_nr);
12447 BackToFront_WithFrameDelay(0);
12450 player->move_delay_value = original_move_delay_value;
12453 player->is_active = FALSE;
12455 if (player->last_move_dir & MV_HORIZONTAL)
12457 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12458 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12462 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12463 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12466 if (!moved && !player->is_active)
12468 player->is_moving = FALSE;
12469 player->is_digging = FALSE;
12470 player->is_collecting = FALSE;
12471 player->is_snapping = FALSE;
12472 player->is_pushing = FALSE;
12478 if (moved & MP_MOVING && !ScreenMovPos &&
12479 (player->index_nr == game.centered_player_nr ||
12480 game.centered_player_nr == -1))
12482 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12483 int offset = game.scroll_delay_value;
12485 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12487 /* actual player has left the screen -- scroll in that direction */
12488 if (jx != old_jx) /* player has moved horizontally */
12489 scroll_x += (jx - old_jx);
12490 else /* player has moved vertically */
12491 scroll_y += (jy - old_jy);
12495 if (jx != old_jx) /* player has moved horizontally */
12497 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12498 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12499 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12501 /* don't scroll over playfield boundaries */
12502 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12503 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12505 /* don't scroll more than one field at a time */
12506 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12508 /* don't scroll against the player's moving direction */
12509 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12510 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12511 scroll_x = old_scroll_x;
12513 else /* player has moved vertically */
12515 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12516 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12517 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12519 /* don't scroll over playfield boundaries */
12520 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12521 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12523 /* don't scroll more than one field at a time */
12524 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12526 /* don't scroll against the player's moving direction */
12527 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12528 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12529 scroll_y = old_scroll_y;
12533 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12535 if (!network.enabled && game.centered_player_nr == -1 &&
12536 !AllPlayersInVisibleScreen())
12538 scroll_x = old_scroll_x;
12539 scroll_y = old_scroll_y;
12543 ScrollScreen(player, SCROLL_INIT);
12544 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12549 player->StepFrame = 0;
12551 if (moved & MP_MOVING)
12553 if (old_jx != jx && old_jy == jy)
12554 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12555 else if (old_jx == jx && old_jy != jy)
12556 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12558 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12560 player->last_move_dir = player->MovDir;
12561 player->is_moving = TRUE;
12562 player->is_snapping = FALSE;
12563 player->is_switching = FALSE;
12564 player->is_dropping = FALSE;
12565 player->is_dropping_pressed = FALSE;
12566 player->drop_pressed_delay = 0;
12569 /* should better be called here than above, but this breaks some tapes */
12570 ScrollPlayer(player, SCROLL_INIT);
12575 CheckGravityMovementWhenNotMoving(player);
12577 player->is_moving = FALSE;
12579 /* at this point, the player is allowed to move, but cannot move right now
12580 (e.g. because of something blocking the way) -- ensure that the player
12581 is also allowed to move in the next frame (in old versions before 3.1.1,
12582 the player was forced to wait again for eight frames before next try) */
12584 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12585 player->move_delay = 0; /* allow direct movement in the next frame */
12588 if (player->move_delay == -1) /* not yet initialized by DigField() */
12589 player->move_delay = player->move_delay_value;
12591 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12593 TestIfPlayerTouchesBadThing(jx, jy);
12594 TestIfPlayerTouchesCustomElement(jx, jy);
12597 if (!player->active)
12598 RemovePlayer(player);
12603 void ScrollPlayer(struct PlayerInfo *player, int mode)
12605 int jx = player->jx, jy = player->jy;
12606 int last_jx = player->last_jx, last_jy = player->last_jy;
12607 int move_stepsize = TILEX / player->move_delay_value;
12609 if (!player->active)
12612 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12615 if (mode == SCROLL_INIT)
12617 player->actual_frame_counter = FrameCounter;
12618 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12620 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12621 Feld[last_jx][last_jy] == EL_EMPTY)
12623 int last_field_block_delay = 0; /* start with no blocking at all */
12624 int block_delay_adjustment = player->block_delay_adjustment;
12626 /* if player blocks last field, add delay for exactly one move */
12627 if (player->block_last_field)
12629 last_field_block_delay += player->move_delay_value;
12631 /* when blocking enabled, prevent moving up despite gravity */
12632 if (player->gravity && player->MovDir == MV_UP)
12633 block_delay_adjustment = -1;
12636 /* add block delay adjustment (also possible when not blocking) */
12637 last_field_block_delay += block_delay_adjustment;
12639 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12640 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12643 if (player->MovPos != 0) /* player has not yet reached destination */
12646 else if (!FrameReached(&player->actual_frame_counter, 1))
12649 if (player->MovPos != 0)
12651 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12652 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12654 /* before DrawPlayer() to draw correct player graphic for this case */
12655 if (player->MovPos == 0)
12656 CheckGravityMovement(player);
12659 if (player->MovPos == 0) /* player reached destination field */
12661 if (player->move_delay_reset_counter > 0)
12663 player->move_delay_reset_counter--;
12665 if (player->move_delay_reset_counter == 0)
12667 /* continue with normal speed after quickly moving through gate */
12668 HALVE_PLAYER_SPEED(player);
12670 /* be able to make the next move without delay */
12671 player->move_delay = 0;
12675 player->last_jx = jx;
12676 player->last_jy = jy;
12678 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12679 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12680 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12681 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12682 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12683 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12684 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12685 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12687 ExitPlayer(player);
12689 if ((local_player->friends_still_needed == 0 ||
12690 IS_SP_ELEMENT(Feld[jx][jy])) &&
12692 PlayerWins(local_player);
12695 /* this breaks one level: "machine", level 000 */
12697 int move_direction = player->MovDir;
12698 int enter_side = MV_DIR_OPPOSITE(move_direction);
12699 int leave_side = move_direction;
12700 int old_jx = last_jx;
12701 int old_jy = last_jy;
12702 int old_element = Feld[old_jx][old_jy];
12703 int new_element = Feld[jx][jy];
12705 if (IS_CUSTOM_ELEMENT(old_element))
12706 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12708 player->index_bit, leave_side);
12710 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12711 CE_PLAYER_LEAVES_X,
12712 player->index_bit, leave_side);
12714 if (IS_CUSTOM_ELEMENT(new_element))
12715 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12716 player->index_bit, enter_side);
12718 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12719 CE_PLAYER_ENTERS_X,
12720 player->index_bit, enter_side);
12722 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12723 CE_MOVE_OF_X, move_direction);
12726 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12728 TestIfPlayerTouchesBadThing(jx, jy);
12729 TestIfPlayerTouchesCustomElement(jx, jy);
12731 /* needed because pushed element has not yet reached its destination,
12732 so it would trigger a change event at its previous field location */
12733 if (!player->is_pushing)
12734 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12736 if (!player->active)
12737 RemovePlayer(player);
12740 if (!local_player->LevelSolved && level.use_step_counter)
12750 if (TimeLeft <= 10 && setup.time_limit)
12751 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12753 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12755 DisplayGameControlValues();
12757 if (!TimeLeft && setup.time_limit)
12758 for (i = 0; i < MAX_PLAYERS; i++)
12759 KillPlayer(&stored_player[i]);
12761 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12763 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12765 DisplayGameControlValues();
12769 if (tape.single_step && tape.recording && !tape.pausing &&
12770 !player->programmed_action)
12771 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12773 if (!player->programmed_action)
12774 CheckSaveEngineSnapshot(player);
12778 void ScrollScreen(struct PlayerInfo *player, int mode)
12780 static unsigned int screen_frame_counter = 0;
12782 if (mode == SCROLL_INIT)
12784 /* set scrolling step size according to actual player's moving speed */
12785 ScrollStepSize = TILEX / player->move_delay_value;
12787 screen_frame_counter = FrameCounter;
12788 ScreenMovDir = player->MovDir;
12789 ScreenMovPos = player->MovPos;
12790 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12793 else if (!FrameReached(&screen_frame_counter, 1))
12798 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12799 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12800 redraw_mask |= REDRAW_FIELD;
12803 ScreenMovDir = MV_NONE;
12806 void TestIfPlayerTouchesCustomElement(int x, int y)
12808 static int xy[4][2] =
12815 static int trigger_sides[4][2] =
12817 /* center side border side */
12818 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12819 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12820 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12821 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12823 static int touch_dir[4] =
12825 MV_LEFT | MV_RIGHT,
12830 int center_element = Feld[x][y]; /* should always be non-moving! */
12833 for (i = 0; i < NUM_DIRECTIONS; i++)
12835 int xx = x + xy[i][0];
12836 int yy = y + xy[i][1];
12837 int center_side = trigger_sides[i][0];
12838 int border_side = trigger_sides[i][1];
