1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic();
1089 static void FadeLevelSoundsAndMusic();
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 /* for detection of endless loops, caused by custom element programming */
1123 /* (using maximal playfield width x 10 is just a rough approximation) */
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 /* ------------------------------------------------------------------------- */
1153 /* definition of elements that automatically change to other elements after */
1154 /* a specified time, eventually calling a function when changing */
1155 /* ------------------------------------------------------------------------- */
1157 /* forward declaration for changer functions */
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite()
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars()
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig()
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 void InitGameControlValues()
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 void UpdatePlayfieldElementCount()
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 void UpdateGameControlValues()
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* 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 void DisplayGameControlValues()
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues()
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2770 void UpdateGameDoorValues()
2772 UpdateGameControlValues();
2775 void DrawGameDoorValues()
2777 DisplayGameControlValues();
2782 =============================================================================
2784 -----------------------------------------------------------------------------
2785 initialize game engine due to level / tape version number
2786 =============================================================================
2789 static void InitGameEngine()
2791 int i, j, k, l, x, y;
2793 /* set game engine from tape file when re-playing, else from level file */
2794 game.engine_version = (tape.playing ? tape.engine_version :
2795 level.game_version);
2797 /* set single or multi-player game mode (needed for re-playing tapes) */
2798 game.team_mode = setup.team_mode;
2802 int num_players = 0;
2804 for (i = 0; i < MAX_PLAYERS; i++)
2805 if (tape.player_participates[i])
2808 /* multi-player tapes contain input data for more than one player */
2809 game.team_mode = (num_players > 1);
2812 /* ---------------------------------------------------------------------- */
2813 /* set flags for bugs and changes according to active game engine version */
2814 /* ---------------------------------------------------------------------- */
2817 Summary of bugfix/change:
2818 Fixed handling for custom elements that change when pushed by the player.
2820 Fixed/changed in version:
2824 Before 3.1.0, custom elements that "change when pushing" changed directly
2825 after the player started pushing them (until then handled in "DigField()").
2826 Since 3.1.0, these custom elements are not changed until the "pushing"
2827 move of the element is finished (now handled in "ContinueMoving()").
2829 Affected levels/tapes:
2830 The first condition is generally needed for all levels/tapes before version
2831 3.1.0, which might use the old behaviour before it was changed; known tapes
2832 that are affected are some tapes from the level set "Walpurgis Gardens" by
2834 The second condition is an exception from the above case and is needed for
2835 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2836 above (including some development versions of 3.1.0), but before it was
2837 known that this change would break tapes like the above and was fixed in
2838 3.1.1, so that the changed behaviour was active although the engine version
2839 while recording maybe was before 3.1.0. There is at least one tape that is
2840 affected by this exception, which is the tape for the one-level set "Bug
2841 Machine" by Juergen Bonhagen.
2844 game.use_change_when_pushing_bug =
2845 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2847 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2848 tape.game_version < VERSION_IDENT(3,1,1,0)));
2851 Summary of bugfix/change:
2852 Fixed handling for blocking the field the player leaves when moving.
2854 Fixed/changed in version:
2858 Before 3.1.1, when "block last field when moving" was enabled, the field
2859 the player is leaving when moving was blocked for the time of the move,
2860 and was directly unblocked afterwards. This resulted in the last field
2861 being blocked for exactly one less than the number of frames of one player
2862 move. Additionally, even when blocking was disabled, the last field was
2863 blocked for exactly one frame.
2864 Since 3.1.1, due to changes in player movement handling, the last field
2865 is not blocked at all when blocking is disabled. When blocking is enabled,
2866 the last field is blocked for exactly the number of frames of one player
2867 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2868 last field is blocked for exactly one more than the number of frames of
2871 Affected levels/tapes:
2872 (!!! yet to be determined -- probably many !!!)
2875 game.use_block_last_field_bug =
2876 (game.engine_version < VERSION_IDENT(3,1,1,0));
2878 game_em.use_single_button =
2879 (game.engine_version > VERSION_IDENT(4,0,0,2));
2881 game_em.use_snap_key_bug =
2882 (game.engine_version < VERSION_IDENT(4,0,1,0));
2884 /* ---------------------------------------------------------------------- */
2886 /* set maximal allowed number of custom element changes per game frame */
2887 game.max_num_changes_per_frame = 1;
2889 /* default scan direction: scan playfield from top/left to bottom/right */
2890 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2892 /* dynamically adjust element properties according to game engine version */
2893 InitElementPropertiesEngine(game.engine_version);
2896 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2897 printf(" tape version == %06d [%s] [file: %06d]\n",
2898 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2900 printf(" => game.engine_version == %06d\n", game.engine_version);
2903 /* ---------- initialize player's initial move delay --------------------- */
2905 /* dynamically adjust player properties according to level information */
2906 for (i = 0; i < MAX_PLAYERS; i++)
2907 game.initial_move_delay_value[i] =
2908 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2910 /* dynamically adjust player properties according to game engine version */
2911 for (i = 0; i < MAX_PLAYERS; i++)
2912 game.initial_move_delay[i] =
2913 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2914 game.initial_move_delay_value[i] : 0);
2916 /* ---------- initialize player's initial push delay --------------------- */
2918 /* dynamically adjust player properties according to game engine version */
2919 game.initial_push_delay_value =
2920 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2922 /* ---------- initialize changing elements ------------------------------- */
2924 /* initialize changing elements information */
2925 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2927 struct ElementInfo *ei = &element_info[i];
2929 /* this pointer might have been changed in the level editor */
2930 ei->change = &ei->change_page[0];
2932 if (!IS_CUSTOM_ELEMENT(i))
2934 ei->change->target_element = EL_EMPTY_SPACE;
2935 ei->change->delay_fixed = 0;
2936 ei->change->delay_random = 0;
2937 ei->change->delay_frames = 1;
2940 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2942 ei->has_change_event[j] = FALSE;
2944 ei->event_page_nr[j] = 0;
2945 ei->event_page[j] = &ei->change_page[0];
2949 /* add changing elements from pre-defined list */
2950 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2952 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2953 struct ElementInfo *ei = &element_info[ch_delay->element];
2955 ei->change->target_element = ch_delay->target_element;
2956 ei->change->delay_fixed = ch_delay->change_delay;
2958 ei->change->pre_change_function = ch_delay->pre_change_function;
2959 ei->change->change_function = ch_delay->change_function;
2960 ei->change->post_change_function = ch_delay->post_change_function;
2962 ei->change->can_change = TRUE;
2963 ei->change->can_change_or_has_action = TRUE;
2965 ei->has_change_event[CE_DELAY] = TRUE;
2967 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2968 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2971 /* ---------- initialize internal run-time variables --------------------- */
2973 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2975 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2977 for (j = 0; j < ei->num_change_pages; j++)
2979 ei->change_page[j].can_change_or_has_action =
2980 (ei->change_page[j].can_change |
2981 ei->change_page[j].has_action);
2985 /* add change events from custom element configuration */
2986 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2988 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2990 for (j = 0; j < ei->num_change_pages; j++)
2992 if (!ei->change_page[j].can_change_or_has_action)
2995 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2997 /* only add event page for the first page found with this event */
2998 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3000 ei->has_change_event[k] = TRUE;
3002 ei->event_page_nr[k] = j;
3003 ei->event_page[k] = &ei->change_page[j];
3009 /* ---------- initialize reference elements in change conditions --------- */
3011 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3013 int element = EL_CUSTOM_START + i;
3014 struct ElementInfo *ei = &element_info[element];
3016 for (j = 0; j < ei->num_change_pages; j++)
3018 int trigger_element = ei->change_page[j].initial_trigger_element;
3020 if (trigger_element >= EL_PREV_CE_8 &&
3021 trigger_element <= EL_NEXT_CE_8)
3022 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3024 ei->change_page[j].trigger_element = trigger_element;
3028 /* ---------- initialize run-time trigger player and element ------------- */
3030 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3032 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3034 for (j = 0; j < ei->num_change_pages; j++)
3036 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3037 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3038 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3039 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3040 ei->change_page[j].actual_trigger_ce_value = 0;
3041 ei->change_page[j].actual_trigger_ce_score = 0;
3045 /* ---------- initialize trigger events ---------------------------------- */
3047 /* initialize trigger events information */
3048 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3049 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3050 trigger_events[i][j] = FALSE;
3052 /* add trigger events from element change event properties */
3053 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3055 struct ElementInfo *ei = &element_info[i];
3057 for (j = 0; j < ei->num_change_pages; j++)
3059 if (!ei->change_page[j].can_change_or_has_action)
3062 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3064 int trigger_element = ei->change_page[j].trigger_element;
3066 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3068 if (ei->change_page[j].has_event[k])
3070 if (IS_GROUP_ELEMENT(trigger_element))
3072 struct ElementGroupInfo *group =
3073 element_info[trigger_element].group;
3075 for (l = 0; l < group->num_elements_resolved; l++)
3076 trigger_events[group->element_resolved[l]][k] = TRUE;
3078 else if (trigger_element == EL_ANY_ELEMENT)
3079 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3080 trigger_events[l][k] = TRUE;
3082 trigger_events[trigger_element][k] = TRUE;
3089 /* ---------- initialize push delay -------------------------------------- */
3091 /* initialize push delay values to default */
3092 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3094 if (!IS_CUSTOM_ELEMENT(i))
3096 /* set default push delay values (corrected since version 3.0.7-1) */
3097 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3099 element_info[i].push_delay_fixed = 2;
3100 element_info[i].push_delay_random = 8;
3104 element_info[i].push_delay_fixed = 8;
3105 element_info[i].push_delay_random = 8;
3110 /* set push delay value for certain elements from pre-defined list */
3111 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3113 int e = push_delay_list[i].element;
3115 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3116 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3119 /* set push delay value for Supaplex elements for newer engine versions */
3120 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3122 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3124 if (IS_SP_ELEMENT(i))
3126 /* set SP push delay to just enough to push under a falling zonk */
3127 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3129 element_info[i].push_delay_fixed = delay;
3130 element_info[i].push_delay_random = 0;
3135 /* ---------- initialize move stepsize ----------------------------------- */
3137 /* initialize move stepsize values to default */
3138 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3139 if (!IS_CUSTOM_ELEMENT(i))
3140 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3142 /* set move stepsize value for certain elements from pre-defined list */
3143 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3145 int e = move_stepsize_list[i].element;
3147 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3150 /* ---------- initialize collect score ----------------------------------- */
3152 /* initialize collect score values for custom elements from initial value */
3153 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3154 if (IS_CUSTOM_ELEMENT(i))
3155 element_info[i].collect_score = element_info[i].collect_score_initial;
3157 /* ---------- initialize collect count ----------------------------------- */
3159 /* initialize collect count values for non-custom elements */
3160 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3161 if (!IS_CUSTOM_ELEMENT(i))
3162 element_info[i].collect_count_initial = 0;
3164 /* add collect count values for all elements from pre-defined list */
3165 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3166 element_info[collect_count_list[i].element].collect_count_initial =
3167 collect_count_list[i].count;
3169 /* ---------- initialize access direction -------------------------------- */
3171 /* initialize access direction values to default (access from every side) */
3172 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3173 if (!IS_CUSTOM_ELEMENT(i))
3174 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3176 /* set access direction value for certain elements from pre-defined list */
3177 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3178 element_info[access_direction_list[i].element].access_direction =
3179 access_direction_list[i].direction;
3181 /* ---------- initialize explosion content ------------------------------- */
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3184 if (IS_CUSTOM_ELEMENT(i))
3187 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3189 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3191 element_info[i].content.e[x][y] =
3192 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3193 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3194 i == EL_PLAYER_3 ? EL_EMERALD :
3195 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3196 i == EL_MOLE ? EL_EMERALD_RED :
3197 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3198 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3199 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3200 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3201 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3202 i == EL_WALL_EMERALD ? EL_EMERALD :
3203 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3204 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3205 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3206 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3207 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3208 i == EL_WALL_PEARL ? EL_PEARL :
3209 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3214 /* ---------- initialize recursion detection ------------------------------ */
3215 recursion_loop_depth = 0;
3216 recursion_loop_detected = FALSE;
3217 recursion_loop_element = EL_UNDEFINED;
3219 /* ---------- initialize graphics engine ---------------------------------- */
3220 game.scroll_delay_value =
3221 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3222 setup.scroll_delay ? setup.scroll_delay_value : 0);
3223 game.scroll_delay_value =
3224 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3226 /* ---------- initialize game engine snapshots ---------------------------- */
3227 for (i = 0; i < MAX_PLAYERS; i++)
3228 game.snapshot.last_action[i] = 0;
3229 game.snapshot.changed_action = FALSE;
3230 game.snapshot.collected_item = FALSE;
3231 game.snapshot.mode =
3232 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3233 SNAPSHOT_MODE_EVERY_STEP :
3234 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3235 SNAPSHOT_MODE_EVERY_MOVE :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3237 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3238 game.snapshot.save_snapshot = FALSE;
3240 /* ---------- initialize level time for Supaplex engine ------------------- */
3241 /* Supaplex levels with time limit currently unsupported -- should be added */
3242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3246 int get_num_special_action(int element, int action_first, int action_last)
3248 int num_special_action = 0;
3251 for (i = action_first; i <= action_last; i++)
3253 boolean found = FALSE;
3255 for (j = 0; j < NUM_DIRECTIONS; j++)
3256 if (el_act_dir2img(element, i, j) !=
3257 el_act_dir2img(element, ACTION_DEFAULT, j))
3261 num_special_action++;
3266 return num_special_action;
3271 =============================================================================
3273 -----------------------------------------------------------------------------
3274 initialize and start new game
3275 =============================================================================
3278 #if DEBUG_INIT_PLAYER
3279 static void DebugPrintPlayerStatus(char *message)
3286 printf("%s:\n", message);
3288 for (i = 0; i < MAX_PLAYERS; i++)
3290 struct PlayerInfo *player = &stored_player[i];
3292 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3296 player->connected_locally,
3297 player->connected_network,
3300 if (local_player == player)
3301 printf(" (local player)");
3310 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3311 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3312 int fade_mask = REDRAW_FIELD;
3314 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3315 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3316 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3317 int initial_move_dir = MV_DOWN;
3320 // required here to update video display before fading (FIX THIS)
3321 DrawMaskedBorder(REDRAW_DOOR_2);
3323 if (!game.restart_level)
3324 CloseDoor(DOOR_CLOSE_1);
3326 SetGameStatus(GAME_MODE_PLAYING);
3328 if (level_editor_test_game)
3329 FadeSkipNextFadeIn();
3331 FadeSetEnterScreen();
3333 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3334 fade_mask = REDRAW_ALL;
3336 FadeLevelSoundsAndMusic();
3338 ExpireSoundLoops(TRUE);
3342 /* needed if different viewport properties defined for playing */
3343 ChangeViewportPropertiesIfNeeded();
3347 DrawCompleteVideoDisplay();
3349 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3352 InitGameControlValues();
3354 /* don't play tapes over network */
3355 network_playing = (network.enabled && !tape.playing);
3357 for (i = 0; i < MAX_PLAYERS; i++)
3359 struct PlayerInfo *player = &stored_player[i];
3361 player->index_nr = i;
3362 player->index_bit = (1 << i);
3363 player->element_nr = EL_PLAYER_1 + i;
3365 player->present = FALSE;
3366 player->active = FALSE;
3367 player->mapped = FALSE;
3369 player->killed = FALSE;
3370 player->reanimated = FALSE;
3373 player->effective_action = 0;
3374 player->programmed_action = 0;
3376 player->mouse_action.lx = 0;
3377 player->mouse_action.ly = 0;
3378 player->mouse_action.button = 0;
3379 player->mouse_action.button_hint = 0;
3381 player->effective_mouse_action.lx = 0;
3382 player->effective_mouse_action.ly = 0;
3383 player->effective_mouse_action.button = 0;
3384 player->effective_mouse_action.button_hint = 0;
3387 player->score_final = 0;
3389 player->health = MAX_HEALTH;
3390 player->health_final = MAX_HEALTH;
3392 player->gems_still_needed = level.gems_needed;
3393 player->sokobanfields_still_needed = 0;
3394 player->lights_still_needed = 0;
3395 player->players_still_needed = 0;
3396 player->friends_still_needed = 0;
3398 for (j = 0; j < MAX_NUM_KEYS; j++)
3399 player->key[j] = FALSE;
3401 player->num_white_keys = 0;
3403 player->dynabomb_count = 0;
3404 player->dynabomb_size = 1;
3405 player->dynabombs_left = 0;
3406 player->dynabomb_xl = FALSE;
3408 player->MovDir = initial_move_dir;
3411 player->GfxDir = initial_move_dir;
3412 player->GfxAction = ACTION_DEFAULT;
3414 player->StepFrame = 0;
3416 player->initial_element = player->element_nr;
3417 player->artwork_element =
3418 (level.use_artwork_element[i] ? level.artwork_element[i] :
3419 player->element_nr);
3420 player->use_murphy = FALSE;
3422 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3423 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3425 player->gravity = level.initial_player_gravity[i];
3427 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3429 player->actual_frame_counter = 0;
3431 player->step_counter = 0;
3433 player->last_move_dir = initial_move_dir;
3435 player->is_active = FALSE;
3437 player->is_waiting = FALSE;
3438 player->is_moving = FALSE;
3439 player->is_auto_moving = FALSE;
3440 player->is_digging = FALSE;
3441 player->is_snapping = FALSE;
3442 player->is_collecting = FALSE;
3443 player->is_pushing = FALSE;
3444 player->is_switching = FALSE;
3445 player->is_dropping = FALSE;
3446 player->is_dropping_pressed = FALSE;
3448 player->is_bored = FALSE;
3449 player->is_sleeping = FALSE;
3451 player->was_waiting = TRUE;
3452 player->was_moving = FALSE;
3453 player->was_snapping = FALSE;
3454 player->was_dropping = FALSE;
3456 player->force_dropping = FALSE;
3458 player->frame_counter_bored = -1;
3459 player->frame_counter_sleeping = -1;
3461 player->anim_delay_counter = 0;
3462 player->post_delay_counter = 0;
3464 player->dir_waiting = initial_move_dir;
3465 player->action_waiting = ACTION_DEFAULT;
3466 player->last_action_waiting = ACTION_DEFAULT;
3467 player->special_action_bored = ACTION_DEFAULT;
3468 player->special_action_sleeping = ACTION_DEFAULT;
3470 player->switch_x = -1;
3471 player->switch_y = -1;
3473 player->drop_x = -1;
3474 player->drop_y = -1;
3476 player->show_envelope = 0;
3478 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3480 player->push_delay = -1; /* initialized when pushing starts */
3481 player->push_delay_value = game.initial_push_delay_value;
3483 player->drop_delay = 0;
3484 player->drop_pressed_delay = 0;
3486 player->last_jx = -1;
3487 player->last_jy = -1;
3491 player->shield_normal_time_left = 0;
3492 player->shield_deadly_time_left = 0;
3494 player->inventory_infinite_element = EL_UNDEFINED;
3495 player->inventory_size = 0;
3497 if (level.use_initial_inventory[i])
3499 for (j = 0; j < level.initial_inventory_size[i]; j++)
3501 int element = level.initial_inventory_content[i][j];
3502 int collect_count = element_info[element].collect_count_initial;
3505 if (!IS_CUSTOM_ELEMENT(element))
3508 if (collect_count == 0)
3509 player->inventory_infinite_element = element;
3511 for (k = 0; k < collect_count; k++)
3512 if (player->inventory_size < MAX_INVENTORY_SIZE)
3513 player->inventory_element[player->inventory_size++] = element;
3517 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3518 SnapField(player, 0, 0);
3520 player->LevelSolved = FALSE;
3521 player->GameOver = FALSE;
3523 player->LevelSolved_GameWon = FALSE;
3524 player->LevelSolved_GameEnd = FALSE;
3525 player->LevelSolved_PanelOff = FALSE;
3526 player->LevelSolved_SaveTape = FALSE;
3527 player->LevelSolved_SaveScore = FALSE;
3529 player->LevelSolved_CountingTime = 0;
3530 player->LevelSolved_CountingScore = 0;
3531 player->LevelSolved_CountingHealth = 0;
3533 map_player_action[i] = i;
3536 network_player_action_received = FALSE;
3538 /* initial null action */
3539 if (network_playing)
3540 SendToServer_MovePlayer(MV_NONE);
3548 TimeLeft = level.time;
3551 ScreenMovDir = MV_NONE;
3555 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3557 AllPlayersGone = FALSE;
3559 game.no_time_limit = (level.time == 0);
3561 game.yamyam_content_nr = 0;
3562 game.robot_wheel_active = FALSE;
3563 game.magic_wall_active = FALSE;
3564 game.magic_wall_time_left = 0;
3565 game.light_time_left = 0;
3566 game.timegate_time_left = 0;
3567 game.switchgate_pos = 0;
3568 game.wind_direction = level.wind_direction_initial;
3570 game.lenses_time_left = 0;
3571 game.magnify_time_left = 0;
3573 game.ball_state = level.ball_state_initial;
3574 game.ball_content_nr = 0;
3576 game.explosions_delayed = TRUE;
3578 game.envelope_active = FALSE;
3580 for (i = 0; i < NUM_BELTS; i++)
3582 game.belt_dir[i] = MV_NONE;
3583 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3586 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3587 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3589 #if DEBUG_INIT_PLAYER
3590 DebugPrintPlayerStatus("Player status at level initialization");
3593 SCAN_PLAYFIELD(x, y)
3595 Feld[x][y] = level.field[x][y];
3596 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3597 ChangeDelay[x][y] = 0;
3598 ChangePage[x][y] = -1;
3599 CustomValue[x][y] = 0; /* initialized in InitField() */
3600 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3602 WasJustMoving[x][y] = 0;
3603 WasJustFalling[x][y] = 0;
3604 CheckCollision[x][y] = 0;
3605 CheckImpact[x][y] = 0;
3607 Pushed[x][y] = FALSE;
3609 ChangeCount[x][y] = 0;
3610 ChangeEvent[x][y] = -1;
3612 ExplodePhase[x][y] = 0;
3613 ExplodeDelay[x][y] = 0;
3614 ExplodeField[x][y] = EX_TYPE_NONE;
3616 RunnerVisit[x][y] = 0;
3617 PlayerVisit[x][y] = 0;
3620 GfxRandom[x][y] = INIT_GFX_RANDOM();
3621 GfxElement[x][y] = EL_UNDEFINED;
3622 GfxAction[x][y] = ACTION_DEFAULT;
3623 GfxDir[x][y] = MV_NONE;
3624 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3627 SCAN_PLAYFIELD(x, y)
3629 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3631 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3633 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3636 InitField(x, y, TRUE);
3638 ResetGfxAnimation(x, y);
3643 for (i = 0; i < MAX_PLAYERS; i++)
3645 struct PlayerInfo *player = &stored_player[i];
3647 /* set number of special actions for bored and sleeping animation */
3648 player->num_special_action_bored =
3649 get_num_special_action(player->artwork_element,
3650 ACTION_BORING_1, ACTION_BORING_LAST);
3651 player->num_special_action_sleeping =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3656 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3657 emulate_sb ? EMU_SOKOBAN :
3658 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3660 /* initialize type of slippery elements */
3661 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3663 if (!IS_CUSTOM_ELEMENT(i))
3665 /* default: elements slip down either to the left or right randomly */
3666 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3668 /* SP style elements prefer to slip down on the left side */
3669 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3670 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3672 /* BD style elements prefer to slip down on the left side */
3673 if (game.emulation == EMU_BOULDERDASH)
3674 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3678 /* initialize explosion and ignition delay */
3679 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3681 if (!IS_CUSTOM_ELEMENT(i))
3684 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3685 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3686 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3687 int last_phase = (num_phase + 1) * delay;
3688 int half_phase = (num_phase / 2) * delay;
3690 element_info[i].explosion_delay = last_phase - 1;
3691 element_info[i].ignition_delay = half_phase;
3693 if (i == EL_BLACK_ORB)
3694 element_info[i].ignition_delay = 1;
3698 /* correct non-moving belts to start moving left */
3699 for (i = 0; i < NUM_BELTS; i++)
3700 if (game.belt_dir[i] == MV_NONE)
3701 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3703 #if USE_NEW_PLAYER_ASSIGNMENTS
3704 for (i = 0; i < MAX_PLAYERS; i++)
3706 stored_player[i].connected = FALSE;
3708 /* in network game mode, the local player might not be the first player */
3709 if (stored_player[i].connected_locally)
3710 local_player = &stored_player[i];
3713 if (!network.enabled)
3714 local_player->connected = TRUE;
3718 for (i = 0; i < MAX_PLAYERS; i++)
3719 stored_player[i].connected = tape.player_participates[i];
3721 else if (network.enabled)
3723 /* add team mode players connected over the network (needed for correct
3724 assignment of player figures from level to locally playing players) */
3726 for (i = 0; i < MAX_PLAYERS; i++)
3727 if (stored_player[i].connected_network)
3728 stored_player[i].connected = TRUE;
3730 else if (game.team_mode)
3732 /* try to guess locally connected team mode players (needed for correct
3733 assignment of player figures from level to locally playing players) */
3735 for (i = 0; i < MAX_PLAYERS; i++)
3736 if (setup.input[i].use_joystick ||
3737 setup.input[i].key.left != KSYM_UNDEFINED)
3738 stored_player[i].connected = TRUE;
3741 #if DEBUG_INIT_PLAYER
3742 DebugPrintPlayerStatus("Player status after level initialization");
3745 #if DEBUG_INIT_PLAYER
3747 printf("Reassigning players ...\n");
3750 /* check if any connected player was not found in playfield */
3751 for (i = 0; i < MAX_PLAYERS; i++)
3753 struct PlayerInfo *player = &stored_player[i];
3755 if (player->connected && !player->present)
3757 struct PlayerInfo *field_player = NULL;
3759 #if DEBUG_INIT_PLAYER
3761 printf("- looking for field player for player %d ...\n", i + 1);
3764 /* assign first free player found that is present in the playfield */
3766 /* first try: look for unmapped playfield player that is not connected */
3767 for (j = 0; j < MAX_PLAYERS; j++)
3768 if (field_player == NULL &&
3769 stored_player[j].present &&
3770 !stored_player[j].mapped &&
3771 !stored_player[j].connected)
3772 field_player = &stored_player[j];
3774 /* second try: look for *any* unmapped playfield player */
3775 for (j = 0; j < MAX_PLAYERS; j++)
3776 if (field_player == NULL &&
3777 stored_player[j].present &&
3778 !stored_player[j].mapped)
3779 field_player = &stored_player[j];
3781 if (field_player != NULL)
3783 int jx = field_player->jx, jy = field_player->jy;
3785 #if DEBUG_INIT_PLAYER
3787 printf("- found player %d\n", field_player->index_nr + 1);
3790 player->present = FALSE;
3791 player->active = FALSE;
3793 field_player->present = TRUE;
3794 field_player->active = TRUE;
3797 player->initial_element = field_player->initial_element;
3798 player->artwork_element = field_player->artwork_element;
3800 player->block_last_field = field_player->block_last_field;
3801 player->block_delay_adjustment = field_player->block_delay_adjustment;
3804 StorePlayer[jx][jy] = field_player->element_nr;
3806 field_player->jx = field_player->last_jx = jx;
3807 field_player->jy = field_player->last_jy = jy;
3809 if (local_player == player)
3810 local_player = field_player;
3812 map_player_action[field_player->index_nr] = i;
3814 field_player->mapped = TRUE;
3816 #if DEBUG_INIT_PLAYER
3818 printf("- map_player_action[%d] == %d\n",
3819 field_player->index_nr + 1, i + 1);
3824 if (player->connected && player->present)
3825 player->mapped = TRUE;
3828 #if DEBUG_INIT_PLAYER
3829 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3834 /* check if any connected player was not found in playfield */
3835 for (i = 0; i < MAX_PLAYERS; i++)
3837 struct PlayerInfo *player = &stored_player[i];
3839 if (player->connected && !player->present)
3841 for (j = 0; j < MAX_PLAYERS; j++)
3843 struct PlayerInfo *field_player = &stored_player[j];
3844 int jx = field_player->jx, jy = field_player->jy;
3846 /* assign first free player found that is present in the playfield */
3847 if (field_player->present && !field_player->connected)
3849 player->present = TRUE;
3850 player->active = TRUE;
3852 field_player->present = FALSE;
3853 field_player->active = FALSE;
3855 player->initial_element = field_player->initial_element;
3856 player->artwork_element = field_player->artwork_element;
3858 player->block_last_field = field_player->block_last_field;
3859 player->block_delay_adjustment = field_player->block_delay_adjustment;
3861 StorePlayer[jx][jy] = player->element_nr;
3863 player->jx = player->last_jx = jx;
3864 player->jy = player->last_jy = jy;
3874 printf("::: local_player->present == %d\n", local_player->present);
3877 /* set focus to local player for network games, else to all players */
3878 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3879 game.centered_player_nr_next = game.centered_player_nr;
3880 game.set_centered_player = FALSE;
3882 if (network_playing && tape.recording)
3884 /* store client dependent player focus when recording network games */
3885 tape.centered_player_nr_next = game.centered_player_nr_next;
3886 tape.set_centered_player = TRUE;
3891 /* when playing a tape, eliminate all players who do not participate */
3893 #if USE_NEW_PLAYER_ASSIGNMENTS
3895 if (!game.team_mode)
3897 for (i = 0; i < MAX_PLAYERS; i++)
3899 if (stored_player[i].active &&
3900 !tape.player_participates[map_player_action[i]])
3902 struct PlayerInfo *player = &stored_player[i];
3903 int jx = player->jx, jy = player->jy;
3905 #if DEBUG_INIT_PLAYER
3907 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3910 player->active = FALSE;
3911 StorePlayer[jx][jy] = 0;
3912 Feld[jx][jy] = EL_EMPTY;
3919 for (i = 0; i < MAX_PLAYERS; i++)
3921 if (stored_player[i].active &&
3922 !tape.player_participates[i])
3924 struct PlayerInfo *player = &stored_player[i];
3925 int jx = player->jx, jy = player->jy;
3927 player->active = FALSE;
3928 StorePlayer[jx][jy] = 0;
3929 Feld[jx][jy] = EL_EMPTY;
3934 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3936 /* when in single player mode, eliminate all but the local player */
3938 for (i = 0; i < MAX_PLAYERS; i++)
3940 struct PlayerInfo *player = &stored_player[i];
3942 if (player->active && player != local_player)
3944 int jx = player->jx, jy = player->jy;
3946 player->active = FALSE;
3947 player->present = FALSE;
3949 StorePlayer[jx][jy] = 0;
3950 Feld[jx][jy] = EL_EMPTY;
3955 for (i = 0; i < MAX_PLAYERS; i++)
3956 if (stored_player[i].active)
3957 local_player->players_still_needed++;
3959 /* when recording the game, store which players take part in the game */
3962 #if USE_NEW_PLAYER_ASSIGNMENTS
3963 for (i = 0; i < MAX_PLAYERS; i++)
3964 if (stored_player[i].connected)
3965 tape.player_participates[i] = TRUE;
3967 for (i = 0; i < MAX_PLAYERS; i++)
3968 if (stored_player[i].active)
3969 tape.player_participates[i] = TRUE;
3973 #if DEBUG_INIT_PLAYER
3974 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3977 if (BorderElement == EL_EMPTY)
3980 SBX_Right = lev_fieldx - SCR_FIELDX;
3982 SBY_Lower = lev_fieldy - SCR_FIELDY;
3987 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3989 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3992 if (full_lev_fieldx <= SCR_FIELDX)
3993 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
3994 if (full_lev_fieldy <= SCR_FIELDY)
3995 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
3997 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
3999 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4002 /* if local player not found, look for custom element that might create
4003 the player (make some assumptions about the right custom element) */
4004 if (!local_player->present)
4006 int start_x = 0, start_y = 0;
4007 int found_rating = 0;
4008 int found_element = EL_UNDEFINED;
4009 int player_nr = local_player->index_nr;
4011 SCAN_PLAYFIELD(x, y)
4013 int element = Feld[x][y];
4018 if (level.use_start_element[player_nr] &&
4019 level.start_element[player_nr] == element &&
4026 found_element = element;
4029 if (!IS_CUSTOM_ELEMENT(element))
4032 if (CAN_CHANGE(element))
4034 for (i = 0; i < element_info[element].num_change_pages; i++)
4036 /* check for player created from custom element as single target */
4037 content = element_info[element].change_page[i].target_element;
4038 is_player = ELEM_IS_PLAYER(content);
4040 if (is_player && (found_rating < 3 ||
4041 (found_rating == 3 && element < found_element)))
4047 found_element = element;
4052 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4054 /* check for player created from custom element as explosion content */
4055 content = element_info[element].content.e[xx][yy];
4056 is_player = ELEM_IS_PLAYER(content);
4058 if (is_player && (found_rating < 2 ||
4059 (found_rating == 2 && element < found_element)))
4061 start_x = x + xx - 1;
4062 start_y = y + yy - 1;
4065 found_element = element;
4068 if (!CAN_CHANGE(element))
4071 for (i = 0; i < element_info[element].num_change_pages; i++)
4073 /* check for player created from custom element as extended target */
4075 element_info[element].change_page[i].target_content.e[xx][yy];
4077 is_player = ELEM_IS_PLAYER(content);
4079 if (is_player && (found_rating < 1 ||
4080 (found_rating == 1 && element < found_element)))
4082 start_x = x + xx - 1;
4083 start_y = y + yy - 1;
4086 found_element = element;
4092 scroll_x = SCROLL_POSITION_X(start_x);
4093 scroll_y = SCROLL_POSITION_Y(start_y);
4097 scroll_x = SCROLL_POSITION_X(local_player->jx);
4098 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4101 /* !!! FIX THIS (START) !!! */
4102 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4104 InitGameEngine_EM();
4106 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4108 InitGameEngine_SP();
4110 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4112 InitGameEngine_MM();
4116 DrawLevel(REDRAW_FIELD);
4119 /* after drawing the level, correct some elements */
4120 if (game.timegate_time_left == 0)
4121 CloseAllOpenTimegates();
4124 /* blit playfield from scroll buffer to normal back buffer for fading in */
4125 BlitScreenToBitmap(backbuffer);
4126 /* !!! FIX THIS (END) !!! */
4128 DrawMaskedBorder(fade_mask);
4133 // full screen redraw is required at this point in the following cases:
4134 // - special editor door undrawn when game was started from level editor
4135 // - drawing area (playfield) was changed and has to be removed completely
4136 redraw_mask = REDRAW_ALL;
4140 if (!game.restart_level)
4142 /* copy default game door content to main double buffer */
4144 /* !!! CHECK AGAIN !!! */
4145 SetPanelBackground();
4146 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4147 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4150 SetPanelBackground();
4151 SetDrawBackgroundMask(REDRAW_DOOR_1);
4153 UpdateAndDisplayGameControlValues();
4155 if (!game.restart_level)
4161 CreateGameButtons();
4166 /* copy actual game door content to door double buffer for OpenDoor() */
4167 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4169 OpenDoor(DOOR_OPEN_ALL);
4171 KeyboardAutoRepeatOffUnlessAutoplay();
4173 #if DEBUG_INIT_PLAYER
4174 DebugPrintPlayerStatus("Player status (final)");
4183 if (!game.restart_level && !tape.playing)
4185 LevelStats_incPlayed(level_nr);
4187 SaveLevelSetup_SeriesInfo();
4190 game.restart_level = FALSE;
4191 game.restart_game_message = NULL;
4193 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4194 InitGameActions_MM();
4196 SaveEngineSnapshotToListInitial();
4198 if (!game.restart_level)
4200 PlaySound(SND_GAME_STARTING);
4202 if (setup.sound_music)
4207 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4208 int actual_player_x, int actual_player_y)
4210 /* this is used for non-R'n'D game engines to update certain engine values */
4212 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4214 actual_player_x = correctLevelPosX_EM(actual_player_x);
4215 actual_player_y = correctLevelPosY_EM(actual_player_y);
4218 /* needed to determine if sounds are played within the visible screen area */
4219 scroll_x = actual_scroll_x;
4220 scroll_y = actual_scroll_y;
4222 /* needed to get player position for "follow finger" playing input method */
4223 local_player->jx = actual_player_x;
4224 local_player->jy = actual_player_y;
4227 void InitMovDir(int x, int y)
4229 int i, element = Feld[x][y];
4230 static int xy[4][2] =
4237 static int direction[3][4] =
4239 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4240 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4241 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4250 Feld[x][y] = EL_BUG;
4251 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4254 case EL_SPACESHIP_RIGHT:
4255 case EL_SPACESHIP_UP:
4256 case EL_SPACESHIP_LEFT:
4257 case EL_SPACESHIP_DOWN:
4258 Feld[x][y] = EL_SPACESHIP;
4259 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4262 case EL_BD_BUTTERFLY_RIGHT:
4263 case EL_BD_BUTTERFLY_UP:
4264 case EL_BD_BUTTERFLY_LEFT:
4265 case EL_BD_BUTTERFLY_DOWN:
4266 Feld[x][y] = EL_BD_BUTTERFLY;
4267 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4270 case EL_BD_FIREFLY_RIGHT:
4271 case EL_BD_FIREFLY_UP:
4272 case EL_BD_FIREFLY_LEFT:
4273 case EL_BD_FIREFLY_DOWN:
4274 Feld[x][y] = EL_BD_FIREFLY;
4275 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4278 case EL_PACMAN_RIGHT:
4280 case EL_PACMAN_LEFT:
4281 case EL_PACMAN_DOWN:
4282 Feld[x][y] = EL_PACMAN;
4283 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4286 case EL_YAMYAM_LEFT:
4287 case EL_YAMYAM_RIGHT:
4289 case EL_YAMYAM_DOWN:
4290 Feld[x][y] = EL_YAMYAM;
4291 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4294 case EL_SP_SNIKSNAK:
4295 MovDir[x][y] = MV_UP;
4298 case EL_SP_ELECTRON:
4299 MovDir[x][y] = MV_LEFT;
4306 Feld[x][y] = EL_MOLE;
4307 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4311 if (IS_CUSTOM_ELEMENT(element))
4313 struct ElementInfo *ei = &element_info[element];
4314 int move_direction_initial = ei->move_direction_initial;
4315 int move_pattern = ei->move_pattern;
4317 if (move_direction_initial == MV_START_PREVIOUS)
4319 if (MovDir[x][y] != MV_NONE)
4322 move_direction_initial = MV_START_AUTOMATIC;
4325 if (move_direction_initial == MV_START_RANDOM)
4326 MovDir[x][y] = 1 << RND(4);
4327 else if (move_direction_initial & MV_ANY_DIRECTION)
4328 MovDir[x][y] = move_direction_initial;
4329 else if (move_pattern == MV_ALL_DIRECTIONS ||
4330 move_pattern == MV_TURNING_LEFT ||
4331 move_pattern == MV_TURNING_RIGHT ||
4332 move_pattern == MV_TURNING_LEFT_RIGHT ||
4333 move_pattern == MV_TURNING_RIGHT_LEFT ||
4334 move_pattern == MV_TURNING_RANDOM)
4335 MovDir[x][y] = 1 << RND(4);
4336 else if (move_pattern == MV_HORIZONTAL)
4337 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4338 else if (move_pattern == MV_VERTICAL)
4339 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4340 else if (move_pattern & MV_ANY_DIRECTION)