12839 int border_element;
12841 if (!IN_LEV_FIELD(xx, yy))
12844 if (IS_PLAYER(x, y)) /* player found at center element */
12846 struct PlayerInfo *player = PLAYERINFO(x, y);
12848 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12849 border_element = Feld[xx][yy]; /* may be moving! */
12850 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12851 border_element = Feld[xx][yy];
12852 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12853 border_element = MovingOrBlocked2Element(xx, yy);
12855 continue; /* center and border element do not touch */
12857 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12858 player->index_bit, border_side);
12859 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12860 CE_PLAYER_TOUCHES_X,
12861 player->index_bit, border_side);
12864 /* use player element that is initially defined in the level playfield,
12865 not the player element that corresponds to the runtime player number
12866 (example: a level that contains EL_PLAYER_3 as the only player would
12867 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12868 int player_element = PLAYERINFO(x, y)->initial_element;
12870 CheckElementChangeBySide(xx, yy, border_element, player_element,
12871 CE_TOUCHING_X, border_side);
12874 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12876 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12878 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12880 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12881 continue; /* center and border element do not touch */
12884 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12885 player->index_bit, center_side);
12886 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12887 CE_PLAYER_TOUCHES_X,
12888 player->index_bit, center_side);
12891 /* use player element that is initially defined in the level playfield,
12892 not the player element that corresponds to the runtime player number
12893 (example: a level that contains EL_PLAYER_3 as the only player would
12894 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12895 int player_element = PLAYERINFO(xx, yy)->initial_element;
12897 CheckElementChangeBySide(x, y, center_element, player_element,
12898 CE_TOUCHING_X, center_side);
12906 void TestIfElementTouchesCustomElement(int x, int y)
12908 static int xy[4][2] =
12915 static int trigger_sides[4][2] =
12917 /* center side border side */
12918 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12919 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12920 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12921 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12923 static int touch_dir[4] =
12925 MV_LEFT | MV_RIGHT,
12930 boolean change_center_element = FALSE;
12931 int center_element = Feld[x][y]; /* should always be non-moving! */
12932 int border_element_old[NUM_DIRECTIONS];
12935 for (i = 0; i < NUM_DIRECTIONS; i++)
12937 int xx = x + xy[i][0];
12938 int yy = y + xy[i][1];
12939 int border_element;
12941 border_element_old[i] = -1;
12943 if (!IN_LEV_FIELD(xx, yy))
12946 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12947 border_element = Feld[xx][yy]; /* may be moving! */
12948 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12949 border_element = Feld[xx][yy];
12950 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12951 border_element = MovingOrBlocked2Element(xx, yy);
12953 continue; /* center and border element do not touch */
12955 border_element_old[i] = border_element;
12958 for (i = 0; i < NUM_DIRECTIONS; i++)
12960 int xx = x + xy[i][0];
12961 int yy = y + xy[i][1];
12962 int center_side = trigger_sides[i][0];
12963 int border_element = border_element_old[i];
12965 if (border_element == -1)
12968 /* check for change of border element */
12969 CheckElementChangeBySide(xx, yy, border_element, center_element,
12970 CE_TOUCHING_X, center_side);
12972 /* (center element cannot be player, so we dont have to check this here) */
12975 for (i = 0; i < NUM_DIRECTIONS; i++)
12977 int xx = x + xy[i][0];
12978 int yy = y + xy[i][1];
12979 int border_side = trigger_sides[i][1];
12980 int border_element = border_element_old[i];
12982 if (border_element == -1)
12985 /* check for change of center element (but change it only once) */
12986 if (!change_center_element)
12987 change_center_element =
12988 CheckElementChangeBySide(x, y, center_element, border_element,
12989 CE_TOUCHING_X, border_side);
12991 if (IS_PLAYER(xx, yy))
12993 /* use player element that is initially defined in the level playfield,
12994 not the player element that corresponds to the runtime player number
12995 (example: a level that contains EL_PLAYER_3 as the only player would
12996 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12997 int player_element = PLAYERINFO(xx, yy)->initial_element;
12999 CheckElementChangeBySide(x, y, center_element, player_element,
13000 CE_TOUCHING_X, border_side);
13005 void TestIfElementHitsCustomElement(int x, int y, int direction)
13007 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13008 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13009 int hitx = x + dx, hity = y + dy;
13010 int hitting_element = Feld[x][y];
13011 int touched_element;
13013 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13016 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13017 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13019 if (IN_LEV_FIELD(hitx, hity))
13021 int opposite_direction = MV_DIR_OPPOSITE(direction);
13022 int hitting_side = direction;
13023 int touched_side = opposite_direction;
13024 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13025 MovDir[hitx][hity] != direction ||
13026 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13032 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13033 CE_HITTING_X, touched_side);
13035 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13036 CE_HIT_BY_X, hitting_side);
13038 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13039 CE_HIT_BY_SOMETHING, opposite_direction);
13041 if (IS_PLAYER(hitx, hity))
13043 /* use player element that is initially defined in the level playfield,
13044 not the player element that corresponds to the runtime player number
13045 (example: a level that contains EL_PLAYER_3 as the only player would
13046 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13047 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13049 CheckElementChangeBySide(x, y, hitting_element, player_element,
13050 CE_HITTING_X, touched_side);
13055 /* "hitting something" is also true when hitting the playfield border */
13056 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13057 CE_HITTING_SOMETHING, direction);
13060 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13062 int i, kill_x = -1, kill_y = -1;
13064 int bad_element = -1;
13065 static int test_xy[4][2] =
13072 static int test_dir[4] =
13080 for (i = 0; i < NUM_DIRECTIONS; i++)
13082 int test_x, test_y, test_move_dir, test_element;
13084 test_x = good_x + test_xy[i][0];
13085 test_y = good_y + test_xy[i][1];
13087 if (!IN_LEV_FIELD(test_x, test_y))
13091 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13093 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13095 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13096 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13098 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13099 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13103 bad_element = test_element;
13109 if (kill_x != -1 || kill_y != -1)
13111 if (IS_PLAYER(good_x, good_y))
13113 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13115 if (player->shield_deadly_time_left > 0 &&
13116 !IS_INDESTRUCTIBLE(bad_element))
13117 Bang(kill_x, kill_y);
13118 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13119 KillPlayer(player);
13122 Bang(good_x, good_y);
13126 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13128 int i, kill_x = -1, kill_y = -1;
13129 int bad_element = Feld[bad_x][bad_y];
13130 static int test_xy[4][2] =
13137 static int touch_dir[4] =
13139 MV_LEFT | MV_RIGHT,
13144 static int test_dir[4] =
13152 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13155 for (i = 0; i < NUM_DIRECTIONS; i++)
13157 int test_x, test_y, test_move_dir, test_element;
13159 test_x = bad_x + test_xy[i][0];
13160 test_y = bad_y + test_xy[i][1];
13162 if (!IN_LEV_FIELD(test_x, test_y))
13166 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13168 test_element = Feld[test_x][test_y];
13170 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13171 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13173 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13174 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13176 /* good thing is player or penguin that does not move away */
13177 if (IS_PLAYER(test_x, test_y))
13179 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13181 if (bad_element == EL_ROBOT && player->is_moving)
13182 continue; /* robot does not kill player if he is moving */
13184 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13186 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13187 continue; /* center and border element do not touch */
13195 else if (test_element == EL_PENGUIN)
13205 if (kill_x != -1 || kill_y != -1)
13207 if (IS_PLAYER(kill_x, kill_y))
13209 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13211 if (player->shield_deadly_time_left > 0 &&
13212 !IS_INDESTRUCTIBLE(bad_element))
13213 Bang(bad_x, bad_y);
13214 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13215 KillPlayer(player);
13218 Bang(kill_x, kill_y);
13222 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13224 int bad_element = Feld[bad_x][bad_y];
13225 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13226 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13227 int test_x = bad_x + dx, test_y = bad_y + dy;
13228 int test_move_dir, test_element;
13229 int kill_x = -1, kill_y = -1;
13231 if (!IN_LEV_FIELD(test_x, test_y))
13235 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13237 test_element = Feld[test_x][test_y];
13239 if (test_move_dir != bad_move_dir)
13241 /* good thing can be player or penguin that does not move away */
13242 if (IS_PLAYER(test_x, test_y))
13244 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13246 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13247 player as being hit when he is moving towards the bad thing, because
13248 the "get hit by" condition would be lost after the player stops) */
13249 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13250 return; /* player moves away from bad thing */
13255 else if (test_element == EL_PENGUIN)
13262 if (kill_x != -1 || kill_y != -1)
13264 if (IS_PLAYER(kill_x, kill_y))
13266 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13268 if (player->shield_deadly_time_left > 0 &&
13269 !IS_INDESTRUCTIBLE(bad_element))
13270 Bang(bad_x, bad_y);
13271 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13272 KillPlayer(player);
13275 Bang(kill_x, kill_y);
13279 void TestIfPlayerTouchesBadThing(int x, int y)
13281 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13284 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13286 TestIfGoodThingHitsBadThing(x, y, move_dir);
13289 void TestIfBadThingTouchesPlayer(int x, int y)
13291 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13294 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13296 TestIfBadThingHitsGoodThing(x, y, move_dir);
13299 void TestIfFriendTouchesBadThing(int x, int y)
13301 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13304 void TestIfBadThingTouchesFriend(int x, int y)
13306 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13309 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13311 int i, kill_x = bad_x, kill_y = bad_y;
13312 static int xy[4][2] =
13320 for (i = 0; i < NUM_DIRECTIONS; i++)
13324 x = bad_x + xy[i][0];
13325 y = bad_y + xy[i][1];
13326 if (!IN_LEV_FIELD(x, y))
13329 element = Feld[x][y];
13330 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13331 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13339 if (kill_x != bad_x || kill_y != bad_y)
13340 Bang(bad_x, bad_y);
13343 void KillPlayer(struct PlayerInfo *player)
13345 int jx = player->jx, jy = player->jy;
13347 if (!player->active)
13351 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13352 player->killed, player->active, player->reanimated);
13355 /* the following code was introduced to prevent an infinite loop when calling
13357 -> CheckTriggeredElementChangeExt()
13358 -> ExecuteCustomElementAction()
13360 -> (infinitely repeating the above sequence of function calls)
13361 which occurs when killing the player while having a CE with the setting
13362 "kill player X when explosion of <player X>"; the solution using a new
13363 field "player->killed" was chosen for backwards compatibility, although
13364 clever use of the fields "player->active" etc. would probably also work */
13366 if (player->killed)
13370 player->killed = TRUE;
13372 /* remove accessible field at the player's position */
13373 Feld[jx][jy] = EL_EMPTY;
13375 /* deactivate shield (else Bang()/Explode() would not work right) */
13376 player->shield_normal_time_left = 0;
13377 player->shield_deadly_time_left = 0;
13380 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13381 player->killed, player->active, player->reanimated);
13387 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13388 player->killed, player->active, player->reanimated);
13391 if (player->reanimated) /* killed player may have been reanimated */
13392 player->killed = player->reanimated = FALSE;
13394 BuryPlayer(player);
13397 static void KillPlayerUnlessEnemyProtected(int x, int y)
13399 if (!PLAYER_ENEMY_PROTECTED(x, y))
13400 KillPlayer(PLAYERINFO(x, y));
13403 static void KillPlayerUnlessExplosionProtected(int x, int y)
13405 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13406 KillPlayer(PLAYERINFO(x, y));
13409 void BuryPlayer(struct PlayerInfo *player)
13411 int jx = player->jx, jy = player->jy;
13413 if (!player->active)
13416 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13417 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13419 player->GameOver = TRUE;
13420 RemovePlayer(player);
13423 void RemovePlayer(struct PlayerInfo *player)
13425 int jx = player->jx, jy = player->jy;
13426 int i, found = FALSE;
13428 player->present = FALSE;
13429 player->active = FALSE;
13431 if (!ExplodeField[jx][jy])
13432 StorePlayer[jx][jy] = 0;
13434 if (player->is_moving)
13435 TEST_DrawLevelField(player->last_jx, player->last_jy);
13437 for (i = 0; i < MAX_PLAYERS; i++)
13438 if (stored_player[i].active)
13442 AllPlayersGone = TRUE;
13448 void ExitPlayer(struct PlayerInfo *player)
13450 DrawPlayer(player); /* needed here only to cleanup last field */
13451 RemovePlayer(player);
13453 if (local_player->players_still_needed > 0)
13454 local_player->players_still_needed--;
13456 /* also set if some players not yet gone, but not needed to solve level */
13457 if (local_player->players_still_needed == 0)
13458 AllPlayersGone = TRUE;
13461 static void setFieldForSnapping(int x, int y, int element, int direction)
13463 struct ElementInfo *ei = &element_info[element];
13464 int direction_bit = MV_DIR_TO_BIT(direction);
13465 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13466 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13467 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13469 Feld[x][y] = EL_ELEMENT_SNAPPING;
13470 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13472 ResetGfxAnimation(x, y);
13474 GfxElement[x][y] = element;
13475 GfxAction[x][y] = action;
13476 GfxDir[x][y] = direction;
13477 GfxFrame[x][y] = -1;
13481 =============================================================================
13482 checkDiagonalPushing()
13483 -----------------------------------------------------------------------------
13484 check if diagonal input device direction results in pushing of object
13485 (by checking if the alternative direction is walkable, diggable, ...)
13486 =============================================================================
13489 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13490 int x, int y, int real_dx, int real_dy)
13492 int jx, jy, dx, dy, xx, yy;
13494 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13497 /* diagonal direction: check alternative direction */
13502 xx = jx + (dx == 0 ? real_dx : 0);
13503 yy = jy + (dy == 0 ? real_dy : 0);
13505 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13509 =============================================================================
13511 -----------------------------------------------------------------------------
13512 x, y: field next to player (non-diagonal) to try to dig to
13513 real_dx, real_dy: direction as read from input device (can be diagonal)
13514 =============================================================================
13517 static int DigField(struct PlayerInfo *player,
13518 int oldx, int oldy, int x, int y,
13519 int real_dx, int real_dy, int mode)
13521 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13522 boolean player_was_pushing = player->is_pushing;
13523 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13524 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13525 int jx = oldx, jy = oldy;
13526 int dx = x - jx, dy = y - jy;
13527 int nextx = x + dx, nexty = y + dy;
13528 int move_direction = (dx == -1 ? MV_LEFT :
13529 dx == +1 ? MV_RIGHT :
13531 dy == +1 ? MV_DOWN : MV_NONE);
13532 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13533 int dig_side = MV_DIR_OPPOSITE(move_direction);
13534 int old_element = Feld[jx][jy];
13535 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13538 if (is_player) /* function can also be called by EL_PENGUIN */
13540 if (player->MovPos == 0)
13542 player->is_digging = FALSE;
13543 player->is_collecting = FALSE;
13546 if (player->MovPos == 0) /* last pushing move finished */
13547 player->is_pushing = FALSE;
13549 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13551 player->is_switching = FALSE;
13552 player->push_delay = -1;
13554 return MP_NO_ACTION;
13558 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13559 old_element = Back[jx][jy];
13561 /* in case of element dropped at player position, check background */
13562 else if (Back[jx][jy] != EL_EMPTY &&
13563 game.engine_version >= VERSION_IDENT(2,2,0,0))
13564 old_element = Back[jx][jy];
13566 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13567 return MP_NO_ACTION; /* field has no opening in this direction */
13569 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13570 return MP_NO_ACTION; /* field has no opening in this direction */
13572 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13576 Feld[jx][jy] = player->artwork_element;
13577 InitMovingField(jx, jy, MV_DOWN);
13578 Store[jx][jy] = EL_ACID;
13579 ContinueMoving(jx, jy);
13580 BuryPlayer(player);
13582 return MP_DONT_RUN_INTO;
13585 if (player_can_move && DONT_RUN_INTO(element))
13587 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13589 return MP_DONT_RUN_INTO;
13592 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13593 return MP_NO_ACTION;
13595 collect_count = element_info[element].collect_count_initial;
13597 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13598 return MP_NO_ACTION;
13600 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13601 player_can_move = player_can_move_or_snap;
13603 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13604 game.engine_version >= VERSION_IDENT(2,2,0,0))
13606 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13607 player->index_bit, dig_side);
13608 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13609 player->index_bit, dig_side);
13611 if (element == EL_DC_LANDMINE)
13614 if (Feld[x][y] != element) /* field changed by snapping */
13617 return MP_NO_ACTION;
13620 if (player->gravity && is_player && !player->is_auto_moving &&
13621 canFallDown(player) && move_direction != MV_DOWN &&
13622 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13623 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13625 if (player_can_move &&
13626 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13628 int sound_element = SND_ELEMENT(element);
13629 int sound_action = ACTION_WALKING;
13631 if (IS_RND_GATE(element))
13633 if (!player->key[RND_GATE_NR(element)])
13634 return MP_NO_ACTION;
13636 else if (IS_RND_GATE_GRAY(element))
13638 if (!player->key[RND_GATE_GRAY_NR(element)])
13639 return MP_NO_ACTION;
13641 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13643 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13644 return MP_NO_ACTION;
13646 else if (element == EL_EXIT_OPEN ||
13647 element == EL_EM_EXIT_OPEN ||
13648 element == EL_EM_EXIT_OPENING ||
13649 element == EL_STEEL_EXIT_OPEN ||
13650 element == EL_EM_STEEL_EXIT_OPEN ||
13651 element == EL_EM_STEEL_EXIT_OPENING ||
13652 element == EL_SP_EXIT_OPEN ||
13653 element == EL_SP_EXIT_OPENING)
13655 sound_action = ACTION_PASSING; /* player is passing exit */
13657 else if (element == EL_EMPTY)
13659 sound_action = ACTION_MOVING; /* nothing to walk on */
13662 /* play sound from background or player, whatever is available */
13663 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13664 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13666 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13668 else if (player_can_move &&
13669 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13671 if (!ACCESS_FROM(element, opposite_direction))
13672 return MP_NO_ACTION; /* field not accessible from this direction */
13674 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13675 return MP_NO_ACTION;
13677 if (IS_EM_GATE(element))
13679 if (!player->key[EM_GATE_NR(element)])
13680 return MP_NO_ACTION;