4341 MovDir[x][y] = element_info[element].move_pattern;
4342 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4343 move_pattern == MV_ALONG_RIGHT_SIDE)
4345 /* use random direction as default start direction */
4346 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4347 MovDir[x][y] = 1 << RND(4);
4349 for (i = 0; i < NUM_DIRECTIONS; i++)
4351 int x1 = x + xy[i][0];
4352 int y1 = y + xy[i][1];
4354 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4356 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4357 MovDir[x][y] = direction[0][i];
4359 MovDir[x][y] = direction[1][i];
4368 MovDir[x][y] = 1 << RND(4);
4370 if (element != EL_BUG &&
4371 element != EL_SPACESHIP &&
4372 element != EL_BD_BUTTERFLY &&
4373 element != EL_BD_FIREFLY)
4376 for (i = 0; i < NUM_DIRECTIONS; i++)
4378 int x1 = x + xy[i][0];
4379 int y1 = y + xy[i][1];
4381 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4383 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4385 MovDir[x][y] = direction[0][i];
4388 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4389 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4391 MovDir[x][y] = direction[1][i];
4400 GfxDir[x][y] = MovDir[x][y];
4403 void InitAmoebaNr(int x, int y)
4406 int group_nr = AmoebeNachbarNr(x, y);
4410 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4412 if (AmoebaCnt[i] == 0)
4420 AmoebaNr[x][y] = group_nr;
4421 AmoebaCnt[group_nr]++;
4422 AmoebaCnt2[group_nr]++;
4425 static void PlayerWins(struct PlayerInfo *player)
4427 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4428 local_player->players_still_needed > 0)
4431 player->LevelSolved = TRUE;
4432 player->GameOver = TRUE;
4434 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4435 level.native_em_level->lev->score :
4436 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4439 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4440 MM_HEALTH(game_mm.laser_overload_value) :
4443 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4445 player->LevelSolved_CountingScore = player->score_final;
4446 player->LevelSolved_CountingHealth = player->health_final;
4451 static int time_count_steps;
4452 static int time, time_final;
4453 static int score, score_final;
4454 static int health, health_final;
4455 static int game_over_delay_1 = 0;
4456 static int game_over_delay_2 = 0;
4457 static int game_over_delay_3 = 0;
4458 int game_over_delay_value_1 = 50;
4459 int game_over_delay_value_2 = 25;
4460 int game_over_delay_value_3 = 50;
4462 if (!local_player->LevelSolved_GameWon)
4466 /* do not start end game actions before the player stops moving (to exit) */
4467 if (local_player->MovPos)
4470 local_player->LevelSolved_GameWon = TRUE;
4471 local_player->LevelSolved_SaveTape = tape.recording;
4472 local_player->LevelSolved_SaveScore = !tape.playing;
4476 LevelStats_incSolved(level_nr);
4478 SaveLevelSetup_SeriesInfo();
4481 if (tape.auto_play) /* tape might already be stopped here */
4482 tape.auto_play_level_solved = TRUE;
4486 game_over_delay_1 = 0;
4487 game_over_delay_2 = 0;
4488 game_over_delay_3 = game_over_delay_value_3;
4490 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4491 score = score_final = local_player->score_final;
4492 health = health_final = local_player->health_final;
4494 if (level.score[SC_TIME_BONUS] > 0)
4499 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4501 else if (game.no_time_limit && TimePlayed < 999)
4504 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4507 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4509 game_over_delay_1 = game_over_delay_value_1;
4511 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4514 score_final += health * level.score[SC_TIME_BONUS];
4516 game_over_delay_2 = game_over_delay_value_2;
4519 local_player->score_final = score_final;
4520 local_player->health_final = health_final;
4523 if (level_editor_test_game)
4526 score = score_final;
4528 local_player->LevelSolved_CountingTime = time;
4529 local_player->LevelSolved_CountingScore = score;
4531 game_panel_controls[GAME_PANEL_TIME].value = time;
4532 game_panel_controls[GAME_PANEL_SCORE].value = score;
4534 DisplayGameControlValues();
4537 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4539 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4541 /* close exit door after last player */
4542 if ((AllPlayersGone &&
4543 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4544 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4545 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4546 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4547 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4549 int element = Feld[ExitX][ExitY];
4551 Feld[ExitX][ExitY] =
4552 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4553 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4554 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4555 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4556 EL_EM_STEEL_EXIT_CLOSING);
4558 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4561 /* player disappears */
4562 DrawLevelField(ExitX, ExitY);
4565 for (i = 0; i < MAX_PLAYERS; i++)
4567 struct PlayerInfo *player = &stored_player[i];
4569 if (player->present)
4571 RemovePlayer(player);
4573 /* player disappears */
4574 DrawLevelField(player->jx, player->jy);
4579 PlaySound(SND_GAME_WINNING);
4582 if (game_over_delay_1 > 0)
4584 game_over_delay_1--;
4589 if (time != time_final)
4591 int time_to_go = ABS(time_final - time);
4592 int time_count_dir = (time < time_final ? +1 : -1);
4594 if (time_to_go < time_count_steps)
4595 time_count_steps = 1;
4597 time += time_count_steps * time_count_dir;
4598 score += time_count_steps * level.score[SC_TIME_BONUS];
4600 local_player->LevelSolved_CountingTime = time;
4601 local_player->LevelSolved_CountingScore = score;
4603 game_panel_controls[GAME_PANEL_TIME].value = time;
4604 game_panel_controls[GAME_PANEL_SCORE].value = score;
4606 DisplayGameControlValues();
4608 if (time == time_final)
4609 StopSound(SND_GAME_LEVELTIME_BONUS);
4610 else if (setup.sound_loops)
4611 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4613 PlaySound(SND_GAME_LEVELTIME_BONUS);
4618 if (game_over_delay_2 > 0)
4620 game_over_delay_2--;
4625 if (health != health_final)
4627 int health_count_dir = (health < health_final ? +1 : -1);
4629 health += health_count_dir;
4630 score += level.score[SC_TIME_BONUS];
4632 local_player->LevelSolved_CountingHealth = health;
4633 local_player->LevelSolved_CountingScore = score;
4635 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4636 game_panel_controls[GAME_PANEL_SCORE].value = score;
4638 DisplayGameControlValues();
4640 if (health == health_final)
4641 StopSound(SND_GAME_LEVELTIME_BONUS);
4642 else if (setup.sound_loops)
4643 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4645 PlaySound(SND_GAME_LEVELTIME_BONUS);
4650 local_player->LevelSolved_PanelOff = TRUE;
4652 if (game_over_delay_3 > 0)
4654 game_over_delay_3--;
4666 local_player->LevelSolved_GameEnd = TRUE;
4668 if (local_player->LevelSolved_SaveTape)
4670 /* make sure that request dialog to save tape does not open door again */
4671 if (!global.use_envelope_request)
4672 CloseDoor(DOOR_CLOSE_1);
4674 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4677 /* if no tape is to be saved, close both doors simultaneously */
4678 CloseDoor(DOOR_CLOSE_ALL);
4680 if (level_editor_test_game)
4682 SetGameStatus(GAME_MODE_MAIN);
4689 if (!local_player->LevelSolved_SaveScore)
4691 SetGameStatus(GAME_MODE_MAIN);
4698 if (level_nr == leveldir_current->handicap_level)
4700 leveldir_current->handicap_level++;
4702 SaveLevelSetup_SeriesInfo();
4705 if (setup.increment_levels &&
4706 level_nr < leveldir_current->last_level &&
4709 level_nr++; /* advance to next level */
4710 TapeErase(); /* start with empty tape */
4712 if (setup.auto_play_next_level)
4714 LoadLevel(level_nr);
4716 SaveLevelSetup_SeriesInfo();
4720 /* used instead of last "level_nr" (for network games) */
4721 hi_pos = NewHiScore(levelset.level_nr);
4723 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4725 SetGameStatus(GAME_MODE_SCORES);
4727 DrawHallOfFame(levelset.level_nr, hi_pos);
4729 else if (setup.auto_play_next_level && setup.increment_levels &&
4732 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4736 SetGameStatus(GAME_MODE_MAIN);
4742 int NewHiScore(int level_nr)
4746 boolean one_score_entry_per_name = !program.many_scores_per_name;
4748 LoadScore(level_nr);
4750 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4751 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4754 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4756 if (local_player->score_final > highscore[k].Score)
4758 /* player has made it to the hall of fame */
4760 if (k < MAX_SCORE_ENTRIES - 1)
4762 int m = MAX_SCORE_ENTRIES - 1;
4764 if (one_score_entry_per_name)
4766 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4767 if (strEqual(setup.player_name, highscore[l].Name))
4770 if (m == k) /* player's new highscore overwrites his old one */
4774 for (l = m; l > k; l--)
4776 strcpy(highscore[l].Name, highscore[l - 1].Name);
4777 highscore[l].Score = highscore[l - 1].Score;
4783 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4784 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4785 highscore[k].Score = local_player->score_final;
4790 else if (one_score_entry_per_name &&
4791 !strncmp(setup.player_name, highscore[k].Name,
4792 MAX_PLAYER_NAME_LEN))
4793 break; /* player already there with a higher score */
4797 SaveScore(level_nr);
4802 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4804 int element = Feld[x][y];
4805 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4806 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4807 int horiz_move = (dx != 0);
4808 int sign = (horiz_move ? dx : dy);
4809 int step = sign * element_info[element].move_stepsize;
4811 /* special values for move stepsize for spring and things on conveyor belt */
4814 if (CAN_FALL(element) &&
4815 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4816 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4817 else if (element == EL_SPRING)
4818 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4824 inline static int getElementMoveStepsize(int x, int y)
4826 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4829 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4831 if (player->GfxAction != action || player->GfxDir != dir)
4833 player->GfxAction = action;
4834 player->GfxDir = dir;
4836 player->StepFrame = 0;
4840 static void ResetGfxFrame(int x, int y)
4842 // profiling showed that "autotest" spends 10~20% of its time in this function
4843 if (DrawingDeactivatedField())
4846 int element = Feld[x][y];
4847 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4849 if (graphic_info[graphic].anim_global_sync)
4850 GfxFrame[x][y] = FrameCounter;
4851 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4852 GfxFrame[x][y] = CustomValue[x][y];
4853 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4854 GfxFrame[x][y] = element_info[element].collect_score;
4855 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4856 GfxFrame[x][y] = ChangeDelay[x][y];
4859 static void ResetGfxAnimation(int x, int y)
4861 GfxAction[x][y] = ACTION_DEFAULT;
4862 GfxDir[x][y] = MovDir[x][y];
4865 ResetGfxFrame(x, y);
4868 static void ResetRandomAnimationValue(int x, int y)
4870 GfxRandom[x][y] = INIT_GFX_RANDOM();
4873 void InitMovingField(int x, int y, int direction)
4875 int element = Feld[x][y];
4876 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4877 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4880 boolean is_moving_before, is_moving_after;
4882 /* check if element was/is moving or being moved before/after mode change */
4883 is_moving_before = (WasJustMoving[x][y] != 0);
4884 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4886 /* reset animation only for moving elements which change direction of moving
4887 or which just started or stopped moving
4888 (else CEs with property "can move" / "not moving" are reset each frame) */
4889 if (is_moving_before != is_moving_after ||
4890 direction != MovDir[x][y])
4891 ResetGfxAnimation(x, y);
4893 MovDir[x][y] = direction;
4894 GfxDir[x][y] = direction;
4896 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4897 direction == MV_DOWN && CAN_FALL(element) ?
4898 ACTION_FALLING : ACTION_MOVING);
4900 /* this is needed for CEs with property "can move" / "not moving" */
4902 if (is_moving_after)
4904 if (Feld[newx][newy] == EL_EMPTY)
4905 Feld[newx][newy] = EL_BLOCKED;
4907 MovDir[newx][newy] = MovDir[x][y];
4909 CustomValue[newx][newy] = CustomValue[x][y];
4911 GfxFrame[newx][newy] = GfxFrame[x][y];
4912 GfxRandom[newx][newy] = GfxRandom[x][y];
4913 GfxAction[newx][newy] = GfxAction[x][y];
4914 GfxDir[newx][newy] = GfxDir[x][y];
4918 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4920 int direction = MovDir[x][y];
4921 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4922 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4928 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4930 int oldx = x, oldy = y;
4931 int direction = MovDir[x][y];
4933 if (direction == MV_LEFT)
4935 else if (direction == MV_RIGHT)
4937 else if (direction == MV_UP)
4939 else if (direction == MV_DOWN)
4942 *comes_from_x = oldx;
4943 *comes_from_y = oldy;
4946 int MovingOrBlocked2Element(int x, int y)
4948 int element = Feld[x][y];
4950 if (element == EL_BLOCKED)
4954 Blocked2Moving(x, y, &oldx, &oldy);
4955 return Feld[oldx][oldy];
4961 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4963 /* like MovingOrBlocked2Element(), but if element is moving
4964 and (x,y) is the field the moving element is just leaving,
4965 return EL_BLOCKED instead of the element value */
4966 int element = Feld[x][y];
4968 if (IS_MOVING(x, y))
4970 if (element == EL_BLOCKED)
4974 Blocked2Moving(x, y, &oldx, &oldy);
4975 return Feld[oldx][oldy];
4984 static void RemoveField(int x, int y)
4986 Feld[x][y] = EL_EMPTY;
4992 CustomValue[x][y] = 0;
4995 ChangeDelay[x][y] = 0;
4996 ChangePage[x][y] = -1;
4997 Pushed[x][y] = FALSE;
4999 GfxElement[x][y] = EL_UNDEFINED;
5000 GfxAction[x][y] = ACTION_DEFAULT;
5001 GfxDir[x][y] = MV_NONE;
5004 void RemoveMovingField(int x, int y)
5006 int oldx = x, oldy = y, newx = x, newy = y;
5007 int element = Feld[x][y];
5008 int next_element = EL_UNDEFINED;
5010 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5013 if (IS_MOVING(x, y))
5015 Moving2Blocked(x, y, &newx, &newy);
5017 if (Feld[newx][newy] != EL_BLOCKED)
5019 /* element is moving, but target field is not free (blocked), but
5020 already occupied by something different (example: acid pool);
5021 in this case, only remove the moving field, but not the target */
5023 RemoveField(oldx, oldy);
5025 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5027 TEST_DrawLevelField(oldx, oldy);
5032 else if (element == EL_BLOCKED)
5034 Blocked2Moving(x, y, &oldx, &oldy);
5035 if (!IS_MOVING(oldx, oldy))
5039 if (element == EL_BLOCKED &&
5040 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5041 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5042 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5043 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5044 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5045 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5046 next_element = get_next_element(Feld[oldx][oldy]);
5048 RemoveField(oldx, oldy);
5049 RemoveField(newx, newy);
5051 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5053 if (next_element != EL_UNDEFINED)
5054 Feld[oldx][oldy] = next_element;
5056 TEST_DrawLevelField(oldx, oldy);
5057 TEST_DrawLevelField(newx, newy);
5060 void DrawDynamite(int x, int y)
5062 int sx = SCREENX(x), sy = SCREENY(y);
5063 int graphic = el2img(Feld[x][y]);
5066 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5069 if (IS_WALKABLE_INSIDE(Back[x][y]))
5073 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5074 else if (Store[x][y])
5075 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5077 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5079 if (Back[x][y] || Store[x][y])
5080 DrawGraphicThruMask(sx, sy, graphic, frame);
5082 DrawGraphic(sx, sy, graphic, frame);
5085 void CheckDynamite(int x, int y)
5087 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5091 if (MovDelay[x][y] != 0)
5094 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5100 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5105 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5107 boolean num_checked_players = 0;
5110 for (i = 0; i < MAX_PLAYERS; i++)
5112 if (stored_player[i].active)
5114 int sx = stored_player[i].jx;
5115 int sy = stored_player[i].jy;
5117 if (num_checked_players == 0)
5124 *sx1 = MIN(*sx1, sx);
5125 *sy1 = MIN(*sy1, sy);
5126 *sx2 = MAX(*sx2, sx);
5127 *sy2 = MAX(*sy2, sy);
5130 num_checked_players++;
5135 static boolean checkIfAllPlayersFitToScreen_RND()
5137 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5139 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5141 return (sx2 - sx1 < SCR_FIELDX &&
5142 sy2 - sy1 < SCR_FIELDY);
5145 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5147 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5149 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5151 *sx = (sx1 + sx2) / 2;
5152 *sy = (sy1 + sy2) / 2;
5155 void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5156 boolean center_screen, boolean quick_relocation)
5158 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5159 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5160 boolean no_delay = (tape.warp_forward);
5161 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5162 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5163 int new_scroll_x, new_scroll_y;
5165 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5167 /* case 1: quick relocation inside visible screen (without scrolling) */
5174 if (!level.shifted_relocation || center_screen)
5176 /* relocation _with_ centering of screen */
5178 new_scroll_x = SCROLL_POSITION_X(x);
5179 new_scroll_y = SCROLL_POSITION_Y(y);
5183 /* relocation _without_ centering of screen */
5185 int center_scroll_x = SCROLL_POSITION_X(old_x);
5186 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5187 int offset_x = x + (scroll_x - center_scroll_x);
5188 int offset_y = y + (scroll_y - center_scroll_y);
5190 /* for new screen position, apply previous offset to center position */
5191 new_scroll_x = SCROLL_POSITION_X(offset_x);
5192 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5195 if (quick_relocation)
5197 /* case 2: quick relocation (redraw without visible scrolling) */
5199 scroll_x = new_scroll_x;
5200 scroll_y = new_scroll_y;
5207 /* case 3: visible relocation (with scrolling to new position) */
5209 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5211 SetVideoFrameDelay(wait_delay_value);
5213 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5216 int fx = FX, fy = FY;
5218 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5219 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5221 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5227 fx += dx * TILEX / 2;
5228 fy += dy * TILEY / 2;
5230 ScrollLevel(dx, dy);
5233 /* scroll in two steps of half tile size to make things smoother */
5234 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5236 /* scroll second step to align at full tile size */
5237 BlitScreenToBitmap(window);
5243 SetVideoFrameDelay(frame_delay_value_old);
5246 void RelocatePlayer(int jx, int jy, int el_player_raw)
5248 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5249 int player_nr = GET_PLAYER_NR(el_player);
5250 struct PlayerInfo *player = &stored_player[player_nr];
5251 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5252 boolean no_delay = (tape.warp_forward);
5253 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5254 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5255 int old_jx = player->jx;
5256 int old_jy = player->jy;
5257 int old_element = Feld[old_jx][old_jy];
5258 int element = Feld[jx][jy];
5259 boolean player_relocated = (old_jx != jx || old_jy != jy);
5261 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5262 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5263 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5264 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5265 int leave_side_horiz = move_dir_horiz;
5266 int leave_side_vert = move_dir_vert;
5267 int enter_side = enter_side_horiz | enter_side_vert;
5268 int leave_side = leave_side_horiz | leave_side_vert;
5270 if (player->GameOver) /* do not reanimate dead player */
5273 if (!player_relocated) /* no need to relocate the player */
5276 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5278 RemoveField(jx, jy); /* temporarily remove newly placed player */
5279 DrawLevelField(jx, jy);
5282 if (player->present)
5284 while (player->MovPos)
5286 ScrollPlayer(player, SCROLL_GO_ON);
5287 ScrollScreen(NULL, SCROLL_GO_ON);
5289 AdvanceFrameAndPlayerCounters(player->index_nr);
5293 BackToFront_WithFrameDelay(wait_delay_value);
5296 DrawPlayer(player); /* needed here only to cleanup last field */
5297 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5299 player->is_moving = FALSE;
5302 if (IS_CUSTOM_ELEMENT(old_element))
5303 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5305 player->index_bit, leave_side);
5307 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5309 player->index_bit, leave_side);
5311 Feld[jx][jy] = el_player;
5312 InitPlayerField(jx, jy, el_player, TRUE);
5314 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5315 possible that the relocation target field did not contain a player element,
5316 but a walkable element, to which the new player was relocated -- in this
5317 case, restore that (already initialized!) element on the player field */
5318 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5320 Feld[jx][jy] = element; /* restore previously existing element */
5323 /* only visually relocate centered player */
5324 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5325 FALSE, level.instant_relocation);
5327 TestIfPlayerTouchesBadThing(jx, jy);
5328 TestIfPlayerTouchesCustomElement(jx, jy);
5330 if (IS_CUSTOM_ELEMENT(element))
5331 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5332 player->index_bit, enter_side);
5334 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5335 player->index_bit, enter_side);
5337 if (player->is_switching)
5339 /* ensure that relocation while still switching an element does not cause
5340 a new element to be treated as also switched directly after relocation
5341 (this is important for teleporter switches that teleport the player to
5342 a place where another teleporter switch is in the same direction, which
5343 would then incorrectly be treated as immediately switched before the
5344 direction key that caused the switch was released) */
5346 player->switch_x += jx - old_jx;
5347 player->switch_y += jy - old_jy;
5351 void Explode(int ex, int ey, int phase, int mode)
5357 /* !!! eliminate this variable !!! */
5358 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5360 if (game.explosions_delayed)
5362 ExplodeField[ex][ey] = mode;
5366 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5368 int center_element = Feld[ex][ey];
5369 int artwork_element, explosion_element; /* set these values later */
5371 /* remove things displayed in background while burning dynamite */
5372 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5375 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5377 /* put moving element to center field (and let it explode there) */
5378 center_element = MovingOrBlocked2Element(ex, ey);
5379 RemoveMovingField(ex, ey);
5380 Feld[ex][ey] = center_element;
5383 /* now "center_element" is finally determined -- set related values now */
5384 artwork_element = center_element; /* for custom player artwork */
5385 explosion_element = center_element; /* for custom player artwork */
5387 if (IS_PLAYER(ex, ey))
5389 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5391 artwork_element = stored_player[player_nr].artwork_element;
5393 if (level.use_explosion_element[player_nr])
5395 explosion_element = level.explosion_element[player_nr];
5396 artwork_element = explosion_element;
5400 if (mode == EX_TYPE_NORMAL ||
5401 mode == EX_TYPE_CENTER ||
5402 mode == EX_TYPE_CROSS)
5403 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5405 last_phase = element_info[explosion_element].explosion_delay + 1;
5407 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5409 int xx = x - ex + 1;
5410 int yy = y - ey + 1;
5413 if (!IN_LEV_FIELD(x, y) ||
5414 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5415 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5418 element = Feld[x][y];
5420 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5422 element = MovingOrBlocked2Element(x, y);
5424 if (!IS_EXPLOSION_PROOF(element))
5425 RemoveMovingField(x, y);
5428 /* indestructible elements can only explode in center (but not flames) */
5429 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5430 mode == EX_TYPE_BORDER)) ||
5431 element == EL_FLAMES)
5434 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5435 behaviour, for example when touching a yamyam that explodes to rocks
5436 with active deadly shield, a rock is created under the player !!! */
5437 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5439 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5440 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5441 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5443 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5446 if (IS_ACTIVE_BOMB(element))
5448 /* re-activate things under the bomb like gate or penguin */
5449 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5456 /* save walkable background elements while explosion on same tile */
5457 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5458 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5459 Back[x][y] = element;
5461 /* ignite explodable elements reached by other explosion */
5462 if (element == EL_EXPLOSION)
5463 element = Store2[x][y];
5465 if (AmoebaNr[x][y] &&
5466 (element == EL_AMOEBA_FULL ||
5467 element == EL_BD_AMOEBA ||
5468 element == EL_AMOEBA_GROWING))
5470 AmoebaCnt[AmoebaNr[x][y]]--;
5471 AmoebaCnt2[AmoebaNr[x][y]]--;
5476 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5478 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5480 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5482 if (PLAYERINFO(ex, ey)->use_murphy)
5483 Store[x][y] = EL_EMPTY;
5486 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5487 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5488 else if (ELEM_IS_PLAYER(center_element))
5489 Store[x][y] = EL_EMPTY;
5490 else if (center_element == EL_YAMYAM)
5491 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5492 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5493 Store[x][y] = element_info[center_element].content.e[xx][yy];
5495 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5496 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5497 otherwise) -- FIX THIS !!! */
5498 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5499 Store[x][y] = element_info[element].content.e[1][1];
5501 else if (!CAN_EXPLODE(element))
5502 Store[x][y] = element_info[element].content.e[1][1];
5505 Store[x][y] = EL_EMPTY;
5507 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5508 center_element == EL_AMOEBA_TO_DIAMOND)
5509 Store2[x][y] = element;
5511 Feld[x][y] = EL_EXPLOSION;
5512 GfxElement[x][y] = artwork_element;
5514 ExplodePhase[x][y] = 1;
5515 ExplodeDelay[x][y] = last_phase;
5520 if (center_element == EL_YAMYAM)
5521 game.yamyam_content_nr =
5522 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5534 GfxFrame[x][y] = 0; /* restart explosion animation */
5536 last_phase = ExplodeDelay[x][y];
5538 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5540 /* this can happen if the player leaves an explosion just in time */
5541 if (GfxElement[x][y] == EL_UNDEFINED)
5542 GfxElement[x][y] = EL_EMPTY;
5544 border_element = Store2[x][y];
5545 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5546 border_element = StorePlayer[x][y];
5548 if (phase == element_info[border_element].ignition_delay ||
5549 phase == last_phase)
5551 boolean border_explosion = FALSE;
5553 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5554 !PLAYER_EXPLOSION_PROTECTED(x, y))
5556 KillPlayerUnlessExplosionProtected(x, y);
5557 border_explosion = TRUE;
5559 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5561 Feld[x][y] = Store2[x][y];
5564 border_explosion = TRUE;
5566 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5568 AmoebeUmwandeln(x, y);
5570 border_explosion = TRUE;
5573 /* if an element just explodes due to another explosion (chain-reaction),
5574 do not immediately end the new explosion when it was the last frame of
5575 the explosion (as it would be done in the following "if"-statement!) */
5576 if (border_explosion && phase == last_phase)
5580 if (phase == last_phase)
5584 element = Feld[x][y] = Store[x][y];
5585 Store[x][y] = Store2[x][y] = 0;
5586 GfxElement[x][y] = EL_UNDEFINED;
5588 /* player can escape from explosions and might therefore be still alive */
5589 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5590 element <= EL_PLAYER_IS_EXPLODING_4)
5592 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5593 int explosion_element = EL_PLAYER_1 + player_nr;
5594 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5595 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5597 if (level.use_explosion_element[player_nr])
5598 explosion_element = level.explosion_element[player_nr];
5600 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5601 element_info[explosion_element].content.e[xx][yy]);
5604 /* restore probably existing indestructible background element */
5605 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5606 element = Feld[x][y] = Back[x][y];
5609 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5610 GfxDir[x][y] = MV_NONE;
5611 ChangeDelay[x][y] = 0;
5612 ChangePage[x][y] = -1;
5614 CustomValue[x][y] = 0;
5616 InitField_WithBug2(x, y, FALSE);
5618 TEST_DrawLevelField(x, y);
5620 TestIfElementTouchesCustomElement(x, y);
5622 if (GFX_CRUMBLED(element))
5623 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5625 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5626 StorePlayer[x][y] = 0;
5628 if (ELEM_IS_PLAYER(element))
5629 RelocatePlayer(x, y, element);
5631 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5633 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5634 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5637 TEST_DrawLevelFieldCrumbled(x, y);
5639 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5641 DrawLevelElement(x, y, Back[x][y]);
5642 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5644 else if (IS_WALKABLE_UNDER(Back[x][y]))
5646 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5647 DrawLevelElementThruMask(x, y, Back[x][y]);
5649 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5650 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5654 void DynaExplode(int ex, int ey)
5657 int dynabomb_element = Feld[ex][ey];
5658 int dynabomb_size = 1;
5659 boolean dynabomb_xl = FALSE;
5660 struct PlayerInfo *player;
5661 static int xy[4][2] =
5669 if (IS_ACTIVE_BOMB(dynabomb_element))
5671 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5672 dynabomb_size = player->dynabomb_size;
5673 dynabomb_xl = player->dynabomb_xl;
5674 player->dynabombs_left++;
5677 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5679 for (i = 0; i < NUM_DIRECTIONS; i++)
5681 for (j = 1; j <= dynabomb_size; j++)
5683 int x = ex + j * xy[i][0];
5684 int y = ey + j * xy[i][1];
5687 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5690 element = Feld[x][y];
5692 /* do not restart explosions of fields with active bombs */
5693 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5696 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5698 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5699 !IS_DIGGABLE(element) && !dynabomb_xl)
5705 void Bang(int x, int y)
5707 int element = MovingOrBlocked2Element(x, y);
5708 int explosion_type = EX_TYPE_NORMAL;
5710 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5712 struct PlayerInfo *player = PLAYERINFO(x, y);
5714 element = Feld[x][y] = player->initial_element;
5716 if (level.use_explosion_element[player->index_nr])
5718 int explosion_element = level.explosion_element[player->index_nr];
5720 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5721 explosion_type = EX_TYPE_CROSS;
5722 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5723 explosion_type = EX_TYPE_CENTER;
5731 case EL_BD_BUTTERFLY:
5734 case EL_DARK_YAMYAM:
5738 RaiseScoreElement(element);
5741 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5742 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5743 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5744 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5745 case EL_DYNABOMB_INCREASE_NUMBER:
5746 case EL_DYNABOMB_INCREASE_SIZE:
5747 case EL_DYNABOMB_INCREASE_POWER:
5748 explosion_type = EX_TYPE_DYNA;
5751 case EL_DC_LANDMINE:
5752 explosion_type = EX_TYPE_CENTER;
5757 case EL_LAMP_ACTIVE:
5758 case EL_AMOEBA_TO_DIAMOND:
5759 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5760 explosion_type = EX_TYPE_CENTER;
5764 if (element_info[element].explosion_type == EXPLODES_CROSS)
5765 explosion_type = EX_TYPE_CROSS;
5766 else if (element_info[element].explosion_type == EXPLODES_1X1)
5767 explosion_type = EX_TYPE_CENTER;
5771 if (explosion_type == EX_TYPE_DYNA)
5774 Explode(x, y, EX_PHASE_START, explosion_type);
5776 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5779 void SplashAcid(int x, int y)
5781 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5782 (!IN_LEV_FIELD(x - 1, y - 2) ||
5783 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5784 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5786 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5787 (!IN_LEV_FIELD(x + 1, y - 2) ||
5788 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5789 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5791 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5794 static void InitBeltMovement()
5796 static int belt_base_element[4] =
5798 EL_CONVEYOR_BELT_1_LEFT,
5799 EL_CONVEYOR_BELT_2_LEFT,
5800 EL_CONVEYOR_BELT_3_LEFT,
5801 EL_CONVEYOR_BELT_4_LEFT
5803 static int belt_base_active_element[4] =
5805 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5806 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5807 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5808 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5813 /* set frame order for belt animation graphic according to belt direction */
5814 for (i = 0; i < NUM_BELTS; i++)
5818 for (j = 0; j < NUM_BELT_PARTS; j++)
5820 int element = belt_base_active_element[belt_nr] + j;
5821 int graphic_1 = el2img(element);
5822 int graphic_2 = el2panelimg(element);
5824 if (game.belt_dir[i] == MV_LEFT)
5826 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5827 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5831 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5832 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5837 SCAN_PLAYFIELD(x, y)
5839 int element = Feld[x][y];
5841 for (i = 0; i < NUM_BELTS; i++)
5843 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5845 int e_belt_nr = getBeltNrFromBeltElement(element);
5848 if (e_belt_nr == belt_nr)
5850 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5852 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5859 static void ToggleBeltSwitch(int x, int y)
5861 static int belt_base_element[4] =
5863 EL_CONVEYOR_BELT_1_LEFT,
5864 EL_CONVEYOR_BELT_2_LEFT,
5865 EL_CONVEYOR_BELT_3_LEFT,
5866 EL_CONVEYOR_BELT_4_LEFT
5868 static int belt_base_active_element[4] =
5870 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5871 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5872 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5873 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5875 static int belt_base_switch_element[4] =
5877 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5878 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5879 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5880 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5882 static int belt_move_dir[4] =
5890 int element = Feld[x][y];
5891 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5892 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5893 int belt_dir = belt_move_dir[belt_dir_nr];
5896 if (!IS_BELT_SWITCH(element))
5899 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5900 game.belt_dir[belt_nr] = belt_dir;
5902 if (belt_dir_nr == 3)
5905 /* set frame order for belt animation graphic according to belt direction */
5906 for (i = 0; i < NUM_BELT_PARTS; i++)
5908 int element = belt_base_active_element[belt_nr] + i;
5909 int graphic_1 = el2img(element);
5910 int graphic_2 = el2panelimg(element);
5912 if (belt_dir == MV_LEFT)
5914 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5915 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5919 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5920 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5924 SCAN_PLAYFIELD(xx, yy)
5926 int element = Feld[xx][yy];
5928 if (IS_BELT_SWITCH(element))
5930 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5932 if (e_belt_nr == belt_nr)
5934 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5935 TEST_DrawLevelField(xx, yy);
5938 else if (IS_BELT(element) && belt_dir != MV_NONE)
5940 int e_belt_nr = getBeltNrFromBeltElement(element);
5942 if (e_belt_nr == belt_nr)
5944 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5946 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5947 TEST_DrawLevelField(xx, yy);
5950 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5952 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5954 if (e_belt_nr == belt_nr)
5956 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5958 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5959 TEST_DrawLevelField(xx, yy);
5965 static void ToggleSwitchgateSwitch(int x, int y)
5969 game.switchgate_pos = !game.switchgate_pos;
5971 SCAN_PLAYFIELD(xx, yy)
5973 int element = Feld[xx][yy];
5975 if (element == EL_SWITCHGATE_SWITCH_UP)
5977 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5978 TEST_DrawLevelField(xx, yy);
5980 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5982 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5983 TEST_DrawLevelField(xx, yy);
5985 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5987 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5988 TEST_DrawLevelField(xx, yy);
5990 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5992 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5993 TEST_DrawLevelField(xx, yy);
5995 else if (element == EL_SWITCHGATE_OPEN ||
5996 element == EL_SWITCHGATE_OPENING)
5998 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6000 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6002 else if (element == EL_SWITCHGATE_CLOSED ||
6003 element == EL_SWITCHGATE_CLOSING)
6005 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6007 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6012 static int getInvisibleActiveFromInvisibleElement(int element)
6014 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6015 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6016 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6020 static int getInvisibleFromInvisibleActiveElement(int element)
6022 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6023 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6024 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6028 static void RedrawAllLightSwitchesAndInvisibleElements()
6032 SCAN_PLAYFIELD(x, y)
6034 int element = Feld[x][y];
6036 if (element == EL_LIGHT_SWITCH &&
6037 game.light_time_left > 0)
6039 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6040 TEST_DrawLevelField(x, y);
6042 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6043 game.light_time_left == 0)
6045 Feld[x][y] = EL_LIGHT_SWITCH;
6046 TEST_DrawLevelField(x, y);
6048 else if (element == EL_EMC_DRIPPER &&
6049 game.light_time_left > 0)
6051 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6052 TEST_DrawLevelField(x, y);
6054 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6055 game.light_time_left == 0)
6057 Feld[x][y] = EL_EMC_DRIPPER;
6058 TEST_DrawLevelField(x, y);
6060 else if (element == EL_INVISIBLE_STEELWALL ||
6061 element == EL_INVISIBLE_WALL ||
6062 element == EL_INVISIBLE_SAND)
6064 if (game.light_time_left > 0)
6065 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6067 TEST_DrawLevelField(x, y);
6069 /* uncrumble neighbour fields, if needed */
6070 if (element == EL_INVISIBLE_SAND)
6071 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6073 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6074 element == EL_INVISIBLE_WALL_ACTIVE ||
6075 element == EL_INVISIBLE_SAND_ACTIVE)
6077 if (game.light_time_left == 0)
6078 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6080 TEST_DrawLevelField(x, y);
6082 /* re-crumble neighbour fields, if needed */
6083 if (element == EL_INVISIBLE_SAND)
6084 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6089 static void RedrawAllInvisibleElementsForLenses()
6093 SCAN_PLAYFIELD(x, y)
6095 int element = Feld[x][y];
6097 if (element == EL_EMC_DRIPPER &&
6098 game.lenses_time_left > 0)
6100 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6101 TEST_DrawLevelField(x, y);
6103 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6104 game.lenses_time_left == 0)
6106 Feld[x][y] = EL_EMC_DRIPPER;
6107 TEST_DrawLevelField(x, y);
6109 else if (element == EL_INVISIBLE_STEELWALL ||
6110 element == EL_INVISIBLE_WALL ||
6111 element == EL_INVISIBLE_SAND)
6113 if (game.lenses_time_left > 0)
6114 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6116 TEST_DrawLevelField(x, y);
6118 /* uncrumble neighbour fields, if needed */
6119 if (element == EL_INVISIBLE_SAND)
6120 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6122 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6123 element == EL_INVISIBLE_WALL_ACTIVE ||
6124 element == EL_INVISIBLE_SAND_ACTIVE)
6126 if (game.lenses_time_left == 0)
6127 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6129 TEST_DrawLevelField(x, y);
6131 /* re-crumble neighbour fields, if needed */
6132 if (element == EL_INVISIBLE_SAND)
6133 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6138 static void RedrawAllInvisibleElementsForMagnifier()
6142 SCAN_PLAYFIELD(x, y)
6144 int element = Feld[x][y];
6146 if (element == EL_EMC_FAKE_GRASS &&
6147 game.magnify_time_left > 0)
6149 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6150 TEST_DrawLevelField(x, y);
6152 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6153 game.magnify_time_left == 0)
6155 Feld[x][y] = EL_EMC_FAKE_GRASS;
6156 TEST_DrawLevelField(x, y);
6158 else if (IS_GATE_GRAY(element) &&
6159 game.magnify_time_left > 0)
6161 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6162 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6163 IS_EM_GATE_GRAY(element) ?