13682 else if (IS_EM_GATE_GRAY(element))
13684 if (!player->key[EM_GATE_GRAY_NR(element)])
13685 return MP_NO_ACTION;
13687 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13689 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13690 return MP_NO_ACTION;
13692 else if (IS_EMC_GATE(element))
13694 if (!player->key[EMC_GATE_NR(element)])
13695 return MP_NO_ACTION;
13697 else if (IS_EMC_GATE_GRAY(element))
13699 if (!player->key[EMC_GATE_GRAY_NR(element)])
13700 return MP_NO_ACTION;
13702 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13704 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13705 return MP_NO_ACTION;
13707 else if (element == EL_DC_GATE_WHITE ||
13708 element == EL_DC_GATE_WHITE_GRAY ||
13709 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13711 if (player->num_white_keys == 0)
13712 return MP_NO_ACTION;
13714 player->num_white_keys--;
13716 else if (IS_SP_PORT(element))
13718 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13719 element == EL_SP_GRAVITY_PORT_RIGHT ||
13720 element == EL_SP_GRAVITY_PORT_UP ||
13721 element == EL_SP_GRAVITY_PORT_DOWN)
13722 player->gravity = !player->gravity;
13723 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13724 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13725 element == EL_SP_GRAVITY_ON_PORT_UP ||
13726 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13727 player->gravity = TRUE;
13728 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13729 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13730 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13731 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13732 player->gravity = FALSE;
13735 /* automatically move to the next field with double speed */
13736 player->programmed_action = move_direction;
13738 if (player->move_delay_reset_counter == 0)
13740 player->move_delay_reset_counter = 2; /* two double speed steps */
13742 DOUBLE_PLAYER_SPEED(player);
13745 PlayLevelSoundAction(x, y, ACTION_PASSING);
13747 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13751 if (mode != DF_SNAP)
13753 GfxElement[x][y] = GFX_ELEMENT(element);
13754 player->is_digging = TRUE;
13757 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13759 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13760 player->index_bit, dig_side);
13762 if (mode == DF_SNAP)
13764 if (level.block_snap_field)
13765 setFieldForSnapping(x, y, element, move_direction);
13767 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13769 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13770 player->index_bit, dig_side);
13773 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13777 if (is_player && mode != DF_SNAP)
13779 GfxElement[x][y] = element;
13780 player->is_collecting = TRUE;
13783 if (element == EL_SPEED_PILL)
13785 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13787 else if (element == EL_EXTRA_TIME && level.time > 0)
13789 TimeLeft += level.extra_time;
13791 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13793 DisplayGameControlValues();
13795 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13797 player->shield_normal_time_left += level.shield_normal_time;
13798 if (element == EL_SHIELD_DEADLY)
13799 player->shield_deadly_time_left += level.shield_deadly_time;
13801 else if (element == EL_DYNAMITE ||
13802 element == EL_EM_DYNAMITE ||
13803 element == EL_SP_DISK_RED)
13805 if (player->inventory_size < MAX_INVENTORY_SIZE)
13806 player->inventory_element[player->inventory_size++] = element;
13808 DrawGameDoorValues();
13810 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13812 player->dynabomb_count++;
13813 player->dynabombs_left++;
13815 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13817 player->dynabomb_size++;
13819 else if (element == EL_DYNABOMB_INCREASE_POWER)
13821 player->dynabomb_xl = TRUE;
13823 else if (IS_KEY(element))
13825 player->key[KEY_NR(element)] = TRUE;
13827 DrawGameDoorValues();
13829 else if (element == EL_DC_KEY_WHITE)
13831 player->num_white_keys++;
13833 /* display white keys? */
13834 /* DrawGameDoorValues(); */
13836 else if (IS_ENVELOPE(element))
13838 player->show_envelope = element;
13840 else if (element == EL_EMC_LENSES)
13842 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13844 RedrawAllInvisibleElementsForLenses();
13846 else if (element == EL_EMC_MAGNIFIER)
13848 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13850 RedrawAllInvisibleElementsForMagnifier();
13852 else if (IS_DROPPABLE(element) ||
13853 IS_THROWABLE(element)) /* can be collected and dropped */
13857 if (collect_count == 0)
13858 player->inventory_infinite_element = element;
13860 for (i = 0; i < collect_count; i++)
13861 if (player->inventory_size < MAX_INVENTORY_SIZE)
13862 player->inventory_element[player->inventory_size++] = element;
13864 DrawGameDoorValues();
13866 else if (collect_count > 0)
13868 local_player->gems_still_needed -= collect_count;
13869 if (local_player->gems_still_needed < 0)
13870 local_player->gems_still_needed = 0;
13872 game.snapshot.collected_item = TRUE;
13874 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13876 DisplayGameControlValues();
13879 RaiseScoreElement(element);
13880 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13883 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13884 player->index_bit, dig_side);
13886 if (mode == DF_SNAP)
13888 if (level.block_snap_field)
13889 setFieldForSnapping(x, y, element, move_direction);
13891 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13893 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13894 player->index_bit, dig_side);
13897 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13899 if (mode == DF_SNAP && element != EL_BD_ROCK)
13900 return MP_NO_ACTION;
13902 if (CAN_FALL(element) && dy)
13903 return MP_NO_ACTION;
13905 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13906 !(element == EL_SPRING && level.use_spring_bug))
13907 return MP_NO_ACTION;
13909 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13910 ((move_direction & MV_VERTICAL &&
13911 ((element_info[element].move_pattern & MV_LEFT &&
13912 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13913 (element_info[element].move_pattern & MV_RIGHT &&
13914 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13915 (move_direction & MV_HORIZONTAL &&
13916 ((element_info[element].move_pattern & MV_UP &&
13917 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13918 (element_info[element].move_pattern & MV_DOWN &&
13919 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13920 return MP_NO_ACTION;
13922 /* do not push elements already moving away faster than player */
13923 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13924 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13925 return MP_NO_ACTION;
13927 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13929 if (player->push_delay_value == -1 || !player_was_pushing)
13930 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13932 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13934 if (player->push_delay_value == -1)
13935 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13937 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13939 if (!player->is_pushing)
13940 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13943 player->is_pushing = TRUE;
13944 player->is_active = TRUE;
13946 if (!(IN_LEV_FIELD(nextx, nexty) &&
13947 (IS_FREE(nextx, nexty) ||
13948 (IS_SB_ELEMENT(element) &&
13949 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13950 (IS_CUSTOM_ELEMENT(element) &&
13951 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13952 return MP_NO_ACTION;
13954 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13955 return MP_NO_ACTION;
13957 if (player->push_delay == -1) /* new pushing; restart delay */
13958 player->push_delay = 0;
13960 if (player->push_delay < player->push_delay_value &&
13961 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13962 element != EL_SPRING && element != EL_BALLOON)
13964 /* make sure that there is no move delay before next try to push */
13965 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13966 player->move_delay = 0;
13968 return MP_NO_ACTION;
13971 if (IS_CUSTOM_ELEMENT(element) &&
13972 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13974 if (!DigFieldByCE(nextx, nexty, element))
13975 return MP_NO_ACTION;
13978 if (IS_SB_ELEMENT(element))
13980 if (element == EL_SOKOBAN_FIELD_FULL)
13982 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13983 local_player->sokobanfields_still_needed++;
13986 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13988 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13989 local_player->sokobanfields_still_needed--;
13992 Feld[x][y] = EL_SOKOBAN_OBJECT;
13994 if (Back[x][y] == Back[nextx][nexty])
13995 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13996 else if (Back[x][y] != 0)
13997 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14000 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14003 if (local_player->sokobanfields_still_needed == 0 &&
14004 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14006 local_player->players_still_needed = 0;
14008 PlayerWins(player);
14010 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14014 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14016 InitMovingField(x, y, move_direction);
14017 GfxAction[x][y] = ACTION_PUSHING;
14019 if (mode == DF_SNAP)
14020 ContinueMoving(x, y);
14022 MovPos[x][y] = (dx != 0 ? dx : dy);
14024 Pushed[x][y] = TRUE;
14025 Pushed[nextx][nexty] = TRUE;
14027 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14028 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14030 player->push_delay_value = -1; /* get new value later */
14032 /* check for element change _after_ element has been pushed */
14033 if (game.use_change_when_pushing_bug)
14035 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14036 player->index_bit, dig_side);
14037 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14038 player->index_bit, dig_side);
14041 else if (IS_SWITCHABLE(element))
14043 if (PLAYER_SWITCHING(player, x, y))
14045 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14046 player->index_bit, dig_side);
14051 player->is_switching = TRUE;
14052 player->switch_x = x;
14053 player->switch_y = y;
14055 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14057 if (element == EL_ROBOT_WHEEL)
14059 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14063 game.robot_wheel_active = TRUE;
14065 TEST_DrawLevelField(x, y);
14067 else if (element == EL_SP_TERMINAL)
14071 SCAN_PLAYFIELD(xx, yy)
14073 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14077 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14079 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14081 ResetGfxAnimation(xx, yy);
14082 TEST_DrawLevelField(xx, yy);
14086 else if (IS_BELT_SWITCH(element))
14088 ToggleBeltSwitch(x, y);
14090 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14091 element == EL_SWITCHGATE_SWITCH_DOWN ||
14092 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14093 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14095 ToggleSwitchgateSwitch(x, y);
14097 else if (element == EL_LIGHT_SWITCH ||
14098 element == EL_LIGHT_SWITCH_ACTIVE)
14100 ToggleLightSwitch(x, y);
14102 else if (element == EL_TIMEGATE_SWITCH ||
14103 element == EL_DC_TIMEGATE_SWITCH)
14105 ActivateTimegateSwitch(x, y);
14107 else if (element == EL_BALLOON_SWITCH_LEFT ||
14108 element == EL_BALLOON_SWITCH_RIGHT ||
14109 element == EL_BALLOON_SWITCH_UP ||
14110 element == EL_BALLOON_SWITCH_DOWN ||
14111 element == EL_BALLOON_SWITCH_NONE ||
14112 element == EL_BALLOON_SWITCH_ANY)
14114 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14115 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14116 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14117 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14118 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14121 else if (element == EL_LAMP)
14123 Feld[x][y] = EL_LAMP_ACTIVE;
14124 local_player->lights_still_needed--;
14126 ResetGfxAnimation(x, y);
14127 TEST_DrawLevelField(x, y);
14129 else if (element == EL_TIME_ORB_FULL)
14131 Feld[x][y] = EL_TIME_ORB_EMPTY;
14133 if (level.time > 0 || level.use_time_orb_bug)
14135 TimeLeft += level.time_orb_time;
14136 game.no_time_limit = FALSE;
14138 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14140 DisplayGameControlValues();
14143 ResetGfxAnimation(x, y);
14144 TEST_DrawLevelField(x, y);
14146 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14147 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14151 game.ball_state = !game.ball_state;
14153 SCAN_PLAYFIELD(xx, yy)
14155 int e = Feld[xx][yy];
14157 if (game.ball_state)
14159 if (e == EL_EMC_MAGIC_BALL)
14160 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14161 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14162 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14166 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14167 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14168 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14169 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14174 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14175 player->index_bit, dig_side);
14177 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14178 player->index_bit, dig_side);
14180 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14181 player->index_bit, dig_side);
14187 if (!PLAYER_SWITCHING(player, x, y))
14189 player->is_switching = TRUE;
14190 player->switch_x = x;
14191 player->switch_y = y;
14193 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14194 player->index_bit, dig_side);
14195 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14196 player->index_bit, dig_side);
14198 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14199 player->index_bit, dig_side);
14200 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14201 player->index_bit, dig_side);
14204 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14205 player->index_bit, dig_side);
14206 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14207 player->index_bit, dig_side);
14209 return MP_NO_ACTION;
14212 player->push_delay = -1;
14214 if (is_player) /* function can also be called by EL_PENGUIN */
14216 if (Feld[x][y] != element) /* really digged/collected something */
14218 player->is_collecting = !player->is_digging;
14219 player->is_active = TRUE;
14226 static boolean DigFieldByCE(int x, int y, int digging_element)
14228 int element = Feld[x][y];
14230 if (!IS_FREE(x, y))
14232 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14233 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14236 /* no element can dig solid indestructible elements */
14237 if (IS_INDESTRUCTIBLE(element) &&
14238 !IS_DIGGABLE(element) &&
14239 !IS_COLLECTIBLE(element))
14242 if (AmoebaNr[x][y] &&
14243 (element == EL_AMOEBA_FULL ||
14244 element == EL_BD_AMOEBA ||
14245 element == EL_AMOEBA_GROWING))
14247 AmoebaCnt[AmoebaNr[x][y]]--;
14248 AmoebaCnt2[AmoebaNr[x][y]]--;
14251 if (IS_MOVING(x, y))
14252 RemoveMovingField(x, y);
14256 TEST_DrawLevelField(x, y);
14259 /* if digged element was about to explode, prevent the explosion */
14260 ExplodeField[x][y] = EX_TYPE_NONE;
14262 PlayLevelSoundAction(x, y, action);
14265 Store[x][y] = EL_EMPTY;
14267 /* this makes it possible to leave the removed element again */
14268 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14269 Store[x][y] = element;
14274 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14276 int jx = player->jx, jy = player->jy;
14277 int x = jx + dx, y = jy + dy;
14278 int snap_direction = (dx == -1 ? MV_LEFT :
14279 dx == +1 ? MV_RIGHT :
14281 dy == +1 ? MV_DOWN : MV_NONE);
14282 boolean can_continue_snapping = (level.continuous_snapping &&
14283 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14285 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14288 if (!player->active || !IN_LEV_FIELD(x, y))
14296 if (player->MovPos == 0)
14297 player->is_pushing = FALSE;
14299 player->is_snapping = FALSE;
14301 if (player->MovPos == 0)
14303 player->is_moving = FALSE;
14304 player->is_digging = FALSE;
14305 player->is_collecting = FALSE;
14311 /* prevent snapping with already pressed snap key when not allowed */
14312 if (player->is_snapping && !can_continue_snapping)
14315 player->MovDir = snap_direction;
14317 if (player->MovPos == 0)
14319 player->is_moving = FALSE;
14320 player->is_digging = FALSE;
14321 player->is_collecting = FALSE;
14324 player->is_dropping = FALSE;
14325 player->is_dropping_pressed = FALSE;
14326 player->drop_pressed_delay = 0;
14328 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14331 player->is_snapping = TRUE;
14332 player->is_active = TRUE;
14334 if (player->MovPos == 0)
14336 player->is_moving = FALSE;
14337 player->is_digging = FALSE;
14338 player->is_collecting = FALSE;
14341 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14342 TEST_DrawLevelField(player->last_jx, player->last_jy);
14344 TEST_DrawLevelField(x, y);
14349 static boolean DropElement(struct PlayerInfo *player)
14351 int old_element, new_element;
14352 int dropx = player->jx, dropy = player->jy;
14353 int drop_direction = player->MovDir;
14354 int drop_side = drop_direction;
14355 int drop_element = get_next_dropped_element(player);
14357 /* do not drop an element on top of another element; when holding drop key
14358 pressed without moving, dropped element must move away before the next
14359 element can be dropped (this is especially important if the next element
14360 is dynamite, which can be placed on background for historical reasons) */
14361 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14364 if (IS_THROWABLE(drop_element))
14366 dropx += GET_DX_FROM_DIR(drop_direction);
14367 dropy += GET_DY_FROM_DIR(drop_direction);
14369 if (!IN_LEV_FIELD(dropx, dropy))
14373 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14374 new_element = drop_element; /* default: no change when dropping */
14376 /* check if player is active, not moving and ready to drop */
14377 if (!player->active || player->MovPos || player->drop_delay > 0)
14380 /* check if player has anything that can be dropped */
14381 if (new_element == EL_UNDEFINED)
14384 /* only set if player has anything that can be dropped */
14385 player->is_dropping_pressed = TRUE;
14387 /* check if drop key was pressed long enough for EM style dynamite */
14388 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14391 /* check if anything can be dropped at the current position */
14392 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14395 /* collected custom elements can only be dropped on empty fields */
14396 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14399 if (old_element != EL_EMPTY)
14400 Back[dropx][dropy] = old_element; /* store old element on this field */
14402 ResetGfxAnimation(dropx, dropy);
14403 ResetRandomAnimationValue(dropx, dropy);
14405 if (player->inventory_size > 0 ||
14406 player->inventory_infinite_element != EL_UNDEFINED)
14408 if (player->inventory_size > 0)
14410 player->inventory_size--;
14412 DrawGameDoorValues();
14414 if (new_element == EL_DYNAMITE)
14415 new_element = EL_DYNAMITE_ACTIVE;
14416 else if (new_element == EL_EM_DYNAMITE)
14417 new_element = EL_EM_DYNAMITE_ACTIVE;
14418 else if (new_element == EL_SP_DISK_RED)
14419 new_element = EL_SP_DISK_RED_ACTIVE;
14422 Feld[dropx][dropy] = new_element;
14424 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14425 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14426 el2img(Feld[dropx][dropy]), 0);
14428 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14430 /* needed if previous element just changed to "empty" in the last frame */
14431 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14433 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14434 player->index_bit, drop_side);
14435 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14437 player->index_bit, drop_side);
14439 TestIfElementTouchesCustomElement(dropx, dropy);
14441 else /* player is dropping a dyna bomb */
14443 player->dynabombs_left--;
14445 Feld[dropx][dropy] = new_element;
14447 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14448 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14449 el2img(Feld[dropx][dropy]), 0);
14451 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14454 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14455 InitField_WithBug1(dropx, dropy, FALSE);
14457 new_element = Feld[dropx][dropy]; /* element might have changed */
14459 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14460 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14462 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14463 MovDir[dropx][dropy] = drop_direction;
14465 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14467 /* do not cause impact style collision by dropping elements that can fall */
14468 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14471 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14472 player->is_dropping = TRUE;
14474 player->drop_pressed_delay = 0;
14475 player->is_dropping_pressed = FALSE;
14477 player->drop_x = dropx;
14478 player->drop_y = dropy;
14483 /* ------------------------------------------------------------------------- */
14484 /* game sound playing functions */
14485 /* ------------------------------------------------------------------------- */
14487 static int *loop_sound_frame = NULL;
14488 static int *loop_sound_volume = NULL;
14490 void InitPlayLevelSound(void)
14492 int num_sounds = getSoundListSize();
14494 checked_free(loop_sound_frame);
14495 checked_free(loop_sound_volume);