6164 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6165 IS_EMC_GATE_GRAY(element) ?
6166 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6167 IS_DC_GATE_GRAY(element) ?
6168 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6170 TEST_DrawLevelField(x, y);
6172 else if (IS_GATE_GRAY_ACTIVE(element) &&
6173 game.magnify_time_left == 0)
6175 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6176 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6177 IS_EM_GATE_GRAY_ACTIVE(element) ?
6178 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6179 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6180 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6181 IS_DC_GATE_GRAY_ACTIVE(element) ?
6182 EL_DC_GATE_WHITE_GRAY :
6184 TEST_DrawLevelField(x, y);
6189 static void ToggleLightSwitch(int x, int y)
6191 int element = Feld[x][y];
6193 game.light_time_left =
6194 (element == EL_LIGHT_SWITCH ?
6195 level.time_light * FRAMES_PER_SECOND : 0);
6197 RedrawAllLightSwitchesAndInvisibleElements();
6200 static void ActivateTimegateSwitch(int x, int y)
6204 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6206 SCAN_PLAYFIELD(xx, yy)
6208 int element = Feld[xx][yy];
6210 if (element == EL_TIMEGATE_CLOSED ||
6211 element == EL_TIMEGATE_CLOSING)
6213 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6214 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6218 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6220 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6221 TEST_DrawLevelField(xx, yy);
6227 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6228 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6231 void Impact(int x, int y)
6233 boolean last_line = (y == lev_fieldy - 1);
6234 boolean object_hit = FALSE;
6235 boolean impact = (last_line || object_hit);
6236 int element = Feld[x][y];
6237 int smashed = EL_STEELWALL;
6239 if (!last_line) /* check if element below was hit */
6241 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6244 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6245 MovDir[x][y + 1] != MV_DOWN ||
6246 MovPos[x][y + 1] <= TILEY / 2));
6248 /* do not smash moving elements that left the smashed field in time */
6249 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6250 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6253 #if USE_QUICKSAND_IMPACT_BUGFIX
6254 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6256 RemoveMovingField(x, y + 1);
6257 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6258 Feld[x][y + 2] = EL_ROCK;
6259 TEST_DrawLevelField(x, y + 2);
6264 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6266 RemoveMovingField(x, y + 1);
6267 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6268 Feld[x][y + 2] = EL_ROCK;
6269 TEST_DrawLevelField(x, y + 2);
6276 smashed = MovingOrBlocked2Element(x, y + 1);
6278 impact = (last_line || object_hit);
6281 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6283 SplashAcid(x, y + 1);
6287 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6288 /* only reset graphic animation if graphic really changes after impact */
6290 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6292 ResetGfxAnimation(x, y);
6293 TEST_DrawLevelField(x, y);
6296 if (impact && CAN_EXPLODE_IMPACT(element))
6301 else if (impact && element == EL_PEARL &&
6302 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6304 ResetGfxAnimation(x, y);
6306 Feld[x][y] = EL_PEARL_BREAKING;
6307 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6310 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6312 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6317 if (impact && element == EL_AMOEBA_DROP)
6319 if (object_hit && IS_PLAYER(x, y + 1))
6320 KillPlayerUnlessEnemyProtected(x, y + 1);
6321 else if (object_hit && smashed == EL_PENGUIN)
6325 Feld[x][y] = EL_AMOEBA_GROWING;
6326 Store[x][y] = EL_AMOEBA_WET;
6328 ResetRandomAnimationValue(x, y);
6333 if (object_hit) /* check which object was hit */
6335 if ((CAN_PASS_MAGIC_WALL(element) &&
6336 (smashed == EL_MAGIC_WALL ||
6337 smashed == EL_BD_MAGIC_WALL)) ||
6338 (CAN_PASS_DC_MAGIC_WALL(element) &&
6339 smashed == EL_DC_MAGIC_WALL))
6342 int activated_magic_wall =
6343 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6344 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6345 EL_DC_MAGIC_WALL_ACTIVE);
6347 /* activate magic wall / mill */
6348 SCAN_PLAYFIELD(xx, yy)
6350 if (Feld[xx][yy] == smashed)
6351 Feld[xx][yy] = activated_magic_wall;
6354 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6355 game.magic_wall_active = TRUE;
6357 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6358 SND_MAGIC_WALL_ACTIVATING :
6359 smashed == EL_BD_MAGIC_WALL ?
6360 SND_BD_MAGIC_WALL_ACTIVATING :
6361 SND_DC_MAGIC_WALL_ACTIVATING));
6364 if (IS_PLAYER(x, y + 1))
6366 if (CAN_SMASH_PLAYER(element))
6368 KillPlayerUnlessEnemyProtected(x, y + 1);
6372 else if (smashed == EL_PENGUIN)
6374 if (CAN_SMASH_PLAYER(element))
6380 else if (element == EL_BD_DIAMOND)
6382 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6388 else if (((element == EL_SP_INFOTRON ||
6389 element == EL_SP_ZONK) &&
6390 (smashed == EL_SP_SNIKSNAK ||
6391 smashed == EL_SP_ELECTRON ||
6392 smashed == EL_SP_DISK_ORANGE)) ||
6393 (element == EL_SP_INFOTRON &&
6394 smashed == EL_SP_DISK_YELLOW))
6399 else if (CAN_SMASH_EVERYTHING(element))
6401 if (IS_CLASSIC_ENEMY(smashed) ||
6402 CAN_EXPLODE_SMASHED(smashed))
6407 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6409 if (smashed == EL_LAMP ||
6410 smashed == EL_LAMP_ACTIVE)
6415 else if (smashed == EL_NUT)
6417 Feld[x][y + 1] = EL_NUT_BREAKING;
6418 PlayLevelSound(x, y, SND_NUT_BREAKING);
6419 RaiseScoreElement(EL_NUT);
6422 else if (smashed == EL_PEARL)
6424 ResetGfxAnimation(x, y);
6426 Feld[x][y + 1] = EL_PEARL_BREAKING;
6427 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6430 else if (smashed == EL_DIAMOND)
6432 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6433 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6436 else if (IS_BELT_SWITCH(smashed))
6438 ToggleBeltSwitch(x, y + 1);
6440 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6441 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6442 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6443 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6445 ToggleSwitchgateSwitch(x, y + 1);
6447 else if (smashed == EL_LIGHT_SWITCH ||
6448 smashed == EL_LIGHT_SWITCH_ACTIVE)
6450 ToggleLightSwitch(x, y + 1);
6454 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6456 CheckElementChangeBySide(x, y + 1, smashed, element,
6457 CE_SWITCHED, CH_SIDE_TOP);
6458 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6464 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6469 /* play sound of magic wall / mill */
6471 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6472 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6473 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6475 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6476 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6477 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6478 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6479 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6480 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6485 /* play sound of object that hits the ground */
6486 if (last_line || object_hit)
6487 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6490 inline static void TurnRoundExt(int x, int y)
6502 { 0, 0 }, { 0, 0 }, { 0, 0 },
6507 int left, right, back;
6511 { MV_DOWN, MV_UP, MV_RIGHT },
6512 { MV_UP, MV_DOWN, MV_LEFT },
6514 { MV_LEFT, MV_RIGHT, MV_DOWN },
6518 { MV_RIGHT, MV_LEFT, MV_UP }
6521 int element = Feld[x][y];
6522 int move_pattern = element_info[element].move_pattern;
6524 int old_move_dir = MovDir[x][y];
6525 int left_dir = turn[old_move_dir].left;
6526 int right_dir = turn[old_move_dir].right;
6527 int back_dir = turn[old_move_dir].back;
6529 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6530 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6531 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6532 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6534 int left_x = x + left_dx, left_y = y + left_dy;
6535 int right_x = x + right_dx, right_y = y + right_dy;
6536 int move_x = x + move_dx, move_y = y + move_dy;
6540 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6542 TestIfBadThingTouchesOtherBadThing(x, y);
6544 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6545 MovDir[x][y] = right_dir;
6546 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6547 MovDir[x][y] = left_dir;
6549 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6551 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6554 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6556 TestIfBadThingTouchesOtherBadThing(x, y);
6558 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6559 MovDir[x][y] = left_dir;
6560 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6561 MovDir[x][y] = right_dir;
6563 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6565 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6568 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6570 TestIfBadThingTouchesOtherBadThing(x, y);
6572 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6573 MovDir[x][y] = left_dir;
6574 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6575 MovDir[x][y] = right_dir;
6577 if (MovDir[x][y] != old_move_dir)
6580 else if (element == EL_YAMYAM)
6582 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6583 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6585 if (can_turn_left && can_turn_right)
6586 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6587 else if (can_turn_left)
6588 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6589 else if (can_turn_right)
6590 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6592 MovDir[x][y] = back_dir;
6594 MovDelay[x][y] = 16 + 16 * RND(3);
6596 else if (element == EL_DARK_YAMYAM)
6598 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6600 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6603 if (can_turn_left && can_turn_right)
6604 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6605 else if (can_turn_left)
6606 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6607 else if (can_turn_right)
6608 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6610 MovDir[x][y] = back_dir;
6612 MovDelay[x][y] = 16 + 16 * RND(3);
6614 else if (element == EL_PACMAN)
6616 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6617 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6619 if (can_turn_left && can_turn_right)
6620 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6621 else if (can_turn_left)
6622 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6623 else if (can_turn_right)
6624 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6626 MovDir[x][y] = back_dir;
6628 MovDelay[x][y] = 6 + RND(40);
6630 else if (element == EL_PIG)
6632 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6633 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6634 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6635 boolean should_turn_left, should_turn_right, should_move_on;
6637 int rnd = RND(rnd_value);
6639 should_turn_left = (can_turn_left &&
6641 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6642 y + back_dy + left_dy)));
6643 should_turn_right = (can_turn_right &&
6645 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6646 y + back_dy + right_dy)));
6647 should_move_on = (can_move_on &&
6650 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6651 y + move_dy + left_dy) ||
6652 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6653 y + move_dy + right_dy)));
6655 if (should_turn_left || should_turn_right || should_move_on)
6657 if (should_turn_left && should_turn_right && should_move_on)
6658 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6659 rnd < 2 * rnd_value / 3 ? right_dir :
6661 else if (should_turn_left && should_turn_right)
6662 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6663 else if (should_turn_left && should_move_on)
6664 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6665 else if (should_turn_right && should_move_on)
6666 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6667 else if (should_turn_left)
6668 MovDir[x][y] = left_dir;
6669 else if (should_turn_right)
6670 MovDir[x][y] = right_dir;
6671 else if (should_move_on)
6672 MovDir[x][y] = old_move_dir;
6674 else if (can_move_on && rnd > rnd_value / 8)
6675 MovDir[x][y] = old_move_dir;
6676 else if (can_turn_left && can_turn_right)
6677 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6678 else if (can_turn_left && rnd > rnd_value / 8)
6679 MovDir[x][y] = left_dir;
6680 else if (can_turn_right && rnd > rnd_value/8)
6681 MovDir[x][y] = right_dir;
6683 MovDir[x][y] = back_dir;
6685 xx = x + move_xy[MovDir[x][y]].dx;
6686 yy = y + move_xy[MovDir[x][y]].dy;
6688 if (!IN_LEV_FIELD(xx, yy) ||
6689 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6690 MovDir[x][y] = old_move_dir;
6694 else if (element == EL_DRAGON)
6696 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6697 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6698 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6700 int rnd = RND(rnd_value);
6702 if (can_move_on && rnd > rnd_value / 8)
6703 MovDir[x][y] = old_move_dir;
6704 else if (can_turn_left && can_turn_right)
6705 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6706 else if (can_turn_left && rnd > rnd_value / 8)
6707 MovDir[x][y] = left_dir;
6708 else if (can_turn_right && rnd > rnd_value / 8)
6709 MovDir[x][y] = right_dir;
6711 MovDir[x][y] = back_dir;
6713 xx = x + move_xy[MovDir[x][y]].dx;
6714 yy = y + move_xy[MovDir[x][y]].dy;
6716 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6717 MovDir[x][y] = old_move_dir;
6721 else if (element == EL_MOLE)
6723 boolean can_move_on =
6724 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6725 IS_AMOEBOID(Feld[move_x][move_y]) ||
6726 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6729 boolean can_turn_left =
6730 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6731 IS_AMOEBOID(Feld[left_x][left_y])));
6733 boolean can_turn_right =
6734 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6735 IS_AMOEBOID(Feld[right_x][right_y])));
6737 if (can_turn_left && can_turn_right)
6738 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6739 else if (can_turn_left)
6740 MovDir[x][y] = left_dir;
6742 MovDir[x][y] = right_dir;
6745 if (MovDir[x][y] != old_move_dir)
6748 else if (element == EL_BALLOON)
6750 MovDir[x][y] = game.wind_direction;
6753 else if (element == EL_SPRING)
6755 if (MovDir[x][y] & MV_HORIZONTAL)
6757 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6758 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6760 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6761 ResetGfxAnimation(move_x, move_y);
6762 TEST_DrawLevelField(move_x, move_y);
6764 MovDir[x][y] = back_dir;
6766 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6767 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6768 MovDir[x][y] = MV_NONE;
6773 else if (element == EL_ROBOT ||
6774 element == EL_SATELLITE ||
6775 element == EL_PENGUIN ||
6776 element == EL_EMC_ANDROID)
6778 int attr_x = -1, attr_y = -1;
6789 for (i = 0; i < MAX_PLAYERS; i++)
6791 struct PlayerInfo *player = &stored_player[i];
6792 int jx = player->jx, jy = player->jy;
6794 if (!player->active)
6798 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6806 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6807 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6808 game.engine_version < VERSION_IDENT(3,1,0,0)))
6814 if (element == EL_PENGUIN)
6817 static int xy[4][2] =
6825 for (i = 0; i < NUM_DIRECTIONS; i++)
6827 int ex = x + xy[i][0];
6828 int ey = y + xy[i][1];
6830 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6831 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6832 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6833 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6842 MovDir[x][y] = MV_NONE;
6844 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6845 else if (attr_x > x)
6846 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6848 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6849 else if (attr_y > y)
6850 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6852 if (element == EL_ROBOT)
6856 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6857 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6858 Moving2Blocked(x, y, &newx, &newy);
6860 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6861 MovDelay[x][y] = 8 + 8 * !RND(3);
6863 MovDelay[x][y] = 16;
6865 else if (element == EL_PENGUIN)
6871 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6873 boolean first_horiz = RND(2);
6874 int new_move_dir = MovDir[x][y];
6877 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6878 Moving2Blocked(x, y, &newx, &newy);
6880 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6884 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6885 Moving2Blocked(x, y, &newx, &newy);
6887 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6890 MovDir[x][y] = old_move_dir;
6894 else if (element == EL_SATELLITE)
6900 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6902 boolean first_horiz = RND(2);
6903 int new_move_dir = MovDir[x][y];
6906 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6907 Moving2Blocked(x, y, &newx, &newy);
6909 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6913 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6914 Moving2Blocked(x, y, &newx, &newy);
6916 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6919 MovDir[x][y] = old_move_dir;
6923 else if (element == EL_EMC_ANDROID)
6925 static int check_pos[16] =
6927 -1, /* 0 => (invalid) */
6928 7, /* 1 => MV_LEFT */
6929 3, /* 2 => MV_RIGHT */
6930 -1, /* 3 => (invalid) */
6932 0, /* 5 => MV_LEFT | MV_UP */
6933 2, /* 6 => MV_RIGHT | MV_UP */
6934 -1, /* 7 => (invalid) */
6935 5, /* 8 => MV_DOWN */
6936 6, /* 9 => MV_LEFT | MV_DOWN */
6937 4, /* 10 => MV_RIGHT | MV_DOWN */
6938 -1, /* 11 => (invalid) */
6939 -1, /* 12 => (invalid) */
6940 -1, /* 13 => (invalid) */
6941 -1, /* 14 => (invalid) */
6942 -1, /* 15 => (invalid) */
6950 { -1, -1, MV_LEFT | MV_UP },
6952 { +1, -1, MV_RIGHT | MV_UP },
6953 { +1, 0, MV_RIGHT },
6954 { +1, +1, MV_RIGHT | MV_DOWN },
6956 { -1, +1, MV_LEFT | MV_DOWN },
6959 int start_pos, check_order;
6960 boolean can_clone = FALSE;
6963 /* check if there is any free field around current position */
6964 for (i = 0; i < 8; i++)
6966 int newx = x + check_xy[i].dx;
6967 int newy = y + check_xy[i].dy;
6969 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6977 if (can_clone) /* randomly find an element to clone */
6981 start_pos = check_pos[RND(8)];
6982 check_order = (RND(2) ? -1 : +1);
6984 for (i = 0; i < 8; i++)
6986 int pos_raw = start_pos + i * check_order;
6987 int pos = (pos_raw + 8) % 8;
6988 int newx = x + check_xy[pos].dx;
6989 int newy = y + check_xy[pos].dy;
6991 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6993 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
6994 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
6996 Store[x][y] = Feld[newx][newy];
7005 if (can_clone) /* randomly find a direction to move */
7009 start_pos = check_pos[RND(8)];
7010 check_order = (RND(2) ? -1 : +1);
7012 for (i = 0; i < 8; i++)
7014 int pos_raw = start_pos + i * check_order;
7015 int pos = (pos_raw + 8) % 8;
7016 int newx = x + check_xy[pos].dx;
7017 int newy = y + check_xy[pos].dy;
7018 int new_move_dir = check_xy[pos].dir;
7020 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7022 MovDir[x][y] = new_move_dir;
7023 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7032 if (can_clone) /* cloning and moving successful */
7035 /* cannot clone -- try to move towards player */
7037 start_pos = check_pos[MovDir[x][y] & 0x0f];
7038 check_order = (RND(2) ? -1 : +1);
7040 for (i = 0; i < 3; i++)
7042 /* first check start_pos, then previous/next or (next/previous) pos */
7043 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7044 int pos = (pos_raw + 8) % 8;
7045 int newx = x + check_xy[pos].dx;
7046 int newy = y + check_xy[pos].dy;
7047 int new_move_dir = check_xy[pos].dir;
7049 if (IS_PLAYER(newx, newy))
7052 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7054 MovDir[x][y] = new_move_dir;
7055 MovDelay[x][y] = level.android_move_time * 8 + 1;
7062 else if (move_pattern == MV_TURNING_LEFT ||
7063 move_pattern == MV_TURNING_RIGHT ||
7064 move_pattern == MV_TURNING_LEFT_RIGHT ||
7065 move_pattern == MV_TURNING_RIGHT_LEFT ||
7066 move_pattern == MV_TURNING_RANDOM ||
7067 move_pattern == MV_ALL_DIRECTIONS)
7069 boolean can_turn_left =
7070 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7071 boolean can_turn_right =
7072 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7074 if (element_info[element].move_stepsize == 0) /* "not moving" */
7077 if (move_pattern == MV_TURNING_LEFT)
7078 MovDir[x][y] = left_dir;
7079 else if (move_pattern == MV_TURNING_RIGHT)
7080 MovDir[x][y] = right_dir;
7081 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7082 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7083 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7084 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7085 else if (move_pattern == MV_TURNING_RANDOM)
7086 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7087 can_turn_right && !can_turn_left ? right_dir :
7088 RND(2) ? left_dir : right_dir);
7089 else if (can_turn_left && can_turn_right)
7090 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7091 else if (can_turn_left)
7092 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7093 else if (can_turn_right)
7094 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7096 MovDir[x][y] = back_dir;
7098 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7100 else if (move_pattern == MV_HORIZONTAL ||
7101 move_pattern == MV_VERTICAL)
7103 if (move_pattern & old_move_dir)
7104 MovDir[x][y] = back_dir;
7105 else if (move_pattern == MV_HORIZONTAL)
7106 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7107 else if (move_pattern == MV_VERTICAL)
7108 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7110 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7112 else if (move_pattern & MV_ANY_DIRECTION)
7114 MovDir[x][y] = move_pattern;
7115 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7117 else if (move_pattern & MV_WIND_DIRECTION)
7119 MovDir[x][y] = game.wind_direction;
7120 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7122 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7124 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7125 MovDir[x][y] = left_dir;
7126 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7127 MovDir[x][y] = right_dir;
7129 if (MovDir[x][y] != old_move_dir)
7130 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7132 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7134 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7135 MovDir[x][y] = right_dir;
7136 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7137 MovDir[x][y] = left_dir;
7139 if (MovDir[x][y] != old_move_dir)
7140 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7142 else if (move_pattern == MV_TOWARDS_PLAYER ||
7143 move_pattern == MV_AWAY_FROM_PLAYER)
7145 int attr_x = -1, attr_y = -1;
7147 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7158 for (i = 0; i < MAX_PLAYERS; i++)
7160 struct PlayerInfo *player = &stored_player[i];
7161 int jx = player->jx, jy = player->jy;
7163 if (!player->active)
7167 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7175 MovDir[x][y] = MV_NONE;
7177 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7178 else if (attr_x > x)
7179 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7181 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7182 else if (attr_y > y)
7183 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7185 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7187 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7189 boolean first_horiz = RND(2);
7190 int new_move_dir = MovDir[x][y];
7192 if (element_info[element].move_stepsize == 0) /* "not moving" */
7194 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7195 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7201 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7202 Moving2Blocked(x, y, &newx, &newy);
7204 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7208 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7209 Moving2Blocked(x, y, &newx, &newy);
7211 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7214 MovDir[x][y] = old_move_dir;
7217 else if (move_pattern == MV_WHEN_PUSHED ||
7218 move_pattern == MV_WHEN_DROPPED)
7220 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7221 MovDir[x][y] = MV_NONE;
7225 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7227 static int test_xy[7][2] =
7237 static int test_dir[7] =
7247 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7248 int move_preference = -1000000; /* start with very low preference */
7249 int new_move_dir = MV_NONE;
7250 int start_test = RND(4);
7253 for (i = 0; i < NUM_DIRECTIONS; i++)
7255 int move_dir = test_dir[start_test + i];
7256 int move_dir_preference;
7258 xx = x + test_xy[start_test + i][0];
7259 yy = y + test_xy[start_test + i][1];
7261 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7262 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7264 new_move_dir = move_dir;
7269 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7272 move_dir_preference = -1 * RunnerVisit[xx][yy];
7273 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7274 move_dir_preference = PlayerVisit[xx][yy];
7276 if (move_dir_preference > move_preference)
7278 /* prefer field that has not been visited for the longest time */
7279 move_preference = move_dir_preference;
7280 new_move_dir = move_dir;
7282 else if (move_dir_preference == move_preference &&
7283 move_dir == old_move_dir)
7285 /* prefer last direction when all directions are preferred equally */
7286 move_preference = move_dir_preference;
7287 new_move_dir = move_dir;
7291 MovDir[x][y] = new_move_dir;
7292 if (old_move_dir != new_move_dir)
7293 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7297 static void TurnRound(int x, int y)
7299 int direction = MovDir[x][y];
7303 GfxDir[x][y] = MovDir[x][y];
7305 if (direction != MovDir[x][y])
7309 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7311 ResetGfxFrame(x, y);
7314 static boolean JustBeingPushed(int x, int y)
7318 for (i = 0; i < MAX_PLAYERS; i++)
7320 struct PlayerInfo *player = &stored_player[i];
7322 if (player->active && player->is_pushing && player->MovPos)
7324 int next_jx = player->jx + (player->jx - player->last_jx);
7325 int next_jy = player->jy + (player->jy - player->last_jy);
7327 if (x == next_jx && y == next_jy)
7335 void StartMoving(int x, int y)
7337 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7338 int element = Feld[x][y];
7343 if (MovDelay[x][y] == 0)
7344 GfxAction[x][y] = ACTION_DEFAULT;
7346 if (CAN_FALL(element) && y < lev_fieldy - 1)
7348 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7349 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7350 if (JustBeingPushed(x, y))
7353 if (element == EL_QUICKSAND_FULL)
7355 if (IS_FREE(x, y + 1))
7357 InitMovingField(x, y, MV_DOWN);
7358 started_moving = TRUE;
7360 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7361 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7362 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7363 Store[x][y] = EL_ROCK;
7365 Store[x][y] = EL_ROCK;
7368 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7370 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7372 if (!MovDelay[x][y])
7374 MovDelay[x][y] = TILEY + 1;
7376 ResetGfxAnimation(x, y);
7377 ResetGfxAnimation(x, y + 1);
7382 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7383 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7390 Feld[x][y] = EL_QUICKSAND_EMPTY;
7391 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7392 Store[x][y + 1] = Store[x][y];
7395 PlayLevelSoundAction(x, y, ACTION_FILLING);
7397 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7399 if (!MovDelay[x][y])
7401 MovDelay[x][y] = TILEY + 1;
7403 ResetGfxAnimation(x, y);
7404 ResetGfxAnimation(x, y + 1);
7409 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7410 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7417 Feld[x][y] = EL_QUICKSAND_EMPTY;
7418 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7419 Store[x][y + 1] = Store[x][y];
7422 PlayLevelSoundAction(x, y, ACTION_FILLING);
7425 else if (element == EL_QUICKSAND_FAST_FULL)
7427 if (IS_FREE(x, y + 1))
7429 InitMovingField(x, y, MV_DOWN);
7430 started_moving = TRUE;
7432 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7433 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7434 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7435 Store[x][y] = EL_ROCK;
7437 Store[x][y] = EL_ROCK;
7440 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7442 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7444 if (!MovDelay[x][y])
7446 MovDelay[x][y] = TILEY + 1;
7448 ResetGfxAnimation(x, y);
7449 ResetGfxAnimation(x, y + 1);
7454 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7455 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7462 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7463 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7464 Store[x][y + 1] = Store[x][y];
7467 PlayLevelSoundAction(x, y, ACTION_FILLING);
7469 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7471 if (!MovDelay[x][y])
7473 MovDelay[x][y] = TILEY + 1;
7475 ResetGfxAnimation(x, y);
7476 ResetGfxAnimation(x, y + 1);
7481 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7482 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7489 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7490 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7491 Store[x][y + 1] = Store[x][y];
7494 PlayLevelSoundAction(x, y, ACTION_FILLING);
7497 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7498 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7500 InitMovingField(x, y, MV_DOWN);
7501 started_moving = TRUE;
7503 Feld[x][y] = EL_QUICKSAND_FILLING;
7504 Store[x][y] = element;
7506 PlayLevelSoundAction(x, y, ACTION_FILLING);
7508 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7509 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7511 InitMovingField(x, y, MV_DOWN);
7512 started_moving = TRUE;
7514 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7515 Store[x][y] = element;
7517 PlayLevelSoundAction(x, y, ACTION_FILLING);
7519 else if (element == EL_MAGIC_WALL_FULL)
7521 if (IS_FREE(x, y + 1))
7523 InitMovingField(x, y, MV_DOWN);
7524 started_moving = TRUE;
7526 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7527 Store[x][y] = EL_CHANGED(Store[x][y]);
7529 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7531 if (!MovDelay[x][y])
7532 MovDelay[x][y] = TILEY / 4 + 1;
7541 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7542 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7543 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7547 else if (element == EL_BD_MAGIC_WALL_FULL)
7549 if (IS_FREE(x, y + 1))
7551 InitMovingField(x, y, MV_DOWN);
7552 started_moving = TRUE;
7554 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7555 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7557 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7559 if (!MovDelay[x][y])
7560 MovDelay[x][y] = TILEY / 4 + 1;
7569 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7570 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7571 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7575 else if (element == EL_DC_MAGIC_WALL_FULL)
7577 if (IS_FREE(x, y + 1))
7579 InitMovingField(x, y, MV_DOWN);
7580 started_moving = TRUE;
7582 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7583 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7585 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7587 if (!MovDelay[x][y])
7588 MovDelay[x][y] = TILEY / 4 + 1;
7597 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7598 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7599 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7603 else if ((CAN_PASS_MAGIC_WALL(element) &&
7604 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7605 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7606 (CAN_PASS_DC_MAGIC_WALL(element) &&
7607 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7610 InitMovingField(x, y, MV_DOWN);
7611 started_moving = TRUE;
7614 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7615 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7616 EL_DC_MAGIC_WALL_FILLING);
7617 Store[x][y] = element;
7619 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7621 SplashAcid(x, y + 1);
7623 InitMovingField(x, y, MV_DOWN);
7624 started_moving = TRUE;
7626 Store[x][y] = EL_ACID;
7629 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7630 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7631 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7632 CAN_FALL(element) && WasJustFalling[x][y] &&
7633 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7635 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7636 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7637 (Feld[x][y + 1] == EL_BLOCKED)))
7639 /* this is needed for a special case not covered by calling "Impact()"
7640 from "ContinueMoving()": if an element moves to a tile directly below
7641 another element which was just falling on that tile (which was empty
7642 in the previous frame), the falling element above would just stop
7643 instead of smashing the element below (in previous version, the above
7644 element was just checked for "moving" instead of "falling", resulting
7645 in incorrect smashes caused by horizontal movement of the above
7646 element; also, the case of the player being the element to smash was
7647 simply not covered here... :-/ ) */
7649 CheckCollision[x][y] = 0;
7650 CheckImpact[x][y] = 0;
7654 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7656 if (MovDir[x][y] == MV_NONE)
7658 InitMovingField(x, y, MV_DOWN);
7659 started_moving = TRUE;
7662 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7664 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7665 MovDir[x][y] = MV_DOWN;
7667 InitMovingField(x, y, MV_DOWN);
7668 started_moving = TRUE;
7670 else if (element == EL_AMOEBA_DROP)
7672 Feld[x][y] = EL_AMOEBA_GROWING;
7673 Store[x][y] = EL_AMOEBA_WET;
7675 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7676 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7677 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7678 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7680 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7681 (IS_FREE(x - 1, y + 1) ||
7682 Feld[x - 1][y + 1] == EL_ACID));
7683 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7684 (IS_FREE(x + 1, y + 1) ||
7685 Feld[x + 1][y + 1] == EL_ACID));
7686 boolean can_fall_any = (can_fall_left || can_fall_right);
7687 boolean can_fall_both = (can_fall_left && can_fall_right);
7688 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7690 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7692 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7693 can_fall_right = FALSE;
7694 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7695 can_fall_left = FALSE;
7696 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7697 can_fall_right = FALSE;
7698 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7699 can_fall_left = FALSE;
7701 can_fall_any = (can_fall_left || can_fall_right);
7702 can_fall_both = FALSE;
7707 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7708 can_fall_right = FALSE; /* slip down on left side */
7710 can_fall_left = !(can_fall_right = RND(2));
7712 can_fall_both = FALSE;
7717 /* if not determined otherwise, prefer left side for slipping down */
7718 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7719 started_moving = TRUE;
7722 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7724 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7725 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7726 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7727 int belt_dir = game.belt_dir[belt_nr];
7729 if ((belt_dir == MV_LEFT && left_is_free) ||
7730 (belt_dir == MV_RIGHT && right_is_free))
7732 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7734 InitMovingField(x, y, belt_dir);
7735 started_moving = TRUE;
7737 Pushed[x][y] = TRUE;
7738 Pushed[nextx][y] = TRUE;
7740 GfxAction[x][y] = ACTION_DEFAULT;
7744 MovDir[x][y] = 0; /* if element was moving, stop it */
7749 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7750 if (CAN_MOVE(element) && !started_moving)
7752 int move_pattern = element_info[element].move_pattern;
7755 Moving2Blocked(x, y, &newx, &newy);
7757 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7760 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7761 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7763 WasJustMoving[x][y] = 0;
7764 CheckCollision[x][y] = 0;
7766 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7768 if (Feld[x][y] != element) /* element has changed */
7772 if (!MovDelay[x][y]) /* start new movement phase */
7774 /* all objects that can change their move direction after each step
7775 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7777 if (element != EL_YAMYAM &&
7778 element != EL_DARK_YAMYAM &&
7779 element != EL_PACMAN &&
7780 !(move_pattern & MV_ANY_DIRECTION) &&
7781 move_pattern != MV_TURNING_LEFT &&
7782 move_pattern != MV_TURNING_RIGHT &&
7783 move_pattern != MV_TURNING_LEFT_RIGHT &&
7784 move_pattern != MV_TURNING_RIGHT_LEFT &&
7785 move_pattern != MV_TURNING_RANDOM)
7789 if (MovDelay[x][y] && (element == EL_BUG ||
7790 element == EL_SPACESHIP ||
7791 element == EL_SP_SNIKSNAK ||
7792 element == EL_SP_ELECTRON ||
7793 element == EL_MOLE))
7794 TEST_DrawLevelField(x, y);
7798 if (MovDelay[x][y]) /* wait some time before next movement */
7802 if (element == EL_ROBOT ||
7803 element == EL_YAMYAM ||
7804 element == EL_DARK_YAMYAM)
7806 DrawLevelElementAnimationIfNeeded(x, y, element);
7807 PlayLevelSoundAction(x, y, ACTION_WAITING);
7809 else if (element == EL_SP_ELECTRON)
7810 DrawLevelElementAnimationIfNeeded(x, y, element);
7811 else if (element == EL_DRAGON)
7814 int dir = MovDir[x][y];
7815 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7816 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7817 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7818 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7819 dir == MV_UP ? IMG_FLAMES_1_UP :
7820 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7821 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7823 GfxAction[x][y] = ACTION_ATTACKING;
7825 if (IS_PLAYER(x, y))
7826 DrawPlayerField(x, y);
7828 TEST_DrawLevelField(x, y);
7830 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7832 for (i = 1; i <= 3; i++)
7834 int xx = x + i * dx;
7835 int yy = y + i * dy;
7836 int sx = SCREENX(xx);
7837 int sy = SCREENY(yy);
7838 int flame_graphic = graphic + (i - 1);
7840 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7845 int flamed = MovingOrBlocked2Element(xx, yy);
7847 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7850 RemoveMovingField(xx, yy);
7852 ChangeDelay[xx][yy] = 0;
7854 Feld[xx][yy] = EL_FLAMES;
7856 if (IN_SCR_FIELD(sx, sy))
7858 TEST_DrawLevelFieldCrumbled(xx, yy);
7859 DrawGraphic(sx, sy, flame_graphic, frame);
7864 if (Feld[xx][yy] == EL_FLAMES)
7865 Feld[xx][yy] = EL_EMPTY;
7866 TEST_DrawLevelField(xx, yy);
7871 if (MovDelay[x][y]) /* element still has to wait some time */
7873 PlayLevelSoundAction(x, y, ACTION_WAITING);
7879 /* now make next step */
7881 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7883 if (DONT_COLLIDE_WITH(element) &&
7884 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7885 !PLAYER_ENEMY_PROTECTED(newx, newy))
7887 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7892 else if (CAN_MOVE_INTO_ACID(element) &&
7893 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7894 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7895 (MovDir[x][y] == MV_DOWN ||
7896 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7898 SplashAcid(newx, newy);
7899 Store[x][y] = EL_ACID;
7901 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7903 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7904 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7905 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7906 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7909 TEST_DrawLevelField(x, y);
7911 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7912 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7913 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7915 local_player->friends_still_needed--;
7916 if (!local_player->friends_still_needed &&
7917 !local_player->GameOver && AllPlayersGone)
7918 PlayerWins(local_player);
7922 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7924 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7925 TEST_DrawLevelField(newx, newy);
7927 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7929 else if (!IS_FREE(newx, newy))
7931 GfxAction[x][y] = ACTION_WAITING;
7933 if (IS_PLAYER(x, y))
7934 DrawPlayerField(x, y);
7936 TEST_DrawLevelField(x, y);
7941 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7943 if (IS_FOOD_PIG(Feld[newx][newy]))
7945 if (IS_MOVING(newx, newy))
7946 RemoveMovingField(newx, newy);
7949 Feld[newx][newy] = EL_EMPTY;
7950 TEST_DrawLevelField(newx, newy);
7953 PlayLevelSound(x, y, SND_PIG_DIGGING);
7955 else if (!IS_FREE(newx, newy))
7957 if (IS_PLAYER(x, y))
7958 DrawPlayerField(x, y);
7960 TEST_DrawLevelField(x, y);
7965 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7967 if (Store[x][y] != EL_EMPTY)
7969 boolean can_clone = FALSE;
7972 /* check if element to clone is still there */
7973 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7975 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7983 /* cannot clone or target field not free anymore -- do not clone */
7984 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7985 Store[x][y] = EL_EMPTY;
7988 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7990 if (IS_MV_DIAGONAL(MovDir[x][y]))
7992 int diagonal_move_dir = MovDir[x][y];
7993 int stored = Store[x][y];
7994 int change_delay = 8;
7997 /* android is moving diagonally */
7999 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8001 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8002 GfxElement[x][y] = EL_EMC_ANDROID;
8003 GfxAction[x][y] = ACTION_SHRINKING;
8004 GfxDir[x][y] = diagonal_move_dir;
8005 ChangeDelay[x][y] = change_delay;
8007 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8010 DrawLevelGraphicAnimation(x, y, graphic);
8011 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8013 if (Feld[newx][newy] == EL_ACID)
8015 SplashAcid(newx, newy);
8020 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8022 Store[newx][newy] = EL_EMC_ANDROID;
8023 GfxElement[newx][newy] = EL_EMC_ANDROID;
8024 GfxAction[newx][newy] = ACTION_GROWING;
8025 GfxDir[newx][newy] = diagonal_move_dir;
8026 ChangeDelay[newx][newy] = change_delay;
8028 graphic = el_act_dir2img(GfxElement[newx][newy],
8029 GfxAction[newx][newy], GfxDir[newx][newy]);
8031 DrawLevelGraphicAnimation(newx, newy, graphic);
8032 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8038 Feld[newx][newy] = EL_EMPTY;
8039 TEST_DrawLevelField(newx, newy);
8041 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8044 else if (!IS_FREE(newx, newy))
8049 else if (IS_CUSTOM_ELEMENT(element) &&
8050 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8052 if (!DigFieldByCE(newx, newy, element))
8055 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8057 RunnerVisit[x][y] = FrameCounter;
8058 PlayerVisit[x][y] /= 8; /* expire player visit path */
8061 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8063 if (!IS_FREE(newx, newy))
8065 if (IS_PLAYER(x, y))
8066 DrawPlayerField(x, y);
8068 TEST_DrawLevelField(x, y);
8074 boolean wanna_flame = !RND(10);
8075 int dx = newx - x, dy = newy - y;
8076 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8077 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8078 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8079 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8080 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8081 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8084 IS_CLASSIC_ENEMY(element1) ||
8085 IS_CLASSIC_ENEMY(element2)) &&
8086 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8087 element1 != EL_FLAMES && element2 != EL_FLAMES)
8089 ResetGfxAnimation(x, y);
8090 GfxAction[x][y] = ACTION_ATTACKING;
8092 if (IS_PLAYER(x, y))
8093 DrawPlayerField(x, y);
8095 TEST_DrawLevelField(x, y);
8097 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8099 MovDelay[x][y] = 50;
8101 Feld[newx][newy] = EL_FLAMES;
8102 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8103 Feld[newx1][newy1] = EL_FLAMES;
8104 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8105 Feld[newx2][newy2] = EL_FLAMES;
8111 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8112 Feld[newx][newy] == EL_DIAMOND)
8114 if (IS_MOVING(newx, newy))
8115 RemoveMovingField(newx, newy);
8118 Feld[newx][newy] = EL_EMPTY;
8119 TEST_DrawLevelField(newx, newy);
8122 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8124 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8125 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8127 if (AmoebaNr[newx][newy])
8129 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8130 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8131 Feld[newx][newy] == EL_BD_AMOEBA)
8132 AmoebaCnt[AmoebaNr[newx][newy]]--;
8135 if (IS_MOVING(newx, newy))
8137 RemoveMovingField(newx, newy);
8141 Feld[newx][newy] = EL_EMPTY;
8142 TEST_DrawLevelField(newx, newy);
8145 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8147 else if ((element == EL_PACMAN || element == EL_MOLE)
8148 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8150 if (AmoebaNr[newx][newy])
8152 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8153 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8154 Feld[newx][newy] == EL_BD_AMOEBA)
8155 AmoebaCnt[AmoebaNr[newx][newy]]--;
8158 if (element == EL_MOLE)
8160 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8161 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8163 ResetGfxAnimation(x, y);
8164 GfxAction[x][y] = ACTION_DIGGING;
8165 TEST_DrawLevelField(x, y);
8167 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8169 return; /* wait for shrinking amoeba */
8171 else /* element == EL_PACMAN */
8173 Feld[newx][newy] = EL_EMPTY;
8174 TEST_DrawLevelField(newx, newy);
8175 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8178 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8179 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8180 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8182 /* wait for shrinking amoeba to completely disappear */
8185 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8187 /* object was running against a wall */
8191 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8192 DrawLevelElementAnimation(x, y, element);
8194 if (DONT_TOUCH(element))
8195 TestIfBadThingTouchesPlayer(x, y);
8200 InitMovingField(x, y, MovDir[x][y]);
8202 PlayLevelSoundAction(x, y, ACTION_MOVING);
8206 ContinueMoving(x, y);
8209 void ContinueMoving(int x, int y)
8211 int element = Feld[x][y];
8212 struct ElementInfo *ei = &element_info[element];
8213 int direction = MovDir[x][y];
8214 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8215 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8216 int newx = x + dx, newy = y + dy;
8217 int stored = Store[x][y];
8218 int stored_new = Store[newx][newy];
8219 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8220 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8221 boolean last_line = (newy == lev_fieldy - 1);
8223 MovPos[x][y] += getElementMoveStepsize(x, y);
8225 if (pushed_by_player) /* special case: moving object pushed by player */
8226 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8228 if (ABS(MovPos[x][y]) < TILEX)
8230 TEST_DrawLevelField(x, y);
8232 return; /* element is still moving */
8235 /* element reached destination field */
8237 Feld[x][y] = EL_EMPTY;
8238 Feld[newx][newy] = element;
8239 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8241 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8243 element = Feld[newx][newy] = EL_ACID;
8245 else if (element == EL_MOLE)
8247 Feld[x][y] = EL_SAND;
8249 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8251 else if (element == EL_QUICKSAND_FILLING)
8253 element = Feld[newx][newy] = get_next_element(element);
8254 Store[newx][newy] = Store[x][y];
8256 else if (element == EL_QUICKSAND_EMPTYING)
8258 Feld[x][y] = get_next_element(element);
8259 element = Feld[newx][newy] = Store[x][y];
8261 else if (element == EL_QUICKSAND_FAST_FILLING)
8263 element = Feld[newx][newy] = get_next_element(element);
8264 Store[newx][newy] = Store[x][y];
8266 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8268 Feld[x][y] = get_next_element(element);
8269 element = Feld[newx][newy] = Store[x][y];
8271 else if (element == EL_MAGIC_WALL_FILLING)
8273 element = Feld[newx][newy] = get_next_element(element);
8274 if (!game.magic_wall_active)
8275 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8276 Store[newx][newy] = Store[x][y];
8278 else if (element == EL_MAGIC_WALL_EMPTYING)
8280 Feld[x][y] = get_next_element(element);
8281 if (!game.magic_wall_active)
8282 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8283 element = Feld[newx][newy] = Store[x][y];
8285 InitField(newx, newy, FALSE);
8287 else if (element == EL_BD_MAGIC_WALL_FILLING)
8289 element = Feld[newx][newy] = get_next_element(element);
8290 if (!game.magic_wall_active)
8291 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8292 Store[newx][newy] = Store[x][y];
8294 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8296 Feld[x][y] = get_next_element(element);
8297 if (!game.magic_wall_active)
8298 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8299 element = Feld[newx][newy] = Store[x][y];
8301 InitField(newx, newy, FALSE);
8303 else if (element == EL_DC_MAGIC_WALL_FILLING)
8305 element = Feld[newx][newy] = get_next_element(element);
8306 if (!game.magic_wall_active)
8307 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8308 Store[newx][newy] = Store[x][y];
8310 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8312 Feld[x][y] = get_next_element(element);
8313 if (!game.magic_wall_active)
8314 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8315 element = Feld[newx][newy] = Store[x][y];
8317 InitField(newx, newy, FALSE);
8319 else if (element == EL_AMOEBA_DROPPING)
8321 Feld[x][y] = get_next_element(element);
8322 element = Feld[newx][newy] = Store[x][y];
8324 else if (element == EL_SOKOBAN_OBJECT)
8327 Feld[x][y] = Back[x][y];
8329 if (Back[newx][newy])
8330 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8332 Back[x][y] = Back[newx][newy] = 0;
8335 Store[x][y] = EL_EMPTY;
8340 MovDelay[newx][newy] = 0;
8342 if (CAN_CHANGE_OR_HAS_ACTION(element))
8344 /* copy element change control values to new field */
8345 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8346 ChangePage[newx][newy] = ChangePage[x][y];
8347 ChangeCount[newx][newy] = ChangeCount[x][y];
8348 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8351 CustomValue[newx][newy] = CustomValue[x][y];
8353 ChangeDelay[x][y] = 0;
8354 ChangePage[x][y] = -1;
8355 ChangeCount[x][y] = 0;
8356 ChangeEvent[x][y] = -1;
8358 CustomValue[x][y] = 0;
8360 /* copy animation control values to new field */
8361 GfxFrame[newx][newy] = GfxFrame[x][y];
8362 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8363 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8364 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8366 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8368 /* some elements can leave other elements behind after moving */
8369 if (ei->move_leave_element != EL_EMPTY &&
8370 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8371 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8373 int move_leave_element = ei->move_leave_element;
8375 /* this makes it possible to leave the removed element again */
8376 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8377 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8379 Feld[x][y] = move_leave_element;
8381 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8382 MovDir[x][y] = direction;
8384 InitField(x, y, FALSE);
8386 if (GFX_CRUMBLED(Feld[x][y]))
8387 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8389 if (ELEM_IS_PLAYER(move_leave_element))
8390 RelocatePlayer(x, y, move_leave_element);
8393 /* do this after checking for left-behind element */
8394 ResetGfxAnimation(x, y); /* reset animation values for old field */
8396 if (!CAN_MOVE(element) ||
8397 (CAN_FALL(element) && direction == MV_DOWN &&
8398 (element == EL_SPRING ||
8399 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8400 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8401 GfxDir[x][y] = MovDir[newx][newy] = 0;
8403 TEST_DrawLevelField(x, y);
8404 TEST_DrawLevelField(newx, newy);
8406 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8408 /* prevent pushed element from moving on in pushed direction */
8409 if (pushed_by_player && CAN_MOVE(element) &&
8410 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8411 !(element_info[element].move_pattern & direction))
8412 TurnRound(newx, newy);
8414 /* prevent elements on conveyor belt from moving on in last direction */
8415 if (pushed_by_conveyor && CAN_FALL(element) &&
8416 direction & MV_HORIZONTAL)
8417 MovDir[newx][newy] = 0;
8419 if (!pushed_by_player)
8421 int nextx = newx + dx, nexty = newy + dy;
8422 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8424 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8426 if (CAN_FALL(element) && direction == MV_DOWN)
8427 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8429 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8430 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8432 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8433 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8436 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8438 TestIfBadThingTouchesPlayer(newx, newy);
8439 TestIfBadThingTouchesFriend(newx, newy);
8441 if (!IS_CUSTOM_ELEMENT(element))
8442 TestIfBadThingTouchesOtherBadThing(newx, newy);
8444 else if (element == EL_PENGUIN)
8445 TestIfFriendTouchesBadThing(newx, newy);
8447 if (DONT_GET_HIT_BY(element))
8449 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8452 /* give the player one last chance (one more frame) to move away */
8453 if (CAN_FALL(element) && direction == MV_DOWN &&
8454 (last_line || (!IS_FREE(x, newy + 1) &&
8455 (!IS_PLAYER(x, newy + 1) ||
8456 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8459 if (pushed_by_player && !game.use_change_when_pushing_bug)
8461 int push_side = MV_DIR_OPPOSITE(direction);
8462 struct PlayerInfo *player = PLAYERINFO(x, y);
8464 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8465 player->index_bit, push_side);
8466 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8467 player->index_bit, push_side);
8470 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8471 MovDelay[newx][newy] = 1;
8473 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8475 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8476 TestIfElementHitsCustomElement(newx, newy, direction);
8477 TestIfPlayerTouchesCustomElement(newx, newy);
8478 TestIfElementTouchesCustomElement(newx, newy);
8480 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8481 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8482 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8483 MV_DIR_OPPOSITE(direction));
8486 int AmoebeNachbarNr(int ax, int ay)
8489 int element = Feld[ax][ay];
8491 static int xy[4][2] =
8499 for (i = 0; i < NUM_DIRECTIONS; i++)
8501 int x = ax + xy[i][0];
8502 int y = ay + xy[i][1];
8504 if (!IN_LEV_FIELD(x, y))
8507 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8508 group_nr = AmoebaNr[x][y];
8514 void AmoebenVereinigen(int ax, int ay)
8516 int i, x, y, xx, yy;
8517 int new_group_nr = AmoebaNr[ax][ay];
8518 static int xy[4][2] =
8526 if (new_group_nr == 0)
8529 for (i = 0; i < NUM_DIRECTIONS; i++)
8534 if (!IN_LEV_FIELD(x, y))
8537 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8538 Feld[x][y] == EL_BD_AMOEBA ||
8539 Feld[x][y] == EL_AMOEBA_DEAD) &&
8540 AmoebaNr[x][y] != new_group_nr)
8542 int old_group_nr = AmoebaNr[x][y];
8544 if (old_group_nr == 0)
8547 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8548 AmoebaCnt[old_group_nr] = 0;
8549 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8550 AmoebaCnt2[old_group_nr] = 0;
8552 SCAN_PLAYFIELD(xx, yy)
8554 if (AmoebaNr[xx][yy] == old_group_nr)
8555 AmoebaNr[xx][yy] = new_group_nr;
8561 void AmoebeUmwandeln(int ax, int ay)
8565 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8567 int group_nr = AmoebaNr[ax][ay];
8572 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8573 printf("AmoebeUmwandeln(): This should never happen!\n");
8578 SCAN_PLAYFIELD(x, y)
8580 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8583 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8587 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8588 SND_AMOEBA_TURNING_TO_GEM :
8589 SND_AMOEBA_TURNING_TO_ROCK));
8594 static int xy[4][2] =
8602 for (i = 0; i < NUM_DIRECTIONS; i++)
8607 if (!IN_LEV_FIELD(x, y))
8610 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8612 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8613 SND_AMOEBA_TURNING_TO_GEM :
8614 SND_AMOEBA_TURNING_TO_ROCK));
8621 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8624 int group_nr = AmoebaNr[ax][ay];
8625 boolean done = FALSE;
8630 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8631 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8636 SCAN_PLAYFIELD(x, y)
8638 if (AmoebaNr[x][y] == group_nr &&
8639 (Feld[x][y] == EL_AMOEBA_DEAD ||
8640 Feld[x][y] == EL_BD_AMOEBA ||
8641 Feld[x][y] == EL_AMOEBA_GROWING))
8644 Feld[x][y] = new_element;
8645 InitField(x, y, FALSE);
8646 TEST_DrawLevelField(x, y);
8652 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8653 SND_BD_AMOEBA_TURNING_TO_ROCK :
8654 SND_BD_AMOEBA_TURNING_TO_GEM));
8657 void AmoebeWaechst(int x, int y)
8659 static unsigned int sound_delay = 0;
8660 static unsigned int sound_delay_value = 0;
8662 if (!MovDelay[x][y]) /* start new growing cycle */
8666 if (DelayReached(&sound_delay, sound_delay_value))
8668 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8669 sound_delay_value = 30;
8673 if (MovDelay[x][y]) /* wait some time before growing bigger */
8676 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8678 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8679 6 - MovDelay[x][y]);
8681 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8684 if (!MovDelay[x][y])
8686 Feld[x][y] = Store[x][y];
8688 TEST_DrawLevelField(x, y);
8693 void AmoebaDisappearing(int x, int y)
8695 static unsigned int sound_delay = 0;
8696 static unsigned int sound_delay_value = 0;
8698 if (!MovDelay[x][y]) /* start new shrinking cycle */
8702 if (DelayReached(&sound_delay, sound_delay_value))
8703 sound_delay_value = 30;
8706 if (MovDelay[x][y]) /* wait some time before shrinking */
8709 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8711 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8712 6 - MovDelay[x][y]);
8714 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8717 if (!MovDelay[x][y])
8719 Feld[x][y] = EL_EMPTY;
8720 TEST_DrawLevelField(x, y);
8722 /* don't let mole enter this field in this cycle;
8723 (give priority to objects falling to this field from above) */
8729 void AmoebeAbleger(int ax, int ay)
8732 int element = Feld[ax][ay];
8733 int graphic = el2img(element);
8734 int newax = ax, neway = ay;
8735 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8736 static int xy[4][2] =
8744 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8746 Feld[ax][ay] = EL_AMOEBA_DEAD;
8747 TEST_DrawLevelField(ax, ay);
8751 if (IS_ANIMATED(graphic))
8752 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8754 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8755 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8757 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8760 if (MovDelay[ax][ay])
8764 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8767 int x = ax + xy[start][0];
8768 int y = ay + xy[start][1];
8770 if (!IN_LEV_FIELD(x, y))
8773 if (IS_FREE(x, y) ||
8774 CAN_GROW_INTO(Feld[x][y]) ||
8775 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8776 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8782 if (newax == ax && neway == ay)
8785 else /* normal or "filled" (BD style) amoeba */
8788 boolean waiting_for_player = FALSE;
8790 for (i = 0; i < NUM_DIRECTIONS; i++)
8792 int j = (start + i) % 4;
8793 int x = ax + xy[j][0];
8794 int y = ay + xy[j][1];
8796 if (!IN_LEV_FIELD(x, y))
8799 if (IS_FREE(x, y) ||
8800 CAN_GROW_INTO(Feld[x][y]) ||
8801 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8802 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8808 else if (IS_PLAYER(x, y))
8809 waiting_for_player = TRUE;
8812 if (newax == ax && neway == ay) /* amoeba cannot grow */
8814 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8816 Feld[ax][ay] = EL_AMOEBA_DEAD;
8817 TEST_DrawLevelField(ax, ay);
8818 AmoebaCnt[AmoebaNr[ax][ay]]--;
8820 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8822 if (element == EL_AMOEBA_FULL)
8823 AmoebeUmwandeln(ax, ay);
8824 else if (element == EL_BD_AMOEBA)
8825 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8830 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8832 /* amoeba gets larger by growing in some direction */
8834 int new_group_nr = AmoebaNr[ax][ay];
8837 if (new_group_nr == 0)
8839 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8840 printf("AmoebeAbleger(): This should never happen!\n");
8845 AmoebaNr[newax][neway] = new_group_nr;
8846 AmoebaCnt[new_group_nr]++;
8847 AmoebaCnt2[new_group_nr]++;
8849 /* if amoeba touches other amoeba(s) after growing, unify them */
8850 AmoebenVereinigen(newax, neway);
8852 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8854 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8860 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8861 (neway == lev_fieldy - 1 && newax != ax))
8863 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8864 Store[newax][neway] = element;
8866 else if (neway == ay || element == EL_EMC_DRIPPER)
8868 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8870 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8874 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8875 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8876 Store[ax][ay] = EL_AMOEBA_DROP;
8877 ContinueMoving(ax, ay);
8881 TEST_DrawLevelField(newax, neway);
8884 void Life(int ax, int ay)
8888 int element = Feld[ax][ay];
8889 int graphic = el2img(element);
8890 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8892 boolean changed = FALSE;
8894 if (IS_ANIMATED(graphic))
8895 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8900 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8901 MovDelay[ax][ay] = life_time;
8903 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8906 if (MovDelay[ax][ay])
8910 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8912 int xx = ax+x1, yy = ay+y1;
8915 if (!IN_LEV_FIELD(xx, yy))
8918 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8920 int x = xx+x2, y = yy+y2;
8922 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8925 if (((Feld[x][y] == element ||
8926 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8928 (IS_FREE(x, y) && Stop[x][y]))
8932 if (xx == ax && yy == ay) /* field in the middle */
8934 if (nachbarn < life_parameter[0] ||
8935 nachbarn > life_parameter[1])
8937 Feld[xx][yy] = EL_EMPTY;
8939 TEST_DrawLevelField(xx, yy);
8940 Stop[xx][yy] = TRUE;
8944 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8945 { /* free border field */
8946 if (nachbarn >= life_parameter[2] &&
8947 nachbarn <= life_parameter[3])
8949 Feld[xx][yy] = element;
8950 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8952 TEST_DrawLevelField(xx, yy);
8953 Stop[xx][yy] = TRUE;
8960 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8961 SND_GAME_OF_LIFE_GROWING);
8964 static void InitRobotWheel(int x, int y)
8966 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8969 static void RunRobotWheel(int x, int y)
8971 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8974 static void StopRobotWheel(int x, int y)
8976 if (ZX == x && ZY == y)
8980 game.robot_wheel_active = FALSE;
8984 static void InitTimegateWheel(int x, int y)
8986 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8989 static void RunTimegateWheel(int x, int y)
8991 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
8994 static void InitMagicBallDelay(int x, int y)
8996 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
8999 static void ActivateMagicBall(int bx, int by)
9003 if (level.ball_random)
9005 int pos_border = RND(8); /* select one of the eight border elements */
9006 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9007 int xx = pos_content % 3;
9008 int yy = pos_content / 3;
9013 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9014 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9018 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9020 int xx = x - bx + 1;
9021 int yy = y - by + 1;
9023 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9024 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9028 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9031 void CheckExit(int x, int y)
9033 if (local_player->gems_still_needed > 0 ||
9034 local_player->sokobanfields_still_needed > 0 ||
9035 local_player->lights_still_needed > 0)
9037 int element = Feld[x][y];
9038 int graphic = el2img(element);
9040 if (IS_ANIMATED(graphic))
9041 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9046 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9049 Feld[x][y] = EL_EXIT_OPENING;
9051 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9054 void CheckExitEM(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_EM_EXIT_OPENING;
9074 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9077 void CheckExitSteel(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_STEEL_EXIT_OPENING;
9097 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9100 void CheckExitSteelEM(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_EM_STEEL_EXIT_OPENING;
9120 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9123 void CheckExitSP(int x, int y)
9125 if (local_player->gems_still_needed > 0)
9127 int element = Feld[x][y];
9128 int graphic = el2img(element);
9130 if (IS_ANIMATED(graphic))
9131 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9136 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9139 Feld[x][y] = EL_SP_EXIT_OPENING;
9141 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9144 static void CloseAllOpenTimegates()
9148 SCAN_PLAYFIELD(x, y)
9150 int element = Feld[x][y];
9152 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9154 Feld[x][y] = EL_TIMEGATE_CLOSING;
9156 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9161 void DrawTwinkleOnField(int x, int y)
9163 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9166 if (Feld[x][y] == EL_BD_DIAMOND)
9169 if (MovDelay[x][y] == 0) /* next animation frame */
9170 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9172 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9176 DrawLevelElementAnimation(x, y, Feld[x][y]);
9178 if (MovDelay[x][y] != 0)
9180 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9181 10 - MovDelay[x][y]);
9183 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9188 void MauerWaechst(int x, int y)
9192 if (!MovDelay[x][y]) /* next animation frame */
9193 MovDelay[x][y] = 3 * delay;
9195 if (MovDelay[x][y]) /* wait some time before next frame */
9199 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9201 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9202 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9204 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9207 if (!MovDelay[x][y])
9209 if (MovDir[x][y] == MV_LEFT)
9211 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9212 TEST_DrawLevelField(x - 1, y);
9214 else if (MovDir[x][y] == MV_RIGHT)
9216 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9217 TEST_DrawLevelField(x + 1, y);
9219 else if (MovDir[x][y] == MV_UP)
9221 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9222 TEST_DrawLevelField(x, y - 1);
9226 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9227 TEST_DrawLevelField(x, y + 1);
9230 Feld[x][y] = Store[x][y];
9232 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9233 TEST_DrawLevelField(x, y);
9238 void MauerAbleger(int ax, int ay)
9240 int element = Feld[ax][ay];
9241 int graphic = el2img(element);
9242 boolean oben_frei = FALSE, unten_frei = FALSE;
9243 boolean links_frei = FALSE, rechts_frei = FALSE;
9244 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9245 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9246 boolean new_wall = FALSE;
9248 if (IS_ANIMATED(graphic))
9249 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9251 if (!MovDelay[ax][ay]) /* start building new wall */
9252 MovDelay[ax][ay] = 6;
9254 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9257 if (MovDelay[ax][ay])
9261 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9263 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9265 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9267 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9270 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9271 element == EL_EXPANDABLE_WALL_ANY)
9275 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9276 Store[ax][ay-1] = element;
9277 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9278 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9279 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9280 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9285 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9286 Store[ax][ay+1] = element;
9287 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9288 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9289 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9290 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9295 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9296 element == EL_EXPANDABLE_WALL_ANY ||
9297 element == EL_EXPANDABLE_WALL ||
9298 element == EL_BD_EXPANDABLE_WALL)
9302 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9303 Store[ax-1][ay] = element;
9304 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9305 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9306 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9307 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9313 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9314 Store[ax+1][ay] = element;
9315 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9316 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9317 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9318 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9323 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9324 TEST_DrawLevelField(ax, ay);
9326 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9328 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9329 unten_massiv = TRUE;
9330 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9331 links_massiv = TRUE;
9332 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9333 rechts_massiv = TRUE;
9335 if (((oben_massiv && unten_massiv) ||
9336 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9337 element == EL_EXPANDABLE_WALL) &&
9338 ((links_massiv && rechts_massiv) ||
9339 element == EL_EXPANDABLE_WALL_VERTICAL))
9340 Feld[ax][ay] = EL_WALL;
9343 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9346 void MauerAblegerStahl(int ax, int ay)
9348 int element = Feld[ax][ay];
9349 int graphic = el2img(element);
9350 boolean oben_frei = FALSE, unten_frei = FALSE;
9351 boolean links_frei = FALSE, rechts_frei = FALSE;
9352 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9353 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9354 boolean new_wall = FALSE;
9356 if (IS_ANIMATED(graphic))
9357 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9359 if (!MovDelay[ax][ay]) /* start building new wall */
9360 MovDelay[ax][ay] = 6;
9362 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9365 if (MovDelay[ax][ay])
9369 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9371 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9373 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9375 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9378 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9379 element == EL_EXPANDABLE_STEELWALL_ANY)
9383 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9384 Store[ax][ay-1] = element;
9385 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9386 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9387 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9388 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9393 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9394 Store[ax][ay+1] = element;
9395 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9396 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9397 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9398 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9403 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9404 element == EL_EXPANDABLE_STEELWALL_ANY)
9408 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9409 Store[ax-1][ay] = element;
9410 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9411 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9412 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9413 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9419 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9420 Store[ax+1][ay] = element;
9421 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9422 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9423 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9424 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9429 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9431 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9432 unten_massiv = TRUE;
9433 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9434 links_massiv = TRUE;
9435 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9436 rechts_massiv = TRUE;
9438 if (((oben_massiv && unten_massiv) ||
9439 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9440 ((links_massiv && rechts_massiv) ||
9441 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9442 Feld[ax][ay] = EL_STEELWALL;
9445 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9448 void CheckForDragon(int x, int y)
9451 boolean dragon_found = FALSE;
9452 static int xy[4][2] =
9460 for (i = 0; i < NUM_DIRECTIONS; i++)
9462 for (j = 0; j < 4; j++)
9464 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9466 if (IN_LEV_FIELD(xx, yy) &&
9467 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9469 if (Feld[xx][yy] == EL_DRAGON)
9470 dragon_found = TRUE;
9479 for (i = 0; i < NUM_DIRECTIONS; i++)
9481 for (j = 0; j < 3; j++)
9483 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9485 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9487 Feld[xx][yy] = EL_EMPTY;
9488 TEST_DrawLevelField(xx, yy);
9497 static void InitBuggyBase(int x, int y)
9499 int element = Feld[x][y];
9500 int activating_delay = FRAMES_PER_SECOND / 4;
9503 (element == EL_SP_BUGGY_BASE ?