14497 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14498 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14501 static void PlayLevelSound(int x, int y, int nr)
14503 int sx = SCREENX(x), sy = SCREENY(y);
14504 int volume, stereo_position;
14505 int max_distance = 8;
14506 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14508 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14509 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14512 if (!IN_LEV_FIELD(x, y) ||
14513 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14514 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14517 volume = SOUND_MAX_VOLUME;
14519 if (!IN_SCR_FIELD(sx, sy))
14521 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14522 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14524 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14527 stereo_position = (SOUND_MAX_LEFT +
14528 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14529 (SCR_FIELDX + 2 * max_distance));
14531 if (IS_LOOP_SOUND(nr))
14533 /* This assures that quieter loop sounds do not overwrite louder ones,
14534 while restarting sound volume comparison with each new game frame. */
14536 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14539 loop_sound_volume[nr] = volume;
14540 loop_sound_frame[nr] = FrameCounter;
14543 PlaySoundExt(nr, volume, stereo_position, type);
14546 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14548 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14549 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14550 y < LEVELY(BY1) ? LEVELY(BY1) :
14551 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14555 static void PlayLevelSoundAction(int x, int y, int action)
14557 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14560 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14562 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14564 if (sound_effect != SND_UNDEFINED)
14565 PlayLevelSound(x, y, sound_effect);
14568 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14571 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14573 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14574 PlayLevelSound(x, y, sound_effect);
14577 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14579 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14581 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14582 PlayLevelSound(x, y, sound_effect);
14585 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14587 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14589 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14590 StopSound(sound_effect);
14593 static int getLevelMusicNr(void)
14595 if (levelset.music[level_nr] != MUS_UNDEFINED)
14596 return levelset.music[level_nr]; /* from config file */
14598 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14601 static void FadeLevelSounds(void)
14606 static void FadeLevelMusic(void)
14608 int music_nr = getLevelMusicNr();
14609 char *curr_music = getCurrentlyPlayingMusicFilename();
14610 char *next_music = getMusicInfoEntryFilename(music_nr);
14612 if (!strEqual(curr_music, next_music))
14616 void FadeLevelSoundsAndMusic(void)
14622 static void PlayLevelMusic(void)
14624 int music_nr = getLevelMusicNr();
14625 char *curr_music = getCurrentlyPlayingMusicFilename();
14626 char *next_music = getMusicInfoEntryFilename(music_nr);
14628 if (!strEqual(curr_music, next_music))
14629 PlayMusicLoop(music_nr);
14632 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14634 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14635 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14636 int x = xx - 1 - offset;
14637 int y = yy - 1 - offset;
14642 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14646 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14650 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14654 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14658 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14662 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14666 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14669 case SAMPLE_android_clone:
14670 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14673 case SAMPLE_android_move:
14674 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14677 case SAMPLE_spring:
14678 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14682 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14686 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14689 case SAMPLE_eater_eat:
14690 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14694 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14697 case SAMPLE_collect:
14698 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14701 case SAMPLE_diamond:
14702 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14705 case SAMPLE_squash:
14706 /* !!! CHECK THIS !!! */
14708 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14710 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14714 case SAMPLE_wonderfall:
14715 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14719 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14723 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14727 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14735 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14739 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14742 case SAMPLE_wonder:
14743 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14747 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14750 case SAMPLE_exit_open:
14751 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14754 case SAMPLE_exit_leave:
14755 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14758 case SAMPLE_dynamite:
14759 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14763 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14767 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14771 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14775 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14779 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14783 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14787 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14792 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14794 int element = map_element_SP_to_RND(element_sp);
14795 int action = map_action_SP_to_RND(action_sp);
14796 int offset = (setup.sp_show_border_elements ? 0 : 1);
14797 int x = xx - offset;
14798 int y = yy - offset;
14800 PlayLevelSoundElementAction(x, y, element, action);
14803 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14805 int element = map_element_MM_to_RND(element_mm);
14806 int action = map_action_MM_to_RND(action_mm);
14808 int x = xx - offset;
14809 int y = yy - offset;
14811 if (!IS_MM_ELEMENT(element))
14812 element = EL_MM_DEFAULT;
14814 PlayLevelSoundElementAction(x, y, element, action);
14817 void PlaySound_MM(int sound_mm)
14819 int sound = map_sound_MM_to_RND(sound_mm);
14821 if (sound == SND_UNDEFINED)
14827 void PlaySoundLoop_MM(int sound_mm)
14829 int sound = map_sound_MM_to_RND(sound_mm);
14831 if (sound == SND_UNDEFINED)
14834 PlaySoundLoop(sound);
14837 void StopSound_MM(int sound_mm)
14839 int sound = map_sound_MM_to_RND(sound_mm);
14841 if (sound == SND_UNDEFINED)
14847 void RaiseScore(int value)
14849 local_player->score += value;
14851 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14853 DisplayGameControlValues();
14856 void RaiseScoreElement(int element)
14861 case EL_BD_DIAMOND:
14862 case EL_EMERALD_YELLOW:
14863 case EL_EMERALD_RED:
14864 case EL_EMERALD_PURPLE:
14865 case EL_SP_INFOTRON:
14866 RaiseScore(level.score[SC_EMERALD]);
14869 RaiseScore(level.score[SC_DIAMOND]);
14872 RaiseScore(level.score[SC_CRYSTAL]);
14875 RaiseScore(level.score[SC_PEARL]);
14878 case EL_BD_BUTTERFLY:
14879 case EL_SP_ELECTRON:
14880 RaiseScore(level.score[SC_BUG]);
14883 case EL_BD_FIREFLY:
14884 case EL_SP_SNIKSNAK:
14885 RaiseScore(level.score[SC_SPACESHIP]);
14888 case EL_DARK_YAMYAM:
14889 RaiseScore(level.score[SC_YAMYAM]);
14892 RaiseScore(level.score[SC_ROBOT]);
14895 RaiseScore(level.score[SC_PACMAN]);
14898 RaiseScore(level.score[SC_NUT]);
14901 case EL_EM_DYNAMITE:
14902 case EL_SP_DISK_RED:
14903 case EL_DYNABOMB_INCREASE_NUMBER:
14904 case EL_DYNABOMB_INCREASE_SIZE:
14905 case EL_DYNABOMB_INCREASE_POWER:
14906 RaiseScore(level.score[SC_DYNAMITE]);
14908 case EL_SHIELD_NORMAL:
14909 case EL_SHIELD_DEADLY:
14910 RaiseScore(level.score[SC_SHIELD]);
14912 case EL_EXTRA_TIME:
14913 RaiseScore(level.extra_time_score);
14927 case EL_DC_KEY_WHITE:
14928 RaiseScore(level.score[SC_KEY]);
14931 RaiseScore(element_info[element].collect_score);
14936 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14938 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14940 /* closing door required in case of envelope style request dialogs */
14942 CloseDoor(DOOR_CLOSE_1);
14944 if (network.enabled)
14945 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14949 FadeSkipNextFadeIn();
14951 SetGameStatus(GAME_MODE_MAIN);
14956 else /* continue playing the game */
14958 if (tape.playing && tape.deactivate_display)
14959 TapeDeactivateDisplayOff(TRUE);
14961 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14963 if (tape.playing && tape.deactivate_display)
14964 TapeDeactivateDisplayOn();
14968 void RequestQuitGame(boolean ask_if_really_quit)
14970 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14971 boolean skip_request = AllPlayersGone || quick_quit;
14973 RequestQuitGameExt(skip_request, quick_quit,
14974 "Do you really want to quit the game?");
14977 void RequestRestartGame(char *message)
14979 game.restart_game_message = NULL;
14981 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14983 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14987 SetGameStatus(GAME_MODE_MAIN);
14994 /* ------------------------------------------------------------------------- */
14995 /* random generator functions */
14996 /* ------------------------------------------------------------------------- */
14998 unsigned int InitEngineRandom_RND(int seed)
15000 game.num_random_calls = 0;
15002 return InitEngineRandom(seed);
15005 unsigned int RND(int max)
15009 game.num_random_calls++;
15011 return GetEngineRandom(max);
15018 /* ------------------------------------------------------------------------- */
15019 /* game engine snapshot handling functions */
15020 /* ------------------------------------------------------------------------- */
15022 struct EngineSnapshotInfo
15024 /* runtime values for custom element collect score */
15025 int collect_score[NUM_CUSTOM_ELEMENTS];
15027 /* runtime values for group element choice position */
15028 int choice_pos[NUM_GROUP_ELEMENTS];
15030 /* runtime values for belt position animations */
15031 int belt_graphic[4][NUM_BELT_PARTS];
15032 int belt_anim_mode[4][NUM_BELT_PARTS];
15035 static struct EngineSnapshotInfo engine_snapshot_rnd;
15036 static char *snapshot_level_identifier = NULL;