9504 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9505 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9507 element == EL_SP_BUGGY_BASE_ACTIVE ?
9508 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9511 static void WarnBuggyBase(int x, int y)
9514 static int xy[4][2] =
9522 for (i = 0; i < NUM_DIRECTIONS; i++)
9524 int xx = x + xy[i][0];
9525 int yy = y + xy[i][1];
9527 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9529 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9536 static void InitTrap(int x, int y)
9538 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9541 static void ActivateTrap(int x, int y)
9543 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9546 static void ChangeActiveTrap(int x, int y)
9548 int graphic = IMG_TRAP_ACTIVE;
9550 /* if new animation frame was drawn, correct crumbled sand border */
9551 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9552 TEST_DrawLevelFieldCrumbled(x, y);
9555 static int getSpecialActionElement(int element, int number, int base_element)
9557 return (element != EL_EMPTY ? element :
9558 number != -1 ? base_element + number - 1 :
9562 static int getModifiedActionNumber(int value_old, int operator, int operand,
9563 int value_min, int value_max)
9565 int value_new = (operator == CA_MODE_SET ? operand :
9566 operator == CA_MODE_ADD ? value_old + operand :
9567 operator == CA_MODE_SUBTRACT ? value_old - operand :
9568 operator == CA_MODE_MULTIPLY ? value_old * operand :
9569 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9570 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9573 return (value_new < value_min ? value_min :
9574 value_new > value_max ? value_max :
9578 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9580 struct ElementInfo *ei = &element_info[element];
9581 struct ElementChangeInfo *change = &ei->change_page[page];
9582 int target_element = change->target_element;
9583 int action_type = change->action_type;
9584 int action_mode = change->action_mode;
9585 int action_arg = change->action_arg;
9586 int action_element = change->action_element;
9589 if (!change->has_action)
9592 /* ---------- determine action paramater values -------------------------- */
9594 int level_time_value =
9595 (level.time > 0 ? TimeLeft :
9598 int action_arg_element_raw =
9599 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9600 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9601 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9602 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9603 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9604 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9605 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9607 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9609 int action_arg_direction =
9610 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9611 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9612 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9613 change->actual_trigger_side :
9614 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9615 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9618 int action_arg_number_min =
9619 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9622 int action_arg_number_max =
9623 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9624 action_type == CA_SET_LEVEL_GEMS ? 999 :
9625 action_type == CA_SET_LEVEL_TIME ? 9999 :
9626 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9627 action_type == CA_SET_CE_VALUE ? 9999 :
9628 action_type == CA_SET_CE_SCORE ? 9999 :
9631 int action_arg_number_reset =
9632 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9633 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9634 action_type == CA_SET_LEVEL_TIME ? level.time :
9635 action_type == CA_SET_LEVEL_SCORE ? 0 :
9636 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9637 action_type == CA_SET_CE_SCORE ? 0 :
9640 int action_arg_number =
9641 (action_arg <= CA_ARG_MAX ? action_arg :
9642 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9643 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9644 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9645 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9646 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9647 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9648 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9649 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9650 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9651 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9652 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9653 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9654 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9655 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9656 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9657 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9658 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9659 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9660 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9661 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9662 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9665 int action_arg_number_old =
9666 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9667 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9668 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9669 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9670 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9673 int action_arg_number_new =
9674 getModifiedActionNumber(action_arg_number_old,
9675 action_mode, action_arg_number,
9676 action_arg_number_min, action_arg_number_max);
9678 int trigger_player_bits =
9679 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9680 change->actual_trigger_player_bits : change->trigger_player);
9682 int action_arg_player_bits =
9683 (action_arg >= CA_ARG_PLAYER_1 &&
9684 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9685 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9686 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9689 /* ---------- execute action -------------------------------------------- */
9691 switch (action_type)
9698 /* ---------- level actions ------------------------------------------- */
9700 case CA_RESTART_LEVEL:
9702 game.restart_level = TRUE;
9707 case CA_SHOW_ENVELOPE:
9709 int element = getSpecialActionElement(action_arg_element,
9710 action_arg_number, EL_ENVELOPE_1);
9712 if (IS_ENVELOPE(element))
9713 local_player->show_envelope = element;
9718 case CA_SET_LEVEL_TIME:
9720 if (level.time > 0) /* only modify limited time value */
9722 TimeLeft = action_arg_number_new;
9724 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9726 DisplayGameControlValues();
9728 if (!TimeLeft && setup.time_limit)
9729 for (i = 0; i < MAX_PLAYERS; i++)
9730 KillPlayer(&stored_player[i]);
9736 case CA_SET_LEVEL_SCORE:
9738 local_player->score = action_arg_number_new;
9740 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9742 DisplayGameControlValues();
9747 case CA_SET_LEVEL_GEMS:
9749 local_player->gems_still_needed = action_arg_number_new;
9751 game.snapshot.collected_item = TRUE;
9753 game_panel_controls[GAME_PANEL_GEMS].value =
9754 local_player->gems_still_needed;
9756 DisplayGameControlValues();
9761 case CA_SET_LEVEL_WIND:
9763 game.wind_direction = action_arg_direction;
9768 case CA_SET_LEVEL_RANDOM_SEED:
9770 /* ensure that setting a new random seed while playing is predictable */
9771 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9776 /* ---------- player actions ------------------------------------------ */
9778 case CA_MOVE_PLAYER:
9780 /* automatically move to the next field in specified direction */
9781 for (i = 0; i < MAX_PLAYERS; i++)
9782 if (trigger_player_bits & (1 << i))
9783 stored_player[i].programmed_action = action_arg_direction;
9788 case CA_EXIT_PLAYER:
9790 for (i = 0; i < MAX_PLAYERS; i++)
9791 if (action_arg_player_bits & (1 << i))
9792 ExitPlayer(&stored_player[i]);
9795 PlayerWins(local_player);
9800 case CA_KILL_PLAYER:
9802 for (i = 0; i < MAX_PLAYERS; i++)
9803 if (action_arg_player_bits & (1 << i))
9804 KillPlayer(&stored_player[i]);
9809 case CA_SET_PLAYER_KEYS:
9811 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9812 int element = getSpecialActionElement(action_arg_element,
9813 action_arg_number, EL_KEY_1);
9815 if (IS_KEY(element))
9817 for (i = 0; i < MAX_PLAYERS; i++)
9819 if (trigger_player_bits & (1 << i))
9821 stored_player[i].key[KEY_NR(element)] = key_state;
9823 DrawGameDoorValues();
9831 case CA_SET_PLAYER_SPEED:
9833 for (i = 0; i < MAX_PLAYERS; i++)
9835 if (trigger_player_bits & (1 << i))
9837 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9839 if (action_arg == CA_ARG_SPEED_FASTER &&
9840 stored_player[i].cannot_move)
9842 action_arg_number = STEPSIZE_VERY_SLOW;
9844 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9845 action_arg == CA_ARG_SPEED_FASTER)
9847 action_arg_number = 2;
9848 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9851 else if (action_arg == CA_ARG_NUMBER_RESET)
9853 action_arg_number = level.initial_player_stepsize[i];
9857 getModifiedActionNumber(move_stepsize,
9860 action_arg_number_min,
9861 action_arg_number_max);
9863 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9870 case CA_SET_PLAYER_SHIELD:
9872 for (i = 0; i < MAX_PLAYERS; i++)
9874 if (trigger_player_bits & (1 << i))
9876 if (action_arg == CA_ARG_SHIELD_OFF)
9878 stored_player[i].shield_normal_time_left = 0;
9879 stored_player[i].shield_deadly_time_left = 0;
9881 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9883 stored_player[i].shield_normal_time_left = 999999;
9885 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9887 stored_player[i].shield_normal_time_left = 999999;
9888 stored_player[i].shield_deadly_time_left = 999999;
9896 case CA_SET_PLAYER_GRAVITY:
9898 for (i = 0; i < MAX_PLAYERS; i++)
9900 if (trigger_player_bits & (1 << i))
9902 stored_player[i].gravity =
9903 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9904 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9905 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9906 stored_player[i].gravity);
9913 case CA_SET_PLAYER_ARTWORK:
9915 for (i = 0; i < MAX_PLAYERS; i++)
9917 if (trigger_player_bits & (1 << i))
9919 int artwork_element = action_arg_element;
9921 if (action_arg == CA_ARG_ELEMENT_RESET)
9923 (level.use_artwork_element[i] ? level.artwork_element[i] :
9924 stored_player[i].element_nr);
9926 if (stored_player[i].artwork_element != artwork_element)
9927 stored_player[i].Frame = 0;
9929 stored_player[i].artwork_element = artwork_element;
9931 SetPlayerWaiting(&stored_player[i], FALSE);
9933 /* set number of special actions for bored and sleeping animation */
9934 stored_player[i].num_special_action_bored =
9935 get_num_special_action(artwork_element,
9936 ACTION_BORING_1, ACTION_BORING_LAST);
9937 stored_player[i].num_special_action_sleeping =
9938 get_num_special_action(artwork_element,
9939 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9946 case CA_SET_PLAYER_INVENTORY:
9948 for (i = 0; i < MAX_PLAYERS; i++)
9950 struct PlayerInfo *player = &stored_player[i];
9953 if (trigger_player_bits & (1 << i))
9955 int inventory_element = action_arg_element;
9957 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9958 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9959 action_arg == CA_ARG_ELEMENT_ACTION)
9961 int element = inventory_element;
9962 int collect_count = element_info[element].collect_count_initial;
9964 if (!IS_CUSTOM_ELEMENT(element))
9967 if (collect_count == 0)
9968 player->inventory_infinite_element = element;
9970 for (k = 0; k < collect_count; k++)
9971 if (player->inventory_size < MAX_INVENTORY_SIZE)
9972 player->inventory_element[player->inventory_size++] =
9975 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9976 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9977 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9979 if (player->inventory_infinite_element != EL_UNDEFINED &&
9980 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9981 action_arg_element_raw))
9982 player->inventory_infinite_element = EL_UNDEFINED;
9984 for (k = 0, j = 0; j < player->inventory_size; j++)
9986 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9987 action_arg_element_raw))
9988 player->inventory_element[k++] = player->inventory_element[j];
9991 player->inventory_size = k;
9993 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
9995 if (player->inventory_size > 0)
9997 for (j = 0; j < player->inventory_size - 1; j++)
9998 player->inventory_element[j] = player->inventory_element[j + 1];
10000 player->inventory_size--;
10003 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10005 if (player->inventory_size > 0)
10006 player->inventory_size--;
10008 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10010 player->inventory_infinite_element = EL_UNDEFINED;
10011 player->inventory_size = 0;
10013 else if (action_arg == CA_ARG_INVENTORY_RESET)
10015 player->inventory_infinite_element = EL_UNDEFINED;
10016 player->inventory_size = 0;
10018 if (level.use_initial_inventory[i])
10020 for (j = 0; j < level.initial_inventory_size[i]; j++)
10022 int element = level.initial_inventory_content[i][j];
10023 int collect_count = element_info[element].collect_count_initial;
10025 if (!IS_CUSTOM_ELEMENT(element))
10028 if (collect_count == 0)
10029 player->inventory_infinite_element = element;
10031 for (k = 0; k < collect_count; k++)
10032 if (player->inventory_size < MAX_INVENTORY_SIZE)
10033 player->inventory_element[player->inventory_size++] =
10044 /* ---------- CE actions ---------------------------------------------- */
10046 case CA_SET_CE_VALUE:
10048 int last_ce_value = CustomValue[x][y];
10050 CustomValue[x][y] = action_arg_number_new;
10052 if (CustomValue[x][y] != last_ce_value)
10054 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10055 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10057 if (CustomValue[x][y] == 0)
10059 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10060 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10067 case CA_SET_CE_SCORE:
10069 int last_ce_score = ei->collect_score;
10071 ei->collect_score = action_arg_number_new;
10073 if (ei->collect_score != last_ce_score)
10075 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10076 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10078 if (ei->collect_score == 0)
10082 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10083 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10086 This is a very special case that seems to be a mixture between
10087 CheckElementChange() and CheckTriggeredElementChange(): while
10088 the first one only affects single elements that are triggered
10089 directly, the second one affects multiple elements in the playfield
10090 that are triggered indirectly by another element. This is a third
10091 case: Changing the CE score always affects multiple identical CEs,
10092 so every affected CE must be checked, not only the single CE for
10093 which the CE score was changed in the first place (as every instance
10094 of that CE shares the same CE score, and therefore also can change)!
10096 SCAN_PLAYFIELD(xx, yy)
10098 if (Feld[xx][yy] == element)
10099 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10100 CE_SCORE_GETS_ZERO);
10108 case CA_SET_CE_ARTWORK:
10110 int artwork_element = action_arg_element;
10111 boolean reset_frame = FALSE;
10114 if (action_arg == CA_ARG_ELEMENT_RESET)
10115 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10118 if (ei->gfx_element != artwork_element)
10119 reset_frame = TRUE;
10121 ei->gfx_element = artwork_element;
10123 SCAN_PLAYFIELD(xx, yy)
10125 if (Feld[xx][yy] == element)
10129 ResetGfxAnimation(xx, yy);
10130 ResetRandomAnimationValue(xx, yy);
10133 TEST_DrawLevelField(xx, yy);
10140 /* ---------- engine actions ------------------------------------------ */
10142 case CA_SET_ENGINE_SCAN_MODE:
10144 InitPlayfieldScanMode(action_arg);
10154 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10156 int old_element = Feld[x][y];
10157 int new_element = GetElementFromGroupElement(element);
10158 int previous_move_direction = MovDir[x][y];
10159 int last_ce_value = CustomValue[x][y];
10160 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10161 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10162 boolean add_player_onto_element = (new_element_is_player &&
10163 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10164 IS_WALKABLE(old_element));
10166 if (!add_player_onto_element)
10168 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10169 RemoveMovingField(x, y);
10173 Feld[x][y] = new_element;
10175 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10176 MovDir[x][y] = previous_move_direction;
10178 if (element_info[new_element].use_last_ce_value)
10179 CustomValue[x][y] = last_ce_value;
10181 InitField_WithBug1(x, y, FALSE);
10183 new_element = Feld[x][y]; /* element may have changed */
10185 ResetGfxAnimation(x, y);
10186 ResetRandomAnimationValue(x, y);
10188 TEST_DrawLevelField(x, y);
10190 if (GFX_CRUMBLED(new_element))
10191 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10194 /* check if element under the player changes from accessible to unaccessible
10195 (needed for special case of dropping element which then changes) */
10196 /* (must be checked after creating new element for walkable group elements) */
10197 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10198 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10205 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10206 if (new_element_is_player)
10207 RelocatePlayer(x, y, new_element);
10210 ChangeCount[x][y]++; /* count number of changes in the same frame */
10212 TestIfBadThingTouchesPlayer(x, y);
10213 TestIfPlayerTouchesCustomElement(x, y);
10214 TestIfElementTouchesCustomElement(x, y);
10217 static void CreateField(int x, int y, int element)
10219 CreateFieldExt(x, y, element, FALSE);
10222 static void CreateElementFromChange(int x, int y, int element)
10224 element = GET_VALID_RUNTIME_ELEMENT(element);
10226 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10228 int old_element = Feld[x][y];
10230 /* prevent changed element from moving in same engine frame
10231 unless both old and new element can either fall or move */
10232 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10233 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10237 CreateFieldExt(x, y, element, TRUE);
10240 static boolean ChangeElement(int x, int y, int element, int page)
10242 struct ElementInfo *ei = &element_info[element];
10243 struct ElementChangeInfo *change = &ei->change_page[page];
10244 int ce_value = CustomValue[x][y];
10245 int ce_score = ei->collect_score;
10246 int target_element;
10247 int old_element = Feld[x][y];
10249 /* always use default change event to prevent running into a loop */
10250 if (ChangeEvent[x][y] == -1)
10251 ChangeEvent[x][y] = CE_DELAY;
10253 if (ChangeEvent[x][y] == CE_DELAY)
10255 /* reset actual trigger element, trigger player and action element */
10256 change->actual_trigger_element = EL_EMPTY;
10257 change->actual_trigger_player = EL_EMPTY;
10258 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10259 change->actual_trigger_side = CH_SIDE_NONE;
10260 change->actual_trigger_ce_value = 0;
10261 change->actual_trigger_ce_score = 0;
10264 /* do not change elements more than a specified maximum number of changes */
10265 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10268 ChangeCount[x][y]++; /* count number of changes in the same frame */
10270 if (change->explode)
10277 if (change->use_target_content)
10279 boolean complete_replace = TRUE;
10280 boolean can_replace[3][3];
10283 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10286 boolean is_walkable;
10287 boolean is_diggable;
10288 boolean is_collectible;
10289 boolean is_removable;
10290 boolean is_destructible;
10291 int ex = x + xx - 1;
10292 int ey = y + yy - 1;
10293 int content_element = change->target_content.e[xx][yy];
10296 can_replace[xx][yy] = TRUE;
10298 if (ex == x && ey == y) /* do not check changing element itself */
10301 if (content_element == EL_EMPTY_SPACE)
10303 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10308 if (!IN_LEV_FIELD(ex, ey))
10310 can_replace[xx][yy] = FALSE;
10311 complete_replace = FALSE;
10318 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10319 e = MovingOrBlocked2Element(ex, ey);
10321 is_empty = (IS_FREE(ex, ey) ||
10322 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10324 is_walkable = (is_empty || IS_WALKABLE(e));
10325 is_diggable = (is_empty || IS_DIGGABLE(e));
10326 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10327 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10328 is_removable = (is_diggable || is_collectible);
10330 can_replace[xx][yy] =
10331 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10332 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10333 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10334 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10335 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10336 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10337 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10339 if (!can_replace[xx][yy])
10340 complete_replace = FALSE;
10343 if (!change->only_if_complete || complete_replace)
10345 boolean something_has_changed = FALSE;
10347 if (change->only_if_complete && change->use_random_replace &&
10348 RND(100) < change->random_percentage)
10351 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10353 int ex = x + xx - 1;
10354 int ey = y + yy - 1;
10355 int content_element;
10357 if (can_replace[xx][yy] && (!change->use_random_replace ||
10358 RND(100) < change->random_percentage))
10360 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10361 RemoveMovingField(ex, ey);
10363 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10365 content_element = change->target_content.e[xx][yy];
10366 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10367 ce_value, ce_score);
10369 CreateElementFromChange(ex, ey, target_element);
10371 something_has_changed = TRUE;
10373 /* for symmetry reasons, freeze newly created border elements */
10374 if (ex != x || ey != y)
10375 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10379 if (something_has_changed)
10381 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10382 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10388 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10389 ce_value, ce_score);
10391 if (element == EL_DIAGONAL_GROWING ||
10392 element == EL_DIAGONAL_SHRINKING)
10394 target_element = Store[x][y];
10396 Store[x][y] = EL_EMPTY;
10399 CreateElementFromChange(x, y, target_element);
10401 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10402 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10405 /* this uses direct change before indirect change */
10406 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10411 static void HandleElementChange(int x, int y, int page)
10413 int element = MovingOrBlocked2Element(x, y);
10414 struct ElementInfo *ei = &element_info[element];
10415 struct ElementChangeInfo *change = &ei->change_page[page];
10416 boolean handle_action_before_change = FALSE;
10419 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10420 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10423 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10424 x, y, element, element_info[element].token_name);
10425 printf("HandleElementChange(): This should never happen!\n");
10430 /* this can happen with classic bombs on walkable, changing elements */
10431 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10436 if (ChangeDelay[x][y] == 0) /* initialize element change */
10438 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10440 if (change->can_change)
10442 /* !!! not clear why graphic animation should be reset at all here !!! */
10443 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10444 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10447 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10449 When using an animation frame delay of 1 (this only happens with
10450 "sp_zonk.moving.left/right" in the classic graphics), the default
10451 (non-moving) animation shows wrong animation frames (while the
10452 moving animation, like "sp_zonk.moving.left/right", is correct,
10453 so this graphical bug never shows up with the classic graphics).
10454 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10455 be drawn instead of the correct frames 0,1,2,3. This is caused by
10456 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10457 an element change: First when the change delay ("ChangeDelay[][]")
10458 counter has reached zero after decrementing, then a second time in
10459 the next frame (after "GfxFrame[][]" was already incremented) when
10460 "ChangeDelay[][]" is reset to the initial delay value again.
10462 This causes frame 0 to be drawn twice, while the last frame won't
10463 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10465 As some animations may already be cleverly designed around this bug
10466 (at least the "Snake Bite" snake tail animation does this), it cannot
10467 simply be fixed here without breaking such existing animations.
10468 Unfortunately, it cannot easily be detected if a graphics set was
10469 designed "before" or "after" the bug was fixed. As a workaround,
10470 a new graphics set option "game.graphics_engine_version" was added
10471 to be able to specify the game's major release version for which the
10472 graphics set was designed, which can then be used to decide if the
10473 bugfix should be used (version 4 and above) or not (version 3 or
10474 below, or if no version was specified at all, as with old sets).
10476 (The wrong/fixed animation frames can be tested with the test level set
10477 "test_gfxframe" and level "000", which contains a specially prepared
10478 custom element at level position (x/y) == (11/9) which uses the zonk
10479 animation mentioned above. Using "game.graphics_engine_version: 4"
10480 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10481 This can also be seen from the debug output for this test element.)
10484 /* when a custom element is about to change (for example by change delay),
10485 do not reset graphic animation when the custom element is moving */
10486 if (game.graphics_engine_version < 4 &&
10489 ResetGfxAnimation(x, y);
10490 ResetRandomAnimationValue(x, y);
10493 if (change->pre_change_function)
10494 change->pre_change_function(x, y);
10498 ChangeDelay[x][y]--;
10500 if (ChangeDelay[x][y] != 0) /* continue element change */
10502 if (change->can_change)
10504 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10506 if (IS_ANIMATED(graphic))
10507 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10509 if (change->change_function)
10510 change->change_function(x, y);
10513 else /* finish element change */
10515 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10517 page = ChangePage[x][y];
10518 ChangePage[x][y] = -1;
10520 change = &ei->change_page[page];
10523 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10525 ChangeDelay[x][y] = 1; /* try change after next move step */
10526 ChangePage[x][y] = page; /* remember page to use for change */
10531 /* special case: set new level random seed before changing element */
10532 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10533 handle_action_before_change = TRUE;
10535 if (change->has_action && handle_action_before_change)
10536 ExecuteCustomElementAction(x, y, element, page);
10538 if (change->can_change)
10540 if (ChangeElement(x, y, element, page))
10542 if (change->post_change_function)
10543 change->post_change_function(x, y);
10547 if (change->has_action && !handle_action_before_change)
10548 ExecuteCustomElementAction(x, y, element, page);
10552 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10553 int trigger_element,
10555 int trigger_player,
10559 boolean change_done_any = FALSE;
10560 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10563 if (!(trigger_events[trigger_element][trigger_event]))
10566 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10568 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10570 int element = EL_CUSTOM_START + i;
10571 boolean change_done = FALSE;
10574 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10575 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10578 for (p = 0; p < element_info[element].num_change_pages; p++)
10580 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10582 if (change->can_change_or_has_action &&
10583 change->has_event[trigger_event] &&
10584 change->trigger_side & trigger_side &&
10585 change->trigger_player & trigger_player &&
10586 change->trigger_page & trigger_page_bits &&
10587 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10589 change->actual_trigger_element = trigger_element;
10590 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10591 change->actual_trigger_player_bits = trigger_player;
10592 change->actual_trigger_side = trigger_side;
10593 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10594 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10596 if ((change->can_change && !change_done) || change->has_action)
10600 SCAN_PLAYFIELD(x, y)
10602 if (Feld[x][y] == element)
10604 if (change->can_change && !change_done)
10606 /* if element already changed in this frame, not only prevent
10607 another element change (checked in ChangeElement()), but
10608 also prevent additional element actions for this element */
10610 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10611 !level.use_action_after_change_bug)
10614 ChangeDelay[x][y] = 1;
10615 ChangeEvent[x][y] = trigger_event;
10617 HandleElementChange(x, y, p);
10619 else if (change->has_action)
10621 /* if element already changed in this frame, not only prevent
10622 another element change (checked in ChangeElement()), but
10623 also prevent additional element actions for this element */
10625 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10626 !level.use_action_after_change_bug)
10629 ExecuteCustomElementAction(x, y, element, p);
10630 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10635 if (change->can_change)
10637 change_done = TRUE;
10638 change_done_any = TRUE;
10645 RECURSION_LOOP_DETECTION_END();
10647 return change_done_any;
10650 static boolean CheckElementChangeExt(int x, int y,
10652 int trigger_element,
10654 int trigger_player,
10657 boolean change_done = FALSE;
10660 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10661 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10664 if (Feld[x][y] == EL_BLOCKED)
10666 Blocked2Moving(x, y, &x, &y);
10667 element = Feld[x][y];
10670 /* check if element has already changed or is about to change after moving */
10671 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10672 Feld[x][y] != element) ||
10674 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10675 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10676 ChangePage[x][y] != -1)))
10679 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10681 for (p = 0; p < element_info[element].num_change_pages; p++)
10683 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10685 /* check trigger element for all events where the element that is checked
10686 for changing interacts with a directly adjacent element -- this is
10687 different to element changes that affect other elements to change on the
10688 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10689 boolean check_trigger_element =
10690 (trigger_event == CE_TOUCHING_X ||
10691 trigger_event == CE_HITTING_X ||
10692 trigger_event == CE_HIT_BY_X ||
10693 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10695 if (change->can_change_or_has_action &&
10696 change->has_event[trigger_event] &&
10697 change->trigger_side & trigger_side &&
10698 change->trigger_player & trigger_player &&
10699 (!check_trigger_element ||
10700 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10702 change->actual_trigger_element = trigger_element;
10703 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10704 change->actual_trigger_player_bits = trigger_player;
10705 change->actual_trigger_side = trigger_side;
10706 change->actual_trigger_ce_value = CustomValue[x][y];
10707 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10709 /* special case: trigger element not at (x,y) position for some events */
10710 if (check_trigger_element)
10722 { 0, 0 }, { 0, 0 }, { 0, 0 },
10726 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10727 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10729 change->actual_trigger_ce_value = CustomValue[xx][yy];
10730 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10733 if (change->can_change && !change_done)
10735 ChangeDelay[x][y] = 1;
10736 ChangeEvent[x][y] = trigger_event;
10738 HandleElementChange(x, y, p);
10740 change_done = TRUE;
10742 else if (change->has_action)
10744 ExecuteCustomElementAction(x, y, element, p);
10745 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10750 RECURSION_LOOP_DETECTION_END();
10752 return change_done;
10755 static void PlayPlayerSound(struct PlayerInfo *player)
10757 int jx = player->jx, jy = player->jy;
10758 int sound_element = player->artwork_element;
10759 int last_action = player->last_action_waiting;
10760 int action = player->action_waiting;
10762 if (player->is_waiting)
10764 if (action != last_action)
10765 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10767 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10771 if (action != last_action)
10772 StopSound(element_info[sound_element].sound[last_action]);
10774 if (last_action == ACTION_SLEEPING)
10775 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10779 static void PlayAllPlayersSound()
10783 for (i = 0; i < MAX_PLAYERS; i++)
10784 if (stored_player[i].active)
10785 PlayPlayerSound(&stored_player[i]);
10788 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10790 boolean last_waiting = player->is_waiting;
10791 int move_dir = player->MovDir;
10793 player->dir_waiting = move_dir;
10794 player->last_action_waiting = player->action_waiting;
10798 if (!last_waiting) /* not waiting -> waiting */
10800 player->is_waiting = TRUE;
10802 player->frame_counter_bored =
10804 game.player_boring_delay_fixed +
10805 GetSimpleRandom(game.player_boring_delay_random);
10806 player->frame_counter_sleeping =
10808 game.player_sleeping_delay_fixed +
10809 GetSimpleRandom(game.player_sleeping_delay_random);
10811 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10814 if (game.player_sleeping_delay_fixed +
10815 game.player_sleeping_delay_random > 0 &&
10816 player->anim_delay_counter == 0 &&
10817 player->post_delay_counter == 0 &&
10818 FrameCounter >= player->frame_counter_sleeping)
10819 player->is_sleeping = TRUE;
10820 else if (game.player_boring_delay_fixed +
10821 game.player_boring_delay_random > 0 &&
10822 FrameCounter >= player->frame_counter_bored)
10823 player->is_bored = TRUE;
10825 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10826 player->is_bored ? ACTION_BORING :
10829 if (player->is_sleeping && player->use_murphy)
10831 /* special case for sleeping Murphy when leaning against non-free tile */
10833 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10834 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10835 !IS_MOVING(player->jx - 1, player->jy)))
10836 move_dir = MV_LEFT;
10837 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10838 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10839 !IS_MOVING(player->jx + 1, player->jy)))
10840 move_dir = MV_RIGHT;
10842 player->is_sleeping = FALSE;
10844 player->dir_waiting = move_dir;
10847 if (player->is_sleeping)
10849 if (player->num_special_action_sleeping > 0)
10851 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10853 int last_special_action = player->special_action_sleeping;
10854 int num_special_action = player->num_special_action_sleeping;
10855 int special_action =
10856 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10857 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10858 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10859 last_special_action + 1 : ACTION_SLEEPING);
10860 int special_graphic =
10861 el_act_dir2img(player->artwork_element, special_action, move_dir);
10863 player->anim_delay_counter =
10864 graphic_info[special_graphic].anim_delay_fixed +
10865 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10866 player->post_delay_counter =
10867 graphic_info[special_graphic].post_delay_fixed +
10868 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10870 player->special_action_sleeping = special_action;
10873 if (player->anim_delay_counter > 0)
10875 player->action_waiting = player->special_action_sleeping;
10876 player->anim_delay_counter--;
10878 else if (player->post_delay_counter > 0)
10880 player->post_delay_counter--;
10884 else if (player->is_bored)
10886 if (player->num_special_action_bored > 0)
10888 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10890 int special_action =
10891 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10892 int special_graphic =
10893 el_act_dir2img(player->artwork_element, special_action, move_dir);
10895 player->anim_delay_counter =
10896 graphic_info[special_graphic].anim_delay_fixed +
10897 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10898 player->post_delay_counter =
10899 graphic_info[special_graphic].post_delay_fixed +
10900 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10902 player->special_action_bored = special_action;
10905 if (player->anim_delay_counter > 0)
10907 player->action_waiting = player->special_action_bored;
10908 player->anim_delay_counter--;
10910 else if (player->post_delay_counter > 0)
10912 player->post_delay_counter--;
10917 else if (last_waiting) /* waiting -> not waiting */
10919 player->is_waiting = FALSE;
10920 player->is_bored = FALSE;
10921 player->is_sleeping = FALSE;
10923 player->frame_counter_bored = -1;
10924 player->frame_counter_sleeping = -1;
10926 player->anim_delay_counter = 0;
10927 player->post_delay_counter = 0;
10929 player->dir_waiting = player->MovDir;
10930 player->action_waiting = ACTION_DEFAULT;
10932 player->special_action_bored = ACTION_DEFAULT;
10933 player->special_action_sleeping = ACTION_DEFAULT;
10937 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10939 if ((!player->is_moving && player->was_moving) ||
10940 (player->MovPos == 0 && player->was_moving) ||
10941 (player->is_snapping && !player->was_snapping) ||
10942 (player->is_dropping && !player->was_dropping))
10944 if (!CheckSaveEngineSnapshotToList())
10947 player->was_moving = FALSE;
10948 player->was_snapping = TRUE;
10949 player->was_dropping = TRUE;
10953 if (player->is_moving)
10954 player->was_moving = TRUE;
10956 if (!player->is_snapping)
10957 player->was_snapping = FALSE;
10959 if (!player->is_dropping)
10960 player->was_dropping = FALSE;
10964 static void CheckSingleStepMode(struct PlayerInfo *player)
10966 if (tape.single_step && tape.recording && !tape.pausing)
10968 /* as it is called "single step mode", just return to pause mode when the
10969 player stopped moving after one tile (or never starts moving at all) */
10970 if (!player->is_moving &&
10971 !player->is_pushing &&
10972 !player->is_dropping_pressed)
10974 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10975 SnapField(player, 0, 0); /* stop snapping */
10979 CheckSaveEngineSnapshot(player);
10982 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10984 int left = player_action & JOY_LEFT;
10985 int right = player_action & JOY_RIGHT;
10986 int up = player_action & JOY_UP;
10987 int down = player_action & JOY_DOWN;
10988 int button1 = player_action & JOY_BUTTON_1;
10989 int button2 = player_action & JOY_BUTTON_2;
10990 int dx = (left ? -1 : right ? 1 : 0);
10991 int dy = (up ? -1 : down ? 1 : 0);
10993 if (!player->active || tape.pausing)
10999 SnapField(player, dx, dy);
11003 DropElement(player);
11005 MovePlayer(player, dx, dy);
11008 CheckSingleStepMode(player);
11010 SetPlayerWaiting(player, FALSE);
11012 return player_action;
11016 /* no actions for this player (no input at player's configured device) */
11018 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11019 SnapField(player, 0, 0);
11020 CheckGravityMovementWhenNotMoving(player);
11022 if (player->MovPos == 0)
11023 SetPlayerWaiting(player, TRUE);
11025 if (player->MovPos == 0) /* needed for tape.playing */
11026 player->is_moving = FALSE;
11028 player->is_dropping = FALSE;
11029 player->is_dropping_pressed = FALSE;
11030 player->drop_pressed_delay = 0;
11032 CheckSingleStepMode(player);
11038 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11041 if (!tape.use_mouse)
11044 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11045 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11046 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11049 static void SetTapeActionFromMouseAction(byte *tape_action,
11050 struct MouseActionInfo *mouse_action)
11052 if (!tape.use_mouse)
11055 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11056 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11057 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11060 static void CheckLevelTime()
11064 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11065 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11067 if (level.native_em_level->lev->home == 0) /* all players at home */
11069 PlayerWins(local_player);
11071 AllPlayersGone = TRUE;
11073 level.native_em_level->lev->home = -1;
11076 if (level.native_em_level->ply[0]->alive == 0 &&
11077 level.native_em_level->ply[1]->alive == 0 &&
11078 level.native_em_level->ply[2]->alive == 0 &&
11079 level.native_em_level->ply[3]->alive == 0) /* all dead */
11080 AllPlayersGone = TRUE;
11082 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11084 if (game_sp.LevelSolved &&
11085 !game_sp.GameOver) /* game won */
11087 PlayerWins(local_player);
11089 game_sp.GameOver = TRUE;
11091 AllPlayersGone = TRUE;
11094 if (game_sp.GameOver) /* game lost */
11095 AllPlayersGone = TRUE;
11097 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11099 if (game_mm.level_solved &&
11100 !game_mm.game_over) /* game won */
11102 PlayerWins(local_player);
11104 game_mm.game_over = TRUE;
11106 AllPlayersGone = TRUE;
11109 if (game_mm.game_over) /* game lost */
11110 AllPlayersGone = TRUE;
11113 if (TimeFrames >= FRAMES_PER_SECOND)
11118 for (i = 0; i < MAX_PLAYERS; i++)
11120 struct PlayerInfo *player = &stored_player[i];
11122 if (SHIELD_ON(player))
11124 player->shield_normal_time_left--;
11126 if (player->shield_deadly_time_left > 0)
11127 player->shield_deadly_time_left--;
11131 if (!local_player->LevelSolved && !level.use_step_counter)
11139 if (TimeLeft <= 10 && setup.time_limit)
11140 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11142 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11143 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11145 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11147 if (!TimeLeft && setup.time_limit)
11149 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11150 level.native_em_level->lev->killed_out_of_time = TRUE;
11152 for (i = 0; i < MAX_PLAYERS; i++)
11153 KillPlayer(&stored_player[i]);
11156 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11158 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11161 level.native_em_level->lev->time =
11162 (game.no_time_limit ? TimePlayed : TimeLeft);
11165 if (tape.recording || tape.playing)
11166 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11169 if (tape.recording || tape.playing)
11170 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11172 UpdateAndDisplayGameControlValues();
11175 void AdvanceFrameAndPlayerCounters(int player_nr)
11179 /* advance frame counters (global frame counter and time frame counter) */
11183 /* advance player counters (counters for move delay, move animation etc.) */
11184 for (i = 0; i < MAX_PLAYERS; i++)
11186 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11187 int move_delay_value = stored_player[i].move_delay_value;
11188 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11190 if (!advance_player_counters) /* not all players may be affected */
11193 if (move_frames == 0) /* less than one move per game frame */
11195 int stepsize = TILEX / move_delay_value;
11196 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11197 int count = (stored_player[i].is_moving ?
11198 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11200 if (count % delay == 0)
11204 stored_player[i].Frame += move_frames;
11206 if (stored_player[i].MovPos != 0)
11207 stored_player[i].StepFrame += move_frames;
11209 if (stored_player[i].move_delay > 0)
11210 stored_player[i].move_delay--;
11212 /* due to bugs in previous versions, counter must count up, not down */
11213 if (stored_player[i].push_delay != -1)
11214 stored_player[i].push_delay++;
11216 if (stored_player[i].drop_delay > 0)
11217 stored_player[i].drop_delay--;
11219 if (stored_player[i].is_dropping_pressed)
11220 stored_player[i].drop_pressed_delay++;
11224 void StartGameActions(boolean init_network_game, boolean record_tape,
11227 unsigned int new_random_seed = InitRND(random_seed);
11230 TapeStartRecording(new_random_seed);
11232 if (init_network_game)
11234 SendToServer_LevelFile();
11235 SendToServer_StartPlaying();
11243 void GameActionsExt()
11246 static unsigned int game_frame_delay = 0;
11248 unsigned int game_frame_delay_value;
11249 byte *recorded_player_action;
11250 byte summarized_player_action = 0;
11251 byte tape_action[MAX_PLAYERS];
11254 /* detect endless loops, caused by custom element programming */
11255 if (recursion_loop_detected && recursion_loop_depth == 0)
11257 char *message = getStringCat3("Internal Error! Element ",
11258 EL_NAME(recursion_loop_element),
11259 " caused endless loop! Quit the game?");
11261 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11262 EL_NAME(recursion_loop_element));
11264 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11266 recursion_loop_detected = FALSE; /* if game should be continued */
11273 if (game.restart_level)
11274 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11276 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11277 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11279 if (level.native_em_level->lev->home == 0) /* all players at home */
11281 PlayerWins(local_player);
11283 AllPlayersGone = TRUE;
11285 level.native_em_level->lev->home = -1;
11288 if (level.native_em_level->ply[0]->alive == 0 &&
11289 level.native_em_level->ply[1]->alive == 0 &&
11290 level.native_em_level->ply[2]->alive == 0 &&
11291 level.native_em_level->ply[3]->alive == 0) /* all dead */
11292 AllPlayersGone = TRUE;
11294 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11296 if (game_sp.LevelSolved &&
11297 !game_sp.GameOver) /* game won */
11299 PlayerWins(local_player);
11301 game_sp.GameOver = TRUE;
11303 AllPlayersGone = TRUE;
11306 if (game_sp.GameOver) /* game lost */
11307 AllPlayersGone = TRUE;
11309 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11311 if (game_mm.level_solved &&
11312 !game_mm.game_over) /* game won */
11314 PlayerWins(local_player);
11316 game_mm.game_over = TRUE;
11318 AllPlayersGone = TRUE;
11321 if (game_mm.game_over) /* game lost */
11322 AllPlayersGone = TRUE;
11325 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11328 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11331 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11334 game_frame_delay_value =
11335 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11337 if (tape.playing && tape.warp_forward && !tape.pausing)
11338 game_frame_delay_value = 0;
11340 SetVideoFrameDelay(game_frame_delay_value);
11344 /* ---------- main game synchronization point ---------- */
11346 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11348 printf("::: skip == %d\n", skip);
11351 /* ---------- main game synchronization point ---------- */
11353 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11357 if (network_playing && !network_player_action_received)
11359 /* try to get network player actions in time */
11361 /* last chance to get network player actions without main loop delay */
11362 HandleNetworking();
11364 /* game was quit by network peer */
11365 if (game_status != GAME_MODE_PLAYING)
11368 if (!network_player_action_received)
11369 return; /* failed to get network player actions in time */
11371 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11377 /* at this point we know that we really continue executing the game */
11379 network_player_action_received = FALSE;
11381 /* when playing tape, read previously recorded player input from tape data */
11382 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11384 local_player->effective_mouse_action = local_player->mouse_action;
11386 if (recorded_player_action != NULL)
11387 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11388 recorded_player_action);
11390 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11394 if (tape.set_centered_player)
11396 game.centered_player_nr_next = tape.centered_player_nr_next;
11397 game.set_centered_player = TRUE;
11400 for (i = 0; i < MAX_PLAYERS; i++)
11402 summarized_player_action |= stored_player[i].action;
11404 if (!network_playing && (game.team_mode || tape.playing))
11405 stored_player[i].effective_action = stored_player[i].action;
11408 if (network_playing)
11409 SendToServer_MovePlayer(summarized_player_action);
11411 // summarize all actions at local players mapped input device position
11412 // (this allows using different input devices in single player mode)
11413 if (!network.enabled && !game.team_mode)
11414 stored_player[map_player_action[local_player->index_nr]].effective_action =
11415 summarized_player_action;
11417 if (tape.recording &&
11419 setup.input_on_focus &&
11420 game.centered_player_nr != -1)
11422 for (i = 0; i < MAX_PLAYERS; i++)
11423 stored_player[i].effective_action =
11424 (i == game.centered_player_nr ? summarized_player_action : 0);
11427 if (recorded_player_action != NULL)
11428 for (i = 0; i < MAX_PLAYERS; i++)
11429 stored_player[i].effective_action = recorded_player_action[i];
11431 for (i = 0; i < MAX_PLAYERS; i++)
11433 tape_action[i] = stored_player[i].effective_action;
11435 /* (this may happen in the RND game engine if a player was not present on
11436 the playfield on level start, but appeared later from a custom element */
11437 if (setup.team_mode &&
11440 !tape.player_participates[i])
11441 tape.player_participates[i] = TRUE;
11444 SetTapeActionFromMouseAction(tape_action,
11445 &local_player->effective_mouse_action);
11447 /* only record actions from input devices, but not programmed actions */
11448 if (tape.recording)
11449 TapeRecordAction(tape_action);
11451 #if USE_NEW_PLAYER_ASSIGNMENTS
11452 // !!! also map player actions in single player mode !!!
11453 // if (game.team_mode)
11456 byte mapped_action[MAX_PLAYERS];
11458 #if DEBUG_PLAYER_ACTIONS
11460 for (i = 0; i < MAX_PLAYERS; i++)
11461 printf(" %d, ", stored_player[i].effective_action);
11464 for (i = 0; i < MAX_PLAYERS; i++)
11465 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11467 for (i = 0; i < MAX_PLAYERS; i++)
11468 stored_player[i].effective_action = mapped_action[i];
11470 #if DEBUG_PLAYER_ACTIONS
11472 for (i = 0; i < MAX_PLAYERS; i++)
11473 printf(" %d, ", stored_player[i].effective_action);
11477 #if DEBUG_PLAYER_ACTIONS
11481 for (i = 0; i < MAX_PLAYERS; i++)
11482 printf(" %d, ", stored_player[i].effective_action);
11488 for (i = 0; i < MAX_PLAYERS; i++)
11490 // allow engine snapshot in case of changed movement attempt
11491 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11492 (stored_player[i].effective_action & KEY_MOTION))
11493 game.snapshot.changed_action = TRUE;
11495 // allow engine snapshot in case of snapping/dropping attempt
11496 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11497 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11498 game.snapshot.changed_action = TRUE;
11500 game.snapshot.last_action[i] = stored_player[i].effective_action;
11503 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11505 GameActions_EM_Main();
11507 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11509 GameActions_SP_Main();
11511 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11513 GameActions_MM_Main();
11517 GameActions_RND_Main();
11520 BlitScreenToBitmap(backbuffer);
11524 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11526 if (global.show_frames_per_second)
11528 static unsigned int fps_counter = 0;
11529 static int fps_frames = 0;
11530 unsigned int fps_delay_ms = Counter() - fps_counter;
11534 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11536 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11539 fps_counter = Counter();
11541 /* always draw FPS to screen after FPS value was updated */
11542 redraw_mask |= REDRAW_FPS;
11545 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11546 if (GetDrawDeactivationMask() == REDRAW_NONE)
11547 redraw_mask |= REDRAW_FPS;
11551 static void GameActions_CheckSaveEngineSnapshot()
11553 if (!game.snapshot.save_snapshot)
11556 // clear flag for saving snapshot _before_ saving snapshot
11557 game.snapshot.save_snapshot = FALSE;
11559 SaveEngineSnapshotToList();
11566 GameActions_CheckSaveEngineSnapshot();
11569 void GameActions_EM_Main()
11571 byte effective_action[MAX_PLAYERS];
11572 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11575 for (i = 0; i < MAX_PLAYERS; i++)
11576 effective_action[i] = stored_player[i].effective_action;
11578 GameActions_EM(effective_action, warp_mode);
11581 void GameActions_SP_Main()
11583 byte effective_action[MAX_PLAYERS];
11584 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11587 for (i = 0; i < MAX_PLAYERS; i++)
11588 effective_action[i] = stored_player[i].effective_action;
11590 GameActions_SP(effective_action, warp_mode);
11592 for (i = 0; i < MAX_PLAYERS; i++)
11594 if (stored_player[i].force_dropping)
11595 stored_player[i].action |= KEY_BUTTON_DROP;
11597 stored_player[i].force_dropping = FALSE;
11601 void GameActions_MM_Main()
11603 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11605 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11608 void GameActions_RND_Main()
11613 void GameActions_RND()
11615 int magic_wall_x = 0, magic_wall_y = 0;
11616 int i, x, y, element, graphic, last_gfx_frame;
11618 InitPlayfieldScanModeVars();
11620 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11622 SCAN_PLAYFIELD(x, y)
11624 ChangeCount[x][y] = 0;
11625 ChangeEvent[x][y] = -1;
11629 if (game.set_centered_player)
11631 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11633 /* switching to "all players" only possible if all players fit to screen */
11634 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11636 game.centered_player_nr_next = game.centered_player_nr;
11637 game.set_centered_player = FALSE;
11640 /* do not switch focus to non-existing (or non-active) player */
11641 if (game.centered_player_nr_next >= 0 &&
11642 !stored_player[game.centered_player_nr_next].active)
11644 game.centered_player_nr_next = game.centered_player_nr;
11645 game.set_centered_player = FALSE;
11649 if (game.set_centered_player &&
11650 ScreenMovPos == 0) /* screen currently aligned at tile position */
11654 if (game.centered_player_nr_next == -1)
11656 setScreenCenteredToAllPlayers(&sx, &sy);
11660 sx = stored_player[game.centered_player_nr_next].jx;
11661 sy = stored_player[game.centered_player_nr_next].jy;
11664 game.centered_player_nr = game.centered_player_nr_next;
11665 game.set_centered_player = FALSE;
11667 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11668 DrawGameDoorValues();
11671 for (i = 0; i < MAX_PLAYERS; i++)
11673 int actual_player_action = stored_player[i].effective_action;
11676 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11677 - rnd_equinox_tetrachloride 048
11678 - rnd_equinox_tetrachloride_ii 096
11679 - rnd_emanuel_schmieg 002
11680 - doctor_sloan_ww 001, 020
11682 if (stored_player[i].MovPos == 0)
11683 CheckGravityMovement(&stored_player[i]);
11686 /* overwrite programmed action with tape action */
11687 if (stored_player[i].programmed_action)
11688 actual_player_action = stored_player[i].programmed_action;
11690 PlayerActions(&stored_player[i], actual_player_action);
11692 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11695 ScrollScreen(NULL, SCROLL_GO_ON);
11697 /* for backwards compatibility, the following code emulates a fixed bug that
11698 occured when pushing elements (causing elements that just made their last
11699 pushing step to already (if possible) make their first falling step in the
11700 same game frame, which is bad); this code is also needed to use the famous
11701 "spring push bug" which is used in older levels and might be wanted to be
11702 used also in newer levels, but in this case the buggy pushing code is only
11703 affecting the "spring" element and no other elements */
11705 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11707 for (i = 0; i < MAX_PLAYERS; i++)
11709 struct PlayerInfo *player = &stored_player[i];
11710 int x = player->jx;
11711 int y = player->jy;
11713 if (player->active && player->is_pushing && player->is_moving &&
11715 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11716 Feld[x][y] == EL_SPRING))
11718 ContinueMoving(x, y);
11720 /* continue moving after pushing (this is actually a bug) */
11721 if (!IS_MOVING(x, y))
11722 Stop[x][y] = FALSE;
11727 SCAN_PLAYFIELD(x, y)
11729 ChangeCount[x][y] = 0;
11730 ChangeEvent[x][y] = -1;
11732 /* this must be handled before main playfield loop */
11733 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11736 if (MovDelay[x][y] <= 0)
11740 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11743 if (MovDelay[x][y] <= 0)
11746 TEST_DrawLevelField(x, y);
11748 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11753 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11755 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11756 printf("GameActions(): This should never happen!\n");
11758 ChangePage[x][y] = -1;
11762 Stop[x][y] = FALSE;
11763 if (WasJustMoving[x][y] > 0)
11764 WasJustMoving[x][y]--;
11765 if (WasJustFalling[x][y] > 0)
11766 WasJustFalling[x][y]--;
11767 if (CheckCollision[x][y] > 0)
11768 CheckCollision[x][y]--;
11769 if (CheckImpact[x][y] > 0)
11770 CheckImpact[x][y]--;
11774 /* reset finished pushing action (not done in ContinueMoving() to allow
11775 continuous pushing animation for elements with zero push delay) */
11776 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11778 ResetGfxAnimation(x, y);
11779 TEST_DrawLevelField(x, y);
11783 if (IS_BLOCKED(x, y))
11787 Blocked2Moving(x, y, &oldx, &oldy);
11788 if (!IS_MOVING(oldx, oldy))
11790 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11791 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11792 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11793 printf("GameActions(): This should never happen!\n");
11799 SCAN_PLAYFIELD(x, y)
11801 element = Feld[x][y];
11802 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11803 last_gfx_frame = GfxFrame[x][y];
11805 ResetGfxFrame(x, y);
11807 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11808 DrawLevelGraphicAnimation(x, y, graphic);
11810 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11811 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11812 ResetRandomAnimationValue(x, y);
11814 SetRandomAnimationValue(x, y);
11816 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11818 if (IS_INACTIVE(element))
11820 if (IS_ANIMATED(graphic))
11821 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11826 /* this may take place after moving, so 'element' may have changed */
11827 if (IS_CHANGING(x, y) &&
11828 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11830 int page = element_info[element].event_page_nr[CE_DELAY];
11832 HandleElementChange(x, y, page);
11834 element = Feld[x][y];
11835 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11838 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11842 element = Feld[x][y];
11843 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11845 if (IS_ANIMATED(graphic) &&
11846 !IS_MOVING(x, y) &&
11848 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11850 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11851 TEST_DrawTwinkleOnField(x, y);
11853 else if (element == EL_ACID)
11856 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11858 else if ((element == EL_EXIT_OPEN ||
11859 element == EL_EM_EXIT_OPEN ||
11860 element == EL_SP_EXIT_OPEN ||
11861 element == EL_STEEL_EXIT_OPEN ||
11862 element == EL_EM_STEEL_EXIT_OPEN ||
11863 element == EL_SP_TERMINAL ||
11864 element == EL_SP_TERMINAL_ACTIVE ||
11865 element == EL_EXTRA_TIME ||
11866 element == EL_SHIELD_NORMAL ||
11867 element == EL_SHIELD_DEADLY) &&
11868 IS_ANIMATED(graphic))
11869 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11870 else if (IS_MOVING(x, y))
11871 ContinueMoving(x, y);
11872 else if (IS_ACTIVE_BOMB(element))
11873 CheckDynamite(x, y);
11874 else if (element == EL_AMOEBA_GROWING)
11875 AmoebeWaechst(x, y);
11876 else if (element == EL_AMOEBA_SHRINKING)
11877 AmoebaDisappearing(x, y);
11879 #if !USE_NEW_AMOEBA_CODE
11880 else if (IS_AMOEBALIVE(element))
11881 AmoebeAbleger(x, y);
11884 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11886 else if (element == EL_EXIT_CLOSED)
11888 else if (element == EL_EM_EXIT_CLOSED)
11890 else if (element == EL_STEEL_EXIT_CLOSED)
11891 CheckExitSteel(x, y);
11892 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11893 CheckExitSteelEM(x, y);
11894 else if (element == EL_SP_EXIT_CLOSED)
11896 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11897 element == EL_EXPANDABLE_STEELWALL_GROWING)
11898 MauerWaechst(x, y);
11899 else if (element == EL_EXPANDABLE_WALL ||
11900 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11901 element == EL_EXPANDABLE_WALL_VERTICAL ||
11902 element == EL_EXPANDABLE_WALL_ANY ||
11903 element == EL_BD_EXPANDABLE_WALL)
11904 MauerAbleger(x, y);
11905 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11906 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11907 element == EL_EXPANDABLE_STEELWALL_ANY)
11908 MauerAblegerStahl(x, y);
11909 else if (element == EL_FLAMES)
11910 CheckForDragon(x, y);
11911 else if (element == EL_EXPLOSION)
11912 ; /* drawing of correct explosion animation is handled separately */
11913 else if (element == EL_ELEMENT_SNAPPING ||
11914 element == EL_DIAGONAL_SHRINKING ||
11915 element == EL_DIAGONAL_GROWING)
11917 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11919 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11921 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11922 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11924 if (IS_BELT_ACTIVE(element))
11925 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11927 if (game.magic_wall_active)
11929 int jx = local_player->jx, jy = local_player->jy;
11931 /* play the element sound at the position nearest to the player */
11932 if ((element == EL_MAGIC_WALL_FULL ||
11933 element == EL_MAGIC_WALL_ACTIVE ||
11934 element == EL_MAGIC_WALL_EMPTYING ||
11935 element == EL_BD_MAGIC_WALL_FULL ||
11936 element == EL_BD_MAGIC_WALL_ACTIVE ||
11937 element == EL_BD_MAGIC_WALL_EMPTYING ||
11938 element == EL_DC_MAGIC_WALL_FULL ||
11939 element == EL_DC_MAGIC_WALL_ACTIVE ||
11940 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11941 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11949 #if USE_NEW_AMOEBA_CODE
11950 /* new experimental amoeba growth stuff */
11951 if (!(FrameCounter % 8))
11953 static unsigned int random = 1684108901;
11955 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11957 x = RND(lev_fieldx);
11958 y = RND(lev_fieldy);
11959 element = Feld[x][y];
11961 if (!IS_PLAYER(x,y) &&
11962 (element == EL_EMPTY ||
11963 CAN_GROW_INTO(element) ||
11964 element == EL_QUICKSAND_EMPTY ||
11965 element == EL_QUICKSAND_FAST_EMPTY ||
11966 element == EL_ACID_SPLASH_LEFT ||
11967 element == EL_ACID_SPLASH_RIGHT))
11969 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11970 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11971 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11972 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11973 Feld[x][y] = EL_AMOEBA_DROP;
11976 random = random * 129 + 1;
11981 game.explosions_delayed = FALSE;
11983 SCAN_PLAYFIELD(x, y)
11985 element = Feld[x][y];
11987 if (ExplodeField[x][y])
11988 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11989 else if (element == EL_EXPLOSION)
11990 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11992 ExplodeField[x][y] = EX_TYPE_NONE;
11995 game.explosions_delayed = TRUE;
11997 if (game.magic_wall_active)
11999 if (!(game.magic_wall_time_left % 4))
12001 int element = Feld[magic_wall_x][magic_wall_y];
12003 if (element == EL_BD_MAGIC_WALL_FULL ||
12004 element == EL_BD_MAGIC_WALL_ACTIVE ||
12005 element == EL_BD_MAGIC_WALL_EMPTYING)
12006 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12007 else if (element == EL_DC_MAGIC_WALL_FULL ||
12008 element == EL_DC_MAGIC_WALL_ACTIVE ||
12009 element == EL_DC_MAGIC_WALL_EMPTYING)
12010 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12012 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12015 if (game.magic_wall_time_left > 0)
12017 game.magic_wall_time_left--;
12019 if (!game.magic_wall_time_left)
12021 SCAN_PLAYFIELD(x, y)
12023 element = Feld[x][y];
12025 if (element == EL_MAGIC_WALL_ACTIVE ||
12026 element == EL_MAGIC_WALL_FULL)
12028 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12029 TEST_DrawLevelField(x, y);
12031 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12032 element == EL_BD_MAGIC_WALL_FULL)
12034 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12035 TEST_DrawLevelField(x, y);
12037 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12038 element == EL_DC_MAGIC_WALL_FULL)
12040 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12041 TEST_DrawLevelField(x, y);
12045 game.magic_wall_active = FALSE;
12050 if (game.light_time_left > 0)
12052 game.light_time_left--;
12054 if (game.light_time_left == 0)
12055 RedrawAllLightSwitchesAndInvisibleElements();
12058 if (game.timegate_time_left > 0)
12060 game.timegate_time_left--;
12062 if (game.timegate_time_left == 0)
12063 CloseAllOpenTimegates();
12066 if (game.lenses_time_left > 0)
12068 game.lenses_time_left--;
12070 if (game.lenses_time_left == 0)
12071 RedrawAllInvisibleElementsForLenses();
12074 if (game.magnify_time_left > 0)
12076 game.magnify_time_left--;
12078 if (game.magnify_time_left == 0)
12079 RedrawAllInvisibleElementsForMagnifier();
12082 for (i = 0; i < MAX_PLAYERS; i++)
12084 struct PlayerInfo *player = &stored_player[i];
12086 if (SHIELD_ON(player))
12088 if (player->shield_deadly_time_left)
12089 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12090 else if (player->shield_normal_time_left)
12091 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12095 #if USE_DELAYED_GFX_REDRAW
12096 SCAN_PLAYFIELD(x, y)
12098 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12100 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12101 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12103 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12104 DrawLevelField(x, y);
12106 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12107 DrawLevelFieldCrumbled(x, y);
12109 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12110 DrawLevelFieldCrumbledNeighbours(x, y);
12112 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12113 DrawTwinkleOnField(x, y);
12116 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12121 PlayAllPlayersSound();
12123 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12125 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12127 local_player->show_envelope = 0;
12130 /* use random number generator in every frame to make it less predictable */
12131 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12135 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12137 int min_x = x, min_y = y, max_x = x, max_y = y;
12140 for (i = 0; i < MAX_PLAYERS; i++)
12142 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12144 if (!stored_player[i].active || &stored_player[i] == player)
12147 min_x = MIN(min_x, jx);
12148 min_y = MIN(min_y, jy);
12149 max_x = MAX(max_x, jx);
12150 max_y = MAX(max_y, jy);
12153 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12156 static boolean AllPlayersInVisibleScreen()
12160 for (i = 0; i < MAX_PLAYERS; i++)
12162 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12164 if (!stored_player[i].active)
12167 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12174 void ScrollLevel(int dx, int dy)
12176 int scroll_offset = 2 * TILEX_VAR;
12179 BlitBitmap(drawto_field, drawto_field,
12180 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12181 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12182 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12183 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12184 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12185 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12189 x = (dx == 1 ? BX1 : BX2);
12190 for (y = BY1; y <= BY2; y++)
12191 DrawScreenField(x, y);
12196 y = (dy == 1 ? BY1 : BY2);
12197 for (x = BX1; x <= BX2; x++)
12198 DrawScreenField(x, y);
12201 redraw_mask |= REDRAW_FIELD;
12204 static boolean canFallDown(struct PlayerInfo *player)
12206 int jx = player->jx, jy = player->jy;
12208 return (IN_LEV_FIELD(jx, jy + 1) &&
12209 (IS_FREE(jx, jy + 1) ||
12210 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12211 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12212 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12215 static boolean canPassField(int x, int y, int move_dir)
12217 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12218 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12219 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12220 int nextx = x + dx;
12221 int nexty = y + dy;
12222 int element = Feld[x][y];
12224 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12225 !CAN_MOVE(element) &&
12226 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12227 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12228 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12231 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12233 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12234 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12235 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12239 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12240 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12241 (IS_DIGGABLE(Feld[newx][newy]) ||
12242 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12243 canPassField(newx, newy, move_dir)));
12246 static void CheckGravityMovement(struct PlayerInfo *player)
12248 if (player->gravity && !player->programmed_action)
12250 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12251 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12252 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12253 int jx = player->jx, jy = player->jy;
12254 boolean player_is_moving_to_valid_field =
12255 (!player_is_snapping &&
12256 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12257 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12258 boolean player_can_fall_down = canFallDown(player);
12260 if (player_can_fall_down &&
12261 !player_is_moving_to_valid_field)
12262 player->programmed_action = MV_DOWN;
12266 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12268 return CheckGravityMovement(player);
12270 if (player->gravity && !player->programmed_action)
12272 int jx = player->jx, jy = player->jy;
12273 boolean field_under_player_is_free =
12274 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12275 boolean player_is_standing_on_valid_field =
12276 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12277 (IS_WALKABLE(Feld[jx][jy]) &&
12278 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12280 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12281 player->programmed_action = MV_DOWN;
12286 MovePlayerOneStep()
12287 -----------------------------------------------------------------------------
12288 dx, dy: direction (non-diagonal) to try to move the player to
12289 real_dx, real_dy: direction as read from input device (can be diagonal)
12292 boolean MovePlayerOneStep(struct PlayerInfo *player,
12293 int dx, int dy, int real_dx, int real_dy)
12295 int jx = player->jx, jy = player->jy;
12296 int new_jx = jx + dx, new_jy = jy + dy;
12298 boolean player_can_move = !player->cannot_move;
12300 if (!player->active || (!dx && !dy))
12301 return MP_NO_ACTION;
12303 player->MovDir = (dx < 0 ? MV_LEFT :
12304 dx > 0 ? MV_RIGHT :
12306 dy > 0 ? MV_DOWN : MV_NONE);
12308 if (!IN_LEV_FIELD(new_jx, new_jy))
12309 return MP_NO_ACTION;
12311 if (!player_can_move)
12313 if (player->MovPos == 0)
12315 player->is_moving = FALSE;
12316 player->is_digging = FALSE;
12317 player->is_collecting = FALSE;
12318 player->is_snapping = FALSE;
12319 player->is_pushing = FALSE;
12323 if (!network.enabled && game.centered_player_nr == -1 &&
12324 !AllPlayersInSight(player, new_jx, new_jy))
12325 return MP_NO_ACTION;
12327 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12328 if (can_move != MP_MOVING)
12331 /* check if DigField() has caused relocation of the player */
12332 if (player->jx != jx || player->jy != jy)
12333 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12335 StorePlayer[jx][jy] = 0;
12336 player->last_jx = jx;
12337 player->last_jy = jy;
12338 player->jx = new_jx;
12339 player->jy = new_jy;
12340 StorePlayer[new_jx][new_jy] = player->element_nr;
12342 if (player->move_delay_value_next != -1)
12344 player->move_delay_value = player->move_delay_value_next;
12345 player->move_delay_value_next = -1;
12349 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12351 player->step_counter++;
12353 PlayerVisit[jx][jy] = FrameCounter;
12355 player->is_moving = TRUE;
12358 /* should better be called in MovePlayer(), but this breaks some tapes */
12359 ScrollPlayer(player, SCROLL_INIT);
12365 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12367 int jx = player->jx, jy = player->jy;
12368 int old_jx = jx, old_jy = jy;
12369 int moved = MP_NO_ACTION;
12371 if (!player->active)
12376 if (player->MovPos == 0)
12378 player->is_moving = FALSE;
12379 player->is_digging = FALSE;
12380 player->is_collecting = FALSE;
12381 player->is_snapping = FALSE;
12382 player->is_pushing = FALSE;
12388 if (player->move_delay > 0)
12391 player->move_delay = -1; /* set to "uninitialized" value */
12393 /* store if player is automatically moved to next field */
12394 player->is_auto_moving = (player->programmed_action != MV_NONE);
12396 /* remove the last programmed player action */
12397 player->programmed_action = 0;
12399 if (player->MovPos)
12401 /* should only happen if pre-1.2 tape recordings are played */
12402 /* this is only for backward compatibility */
12404 int original_move_delay_value = player->move_delay_value;
12407 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12411 /* scroll remaining steps with finest movement resolution */
12412 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12414 while (player->MovPos)
12416 ScrollPlayer(player, SCROLL_GO_ON);
12417 ScrollScreen(NULL, SCROLL_GO_ON);
12419 AdvanceFrameAndPlayerCounters(player->index_nr);
12422 BackToFront_WithFrameDelay(0);
12425 player->move_delay_value = original_move_delay_value;
12428 player->is_active = FALSE;
12430 if (player->last_move_dir & MV_HORIZONTAL)
12432 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12433 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12437 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12438 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12441 if (!moved && !player->is_active)
12443 player->is_moving = FALSE;
12444 player->is_digging = FALSE;
12445 player->is_collecting = FALSE;
12446 player->is_snapping = FALSE;
12447 player->is_pushing = FALSE;
12453 if (moved & MP_MOVING && !ScreenMovPos &&
12454 (player->index_nr == game.centered_player_nr ||
12455 game.centered_player_nr == -1))
12457 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12458 int offset = game.scroll_delay_value;
12460 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12462 /* actual player has left the screen -- scroll in that direction */
12463 if (jx != old_jx) /* player has moved horizontally */
12464 scroll_x += (jx - old_jx);
12465 else /* player has moved vertically */
12466 scroll_y += (jy - old_jy);
12470 if (jx != old_jx) /* player has moved horizontally */
12472 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12473 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12474 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12476 /* don't scroll over playfield boundaries */
12477 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12478 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12480 /* don't scroll more than one field at a time */
12481 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12483 /* don't scroll against the player's moving direction */
12484 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12485 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12486 scroll_x = old_scroll_x;
12488 else /* player has moved vertically */
12490 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12491 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12492 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12494 /* don't scroll over playfield boundaries */
12495 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12496 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12498 /* don't scroll more than one field at a time */
12499 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12501 /* don't scroll against the player's moving direction */
12502 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12503 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12504 scroll_y = old_scroll_y;
12508 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12510 if (!network.enabled && game.centered_player_nr == -1 &&
12511 !AllPlayersInVisibleScreen())
12513 scroll_x = old_scroll_x;
12514 scroll_y = old_scroll_y;
12518 ScrollScreen(player, SCROLL_INIT);
12519 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12524 player->StepFrame = 0;
12526 if (moved & MP_MOVING)
12528 if (old_jx != jx && old_jy == jy)
12529 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12530 else if (old_jx == jx && old_jy != jy)
12531 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12533 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12535 player->last_move_dir = player->MovDir;
12536 player->is_moving = TRUE;
12537 player->is_snapping = FALSE;
12538 player->is_switching = FALSE;
12539 player->is_dropping = FALSE;
12540 player->is_dropping_pressed = FALSE;
12541 player->drop_pressed_delay = 0;
12544 /* should better be called here than above, but this breaks some tapes */
12545 ScrollPlayer(player, SCROLL_INIT);
12550 CheckGravityMovementWhenNotMoving(player);
12552 player->is_moving = FALSE;
12554 /* at this point, the player is allowed to move, but cannot move right now
12555 (e.g. because of something blocking the way) -- ensure that the player
12556 is also allowed to move in the next frame (in old versions before 3.1.1,
12557 the player was forced to wait again for eight frames before next try) */
12559 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12560 player->move_delay = 0; /* allow direct movement in the next frame */
12563 if (player->move_delay == -1) /* not yet initialized by DigField() */
12564 player->move_delay = player->move_delay_value;
12566 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12568 TestIfPlayerTouchesBadThing(jx, jy);
12569 TestIfPlayerTouchesCustomElement(jx, jy);
12572 if (!player->active)
12573 RemovePlayer(player);
12578 void ScrollPlayer(struct PlayerInfo *player, int mode)
12580 int jx = player->jx, jy = player->jy;
12581 int last_jx = player->last_jx, last_jy = player->last_jy;
12582 int move_stepsize = TILEX / player->move_delay_value;
12584 if (!player->active)
12587 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12590 if (mode == SCROLL_INIT)
12592 player->actual_frame_counter = FrameCounter;
12593 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12595 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12596 Feld[last_jx][last_jy] == EL_EMPTY)
12598 int last_field_block_delay = 0; /* start with no blocking at all */
12599 int block_delay_adjustment = player->block_delay_adjustment;
12601 /* if player blocks last field, add delay for exactly one move */
12602 if (player->block_last_field)
12604 last_field_block_delay += player->move_delay_value;
12606 /* when blocking enabled, prevent moving up despite gravity */
12607 if (player->gravity && player->MovDir == MV_UP)
12608 block_delay_adjustment = -1;
12611 /* add block delay adjustment (also possible when not blocking) */
12612 last_field_block_delay += block_delay_adjustment;
12614 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12615 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12618 if (player->MovPos != 0) /* player has not yet reached destination */
12621 else if (!FrameReached(&player->actual_frame_counter, 1))
12624 if (player->MovPos != 0)
12626 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12627 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12629 /* before DrawPlayer() to draw correct player graphic for this case */
12630 if (player->MovPos == 0)
12631 CheckGravityMovement(player);
12634 if (player->MovPos == 0) /* player reached destination field */
12636 if (player->move_delay_reset_counter > 0)
12638 player->move_delay_reset_counter--;
12640 if (player->move_delay_reset_counter == 0)
12642 /* continue with normal speed after quickly moving through gate */
12643 HALVE_PLAYER_SPEED(player);
12645 /* be able to make the next move without delay */
12646 player->move_delay = 0;
12650 player->last_jx = jx;
12651 player->last_jy = jy;
12653 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12654 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12655 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12656 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12657 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12658 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12659 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12660 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12662 ExitPlayer(player);
12664 if ((local_player->friends_still_needed == 0 ||
12665 IS_SP_ELEMENT(Feld[jx][jy])) &&