15037 static int snapshot_level_nr = -1;
15039 static void SaveEngineSnapshotValues_RND(void)
15041 static int belt_base_active_element[4] =
15043 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15044 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15045 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15046 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15050 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15052 int element = EL_CUSTOM_START + i;
15054 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15057 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15059 int element = EL_GROUP_START + i;
15061 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15064 for (i = 0; i < 4; i++)
15066 for (j = 0; j < NUM_BELT_PARTS; j++)
15068 int element = belt_base_active_element[i] + j;
15069 int graphic = el2img(element);
15070 int anim_mode = graphic_info[graphic].anim_mode;
15072 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15073 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15078 static void LoadEngineSnapshotValues_RND(void)
15080 unsigned int num_random_calls = game.num_random_calls;
15083 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15085 int element = EL_CUSTOM_START + i;
15087 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15090 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15092 int element = EL_GROUP_START + i;
15094 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15097 for (i = 0; i < 4; i++)
15099 for (j = 0; j < NUM_BELT_PARTS; j++)
15101 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15102 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15104 graphic_info[graphic].anim_mode = anim_mode;
15108 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15110 InitRND(tape.random_seed);
15111 for (i = 0; i < num_random_calls; i++)
15115 if (game.num_random_calls != num_random_calls)
15117 Error(ERR_INFO, "number of random calls out of sync");
15118 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15119 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15120 Error(ERR_EXIT, "this should not happen -- please debug");
15124 void FreeEngineSnapshotSingle(void)
15126 FreeSnapshotSingle();
15128 setString(&snapshot_level_identifier, NULL);
15129 snapshot_level_nr = -1;
15132 void FreeEngineSnapshotList(void)
15134 FreeSnapshotList();
15137 static ListNode *SaveEngineSnapshotBuffers(void)
15139 ListNode *buffers = NULL;
15141 /* copy some special values to a structure better suited for the snapshot */
15143 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15144 SaveEngineSnapshotValues_RND();
15145 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15146 SaveEngineSnapshotValues_EM();
15147 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15148 SaveEngineSnapshotValues_SP(&buffers);
15149 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15150 SaveEngineSnapshotValues_MM(&buffers);
15152 /* save values stored in special snapshot structure */
15154 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15156 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15158 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15160 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15163 /* save further RND engine values */
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15197 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15200 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15202 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15203 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15204 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15205 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15206 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15207 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15208 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15210 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15211 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15213 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15214 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15215 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15217 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15218 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15220 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15221 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15222 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15223 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15224 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15226 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15227 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15230 ListNode *node = engine_snapshot_list_rnd;
15233 while (node != NULL)
15235 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15240 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15246 void SaveEngineSnapshotSingle(void)
15248 ListNode *buffers = SaveEngineSnapshotBuffers();
15250 /* finally save all snapshot buffers to single snapshot */
15251 SaveSnapshotSingle(buffers);
15253 /* save level identification information */
15254 setString(&snapshot_level_identifier, leveldir_current->identifier);
15255 snapshot_level_nr = level_nr;
15258 boolean CheckSaveEngineSnapshotToList(void)
15260 boolean save_snapshot =
15261 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15262 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15263 game.snapshot.changed_action) ||
15264 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15265 game.snapshot.collected_item));
15267 game.snapshot.changed_action = FALSE;
15268 game.snapshot.collected_item = FALSE;
15269 game.snapshot.save_snapshot = save_snapshot;
15271 return save_snapshot;
15274 void SaveEngineSnapshotToList(void)
15276 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15280 ListNode *buffers = SaveEngineSnapshotBuffers();
15282 /* finally save all snapshot buffers to snapshot list */
15283 SaveSnapshotToList(buffers);
15286 void SaveEngineSnapshotToListInitial(void)
15288 FreeEngineSnapshotList();
15290 SaveEngineSnapshotToList();
15293 static void LoadEngineSnapshotValues(void)
15295 /* restore special values from snapshot structure */
15297 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15298 LoadEngineSnapshotValues_RND();
15299 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15300 LoadEngineSnapshotValues_EM();
15301 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15302 LoadEngineSnapshotValues_SP();
15303 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15304 LoadEngineSnapshotValues_MM();
15307 void LoadEngineSnapshotSingle(void)
15309 LoadSnapshotSingle();
15311 LoadEngineSnapshotValues();
15314 static void LoadEngineSnapshot_Undo(int steps)
15316 LoadSnapshotFromList_Older(steps);
15318 LoadEngineSnapshotValues();
15321 static void LoadEngineSnapshot_Redo(int steps)
15323 LoadSnapshotFromList_Newer(steps);
15325 LoadEngineSnapshotValues();
15328 boolean CheckEngineSnapshotSingle(void)
15330 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15331 snapshot_level_nr == level_nr);
15334 boolean CheckEngineSnapshotList(void)
15336 return CheckSnapshotList();
15340 /* ---------- new game button stuff ---------------------------------------- */
15347 boolean *setup_value;
15348 boolean allowed_on_tape;
15350 } gamebutton_info[NUM_GAME_BUTTONS] =
15353 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15354 GAME_CTRL_ID_STOP, NULL,
15358 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15359 GAME_CTRL_ID_PAUSE, NULL,
15363 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15364 GAME_CTRL_ID_PLAY, NULL,
15368 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15369 GAME_CTRL_ID_UNDO, NULL,
15373 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15374 GAME_CTRL_ID_REDO, NULL,
15378 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15379 GAME_CTRL_ID_SAVE, NULL,
15383 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15384 GAME_CTRL_ID_PAUSE2, NULL,
15388 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15389 GAME_CTRL_ID_LOAD, NULL,
15393 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15394 GAME_CTRL_ID_PANEL_STOP, NULL,
15398 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15399 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15400 FALSE, "pause game"
15403 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15404 GAME_CTRL_ID_PANEL_PLAY, NULL,
15408 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15409 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15410 TRUE, "background music on/off"
15413 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15414 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15415 TRUE, "sound loops on/off"
15418 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15419 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15420 TRUE, "normal sounds on/off"
15423 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15424 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15425 FALSE, "background music on/off"
15428 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15429 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15430 FALSE, "sound loops on/off"
15433 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15434 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15435 FALSE, "normal sounds on/off"
15439 void CreateGameButtons(void)
15443 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15445 int graphic = gamebutton_info[i].graphic;
15446 struct GraphicInfo *gfx = &graphic_info[graphic];
15447 struct XY *pos = gamebutton_info[i].pos;
15448 struct GadgetInfo *gi;
15451 unsigned int event_mask;
15452 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15453 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15454 int base_x = (on_tape ? VX : DX);
15455 int base_y = (on_tape ? VY : DY);
15456 int gd_x = gfx->src_x;
15457 int gd_y = gfx->src_y;
15458 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15459 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15460 int gd_xa = gfx->src_x + gfx->active_xoffset;
15461 int gd_ya = gfx->src_y + gfx->active_yoffset;
15462 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15463 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15466 if (gfx->bitmap == NULL)
15468 game_gadget[id] = NULL;
15473 if (id == GAME_CTRL_ID_STOP ||
15474 id == GAME_CTRL_ID_PANEL_STOP ||
15475 id == GAME_CTRL_ID_PLAY ||
15476 id == GAME_CTRL_ID_PANEL_PLAY ||
15477 id == GAME_CTRL_ID_SAVE ||
15478 id == GAME_CTRL_ID_LOAD)
15480 button_type = GD_TYPE_NORMAL_BUTTON;
15482 event_mask = GD_EVENT_RELEASED;
15484 else if (id == GAME_CTRL_ID_UNDO ||
15485 id == GAME_CTRL_ID_REDO)
15487 button_type = GD_TYPE_NORMAL_BUTTON;
15489 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15493 button_type = GD_TYPE_CHECK_BUTTON;
15494 checked = (gamebutton_info[i].setup_value != NULL ?