12667 PlayerWins(local_player);
12670 /* this breaks one level: "machine", level 000 */
12672 int move_direction = player->MovDir;
12673 int enter_side = MV_DIR_OPPOSITE(move_direction);
12674 int leave_side = move_direction;
12675 int old_jx = last_jx;
12676 int old_jy = last_jy;
12677 int old_element = Feld[old_jx][old_jy];
12678 int new_element = Feld[jx][jy];
12680 if (IS_CUSTOM_ELEMENT(old_element))
12681 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12683 player->index_bit, leave_side);
12685 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12686 CE_PLAYER_LEAVES_X,
12687 player->index_bit, leave_side);
12689 if (IS_CUSTOM_ELEMENT(new_element))
12690 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12691 player->index_bit, enter_side);
12693 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12694 CE_PLAYER_ENTERS_X,
12695 player->index_bit, enter_side);
12697 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12698 CE_MOVE_OF_X, move_direction);
12701 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12703 TestIfPlayerTouchesBadThing(jx, jy);
12704 TestIfPlayerTouchesCustomElement(jx, jy);
12706 /* needed because pushed element has not yet reached its destination,
12707 so it would trigger a change event at its previous field location */
12708 if (!player->is_pushing)
12709 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12711 if (!player->active)
12712 RemovePlayer(player);
12715 if (!local_player->LevelSolved && level.use_step_counter)
12725 if (TimeLeft <= 10 && setup.time_limit)
12726 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12728 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12730 DisplayGameControlValues();
12732 if (!TimeLeft && setup.time_limit)
12733 for (i = 0; i < MAX_PLAYERS; i++)
12734 KillPlayer(&stored_player[i]);
12736 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12738 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12740 DisplayGameControlValues();
12744 if (tape.single_step && tape.recording && !tape.pausing &&
12745 !player->programmed_action)
12746 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12748 if (!player->programmed_action)
12749 CheckSaveEngineSnapshot(player);
12753 void ScrollScreen(struct PlayerInfo *player, int mode)
12755 static unsigned int screen_frame_counter = 0;
12757 if (mode == SCROLL_INIT)
12759 /* set scrolling step size according to actual player's moving speed */
12760 ScrollStepSize = TILEX / player->move_delay_value;
12762 screen_frame_counter = FrameCounter;
12763 ScreenMovDir = player->MovDir;
12764 ScreenMovPos = player->MovPos;
12765 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12768 else if (!FrameReached(&screen_frame_counter, 1))
12773 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12774 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12775 redraw_mask |= REDRAW_FIELD;
12778 ScreenMovDir = MV_NONE;
12781 void TestIfPlayerTouchesCustomElement(int x, int y)
12783 static int xy[4][2] =
12790 static int trigger_sides[4][2] =
12792 /* center side border side */
12793 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12794 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12795 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12796 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12798 static int touch_dir[4] =
12800 MV_LEFT | MV_RIGHT,
12805 int center_element = Feld[x][y]; /* should always be non-moving! */
12808 for (i = 0; i < NUM_DIRECTIONS; i++)
12810 int xx = x + xy[i][0];
12811 int yy = y + xy[i][1];
12812 int center_side = trigger_sides[i][0];
12813 int border_side = trigger_sides[i][1];
12814 int border_element;
12816 if (!IN_LEV_FIELD(xx, yy))
12819 if (IS_PLAYER(x, y)) /* player found at center element */
12821 struct PlayerInfo *player = PLAYERINFO(x, y);
12823 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12824 border_element = Feld[xx][yy]; /* may be moving! */
12825 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12826 border_element = Feld[xx][yy];
12827 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12828 border_element = MovingOrBlocked2Element(xx, yy);
12830 continue; /* center and border element do not touch */
12832 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12833 player->index_bit, border_side);
12834 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12835 CE_PLAYER_TOUCHES_X,
12836 player->index_bit, border_side);
12839 /* use player element that is initially defined in the level playfield,
12840 not the player element that corresponds to the runtime player number
12841 (example: a level that contains EL_PLAYER_3 as the only player would
12842 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12843 int player_element = PLAYERINFO(x, y)->initial_element;
12845 CheckElementChangeBySide(xx, yy, border_element, player_element,
12846 CE_TOUCHING_X, border_side);
12849 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12851 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12853 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12855 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12856 continue; /* center and border element do not touch */
12859 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12860 player->index_bit, center_side);
12861 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12862 CE_PLAYER_TOUCHES_X,
12863 player->index_bit, center_side);
12866 /* use player element that is initially defined in the level playfield,
12867 not the player element that corresponds to the runtime player number
12868 (example: a level that contains EL_PLAYER_3 as the only player would
12869 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12870 int player_element = PLAYERINFO(xx, yy)->initial_element;
12872 CheckElementChangeBySide(x, y, center_element, player_element,
12873 CE_TOUCHING_X, center_side);
12881 void TestIfElementTouchesCustomElement(int x, int y)
12883 static int xy[4][2] =
12890 static int trigger_sides[4][2] =
12892 /* center side border side */
12893 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12894 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12895 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12896 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12898 static int touch_dir[4] =
12900 MV_LEFT | MV_RIGHT,
12905 boolean change_center_element = FALSE;
12906 int center_element = Feld[x][y]; /* should always be non-moving! */
12907 int border_element_old[NUM_DIRECTIONS];
12910 for (i = 0; i < NUM_DIRECTIONS; i++)
12912 int xx = x + xy[i][0];
12913 int yy = y + xy[i][1];
12914 int border_element;
12916 border_element_old[i] = -1;
12918 if (!IN_LEV_FIELD(xx, yy))
12921 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12922 border_element = Feld[xx][yy]; /* may be moving! */
12923 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12924 border_element = Feld[xx][yy];
12925 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12926 border_element = MovingOrBlocked2Element(xx, yy);
12928 continue; /* center and border element do not touch */
12930 border_element_old[i] = border_element;
12933 for (i = 0; i < NUM_DIRECTIONS; i++)
12935 int xx = x + xy[i][0];
12936 int yy = y + xy[i][1];
12937 int center_side = trigger_sides[i][0];
12938 int border_element = border_element_old[i];
12940 if (border_element == -1)
12943 /* check for change of border element */
12944 CheckElementChangeBySide(xx, yy, border_element, center_element,
12945 CE_TOUCHING_X, center_side);
12947 /* (center element cannot be player, so we dont have to check this here) */
12950 for (i = 0; i < NUM_DIRECTIONS; i++)
12952 int xx = x + xy[i][0];
12953 int yy = y + xy[i][1];
12954 int border_side = trigger_sides[i][1];
12955 int border_element = border_element_old[i];
12957 if (border_element == -1)
12960 /* check for change of center element (but change it only once) */
12961 if (!change_center_element)
12962 change_center_element =
12963 CheckElementChangeBySide(x, y, center_element, border_element,
12964 CE_TOUCHING_X, border_side);
12966 if (IS_PLAYER(xx, yy))
12968 /* use player element that is initially defined in the level playfield,
12969 not the player element that corresponds to the runtime player number
12970 (example: a level that contains EL_PLAYER_3 as the only player would
12971 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12972 int player_element = PLAYERINFO(xx, yy)->initial_element;
12974 CheckElementChangeBySide(x, y, center_element, player_element,
12975 CE_TOUCHING_X, border_side);
12980 void TestIfElementHitsCustomElement(int x, int y, int direction)
12982 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12983 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12984 int hitx = x + dx, hity = y + dy;
12985 int hitting_element = Feld[x][y];
12986 int touched_element;
12988 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12991 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12992 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12994 if (IN_LEV_FIELD(hitx, hity))
12996 int opposite_direction = MV_DIR_OPPOSITE(direction);
12997 int hitting_side = direction;
12998 int touched_side = opposite_direction;
12999 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13000 MovDir[hitx][hity] != direction ||
13001 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13007 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13008 CE_HITTING_X, touched_side);
13010 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13011 CE_HIT_BY_X, hitting_side);
13013 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13014 CE_HIT_BY_SOMETHING, opposite_direction);
13016 if (IS_PLAYER(hitx, hity))
13018 /* use player element that is initially defined in the level playfield,
13019 not the player element that corresponds to the runtime player number
13020 (example: a level that contains EL_PLAYER_3 as the only player would
13021 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13022 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13024 CheckElementChangeBySide(x, y, hitting_element, player_element,
13025 CE_HITTING_X, touched_side);
13030 /* "hitting something" is also true when hitting the playfield border */
13031 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13032 CE_HITTING_SOMETHING, direction);
13035 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13037 int i, kill_x = -1, kill_y = -1;
13039 int bad_element = -1;
13040 static int test_xy[4][2] =
13047 static int test_dir[4] =
13055 for (i = 0; i < NUM_DIRECTIONS; i++)
13057 int test_x, test_y, test_move_dir, test_element;
13059 test_x = good_x + test_xy[i][0];
13060 test_y = good_y + test_xy[i][1];
13062 if (!IN_LEV_FIELD(test_x, test_y))
13066 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13068 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13070 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13071 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13073 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13074 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13078 bad_element = test_element;
13084 if (kill_x != -1 || kill_y != -1)
13086 if (IS_PLAYER(good_x, good_y))
13088 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13090 if (player->shield_deadly_time_left > 0 &&
13091 !IS_INDESTRUCTIBLE(bad_element))
13092 Bang(kill_x, kill_y);
13093 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13094 KillPlayer(player);
13097 Bang(good_x, good_y);
13101 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13103 int i, kill_x = -1, kill_y = -1;
13104 int bad_element = Feld[bad_x][bad_y];
13105 static int test_xy[4][2] =
13112 static int touch_dir[4] =
13114 MV_LEFT | MV_RIGHT,
13119 static int test_dir[4] =
13127 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13130 for (i = 0; i < NUM_DIRECTIONS; i++)
13132 int test_x, test_y, test_move_dir, test_element;
13134 test_x = bad_x + test_xy[i][0];
13135 test_y = bad_y + test_xy[i][1];
13137 if (!IN_LEV_FIELD(test_x, test_y))
13141 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13143 test_element = Feld[test_x][test_y];
13145 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13146 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13148 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13149 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13151 /* good thing is player or penguin that does not move away */
13152 if (IS_PLAYER(test_x, test_y))
13154 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13156 if (bad_element == EL_ROBOT && player->is_moving)
13157 continue; /* robot does not kill player if he is moving */
13159 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13161 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13162 continue; /* center and border element do not touch */
13170 else if (test_element == EL_PENGUIN)
13180 if (kill_x != -1 || kill_y != -1)
13182 if (IS_PLAYER(kill_x, kill_y))
13184 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13186 if (player->shield_deadly_time_left > 0 &&
13187 !IS_INDESTRUCTIBLE(bad_element))
13188 Bang(bad_x, bad_y);
13189 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13190 KillPlayer(player);
13193 Bang(kill_x, kill_y);
13197 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13199 int bad_element = Feld[bad_x][bad_y];
13200 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13201 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13202 int test_x = bad_x + dx, test_y = bad_y + dy;
13203 int test_move_dir, test_element;
13204 int kill_x = -1, kill_y = -1;
13206 if (!IN_LEV_FIELD(test_x, test_y))
13210 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13212 test_element = Feld[test_x][test_y];
13214 if (test_move_dir != bad_move_dir)
13216 /* good thing can be player or penguin that does not move away */
13217 if (IS_PLAYER(test_x, test_y))
13219 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13221 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13222 player as being hit when he is moving towards the bad thing, because
13223 the "get hit by" condition would be lost after the player stops) */
13224 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13225 return; /* player moves away from bad thing */
13230 else if (test_element == EL_PENGUIN)
13237 if (kill_x != -1 || kill_y != -1)
13239 if (IS_PLAYER(kill_x, kill_y))
13241 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13243 if (player->shield_deadly_time_left > 0 &&
13244 !IS_INDESTRUCTIBLE(bad_element))
13245 Bang(bad_x, bad_y);
13246 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13247 KillPlayer(player);
13250 Bang(kill_x, kill_y);
13254 void TestIfPlayerTouchesBadThing(int x, int y)
13256 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13259 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13261 TestIfGoodThingHitsBadThing(x, y, move_dir);
13264 void TestIfBadThingTouchesPlayer(int x, int y)
13266 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13269 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13271 TestIfBadThingHitsGoodThing(x, y, move_dir);
13274 void TestIfFriendTouchesBadThing(int x, int y)
13276 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13279 void TestIfBadThingTouchesFriend(int x, int y)
13281 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13284 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13286 int i, kill_x = bad_x, kill_y = bad_y;
13287 static int xy[4][2] =
13295 for (i = 0; i < NUM_DIRECTIONS; i++)
13299 x = bad_x + xy[i][0];
13300 y = bad_y + xy[i][1];
13301 if (!IN_LEV_FIELD(x, y))
13304 element = Feld[x][y];
13305 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13306 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13314 if (kill_x != bad_x || kill_y != bad_y)
13315 Bang(bad_x, bad_y);
13318 void KillPlayer(struct PlayerInfo *player)
13320 int jx = player->jx, jy = player->jy;
13322 if (!player->active)
13326 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13327 player->killed, player->active, player->reanimated);
13330 /* the following code was introduced to prevent an infinite loop when calling
13332 -> CheckTriggeredElementChangeExt()
13333 -> ExecuteCustomElementAction()
13335 -> (infinitely repeating the above sequence of function calls)
13336 which occurs when killing the player while having a CE with the setting
13337 "kill player X when explosion of <player X>"; the solution using a new
13338 field "player->killed" was chosen for backwards compatibility, although
13339 clever use of the fields "player->active" etc. would probably also work */
13341 if (player->killed)
13345 player->killed = TRUE;
13347 /* remove accessible field at the player's position */
13348 Feld[jx][jy] = EL_EMPTY;
13350 /* deactivate shield (else Bang()/Explode() would not work right) */
13351 player->shield_normal_time_left = 0;
13352 player->shield_deadly_time_left = 0;
13355 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13356 player->killed, player->active, player->reanimated);
13362 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13363 player->killed, player->active, player->reanimated);
13366 if (player->reanimated) /* killed player may have been reanimated */
13367 player->killed = player->reanimated = FALSE;
13369 BuryPlayer(player);
13372 static void KillPlayerUnlessEnemyProtected(int x, int y)
13374 if (!PLAYER_ENEMY_PROTECTED(x, y))
13375 KillPlayer(PLAYERINFO(x, y));
13378 static void KillPlayerUnlessExplosionProtected(int x, int y)
13380 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13381 KillPlayer(PLAYERINFO(x, y));
13384 void BuryPlayer(struct PlayerInfo *player)
13386 int jx = player->jx, jy = player->jy;
13388 if (!player->active)
13391 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13392 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13394 player->GameOver = TRUE;
13395 RemovePlayer(player);
13398 void RemovePlayer(struct PlayerInfo *player)
13400 int jx = player->jx, jy = player->jy;
13401 int i, found = FALSE;
13403 player->present = FALSE;
13404 player->active = FALSE;
13406 if (!ExplodeField[jx][jy])
13407 StorePlayer[jx][jy] = 0;
13409 if (player->is_moving)
13410 TEST_DrawLevelField(player->last_jx, player->last_jy);
13412 for (i = 0; i < MAX_PLAYERS; i++)
13413 if (stored_player[i].active)
13417 AllPlayersGone = TRUE;
13423 void ExitPlayer(struct PlayerInfo *player)
13425 DrawPlayer(player); /* needed here only to cleanup last field */
13426 RemovePlayer(player);
13428 local_player->players_still_needed--;
13431 static void setFieldForSnapping(int x, int y, int element, int direction)
13433 struct ElementInfo *ei = &element_info[element];
13434 int direction_bit = MV_DIR_TO_BIT(direction);
13435 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13436 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13437 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13439 Feld[x][y] = EL_ELEMENT_SNAPPING;
13440 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13442 ResetGfxAnimation(x, y);
13444 GfxElement[x][y] = element;
13445 GfxAction[x][y] = action;
13446 GfxDir[x][y] = direction;
13447 GfxFrame[x][y] = -1;
13451 =============================================================================
13452 checkDiagonalPushing()
13453 -----------------------------------------------------------------------------
13454 check if diagonal input device direction results in pushing of object
13455 (by checking if the alternative direction is walkable, diggable, ...)
13456 =============================================================================
13459 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13460 int x, int y, int real_dx, int real_dy)
13462 int jx, jy, dx, dy, xx, yy;
13464 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13467 /* diagonal direction: check alternative direction */
13472 xx = jx + (dx == 0 ? real_dx : 0);
13473 yy = jy + (dy == 0 ? real_dy : 0);
13475 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13479 =============================================================================
13481 -----------------------------------------------------------------------------
13482 x, y: field next to player (non-diagonal) to try to dig to
13483 real_dx, real_dy: direction as read from input device (can be diagonal)
13484 =============================================================================
13487 static int DigField(struct PlayerInfo *player,
13488 int oldx, int oldy, int x, int y,
13489 int real_dx, int real_dy, int mode)
13491 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13492 boolean player_was_pushing = player->is_pushing;
13493 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13494 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13495 int jx = oldx, jy = oldy;
13496 int dx = x - jx, dy = y - jy;
13497 int nextx = x + dx, nexty = y + dy;
13498 int move_direction = (dx == -1 ? MV_LEFT :
13499 dx == +1 ? MV_RIGHT :
13501 dy == +1 ? MV_DOWN : MV_NONE);
13502 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13503 int dig_side = MV_DIR_OPPOSITE(move_direction);
13504 int old_element = Feld[jx][jy];
13505 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13508 if (is_player) /* function can also be called by EL_PENGUIN */
13510 if (player->MovPos == 0)
13512 player->is_digging = FALSE;
13513 player->is_collecting = FALSE;
13516 if (player->MovPos == 0) /* last pushing move finished */
13517 player->is_pushing = FALSE;
13519 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13521 player->is_switching = FALSE;
13522 player->push_delay = -1;
13524 return MP_NO_ACTION;
13528 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13529 old_element = Back[jx][jy];
13531 /* in case of element dropped at player position, check background */
13532 else if (Back[jx][jy] != EL_EMPTY &&
13533 game.engine_version >= VERSION_IDENT(2,2,0,0))
13534 old_element = Back[jx][jy];
13536 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13537 return MP_NO_ACTION; /* field has no opening in this direction */
13539 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13540 return MP_NO_ACTION; /* field has no opening in this direction */
13542 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13546 Feld[jx][jy] = player->artwork_element;
13547 InitMovingField(jx, jy, MV_DOWN);
13548 Store[jx][jy] = EL_ACID;
13549 ContinueMoving(jx, jy);
13550 BuryPlayer(player);
13552 return MP_DONT_RUN_INTO;
13555 if (player_can_move && DONT_RUN_INTO(element))
13557 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13559 return MP_DONT_RUN_INTO;
13562 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13563 return MP_NO_ACTION;
13565 collect_count = element_info[element].collect_count_initial;
13567 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13568 return MP_NO_ACTION;
13570 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13571 player_can_move = player_can_move_or_snap;
13573 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13574 game.engine_version >= VERSION_IDENT(2,2,0,0))
13576 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13577 player->index_bit, dig_side);
13578 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13579 player->index_bit, dig_side);
13581 if (element == EL_DC_LANDMINE)
13584 if (Feld[x][y] != element) /* field changed by snapping */
13587 return MP_NO_ACTION;
13590 if (player->gravity && is_player && !player->is_auto_moving &&
13591 canFallDown(player) && move_direction != MV_DOWN &&
13592 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13593 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13595 if (player_can_move &&
13596 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13598 int sound_element = SND_ELEMENT(element);
13599 int sound_action = ACTION_WALKING;
13601 if (IS_RND_GATE(element))
13603 if (!player->key[RND_GATE_NR(element)])
13604 return MP_NO_ACTION;
13606 else if (IS_RND_GATE_GRAY(element))
13608 if (!player->key[RND_GATE_GRAY_NR(element)])
13609 return MP_NO_ACTION;
13611 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13613 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13614 return MP_NO_ACTION;
13616 else if (element == EL_EXIT_OPEN ||
13617 element == EL_EM_EXIT_OPEN ||
13618 element == EL_EM_EXIT_OPENING ||
13619 element == EL_STEEL_EXIT_OPEN ||
13620 element == EL_EM_STEEL_EXIT_OPEN ||
13621 element == EL_EM_STEEL_EXIT_OPENING ||
13622 element == EL_SP_EXIT_OPEN ||
13623 element == EL_SP_EXIT_OPENING)
13625 sound_action = ACTION_PASSING; /* player is passing exit */
13627 else if (element == EL_EMPTY)
13629 sound_action = ACTION_MOVING; /* nothing to walk on */
13632 /* play sound from background or player, whatever is available */
13633 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13634 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13636 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13638 else if (player_can_move &&
13639 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13641 if (!ACCESS_FROM(element, opposite_direction))
13642 return MP_NO_ACTION; /* field not accessible from this direction */
13644 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13645 return MP_NO_ACTION;
13647 if (IS_EM_GATE(element))
13649 if (!player->key[EM_GATE_NR(element)])
13650 return MP_NO_ACTION;
13652 else if (IS_EM_GATE_GRAY(element))
13654 if (!player->key[EM_GATE_GRAY_NR(element)])
13655 return MP_NO_ACTION;
13657 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13659 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13660 return MP_NO_ACTION;
13662 else if (IS_EMC_GATE(element))
13664 if (!player->key[EMC_GATE_NR(element)])
13665 return MP_NO_ACTION;
13667 else if (IS_EMC_GATE_GRAY(element))
13669 if (!player->key[EMC_GATE_GRAY_NR(element)])
13670 return MP_NO_ACTION;
13672 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13674 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13675 return MP_NO_ACTION;
13677 else if (element == EL_DC_GATE_WHITE ||
13678 element == EL_DC_GATE_WHITE_GRAY ||
13679 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13681 if (player->num_white_keys == 0)
13682 return MP_NO_ACTION;
13684 player->num_white_keys--;
13686 else if (IS_SP_PORT(element))
13688 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13689 element == EL_SP_GRAVITY_PORT_RIGHT ||
13690 element == EL_SP_GRAVITY_PORT_UP ||
13691 element == EL_SP_GRAVITY_PORT_DOWN)
13692 player->gravity = !player->gravity;
13693 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13694 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13695 element == EL_SP_GRAVITY_ON_PORT_UP ||
13696 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13697 player->gravity = TRUE;
13698 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13699 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13700 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13701 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13702 player->gravity = FALSE;
13705 /* automatically move to the next field with double speed */
13706 player->programmed_action = move_direction;
13708 if (player->move_delay_reset_counter == 0)
13710 player->move_delay_reset_counter = 2; /* two double speed steps */
13712 DOUBLE_PLAYER_SPEED(player);
13715 PlayLevelSoundAction(x, y, ACTION_PASSING);
13717 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13721 if (mode != DF_SNAP)
13723 GfxElement[x][y] = GFX_ELEMENT(element);
13724 player->is_digging = TRUE;
13727 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13729 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13730 player->index_bit, dig_side);
13732 if (mode == DF_SNAP)
13734 if (level.block_snap_field)
13735 setFieldForSnapping(x, y, element, move_direction);
13737 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13739 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13740 player->index_bit, dig_side);
13743 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13747 if (is_player && mode != DF_SNAP)
13749 GfxElement[x][y] = element;
13750 player->is_collecting = TRUE;
13753 if (element == EL_SPEED_PILL)
13755 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13757 else if (element == EL_EXTRA_TIME && level.time > 0)
13759 TimeLeft += level.extra_time;
13761 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13763 DisplayGameControlValues();
13765 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13767 player->shield_normal_time_left += level.shield_normal_time;
13768 if (element == EL_SHIELD_DEADLY)
13769 player->shield_deadly_time_left += level.shield_deadly_time;
13771 else if (element == EL_DYNAMITE ||
13772 element == EL_EM_DYNAMITE ||
13773 element == EL_SP_DISK_RED)
13775 if (player->inventory_size < MAX_INVENTORY_SIZE)
13776 player->inventory_element[player->inventory_size++] = element;
13778 DrawGameDoorValues();
13780 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13782 player->dynabomb_count++;
13783 player->dynabombs_left++;
13785 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13787 player->dynabomb_size++;
13789 else if (element == EL_DYNABOMB_INCREASE_POWER)
13791 player->dynabomb_xl = TRUE;
13793 else if (IS_KEY(element))
13795 player->key[KEY_NR(element)] = TRUE;
13797 DrawGameDoorValues();
13799 else if (element == EL_DC_KEY_WHITE)
13801 player->num_white_keys++;
13803 /* display white keys? */
13804 /* DrawGameDoorValues(); */
13806 else if (IS_ENVELOPE(element))
13808 player->show_envelope = element;
13810 else if (element == EL_EMC_LENSES)
13812 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13814 RedrawAllInvisibleElementsForLenses();
13816 else if (element == EL_EMC_MAGNIFIER)
13818 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13820 RedrawAllInvisibleElementsForMagnifier();
13822 else if (IS_DROPPABLE(element) ||
13823 IS_THROWABLE(element)) /* can be collected and dropped */
13827 if (collect_count == 0)
13828 player->inventory_infinite_element = element;
13830 for (i = 0; i < collect_count; i++)
13831 if (player->inventory_size < MAX_INVENTORY_SIZE)
13832 player->inventory_element[player->inventory_size++] = element;
13834 DrawGameDoorValues();
13836 else if (collect_count > 0)
13838 local_player->gems_still_needed -= collect_count;
13839 if (local_player->gems_still_needed < 0)
13840 local_player->gems_still_needed = 0;
13842 game.snapshot.collected_item = TRUE;
13844 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13846 DisplayGameControlValues();
13849 RaiseScoreElement(element);
13850 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13853 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13854 player->index_bit, dig_side);
13856 if (mode == DF_SNAP)
13858 if (level.block_snap_field)
13859 setFieldForSnapping(x, y, element, move_direction);
13861 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13863 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13864 player->index_bit, dig_side);
13867 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13869 if (mode == DF_SNAP && element != EL_BD_ROCK)
13870 return MP_NO_ACTION;
13872 if (CAN_FALL(element) && dy)
13873 return MP_NO_ACTION;
13875 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13876 !(element == EL_SPRING && level.use_spring_bug))
13877 return MP_NO_ACTION;
13879 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13880 ((move_direction & MV_VERTICAL &&
13881 ((element_info[element].move_pattern & MV_LEFT &&
13882 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13883 (element_info[element].move_pattern & MV_RIGHT &&
13884 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13885 (move_direction & MV_HORIZONTAL &&
13886 ((element_info[element].move_pattern & MV_UP &&
13887 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13888 (element_info[element].move_pattern & MV_DOWN &&
13889 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13890 return MP_NO_ACTION;
13892 /* do not push elements already moving away faster than player */
13893 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13894 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13895 return MP_NO_ACTION;
13897 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13899 if (player->push_delay_value == -1 || !player_was_pushing)
13900 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13902 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13904 if (player->push_delay_value == -1)
13905 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13907 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13909 if (!player->is_pushing)
13910 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13913 player->is_pushing = TRUE;
13914 player->is_active = TRUE;
13916 if (!(IN_LEV_FIELD(nextx, nexty) &&
13917 (IS_FREE(nextx, nexty) ||
13918 (IS_SB_ELEMENT(element) &&
13919 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13920 (IS_CUSTOM_ELEMENT(element) &&
13921 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13922 return MP_NO_ACTION;
13924 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13925 return MP_NO_ACTION;
13927 if (player->push_delay == -1) /* new pushing; restart delay */
13928 player->push_delay = 0;
13930 if (player->push_delay < player->push_delay_value &&
13931 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13932 element != EL_SPRING && element != EL_BALLOON)
13934 /* make sure that there is no move delay before next try to push */
13935 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13936 player->move_delay = 0;
13938 return MP_NO_ACTION;
13941 if (IS_CUSTOM_ELEMENT(element) &&
13942 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13944 if (!DigFieldByCE(nextx, nexty, element))
13945 return MP_NO_ACTION;
13948 if (IS_SB_ELEMENT(element))
13950 if (element == EL_SOKOBAN_FIELD_FULL)
13952 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13953 local_player->sokobanfields_still_needed++;
13956 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13958 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13959 local_player->sokobanfields_still_needed--;
13962 Feld[x][y] = EL_SOKOBAN_OBJECT;
13964 if (Back[x][y] == Back[nextx][nexty])
13965 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13966 else if (Back[x][y] != 0)
13967 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13970 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13973 if (local_player->sokobanfields_still_needed == 0 &&
13974 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13976 local_player->players_still_needed = 0;
13978 PlayerWins(player);
13980 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13984 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13986 InitMovingField(x, y, move_direction);
13987 GfxAction[x][y] = ACTION_PUSHING;
13989 if (mode == DF_SNAP)
13990 ContinueMoving(x, y);
13992 MovPos[x][y] = (dx != 0 ? dx : dy);
13994 Pushed[x][y] = TRUE;
13995 Pushed[nextx][nexty] = TRUE;
13997 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13998 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14000 player->push_delay_value = -1; /* get new value later */
14002 /* check for element change _after_ element has been pushed */
14003 if (game.use_change_when_pushing_bug)
14005 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14006 player->index_bit, dig_side);
14007 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14008 player->index_bit, dig_side);
14011 else if (IS_SWITCHABLE(element))
14013 if (PLAYER_SWITCHING(player, x, y))
14015 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14016 player->index_bit, dig_side);
14021 player->is_switching = TRUE;
14022 player->switch_x = x;
14023 player->switch_y = y;
14025 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14027 if (element == EL_ROBOT_WHEEL)
14029 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14033 game.robot_wheel_active = TRUE;
14035 TEST_DrawLevelField(x, y);
14037 else if (element == EL_SP_TERMINAL)
14041 SCAN_PLAYFIELD(xx, yy)
14043 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14047 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14049 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14051 ResetGfxAnimation(xx, yy);
14052 TEST_DrawLevelField(xx, yy);
14056 else if (IS_BELT_SWITCH(element))
14058 ToggleBeltSwitch(x, y);
14060 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14061 element == EL_SWITCHGATE_SWITCH_DOWN ||
14062 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14063 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14065 ToggleSwitchgateSwitch(x, y);
14067 else if (element == EL_LIGHT_SWITCH ||
14068 element == EL_LIGHT_SWITCH_ACTIVE)
14070 ToggleLightSwitch(x, y);
14072 else if (element == EL_TIMEGATE_SWITCH ||
14073 element == EL_DC_TIMEGATE_SWITCH)
14075 ActivateTimegateSwitch(x, y);
14077 else if (element == EL_BALLOON_SWITCH_LEFT ||
14078 element == EL_BALLOON_SWITCH_RIGHT ||
14079 element == EL_BALLOON_SWITCH_UP ||
14080 element == EL_BALLOON_SWITCH_DOWN ||
14081 element == EL_BALLOON_SWITCH_NONE ||
14082 element == EL_BALLOON_SWITCH_ANY)
14084 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14085 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14086 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14087 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14088 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14091 else if (element == EL_LAMP)
14093 Feld[x][y] = EL_LAMP_ACTIVE;
14094 local_player->lights_still_needed--;
14096 ResetGfxAnimation(x, y);
14097 TEST_DrawLevelField(x, y);
14099 else if (element == EL_TIME_ORB_FULL)
14101 Feld[x][y] = EL_TIME_ORB_EMPTY;
14103 if (level.time > 0 || level.use_time_orb_bug)
14105 TimeLeft += level.time_orb_time;
14106 game.no_time_limit = FALSE;
14108 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14110 DisplayGameControlValues();
14113 ResetGfxAnimation(x, y);
14114 TEST_DrawLevelField(x, y);
14116 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14117 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14121 game.ball_state = !game.ball_state;
14123 SCAN_PLAYFIELD(xx, yy)
14125 int e = Feld[xx][yy];
14127 if (game.ball_state)
14129 if (e == EL_EMC_MAGIC_BALL)
14130 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14131 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14132 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14136 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14137 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14138 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14139 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14144 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14145 player->index_bit, dig_side);