15495 *gamebutton_info[i].setup_value : FALSE);
15496 event_mask = GD_EVENT_PRESSED;
15499 gi = CreateGadget(GDI_CUSTOM_ID, id,
15500 GDI_IMAGE_ID, graphic,
15501 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15502 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15503 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15504 GDI_WIDTH, gfx->width,
15505 GDI_HEIGHT, gfx->height,
15506 GDI_TYPE, button_type,
15507 GDI_STATE, GD_BUTTON_UNPRESSED,
15508 GDI_CHECKED, checked,
15509 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15510 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15511 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15512 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15513 GDI_DIRECT_DRAW, FALSE,
15514 GDI_EVENT_MASK, event_mask,
15515 GDI_CALLBACK_ACTION, HandleGameButtons,
15519 Error(ERR_EXIT, "cannot create gadget");
15521 game_gadget[id] = gi;
15525 void FreeGameButtons(void)
15529 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15530 FreeGadget(game_gadget[i]);
15533 static void UnmapGameButtonsAtSamePosition(int id)
15537 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15539 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15540 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15541 UnmapGadget(game_gadget[i]);
15544 static void UnmapGameButtonsAtSamePosition_All(void)
15546 if (setup.show_snapshot_buttons)
15548 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15549 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15550 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15554 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15555 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15556 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15558 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15559 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15560 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15564 static void MapGameButtonsAtSamePosition(int id)
15568 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15570 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15571 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15572 MapGadget(game_gadget[i]);
15574 UnmapGameButtonsAtSamePosition_All();
15577 void MapUndoRedoButtons(void)
15579 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15580 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15582 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15583 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15585 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15588 void UnmapUndoRedoButtons(void)
15590 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15591 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15593 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15594 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15596 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15599 static void MapGameButtonsExt(boolean on_tape)
15603 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15604 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15605 i != GAME_CTRL_ID_UNDO &&
15606 i != GAME_CTRL_ID_REDO)
15607 MapGadget(game_gadget[i]);
15609 UnmapGameButtonsAtSamePosition_All();
15611 RedrawGameButtons();
15614 static void UnmapGameButtonsExt(boolean on_tape)
15618 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15619 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15620 UnmapGadget(game_gadget[i]);
15623 static void RedrawGameButtonsExt(boolean on_tape)
15627 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15628 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15629 RedrawGadget(game_gadget[i]);
15631 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15632 redraw_mask &= ~REDRAW_ALL;
15635 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15640 gi->checked = state;
15643 static void RedrawSoundButtonGadget(int id)
15645 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15646 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15647 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15648 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15649 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15650 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15653 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15654 RedrawGadget(game_gadget[id2]);
15657 void MapGameButtons(void)
15659 MapGameButtonsExt(FALSE);
15662 void UnmapGameButtons(void)
15664 UnmapGameButtonsExt(FALSE);
15667 void RedrawGameButtons(void)
15669 RedrawGameButtonsExt(FALSE);
15672 void MapGameButtonsOnTape(void)
15674 MapGameButtonsExt(TRUE);
15677 void UnmapGameButtonsOnTape(void)
15679 UnmapGameButtonsExt(TRUE);
15682 void RedrawGameButtonsOnTape(void)
15684 RedrawGameButtonsExt(TRUE);
15687 static void GameUndoRedoExt(void)
15689 ClearPlayerAction();
15691 tape.pausing = TRUE;
15694 UpdateAndDisplayGameControlValues();
15696 DrawCompleteVideoDisplay();
15697 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15698 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15699 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15704 static void GameUndo(int steps)
15706 if (!CheckEngineSnapshotList())
15709 LoadEngineSnapshot_Undo(steps);
15714 static void GameRedo(int steps)
15716 if (!CheckEngineSnapshotList())
15719 LoadEngineSnapshot_Redo(steps);
15724 static void HandleGameButtonsExt(int id, int button)
15726 static boolean game_undo_executed = FALSE;
15727 int steps = BUTTON_STEPSIZE(button);
15728 boolean handle_game_buttons =
15729 (game_status == GAME_MODE_PLAYING ||
15730 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15732 if (!handle_game_buttons)
15737 case GAME_CTRL_ID_STOP:
15738 case GAME_CTRL_ID_PANEL_STOP:
15739 if (game_status == GAME_MODE_MAIN)
15745 RequestQuitGame(TRUE);
15749 case GAME_CTRL_ID_PAUSE:
15750 case GAME_CTRL_ID_PAUSE2:
15751 case GAME_CTRL_ID_PANEL_PAUSE:
15752 if (network.enabled && game_status == GAME_MODE_PLAYING)
15755 SendToServer_ContinuePlaying();
15757 SendToServer_PausePlaying();
15760 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15762 game_undo_executed = FALSE;
15766 case GAME_CTRL_ID_PLAY:
15767 case GAME_CTRL_ID_PANEL_PLAY:
15768 if (game_status == GAME_MODE_MAIN)
15770 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15772 else if (tape.pausing)
15774 if (network.enabled)
15775 SendToServer_ContinuePlaying();
15777 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15781 case GAME_CTRL_ID_UNDO:
15782 // Important: When using "save snapshot when collecting an item" mode,
15783 // load last (current) snapshot for first "undo" after pressing "pause"
15784 // (else the last-but-one snapshot would be loaded, because the snapshot
15785 // pointer already points to the last snapshot when pressing "pause",
15786 // which is fine for "every step/move" mode, but not for "every collect")
15787 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15788 !game_undo_executed)
15791 game_undo_executed = TRUE;
15796 case GAME_CTRL_ID_REDO:
15800 case GAME_CTRL_ID_SAVE:
15804 case GAME_CTRL_ID_LOAD:
15808 case SOUND_CTRL_ID_MUSIC:
15809 case SOUND_CTRL_ID_PANEL_MUSIC:
15810 if (setup.sound_music)
15812 setup.sound_music = FALSE;
15816 else if (audio.music_available)
15818 setup.sound = setup.sound_music = TRUE;
15820 SetAudioMode(setup.sound);
15822 if (game_status == GAME_MODE_PLAYING)
15826 RedrawSoundButtonGadget(id);
15830 case SOUND_CTRL_ID_LOOPS:
15831 case SOUND_CTRL_ID_PANEL_LOOPS:
15832 if (setup.sound_loops)
15833 setup.sound_loops = FALSE;
15834 else if (audio.loops_available)
15836 setup.sound = setup.sound_loops = TRUE;
15838 SetAudioMode(setup.sound);
15841 RedrawSoundButtonGadget(id);
15845 case SOUND_CTRL_ID_SIMPLE:
15846 case SOUND_CTRL_ID_PANEL_SIMPLE:
15847 if (setup.sound_simple)
15848 setup.sound_simple = FALSE;
15849 else if (audio.sound_available)
15851 setup.sound = setup.sound_simple = TRUE;
15853 SetAudioMode(setup.sound);
15856 RedrawSoundButtonGadget(id);
15865 static void HandleGameButtons(struct GadgetInfo *gi)
15867 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15870 void HandleSoundButtonKeys(Key key)
15872 if (key == setup.shortcut.sound_simple)
15873 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15874 else if (key == setup.shortcut.sound_loops)
15875 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15876 else if (key == setup.shortcut.sound_music)
15877 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);