14147 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14148 player->index_bit, dig_side);
14150 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14151 player->index_bit, dig_side);
14157 if (!PLAYER_SWITCHING(player, x, y))
14159 player->is_switching = TRUE;
14160 player->switch_x = x;
14161 player->switch_y = y;
14163 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14164 player->index_bit, dig_side);
14165 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14166 player->index_bit, dig_side);
14168 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14169 player->index_bit, dig_side);
14170 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14171 player->index_bit, dig_side);
14174 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14175 player->index_bit, dig_side);
14176 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14177 player->index_bit, dig_side);
14179 return MP_NO_ACTION;
14182 player->push_delay = -1;
14184 if (is_player) /* function can also be called by EL_PENGUIN */
14186 if (Feld[x][y] != element) /* really digged/collected something */
14188 player->is_collecting = !player->is_digging;
14189 player->is_active = TRUE;
14196 static boolean DigFieldByCE(int x, int y, int digging_element)
14198 int element = Feld[x][y];
14200 if (!IS_FREE(x, y))
14202 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14203 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14206 /* no element can dig solid indestructible elements */
14207 if (IS_INDESTRUCTIBLE(element) &&
14208 !IS_DIGGABLE(element) &&
14209 !IS_COLLECTIBLE(element))
14212 if (AmoebaNr[x][y] &&
14213 (element == EL_AMOEBA_FULL ||
14214 element == EL_BD_AMOEBA ||
14215 element == EL_AMOEBA_GROWING))
14217 AmoebaCnt[AmoebaNr[x][y]]--;
14218 AmoebaCnt2[AmoebaNr[x][y]]--;
14221 if (IS_MOVING(x, y))
14222 RemoveMovingField(x, y);
14226 TEST_DrawLevelField(x, y);
14229 /* if digged element was about to explode, prevent the explosion */
14230 ExplodeField[x][y] = EX_TYPE_NONE;
14232 PlayLevelSoundAction(x, y, action);
14235 Store[x][y] = EL_EMPTY;
14237 /* this makes it possible to leave the removed element again */
14238 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14239 Store[x][y] = element;
14244 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14246 int jx = player->jx, jy = player->jy;
14247 int x = jx + dx, y = jy + dy;
14248 int snap_direction = (dx == -1 ? MV_LEFT :
14249 dx == +1 ? MV_RIGHT :
14251 dy == +1 ? MV_DOWN : MV_NONE);
14252 boolean can_continue_snapping = (level.continuous_snapping &&
14253 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14255 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14258 if (!player->active || !IN_LEV_FIELD(x, y))
14266 if (player->MovPos == 0)
14267 player->is_pushing = FALSE;
14269 player->is_snapping = FALSE;
14271 if (player->MovPos == 0)
14273 player->is_moving = FALSE;
14274 player->is_digging = FALSE;
14275 player->is_collecting = FALSE;
14281 /* prevent snapping with already pressed snap key when not allowed */
14282 if (player->is_snapping && !can_continue_snapping)
14285 player->MovDir = snap_direction;
14287 if (player->MovPos == 0)
14289 player->is_moving = FALSE;
14290 player->is_digging = FALSE;
14291 player->is_collecting = FALSE;
14294 player->is_dropping = FALSE;
14295 player->is_dropping_pressed = FALSE;
14296 player->drop_pressed_delay = 0;
14298 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14301 player->is_snapping = TRUE;
14302 player->is_active = TRUE;
14304 if (player->MovPos == 0)
14306 player->is_moving = FALSE;
14307 player->is_digging = FALSE;
14308 player->is_collecting = FALSE;
14311 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14312 TEST_DrawLevelField(player->last_jx, player->last_jy);
14314 TEST_DrawLevelField(x, y);
14319 static boolean DropElement(struct PlayerInfo *player)
14321 int old_element, new_element;
14322 int dropx = player->jx, dropy = player->jy;
14323 int drop_direction = player->MovDir;
14324 int drop_side = drop_direction;
14325 int drop_element = get_next_dropped_element(player);
14327 /* do not drop an element on top of another element; when holding drop key
14328 pressed without moving, dropped element must move away before the next
14329 element can be dropped (this is especially important if the next element
14330 is dynamite, which can be placed on background for historical reasons) */
14331 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14334 if (IS_THROWABLE(drop_element))
14336 dropx += GET_DX_FROM_DIR(drop_direction);
14337 dropy += GET_DY_FROM_DIR(drop_direction);
14339 if (!IN_LEV_FIELD(dropx, dropy))
14343 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14344 new_element = drop_element; /* default: no change when dropping */
14346 /* check if player is active, not moving and ready to drop */
14347 if (!player->active || player->MovPos || player->drop_delay > 0)
14350 /* check if player has anything that can be dropped */
14351 if (new_element == EL_UNDEFINED)
14354 /* only set if player has anything that can be dropped */
14355 player->is_dropping_pressed = TRUE;
14357 /* check if drop key was pressed long enough for EM style dynamite */
14358 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14361 /* check if anything can be dropped at the current position */
14362 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14365 /* collected custom elements can only be dropped on empty fields */
14366 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14369 if (old_element != EL_EMPTY)
14370 Back[dropx][dropy] = old_element; /* store old element on this field */
14372 ResetGfxAnimation(dropx, dropy);
14373 ResetRandomAnimationValue(dropx, dropy);
14375 if (player->inventory_size > 0 ||
14376 player->inventory_infinite_element != EL_UNDEFINED)
14378 if (player->inventory_size > 0)
14380 player->inventory_size--;
14382 DrawGameDoorValues();
14384 if (new_element == EL_DYNAMITE)
14385 new_element = EL_DYNAMITE_ACTIVE;
14386 else if (new_element == EL_EM_DYNAMITE)
14387 new_element = EL_EM_DYNAMITE_ACTIVE;
14388 else if (new_element == EL_SP_DISK_RED)
14389 new_element = EL_SP_DISK_RED_ACTIVE;
14392 Feld[dropx][dropy] = new_element;
14394 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14395 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14396 el2img(Feld[dropx][dropy]), 0);
14398 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14400 /* needed if previous element just changed to "empty" in the last frame */
14401 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14403 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14404 player->index_bit, drop_side);
14405 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14407 player->index_bit, drop_side);
14409 TestIfElementTouchesCustomElement(dropx, dropy);
14411 else /* player is dropping a dyna bomb */
14413 player->dynabombs_left--;
14415 Feld[dropx][dropy] = new_element;
14417 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14418 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14419 el2img(Feld[dropx][dropy]), 0);
14421 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14424 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14425 InitField_WithBug1(dropx, dropy, FALSE);
14427 new_element = Feld[dropx][dropy]; /* element might have changed */
14429 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14430 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14432 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14433 MovDir[dropx][dropy] = drop_direction;
14435 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14437 /* do not cause impact style collision by dropping elements that can fall */
14438 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14441 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14442 player->is_dropping = TRUE;
14444 player->drop_pressed_delay = 0;
14445 player->is_dropping_pressed = FALSE;
14447 player->drop_x = dropx;
14448 player->drop_y = dropy;
14453 /* ------------------------------------------------------------------------- */
14454 /* game sound playing functions */
14455 /* ------------------------------------------------------------------------- */
14457 static int *loop_sound_frame = NULL;
14458 static int *loop_sound_volume = NULL;
14460 void InitPlayLevelSound()
14462 int num_sounds = getSoundListSize();
14464 checked_free(loop_sound_frame);
14465 checked_free(loop_sound_volume);
14467 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14468 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14471 static void PlayLevelSound(int x, int y, int nr)
14473 int sx = SCREENX(x), sy = SCREENY(y);
14474 int volume, stereo_position;
14475 int max_distance = 8;
14476 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14478 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14479 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14482 if (!IN_LEV_FIELD(x, y) ||
14483 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14484 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14487 volume = SOUND_MAX_VOLUME;
14489 if (!IN_SCR_FIELD(sx, sy))
14491 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14492 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14494 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14497 stereo_position = (SOUND_MAX_LEFT +
14498 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14499 (SCR_FIELDX + 2 * max_distance));
14501 if (IS_LOOP_SOUND(nr))
14503 /* This assures that quieter loop sounds do not overwrite louder ones,
14504 while restarting sound volume comparison with each new game frame. */
14506 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14509 loop_sound_volume[nr] = volume;
14510 loop_sound_frame[nr] = FrameCounter;
14513 PlaySoundExt(nr, volume, stereo_position, type);
14516 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14518 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14519 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14520 y < LEVELY(BY1) ? LEVELY(BY1) :
14521 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14525 static void PlayLevelSoundAction(int x, int y, int action)
14527 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14530 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14532 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14534 if (sound_effect != SND_UNDEFINED)
14535 PlayLevelSound(x, y, sound_effect);
14538 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14541 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14543 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14544 PlayLevelSound(x, y, sound_effect);
14547 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14549 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14551 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14552 PlayLevelSound(x, y, sound_effect);
14555 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14557 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14559 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14560 StopSound(sound_effect);
14563 static int getLevelMusicNr()
14565 if (levelset.music[level_nr] != MUS_UNDEFINED)
14566 return levelset.music[level_nr]; /* from config file */
14568 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14571 static void FadeLevelSounds()
14576 static void FadeLevelMusic()
14578 int music_nr = getLevelMusicNr();
14579 char *curr_music = getCurrentlyPlayingMusicFilename();
14580 char *next_music = getMusicInfoEntryFilename(music_nr);
14582 if (!strEqual(curr_music, next_music))
14586 void FadeLevelSoundsAndMusic()
14592 static void PlayLevelMusic()
14594 int music_nr = getLevelMusicNr();
14595 char *curr_music = getCurrentlyPlayingMusicFilename();
14596 char *next_music = getMusicInfoEntryFilename(music_nr);
14598 if (!strEqual(curr_music, next_music))
14599 PlayMusicLoop(music_nr);
14602 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14604 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14605 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14606 int x = xx - 1 - offset;
14607 int y = yy - 1 - offset;
14612 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14616 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14620 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14624 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14628 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14632 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14636 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14639 case SAMPLE_android_clone:
14640 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14643 case SAMPLE_android_move:
14644 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14647 case SAMPLE_spring:
14648 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14652 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14656 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14659 case SAMPLE_eater_eat:
14660 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14664 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14667 case SAMPLE_collect:
14668 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14671 case SAMPLE_diamond:
14672 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14675 case SAMPLE_squash:
14676 /* !!! CHECK THIS !!! */
14678 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14680 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14684 case SAMPLE_wonderfall:
14685 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14689 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14693 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14697 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14701 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14709 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14712 case SAMPLE_wonder:
14713 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14717 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14720 case SAMPLE_exit_open:
14721 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14724 case SAMPLE_exit_leave:
14725 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14728 case SAMPLE_dynamite:
14729 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14733 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14737 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14741 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14745 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14749 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14753 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14757 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14762 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14764 int element = map_element_SP_to_RND(element_sp);
14765 int action = map_action_SP_to_RND(action_sp);
14766 int offset = (setup.sp_show_border_elements ? 0 : 1);
14767 int x = xx - offset;
14768 int y = yy - offset;
14770 PlayLevelSoundElementAction(x, y, element, action);
14773 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14775 int element = map_element_MM_to_RND(element_mm);
14776 int action = map_action_MM_to_RND(action_mm);
14778 int x = xx - offset;
14779 int y = yy - offset;
14781 if (!IS_MM_ELEMENT(element))
14782 element = EL_MM_DEFAULT;
14784 PlayLevelSoundElementAction(x, y, element, action);
14787 void PlaySound_MM(int sound_mm)
14789 int sound = map_sound_MM_to_RND(sound_mm);
14791 if (sound == SND_UNDEFINED)
14797 void PlaySoundLoop_MM(int sound_mm)
14799 int sound = map_sound_MM_to_RND(sound_mm);
14801 if (sound == SND_UNDEFINED)
14804 PlaySoundLoop(sound);
14807 void StopSound_MM(int sound_mm)
14809 int sound = map_sound_MM_to_RND(sound_mm);
14811 if (sound == SND_UNDEFINED)
14817 void RaiseScore(int value)
14819 local_player->score += value;
14821 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14823 DisplayGameControlValues();
14826 void RaiseScoreElement(int element)
14831 case EL_BD_DIAMOND:
14832 case EL_EMERALD_YELLOW:
14833 case EL_EMERALD_RED:
14834 case EL_EMERALD_PURPLE:
14835 case EL_SP_INFOTRON:
14836 RaiseScore(level.score[SC_EMERALD]);
14839 RaiseScore(level.score[SC_DIAMOND]);
14842 RaiseScore(level.score[SC_CRYSTAL]);
14845 RaiseScore(level.score[SC_PEARL]);
14848 case EL_BD_BUTTERFLY:
14849 case EL_SP_ELECTRON:
14850 RaiseScore(level.score[SC_BUG]);
14853 case EL_BD_FIREFLY:
14854 case EL_SP_SNIKSNAK:
14855 RaiseScore(level.score[SC_SPACESHIP]);
14858 case EL_DARK_YAMYAM:
14859 RaiseScore(level.score[SC_YAMYAM]);
14862 RaiseScore(level.score[SC_ROBOT]);
14865 RaiseScore(level.score[SC_PACMAN]);
14868 RaiseScore(level.score[SC_NUT]);
14871 case EL_EM_DYNAMITE:
14872 case EL_SP_DISK_RED:
14873 case EL_DYNABOMB_INCREASE_NUMBER:
14874 case EL_DYNABOMB_INCREASE_SIZE:
14875 case EL_DYNABOMB_INCREASE_POWER:
14876 RaiseScore(level.score[SC_DYNAMITE]);
14878 case EL_SHIELD_NORMAL:
14879 case EL_SHIELD_DEADLY:
14880 RaiseScore(level.score[SC_SHIELD]);
14882 case EL_EXTRA_TIME:
14883 RaiseScore(level.extra_time_score);
14897 case EL_DC_KEY_WHITE:
14898 RaiseScore(level.score[SC_KEY]);
14901 RaiseScore(element_info[element].collect_score);
14906 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14908 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14910 /* closing door required in case of envelope style request dialogs */
14912 CloseDoor(DOOR_CLOSE_1);
14914 if (network.enabled)
14915 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14919 FadeSkipNextFadeIn();
14921 SetGameStatus(GAME_MODE_MAIN);
14926 else /* continue playing the game */
14928 if (tape.playing && tape.deactivate_display)
14929 TapeDeactivateDisplayOff(TRUE);
14931 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14933 if (tape.playing && tape.deactivate_display)
14934 TapeDeactivateDisplayOn();
14938 void RequestQuitGame(boolean ask_if_really_quit)
14940 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14941 boolean skip_request = AllPlayersGone || quick_quit;
14943 RequestQuitGameExt(skip_request, quick_quit,
14944 "Do you really want to quit the game?");
14947 void RequestRestartGame(char *message)
14949 game.restart_game_message = NULL;
14951 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14953 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14957 SetGameStatus(GAME_MODE_MAIN);
14964 /* ------------------------------------------------------------------------- */
14965 /* random generator functions */
14966 /* ------------------------------------------------------------------------- */
14968 unsigned int InitEngineRandom_RND(int seed)
14970 game.num_random_calls = 0;
14972 return InitEngineRandom(seed);
14975 unsigned int RND(int max)
14979 game.num_random_calls++;
14981 return GetEngineRandom(max);
14988 /* ------------------------------------------------------------------------- */
14989 /* game engine snapshot handling functions */
14990 /* ------------------------------------------------------------------------- */
14992 struct EngineSnapshotInfo
14994 /* runtime values for custom element collect score */
14995 int collect_score[NUM_CUSTOM_ELEMENTS];
14997 /* runtime values for group element choice position */
14998 int choice_pos[NUM_GROUP_ELEMENTS];
15000 /* runtime values for belt position animations */
15001 int belt_graphic[4][NUM_BELT_PARTS];
15002 int belt_anim_mode[4][NUM_BELT_PARTS];
15005 static struct EngineSnapshotInfo engine_snapshot_rnd;
15006 static char *snapshot_level_identifier = NULL;
15007 static int snapshot_level_nr = -1;
15009 static void SaveEngineSnapshotValues_RND()
15011 static int belt_base_active_element[4] =
15013 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15014 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15015 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15016 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15020 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15022 int element = EL_CUSTOM_START + i;
15024 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15027 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15029 int element = EL_GROUP_START + i;
15031 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15034 for (i = 0; i < 4; i++)
15036 for (j = 0; j < NUM_BELT_PARTS; j++)
15038 int element = belt_base_active_element[i] + j;
15039 int graphic = el2img(element);
15040 int anim_mode = graphic_info[graphic].anim_mode;
15042 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15043 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15048 static void LoadEngineSnapshotValues_RND()
15050 unsigned int num_random_calls = game.num_random_calls;
15053 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15055 int element = EL_CUSTOM_START + i;
15057 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15060 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15062 int element = EL_GROUP_START + i;
15064 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15067 for (i = 0; i < 4; i++)
15069 for (j = 0; j < NUM_BELT_PARTS; j++)
15071 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15072 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15074 graphic_info[graphic].anim_mode = anim_mode;
15078 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15080 InitRND(tape.random_seed);
15081 for (i = 0; i < num_random_calls; i++)
15085 if (game.num_random_calls != num_random_calls)
15087 Error(ERR_INFO, "number of random calls out of sync");
15088 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15089 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15090 Error(ERR_EXIT, "this should not happen -- please debug");
15094 void FreeEngineSnapshotSingle()
15096 FreeSnapshotSingle();
15098 setString(&snapshot_level_identifier, NULL);
15099 snapshot_level_nr = -1;
15102 void FreeEngineSnapshotList()
15104 FreeSnapshotList();
15107 ListNode *SaveEngineSnapshotBuffers()
15109 ListNode *buffers = NULL;
15111 /* copy some special values to a structure better suited for the snapshot */
15113 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15114 SaveEngineSnapshotValues_RND();
15115 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15116 SaveEngineSnapshotValues_EM();
15117 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15118 SaveEngineSnapshotValues_SP(&buffers);
15119 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15120 SaveEngineSnapshotValues_MM(&buffers);
15122 /* save values stored in special snapshot structure */
15124 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15125 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15127 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15128 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15129 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15130 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15131 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15133 /* save further RND engine values */
15135 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15136 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15137 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15139 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15140 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15141 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15142 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15144 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15145 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15146 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15147 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15148 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15151 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15152 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15163 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15174 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15197 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15200 ListNode *node = engine_snapshot_list_rnd;
15203 while (node != NULL)
15205 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15210 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15216 void SaveEngineSnapshotSingle()
15218 ListNode *buffers = SaveEngineSnapshotBuffers();
15220 /* finally save all snapshot buffers to single snapshot */
15221 SaveSnapshotSingle(buffers);
15223 /* save level identification information */
15224 setString(&snapshot_level_identifier, leveldir_current->identifier);
15225 snapshot_level_nr = level_nr;
15228 boolean CheckSaveEngineSnapshotToList()
15230 boolean save_snapshot =
15231 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15232 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15233 game.snapshot.changed_action) ||
15234 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15235 game.snapshot.collected_item));
15237 game.snapshot.changed_action = FALSE;
15238 game.snapshot.collected_item = FALSE;
15239 game.snapshot.save_snapshot = save_snapshot;
15241 return save_snapshot;
15244 void SaveEngineSnapshotToList()
15246 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15250 ListNode *buffers = SaveEngineSnapshotBuffers();
15252 /* finally save all snapshot buffers to snapshot list */
15253 SaveSnapshotToList(buffers);
15256 void SaveEngineSnapshotToListInitial()
15258 FreeEngineSnapshotList();
15260 SaveEngineSnapshotToList();
15263 void LoadEngineSnapshotValues()
15265 /* restore special values from snapshot structure */
15267 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15268 LoadEngineSnapshotValues_RND();
15269 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15270 LoadEngineSnapshotValues_EM();
15271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15272 LoadEngineSnapshotValues_SP();
15273 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15274 LoadEngineSnapshotValues_MM();
15277 void LoadEngineSnapshotSingle()
15279 LoadSnapshotSingle();
15281 LoadEngineSnapshotValues();
15284 void LoadEngineSnapshot_Undo(int steps)
15286 LoadSnapshotFromList_Older(steps);
15288 LoadEngineSnapshotValues();
15291 void LoadEngineSnapshot_Redo(int steps)
15293 LoadSnapshotFromList_Newer(steps);
15295 LoadEngineSnapshotValues();
15298 boolean CheckEngineSnapshotSingle()
15300 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15301 snapshot_level_nr == level_nr);
15304 boolean CheckEngineSnapshotList()
15306 return CheckSnapshotList();
15310 /* ---------- new game button stuff ---------------------------------------- */
15317 boolean *setup_value;
15318 boolean allowed_on_tape;
15320 } gamebutton_info[NUM_GAME_BUTTONS] =
15323 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15324 GAME_CTRL_ID_STOP, NULL,
15328 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15329 GAME_CTRL_ID_PAUSE, NULL,
15333 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15334 GAME_CTRL_ID_PLAY, NULL,
15338 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15339 GAME_CTRL_ID_UNDO, NULL,
15343 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15344 GAME_CTRL_ID_REDO, NULL,
15348 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15349 GAME_CTRL_ID_SAVE, NULL,
15353 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15354 GAME_CTRL_ID_PAUSE2, NULL,
15358 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15359 GAME_CTRL_ID_LOAD, NULL,
15363 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15364 GAME_CTRL_ID_PANEL_STOP, NULL,
15368 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15369 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15370 FALSE, "pause game"
15373 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15374 GAME_CTRL_ID_PANEL_PLAY, NULL,
15378 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15379 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15380 TRUE, "background music on/off"
15383 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15384 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15385 TRUE, "sound loops on/off"
15388 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15389 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15390 TRUE, "normal sounds on/off"
15393 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15394 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15395 FALSE, "background music on/off"
15398 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15399 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15400 FALSE, "sound loops on/off"
15403 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15404 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15405 FALSE, "normal sounds on/off"
15409 void CreateGameButtons()
15413 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15415 int graphic = gamebutton_info[i].graphic;
15416 struct GraphicInfo *gfx = &graphic_info[graphic];
15417 struct XY *pos = gamebutton_info[i].pos;
15418 struct GadgetInfo *gi;
15421 unsigned int event_mask;
15422 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15423 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15424 int base_x = (on_tape ? VX : DX);
15425 int base_y = (on_tape ? VY : DY);
15426 int gd_x = gfx->src_x;
15427 int gd_y = gfx->src_y;
15428 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15429 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15430 int gd_xa = gfx->src_x + gfx->active_xoffset;
15431 int gd_ya = gfx->src_y + gfx->active_yoffset;
15432 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15433 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15436 if (gfx->bitmap == NULL)
15438 game_gadget[id] = NULL;
15443 if (id == GAME_CTRL_ID_STOP ||
15444 id == GAME_CTRL_ID_PANEL_STOP ||
15445 id == GAME_CTRL_ID_PLAY ||
15446 id == GAME_CTRL_ID_PANEL_PLAY ||
15447 id == GAME_CTRL_ID_SAVE ||
15448 id == GAME_CTRL_ID_LOAD)
15450 button_type = GD_TYPE_NORMAL_BUTTON;
15452 event_mask = GD_EVENT_RELEASED;
15454 else if (id == GAME_CTRL_ID_UNDO ||
15455 id == GAME_CTRL_ID_REDO)
15457 button_type = GD_TYPE_NORMAL_BUTTON;
15459 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15463 button_type = GD_TYPE_CHECK_BUTTON;
15464 checked = (gamebutton_info[i].setup_value != NULL ?
15465 *gamebutton_info[i].setup_value : FALSE);
15466 event_mask = GD_EVENT_PRESSED;
15469 gi = CreateGadget(GDI_CUSTOM_ID, id,
15470 GDI_IMAGE_ID, graphic,
15471 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15472 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15473 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15474 GDI_WIDTH, gfx->width,
15475 GDI_HEIGHT, gfx->height,
15476 GDI_TYPE, button_type,
15477 GDI_STATE, GD_BUTTON_UNPRESSED,
15478 GDI_CHECKED, checked,
15479 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15480 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15481 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15482 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15483 GDI_DIRECT_DRAW, FALSE,
15484 GDI_EVENT_MASK, event_mask,
15485 GDI_CALLBACK_ACTION, HandleGameButtons,
15489 Error(ERR_EXIT, "cannot create gadget");
15491 game_gadget[id] = gi;
15495 void FreeGameButtons()
15499 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15500 FreeGadget(game_gadget[i]);
15503 static void UnmapGameButtonsAtSamePosition(int id)
15507 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15509 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15510 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15511 UnmapGadget(game_gadget[i]);
15514 static void UnmapGameButtonsAtSamePosition_All()
15516 if (setup.show_snapshot_buttons)
15518 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15519 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15520 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15524 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15525 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15526 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15528 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15529 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15530 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15534 static void MapGameButtonsAtSamePosition(int id)
15538 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15540 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15541 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15542 MapGadget(game_gadget[i]);
15544 UnmapGameButtonsAtSamePosition_All();
15547 void MapUndoRedoButtons()
15549 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15550 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15552 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15553 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15555 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15558 void UnmapUndoRedoButtons()
15560 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15561 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15563 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15564 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15566 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15569 void MapGameButtonsExt(boolean on_tape)
15573 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15574 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15575 i != GAME_CTRL_ID_UNDO &&
15576 i != GAME_CTRL_ID_REDO)
15577 MapGadget(game_gadget[i]);
15579 UnmapGameButtonsAtSamePosition_All();
15581 RedrawGameButtons();
15584 void UnmapGameButtonsExt(boolean on_tape)
15588 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15589 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15590 UnmapGadget(game_gadget[i]);
15593 void RedrawGameButtonsExt(boolean on_tape)
15597 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15598 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15599 RedrawGadget(game_gadget[i]);
15601 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15602 redraw_mask &= ~REDRAW_ALL;
15605 void SetGadgetState(struct GadgetInfo *gi, boolean state)
15610 gi->checked = state;
15613 void RedrawSoundButtonGadget(int id)
15615 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15616 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15617 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15618 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15619 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15620 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15623 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15624 RedrawGadget(game_gadget[id2]);
15627 void MapGameButtons()
15629 MapGameButtonsExt(FALSE);
15632 void UnmapGameButtons()
15634 UnmapGameButtonsExt(FALSE);
15637 void RedrawGameButtons()
15639 RedrawGameButtonsExt(FALSE);
15642 void MapGameButtonsOnTape()
15644 MapGameButtonsExt(TRUE);
15647 void UnmapGameButtonsOnTape()
15649 UnmapGameButtonsExt(TRUE);
15652 void RedrawGameButtonsOnTape()
15654 RedrawGameButtonsExt(TRUE);
15657 void GameUndoRedoExt()
15659 ClearPlayerAction();
15661 tape.pausing = TRUE;
15664 UpdateAndDisplayGameControlValues();
15666 DrawCompleteVideoDisplay();
15667 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15668 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15669 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15674 void GameUndo(int steps)
15676 if (!CheckEngineSnapshotList())
15679 LoadEngineSnapshot_Undo(steps);
15684 void GameRedo(int steps)
15686 if (!CheckEngineSnapshotList())
15689 LoadEngineSnapshot_Redo(steps);
15694 static void HandleGameButtonsExt(int id, int button)
15696 static boolean game_undo_executed = FALSE;
15697 int steps = BUTTON_STEPSIZE(button);
15698 boolean handle_game_buttons =
15699 (game_status == GAME_MODE_PLAYING ||
15700 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15702 if (!handle_game_buttons)
15707 case GAME_CTRL_ID_STOP:
15708 case GAME_CTRL_ID_PANEL_STOP:
15709 if (game_status == GAME_MODE_MAIN)
15715 RequestQuitGame(TRUE);
15719 case GAME_CTRL_ID_PAUSE:
15720 case GAME_CTRL_ID_PAUSE2:
15721 case GAME_CTRL_ID_PANEL_PAUSE:
15722 if (network.enabled && game_status == GAME_MODE_PLAYING)
15725 SendToServer_ContinuePlaying();
15727 SendToServer_PausePlaying();
15730 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15732 game_undo_executed = FALSE;
15736 case GAME_CTRL_ID_PLAY:
15737 case GAME_CTRL_ID_PANEL_PLAY:
15738 if (game_status == GAME_MODE_MAIN)
15740 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15742 else if (tape.pausing)
15744 if (network.enabled)
15745 SendToServer_ContinuePlaying();
15747 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15751 case GAME_CTRL_ID_UNDO:
15752 // Important: When using "save snapshot when collecting an item" mode,
15753 // load last (current) snapshot for first "undo" after pressing "pause"
15754 // (else the last-but-one snapshot would be loaded, because the snapshot
15755 // pointer already points to the last snapshot when pressing "pause",
15756 // which is fine for "every step/move" mode, but not for "every collect")
15757 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15758 !game_undo_executed)
15761 game_undo_executed = TRUE;
15766 case GAME_CTRL_ID_REDO:
15770 case GAME_CTRL_ID_SAVE:
15774 case GAME_CTRL_ID_LOAD:
15778 case SOUND_CTRL_ID_MUSIC:
15779 case SOUND_CTRL_ID_PANEL_MUSIC:
15780 if (setup.sound_music)
15782 setup.sound_music = FALSE;
15786 else if (audio.music_available)
15788 setup.sound = setup.sound_music = TRUE;
15790 SetAudioMode(setup.sound);
15792 if (game_status == GAME_MODE_PLAYING)
15796 RedrawSoundButtonGadget(id);
15800 case SOUND_CTRL_ID_LOOPS:
15801 case SOUND_CTRL_ID_PANEL_LOOPS:
15802 if (setup.sound_loops)
15803 setup.sound_loops = FALSE;
15804 else if (audio.loops_available)
15806 setup.sound = setup.sound_loops = TRUE;
15808 SetAudioMode(setup.sound);
15811 RedrawSoundButtonGadget(id);
15815 case SOUND_CTRL_ID_SIMPLE:
15816 case SOUND_CTRL_ID_PANEL_SIMPLE:
15817 if (setup.sound_simple)
15818 setup.sound_simple = FALSE;
15819 else if (audio.sound_available)
15821 setup.sound = setup.sound_simple = TRUE;
15823 SetAudioMode(setup.sound);
15826 RedrawSoundButtonGadget(id);
15835 static void HandleGameButtons(struct GadgetInfo *gi)
15837 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15840 void HandleSoundButtonKeys(Key key)
15842 if (key == setup.shortcut.sound_simple)
15843 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15844 else if (key == setup.shortcut.sound_loops)
15845 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15846 else if (key == setup.shortcut.sound_music)
15847 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);